Post by Gravedust on Oct 17, 2010 14:43:07 GMT -8
==========================================
CHARACTER CLASSES AND RANKS
A character's Class determines what stats he or she will have. Higher Ranked characters have better stats than lower ones and are generally more effective, but also cost more to hire.
Characters can also increase in Rank by fighting in (and surviving) battles.
Rank advancement by experience proceeds as follows:
Rookie > Regular (2 Battles)
Regular > Veteran (3 Battles)
Veteran > Elite (5 battles)
Elite characters, in addition to having superior stats, gain an Elite Skill. When a Elite character is hired or promoted, you can choose which skill they learn.
In ship diagrams, characters will be represented by icons:
The icon in the center denotes the character's class, and the text beneath will be the character's name (Instead of a class lavel, as shown here) The gold circles on the left side indicate rank. (1 circle for Rookies, 4 for Elite.) and the green circle at right indicated health level. The health indicator changes color depending on how injured the character is.
==========================================
CLASS LIST
((Full list including skill breakdowns is here))
==========================================
CAPTAIN
[Rookie:$8,000][Regular:$15,000][Veteran:$30,000][Elite:$60,000]
-
The man (Or woman) in charge! Captains direct the actions of the entire ship and tie the actions of the crew together. They have excellent skills in most areas, and can be vicious combatants if the situation calls for it. Only one Captain is allowed to ship out per vessel.
-
Primary Skills: [Airship Tactics][Combat Tactics][Swashbuckling][Musketry]
Secondary Skills: [Toughness][Piloting][Medicine]
-
Elite Skill: (Leadership) Increases all rolls made by the Captain's crew by [D100/10]
Elite Skill: (Intimidate) Any character attacking a character in the same compartment as the Captain has a 20% chance to instead become intimidated and not do anything.
Elite Skill: (Mind Games) Reduces the Airship Tactics roll of an enemy Captain by [D100/10]
---------------
PILOT:
[Rookie:$4,000][Regular:$11,000][Veteran:$20,000][Elite:$30,000]
-
A pilot's job is to keep the ship flying straight and true in the face of the many dangers and difficulties that air combat provides. A good pilot can also pull off some impressive maneuvers, and protect the ship from incoming fire via defensive maneuvering.
-
Primary Skills: [Piloting]
Secondary Skills: [Mechanical][Swashbuckling][Musketry]
-
Elite Skill: (Firing Platform) Increases shipwide Cannon accuracy by 10.
Elite Skill: (Extra Evasive) Increases Evasive Maneuvers result by 10.
---------------
ROUSTABOUT:
[Rookie: $3,000][Regular:$7,000][Veteran:$13,000][Elite:$20,000]
Roustabouts are the jacks of many trades aboard ship, possessing the muscle and the knowledge required for the many miscellaneous jobs that need doing shipside, and a defensive force when being boarded.
-
Primary Skills: [Strength][Firefighting]
Secondary Skills:[Toughness][Mechanical][Repair][Swashbuckling]
-
Elite Skill: (Doubletime) Uses 2 Actions to move up to 4 compartment spaces.
Elite Skill: (Second Strike) Makes 2 melee attacks for every attack action.
---------------
MUSKETEER:
[Rookie: $3,000][Regular:$7,000][Veteran:$12,000][Elite:$19,000]
Masters of pistol and rifle, Musketeers are quick on the draw and usually find a way to get in the first shot. They excel at causing damage from afar and are effective at both offense and defense with the right positioning.
-
Primary Skills: [Musketry][Combat Tactics]
Secondary Skills: [Toughness][Agility][Medicine]
-
Elite Skill: (Rapid Fire) Makes 2 ranged attacks on the same target for every attack action.
Elite Skill: (Sniper Shot) Uses 2 Actions to make an attack with a +30 bonus to Musketry.
---------------
SWASHBUCKLER:
[Rookie: $3,000][Regular:$7,000][Veteran:$12,000][Elite:$19,000]
Masters of blade and dagger, Swashbucklers are most at home when the fighting gets up close and personal. They are extremely resilient and have a fair helping of strength as well.
-
Primary Skills: [Toughness][Swashbuckling]
Secondary Skills: [Strength][Combat Tactics][Agility][Medicine][Firefighting]
-
Elite Skill: (Piercing Strike) Uses 2 Actions to make a melee attack that (if it hits) ignores the target's Toughness.
