Airships is a supplement for roleplaying games that provides rules for operating and maintains airships, floating vehicles that resemble ocean sailing vessels from our age of sail.
You can get a PDF copy of airships here
These rules allow the players to take control of a ship and each party member can feel like an expert in an area of operating the ship. Each role feels useful in combat and has a part to play in long distance travel and maintenance of the ship. As a Mechanic you can be in the engine room, preparing to push the engine to the limits for a crazy Ivan. As a Pilot you can race to get more altitude than your opponents. Navigators can pick out the best path through the rocky race course. Carpenters can quickly patch the hole blown in the hull of the ship and leaving your power crystals exposed. A Gunner can load and fire a ballista at your pursuers. And the Enchanter can desperately try to keep magical energy flowing to the float crystals long enough to land safely.
The rules are intended to fit into the combat systems of whatever game you're playing, but this zine provides options for your characters to use their ship's roles in aerial combat, whether against other ships or vicious dragons!
In addition to rules about crewing ships, the rules include guidelines for generating your own ships. If players want to hijack a ship from the local port, roll up a handful of ships using random tables. Or if you want to buy them, figure out how much they cost using the guidance provided.
These rules will fit nicely into a high fantasy world, full of everyday magic and mechanical wonder. However, if you would like to include airships in lower magic world, guidance will be provided for adapting the rules for airships to be rare, or even a unique item.
Advice will be given for starting a campaign in a world where airships are common enough that your players all start with skills necessary to run their own ship. On the other hand, if your party raises the last functioning airship from a forgotten age, the rules will provide optional rules to fit your party's new treasure.
Though the game has been play tested to fit into a 5e campaign, the rules don't require that system. Wherever possible, rules alternatives and advice will be given to make it easier to fit into other systems.