Combat
Each airship has a number of components. As these components get damaged, the operability of the airship decreases. If components are completely destroyed, then the airship can be crippled or sunken.
One key component that all airships have are envelopes. Envelopes are armored sacks of helium, and so are resistant to blunt and flame attacks. The health of the envelope determines two things: the maximum altitude of the airship, and its rate of ascent/decent. If the maximum altitude drops below the “twilisphere”, then the airship is destroyed by the turbulent clouds below. An airship can fly even if one envelope is destroyed, as long as the remaining envelopes can support the weight of the airship enough to keep the maximum altitude above the “twilisphere.” The envelopes are the key to the operation of the airships, and are also large making them easy to hit. However – this weakness is well known, and so the envelopes are made very sturdy. All weapons deal damage directly to the envelope when they hit the envelope.
The other main component of an airship is the hull itself. An airship can float without a hull, however, it cannot operate. A hull is made up of several components, and when the hull is damaged, depending on the weapon type and where it hits, the damage will be distributed among the different components. The components of a hull are as follows:
Different weapons distribute damage differently when they hit the hull. Cannonballs and large, blunt projectiles distribute damage fairly evenly. Precise weapons (projectiles, missiles, etc), distribute damage more to areas that they hit. Flaming and explosive weapons deal more damage to the powder magazine.
If the airship is destroyed during combat, then all of the crew escapes the airship aboard a floating lifeboat. These lifeboats can be recovered by other airships, or eventually float to a nearby mountain.