Elite Skill: (Infiltrator) Can pass freely through compartments occupied by enemy characters.
--------------------
CANNONEER:
[Rookie: $3,000][Regular:$6,000][Veteran:$10,000][Elite:$17,000]
When the big guns go bang in anger, it's the Cannoneers who pull the triggers and dole out the hurt.
-
Primary Skills: [Cannoneering][Mechanical]
Secondary Skills:[Strength][Musketry][Firefighting]
-
Elite Skill: (Careful Aim) Uses 2 Actions to make a shot with +30 bonus to Cannoneering skill.
Elite Skill: (Hot shot) Gunner may Overcharge their Cannon and Fire it as 1 Action.
--------------------
ENGINEER
[Rookie: $3,000][Regular:$6,000][Veteran:$11,000][Elite:$18,000]
If it's busted, they can fix it. If it's not busted, they'll see if it can't work just a little better than it was designed to. Skilled engineers can squeeze every last extra drop of performance out of the many machines on board the ship, in addition to fixing malfunctions when they occur.
-
Primary Skills: [Mechanical][Repair]
Secondary Skills:[Musketry][Cannoneering][Firefighting]
-
Elite Skill: (Damage Control) Automatically reduces the severity of malfunctions in the compartment the Engineer ends the turn in.
Elite Skill: (Reinforce) Uses 2 Actions to restore [D100/20] Armor to a Bulkhead.
Elite Skill: (Sabotage) Causes a malfunction in the compartment.
--------------------
MEDIC:
[Rookie: $5,000][Regular:$11,000][Veteran:$19,000][Elite:$28,000]
Cares for the wounded in combat, and can keep crews on their feet just that much longer.
-
Primary Skills: [Medicine]
Secondary Skills:[Agility]
-
Elite Skill: (Transfusion) Averages the health levels of two characters. Remainders will be rounded down.
Elite Skill: (IV Drip) Restores 1 health to up to 5 people in the compartment.
==========================================
CLASS SWITCHING
Your Crew can change classes between battles. This results in a loss of Rank and Experience, so generally it's best only to do this if you are short a particular type of crew and have no other way of getting one.
Changing a Crewmember from one class to another drops them down 1 Rank. So a Veteran changing class would become a Regular of whatever their new class is to be. They also lose any experience they had build up towards their next rank, and begin their new class with 0 experience. Rookies can be class switched without losing Rank (as they are already at the bottom) but they still lose any experience they may have gained.
Captains are special cases when it comes to class switching. Only Elite Characters are eligible to class-switch to Captain, and in doing so they are knocked down 2 ranks to become Regular Captains, and lose their Elite class skill.
Class Switching also can not be performed on a Character that is newly purchased.
==========================================
CREW SKILLS
There are a number of stats that determine what each crewmember's attributes and determine their performance.
TOUGHNESS
Measures their ability to withstand wounds and injuries. A Character with high Toughness is simply harder to hurt.
STRENGTH
Measures their physical strength. This stat does not effect melee combat, but is used to determine how much weight a character can lift or carry, making it easier to haul things like cannon shells, valuable cargo or wounded crewmen. A high Strength Character can also help generate steam power for the ship by stoking the boiler.
AGILITY
Measures a character's sense of balance and ability to stay on their feet. This skill is useful to avoid embarrassing (or fatal) falls from an airship while walking on deck or crossing a grapple or becoming snagged by wreckage in a destroyed compartment.
COMBAT TACTICS
A measurement of reflexes and tactical thinking. A character with good Combat Tactics is more likely (but not guaranteed) to act first in a combat situation.
SWASHBUCKLING
A measurement of the character's ability with a sword and other bladed weapons. Acts as both offense and defense against other swashbuckling attacks. Attacking opponents with low swashbuckling skill will usually lead to more damage.
MUSKETRY
A measurement of the character's ability with ranged weapons such as pistols and rifles. Crewmen armed with ranged weapons have the advantage of being able to fire on distant targets and work well as a back line when firing from behind a screen of melee attackers.
