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Chapter Page First Principles The World After the Martians Ships of the World Game Turn Initiative Phase Movement Phas

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First Principles The World After the Martians Ships of the World Game Turn Initiative Phase Movement Phase Battle Phase End Phase Ordinance Commands Squadrons On the Ground Terrain Air Navies Scenarios Campaigns

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Welcome to Castles in the Sky. In these pages you will find a game that allows you to play out aerial battles between flying battleships fighting in a mythical turn-of-thecentury world. The War of the Worlds is over, but the World Wars are just beginning. You will take command of these massive, armored, battleships in the skies around the world! Your commands will lead your forces to glorious victory or disgraceful defeat. The fate of nations depends on you! Looking forward, you will find all the rules you will need to play Castles in the Sky. At first, the number of rules and variables may look daunting. However, the basic rules are only a handful of pages, with additional optional rules included to add depth to your games. Read the basic rules first and then play a few games. When you are ready feel free to add the more advanced rules. Don’t be afraid to look-up rules as you go. As you move through this book, you will also find additional information about the Post-War of the Worlds world. If is full of protagonists and villains, skies to explore, and warships to fight. This is all to help you understand how the world came to be and help shape its future. Every force you bring to the table will be unique. Each will have its own unique mix of models, rules, advantages, background, and abilities. It is up to you, as the Admiral; to understand and appreciate the strengths and weakness of your sky fleet. Then, you can exploit them for your own benefit on the battlefield. Of course, there is no telling what tricks your opponent will have up their sleeve. Be warned, for the fate of the nation may rest in your hands. Good luck, and have fun.

What You Need to Play In order to get started playing Castles in the Sky you will need the following things: • 6 sided Dice. The more the merrier • A ruler or Tape Measure in Inches • Models or Templates to represent your battleships • A flat play area 4x or larger to represent air space to be fought over. • Terrain as needed for the battlespace

Dice Castles in the Sky will use variations of six sided dice. The dice is simply a random number generator used to help determine the outcome of various actions during the contest. A single dice will be referred to as a d6. There will be times when you will need to roll more than a single dice at one time. This will be indicated by a number followed by the type of dice to be rolled. It will be expressed like this: • 2d6 = Roll 2 six sided dice • 5d6= Roll five sixe sided dice. There will be other variables for dice rolls listed below for reference: • 6d66= Roll two six sided dice, and the first dice represents the tens place while the second dice represents the Ones place. • 1d3= Roll a single six sided dice. The 1-2 = 1, 3-4 = 2, and 5-6 = 3.

When using a single d6, a roll of 6 is always a success. A roll of 1 is always a failure. Modifiers do not matter.

Scale

Miniatures

Many games have a strict scaling system. This is often expressed in a ration like1/300th or 1/1600th. Essentially, in such systems 1 inch is equal to X number of feet. This is a direct reference that can be applied to ground scale, distances, etc. Scale can also be expressed in the size of the miniatures involved measuring from the feet to the eyes. This is often referenced as 10mm, 15mm, 28mm,54mm etc. This reference refers more to the size of the models than to ground scale.

Castles in the Sky does not require you to use a single line or manufacturer of miniatures in order to play the game. It is designed to be a rather generic rules set that can be used with any flying battleship miniatures you find appealing. The images in this book will primarily be from the following lines: Ground Zero Games Brigade Models Wessex Games Spartan Games

Castles in the Sky is a relatively free flowing game designed to be played in a fictional PostWar of the Worlds world. As such, it leaves the exact scale to the discretion of the players, and what they wish to play. The scale will have little or no impact on the rules themselves. If a player wishes, they can always choose to adjust measurements listed in the rules to better fit the scale you wish to play at. Time Scale Basing In many games, the length of a Turn reflects the amount of time that has passed “real-time” on the battlefield. For example, it may take a player 15 minutes to perform all the functions of a turn; but only 1 minute has occurred in game time. Such references are more popular in historical recreations.

This game does not require any particular type of basing for models. The base only acts as a support to ensure your flying battleships do not fall over during game play. Flying stands are preferred but not required to play.

Measurements Castles in the Sky is not concerned about such detailed intricacies of time. Time on the battlefield is broken down into turns and activations. These do not correspond one–toone with any real-time metrics such as minutes, seconds, or hours. The time Scale is left at the discretion of the players. If they wish to impose a Timescale, that is up to you and your opponents. For the purposes of gameplay, a Turn or Activation lasts exactly as long as is needed to represent a fast moving and dynamic game.

The primary unit of measure is an inch. These will be expressed in whole inches wherever possible. Measurements will be taken from the center point of mass for the model, which is typically the flying stand peg. That means you will not measure from the tips of guns, the base, or any other point. If in doubt, consult your opponent. Measurements can be made at any time.

Rounding As a rule of thumb, if a result of a calculation is ever a fraction or decimal, round up to the nearest whole number. The Most Important Rule The most important rule of Castles in the Sky is to have fun. This is a collaborative game where both players are attempting to enjoy themselves, and help their opponent have fun too. If you and your opponent are not having fun, the game has failed and everyone has lost. Resolving Disputes If a quick and simple resolution to a rules dispute can not be made on the basis of judgment, then resort to this method to resolve all disputes. After the game is over, you can thoroughly consult the rulebook and decide on a solution going forward. Both players roll a d6. The player who rolls the highest wins, and their rules interpretation is followed for the remainder of the game. If a tie is rolled, continue rolling until a winner is found. It is preferable to avoid rules disputes whenever possible. Frivolous use of this rule is considered a violation of the Most

Important Rule. Breaking the Most Important Rule is considered a loss.

Units and Models Units and models are generic terms used throughout the rules to refer to your miniature forces. A model is a single stand alone battleship. A Unit is composed of multiple models. This maybe a Unit of warships working together, or a base of fighter aeroplanes. These terms are used interchangeably throughout the rules. For practical game terms, they make little or no difference, unless specifically called out in the rules. For the most part, Castles in the Sky is focused on interactions between individual models, even when they are operating as part of a larger force. For example, Battleship A shoots Battleship B.

House Rules The rules for Castles in the Sky were crated by mere mortals. As such, there will be rules you feel are not accurate, or need to be adjusted to fit your wants and needs as a player. This is not only welcome, but encouraged. The only caveat is that all players for any given game are familiar with any house rules prior to play beginning.

Otherwise, House Rule away. This is your game system so make use of it as you see fit

The Martian Invasion of 1872 was a terrible event that was destined to change the course of world events in terrible and unforeseen ways. Despite the gallant efforts of Great Britain’s military, it was not the war machines of man that put a stop to the invasion, but instead the microbes of Earth. However, the great Martian war machines remained. It was only a matter of time before the fantastic new alien technology was leading to new scientific discoveries here on Earth. At first, Great Britain was the first to profit from such advances, but soon they were spreading across the world by the power of commerce, telegraph, and undersea cable.

It was research into these advanced Martian war machines that led to one of the most innovative and ground breaking discoveries of the day, the Air Screw. An air screw isn’t an individual device on its own, but a series of innovations that together allow lighter than air-travel using a combination of new, light-weight materials, chemically composed gasses, and steam technology. These individual discoveries were combined into the first flying ship by the British ship building firm Cammell Laird. From there, the birth of the modern aerial battleship was born, and the navies of the world have never been the same since.

The world was quickly divided into two camps, those who could build Airships and those who could not. The Great Powers of Europe were able to finance and construct these monstrously expensive war machines, while many smaller nations were left without. Soon, it was clear who the Great Powers were. The Concert of the World Shortly after the Martian Invasion of 1872, the Foreign Ministers of the world gathered in Lisbon, Portugal to discuss the threat from Mars. For a short time, humanity was united in purpose. Agreements were signed and deals brokered for military aid, trade pacts, and scientific exchange. It was like nothing the world had seen before of after. This was know as the Concert of the World and lasted for six weeks. At the end of the six weeks, these heads of state left Lisbon and returned home. This thawing of relations did not last long. By the time the ships had docked at their home ports, opposition elements were ready to meet them. Almost none of the grand alliances of bargains organized and negotiated after the fall of the Martian came to fruition. The few that did, were coordinated efforts by Astronomers to observe Mars. The Great Leap Forward By 1882, the Martians had not returned, and business as usual had returned to the world, but most clearly in Europe. The Concert of the World was looked upon with disdain as nationalism was the rage. The race for colonies only heated up. In that decade, the Martian technology had led to great marvels such as the Marconni wireless set, the Calculation Automatic, the Steam Rotational, and the Air Screw. This combination of devices made the creation of the great Airships possible and culminated in the launch in Britain of the Camell Laird, White

Star. The world marveled at the first Airship. A Tense World The invention of this wonderful and terrible machine revolutionized the world. It revolutionized transport, commerce, and war. Soon, other nations were scrambling to combine these strange new technologies of the age into their won Airships. It was clear that the country that could exploit this new technology the best would have the advantage. The White Star was so revolutionary that everyone was beginning the game anew, and on the same playing field. Within a few months, Britain launched her first Airship deigned for battle, the HMS Warrior. The French followed suit, then the Germans. It was a time of revolution and change in Airship design as the best methods were still being discovered. In addition, at the edges of empire, border and colonial flare-ups around the globe enflamed tension. The Great Powers jockeyed for the resources and material needed to build their Airships. Once stable borders became porous as Airships could simply float over them with little to stop them. The Art of the Possible By 1914, the world had stabilized. Despite the revolution in technology, the Old Order still held strong. The Great Powers had ridden the waves of nationalism and militarism and held together in a loose collection of International laws negotiated by the Tzar of Russia at the Hague in 1904. National airspace was defined, the rights of aerial commerce negotiated, and laws of war written. Breaking of these laws was to be litigated at the Hague Courts. However, the Great Powers quickly used these new rules to nibble at each other and inflame each other. At the court, they would lock up litigation for months and years until the crisis passed and scapegoats found. Small conflicts would no longer escalate Total War. Brushfire wars and border skirmishes were the new normal.

Thanks to the work of the American naval strategist, Alfred Thayer Mahan; the Great Powers and nations of the world have been in a new arms race. The potential of another Martian attack and the development of the Air Screw has only intensified this competition. However, it is also an age of invention and discovery, the best practices for air Battleship design are still being discovered and tested. The new naval theorists, admirals, and war departments of the globe have yet to determine the optimal Air Screw build. Therefore, each vessel can be unique, and the turn over in ship classes is rapid. No one has settled key questions such as the right distribution of gun caliber, the proper armor to speed ratio, the amount of space to allocate to coal stocks, the fate of the ram, the role of the air torpedo, spotter balloons, or the proper usage of aeroplanes. It is an exciting time of innovation and design. However, such times are also dangerous, as the first nation to develop the best designs will have a competitive advantage over its foes. With the cost of building Airships so high, mistakes are costly and time-consuming to fix.

after the first ship of that design. Therefore, the British battleship the Prince George would be the first ship of the Prince George Class. All subsequent ships built with the same specifications, such as the Lord Albert would still be a Prince George class vessel. Escorts

Escorts are typically smaller craft that act as the eyes and ears of the fleet. They carry light armaments and thin armor. However, they typically make up for it with speed and maneuverability. In addition, they are relatively cheap and quick to build. Typically, such vessels are only a threat to their larger cousins in packs and squadrons. Escorts have many vital roles. Frequently the escorts will range ahead of the main force to locate and pin the enemy fleet. They are also useful for launching harassing attacks and dispersing enemy formations. Escorts are also good for screening and defending their larger brothers from other small escorts and air torpedoes. Escorts are often referred to as frigates, destroyers, cutters, corvettes, patrol boats, torpedo boats, gunboats, and other names.

Air Ship Categories Cruisers Typically, airships of the world fall into a few categories listed below: - Escorts - Cruisers - Battleships Categories are generally based on the size and role of the Air Ship in the Navy. However, even within these broad categories there is a dizzying variety of designs and classes. Typically, a class of ship is the same design and the class is named

The cruiser is the work horse of the new navies. A Cruiser is a big imposing vessel that is well armed and well protected. It is a capital ship, so smaller escorts are no match for a Cruiser in a straight engagement. The often are the first response of any nation to a threat and do a great job projecting force. Cruisers are good for long range patrolling, commerce raiding, blockading, and “showing the Flag” where ever armed might is needed. The core of any Great Power’s fleet is Cruisers.

Battleships The Battleship is the largest class of Air Screw. They have the heaviest armor, the biggest guns, the best engines, and are typically the crown jewels of any modern fleet. They’re construction and launch is celebrated and publicized to great fanfare. Battleships have one job, to sink enemy vessels. Therefore, they are only deployed when battle is imminent. The teachings of Mahan were influential in their design and usage. The battleship is king of the skies. It must survive to destroy and defeat the battleships of the enemy and maintain the safety of the sky over its home nation. They are truly castles in the sky. Unsurprisingly, such large behemoths are incredibly expensive to build and maintain. Their construction time takes years. Vast resources are spent on their construction. Huge crews need to be raised to man such ships. They are the hallmark of a Great Power. Ship Profiles Every Airship uses a profile. This is a set of statistics and numbers that are used in game to determine an vessel performance. It is made up of the following information:

Ship Name Every ship is a unique vessel with its own history and background. Larger capital ships are named individually, with each nation using their own naming conventions. Escorts are typically designated with a letter and number, but a Squadron may have a squadron name. For example, the Prussian Battleship might be called Kaiser Wilhelm as its individual ship name. A Swedish destroyer would be S-482, while it’s Squadron maybe Harpoon Squadron. Class: This is the Airship that your current one is designed from. For example, the Prince George was the first ship of the Prince George class. Captain: This will be the name of the Captain. It will then be followed by a number between 1 and 6. This is how skilled he is at giving his crew commands. When the guns roar and the hull echoes to the beat of incoming shells, the crew will be tempted to

cower. It is up to the brave officers of the ship to rally the men and make sure they perform their duties, whether it is an inspirational speech or a crack of a pistol that inspires, all that matters is that the men do their duty.

to damage as well. Armaments: This section will detail what weaponry and the stats for that weaponry that the ship is armed with.

Category: The category is the type of vessel it is. This could be Escort, Cruiser, or Battleship. This will dictate some of the key statistics of the vessel. Speed: This is how fast a ship can move in the sky. The number here is range of speeds a ship can have from the minimum speed to maximum speed. There are certain commands and situations that will allow a ship to go slower or faster. The number listed is how far the vessel will move in inches on the tabletop. Armaments Altitude: In Air Combat, there are three dimensions. This means an Airship can move between theses altitude bands as needed to maneuver. This number represents the highest the ship can go in the battlespace. Some ships can fly higher than others. Turns: This indicates how sharp a vessel can turn. Certain types of ships can only turn a set number of degrees a certain number of times during their movement. This will be expressed as a number of turns and the degrees after. Lift: Lift is used to determine how quickly a vessel can speed up or slow down once it is in motion from its Air Screw. The higher the number the quicker the ship can change speed. Armor: This references how much armor plate the ship has to defend itself from incoming attacks. Armor plate is what protects a ship form enemy fire, but their can be other internal design features that can help a ship be more resistant

In the Post-Martian World, there are a number of different weapon systems from various shell sized cannons, machine guns, quick-firing deck guns, to air torpedoes. However, despite the vast array of weaponry they all use the following statistics to determine their performance. Range: All the Great Powers are using relatively similar weapon systems and designs with very similar features. Therefore, they all have a relatively known set of range bands. There are 4 range bands, and a ship will have different firepower ratings in those bands. They are: Point Blank- Contact with the ship Close Range- Up to 8 inches Mid-Range- Up to 16 inches Long Range- Up to 24 inches Each range band will have a different Firepower for the Range Band based on its armaments. Ordinance and other special attacks will have one firepower no matter the range. This will be discussed in more detail later.

