alsih2o said:
Has anyone seen any rules for Zeppelins and such that they would strongly recommend?
I'm not sure there are many rules needed for zepplins. They're basically big mobile plot devices; they aren't real useful in combat unless they're hunting a submarine with no AA gun.
In the pulp-era MnM game I played, my character bought a zepplin using the headquarters feat, and gave it an onboard workshop, medical bay, and aircraft hanger. That was pretty fun.
In the pulp-era d20 modern game I ran, the zepplins were not maneuverable compared to the planes the PCs were in. They were big flamboyant sitting ducks. The challenge for the PCs was really capturing the zepplin without damaging it too much, because shooting it down wouldn't have been hard at all. I had pretty detailed rules for mono-, bi-, and triplanes, some stuff roughed out for parachuting, and a spiffy set of dogfighting rules, but the zepplins were set pieces.
As far as I can remember, I gave zepplins an MPH rating, a carrying/crew capacity, and no other stats. If the players wanted to shoot it down (once they got past its defensive swarm of planes), they pretty much could have. I gave the gun emplacements on it stats, like an AC, hardness, and hit points, since I anticipated the PCs would want to try to shoot those up without detonating the big hydrogen bags all around them.
Here is the pulp/d20 modern stuff I worked on about a year ago now. Some notes in there that would be good for zepplins as well as regular planes.