Sky Ships

With the high level of magic found in many fantasy RPG campaigns, enchanted vehicles designed to soar through the air are not beyond the realm of possibility. After all, what use are cloud kingdoms, sky realms, and other areas high above the earth if adventurers have no means of travelling to them? Magic such as fly and similar spells are too limited to make travel simple for characters. Furthermore, without some form of reliable transportation the sky kingdoms would lack the ability to carry on any meaningful trade or migrations. Thus, sky ships represent the most common method for non-flying creatures to take to the air. If magic is common in your game (as represented by particularly powerful spells, archmages, and ancient artifacts), skyships should fit into the general feel of the game. A few wizards know how to construct them and most commoners have seen one soaring across the sky at some point in their lives. In lower magic campaigns where powerful wizards are rare and magic is a wondrous rarity, skyships are rarely encountered on the surface. The sky elves use and maintain them, but the cost and time needed to manufacture them reserves their use for only the most important tasks. Of course, cloud kingdoms and other aspects of an aerial realm fall firmly in the high fantasy camp. As discussed earlier, if you plan to use cloud realms in a low fantasy game you need to include some explanations as to why cloud kingdoms tend to have more magic than ground ones.

1 - Choose Vehicle Type/size
2 - Increase Vehicle's Attributes
3 - Add Equipment;
  0. Free Equipment
  1. Engines
      Extraordinary Engines
  2. Locomotion
  3. Audio, Optical and Sensor
  4. Security
  5. External
  6. Facilities
  7. Pilot
  8. Additional
  9. Defences
 10. Weapons
Appendix 1: Helms
Appendix 2: Ship Types
Appendix 3: Ship Maintenance and Repairs
 

1. Choose Type and Size
The standard skyship (at least as far as standards have developed for this relatively new creation) looks similar to an oceangoing ship, complete with sails. Skyships built for the very wealthy have been outfitted with the finest amenities, with many decorative flourishes included in their construction.
Type Size (metres) HPs AC A/DF MR Speed (kph)
Flying Fortress 200 1500 0 1 1 75
Skimmer 5 45 5 3 4 300
Transport, Civilian Large 40 600 4 1 1 100
Transport, Civilian Standard 20 450 4 1 1 100
Transport, Military 20 450 4 1 2 250
Warship, Escort 35 550 3 1 1 350
Warship, Destroyer 55 750 2 1 1 250
Warship, Dreadnaught 80 950 1 1 1 150

 

Step 2: Increase Vehicle Attributes
Listed here are how much it costs to buy each individual point of each attribute. eg. between 1 and 2 A/DF cost 1 point each, while 3 to 5 cost 2 points each.

AC - this is a rating for the protective value of a vehicle's figured from 10 (very weak) to 0 or even -10 (the best armour which can be attached). The higher the AC the more vulnerable the vehicle is to damage. Armour provides protection by reducing the chance that a vehicle is attacked successfully (and suffers damage). Armour does not absorb damage, it prevents it.

A/DF - every vehicle has an Acceleration/Deceleration Factor. This is how many hexes or spaces the vehicle can add to or subtract from its speed in one turn. Vehicles cannot accelerate and decelerate on the same turn. 1 space = 2 square metres.

HPs - how many Hit Points the vehicle has or much damage it can take before being destroyed.

MR - each vehicle also has a manoeuvre rating. This number signifies how many times the vehicle can turn during its move. The vehicle must move forward at least 1 space or hex after each turn.

Speed - how fast in kilometres per hour the vehicle can travel at.