Firepower: Firepower is measured by a single number. The higher the number, the more dice you can roll to try and score a hit with the weapon. Various modifiers will effect what you need to roll such as speed, target, commands, range, etc. These will be discussed in more detail later. Power: The size of gun can give a weapon a greater hitting power to penetrate Hulls. The higher the number the better, and the characteristic is categorized by range similar to Firepower. Therefore, shorter ranges often allow greater Power.

Fire Arc: Every naval vessel is divided into four fire arcs. An arc is a field of fire for a weapon system. These facings are: This section of a ships profile will tell you which weapon system can fire from what fire arc of the ship. It is possible for a weapon system to be capable of firing in more than one arc thanks to technology like turrets. However, it may only fire in one arc per shooting phase. The only exception to this is Point Defense weapons, but they will be discussed in further detail later in these rules. All measurements (moving, shooting, etc.) are made from the point where all four fire arcs cross. This is called the mid-point. Typically it corresponds to where the flying stand connects with the air ship model. Ammo: Airships can not carry an unlimited amount of shells. Their magazine can only hold so many shells, and supply far from home can be inconsistent. There will be times when an Airship will be called on to make an Ammo check. Use this number for those checks.

Sample Ship Profile:

Ship Name: St. Helena Class: Joan d’Arc

Captain: Alber Pasqual (3)

Category: Cruiser Speed: 3- 8

Armor: 7 Altitude: 7

Turns: 1/45

Lift: 2

Armament: Heavy Battery Light Battery Light Battery Point Defense Air Torpedo

Firepower: -/6/4/2 -/4/2/1 -/4/2/1 2/-/-/4

Power: +2/+1/-/-/-/-/-/-/+2

Ammo: 4+ 5+ 5+ 4+

Fire Arc: Bow/Stern Port Starboard All Bow

In an air battle, everything is madness and chaos. Air Ships are moving to engage. Cannons are roaring. Officers are shouting and signaling frantically. Metal is twisted and burnt beyond recognition. Shells are exploding. Sailors are shouting encouragement or screaming in terror. Anarchy and chaos reign.

Initiative Phase This phase will be used to determine who will have the opportunity to begin the activation process for this turn. This is the shortest Phase as it is generally a single dice roll. Movement Phase

Of course, that is no way to play a game. Therefore, in an attempt to capture all of this madness this game is broken down into a turn based activation system. A turn based activation system breaks the game down into the key elements of game play and then proceeds through each of those elements one-by-one. Each game element is called a phase. A turn is simply the time it takes for all players to complete all the different phases of the game. During each phase, the two sides trade off activating and using their forces for the phase they are playing. When all phases are complete the turn ends. A game ends after a predetermined number of turns has elapsed. The game turn is designed to keep both players engaged in the playing of the game as much as possible and at all times. You will be constantly interacting with your opponent in an attempt to out think. Out maneuver, and out fight them. The Game Turn The game Turn is composed of the following phases: 1. 2. 3. 4.

Initiative Phase Movement Phase Battle Phase End Phase

In this phase, players move their air ships and squadrons through the sky. All maneuvering, boarding, ramming, and boarding attempts take place in this phase of the game turn. Battle Phase This phase pertains to fighting ship-to-ship. In this phase, both players will resolve their shooting and launching ordinance. This phase ends when all eligible air ships have had an opportunity to fire. End Phase The End Phase is a wrap up phase. It allows players a chance to clean up the board, update their ship profiles, and prepare for the next turn. Ordinance is moved, damage repaired, smoke is removed, and other general maintenance is completed.

The Initiative Phase is the shortest phase of the game turn. It consists of a single dice roll. However, it will dictate the flow of later phases.

highest Command rating wins. If both players have the same Command rating, roll again until a winner is determined. Activations

The winner of the Initiative Phase will choose whether they wish to begin activating their ships and squadrons first or second. The choice made during this phase will effect the order of activation in all subsequent phases during this game turn.

An activation is simply when a ship is chosen to function during the Movement or Battle phases of a turn. A commander can choose different ships s to function in the different Phases. It is possible for the player to not choose a ship to activate at all during the Turn.

Roll for Initiative Both players determine the Command Rating of their commander. The leader maybe an admiral, vice-admiral, commodore, ranking captain, etc. depending on the size of the engagement. Each side will have a Flagship which is considered the command ship and is used for the Initiative Roll. The Command Ship must be one of the ships with the highest Armor Rating. The two opposing players roll a single D6 for each Command Dice the commander of the fleet has. They then count up the number of dice that scored a 4 or higher. The player with the most 4+ rolls can choose to Activate First or Second for the following phases. In the case of a ties, the commander with the

Each ship and squadron can move and shoot in the Battle and Move Phase. Activations alternate between players until all ships s have been activated once in the phase. The player who won the Initiative roll can choose to activate their ships first or second. Keep track of the number of successes rolled in the Initiative Phase. This is the number of Commands that can be given in the Turn. Initiative Phase Ends The Initiative Phase ends once the player has chosen to go First or Second in all following Phases.

Aerial naval combat is not static. It is dynamic and ever changing. In the Movement Phase, your fleet moves into action against your foes. Now is when you maneuver your ships into a position to unleash your battle plan. It is a critical phase. The commander who masters the art of maneuver is on the path to victory. In the Movement Phase, you will move your fleet across the skies. The player who is going to go first will choose a ship to activate. Once the ship is activated the next ship can not be activated until the first choice has completed its entire Movement Phase. This includes determine the results of boarding, ramming, collision, etc. A ship may only be activated once per Movement Phase. When the first ship has completed their Movement Phase, the player may then choose his next ship to activate. The player will continue to move all of their ships and squadrons until they have all been activated and moved. Once the first player has completed the Movement Phase for all of their ships s, play turns over to the opposite player.

3. Turn- The vessel can initiate a turn at any point during the move. A turn is changing the direction of the unit a number of degrees to port of starboard. A vessel can perform one turn for each point in its Turn profile up to the degrees listed in said profile. 4. Altitude- The unit can choose to change its altitude at anytime during its movement. It can rise one altitude band per rating in its Lift stat, at the cost of 1 inch of speed per altitude gained. It can not go higher than its Altitude stat. It can also dive one altitude band per Lift rating with the gain of 1 inch of speed per drop in altitude. 5. Complete Move- After completing any turns or altitude changes move any remaining amount of Speed not used previously. Record any changes in speed and altitude.

Altitude The Airships in Castles of Steel are not sophisticated and there is a ceiling to how high they can go above the ground. Too high and oxygen gets thin and cold saps the crews abilities. They lack the necessary technology to overcome these obstacles.

The Movement Sequence

When a player nominates a ship to activate in the Movement Phase, they must use the following sequence: 1. Change Speed- The Unit can use its Air Screw to attempt to change speed. The vessel can increase or decrease its Speed by a number equal to or less than its Lift rating. It can not go above the maximum Speed rating.

2. Move- The vessel can move in a straight line forward the number of inches it currently has for a speed rating.

Therefore, Altitude is divided into height bands of 0-9. 0 is equal to hitting the ground. If a ship goes to Altitude 0, it is assumed to have grounded and is removed from play. If a ship goes above its Altitude rating it is considered to stall and will begin to descend per the rules for stalling.

Apply Lift This is the first step of the Movement process. The decision to add/reduce or maintain current speed is completed before any other movement can occur. Each rating of the ship’s lift characteristic allows it to increase or decrease speed by that amount. A ship can not go faster than is maximum Speed profile. Instead, the ship will simply move its top speed. Each point of speed is equal to 1 inch of movement. Move The Unit is now moved forward up to the number of inches as indicated on its Speed. However, at any point during the Move, the player may choose to initiate a Turn or Lift. Turn The Unit can choose to initiate a Turn at any point while it is moving. To execute the Turn, simply pivot the model up to the number of degrees to port or starboard allowed on its profile. Continue the Move on the new course. A vessel can execute 1 turn per point of Turn in its profile. The ship can use its full Maneuver all at once or at a different point during the Move. However, it can not make more turns than it is allowed in its profile.

However, when a ship is turning, it does not simply pivot in place. The vessel has momentum, so such a maneuver would be impossible. To represent this, any ship that is executing a turn must have first made a forward movement of two inches. If for some reason the ship can not move forward two inches prior then no turn can be initiated. After the pivot is completed, the ship must be able to move an additional two inches forward. If it can not, the turn cannot be executed. After the second two inch move is completed, the turn is considered complete. The vessel may now continue its movement phase normally. However, the four inches used to conduct the turn are still subtracted from the total movement rate.

Lift A ship can initiate Lift at any point during its Move. The vessel can change altitude up or down. A ship can change one level up or down per point in the ship’s profile. A vessel does not have to use its full Lift characteristic. When a ship uses lift it will also change the Speed as well as Altitude. If a Unit moves down in altitude it will gain 1 speed per level. If it gains altitude, the ship will lose 1 speed per altitude band gained. The new speed will immediately take effect and impact any remaining move that the ship can perform.

If it is failed, the ship will go into an Uncontrolled Dive. The ship will be considered Stalled until the ship is activated in a subsequent Movement Phase and a successful Command Test is passed. The ship can then be controlled as normal. Complete Move After all Turns and Lifts are completed, move the ship in a straight line until all remaining Speed has been used.

A ship can not go faster than its Speed Characteristic. Instead, it will reach the maximum speed and stay at that speed. Stalled If a ship goes below its minimum speed, it is considered to have stalled. When a ship stalls, it can not make any changes to Thrust, Lift, or Turns. Instead, it continues its Move. In the End Phase it will suffer from Stall effects. When activated in subsequent Movement Phases, the ship can attempt to restart its engine by making a Command Test. Restarting a stalled Airship is located in the Command section. To restart a Stalled craft requires a successful Command test when the ship is next activated. Uncontrolled Dive If a ship goes beyond its maximum speed while losing Altitude, immediately make a Command Test. Roll a d6 per Command rating of the captain. If a 4+ is rolled, the ship will maintain its top speed.

Collisions The sky is a big place so a collisions seems unlikely. However, Airships are also big and they are not known for being maneuverable. When they are operating in tight formations and amidst enemy vessels, accidents can and do happen. Many careers have been ruined by a poorly timed turn that resulted in a collision. Determine the results of all Collisions immediately when they occur. A Collision occurs whenever two vessels come in contact with each other and are at the same Altitude Band. It is an unintentional act. In the event of a Collision, both ships may damaged. Each ship will take 1d3 Hits. Add +1 Power to Hits from a larger size class ship. These can be saved normally with Armor or Special Order saves.

Entangling

Stabilize

Airships may become entangled with each other when they collide or ram each other. Essentially, the damage to their structures links and connects the ships and locks them in a dangerous embrace. When two ships are entangled, neither can move. Instead, they are subject to Stalled rules.

To Stabilize, the two ships stay Entangled, but the ship is attempting to halt both ships from losing further altitude due to being Stalled. The ship is chosen to Activate as normal. The ship then must make a Command test. Roll a d6 per Command rating of the ship looking for a 4+ on the dice. If no 4+’s are rolled, the ship remains Entangled and Stalled.

Once entangled, ships can not attempt to become disentangled until they are Activate again in the Movement Phase by their controlling player. At this point, they have three choices: 1. Attempt to Untangle 2. Attempt to Stabilize 3. Attempt to Board the Enemy Entangled ships can be targeted by ranged weapons as normal. An entangled ship may also fire as normal. However, it can not move and is considered Stalled.

If a 4+ is rolled, the ship has become Stabilized. The ships are still Entangled, but will no longer lose Altitude due to being Stalled. No other Commands can be used this turn. Boarding Action There is no better time to launch a Boarding Action than when two ships are locked together and entangled. In a boarding action, the crews from both ships try to fight their way over tot eh opponents ship and cause damage and havoc. The fighting is up close and personal. A Boarding Action can only occur when both ships are touching due to a Collision, Ram or being Entangled. Boarding Actions can only take place after the results of any Collision or Ram have been determined. Vessels that have been reduced to 0 Hull cannot participate in a Boarding Action. When a player activates the entangled ship in the Movement Phase they can initiate a Boarding Action. Both ships make a Command test.

Untangle To become Untangled, the ship must be chosen to activate as normal. The vessel must make a Command Test. Roll a d6 per Command rating of the ship looking for a 4+ on the dice. If no 4+’s are rolled, the ship remains Entangled and Stalled If a 4+ is rolled, the ship has become Untangled. It can move over the other vessel as normal without causing a further collision. It can not use any Commands this turn.

Roll a d6 per point of Command for each ship. A 4 or better is a success. The ship that score the most successes has won the Boarding Action and damaged the enemy ship. Every success over the opponent’s reduces the enemy’s Command Rating by 1. If it reaches 0, then additional damage reduces the Hull of the ship by 1. Ships reduced to 0 Command are considered captured and out of the fight.

Ramming

Landing

Unlike a collision, a Ram is an intentional attempt to crash a ship into another ship. Most sane captains will never attempt a ram as the potential to damage your own vessel is too great. However, sometimes desperate times call for desperate measures.

When an Airship is activated in the Movement Phase, the player can declare that it is landing. To do this, the Airship must reduce speed to its slowest possible speed and reduce its Altitude to 0 by the end of its Movement Phase.

When the ramming ship is activated by the controlling player, they must declare the ram attempt and the target. The ship must then maneuver in the Movement Phase to come into contact with the target and be at the same Altitude Band. Once this has occurred, both ships make a Command Test. Roll a d6 per point of Command for each ship. A 4 or better is a success. If the Ramming ship has scored more successes, they have successfully rammed. Every success above the enemy ship is considered a Hit.

If completed successfully, the Airship is considered to be landed. A landed Airship is treated as a normal land target for purposes of being attacked. Take-Off Any Airship on the ground can be activated in the Movement Phase and declared to Take-off. The ship can only move straight and will end its turn at minimum Altitude and Speed. However, it is no longer treated as a ground target and can act as normal.

Hovering If the defended wins, the Ramming ship receives a Hit for every success above the opponent’s result. Add +1 Power for each size class of the ramming ship over the targets size. These hits can be reduced by Armor or Commands as normal.

Some ships can reach a speed of 0. In such a case, they are sitting still and hovering in place. While hovering, they can turn as normal without the normal 2 inch move penalties. They can also gain and lose altitude as normal, and will not suffer from the normal speed changes.

The Battle Phase is where all the cunning maneuvers of the Movement Phase come to a head. It is filled with the roar of cannons, the buzz of air torpedoes, and the devastating blasts of detonating ordinance. During this phase, opposing fleets will fire their guns, launch ordinance, and cause damage to their enemies. Once all squadrons in the opposing fleets have completed their Movement Phase, the player who won the Initiative may begin the Battle Phase. Once this phase begins, no other movement can be executed this turn. Be sure all movement has been completed before beginning this phase of the game. The player who won initiative may choose to go first or second. The first player can activate any unit he wishes to begin the Battle Phase. Once activated the squadron will complete all parts of the Battle Phase. Once a squadron has been activated the player may not go back and reactivate that unit once the unit has completed

its Battle Phase. The first player continues to activate squadrons and complete the Battle Phase for each ship until all ships have been activated.