AIRSHIP TACTICS
A measurement of the character's experience and savvy at air combat. This stat only goes into effect if the character possessing it is commanding a ship from the bridge. This character's Air Combat stat will then determine the order that the ship takes action in, much in the same way as Combat Tactics. A higher Airship tactics increases the chance that the character's ship will get to act first (Or last, if they choose to delay their turn till the end for the round)
PILOTING
A measurement of the character's skill at operating an airship. The higher the character's piloting skill, the less likely it becomes that they will lose control of the ship while performing complex maneuvers. Additionally, their aptitude for evasive maneuvering can make the ship be more difficult to hit.
CANNONEERING
A measurement of the Character's skill at firing the big guns on a ship. Higher Cannoneering skill can make more distant targets easier to hit, increases the chance for closer-in shots to do more damage, and increases the chance of a successful Called Shot.
MECHANICAL
Measurement of the Character's aptitude for getting a piece of equipment to run faster, harder, or just better than it's designed to by Overcharging them. Many systems on the ship (Engines, Pressure tank, Cannons, Grapples) can have their output increased by as much as 25% over their usual limits.
REPAIR:
Measurement of the character's ability to effectively make repairs and eliminate Malfunctions amongst the ship's equipment when it becomes damaged. Often times vital to the survival of the ship.
FIREFIGHTING:
Measurement of the character's ability to safely and effectively extinguish shipboard fires. Fire is a dangerous and destructive condition aboardship, and the ability to deal with it is important.
MEDICINE:
Measurement of the character's skill at binding wounds and dealing with injuries. Instrumental in keeping the crew on it's feet while the ship is under attack.
=========================================
======================================
EQUIPMENT
Equipment can be given to crewmemebers in between battles in order to improve their stats or give them new abilities. Equipment can be used by any rank or class, but a character can have only two pieces of equipment at a time. Certain types of equipment can be purchased, but others can only be gained through mission rewards, completing special objectives, or by scavenging during a battle. Some equipment will have charges, and when used fully, the piece of equipment must be purchased or found again. Equipment can only be changed in between battles, and cannot be traded during battle. If a character is killed or otherwise lost, any equipment they may be carrying is permanently lost as well.
BUYABLE EQUIPMENT:
Parachute: ($2,000) Characters are not killed if they fall from an airship or miss a ship-to-ship Jetpack jump. Consumed on use.
Jetpack: ($8,000) Characters may launch themselves from the deck of one adjacent ship to another in a ship-to-ship jump) or use the jetpack once per round to travel 2 movement spaces on the ground map when outdoors. Jetpacks have 20 charges, which regenerate between missions. A ship-to-ship jump consumes 5 charges per square travelled to the target ship, and 1 charge per jump on the ground.
Sapper Bombs: ($3,000) Does D100/10 damage to Bulkheads. 2 Uses.
Grenades: ($2,000) Does 10 Area damage to an adjacent compartment. Single charge.
Cutting Torch: ($4,000) Does 1 damage to Bulkheads.
==========================================
=========================================
HEALTH AND WOUND PENALTIES
Every character has 10 health levels. When they become wounded in combat they begin recieving a stacking penalty to all their rolls, beginning at -5 at health level 6, and going as far as -30 at health level 1. At level 0 or lower they become incapacitated and unable to act.
At health level -4 they shuffle off the mortal coil for good.
Heavy wound penalties can make even routine tasks difficult for lower Ranked characters, so you may wish to think twice before assigning them a critical task unless necessary.
Medics or other characters can also use their skills to increase health levels.
All characters heal fully between battles.
==========================================
=========================================
MOVEMENT
Moving around inside an airship is easy. Charactes can cross through any compartment that is horizontally adjacent. To move up or down a deck, however, they must be in a compartment with a stairwell. Or if the floor of the compartment has been destroyed, they may drop down through the hole (in fact there is a chance that this may happen when they -don't - want this to happen as well.) Characters move 1 compartment per Action, so in general they can only move 2 compartments per turn.
Characters can also pass from the inside of an airship to the outside by passing through a hatch. As one can imagine it's not the safest place to be, and one of the biggest hazards (aside from catching incoming fire with your teeth) is falling or being swept off the ship. If the ship is moving, the chance a character losing his or her footing increases according to the ship's speed. (A valid way of getting boarders off your vessel is to simply pour on the speed and hope they're shaken loose by the wind.) However this chance can be decreased significantly by standing on a Deck. Decks are sections on the outside of the airship that are meant to be walked on, and are represented by green bars. Decks make it pretty easy to move around, and the chance of falling or being blown off the ship is halved.