Attribute 1 Point Each 2 Points Each 3 Points Each
A/DF 1-2 3-5  
AC 6 to 3 2 to -3 -4 to -10
HPs 1-200 201-800 801+
MR   1-2 3-5
Speed 1-200 201-Mach 1 Mach 2+

 

Step 3: Add Equipment
When you first select your vehicle it will already have some of this equipment (such as wheels). Where this is the case the cost here is for their replacement or the addition of extra ones. Otherwise the cost is for adding new equipment.
1. Engines Cost
Animal Harness 1
Balloon 2
Helm Beamed Mana 10
Helm Bio Converter 11
Helm Elemental Furnace 10
Helm Mana Engine 11
Helm Soulburner 11
Sail 2 per sail
2. Locomotion Cost
Pontoon 1 per pontoon
Skids 1 per skid
Wheels 1 per wheel
Wings 2 per wing
Wings, Swing 2 per wing
3. Audio and Optical Cost
Heliograph 1
Loudspeaker 1
Periscope 1
Semaphore 1
Signal Lamp 1
Telescope 1
4. External Cost
Crane 1
Dozer blade 1
Drill 1
Dump Bin 1
Grader 1
Hedgerow Cutter 1
Hitch 1
Winch 1
Wrecking Ball 1
5. Facilities Cost
Cargo Bay 2
Corvus 1
Galley 1
Holding Cell 2
Passenger Cabin 1
Recreation 1
Secret Compartment 2
Stairway/ Ladder 1
Toilet 1
Workshop 2
6. Weapons Cost
Ballista, Heavy 3
Ballista, Light 1
Ballista, Medium 2
Ballista Bolts 1 for 6
Cannon, Heavy 3
Cannon, Light 2
Cannon Shot 1
Catapult, Heavy 3
Catapult, Light 1
Catapult, Medium 2
Catapult Stones 1
Catapult Stones, Chain 2
Firedrake 3
Firedrake Ammunition 2
Ram 1
Scorpio 1
Scorpio Arrows 1 for 6
Trebuchet 1
Trebuchet Stones 1

 

Section 0: Free Equipment
Depending on the vehicle type, when you first purchase it, it may come with some of the following equipment free. Adding additional equipment will of course cost you.
Anchor Just like watercraft skyships need at least one anchor to prevent the craft from drifting due to wind or current when it is not moving.
Doors and Hatches All vehicles large enough to need them are assumed to come with normal doors or hatches.
Lanterns Lanterns illuminate an area in front of the vehicle and can be seen at 20 times that distance. These are sufficient for normal night time travel.
Locks and Keys Standard locks for vehicle doors.
Meteorological Instruments Any water or aircraft that is large in size can be assumed to have wind vanes, wind socks, thermometers, etc. to measure temperature, humidity, wind speed, etc.
Safety Belts Safety straps or belts, although not all vehicles have them.
Ship's Wheel A ship's wheel or boat's wheel is a device used aboard a water vessel to change that vessel's course. Together with the rest of the steering mechanism, it forms part of the helm. It is connected to a mechanical system which alters the vertical angle of the vessel's rudder relative to its hull.

 

Section 1: Engines

Skyships can move in all three dimensions, with or without the aid of the wind. Unlike most flying creatures, they do not rely on wings for lift thanks to their soarwood hulls. They are able to fly equally well on their sides or even upside down (notwithstanding the risks that such manoeuvres present to passengers and crew). A skyship must have a sail in order to manoeuvre. Helms and sails will be connected to the ship's wheel.