Once the first player has completed their Activations and the Battle Phase for all of his squadrons, then play shifts to the second player. The second player can then activate ships and complete the Battle Phase for each squadron just like the first player. A ship that is activated in the Battle Phase may choose to fire its weapons in any order. Alternately, a player may activate a unit and choose for them to do nothing. All weapons of the same type and in the same arc are considered to be fired together. A unit can fire ordinance, then direct fire weapons, launch aircraft, and then fire direct fire weapons from a different.

arc. The order of firing and launching ordinance makes no difference. However, any weapon system can only be launched or fired once a turn. The only exception to this is Point Defense systems.

weapon system will let you know which arc the weapon can fire in.

Direct Fire Direct Fire is the most common type of shooting found between warships. Essentially, each ship aims its huge guns at a target it can see, and opens fire. The gunners will try and correct misses based on where the previous shells detonate. Direct fire weapons move too fast or are too small to counter with antiordinance point defense weapons. Range Most of the Airships of the Great Powers are using roughly the same type of breach-loading cannon with explosive shells. As such, they all have the same basic capabilities, despite being manufactured across Europe. As mentioned in the ship profiles, the basic ranges are: • Point Blank- Contact with the ship • Close Range- Up to 8 inches • Mid-Range- Up to 16 inches • Long Range- Up to 24 inches

Some weapons can fire into more than one arc. However, any weapon can only be fired in one arc during the Battle Phase. The only exception to this is Point Defense weapons, which will be discussed in further detail later. If no targets are within a weapon’s fire arc, then the weapon can not be fired. It is also possible that an enemy can be in more than one fire arc at a time. This means weapons that can fire in either arc, may fire at the ship. The usual rules for firing in one arc per Battle Phase applies. Target Priority

To determine the range of a shot, simply draw a straight line between the mid-point of the firing ship, and the mid-point of the target ship. The length of this line is the range. If the line is longer than the range of the weapon, the shots automatically miss. The guns are still considered to have fired, but they simply fail to either hit or damage the target by default. Make an Ammo roll. Fire Arcs As discussed earlier, all ships are divided into four arcs. Typically the description of the

A squadron should fire at the closest enemy squadron. A squadron can choose to fire at any target they want, however, if they wish to fire at an enemy unit other than the closest, then they must pass a Command test. Roll a d6 per point of Command. To pass at least one 4+ must be rolled. If passed, the squadron can fire at the target they chose. If failed, no firing may occur. In addition, many ships have more than one weapon system. It is possible for the closest target to be different for weapon systems in different arcs.

Line of Sight (LOS)

Hitting the Target

Line of Sight (LOS) is required to effectively fire direct fire weapons. To determine line of sight, a straight line must be able to be drawn from the firing ship to the target ship without crossing intervening terrain or models. Typically, when you measure for range, you will also be able to determine line of sight. If a Line of Sight can not be established, the shot can not be made with Direct Fire.

Once a target has been deemed eligible, it can be fired upon. In order to fire, roll a single dice looking for a Target Number per point of Firepower in the weapon profile. Every dice that rolls the Target Number or higher is considered a Hit.

Determining a Target Number Before rolling to hit a target, a Target Number must be determined in order to generate potential Hits. The base Target Number to hit is 4+. Target is: One Altitude Band higher or lowerObscured by Smoke/BurstsPartially blocked by other ship/terrainTarget moved over 12 inches last turnCruiser/Battleship firing on an escort-

+1 +1 +1 +1 +1

Damage Airships come equipped with strong armor plates and reinforced hulls. They are tough to damage, even with the most advanced artillery and highexplosives. Each weapon is equipped with a Power rating. For every Hit, re-roll the dice and add the Power rating of the weapon. Compare the result to the ship’s Armor rating. If the result is the same as the armor rating of the ship or higher, the shot has inflicted damage. If it is less, no damage has occurred and the shell just rings off the armor plates. Damage does not occur until the End Phase. The Damage Chart

The Target Number can not be raised above a 6 to Hit.

Once Damage has occurred roll 2d6 and consult the chart below: 2: 3: 4: 5: 6: 7-10 11: 12:

Fire! Bridge Destroyed Weapon Destroyed! Rudder Jammed! Screw Fouled! Hull Breach! Ship crippled! Ship Explodes!

Hull Breach: The ship has taken serious damage to the superstructure and armored belt. As a result, the armor of the ship is reduced by 1. Weapon Destroyed! One of the main turrets or armories was hit! Randomly determine one weapon system. It is no longer usable. Reduce Armor by 1.

Rudder Jammed! The delicate maneuvering system used to direct the Air Screw has been damaged. The ship’s turns is reduced by 1. Reduce armor by 1 too. Screw Fouled! The Air Screw itself has been damaged which makes the ship slower than normal. The ship’s speed is reduced by 2 inches for every damaging hit! Reduce armor by 1 too. Fire! A Fire has ignited in the bowels of the ship. It is every air sailors worst nightmare! Every turn the fire is not put out requires another roll on the Damage Chart. If Fire is rolled again, please re-roll. Bridge Damaged! A shell has burst close to the bridge and riddles it with shrapnel and debris. The bridge crew is shaken and injured. Reduce the ship’s Command by 1 and reduce armor by 1. Ship Crippled! The ship is no longer responding as ordered. She is starting to go down! Once a ship is crippled, it can not be repaired. It is considered to be Sinking. Ship Explodes! The ship explodes in a spectacular fireball from the ammunition or Air Screw combusting. Any craft within 1d6 inches suffers 1d3 Hits at Power +1d3. The model is removed from the board.

Sinking Ships that are Crippled will start to Sink. A sinking ship can not fire weapons or ordinance. It can not initiate a Ram or Boarding Action. Once a Ship is crippled, it immediately loses speed by its Lift rating. It then drops 1 Altitude Band. The speed and altitude reduction will continue every turn until the ship reaches Altitude 0. Once the ship reaches Altitude 0 it is assumed to crash and is removed from play. Airships at 0 Armor If an Airship is reduce to an armor rating of 0 due to damage they are considered to be sinking. The normal rules for sinking apply. Additional hits roll as normal for damage. Overkill If an Airship loses additional Armor beyond 0, up to half of their starting Armor the ship will automatically Explode on the Overkill hit. Ammo Tests Airships can not carry unlimited ammunition and occasionally suffer technical malfunctions when firing repeatedly. When a ship fires and fails to roll any Hits, they will be required to make an Ammo Test. An ammo test is also required if the Target is out-of-range or otherwise ineligible when the firing occurs. Make a Command test, The Target Number for success is the number in the ship’s profile. Every success is one weapon system that may remain operational. If there are not enough success for each weapon system that fired, the player will decide which ones are still functioning. Ships can make Repair tests to try to bring the weapon systems back on line. This represents weapon jams, problems in the loading process, electrical malfunctions, or getting more shells brought up from the magazine.

Bursts In air combat, the skies in the battle space become filled with exploding shells and other debris. This causes friction that can make carrying out a battle plan difficult as crew scuttle to shelter, minor damage occurs, and confusion sets in. This battle friction is represented in the game by Burst markers. . A Friction marker is placed on the table when specific criteria are met: • • • •

1 Burst per Hit on a ship 1 Burst per Ordinance firepower destroyed 1 Burst per firepower of Air Mine explosion 1 Burst per armor point of an exploding ship

Burst markers will stay with the airship until they are potentially removed in the End Phase. Since Bursts represent friction a ship can not lose them in any way except in the End phase. The Burst marker is placed on the side of the ship where the hit is, and will move around the ship until the ship is surrounded. Subsequent Bursts after the ship is surrounded are placed in a secondary ring touching the first set of bursts. Ordinance or Air Mine markers are replaced with a Burst marker.

Exploding ships are removed and the Burst replace the base of the ship, in roughly the same footprint as the model, and blooming outward. Final placement is at the discretion of the controlling player. Effects of Bursts Bursts have an effect on the ships they come in contact with. They represent shrapnel, blast waves, and smoke from an exploded shell. Therefore, they distract and obscure. Bursts have the following effects on any ship they in contact with: 1. No Commands maybe given to a ship contacting a Burst. 2. The ship’s speed is reduced by 1 per Burst. 3. Ordinance can not be launched. 4. Boarding Actions may not be initiated 5. Damage Control rolls are reduced by 1 dice per burst. 6. Shooting at or from the ship has a +1 Target Number.

After both sides have completed their Move and Battle Phases, the End Phase begins. The End Phase is the final phase of the Turn and completes key activities and sets-up the next turn.

Determine Stalls/Sinking

The following action occur in the End Phase. They occur in the following order.

Repair Tests

1. 2. 3. 4. 5.

Move Aeroplanes Apply Damage Resolve Stalls/Sinking Repair Tests Remove Bursts

Move Aeroplanes The complete rules for Aeroplanes are covered in the Ordinance section. However, during the End Phase, Aeroplanes gets a chance to move to represent an aircraft greater speed from the Airships. The player that wins Initiative chooses the first Aeroplanes he wishes to move, moves it and completes any potential hits and damaging process. All touching Aeroplane markers can be moved at once. Aeroplanes attack as soon as they comes in contact with a potential target. The player does this with all Aeroplanes on the table. Once complete, the opposing player can choose one of his Ordinance groups and do the same. This continues until all Ordinance has been moved. Apply Damage At this point, update ship profiles with the damage they have received in the Battle Phase. Remove armor and apply Critical Damage before the next turn begins.

Airships that are stalled/sinking will be moved according to the rules for sinking. Their altitudes will also be updated accordingly.

During the Battle Phase it is possible for a ship to receive Critical Damage. Critical damage is the side effects of an armor reducing hit. Critical Damage can be repaired by dedicated engineering crews ready to go into the bowels of the ship to repair vital components and weld together critical plating. In the dockyard the task is dangerous enough, but during a battle it is even more difficult to perform the necessary work of unfouling a screw, or repairing a jammed turret.

Each player may attempt to repair Critical Damage on their ships. The player who won the initiative can delegate repairs on his ships first. Armor reduction can not be repaired. However, side effects of damage can be repaired. Roll a d6 for each Command Point the ship has remaining. On any roll of a 6, one of the side effects is considered to be repaired before the next turn. Once the first player has completed all his Repair rolls, the second player may commence his Repair in the End Phase. Remove Bursts The player with Initiative rolls a d6. The number rolled is the number of Bursts that can be removed from the board. The player may remove any Bursts that they wish up to the number rolled. They can not remove fewer Bursts than rolled. Once complete, the second player does the same. It is possible for all Bursts to be removed in this way.

Ordinance is a catch all phrase to Air Torpedoes, Aeroplanes, bombs, and Aerial Mines. These all operate in unique and special ways. The rules for these weapon systems are collected in this section of the rules. All Ordinance types are represented by a marker on the table.

Launch Ordinance Any ship that is equipped with torpedo tubes, mine launchers, aeroplanes can launch ordinance. The only restriction is when the ship is in contact with a Burst. The crew is too busy taking cover to worry about launching ordinance. If a Burst is present, the Ordinance is not considered to have been launched.

Ordinance is launched in the Battle Phase. It can be launched at any time by the active ship . The ordinance will immediately move its full speed at launch, within the Fire Arc of the weapon system. It is always considered to be

launched at the same altitude of the ship that launched it. Once launched, Ordinance is considered used and can not be launched again until it has been Reloaded. No Ammo roll is needed. Moving Ordinance

After launch, Ordinance will only move again in the End Phase. In the player’s End Phase they simple choose the ordinance they are moving and move it. • Ordinance can not be given Commands • Ordinance can not Ram or Collide • If Ordinance moves over another Ordinance marker at the same altitude, they are both removed on a d6 roll of 6. • Ordinance that hits terrain is removed from play with no effect

Ordinance Attacks Ordinance markers attack immediately when they come in contact with any ship AND are within one altitude band of the ship. It is possible for ordinance to pass above or below a vessel. Ordinance attacks as soon as a ship come sin contact with it AND is within one altitude band. It is possible that a ship will trigger these conditions in their own movement phase.

Each 4+ that is rolled counts as a Hit. For every Hit, re-roll the dice and add the Power rating of the weapon. Compare the result to the ship’s Armor rating. If the result is the same as the armor rating of the ship or higher, the shot has inflicted damage. If it is less, no damage has occurred. If Damage has occurred, roll on the damage chart as normal. Air Torpedoes

Once Ordinance attacks for any reason, work out the results immediately. Defending Against Ordinance When an Ordinance Attack is triggered a ship equipped with Point defense weapons can immediately try to eliminate the Ordinance. The process is: 1. Ordinance attack is triggered 2. Point defense attack Ordinance Marker 3. If successful, remove Ordinance and replace with a Burst Marker 4. If unsuccessful, Ordinance may attack as normal 5. Determine results of Ordinance attack Point defense gets to roll 1 d6 per Firepower rating of the Point Defense. On a roll of 4+ one Ordinance Marker is replaced with a Burst Marker. Ordinance Attacks Ordinance Attacks are worked out the same as normal weapon’s fire. Roll a D6 per point of Firepower with a Target Number of 4+. Ordinance does not suffer from modifiers to the Target Number like other attacks. If no Target Numbers are achieved, the attack has missed and the Ordinance Marker continues with the rest of its remaining Movement.

Air Torpedoes are self-propelled warheads that fly through the sky using the power of self-contained air screws. Air Torpedoes can only be fired by ships equipped with special launchers. When Air Torpedoes are launched they move in a straight line from the launching ship up to their maximum range of 18 inches. They can be fired at any angle within their designated Fire Arc. Torpedoes never turn, and always go straight and always move their full speed. They can hit targets at altitude +/- 3 levels of the firing ship. Any ship they come within 2 inches of the center point of and is within one range band up or down from the torpedo will cause the torpedo to attack the ship. If the torpedo is not destroyed by Point defense and misses, continue moving the Torpedo forward until it comes within 2 inches of another ship, or reaches the end of its 18 inch move. When an Air Torpedo is removed from play for any reason, (destroyed, hit the target) it is replaced with a Friction Marker. If an air torpedo reaches the end of its range without hitting a target, it detonates uselessly.

Aerial Mines

Aeroplanes

Aerial Mines are a passive deterrence system designed to interfere or deter the free movement of Air Ships. They are suspended in the air by internal Air Screw type mechanisms. They can only be deployed from ships equipped with special launching devices.

Airships aren’t the only technological innovation made possible by the Air Screw. Small one or two man aeroplanes have also become popular. These devices allows for greater speed and maneuverability to the much larger Airships. However, their small frame limits their firepower. There are two main types of Aeroplanes in use in the Air Fleets: Fighters and Bombers.

Mines are deployed in the Battle Phase 1 inch away from the ship in their assigned Fire Arc. They are always deployed at the same Altitude band as the ship. Once deployed, Aerial Mines do not move again. They will stay stationary. They do not gain or lose Altitude.

Aeroplanes can only launch from ships that have special launching platforms and decks. Aeroplanes launch in the Battle Phase in a straight line at the Altitude band of the launching ship to their full Speed rating of 10 inches. They launch from the Fire Arc of the launcher.