If a ship is grounded, such as when it lands to pick up cargo or other items and personnel, Crew can exit the ship through Cargo hatches or regular hatches that are on the lowermost deck and can mess around on the ground, which they'll have to do if they want to grab cargo and such. Just remember to get them back before you lift off again of they'll be stuck there, and lost when the battle ends (Though there's chance they can make it back to base, depending on the scenario.)
Examples of possible movement in and out of the airship:
==========================================
GIVING ORDERS TO CREW
Crewmembers have 2 actions available every turn. These Actions can be used for things like moving a compartment space, firing a cannon, attacking and so forth.
To give orders to your crew, simply write out what you want them to do. These can be general orders ("Closest Engineer, get to the Forward engine room and FIX THAT DAMN THING!!!") Or you can micromanage them to whatever extent you wish.("Bob, move to D2C4 and repair the engine.") Either way they'll comply to the best of their ability. However if a command is too general: "Fix everything!" they may get confused and not act at all. So it's best to use names and give specific instructions.
One situation where it's important to give specific instructions is when dealing with pilots. They will take general directions fine, but airship positioning can be a delicate thing, and if you have a strategy in the works they certainly won't mind if you spell out what moves for them explicitly. ("Move 2 spaces north, make a 90 degree turn to the left, then 2 spaces West.")
Cannoneers also don't mind a bit of handholding. By default when told to fire they'll engage at Range 10, so if you want them to fire from further out, or to hold their fire till they get closer for more accurate and effective shots, you'll want to let them know. Also, they won't traverse their guns on their own, they require your guidance for that.
Likewise if you happen to have a boarding party attacking an enemy ship, they'll definitely require your special attention in order to succeed. In combat situations it's best to indicate exactly who your want your characters to attack.
Also, it's easy for crewmembers to get swept up in the chaos of combat, and so even if you set one to a task they should be doing for the duration of the mission (Stoking the boiler, for example) it's best to remind them (*cough*And the GM*cough*) every turn, just in case.
In all cases, though, remember that they only get 2 Actions, so they may not be able to do everything you ask right away, especially if they have to move in order to do it.
Your crew will have a lot to say during missions as well. A lot of what they say can be fluff, but they sometimes may alert you to a problem early if you pay attention.
================================
================================
CHARACTER CLASSES AND RANKS
A character's Class determines what stats he or she will have. Higher Ranked characters have better stats than lower ones and are generally more effective, but also cost more to hire.
Characters can also increase in Rank by fighting in (and surviving) battles.
Rank advancement by experience proceeds as follows:
Rookie > Regular (2 Battles)
Regular > Veteran (3 Battles)
Veteran > Elite (5 battles)
Elite characters, in addition to having superior stats, gain an Elite Skill. When a Elite character is hired or promoted, you can choose which skill they learn.
In ship diagrams, characters will be represented by icons:
The icon in the center denotes the character's class, and the text beneath will be the character's name (Instead of a class lavel, as shown here) The gold circles on the left side indicate rank. (1 circle for Rookies, 4 for Elite.) and the green circle at right indicated health level. The health indicator changes color depending on how injured the character is.
==========================================
CLASS LIST
((Full list including skill breakdowns is here))
==========================================
CAPTAIN
[Rookie:$8,000][Regular:$15,000][Veteran:$30,000][Elite:$60,000]
-
The man (Or woman) in charge! Captains direct the actions of the entire ship and tie the actions of the crew together. They have excellent skills in most areas, and can be vicious combatants if the situation calls for it. Only one Captain is allowed to ship out per vessel.
-
Primary Skills: [Airship Tactics][Combat Tactics][Swashbuckling][Musketry]
Secondary Skills: [Toughness][Piloting][Medicine]
-
Elite Skill: (Leadership) Increases all rolls made by the Captain's crew by [D100/10]
Elite Skill: (Intimidate) Any character attacking a character in the same compartment as the Captain has a 20% chance to instead become intimidated and not do anything.
Elite Skill: (Mind Games) Reduces the Airship Tactics roll of an enemy Captain by [D100/10]
---------------
PILOT:
[Rookie:$4,000][Regular:$11,000][Veteran:$20,000][Elite:$30,000]
-
A pilot's job is to keep the ship flying straight and true in the face of the many dangers and difficulties that air combat provides. A good pilot can also pull off some impressive maneuvers, and protect the ship from incoming fire via defensive maneuvering.
