By John Grigsby, Staff Reviewer, d20 Magazine Rack
Sizing Up the Target
Airships is a 96-page, full-color offering from Bastion Press, written by Sam Witt, with artwork from Alexander Leonard, Andrew Baker, Christopher Pickrell, Jason Walton, Michael Erickson, and Todd Morasch. The cover is done by Todd Morasch and retails for $24.95. A 36-page PDF expansion (e-ships) is available free from the Bastion Press Airships web site.
First Blood
Airships is a book about, well, flying ships. Technically, an airship is any vessel designed to fly on currents of air. This book is intended to introduce airships to a campaign, providing rules for construction, aerial combat, and new feats, prestige classes, and spells that will be of use to airship crews and captains.
Mr. Witt has put forth a lot of effort into this work and it shows. There is a great amount of detail, reminiscent in many ways of the old SPELLJAMMER material from TSR, and in fact, this work could easily serve as base material for a new SPELLJAMMER campaign. But beyond serving as a well-written reference work on the construction of flying ships and aerial combat, Airships is written intelligently, using a blend of fantasy and science that gives an air of authenticity.
There are several means by which an airship can be powered, for example. Beyond the obvious (magic) and the realistic (wood or oil), the options are extended to include energy (which draws power from an extra-planar source), necrotic (which increases the rate of decomposition in dead flesh and converts this process to energy), elemental engines (power provided by a summoned elemental), and even vampiric engines (which are powered by the blood and life-force of living beings). Detailed rules for the creation and installation of the engine are also provided, and these things will become important when the PCs try to build their own, unique airship.
Airships can be templated, such as a dirigible (both gas-filled and anti-grav, common in the Oathbound campaign setting from Bastion Press), armored, or aquatic (equipped for water-landings). Each template carries a specific cost, advantage, and penalty. Armor, for example, increases defense, but at the cost of maneuverability. Likewise, the rigging is just as important a choice (for airships equipped with sails, which most are). The better the rigging, the faster the speed and maneuverability, but the greater the cost, crew requirements, and complexity.
Piloting and navigational components are an essential part of airship construction, as are weapons (if you want your vessel to be defensible). Weapons may be deck-mounted or turret- mounted, and there are rules for handling each case. Miscellaneous defense, landing gear, and other essential items are also discussed in detail, with accompanying rules regarding the use in play.
The next section breaks down the role of different crew members on the vessel. Crucial roles are defined, as well as the penalties associated with not having a necessary crewmember aboard, and the average daily pay for each type of crewmember is given, so that PCs don’t have to take on every single aspect of handling the vessel. This section also handles the issue of space required by crew members and how many crew are needed to handle a specific size category of vessel.
The section on aerial movement is very finely detailed, with rules for nearly any situation that might arise. The section on aerial combat is also beautifully laid out. There is so much detail here that it is easy to get lost amid the influx of information. Surprise, attacks from varying altitude, and ramming are all outlined in both great detail and with a critical eye towards realism.
Naturally, when a vessel is boarded, some of the more daring crew members (read: player characters) will not be content to stand and fight from the relative safety of the deck. For those who would risk all for their vessel, there are rules for handling this sort of swashbuckling activity as well; attacking from the rigging, bull rushing opponents with intent to drive them off the deck, and grappling (and then tossing them overboard) are all examined as viable tactics (and accompanied by helpful game mechanics).
Even simply going from point A to point B by air has its attendant problems. Severe weather, updrafts and downdrafts, and different types of terrain have different effects on an airship’s capabilities. Mr. Witt has taken this into account as well. The section on air travel covers all of these topics, as well as others likely to arise during play or just to give the characters something to do while en route. After all, if they were traveling by ground, they’d be suffering random encounters (though these are certainly not out of the question).
One question that begs to be asked is, in a world where tourism is relatively unknown and no regular mail service exists, what reason is there to spend time and money constructing these massive airships? There are actually several answers that come to mind, but the one we will examine here is trade. In any fantasy setting, trade is likely a very lucrative business. Even the most desirably-positioned fiefdom lacks some important resource and thus, will be looking to open trade routes. Overland trade routes are dangerous and require extensive journey, often at risk of losing goods to raiders, lost caravans, or environmental hazards. With air travel, these effects are greatly lessened, making it an essential part of trade.