The Firepower Rating of an Aerial Mine Marker is always 1. A ship with a higher rating indicates the number of Aerial Mine templates it may deploy in a single Battle Phase.

Once deployed, Aeroplanes can turn and move freely but can not move further than their Speed Rating of 10 inches. They can change 1 Altitude band when moving with no Speed penalties.

When multiple Aerial Mines are deployed, the farthest deployed can not exceed the Speed rating of the Aerial Mines. In addition, all deployed Aerial Mine templates must be touching.

Each Marker only has a single Firepower. Ships with multiple Firepower ratings can launch one Aeroplane Marker per rating of Firepower. When deployed the farthest Aeroplane may not exceed the Speed rating. In addition, all Markers start touching each other. When deployed, each marker must be designated a Fighter or Bomber. Each type should have a distinct marker. No ship can have more Aeroplanes in play than the Firepower rating of their launcher.

Aerial Mine Markers that are removed for any reason are replaced by a Blast Marker.

Fighters Fighters attack other aircraft. They remove other aeroplanes at a 1 for 1 basis. 1 Aeroplane marker removes 1 enemy Aeroplane marker. They have no effect on Airships, but can soak up Point Defense fire for bombers. Bombers Bombers attack ships like ordinary Ordinance. They have a Firepower 1 and Power of +4 After attacking, the Aeroplane Marker is removed from play. The bombers are assumed to scatter and return to their home to refuel and rearm.

Bombs the Bomb attack, they do not use a marker. Once the Air Screw was invented, it did not take long for the military to start dropping things from them to hit targets on the ground. From these humble beginning, the dreaded Aerial Bomb came into existence. For the most part he bombs themselves are very simple explosive devices. However, bombs can only be dropped from special equipment installed into an Airship. Bombs can only be dropped in their assigned Fire Arc, which is always the Stern at targets up to 6 inches behind. Once deployed, immediately work out the results of

A bomb attack will have a Firepower rating, all bombs are assumed to attack the same target immediately. Bombs may not successfully be dropped at a target unless it is 2 or more Altitude bands below the Airship. Roll as many d6 as the Firepower rating of the Bombs looking for a Target Number equal to the Altitude Difference between the Airship and the ground target. Every dice that equals or exceeds that Target Number is considered a Hit. Determine the results of any Hit as normal.

Commands are special orders given by a ship’s captain to focus the crew on performing specific tasks outside of their normal operations. These are Commands that need to be done immediately and done right. As a result, other normal operations may suffer while Commands are being carried out. Commands are used to improve a ship’s ability to perform specific functions that can vary based on the Command given.

Reverse Engines Benefits- This Command allows one of the following to occur: The Ship can double its Lift capabilities for the purpose of slowing down. In addition, a ship can go below its normal speed minimum and Hover even if not normally allowed to do so.

Commands can be issued whenever the ship is activated. This can be in the Move or the Battle Phase at any point during the Activation. However, a ship can only be given a single Command during the Turn.

Drawback- The ship has used its one Command.

Once a Command is issued the ship must make a Command test. To do this, the player rolls a d6 for each point of Command in the ship’s profile. The Target Number for the test is 4+. If no dice have rolled a 4+, the Command test is failed and the ship do not receive the benefits of the Command. No other Commands maybe issued this turn. If any of the Command dice roll a 4+, the test is passed. The Command is carried out and the ship can take advantage of the Command’s benefits and drawbacks. Below is a list of Commands. It will include the name, benefits and drawbacks of the Command. Full Speed Ahead Benefits- The Command allows the ship to Double its Lift characteristic for the purpose of speeding up.

Drawback- While moving so rapidly the ship may not launch Ordinance. All weapon firepower is reduced by 2. The ship can not execute any turns.

Drawbacks- Ordinance can not be launched and all Firepower is reduced by 2.

Evasive Maneuvers Benefits- The ship can avoid a potential Collision by making a successful Command Check. Roll a d6 per Command point of the ship. The Target Number is 4+. If a 4+ is rolled, the collision is avoided. If failed, the Collision occurs as normal. Drawback- The ship may not launch ordinance and all Firepower is reduced by 2. Load Ordinance Benefits- The ship successfully prepares Ordinance to fire. Drawback- If the test is failed, Ordinance can not be fired. Lock-On Benefits- Shooting Attacks to determine Hits can can be re-rolled. The entire result is re-rolled or none of the dice are re-rolled. The second result must be kept. Drawbacks- This Command has no effect on Ordinance attacks. When Locked-On, the ship must fire at a single target an may not Repair.

Brace! Benefits- This Command allows the ship to receive a special dice roll to resist damage once Hits have been determined. For every Hit inflicted, roll a d6. The Target Number is 4+. Every 4+ successfully negates a Hit. Roll for damage results for any remaining hit normally. Drawback- Ordinance can not be launched and all Firepower is reduced by 2. Damage Control Benefits- This Command puts more hands into managing damage than normal. The ship can successfully Repair with a Target Number of 4+ instead of the normal 6.. Drawback- Ordinance can not be launched and all Firepower is reduced by 2. Come About Benefits- The Airship given this command will lean heavily into its turns in an attempt to change course rapidly. The airship can make a single turn up to double its normal turn radius. Therefore, 45 degree becomes 90 and 90 becomes a 180. Drawbacks- The Airship may not change altitudes or speeds while performing this maneuver. Ordinance can not be launched and all Firepower is reduced by 2. Drawbacks- The Airship may not change altitudes or speeds while performing this maneuver. Ordinance can not be launched and all Firepower is reduced by 2.

Smoke Screen Benefits- The ship stokes its boilers and generates a cloud of gas, steam, and smoke around itself. The Target Number to hit the ship is increased by 1. Drawback- Ordinance can not be launched. In addition, all shooting attacks from this ship have the same increased Target Number to hit. The ship’s Firepower is all reduced by 2.

Crash Dive Benefits- The ship may double its Lift capability for the purposes of dropping altitude. Normal speed changes apply as normal as do Uncontrolled Dives. Drawback- Ordinance can not be launched and all Firepower is reduced by 2. The vessel may not make any Turns after the Dive.

Emergency Climb Benefits- The Airship may double its Lift statistic for the purposes of raising its Altitude level. Normal speed changes apply as do the rules for stalling. Drawback- Ordinance can not be launched and all Firepower is reduced by 2. The vessel may not make any Turns after the Climb.

Restart Engines Benefit- The ship is no longer considered Stalled. Drawback- The ship has used its one Command

Airships may dominate the skies, but ground forces are still needed to hold territory. Great Power competition is primarily concerned with territorial gains. Therefore, the ground-pounders will always play a role in Great Power diplomacy.

Bombardment Airships without Bombs may attempt to Bombard a target with their guns. To do so, they must descend to within 1 Altitude Band of the target and follow normal shooting rules.

However, Air Power will often be called on to eliminate or removed ground forces such as dugin troops, a fortress, or other targets. Naturally, ground based defenses have also been developed to try and protect ground sites from bombardment by Airships. Ground Targets Ground Defenses Ground targets come in all different types. They can be troop formations, trains, buildings, and fortifications. For game purposes they are considered immobile and at the Altitude Band of the ground or the height of any terrain they are placed on. They can not use Commands or form Squadrons. Before the game begins, Ground Targets should be assigned an Armor rating between 1 and 10. The harder the target, the higher the rating. Ground Targets use the following Damage chart using a 2d6: 2 3-10 11-12

No Damage Hull Breech! Target destroyed!

If a Ground Target’s Armor reaches 0 it is considered destroyed.

Ground Defenses are artillery pieces designed to fire up at any incoming Airships to try and dissuade them from attacking. Ground Defenses use the following Profile: Ground Defense Profile Armor Armament Firepower

Max Altitude Power Ammo

This profile is very similar to those used for Airships. Max Altitude: How high the weapon can reach a target. Typically a +X indicator with the X being the number of the highest Altitude Band the weapon can reach from the ground. More details on Ground Defense Profiles can be found in the Great Powers Order of Battle. Ground to Air Shooting

Bombing The best way to destroy ground targets is to bomb them. The rules for Bombing a target can be found in the Ordinance Section for Bombs.

Ground to Air shooting is worked out like normal firing between Airships. However, the target Number for Ground Defenses to hit any Airship is a 6.

In a game of Airships, the discussion of Terrain may be a bit misleading. However, there are effects that impact even the ability of Airships to maneuver. In general, there are two types of terrain, Ground and Aerial terrain. Ground terrain are objects that are suitably tall to possibly impact upon the operation of an Airship. Terrain features like mountain ranges, Hills, etc. Aerial terrain is terrain that are in the air and could impact an Airships ability to operate. The most common types are clouds, weather, and night-conditions. This section will cover all of these features.

Cloud Banks A Cloud Bank is an isolated batch of clouds. They typically only cover a segment of the board, an no more than 25%. For game purposes, a Cloud Bank is normally 6 inches across in a generally circular shape, but multiple Cloud Banks can be combined into one big Cloud Bank. Each separate Cloud Bank on the board is randomly generated an Altitude Band by rolling a d6+2. The result is the Altitude Band of the Cloud Bank. Cloud Banks can be moved through with no penalties. Instead, a Cloud Bank blocks Line of Sight. Use the following rules for Cloud Banks. • Cloud Banks block Line-of-Sight. Shots can not be made through a Cloud Bank.

Ground Terrain Most ground terrain has no impact on play. It is simply there to look pretty. However, some suitably tall terrain may reach above Altitude band 0. This could be a mesa, large hill, and a Mountain. Such suitably large features can be assigned an Altitude band. This is how high the feature reaches into the sky. If an Airship comes into contact with this terrain and is at the same Altitude band or lower it is considered a Collision with a larger vessel. In addition, Ground defenses can be placed on this higher terrain in order to have a higher reach with their weapons. In this case, add the Altitude of the terrain to the Max Altitude of the Ground Defense to determine what Altitude Band the weapon can fire to. Aerial Terrain Aerial terrain comes in these types: Cloud Banks, Cloud Cover, Storms, and Night.

• Airships inside a Cloud Bank can not be fired on. • Airships in a Cloud Bank can not fire out of it. • If both Airships are in the same Cloud Bank, they can only gain Line-of-Sight at Short Range. All shots are considered obscured.

Cloud Cover Cloud Cover assumes the entire board is covered by a layer of clouds. Randomly determine the Altitude band by rolling a d6+2. This is the Altitude band of the Cloud Cover. Airships at the same Altitude Band are considered in the Cloud Cover and treated as if in a Cloud Bank. Cloud Cover can be moved through with no penalties. Instead, it blocks Line-of-Sight. Use the rules for Cloud Banks, but assume the entire board is covered with clouds at the Altitude determined. Storms Weather is very similar to Cloud Cover. Follow the same rules. However, below the Cloud Cover is a raging storm. Any Airships under the Cloud Altitude Band are considered to be in the storm.

Airships in the storm are treated with the following rules: • Line-of-Sight is Short Range only • Command Tests have a +1 Target Number • Ammo Roll Target Numbers are increased by +1 Airships at the same Altitude as the Cloud Band are treated as if they were in a Cloud Bank. Night It is night time. Operations during darkness hours are a dangerous and harrowing experience. Night is assumed to impact all Airships on the board. The following rules apply. • All Line-of-Sight is Short range only • Command Tests have a +1 Target Number

Here you will find the rules needed to field the Air navies of the world. This includes Air Ships from the Great Powers, their Client States, and the lesser Powers of the world. Each has their own unique traditions, designs, and Line-ofBattle. Using the Line-of-Battle

Each list will present a number of ship types and rules to use that fleet in games of Castles in the Sky. Each list is divided into the following sections:

Background This is a brief overview of the force, its. structure, and its aims Post-Martian invasion This will help you flesh out the nature and character of your fleet. Line-of-Battle The details for the various ship classes and vessels will be found here. These can be combined to create your own Air Navy fleet to use on the board. You will find all of the ship types, profiles, and weapons for the Power in this section.

The British Royal Navy was the first nation to build an Airship. From that day forward, they became the nation to beat in the new air navy arms race. In an instant, all waterborne Navies became obsolete. Since those heady early days, the British are no longer the sole masters of the air. It didn’t take long for the technology to leak out and other nations to start building ships of their own. However, the British Royal Navy has maintained the relative lead in the Air Naval race. With that leadership has come a certain haughtiness and disdain for their fellow Airmen of other nations. They consider themselves the premiere airmen in the world that hail from God’s own most favored nation. For decades, the British have been focused on maintaining the balance of power on the European continent, and with the great Powers beyond. There greatest fear is a merger or Alliance between Nation’s that would be powerful enough to control Europe and potentially endanger their isle. Therefore, their politics in the Great Power world are focused on dividing allies, aligning with the underdogs, and maintaining the Status Quo.

In addition to their concerns on the Continent, they also have an extensive colonial Empire that spans the globe. Therefore, the guns of the Royal Navy are dedicated to trying to maintain peace and order across the world as well. They are often considered the world’s policeman, which leads to resentment from other nations. The Royal Navy itself has a number of Flying Squadrons scattered and deployed across the world to secure His Majesties interests. This includes bases in the Atlantic Ocean, Pacific Ocean, Africa, Indian Sub-Continent, China, and more. Around the home island, they prefer battleships. Around the world they prefer battlecruisers and cruisers to enforce their will. Britain’s main rivals are Russia, France, and Germany. Their closest allies are the United States and Japan. The others are a matter of necessity. Determining Command Dice British: Roll a d6 for each ship1-2= Command of 2 3-4= Command of 3 5-6= Command of 4

Class: Queen Elizabeth Category: Battleship Speed: 2-6

Type: Steamer Altitude: 7

Armor: 9 Turns: 1/45

Lift: 1

Armament: Heavy Battery

Firepower: -/6/4/2

Power: +5/+3/+2

Ammo: 4+

Heavy Battery

-/6/4/2

+5/+3/+2

Light Battery

-/3/1/-

+1/-/-

Light Battery

-/3/1/-

+1/-/-

Point Defense

3/-/-/-

-/-/-

Category: Battleship Speed: 2-6

Type: Steamer Altitude: 7

Armor: 9 Turns: 1/45

Lift: 1

Armament: Heavy Battery

Firepower: -/5/3/1

Power: +4/+2/+1

Ammo: 4+

Heavy Battery

-/5/3/1

+4/+2/+1

Light Battery

-/4/3/1

-/-/-

Light Battery

-/3/2/1

-/-/-

Point Defense

4/-/-/-

-/-/-

Category: Battleship Speed: 2-6

Type: Steamer Altitude: 7

Armor: 8 Turns: 1/45

Lift: 1

Armament: Heavy Battery

Firepower: -/7/5/3

Power: +3/+2/+1

Ammo: 4+

Heavy Battery

-/3/2/1

+3/+2/+1

Light Battery

-/4/2/-

-/-/-

Point Defense

2/-/-/-

-/-/-

Fire Arc: Bow/Port Starboard Stern/Port Starboard Bow/Port Starboard Stern/Port Starboard All

4+ 5+ 5+

Class: King George V

Fire Arc: Bow/Port Starboard Stern/Port Starboard Bow/Port Starboard Stern/Port Starboard All

4+ 5+

Class: Iron Duke

Fire Arc: Bow/Port Starboard Stern/Port Starboard Bow/Port Starboard All

4+ 5+ -

Class: Lion Category: Battle Cruiser Type: Steamer Armor: 8 Speed: 2-8 Altitude: 8 Turns: 1/45