-
Primary Skills: [Piloting]
Secondary Skills: [Mechanical][Swashbuckling][Musketry]
-
Elite Skill: (Firing Platform) Increases shipwide Cannon accuracy by 10.
Elite Skill: (Extra Evasive) Increases Evasive Maneuvers result by 10.
---------------
ROUSTABOUT:
[Rookie: $3,000][Regular:$7,000][Veteran:$13,000][Elite:$20,000]
Roustabouts are the jacks of many trades aboard ship, possessing the muscle and the knowledge required for the many miscellaneous jobs that need doing shipside, and a defensive force when being boarded.
-
Primary Skills: [Strength][Firefighting]
Secondary Skills:[Toughness][Mechanical][Repair][Swashbuckling]
-
Elite Skill: (Doubletime) Uses 2 Actions to move up to 4 compartment spaces.
Elite Skill: (Second Strike) Makes 2 melee attacks for every attack action.
---------------
MUSKETEER:
[Rookie: $3,000][Regular:$7,000][Veteran:$12,000][Elite:$19,000]
Masters of pistol and rifle, Musketeers are quick on the draw and usually find a way to get in the first shot. They excel at causing damage from afar and are effective at both offense and defense with the right positioning.
-
Primary Skills: [Musketry][Combat Tactics]
Secondary Skills: [Toughness][Agility][Medicine]
-
Elite Skill: (Rapid Fire) Makes 2 ranged attacks on the same target for every attack action.
Elite Skill: (Sniper Shot) Uses 2 Actions to make an attack with a +30 bonus to Musketry.
---------------
SWASHBUCKLER:
[Rookie: $3,000][Regular:$7,000][Veteran:$12,000][Elite:$19,000]
Masters of blade and dagger, Swashbucklers are most at home when the fighting gets up close and personal. They are extremely resilient and have a fair helping of strength as well.
-
Primary Skills: [Toughness][Swashbuckling]
Secondary Skills: [Strength][Combat Tactics][Agility][Medicine][Firefighting]
-
Elite Skill: (Piercing Strike) Uses 2 Actions to make a melee attack that (if it hits) ignores the target's Toughness.
Elite Skill: (Infiltrator) Can pass freely through compartments occupied by enemy characters.
--------------------
CANNONEER:
[Rookie: $3,000][Regular:$6,000][Veteran:$10,000][Elite:$17,000]
When the big guns go bang in anger, it's the Cannoneers who pull the triggers and dole out the hurt.
-
Primary Skills: [Cannoneering][Mechanical]
Secondary Skills:[Strength][Musketry][Firefighting]
-
Elite Skill: (Careful Aim) Uses 2 Actions to make a shot with +30 bonus to Cannoneering skill.
Elite Skill: (Hot shot) Gunner may Overcharge their Cannon and Fire it as 1 Action.
--------------------
ENGINEER
[Rookie: $3,000][Regular:$6,000][Veteran:$11,000][Elite:$18,000]
If it's busted, they can fix it. If it's not busted, they'll see if it can't work just a little better than it was designed to. Skilled engineers can squeeze every last extra drop of performance out of the many machines on board the ship, in addition to fixing malfunctions when they occur.
-
Primary Skills: [Mechanical][Repair]
Secondary Skills:[Musketry][Cannoneering][Firefighting]
-
Elite Skill: (Damage Control) Automatically reduces the severity of malfunctions in the compartment the Engineer ends the turn in.
Elite Skill: (Reinforce) Uses 2 Actions to restore [D100/20] Armor to a Bulkhead.
Elite Skill: (Sabotage) Causes a malfunction in the compartment.
--------------------
MEDIC:
[Rookie: $5,000][Regular:$11,000][Veteran:$19,000][Elite:$28,000]
Cares for the wounded in combat, and can keep crews on their feet just that much longer.
-
Primary Skills: [Medicine]
Secondary Skills:[Agility]
-
Elite Skill: (Transfusion) Averages the health levels of two characters. Remainders will be rounded down.
Elite Skill: (IV Drip) Restores 1 health to up to 5 people in the compartment.
==========================================
CLASS SWITCHING
Your Crew can change classes between battles. This results in a loss of Rank and Experience, so generally it's best only to do this if you are short a particular type of crew and have no other way of getting one.
