Tis what all you fledging Skyship captains have been waiting for, rules for using Skyships in your games of Frozen Skies/Savage Worlds.
Use the Chase rules as found in the Savage Worlds Deluxe rulebook as normal, though use the Piloting skill as rolls concerning Skyships. Group crew rolls also work, each success and raise adding +1 to the captain's Piloting roll and a -2 penalty if they roll a 1.
Skyships also suffer damage like normal, though if they go Out of Control they do not suffer a Flip result (they suffer a Slip instead). On a Roll Over result the Skyship still performs a Slip but lists rather than roll over. Roll collision damage for everyone inside, those out on deck must make Agility rolls to avoid falling overboard unless they happen to be wearing a parachute.
Wrecked Skyships simply sink, typically at a rate of 6d6 minutes. It'll also drift 1d6" and the GM can roll 1d12 for direction. Characters can jump off a sinking Skyship long as they have a parachute.
Now, onto a sample Skyship...
The B-Class frigates first saw service halfway through the Great Darmonican War as a replacement to the earlier A-Class that was in service at the beginning of the War. The B-Class were particularly good as raiders, typically operating in packs of three to provide mutual support to one another. If they managed to capture a prize one would take it under tow whilst the other two would act as escorts.
They have now steadily been replaced by the newer C- and D-Class frigates, as such many B-Class frigates have been assigned either to remote outposts or relegated to patrol duty.
Acc/TS: 3/10, Toughness: 13 (2), Crew: 10
Notes: Heavy Armour
Weapons: Deck Gun (Range 70/90/315; Damage 4d8; ROF 1 action to reload; Medium Burst Template; AP 25, Heavy Weapon), .50 cal machine gun (Range 50/100/200; Damage 2d10; ROF 3; AP 4, Auto, May not move, Heavy Weapon)