Lift: 1

Armament: Heavy Battery

Firepower: -/6/4/2

Power: +3/+2/+1

Ammo: 4+

Heavy Battery

-/6/4/2

+3/+2/+1

Light Battery

-/3/1/-

+1/-/-

Point Defense

2/-/-/-

-/-/-

Fire Arc: Bow/Port Starboard Stern/Port Starboard Bow/Port Starboard All

4+ 5+

Class: Indefatigable Category: Battle Cruiser Type: Steamer Armor: 7 Speed: 2-8 Altitude: 8 Turns: 1/45

Lift: 1

Armament: Heavy Battery

Firepower: -/5/3/1

Power: +3/+2/+1

Ammo: 4+

Heavy Battery

-/5/3/1

+3/+2/+1

Point Defense Air Torpedo

2/-/-/-/4/2/1

-/-/+2

Fire Arc: Bow/Port Starboard Stern/Port Starboard All Bow

4+ -

Class: Invincible Category: Battle Cruiser Type: Steamer Armor: 7 Speed: 2-8 Altitude: 8 Turns: 1/45

Lift: 1

Armament: Heavy Battery

Firepower: -/5/3/1

Power: +3/+2/+1

Ammo: 4+

Heavy Battery

-/5/3/1

+3/+2/+1

Light Battery

-/4/2/-

-/-/-

Point Defense

2/-/-/-

-/-/-

Fire Arc: Bow/Port Starboard Stern/Port Starboard Bow/Port Starboard All

4+ 5+

Class: Minotaur Category: Armored Cruiser Type: Steamer Armor: 8 Speed: 2-7 Altitude: 8 Turns: 2/45 Armament: Medium Battery

Firepower: -/4/2/1

Power: +2/+1/-

Medium Battery

-/4/2/1

+2/+1/-

Medium Battery Medium Battery Point Defense

-/6/3/1 -/6/3/1 2/-/-/-

+2/+1/+2/+1/-/-/-

Lift: 1

Fire Arc: Ammo: Bow/Port 4+ Starboard Stern/Port 4+ Starboard Port Starboard All

Class: Duke of Edinburgh Category: Cruiser Speed: 2-8

Type: Steamer Altitude: 8

Armor: 7 Turns: 2/45

Lift: 2

Armament: Medium Battery

Firepower: -/6/4/2

Power: +2/+1/-

Ammo: 4+

Medium Battery

-/2/1/-

+2/+1/-

Light Battery Light Battery Point Defense

-/8/4/2 -/8/4/2 2/-/-/-

-/-/-/-/-/-/-

Category: Cruiser Speed: 2-8

Type: Steamer Altitude: 8

Armor: 7 Turns: 2/45

Lift: 2

Armament: Medium Battery

Firepower: -/3/2/1

Power: +3/+2/+1

Ammo: 4+

Medium Battery

-/3/2/1

+3/+2/+1

Light Battery Light Battery Point Defense

-/4/2/-/4/2/2/-/-/-

-/-/-/-/-/-/-

Fire Arc: Bow/Port Starboard Stern/Port Starboard Port Starboard All

5+ 4+ 4+ -

Class: Warrior

Fire Arc: Bow/Port Starboard Stern/Port Starboard Port Starboard All

4+ 5+

Class: Arethusa Category: Light Cruiser Type: Steamer Speed: 2-8 Altitude: 9

Armor: 7 Turns: 2/45

Armament: Medium Battery

Firepower: -/2/1/-

Power: +2/+1/-

Medium Battery

-/2/1/-

+2/+1/-

Light Battery Light Battery Point Defense

-/3/2/-/3/2/2/-/-/-

+2/+1/+2/+1/-/-/-

Lift: 2

Fire Arc: Ammo: Bow/Port 4+ Starboard Stern/Port 4+ Starboard Port Starboard All

Class: Active Category: Light Cruiser Type: Steamer Speed: 2-10 Altitude: 9

Armor: 7 Turns: 2/45

Lift: 2

Armament: Medium Battery

Firepower: -/2/1/-

Power: +2/+1/-

Ammo: 4+

Medium Battery

-/2/1/-

+2/+1/-

Point Defense

6/-/-/-

-/-/-

Category: Destroyer Speed: 2-12

Type: Steamer Altitude: 9

Armor: 6 Turns: 2/45

Lift: 2

Armament: Light Battery

Firepower: -/2/1/-

Power: -/-/-

Ammo: 4+

Point Defense Air Torpedo

2/-/-/4 (Speed 18)

-/-/+2

Category: Destroyer Speed: 2-12

Type: Steamer Altitude: 9

Armor: 6 Turns: 2/45

Lift: 2

Armament: Light Battery

Firepower: -/2/1/-

Power: -/-/-

Ammo: 4+

Point Defense Air Mine

2/-/-/4 (Speed 18)

-/-/+2

Fire Arc: Bow/Port Starboard Stern/Port Starboard All

5+ -

Class: Bullfinch

Fire Arc: Bow/Port Starboard All Bow

Class: Thorn

Fire Arc: Bow/Port Starboard All Stern

Class: Sparrow Category: Destroyer Speed: 2-12

Type: Steamer Altitude: 9

Armor: 6 Turns: 2/45

Lift: 2

Armament: Light Battery

Firepower: -/2/1/-

Power: -/-/-

Ammo: 4+

Point Defense Bombs

2/-/-/4 (Ground Only)

-/-/+1

Category: Frigate Speed: 2-13

Type: Steamer Altitude: 9

Armor: 5 Turns: 2/45

Lift: 2

Armament: Light Battery

Firepower: -/1/1/-

Power: -/-/-

Ammo: 4+

Point Defense Air Torpedo

2/-/-/2 (Speed 18)

-/-/+2

Fire Arc: Bow/Port Starboard All Stern

Class: Shah

Fire Arc: Bow/Port Starboard All Bow

Class: Lightning Category: Torpedo Boat Type: Steamer Armor: 4 Speed: 2-14 Altitude: 9 Turns: 2/45 Armament: Point Defense Air Torpedo

Firepower: 2/-/-/1 (Speed 18)

Power: -/-/+2

Fire Arc: All Stern

Lift: 3 Ammo:

The forces of the French Republic quickly attempted to adopt the new Airship technology, but they experienced a number of early setbacks. These proved costly in men and material. However, early in the new century, the L’aire Nationale was formed. The main power of France is based on the continent of Europe. In the past, they had been a leader in Culture and Industry, but their hold on their position as the pre-eminent power of Europe is being challenged by the German Empire. So far, they have been relatively slow in answering that challenge. The Airmen of the L’aire Nationale see themselves as the finest specimens of the Gallic traditions. They firmly believe in the founding principles of the republic, and see the Monarchy based Great Powers around them as inferior.

Like the British, the French were quick to the Colonial game with colonies across the globe. They have holdings in the Caribbean, Orient, North Africa, and South East Asia. These colonies have been the source of friction with other Great Powers. The L’Aire Nationale is not as large or as modern as some of the other Great Powers. However, it has managed to serve the Republic well. They have several Air Fleets scattered at their colonial holdings across the globe. The French prefer an air strategy focused on harassment and raiding over the Mahan theory of open battle. Therefore, their fleet uses more unconventional arms such as Air torpedoes, Air Mines, and even aeroplanes. They also tend to favor smaller and lighter ships overall.

Determining Command Dice However, the French are also a pragmatic lot and realize the growing power of their German neighbors. As a result, they have been courting alliances with Russia, the Ottomans, Italians, and even been seeking overtures with the British. Their major enemies have historically been the British, and the new rising power of Germany.

French Roll a d6 for each ship: 1= Command of 1 2-3= Command of 2 4-5= Command of 3 6= Command of 4

Class: Courbet Category: Battleship Speed: 2-5

Type: Steamer Altitude: 7

Armor: 9 Turns: 1/45

Lift: 1

Armament: Heavy Battery

Firepower: -/6/4/2

Power: +4/+3/+2

Ammo: 4+

Heavy Battery

-/6/4/2

+4/+3/+2

Medium Battery

-/4/2/-

+2/+1/+1

Medium Battery

-/2/1/-

+2/+1/+1

Point Defense Air Torpedo

3/-/-/4 (Speed 18)

-/-/+3

Fire Arc: Bow/Port Starboard Stern/Port Starboard Bow/Port Starboard Stern/Port Starboard

4+ 5+ 5+

All Bow

Class: Charles Martel Category: Heavy Cruiser Type: Steamer Armor: 8 Speed: 2-5 Altitude: 7 Turns: 1/45

Lift: 1

Armament: Heavy Battery

Firepower: -/4/3/1

Power: +3/+2/+1

Ammo: 4+

Heavy Battery

-/4/3/1

+3/+2/+1

Medium Battery Medium Battery Light Battery Light Battery Point Defense Air Torpedo

-/4/2/-/4/2/-/3/1/-/3/1/2/-/-/2 (Speed 18)

+2/+1/+1 +2/+1/+1 +1/-/+1/-/-/-/+3

Fire Arc: Bow/Port Starboard Stern/Port Starboard Port Starboard Port Starboard All Bow

4+ 5+ 5+ 5+ 5+ -

Class: Charlemagne Category: Heavy Cruiser Type: Steamer Armor: 8 Speed: 2-5 Altitude: 7 Turns: 1/45

Lift: 1

Armament: Heavy Battery

Firepower: -/7/5/3

Power: +4/+3/+2

Ammo: 4+

Heavy Battery

-/7/5/3

+4/+3/+2

Light Battery Light Battery Light Battery Light battery Point Defense Air Torpedo

-/3/1/-/3/1/-/3/1/-

+1/-/+1/-/+1/-/-

3/-/-/4 (Speed 18)

-/-/+3

Fire Arc: Bow/Port Starboard Stern/Port Starboard Bow Starboard Port

4+ 5+ 5+ 5+

All

Class: Gloire Category: Armored Cruiser Type: Steamer Armor: 8 Speed: 2-7 Altitude: 7 Turns: 2/45

Lift: 2

Armament: Heavy Battery

Firepower: -/3/2/1

Power: +2/+2/+1

Ammo: 4+

Heavy Battery

-/3/2/1

+2/+2/+1

Light Battery Light Battery Point Defense Air Torpedo

-/2/1/-/2/1/3/-/-/4 (Speed 18)

+1/-/+1/-/-/-/+3

Category: Cruiser Speed: 2-8

Type: Steamer Altitude: 7

Armor: 7 Turns: 2/45

Lift: 2

Armament: Medium Battery

Firepower: -/3/2/1

Power: +2/+1/-

Fire Arc: Bow/Port

Ammo: 5+

Medium Battery

-/3/2/1

+2/+1/-

5+

Light Battery Light Battery Point Defense Air Torpedo

-/3/1/-/3/1/2/-/-/2 (Speed 18)

+1/-/+1/-/-/-/+3

Bombs

6 (Ground Only)

+1

Bow/ Starboard Bow Stern All Bow/Port Starboard Stern

Fire Arc: Bow/Port Starboard Stern/Port Starboard Port Starboard All Bow

4+ 5+ 5+

Class: Descartes

5+ 5+ -

Class: D’Iberville Category: Cruiser Speed: 2-8

Type: Steamer Altitude: 7

Armor: 7 Turns: 2/45

Lift: 2

Armament: Light Battery Light Battery

Firepower: -/3/1/-/3/1/-

Power: +1/-/+1/-/-

Fire Arc: Bow Stern

Ammo: 5+ 5+

Point Defense Air Torpedo Air Torpedo

3/-/-/3 (Speed 18) 3 (Speed 18)

-/-/+3 +3

All Bow/Port Bow/Starboard

Category: Cruiser Speed: 2-8

Type: Steamer Altitude: 7

Armor: 7 Turns: 2/45

Armament: Point Defense Air Torpedo Air Mines Aeroplanes

Firepower: 4/-/-/2 (Speed 18) 4 (Speed 0) 2 (Speed 10)

Power: -/-/+3 +2 +3

Category: Destroyer Speed: 2-10

Type: Steamer Altitude: 9

Armor: 6 Turns: 2/45

Lift: 2

Armament: Light Battery

Firepower: -/3/1/-

Power: +1/-/-

Fire Arc: Bow

Ammo: 5+

Point Defense Air Torpedo

2/-/-/3 (Speed 18)

-/-/+3

All Bow

-

Category: Destroyer Speed: 2-10

Type: Steamer Altitude: 9

Armor: 6 Turns: 2/45

Lift: 2

Armament: Light Battery

Firepower: -/3/1/-

Power: +1/-/-

Fire Arc: Bow

Ammo: 5+

Point Defense Air Mine

2/-/-/4 (Speed 0)

-/-/+3

All Stern

-

Class: Foudre Lift: 2

Fire Arc: Ammo: All Bow Stern Port/Starboard

Class: Chasseur

Class: Voltigeur

The Russian Empire is the largest in pure size and population. However, it is its very size that makes it nearly unmanageable. Vast tracts of land full of natural resources lie undisturbed by the hands of man. Much of the Empire is made up of nonethnic Russians, villagers, and rural peasants.

The Russian Empire has many enemies, and few friends. However, they have managed to court the French, who fear growing German power in Europe. The Italians are also friendly to the Russians as they have a mutual enemy in the Austro-Hungarians and Ottomans.

The Russians were late to the Airship revolution. They have consistently had design and development problems since their attempts at building an Air Navy commenced two decades ago. However, despite the setbacks the Russians have a fleet in being that gets deployed across the great bulk of their nation.

The Russian Air Fleet is commanded by second sons and wash-outs of the nobility. The bulk of the crews are conscripted peasants and farmers who have no idea how an Air Ship works, but know how to do their jobs. As a result, the Russian Air navy is not well-respected.

The Russian Empire is a restless and hungry beast. Despite the vast tracts of undeveloped land, it is constantly pushing outwards. The Czar of Russia is a fervent believer in Pan-Slavism and seeks to unit all Slavic people under the Russian banner. Therefore, they are natural enemies of the Austro-Hungarians. They have also encroached repeatedly on Ottoman territory attempting to gain access to the Mediterranean Sea. To their South, they play the great Game with Britain for a sphere of Influence on the Northwest ern edge of India. Finally, they antagonize the Japanese sphere of influence in China and Asia.