Animal Harness All animal-drawn skyships must have a harness. This includes not just the actual harness, but also the pole or shafts and reins. A harness is an animal-drawn vehicle’s “drive train,” converting the power from the animals into vehicle movement. A harness may either be; a rope connecting the vehicle to the cloth, leather or synthetic collars of the pulling animals; a long pole attached to a yoke around the neck of the animal secured by a flexible throat harness. A harness has no volume, so location is irrelevant. It connects the vehicle’s body with the animals. The harness has no volume or power requirement. MR is worked out according to the animal/s pulling the vehicle minus the weight they're pulling. A beast intended to pull a vehicle must be trainable. In this case the following options would be available; Dragon, Giant Bat, Giant Eagle, Giant Owl, Giant Vulture, Griffon, Hippogriff, Manticore, and Pegasus.
Balloon A vehicle carrying enough lighter-than-air gas will also be lighter than air and will rise up. This fact led to the first successful manned flights in balloons and later in self-propelled airships. Lighter-than-air gas is a cheap, low-tech way to get a vehicle to stay airborne. But it only works in an atmosphere heavier than the gas and a very large volume of lighter-than-air gas is required to produce lift. The choices for lifting gases are hot air, hydrogen or helium. Hot air has little lifting power but is safe and cheap. The lightest of all gases hydrogen is the most effective lifting agent but is also flammable. Helium has somewhat less lifting power than hydrogen, but isn’t flammable. It is expensive. Helium is light enough that it escapes from the Earth’s atmosphere, with the only significant amounts being found underground.
Helm Beamed Mana This functions like a mana engine except it involves beaming mana using a transmitter from a mana station to a receiver. It is generally used to allow a vehicle that lacks power to receive power from a larger, stationary ground station. A beamed mana receiver functions like a power plant as long as it is receiving mana from a beamed transmitter. If a more powerful beam is used than the receiver can handle, it will be destroyed, and the vehicle housing it will take damage.
Helm Bio Converter This form of helm is a bio-mechanical machine living inside the vehicle, eating food and producing bioelectrical or mechanical energy. It generates energy using food and atmospheric oxygen, and have a “mouth” into which water and food (anything biological) must be placed.
Helm Elemental Furnace This form of helm is a magical steam engine using bound fire and air (for combustion) elementals. An elemental furnace functions like a steam engine, except that it can be built by any blacksmith working with a mage and requires no fuel.
Helm Mana Engine This is the most common form of helm used on a skyship. It is a technomagic device that gathers ambient magical energy (in the same way a mana organ does in a magical creature) and transforms it into electrical power. They do require recharging, with 1 mana lasting one hour (or less if the ship has to travel faster, etc). While this provides movement forward; manoeuvring is primarily accomplished through use of the ship's sails. Many helmsmen describe a feeling akin to being submerged to the neck in warm water when they are using the helm, and the ability to see things as if he were standing on the deck. Only one helm can be used at a time, but smart captains are advised to keep another helm onboard as backup.
Helm Soulburner This is the rarest and most feared form of helm, a necromantic machine fuelled by life-force. It does not use normal fuel. Instead, an intelligent, sentient being must be placed within it, he then dies and his soul and mana power the machine.
Sail With skyships sails use the wind for manoeuvring and turning, thus they only work in an environment where there is moving air, although there is no need for it to be breathable. Sails can only be used if a vehicle has a mast.

 

