<Snipped quote by Excession>
I would like one airship, six of whatever the equivalent of the Tommy Gun is in this setting, and six pieces of protective gear to offset the goblin's abysmal defensive capabilities.
You have a choice of several airships, some with catches.
Windriders were the first generation of airships and remain in use today, made mainly from wood and canvas with some metal reinforcement, they're powered by chained winds bound to sapphire nodes by the fins and sails. Can't hover, reasonably fast, quite manoueverable.
Cloudbanks are the workhorses of the Stormcirlce merchant navy, base on similar technology to Windriders, but larger and slow to carry cargo, troops, and even interceptors. Sturdy, reliable, and equipped with plenty of weapon hardpoints but not very agile and they benefit from a large crew.
Stormhawks are the latest generation of Stormcircle airship and getting one will raise questions. Based on electromagnetic repulsion spells they can be incredibly quick and agile but require a specialized manatechnician for upkeep.
Endjinn ships have a flame animus caged in their belly, providing power to thrusters. They operate at extremes; they can cruise at a fair speed for weeks before brief sprints of high speed. You do need to let the animus rest, keep a Conflagrant on hand to quell it, or otherwise manage its mood.
Necroships look like classic sea-going galleons, their sails driven by the strange winds of the World Without Sun. Need a Necromancer in the crew for best results, and they can jaunt through the World Without Sun to effectively warp travel - if you can keep the hungry ghosts from boarding and your crew from losing their minds.
Bioships are custom-grown, living vessels with gasbags and wings. You have to feed them, treat wounds, and ideally have a Communer in the crew to care for them. Or a Vampire.
You can also have a mundane airship which tends to have more fuel costs and lacks special features of other types, but you don't need a pet wizard to keep it airworthy.
Do you mind being a debtor to Leadbelly Kira for the tommy guns? I can just let you have them, sure, but paying them off could be a good hook for a first job.
You can have some armour; reinforced jackets, essentially. We can make getting better stuff an in-game task.
I should note I treat violence as a failure state - not yours, necessarily, the fault can equally lie with NPCs. If you can't avoid a fight, I strongly urge you to avoid a
fair fight. Don't need protective gear if you can ventilate the opposition from ambush.
The combat engine in this game is high lethality so everyone, except Olimakin, prefers to avoid fighting and very rarely will a fight be to the death. Not many characters are zealous or well paid enough to die for whatever they're doing when a fight breaks out and you can expect a lot of combat encounters to end in surrender after a few severe injuries.
I seem to recall we're due a Lybarim ship's doctor which will be a literal lifesaver.