The fleet itself is split between major bases near the European side, the Black Sea, and along the Pacific coast. They have only a token presence elsewhere in the Empire. However, in those regions they try to remain as active as possible. Determining Command Dice Russian Roll a d6 for each ship: 1-2= Command of 1 3-4= Command of 2 5 = Command of 3 6 = Command of 4

Class: Imperatrista Mariya Category: Battleship Speed: 1-5

Type: Steamer Altitude: 7

Armor: 8 Turns: 1/45

Lift: 1

Armament: Heavy Battery

Firepower: -/5/3/2

Power: +4/+3/+2

Ammo: 4+

Heavy Battery

-/5/3/2

+4/+3/+2

Medium Battery

-/4/2/-

+2/+1/+1

Medium Battery

-/2/1/-

+2/+1/+1

Point Defense Air Torpedo

3/-/-/2 (Speed 18)

-/-/+3

Fire Arc: Bow/Port Starboard Stern/Port Starboard Bow/Port Starboard Stern/Port Starboard

4+ 5+ 5+

All Bow

Class: Borodino Category: Battle Cruiser Type: Steamer Armor: 7 Speed: 1-8 Altitude: 7 Turns: 1/45

Lift: 1

Armament: Heavy Battery

Firepower: -/6/4/2

Power: +3/+2/+1

Ammo: 4+

Heavy Battery

-/6/4/2

+3/+2/+1

Light Battery

-/2/1/-

-/-/-

Point Defense

3/-/-/-

-/-/-

Category: Cruiser Speed: 1-6

Type: Steamer Altitude: 8

Armor: 7 Turns: 2/45

Lift: 1

Armament: Medium Battery

Firepower: -/4/2/1

Power: +2/+1/-

Ammo: 4+

Medium Battery

-/4/2/1

+2/+1/-

Light Battery Light Battery Point Defense Air Torpedo

-/4/2/-/4/2/3/-/-/2 (Speed 18)

+1/-/+1/-/-/-/+2

Fire Arc: Bow/Port Starboard Stern/Port Starboard Bow/Port Starboard All

4+ 5+

Class: Bogatyr

Fire Arc: Bow/Port Starboard Stern/Port Starboard Port Starboard All Bow

4+ 5+ 5+

Class: Bayan Category: Cruiser Speed: 1-6

Type: Steamer Altitude: 7

Armor: 7 Turns: 2/45

Lift: 2

Armament: Medium Battery

Firepower: -/3/2/1

Power: +2/+1/-

Ammo: 4+

Medium Battery

-/3/2/1

+2/+1/-

Point Defense Air Torpedo Air Mines Bombs

3/-/-/2 (Speed 18) 4 (Speed 0) 4 (Ground Only)

-/-/+2 +2

Category: Cruiser Speed: 1-6

Type: Steamer Altitude: 7

Armor: 7 Turns: 2/45

Lift: 2

Armament: Medium Battery

Firepower: -/2/1/1

Power: +2/+1/-

Ammo: 5+

Medium Battery

-/2/1/1

+2/+1/-

Medium Battery Medium battery Point Defense Air Torpedo Bombs

-/3/2/1 -/3/2/1 3/-/-/2 (Speed 18) 4 (Speed 0)

+2/+1/+2/+1/-/-/+2 +1

Category: Destroyer Speed: 1-10

Type: Petrol Altitude: 9

Armor: 6 Turns: 2/45

Lift: 2

Armament: Light Battery

Firepower: -/2/1/-

Power: -/-/-

Ammo: 5+

Point Defense

4/-/-/-

-/-/-

Fire Arc: Bow/Port Starboard Stern/Port Starboard All Bow Stern +1

5+ Stern

Class: Azova

Fire Arc: Bow/Port Starboard Stern/Port Starboard Port Starboard All Bow Stern

5+ 5+ -

Class: Orfey

Fire Arc: Bow, Port Starboard All

-

Class: Izyaslav Category: Destroyer Speed: 1-10

Type: Petrol Altitude: 9

Armor: 6 Turns: 2/45

Lift: 2

Armament: Light Battery

Firepower: -/2/1/-

Power: -/-/-

Ammo: 5+

Point Defense Air Torpedo

2/-/-/3 (Speed 18)

-/-/+2

Category: Destroyer Speed: 1-10

Type: Petrol Altitude: 9

Armor: 6 Turns: 2/45

Lift: 2

Armament: Light Battery

Firepower: -/2/1/-

Power: +1/-/-

Ammo: 5+

Point Defense Air Mine

2/-/-/4 (Speed 0)

-/-/+2

Category: Destroyer Speed: 1-10

Type: Petrol Altitude: 9

Armor: 6 Turns: 2/45

Lift: 2

Armament: Light Battery

Firepower: -/2/1/-

Power: +1/-/-

Ammo: 5+

Point Defense Bombs

2/-/-/4 (Ground Only)

-/-/+1

Category: Gunboat Speed: 1-5

Type: Steamer Altitude: 7

Armor: 5 Turns: 2/45

Lift: 2

Armament: Light Battery

Firepower: -/4/1/-

Power: +1/-/-

Ammo: 5+

Point Defense Air Mine

1/-/-/2 (Speed 0)

-/-/+2

Fire Arc: Bow, Port, Starboard All Bow

-

Class: Novik

Fire Arc: Bow, Port, Starboard All Stern

-

Class: Derzky

Fire Arc: Bow, Port, Starboard All Stern

-

Class: Krasnoye

Fire Arc: Bow, Port Starboard All Stern

-

The German Imperial Navy has spent millions of marks and thousands of man-hours to try to challenge the British Royal Navy for mastery of the skies. Once the British launched their first Airship, Germany spotted an opportunity to equal the British forces. They bent all of their growing industrial and scientific effort to build their own Air Fleet. The Germans had a later start than the British or French in the race for Colonies. Therefore, they were eager to catch-up. However, some of their early ambition was thwarted by the British and the French. This led to bitter resentment of Germany being denied their rewards as the newest, upstart Great Power. The German government vowed to never let this happen again. In Germany, many believed that the best way to counter British power, was to build an Air Navy big enough and powerful enough to threaten the British. This idea was popular, and was soon being backed by the German Kaiser. It was also backed by the German Parliament, and soon bigger and mightier Air Ships were being built each year. German Airmen have a reputation for efficiency,

precision, and high levels of professionalism. The officers are aggressive and strict disciplinarians. Many of the officers come from hereditary nobility while their crews come from the farms and factories of the new German Empire. The German Empire has a natural alliance with the Austro-Hungarian Empire. They have close geographic, linguistic, and historical ties. They also have good relations with the Ottoman Turks and the United States. Their natural rivals are the British, Russians, and the French.

The Germans have fully committed to Alfred Thayer Mahan’s theories of naval warfare, and applied them to their Air Fleet. It is designed to be a model of the American Admiral’s theories. Theories that they plan to eventually put to the test against the British. Determining Command Dice German Roll a d6 for each ship: 1= Command of 1 2-3= Command of 2 4-5= Command of 3 6= Command of 4

Class: Kaiser Category: Battleship Speed: 2-6

Type: Steamer Altitude: 7

Armor: 9 Turns: 1/45

Armament: Heavy Battery

Firepower: -/5/3/1

Power: +4/+3/+2

Heavy Battery

-/5/3/1

+4/+3/+2

Light Battery

-/3/1/-

+1/-/-

Light Battery

-/3/1/-

+1/-/-

Air Torpedo Air Torpedo Point Defense

1 (Speed 18) 1 (Speed 18) 2/-/-/-

+3 +3 -/-/-

Category: Battleship Speed: 2-5

Type: Steamer Altitude: 7

Armor: 9 Turns: 1/45

Armament: Heavy Battery

Firepower: -/7/5/3

Power: +3/+2/+1

Heavy Battery

-/7/5/3

+3/+2/+1

Light Battery

-/3/1/0

+1/-/-

Light Battery

-/3/1/0

+1/-/-

Air Torpedo Air Torpedo Point Defense

1 (Speed 18) 2 (Speed 18) 2/-/-/-

+3 +3 -/-/-

Lift: 1

Fire Arc: Ammo: Bow/Port 3+ Starboard Stern/Port 3+ Starboard Bow/Port 4+ Starboard Stern/Port 4+ Starboard Bow Port/Starboard All

Class: Helgoland Lift: 1

Fire Arc: Ammo: Bow/Port 3+ Starboard Stern/Port 3+ Starboard Bow/Port 4+ Starboard Stern/Port 4+ Starboard Bow/Stern Port/Starboard All

Class: Nassau Category: Battleship Speed: 2-5

Type: Steamer Altitude: 7

Armor: 9 Turns: 1/90

Armament: Heavy Battery

Firepower: -/7/5/3

Power: +3/+2/+1

Heavy Battery

-/5/3/1

+3/+2/+1

Light Battery

-/3/1/0

+1/-/-

Light Battery

-/3/1/0

+1/-/-

Torpedo Air Torpedo Point Defense

1 (Speed 18) 2 (Speed 18) 2/-/-/-

+3 +3 -/-/-

Category: Battleship Speed: 2-5

Type: Steamer Altitude: 7

Armor: 9 Turns: 1/45

Armament: Heavy Battery

Firepower: -/5/3/1

Power: +3/+2/+1

Heavy Battery

-/5/3/1

+3/+2/+1

Medium Battery

-/3/2/1

+2/+1/-

Medium Battery

-/3/2/1

+2/+1/-

Air Torpedo Air Torpedo Point Defense

1 (Speed 18) 2 (Speed 18) 2/-/-/-

+3 +3 -/-/-

Lift: 1

Fire Arc: Ammo: Bow/Port 3+ Starboard Stern/Port 3+ Starboard Bow/Port 4+ Starboard Stern/Port 4+ Starboard Air Bow/Stern Port/Starboard All

Class: Konig Lift: 1

Fire Arc: Ammo: Bow/Port 3+ Starboard Stern/Port 3+ Starboard Bow/Port 4+ Starboard Stern/Port 4+ Starboard Bow Port/Starboard All

Class: Deutschland Category: Heavy Cruiser Type: Steamer Armor: 8 Speed: 2-5 Altitude: 7 Turns: 1/45

Lift: 1

Armament: Heavy Battery

Firepower: -/4/3/1

Power: +3/+2/+1

Ammo: 4+

Heavy Battery

-/4/3/1

+3/+2/+1

Medium Battery Medium Battery Light Battery Light Battery Point Defense

-/4/2/-/4/2/-/3/1/-/3/1/2/-/-/-

+2/+1/+1 +2/+1/+1 -/-/-/-/-/-/-

Fire Arc: Bow/Port Starboard Stern/Port Starboard Port Starboard Port Starboard All

4+ 5+ 5+ 5+ 5+ -

Class: Derflinger Category: Battle Cruiser Type: Steamer Armor: 8 Speed: 2-6 Altitude: 8 Turns: 1/90 Armament: Heavy Battery

Firepower: -/4/2/1

Power: +3/+2/+1

Heavy Battery

-/4/2/1

+3/+2/+1

Light Battery Air Torpedo Air Torpedo Point Defense

-/4/2/1 (Speed 18) 2 (Speed 18) 2/-/-/-

-/-/+3 +3 -/-/-

Lift: 1

Fire Arc: Ammo: Bow/Port 3+ Starboard Stern/Port 3+ Starboard Bow/Port 4+ Bow/Stern Port/Starboard All

Class: Seydlitz Category: Battle Cruiser Type: Steamer Armor: 8 Speed: 2-6 Altitude: 8 Turns: 1/90 Armament: Heavy Battery

Firepower: -/5/3/1

Power: +2/+2/+1

Heavy Battery

-/5/3/1

+2/+2/+1

Light Battery Air Torpedo Air Torpedo Point Defense

-/4/2/1 (Speed 18) 2 (Speed 18) 2/-/-/-

-/-/+3 +3 -/-/-

Lift: 1

Fire Arc: Ammo: Bow/Port 3+ Starboard Stern/Port 3+ Starboard Bow/Port 4+ Bow/Stern Port/Starboard All

Class: Scharnhorst Category: Armored Cruiser Type: Steamer Armor: 8 Speed: 2-7 Altitude: 8 Turns: 2/45

Lift: 1

Armament: Medium Battery

Firepower: -/4/2/1

Power: +2/+1/-

Ammo: 3+

Medium Battery

-/4/2/1

+2/+1/-

Medium Battery Medium Battery Light Battery Light Battery Air Torpedo Bombs Point Defense

-/4/2/1 -/4/2/1 -/3/2/1 -/3/2/1 1 (Speed 18) 6 (Ground Only) 2/-/-/-

+2/+1/+2/+1/-/-/-/-/+3 -/-/-

Fire Arc: Bow/Port Starboard Stern/Port Starboard Port Starboard Port Starboard All +1 All

3+ 4+ 4+ 4+ 4+ Stern

Class: Magdeburg Category: Light Cruiser Type: Steamer Speed: 2-8 Altitude: 9

Armor: 7 Turns: 2/45

Lift: 2

Armament: Medium Battery

Firepower: -/2/1/-

Power: +2/+1/-

Ammo: 3+

Medium Battery

-/2/1/-

+2/+1/-

Light Battery Light Battery Bombs Point Defense

-/3/2/-/3/2/4 (Ground Only) 2/-/-/-

+2/+1/+2/+1/-/-/-

Fire Arc: Bow/Port Starboard Stern/Port Starboard Port Starboard +1 All

3+

Stern

Class: Kolberg Category: Light Cruiser Type: Steamer Speed: 2-10 Altitude: 9

Armor: 7 Turns: 2/45

Lift: 2

Armament: Medium Battery

Firepower: -/2/1/-

Power: +2/+1/-

Ammo: 3+

Medium Battery

-/2/1/-

+2/+1/-

Bombs Point Defense

4 (Ground Only) 6/-/-/-

-/-/-

Fire Arc: Bow/Port Starboard Stern/Port Starboard +1 All

3+ Stern -

Class: S-Class Category: Destroyer Speed: 2-12

Type: Steamer Altitude: 9

Armor: 6 Turns: 1/90

Lift: 2

Armament: Light Battery

Firepower: -/2/1/-

Power: -/-/-

Ammo: 3+

Point Defense Air Mine

2/-/-/4 (Speed 0)

-/-/+2

Category: Destroyer Speed: 2-12

Type: Steamer Altitude: 9

Armor: 6 Turns: 1/90

Lift: 2

Armament: Light Battery

Firepower: -/2/1/-

Power: -/-/-

Ammo: 3+

Point Defense Bombs

2/-/-/4 (Ground Only)

-/-/+1

Category: Destroyer Speed: 2-12

Type: Steamer Altitude: 9

Armor: 6 Turns: 1/90

Lift: 2

Armament: Light Battery

Firepower: -/2/1/-

Power: -/-/-

Ammo: 3+

Point Defense Air Torpedo

2/-/-/4 (Speed 18)

-/-/+2

Fire Arc: Bow/Port Starboard All Stern

Class: B-class

Fire Arc: Bow/Port Starboard All Stern

Class: V-Class

Fire Arc: Bow/Port Starboard All Bow

Class: G-class Category: Torpedo Boat Type: Steamer Armor: 4 Speed: 2-14 Altitude: 9 Turns: 2/90 Armament: Point Defense Air Torpedo

Firepower: 2/-/-/2 (Speed 18)

Power: -/-/+2

Fire Arc: All Stern

Lift: 3 Ammo:

The Austro-Hungarian Empire was one of the oldest powers in Europe! The ruling Habsburg family had been political players since the middle ages. Over that time, their Empire had waxed and was now considered by many to be on the wane. It is often referred to as the Old Man of Europe.

typically ethnic Germans with a few German speaking Hungarians thrown into the mix. However, the rank and file come from a variety of Balkan countries and rural regions. Many do not even understand German. This can make command and control challenging.

Unlike other nations, the Dual Monarchy was coruled by the Austrian Habsburg’s and their Hungarian equals. This led to a peculiar arrangement with two parliaments and other oddities. Besides the divide between the Germanic Austrians and the slavic Hungarians, the rest of the Empire was a polyglot of ethnicities, many speaking different languages and all with unique customs.

The Austro-Hungarians are close allies with Germany. However, they also have ties to Russia and the British. However, the Tsar of Russians fascination with Pan-slavism has led to tensions between the two powers. Their traditional enemies are the Turks and the French. However, relations with both countries are improving. Their mortal enemies are the Kingdom of Italy who covets the Dual Monarchy’s lands in the Adriatic.