Section 2: Locomotion Equipment

The seemingly simple task of walking involves shifting one's centre of gravity while moving in a forward direction and taking into account imperfections of the terrain. With the aid of vision and the inner ear humans are able to accomplish the precarious act of walking. Throwing the weight of several tons of walking metal requires a lot of minute real time adjustments, so to make machines walk is no simple task.
Pontoon Some skyships are designed to land on pontoons and float. Build these as waterproof or sealed pods attached to the body or wings containing nothing but empty space. A vehicle should generally have two pontoons (each the same size) as under-body pods. A vehicle may have both retractable wheels and pontoons.
Skids Any vehicle can use skids to slide along on the ground although it will need some form of external propulsion system like harnessed animals, sails, propellers or a jet engine to move under its own power. Skids are slower than wheels on normal terrain but are very effective on ice or snow. Skids can be built to retract into the vehicle which is useful for reducing drag in flight. The only disadvantage is that this will take up space in the vehicle. If a vehicle with retractable skids will also have wings decide whether the skids retract into the body or into the body and wings.
Wheels Wheels allow a vehicle to roll along on the ground. Standard wheels are used by most ground vehicles. They are designed for use on a road, but have limited cross-country capability. They are assumed to have a sprung suspension and tires. Off-Road wheels are heavy wheels with high clearance suspensions and large tires for cross country use. Smaller wheels are mainly used as landing gear for aircraft. They have poor off-road capability, especially if the vehicle is very heavily loaded. Heavy wheels are larger and heavier versions of the standard wheels. They beef up a vehicle’s suspension for transporting heavier loads. They are common on trucks. Railway wheels are heavy wheels built solely for use on railway tracks. A vehicle with railway wheels can carry great loads and move more quickly as long as it stays on the railroad. Retractable wheels are wheels that can retract into the vehicle. This is useful for reducing drag if the vehicle flies. If a vehicle with retractable wheels will also have wings the wheels can retract into either the body alone or the body and wings.
Wings Not standard for skyships but maybe added if desired. Wings are a means by which a heavier than air vehicle can achieve flight. A vehicle with wings must be given two of these including a tail to use for stability and steering. Wings are used to generate lift aerodynamically, through the motion of the wings through the air. A wing is curved so that the flow of air going over the wing travels faster than that passing under it. The faster air travels, the lower its pressure. Because the air under the wing is moving slower and is at a higher pressure than the air immediately above it, the air tries to rise upward – and this results in lift. If a winged vehicle on the ground is moving fast enough, its wings’ motion through the air will result in enough lift to counter the weight of the airplane, and the aircraft will lift into the air and enter aerodynamic flight. However to stay in the air it must continue to move at or faster than this speed.
Wings, Swing These adjustable wings allow the pilot of the plane to change the position of the wings depending on if its necessary to travel through a narrow gap.

 

Section 3: Audio and Optical Equipment

These are devices that measures sound, optical or another physical quantity and converts it into a signal which can be read by an observer or by an instrument.
Heliograph A heliograph consists of a mirror and a sighting device. Slight movements of the mirror send a pulse code by moving a reflected beam on or off the target. Only the target can read the signal properly and messages can only be sent from a stable platform, a ship or a moving vehicle. Range is limited by line of sight, and also depends on the light source; sunlight gives a maximum range of 30 miles and moonlight is 5 miles. If artificial sources are attached to the heliograph, range will vary depending on the light's intensity.
Loudspeaker Amplifies a person's voice up to 120 decibels.
Periscope An extendable sensor periscope is a tube and viewer containing an arrangement of mirrors or prisms to permit observation from outside a direct line of sight, A periscope can be extended or retracted in 2 seconds. A periscope on a naval submarine is normally between 9 and 18 metres long (this is periscope depth) to allow observation from well below the waves.
Semaphore A pair of movable pointers mounted on a mast used to send any hand semaphore alphabet. Naked eye visibility is a kilometre. Systems using single pointers, rotating coloured disks, shutter arrangements, or more than two perform similarly, but don't use hand semaphore codes.
Signal Lamp This lamp (limelight or electrical) is lined with a shutter allowing it to be used for Morse code. Effective range is 25 kilometres (or line of sight).
Telescope A telescope uses optical lenses to enhance human distance vision. It essentially does two things: it gathers light over a larger area of space allowing detection of fainter objects and it improves resolution allowing detection of finer detail. In darkness telescopes can only spot objects that emit light such as stars or lighted buildings, or are illuminated by other light sources like the moon or an object silhouetted against a light or source of reflected light. Telescopes are rated for their maximum magnification.