It stands to reason, then, that trade would be a topic that Airships covers. Marketable goods, shipping weights, costs, value, and variance are all blanketed under this heading. Any DM worth the title will recognize the value of this information even in a campaign in which airships are not included. Of course, if you’re going to purchase the book anyway, you might as well make use of all the goodies, right?
A brave new frontier such as aerial adventuring calls for new feats, new prestige classes, new skills, and new equipment and Airships offers plenty of each. The skills are really just additions to the Profession and Craft skills. The eight new feats are: Aerial Balance, Aerial Command, Aerial Tactics, Engine Savant, Instinctive Navigation, Natural Pilot, Rigging Combat, and Weapons Proficiency (airship weapons). Note that a few of these, with some minor modification, could easily be adapted to a naval campaign setting as well. There are nine new pieces of equipment and a few, like the spring quiver, are useful even outside of a strictly aerial setting. There are also four new prestige classes: the airship saboteur, the ship mage, the ship theurge (a divine version of the ship mage), and the sky slayer.
Of course, a new setting also calls for some new spells. There are only eight to be found here, but there is also a large section on the way that existing magic is modified for an aerial setting and ways in which certain spells see use on airships. The eight new spells are: becalm, call thermal, earthen conversion, engine jolt, harvest of the winds, pyrrhic withdrawal, raptor’s wings, and storm prow. Add a few magical items to round out the requisite “new crunchies” and the result is an excellent sourcebook that is sure to enhance any campaign.
All that’s left is a sampling of vessels to demonstrate how they are constructed and arrayed. An elven ship, a dwarven vessel, a pirate raider, an undead ship, and an Asherake vessel are stated out on a sheet like those included for photocopy and diagramed. The book finishes with an Airman’s Lexicon, to help bring the feel of flight to your campaign.
Critical Hits
This is a wonderful example of the detail that can be achieved when a book is devoted to a single topic. Everything in this book deals with the subject matter in some way and the level of detail that is included is nothing short of fantastic. With Airships, you get exactly what you pay for. As stated, the detail is what really makes the book shine. It might have been enough, for example, to say that a ship needs such-and-such crew and list their wages, but instead, Sam delves into the little things, detailing each crew member’s role on the vessel, and providing information on shift hours and what it means to be a ship’s captain, or an airman, or an engineer.
Critical hits take on a new meaning with Airships. Instead of simply doing double or triple damage, critical hits against an airship may damage vital components of the vessel, which could leave it defenseless… or worse. It really adds something to a combat when you see that critical come up and it dawns on you that one more hit to your engine might send you plummeting to the ground.
I also like the way that the book is laid out. Instead of being divided into conventional chapters, the book is laid out in sections, each section header printed in red script (and about three font sizes larger than the rest), and each sub-section headed in green script (two sizes larger). Further divisions are done in black script one size up from the base text. While unconventional, I find it actually makes reading easier.
Critical Misses
It’s hard to find fault with Airships because it is so detailed and well written. Everything seems to be balanced, the layout of the book is well done, and it manages to stay right on topic. If anything was left missing or hanging (no pun intended), I can’t find it.
Coup de Grace
Airships is a book that brings a touch of the fantastic to fantasy campaigns. I’m hesitant to add such things, feeling that there’s a fine line between fantasy and modernization, but Airships manages to skirt right along that line without falling into the “modern” zone. It’s realistic enough to be playable, but still fantastic enough that you never forget you’re in a fantasy universe.
The book is chock-full of Open Game Content (everything except the artwork and graphic elements) and all of it seems to be compliant with current d20 standards. It isn’t for everyone, but if you are looking for a touch of the fantastic for your campaign, you should keep an eye out for this book. Not only is it a unique perspective on a popular element of fantasy, but you just might learn a little something. *gasp*
To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to The Critic's Corner at www.d20zines.com.