Unsurprisingly, this led to many difficulties when building, maintaining, and deploying the new technology of Airships. The Austro-Hungarians were late to the party, but nevertheless saw the importance of creating such a fleet.

Determining Command Dice

The officers of the Dual Monarchy’s Air Navy are

Austro-Hungarian Roll a d6 for each ship: 1= Command of 1 2-3= Command of 2 4-5= Command of 3 6= Command of 4

Class: Tegetthoff Category: Battleship Speed: 2-5

Type: Steamer Altitude: 7

Armor: 9 Turns: 1/45

Lift: 1

Armament: Heavy Battery

Firepower: -/6/4/2

Power: +4/+3/+2

Ammo: 4+

Heavy Battery

-/6/4/2

+4/+3/+2

Medium Battery

-/4/2/-

+2/+1/+1

Medium Battery

-/2/1/-

+2/+1/+1

Point Defense Air Torpedo

3/-/-/4 (Speed 18)

-/-/+3

Fire Arc: Bow/Port Starboard Stern/Port Starboard Bow/Port Starboard Stern/Port Starboard

4+ 5+ 5+

All Bow

Class: Radetzky Category: Heavy Cruiser Type: Steamer Armor: 8 Speed: 2-5 Altitude: 7 Turns: 1/45

Lift: 1

Armament: Heavy Battery

Firepower: -/7/5/3

Power: +4/+3/+2

Ammo: 4+

Heavy Battery

-/7/5/3

+4/+3/+2

Light Battery Light Battery Light Battery Light battery Point Defense Air Torpedo

-/3/1/-/3/1/-/3/1/-

+1/-/+1/-/+1/-/-

Fire Arc: Bow/Port Starboard Stern/Port Starboard Bow Starboard Port

3/-/-/4 (Speed 18)

-/-/+3

All Bow

4+ 5+ 5+ 5+

Class: Erzhog Karl Category: Heavy Cruiser Type: Steamer Armor: 8 Speed: 2-5 Altitude: 7 Turns: 1/45

Lift: 1

Armament: Heavy Battery

Firepower: -/4/3/1

Power: +3/+2/+1

Ammo: 4+

Heavy Battery

-/4/3/1

+3/+2/+1

Medium Battery Medium Battery Light Battery Light Battery Point Defense Air Torpedo

-/4/2/-/4/2/-/3/1/-/3/1/3/-/-/3 (Speed 18)

+2/+1/+1 +2/+1/+1 +1/-/+1/-/-/-/+3

Fire Arc: Bow/Port Starboard Stern/Port Starboard Port Starboard Port Starboard All Bow

4+ 5+ 5+ 5+ 5+ -

Class: Habsburg Category: Heavy Cruiser Type: Steamer Armor: 8 Speed: 2-6 Altitude: 7 Turns: 2/45

Lift: 1

Armament: Medium Battery

Firepower: -/6/4/1

Power: +2/+1/-

Ammo: 4+

Medium Battery

-/2/1/1

+2/+1/-

Medium Battery Medium Battery Point Defense Air Torpedo Bombs

-/6/3/1 -/6/3/1 2/-/-/2 (Speed 18) 4 (Ground Only)

+2/+1/+2/+1/-/-/+3 +1

Fire Arc: Bow/Port Starboard Stern/Port Starboard Port Starboard All Bow Stern

4+

-

Class: Kaiserin Category: Armored Cruiser Type: Steamer Armor: 8 Speed: 2-7 Altitude: 8 Turns: 2/45

Lift: 2

Armament: Medium Battery

Firepower: -/3/2/1

Power: +2/+1/-

Ammo: 4+

Medium Battery

-/3/2/1

+2/+1/-

Light Battery Light Battery Point Defense Air Torpedo Bombs

-/2/1/-/2/1/3/-/-/4 (Speed 18) 4 (Ground Only)

+1/-/+1/-/-/-/+3 +1

Fire Arc: Bow/Port Starboard Stern/Port Starboard Port Starboard All Bow Stern

4+ 5+ 5+

Class: Zenta Category: Cruiser Speed: 2-8

Type: Steamer Altitude: 8

Armor: 7 Turns: 2/45

Lift: 2

Armament: Medium Battery

Firepower: -/3/2/1

Power: +2/+1/-

Fire Arc: Bow/Port

Ammo: 5+

Medium Battery

-/3/2/1

+2/+1/-

5+

Light Battery Light Battery Point Defense Air Torpedo

-/3/1/-/3/1/2/-/-/2 (Speed 18)

+1/-/+1/-/-/-/+2

Bow/ Starboard Bow Stern All Bow

Category: Cruiser Speed: 2-9

Type: Steamer Altitude: 8

Armor: 7 Turns: 2/45

Lift: 2

Armament: Light Battery Light Battery

Firepower: -/3/1/-/3/1/-

Power: +1/-/+1/-/-

Fire Arc: Bow Stern

Ammo: 5+ 5+

Point Defense Air Torpedo

3/-/-/6 (Speed 18)

-/-/+3

All Bow

Category: Destroyer Speed: 2-10

Type: Petrol Altitude: 9

Armor: 6 Turns: 2/45

Lift: 2

Armament: Light Battery

Firepower: -/2/1/-

Power: +1/-/-

Ammo: 5+

Point Defense Air Mine

2/-/-/4 (Speed 0)

-/-/+2

Category: Destroyer Speed: 2-10

Type: Petrol Altitude: 9

Armor: 6 Turns: 2/45

Lift: 2

Armament: Light Battery

Firepower: -/2/1/-

Power: +1/-/-

Ammo: 5+

Point Defense Air Torpedo

2/-/-/3 (Speed 18)

-/-/+2

5+ 5+ -

Class: Novara

Class: Huzsar

Fire Arc: Bow, Port, Starboard All Stern

-

Class: Tatra

Fire Arc: Bow, Port, Starboard All Bow

-

The Kingdom of Italy is a relatively new player on the European scene. For decades, it was divided into petty principalities and regional differences. However, the Kingdom of Savoy managed to unit the nation. Now, they are eager to exert their influence in and around the Mediterranean Sea.

an Air Navy. Italian strategists were quick to see the value and eagerly bent to the task of considering this new dimension of warfare. They eagerly adopted the French methods of harassment warfare. In addition, they are the only power to begin trying to think beyond Naval strategy for their Airship fleets.

The Italians have even founded colonies in North Africa and the Horn of Africa. These lands were wrested away from the Ottoman’s sphere of influence. In addition, Italian eyes have been locked on the far side of the Adriatic and the Italian speaking minorities in Austro-Hungarian territory.

The Italians are always willing to negotiate and see what side can offer them the most gain. They have few strong allies, only allies of the moment. However, they are clearly foes and rivals of the Austro-Hungarians and the Ottoman governments.

Italians have been sailing the Mediterranean for centuries. As such they have a strong familiarity with the region. Their Air Fleets are primarily concerned with the Mediterranean as well. However, they have also been sighted in Africa, the Red Sea, and around the Alps.

Italian Roll a d6 for each ship: 1= Command of 1 2-4= Command of 2 5= Command of 3 6= Command of 4

The Kingdom of Italy eagerly jumped to building

Determining Command Dice

Class: Dante Alighieri Category: Battleship Speed: 2-6

Type: Steamer Altitude: 7

Armor: 9 Turns: 1/45

Lift: 1

Armament: Heavy Battery

Firepower: -/6/4/2

Power: +4/+3/+2

Ammo: 4+

Heavy Battery

-/6/4/2

+4/+3/+2

Light Battery

-/2/1/-

+1/-/-

Light Battery Light Battery Light Battery

-/4/2/-/4/2/-/2/1/-

+1/-/+1/-/+1/-/-

Point Defense Air Torpedo Air Torpedo

2/-/-/2 (Speed 18) 1 (Speed 18)

-/-/+3 +3

Category: Battleship Speed: 2-7

Type: Steamer Altitude: 7

Armor: 9 Turns: 1/45

Lift: 1

Armament: Heavy Battery

Firepower: -/9/6/3

Power: +4/+3/+2

Ammo: 4+

Heavy Battery

-/6/4/2

+4/+3/+2

Light Battery

-/2/1/-

+1/-/-

Light Battery

-/2/1/-

+1/-/-

Point Defense Air Torpedo Air Torpedo

2/-/-/2 (Speed 18) 1 (Speed 18)

-/-/+3 +3

Fire Arc: Bow/Port Starboard Stern/Port Starboard Bow/Port Starboard Port Starboard Stern/Port Starboard All Bow Stern

4+ 5+ 5+ 5+ 5+

Class: Conti di Cavour

Fire Arc: Bow/Port Starboard Stern/Port Starboard Bow/Port Starboard Stern/Port Starboard All Bow Stern

4+ 5+

5+

Class: Zenta Guiseppi Garibaldi Category: Cruiser Type: Steamer Armor: 7 Armored Cruiser Type: Steamer Armor: 8 Speed: 2-6 2-8 Altitude: 8 Turns: 2/45

Lift: 2

Armament: Medium Battery

Firepower: -/3/2/1 -/2/1/1

Power: +2/+1/-

Ammo: 5+ 4+

Medium Battery

-/3/2/1 -/2/1/1

+2/+1/-

Light Battery Light Battery Point Defense Air Torpedo

-/3/1/-/3/2/-/3/1/-/3/2/2/-/-/2 4 (Speed 18)

+1/-/+1/-/-/-/+2 +3

Fire Arc: Bow/Port Starboard Bow/ Stern/Port Starboard Bow Port Stern Starboard All Bow

5+ 4+ 5+ 5+ -

Class: Vettor Pisani Category: Armored Cruiser Type: Steamer Armor: 8 Speed: 2-6 Altitude: 8 Turns: 2/45 Armament: Medium Battery Medium Battery Light Battery Light Battery Point Defense Air Torpedo

Fire Arc: Port Starboard Port Starboard All Bow

Lift: 2

Firepower: -/4/2/1 -/4/2/1 -/2/1/-/2/1/3/-/-/4 (Speed 18)

Power: +2/+1/+2/+1/+1/-/+1/-/-/-/+3

Ammo: 4+ 4+ 5+ 5+

Category: Cruiser Speed: 2-6

Type: Steamer Altitude: 8

Armor: 7 Turns: 2/45

Lift: 2

Armament: Light Battery

Firepower: -/3/2/1

Power: +1/-/-

Fire Arc: Bow/Port

Ammo: 5+

Light Battery

-/3/2/1

+1/-/-

5+

Light Battery Light Battery Point Defense Air Torpedo Bombs

-/3/1/-/3/1/2/-/-/2 (Speed 18) 4 (Ground Only)

+1/-/+1/-/-/-/+2

Bow/ Starboard Port Starboard All Bow +1

Class: Piedmonte

5+ 5+ Stern

Class: Libia Category: Cruiser Speed: 2-6

Type: Steamer Altitude: 8

Armor: 7 Turns: 2/45

Lift: 2

Armament: Medium Battery

Firepower: -/2/1/1

Power: +1/+1/-

Fire Arc: Bow/Port

Ammo: 5+

Medium Battery

-/2/1/1

+1/+1/-

5+

Light Battery Light Battery Point Defense Air Torpedo Bombs

-/4/1/-/4/1/2/-/-/2 (Speed 18) 4 (Ground Only)

+1/-/+1/-/-/-/+2

Bow/ Starboard Port Starboard All Bow +1

Category: Destroyer Speed: 2-10

Type: Petrol Altitude: 9

Armor: 6 Turns: 2/45

Lift: 2

Armament: Light Battery

Firepower: -/2/1/-

Power: +1/-/-

Ammo: 5+

Point Defense Air Torpedo Air Mine

2/-/-/3 (Speed 18) 4 (Speed 0)

-/-/+3 +2

Category: Frigate Speed: 2-12

Type: Steamer Altitude: 9

Armor: 5 Turns: 2/45

Lift: 2

Armament: Light Battery

Firepower: -/1/1/-

Power: -/-/-

Ammo: 4+

Point Defense Air Torpedo

2/-/-/2 (Speed 18)

-/-/+2

5+ 5+ Stern

Class: Turbine

Fire Arc: Bow, Port, Starboard All Bow Stern

-

Class: Soldato

Fire Arc: Bow/Port Starboard All Bow

Class: Pilo Category: Torpedo Boat Type: Steamer Armor: 4 Speed: 2-14 Altitude: 9 Turns: 2/45 Armament: Point Defense Air Torpedo

Firepower: 2/-/-/1 (Speed 18)

Power: -/-/+2

Fire Arc: All Stern

Lift: 3 Ammo:

The Ottoman Empire was a rival of the Habsburg line from the Middle Ages. However, they have continued to hang onto parts of the Balkans and Middle-East. Most European powers see them as a Sick Man in Europe and are waiting for them to collapse. Then, they can rush in and carve up the spoils like the Ottoman Empire was some savage nation and not a Great Power. The Ottoman Court itself has been attempting to modernize its own infrastructure and army. However, it is a conservative nation and such reforms and westernization are viewed with suspicion by many in the court of the Sultan. Most of the Sultan’s Air Fleet are foreign purchased ships. The production facilities of the Empire themselves are not sufficient to build Airships, but are capable of maintaining them. Therefore, the Sultan’s fleets are made up of a variety of vessels from various Great Powers. The roll of flying Airships is relatively new and unexplored territory for the Ottoman forces. The

Air navy is mostly made up of unskilled conscript peasants, and their officers are trained little better than the airmen themselves. However, the Ottoman’s are a proud and fierce lot. They are tenacious and will not give up on mastering the skills needed easily. The Ottoman have no solid allies as each Great Power will support and oppose them as their fickle whims demand. However, they are most likely to come into conflict with the Austro-Hungarians, Russians, and Italians. The French, Germans and the British vacillate between apathy and support. The Ottoman’s themselves are eager to maintain their Empire and modernize it as best as they can. Determining Command Dice Ottoman Roll a d6 for each ship: 1= Command of 1 2-4= Command of 2 5-6 Command of 3

Class: Sultan Osman-I Evvel Category: Battleship Speed: 2-6

Type: Steamer Altitude: 7

Armor: 9 Turns: 1/45

Lift: 1

Armament: Heavy Battery

Firepower: -/5/3/1

Power: +4/+2/+1

Ammo: 5+

Heavy Battery

-/5/3/1

+4/+2/+1

Light Battery

-/4/3/1

-/-/-

Light Battery

-/3/2/1

-/-/-

Point Defense

4/-/-/-

-/-/-

Category: Battleship Speed: 2-6

Type: Steamer Altitude: 7

Armor: 8 Turns: 1/45

Lift: 1

Armament: Heavy Battery

Firepower: -/7/5/3

Power: +3/+2/+1

Ammo: 5+

Heavy Battery

-/3/2/1

+3/+2/+1

Light Battery

-/4/2/-

-/-/-

Point Defense

2/-/-/-

-/-/-

Fire Arc: Bow/Port Starboard Stern/Port Starboard Bow/Port Starboard Stern/Port Starboard All

5+ 5+

Class: Resadiye

Fire Arc: Bow/Port Starboard Stern/Port Starboard Bow/Port Starboard All

5+ 5+ -

Class: Yavuz Sultan Selim Category: Battle Cruiser Type: Steamer Armor: 8 Speed: 2-6 Altitude: 8 Turns: 1/90 Armament: Heavy Battery