Changing a Crewmember from one class to another drops them down 1 Rank. So a Veteran changing class would become a Regular of whatever their new class is to be. They also lose any experience they had build up towards their next rank, and begin their new class with 0 experience. Rookies can be class switched without losing Rank (as they are already at the bottom) but they still lose any experience they may have gained.
Captains are special cases when it comes to class switching. Only Elite Characters are eligible to class-switch to Captain, and in doing so they are knocked down 2 ranks to become Regular Captains, and lose their Elite class skill.
Class Switching also can not be performed on a Character that is newly purchased.
==========================================
CREW SKILLS
There are a number of stats that determine what each crewmember's attributes and determine their performance.
TOUGHNESS
Measures their ability to withstand wounds and injuries. A Character with high Toughness is simply harder to hurt.
STRENGTH
Measures their physical strength. This stat does not effect melee combat, but is used to determine how much weight a character can lift or carry, making it easier to haul things like cannon shells, valuable cargo or wounded crewmen. A high Strength Character can also help generate steam power for the ship by stoking the boiler.
AGILITY
Measures a character's sense of balance and ability to stay on their feet. This skill is useful to avoid embarrassing (or fatal) falls from an airship while walking on deck or crossing a grapple or becoming snagged by wreckage in a destroyed compartment.
COMBAT TACTICS
A measurement of reflexes and tactical thinking. A character with good Combat Tactics is more likely (but not guaranteed) to act first in a combat situation.
SWASHBUCKLING
A measurement of the character's ability with a sword and other bladed weapons. Acts as both offense and defense against other swashbuckling attacks. Attacking opponents with low swashbuckling skill will usually lead to more damage.
MUSKETRY
A measurement of the character's ability with ranged weapons such as pistols and rifles. Crewmen armed with ranged weapons have the advantage of being able to fire on distant targets and work well as a back line when firing from behind a screen of melee attackers.
AIRSHIP TACTICS
A measurement of the character's experience and savvy at air combat. This stat only goes into effect if the character possessing it is commanding a ship from the bridge. This character's Air Combat stat will then determine the order that the ship takes action in, much in the same way as Combat Tactics. A higher Airship tactics increases the chance that the character's ship will get to act first (Or last, if they choose to delay their turn till the end for the round)
PILOTING
A measurement of the character's skill at operating an airship. The higher the character's piloting skill, the less likely it becomes that they will lose control of the ship while performing complex maneuvers. Additionally, their aptitude for evasive maneuvering can make the ship be more difficult to hit.
CANNONEERING
A measurement of the Character's skill at firing the big guns on a ship. Higher Cannoneering skill can make more distant targets easier to hit, increases the chance for closer-in shots to do more damage, and increases the chance of a successful Called Shot.
MECHANICAL
Measurement of the Character's aptitude for getting a piece of equipment to run faster, harder, or just better than it's designed to by Overcharging them. Many systems on the ship (Engines, Pressure tank, Cannons, Grapples) can have their output increased by as much as 25% over their usual limits.
REPAIR:
Measurement of the character's ability to effectively make repairs and eliminate Malfunctions amongst the ship's equipment when it becomes damaged. Often times vital to the survival of the ship.
FIREFIGHTING:
Measurement of the character's ability to safely and effectively extinguish shipboard fires. Fire is a dangerous and destructive condition aboardship, and the ability to deal with it is important.
MEDICINE:
Measurement of the character's skill at binding wounds and dealing with injuries. Instrumental in keeping the crew on it's feet while the ship is under attack.
=========================================
======================================
EQUIPMENT
Equipment can be given to crewmemebers in between battles in order to improve their stats or give them new abilities. Equipment can be used by any rank or class, but a character can have only two pieces of equipment at a time. Certain types of equipment can be purchased, but others can only be gained through mission rewards, completing special objectives, or by scavenging during a battle. Some equipment will have charges, and when used fully, the piece of equipment must be purchased or found again. Equipment can only be changed in between battles, and cannot be traded during battle. If a character is killed or otherwise lost, any equipment they may be carrying is permanently lost as well.
BUYABLE EQUIPMENT:
Parachute: ($2,000) Characters are not killed if they fall from an airship or miss a ship-to-ship Jetpack jump. Consumed on use.