 

Section 4: External Equipment
This refers to any equipment which can only be placed outside the vehicle mainly for executing construction tasks.
Crane A crane is a type of machine used for lifting, generally equipped with a hoist (device) (also called a wire rope drum), wire ropes or chains and sheaves, that can be used both to lift and lower materials and to move them horizontally. It uses one or more simple machines like a hoist to create mechanical advantage and thus move loads beyond the normal capability of a human.
Dozer Blade A dozer blade is a substantial metal plate used to push large quantities of soil, sand, rubble, etc, during construction work.
Drill Drills are used for digging holes at a rate of 30 metres per hour in earth or ice, half that for soft rock, 1/4 for hard rock. Decide on the maximum depth it can drill.
Dump Bin A typical dump truck is equipped with a hydraulically operated open-box bed hinged at the rear, the front of which can be lifted up to allow the contents to be deposited on the ground behind the truck at the site of delivery.
Grader A grader is a long blade used to create a flat surface.
Hedgerow Cutter A light triangular blade that is small and low enough that it does not impede firing like other blades. It enables the vehicle to cut a path through brush.
Hitch A vehicle can be equipped to tow another vehicle, or to be towed itself. A hitch is a hook, or other device that enables a vehicle to pull another vehicle. Attaching or detaching a hitched vehicle takes at least 10 seconds and requires exiting the vehicle.
Winch This is a winching mechanism fitted either externally or retractable and designed to lift or haul loads of up to 1 ton. A winch is a mechanical device that is used to pull in (wind up) or let out (wind out) or otherwise adjust the tension of a rope or wire rope (also called cable or wire cable).
Wrecking Ball This is a crane with a wrecking ball instead of a hook. This prevents it from lifting things but allows it to do 7D6 damage. One attack may be made every three turns.

 

Section 5: Facilities
This section is for equipment used for amenities or resources.
Cargo Bay Each cargo bay space is equal to 25 cubic metres of storage space.
Corvus A corvus is a boarding device that features a hinged counterweight system for mounting a bridge vertically on the side of a ship, with a hooked end to grab onto a target ship. A corvus is usually 3 metres wide and 4.5 metres long. It has 10 hit points per square. Once a corvus is attached, it takes a Strength check as a full-round action to dislodge the corvus. Alternatively, if the corvus is attached to a ship, the pilot of either ship can make a sailing check as a standard action to dislodge the corvus.
Galley A well-equipped kitchen. Up to three people can work in it comfortably. The standard galley is adequate for up to ten passengers and crew. It includes a dining area. The seating area can be upgraded from standard to luxurious by doubling the cost. 
Holding Cell Standard holding cells are designed to incarcerate one prisoner (although they can be larger). The cells include basic barred gates and a bed. 

Passenger Cabin

It comes with a bunk bed for one person. This can be upgraded to a proper bed. Two or more can be bought and connected to make a larger room to contain more people.

Recreation This represents one form of recreation for each time it is bought. It may include games, pool tables, tennis courts, swimming pool, a stage, restaurants, running areas, parks/ gardens, casino, etc.
Secret Compartment Small secret compartments can built into the vehicle to hold tools, supplies, weapons, etc. The number of compartments depends on the size and type vehicle and size of the compartment.
Stairway/ Ladder For standard use or in emergencies when elevators are not functioning.
Toilet A typical vehicular toilet with a detachable tank.
Workshop Workshops include basic machinery like drills, lathes, saws, raw materials, spare parts and so forth. Workshops however are not factories. Big constructions cannot be produced in them like vehicles and so forth. However tools could be made, weapons, armour or robots etc can be constructed providing the relevant parts or materials were available, but not in great numbers or speedily.

 

Section 6: Weapons

Vehicles can be armed with a wide variety of built-in ranged weapons, such as guns, launchers and beam weapons. When installing a weapon the character must specify whether it points forward, backward, right, left, up or down; this determines the direction it can fire. Of course, a weapon in a limited or full rotation turret or open mount can fire in different directions as the turret or mount itself rotates.

Mechanical artillery, guns and launchers all require ammunition. Ready to fire ammunition must normally be located in the same location as the weapon that fires it. If the weapon is in a turret, open mount, superstructure, arm or leg, the ammunition can also be located in the part of the vehicle that subassembly is supported by. Ammunition can also be stored in cargo spaces. This ammunition cannot be used immediately, but can replace fired ready shots if several minutes are spent to unpack and replenish ammo. Ammunition can be stowed in the body, superstructure, pods, turrets, open mounts, arms or legs.

