Playthings of Mad Gods

They all look like ants from up here - rules for Airships for the OSR

Note: all of this is untested, please write to me if you find something stupid so I can fix it.

There are many ways to travel through the boundless expanses of the world. Guzzolene chugging metal steeds driving across the grasslands, triremes filled with drug-addled slaves that swim both on the perilous oceans and up or down the rivers. There is one method suprerior to all of them - The Mighty Airship, for no other method can go anywhere, right up to tops of the tallest mountains. In order to have a ship fly you need three things:

  1. Hydrogen.

This wonderful gas can be obtained by powerful wizards or great factories by filling water with lightning. It is used both as what keeps the ships up and as the gas that is burned to push it forward. Hydrogen is usually measured in "reverse weight", or how much it can hold up in the sky. -100 kg of hydrogen usually costs between 2 to 10 GP, depending on the output of the nearby factory and the local demand.

  1. A Light Ship.

Most airships are made out of light wood and leather, all covered in fire-proof enchanted leather. The part that holds the hydrogen is always larger than the ship itself. They use both sails and hydrogen-powered propellers to sail across the skies, with lighter ships relying more on the hydrogen they can burn and the heaavier ones relying on their larger sails. Ships are divided into:


When you've seen the values of HP you might have thought "what could bring these beasts down?" Hold your horses. Most airships avoid fighting, as there too many fights in which everyone loses. Here are some examples of terrible weapons that are used in airship combat:

If a ship lost 1/4 HP it begins losing hydrogen: -500 kg per turn until it is patched up (an hour of work for a full crew) 1/2 HP: The loss goes up to -1000 kg per turn. 3/4 HP: The ship is falling apart. It can not be fixed without going to the ground, losing -2000 kg per turn. The only thing left is trying to safely land it. All HP Lost: The ship falls to the ground. You are absolutely fucked.
Strength of fire causes damage equal to itself during each turn of an air combat. Each crewmate assigned to extinguishing it reduces the strength by 1 for each turn. If a ship has lost more than 1/4 HP then roll a d4 each turn. On a 1 it explodes, causing its HP to fall down to 0.

  1. Crew

The blood of a ship. They are those who make a ship fly, just as important as hydrogen. During a fight, each time a ship is hit by an attack d4-1 crewmembers die. Each weapon that is manned by 5 people can fire once per turn. If a ship loses the required crew it also loses maneuverability(the fewer crewmember, the more it falls). They can also spend a turn patching the ship up, restoring 1 HP per each crewman working.

#System