Jetpack: ($8,000) Characters may launch themselves from the deck of one adjacent ship to another in a ship-to-ship jump) or use the jetpack once per round to travel 2 movement spaces on the ground map when outdoors. Jetpacks have 20 charges, which regenerate between missions. A ship-to-ship jump consumes 5 charges per square travelled to the target ship, and 1 charge per jump on the ground.
Sapper Bombs: ($3,000) Does D100/10 damage to Bulkheads. 2 Uses.
Grenades: ($2,000) Does 10 Area damage to an adjacent compartment. Single charge.
Cutting Torch: ($4,000) Does 1 damage to Bulkheads.
==========================================
=========================================
HEALTH AND WOUND PENALTIES
Every character has 10 health levels. When they become wounded in combat they begin recieving a stacking penalty to all their rolls, beginning at -5 at health level 6, and going as far as -30 at health level 1. At level 0 or lower they become incapacitated and unable to act.
At health level -4 they shuffle off the mortal coil for good.
Heavy wound penalties can make even routine tasks difficult for lower Ranked characters, so you may wish to think twice before assigning them a critical task unless necessary.
Medics or other characters can also use their skills to increase health levels.
All characters heal fully between battles.
==========================================
=========================================
MOVEMENT
Moving around inside an airship is easy. Charactes can cross through any compartment that is horizontally adjacent. To move up or down a deck, however, they must be in a compartment with a stairwell. Or if the floor of the compartment has been destroyed, they may drop down through the hole (in fact there is a chance that this may happen when they -don't - want this to happen as well.) Characters move 1 compartment per Action, so in general they can only move 2 compartments per turn.
Characters can also pass from the inside of an airship to the outside by passing through a hatch. As one can imagine it's not the safest place to be, and one of the biggest hazards (aside from catching incoming fire with your teeth) is falling or being swept off the ship. If the ship is moving, the chance a character losing his or her footing increases according to the ship's speed. (A valid way of getting boarders off your vessel is to simply pour on the speed and hope they're shaken loose by the wind.) However this chance can be decreased significantly by standing on a Deck. Decks are sections on the outside of the airship that are meant to be walked on, and are represented by green bars. Decks make it pretty easy to move around, and the chance of falling or being blown off the ship is halved.
If a ship is grounded, such as when it lands to pick up cargo or other items and personnel, Crew can exit the ship through Cargo hatches or regular hatches that are on the lowermost deck and can mess around on the ground, which they'll have to do if they want to grab cargo and such. Just remember to get them back before you lift off again of they'll be stuck there, and lost when the battle ends (Though there's chance they can make it back to base, depending on the scenario.)
Examples of possible movement in and out of the airship:
==========================================
GIVING ORDERS TO CREW
Crewmembers have 2 actions available every turn. These Actions can be used for things like moving a compartment space, firing a cannon, attacking and so forth.
To give orders to your crew, simply write out what you want them to do. These can be general orders ("Closest Engineer, get to the Forward engine room and FIX THAT DAMN THING!!!") Or you can micromanage them to whatever extent you wish.("Bob, move to D2C4 and repair the engine.") Either way they'll comply to the best of their ability. However if a command is too general: "Fix everything!" they may get confused and not act at all. So it's best to use names and give specific instructions.
One situation where it's important to give specific instructions is when dealing with pilots. They will take general directions fine, but airship positioning can be a delicate thing, and if you have a strategy in the works they certainly won't mind if you spell out what moves for them explicitly. ("Move 2 spaces north, make a 90 degree turn to the left, then 2 spaces West.")
Cannoneers also don't mind a bit of handholding. By default when told to fire they'll engage at Range 10, so if you want them to fire from further out, or to hold their fire till they get closer for more accurate and effective shots, you'll want to let them know. Also, they won't traverse their guns on their own, they require your guidance for that.
Likewise if you happen to have a boarding party attacking an enemy ship, they'll definitely require your special attention in order to succeed. In combat situations it's best to indicate exactly who your want your characters to attack.
Also, it's easy for crewmembers to get swept up in the chaos of combat, and so even if you set one to a task they should be doing for the duration of the mission (Stoking the boiler, for example) it's best to remind them (*cough*And the GM*cough*) every turn, just in case.
In all cases, though, remember that they only get 2 Actions, so they may not be able to do everything you ask right away, especially if they have to move in order to do it.
Your crew will have a lot to say during missions as well. A lot of what they say can be fluff, but they sometimes may alert you to a problem early if you pay attention.
================================
================================