Ballista, Heavy As described here.
Ballista, Light As described here.
Ballista, Medium As described here.
Ballista Bolts As described here.
Cannon, Heavy As described here.
Cannon, Light As described here.
Cannon Shot As described here.
Catapult, Heavy As described here.
Catapult, Light As described here.
Catapult, Medium As described here.
Catapult Stones As described here.
Catapult Stones, Chain As described here.
Firedrake As described here.
Firedrake Ammunition As described here.
Ram, Battering  As described here.
Scorpio As described here.
Scorpio Arrows As described here.
Trebuchet As described here.
Trebuchet Stones As described here.

 

Appendix 1: Helms
The helm must be securely bolted to a skyship that is in reasonably good shape. If the helm is currently inactive it takes one hour to activate it. This is called powering up. During this time the pilot must remain in physical contact with the helm and maintain full concentration. The pilot can not use the helm to move the ship until it is fully activated. Once activated, as long as the pilot is on the skyship he can control the ship with no need to keep in physical contact with the helm. A pilot may disengage from the helm at will at any time. A helm doesn’t loose all of its power the moment it is disengaged. As soon as it is disengaged it stops moving and floats in place. It then takes an hour before it becomes fully inactive. During this time, the ship will slowly descend to the ground. If the pilot becomes unconscious or for some other reason is unable to provide the minimum concentration required to control the ship, it will continue at its current speed and direction.

 

Appendix 2: Ship Types
Listed below are examples of the most common types of space and starships encountered in space campaigns. You and your GM are free to add more.
Type Description
Flying Fortress

These are huge outposts that serve as a base of operations for other ships. A flying fortress is a powerful battle station crafted to establish military dominance in a section of airspace or over
a stretch of ground. Powerful overlords with access to mighty magics often craft these war machines to serve as mobile strong points. Nothing inspires more terror in an enemy army than the sight of a floating sky fortress disgorging flights of harpies, manticores, and other creatures to swoop from the sky and rain destruction upon the earth below. Flying fortresses are generally designed with portals, windows, arrow slits, and other features that make it much more suited for battle than its base ship.

Skimmer Skimmers are small attack skyships. They are fast and manoeuvrable but easy to destroy. The sleek, deadly skimmers are designed for swift strikes against slower or stationary targets. In battle, when the skimmer passes an enemy ship, the marines leap aboard to overpower its crew and claim its cargo as their own. Needless to say, skimmers are quite popular with pirates and other marauders. However, these ships are often used by more legitimate navies during times of war as scouts, pursuit ships, and patrol vessels.
Transport, Civilian

Skyships are the equivalent of water borne ships and are used primarily for transporting supplies and valuable commodities across the sky. Sky ships resemble 15-18th century European style wooden sailing ships. The workhorse of the sky, these ships serve as merchants, explorers, and travellers. In regions where hunting and gathering are common, crews use these ships to scout out new regions and harvest plants and animals they find there. Transports have size enough to carry significant weapons, cargo, and crewmen, but not so large that it is too expensive for the average trader (or buccaneer) to build and maintain. Transports are mainly cargo freighters and can be built in a wide variety of sizes. Transports are mainly cargo freighters and can be built in a wide variety of sizes. These vessels can be used for many jobs from transporting ore to passengers.

Transport, Military Military transports carry very few weapons relying heavily on other ships for protection. Instead they carry troopers, siege weapons and cargo.
Warship These are among the slowest and least manoeuvrable skyships. They are however well armed and can absorb a considerable amount of damage. Larger warships can also serve as mobile bases for skimmer squadrons. It transports skimmers to the scene of a battle, launches them, and recovers and re-arms the ones that survive the battle. They are usually tied onto the sides of the warship. A warship can carry 1 skimmer per side for every 10 metres of size.

 

 

Beyond Heroes The Sky Sourcebook