Firepower: -/5/3/1

Power: +2/+2/+1

Heavy Battery

-/5/3/1

+2/+2/+1

Light Battery Air Torpedo Air Torpedo Point Defense

-/4/2/1 (Speed 18) 1 (Speed 18) 2/-/-/-

-/-/+3 +3 -/-/-

Lift: 1

Fire Arc: Ammo: Bow/Port 5+ Starboard Stern/Port 5+ Starboard Bow/Port 4+ Bow/Stern Port/Starboard All

Class: Barbaros Heyreddin Category: Heavy Cruiser Type: Steamer Armor: 8 Speed: 2-5 Altitude: 7 Turns: 1/45

Lift: 1

Armament: Heavy Battery

Firepower: -/2/1/1

Power: +4/+2/+1

Ammo: 5+

Heavy Battery

-/4/3/1

+3/+2/+1

Medium Battery Medium Battery Light Battery Light Battery Point Defense Air Torpedo

-/3/2/-/3/2/-/2/1/-/2/1/2/-/-/3 (Speed 18)

+2/+1/+1 +2/+1/+1 +1/-/+1/-/-/-/+3

Category: Cruiser Speed: 2-8

Type: Steamer Altitude: 8

Armor: 7 Turns: 2/45

Lift: 2

Armament: Medium Battery

Firepower: -/2/2/1

Power: +3/+2/+1

Ammo: 4+

Medium Battery

-/2/2/1

+3/+2/+1

Light Battery Light Battery Air Torpedo Air Mines Point Defense

-/4/3/-/4/3/2 (Speed 18) 4 (Speed 0) 2/-/-/-

-/-/-/-/+3 +2 -/-/-

Fire Arc: Bow/Port Starboard Stern/Port Starboard Port Starboard Port Starboard All Bow

5+ 5+ 5+ 5+ 5+ -

Class: Hamidiye

Fire Arc: Bow/Port Starboard Stern/Port Starboard Port Starboard Bow Stern All

4+ 5+

Class: Midilli Category: Light Cruiser Type: Steamer Speed: 2-8 Altitude: 9

Armor: 7 Turns: 2/45

Armament: Medium Battery

Firepower: -/2/1/-

Power: +2/+1/-

Medium Battery

-/2/1/-

+2/+1/-

Light Battery Light Battery Bombs Point Defense

-/3/2/-/3/2/4 (Ground Only) 2/-/-/-

-/-/-/-/+1 -/-/-

Lift: 2

Fire Arc: Ammo: Bow/Port 3+ Starboard Stern/Port 3+ Starboard Port Starboard Stern All

Class: Milliye Category: Destroyer Speed: 2-12

Type: Steamer Altitude: 9

Armor: 6 Turns: 1/90

Lift: 2

Armament: Light Battery

Firepower: -/2/1/-

Power: -/-/-

Ammo: 3+

Point Defense Air Mine

2/-/-/4 (Speed 0)

-/-/+2

Category: Destroyer Speed: 2-12

Type: Steamer Altitude: 9

Armor: 6 Turns: 1/90

Lift: 2

Armament: Light Battery

Firepower: -/2/1/-

Power: -/-/-

Ammo: 3+

Point Defense Air Torpedo

2/-/-/3 (Speed 18)

-/-/+2

Fire Arc: Bow/Port Starboard All Stern

Class: Mauvenet

Fire Arc: Bow/Port Starboard All Bow

Class: Berk Efsan Category: Torpedo Boat Type: Steamer Armor: 4 Speed: 2-14 Altitude: 9 Turns: 2/45 Armament: Point Defense Air Torpedo

Firepower: 2/-/-/1 (Speed 18)

Power: -/-/+2

Fire Arc: All Stern

Lift: 3 Ammo:

The vast size of the United States and its rugged terrain meant that the new nation quickly adopted the Airship as means of commerce and transport. The United States Navy was slower to modernize to the new technology, and compared to other Great Powers is relatively small in size. However, the US Navy flies far and wide in an effort to support their aerial trade and show the flag diplomatically. The United States has colonies in the Pacific and still claims a sphere of influence in the Western Hemisphere. However, the French, British, and Germany all have their own influence in the region. The United States can do little to expel them from the region, and the talk of the Monroe Doctrine is mostly bluster. The United States Navy is a mix of volunteer officers and conscript airmen. All levels of the service are seen as professional and skilled, if a little naïve to Great Power politics and realpolitk. However, they are relatively skilled airmen.

Like all Great Powers, the United States is focused on trade. However, it has relatively few colonies and instead is trying to build a global trade web to all nations. Buying and selling seems to be a key aspect of American concerns. The United States has few rivalries compared to other growing Great Powers. However, they have come into conflict with Russia and Japan in the Pacific. In South America and the Caribbean it has also had tensions with the British and French. These nations have also come into conflict in Central and South America, with Germany also getting into the mix. Determining Command Dice United States Navy Roll a d6 for each ship: 1= Command of 1 2-4= Command of 2 5= Command of 3 6= Command of 4

Class: Michigan Category: Battleship Speed: 2-5

Type: Steamer Altitude: 7

Armor: 9 Turns: 1/45

Lift: 1

Armament: Heavy Battery

Firepower: -/5/3/1

Power: +4/+2/+1

Ammo: 4+

Heavy Battery

-/5/3/1

+4/+2/+1

Medium Battery

-/4/3/1

+2/+1/-

Medium Battery

-/3/2/1

+2/+1/-

Point Defense

2/-/-/-

-/-/-

Category: Battleship Speed: 2-5

Type: Steamer Altitude: 7

Armor: 9 Turns: 1/45

Lift: 1

Armament: Heavy Battery

Firepower: -/6/4/2

Power: +5/+3/+2

Ammo: 4+

Heavy Battery

-/6/4/2

+5/+3/+2

Light Battery

-/3/1/-

+1/-/-

Light Battery

-/3/1/-

+1/-/-

Point Defense

1/-/-/-

-/-/-

Fire Arc: Bow/Port Starboard Stern/Port Starboard Bow/Port Starboard Stern/Port Starboard All

4+ 5+

Class: New York

Fire Arc: Bow/Port Starboard Stern/Port Starboard Bow/Port Starboard Stern/Port Starboard All

4+ 5+ 5+

Class: Connecticut Category: Heavy Cruiser Type: Steamer Armor: 8 Speed: 2-5 Altitude: 7 Turns: 1/45

Lift: 1

Armament: Heavy Battery

Firepower: -/4/3/1

Power: +3/+2/+1

Ammo: 4+

Heavy Battery

-/4/3/1

+3/+2/+1

Medium Battery Medium Battery Light Battery Light Battery Point Defense

-/4/2/-/4/2/-/3/1/-/3/1/2/-/-/-

+2/+1/+1 +2/+1/+1 -/-/-/-/-/-/-

Fire Arc: Bow/Port Starboard Stern/Port Starboard Port Starboard Port Starboard All

4+ 5+ 5+ 5+ 5+ -

Class: Tennessee Category: Armored Cruiser Type: Steamer Armor: 8 Speed: 2-6 Altitude: 8 Turns: 2/45

Lift: 1

Armament: Medium Battery

Firepower: -/4/2/1

Power: +2/+1/-

Ammo: 4+

Medium Battery

-/4/2/1

+2/+1/-

Medium Battery Medium Battery Bombs Point Defense

-/6/3/1 -/6/3/1 6 (Ground Only) 1/-/-/-

+2/+1/+2/+1/-

Category: Cruiser Speed: 2-7

Type: Steamer Altitude: 8

Armor: 7 Turns: 2/45

Lift: 2

Armament: Medium Battery

Firepower: -/3/2/1

Power: +3/+2/+1

Ammo: 4+

Medium Battery

-/3/2/1

+3/+2/+1

Light Battery Light Battery Bombs Point Defense

-/4/2/-/4/2/4 (Ground Only) 1/-/-/-

-/-/-/-/-

-/-/-

Fire Arc: Bow/Port Starboard Stern/Port Starboard Port Starboard +1 All

4+

Stern

Class: Denver

-/-/-

Fire Arc: Bow/Port Starboard Stern/Port Starboard Port Starboard +1 All

4+ 5+ Stern

Class: Chester

Category: Light Cruiser Type: Steamer Speed: 2-9 Altitude: 9

Armor: 7 Turns: 2/45

Lift: 2

Armament: Medium Battery

Firepower: -/2/1/-

Power: +2/+1/-

Ammo: 4+

Medium Battery

-/2/1/-

+2/+1/-

Aeroplane Point Defense

1 (Speed 10) 2/-/-/-

-/-/-

Fire Arc: Bow/Port Starboard Stern/Port Starboard Stern All

5+ -

Class: Bainbridge Category: Destroyer Speed: 2-10

Type: Petrol Altitude: 9

Armor: 6 Turns: 2/45

Lift: 2

Armament: Light Battery

Firepower: -/2/1/-

Power: +1/-/-

Ammo: 5+

Point Defense Air Mine

2/-/-/4 (Speed 0)

-/-/+2

Category: Destroyer Speed: 2-10

Type: Petrol Altitude: 9

Armor: 6 Turns: 2/45

Lift: 2

Armament: Light Battery

Firepower: -/2/1/-

Power: +1/-/-

Ammo: 5+

Point Defense Air Torpedo

2/-/-/4 (Speed 18)

-/-/+2

Fire Arc: Bow, Port, Starboard All Stern

-

Class: Smith

Fire Arc: Bow, Port, Starboard All Bow

-

Like the Ottoman Empire, the Japanese have decided to modernize in the face of Western power. However, they have abandoned their reluctance and fully adopted many Western practices. The development and building of the Air Navy is no exception. The Japanese wish to carve out their own Sphere of Influence in the Pacific Rim and edge of Asia. For the most part, they have allied with the British as a means to this end. They have established nearby colonies in Korea, Manchuria, and various Pacific island chains.

they can be inflexible and hierarchical in their command structures. However, they have modernized rapidly and adopted the best practices of the West quickly and efficiently. The Japanese are close allies of the British. However, they have had growing tensions with the United States, Russia, and Germany. However, they are confident in their powerful Air Navy and are not afraid of their Great Power rivals. The Japanese Empire is an up-and-coming Power in the Pacific. Determining Command Dice

The Japanese were quick to adopt western Air Navies. Their initial ships were Western built affairs. However, they soon began building their own Airships for commercial and military needs. Some claim that Japanese Airships are the best in the world. The Japanese are seen as careful and meticulous planners. Their airmen are highly drilled and their commanders are carefully trained. However,

Japanese Roll a d6 for each ship: 1= Command of 1 2-3= Command of 2 4-5= Command of 3 6= Command of 4

Class: Kawachi Category: Battleship Speed: 2-5

Type: Steamer Altitude: 7

Armor: 9 Turns: 1/45

Armament: Heavy Battery

Firepower: -/7/5/3

Power: +3/+2/+1

Heavy Battery

-/7/5/3

+3/+2/+1

Light Battery

-/3/1/0

+1/-/-

Light Battery

-/3/1/0

+1/-/-

Air Torpedo Air Torpedo Point Defense

1 (Speed 18) 1 (Speed 18) 2/-/-/-

+3 +3 -/-/-

Lift: 1

Fire Arc: Ammo: Bow/Port 4+ Starboard Stern/Port 4+ Starboard Bow/Port 4+ Starboard Stern/Port 4+ Starboard Bow/Stern Port/Starboard All

Class: Kongo Category: Battle Cruiser Type: Steamer Armor: 7 Speed: 2-8 Altitude: 8 Turns: 1/45

Lift: 1

Armament: Heavy Battery

Firepower: -/5/3/1

Power: +3/+2/+1

Ammo: 4+

Heavy Battery

-/5/3/1

+3/+2/+1

Medium battery

-/4/3/2

+1/+1/-

Point Defense Air Torpedo Air Torpedeo

2/-/-/4 (Speed 18) 4 (Speed 18)

-/-/+2 +2

Fire Arc: Bow/Port Starboard Stern/Port Starboard Port Starboard All Port Starboard

4+ 4+ -

Class: Tsukuba Category: Battle Cruiser Type: Steamer Armor: 7 Speed: 2-8 Altitude: 8 Turns: 1/45

Lift: 1

Armament: Heavy Battery

Firepower: -/3/2/1

Power: +3/+2/+1

Ammo: 4+

Medium Battery

-/5/3/2

+1/+1/-

Medium battery

-/4/3/2

+1/+1/-

Point Defense

2/-/-/-

-/-/-

Fire Arc: Bow/Port Starboard Stern/Port Starboard Port Starboard All

4+ 4+ -

Class: Satsuma Category: Heavy Cruiser Type: Steamer Armor: 8 Speed: 2-5 Altitude: 7 Turns: 1/45 Armament: Heavy Battery

Firepower: -/4/3/1

Power: +3/+2/+1

Medium Battery

-/4/2/-

+2/+1/+1

Medium Battery Medium Battery Light Battery Light Battery Point Defense Air Torpedo Air Torpedo

-/4/2/-/4/2/-/3/1/-/3/1/2/-/-/2 (Speed 18) 1 (Speed 18)

+2/+1/+1 +2/+1/+1 +1/-/+1/-/-/-/+2 +2

Lift: 1

Fire Arc: Ammo: Bow/Port 4+ Starboard Stern/Port 5+ Starboard Port 5+ Starboard 5+ Port 5+ Starboard 5+ All Port/Starboard Stern

Class: Kasuga Category: Armored Cruiser Type: Steamer Armor: 8 Speed: 2-6 Altitude: 8 Turns: 2/45

Armament: Medium Battery Medium Battery Light Battery Light Battery Point Defense Air Torpedo

Fire Arc: Port Starboard Port Starboard All Bow

Lift: 2

Firepower: -/4/2/1 -/4/2/1 -/2/1/-/2/1/3/-/-/4 (Speed 18)

Power: +2/+1/+2/+1/+1/-/+1/-/-/-/+3

Ammo: 4+ 4+ 5+ 5+

Category: Cruiser Speed: 2-6

Type: Steamer Altitude: 8

Armor: 7 Turns: 2/45

Lift: 2

Armament: Light Battery

Firepower: -/3/2/1

Power: +1/-/-

Fire Arc: Bow/Port

Ammo: 5+

Light Battery

-/3/2/1

+1/-/-

5+

Light Battery Light Battery Point Defense Air Torpedo Bombs

-/3/1/-/3/1/2/-/-/2 (Speed 18) 4 (Ground Only)

+1/-/+1/-/-/-/+2 +1

Bow/ Starboard Port Starboard All Bow Stern

Class: Tsushima

5+ 5+ -

Class: Yodo Category: Light Cruiser Type: Steamer Speed: 2-8 Altitude: 9

Armor: 7 Turns: 2/45

Armament: Medium Battery

Firepower: -/2/1/-

Power: +2/+1/-

Medium Battery

-/2/1/-

+2/+1/-

Light Battery Light Battery Bombs Point Defense

-/3/2/-/3/2/4 (Ground Only) 2/-/-/-

+2/+1/+2/+1/+1 -/-/-

Category: Cruiser Speed: 2-8

Type: Steamer Altitude: 7

Armor: 7 Turns: 2/45

Armament: Point Defense Air Torpedo Air Mines Aeroplanes

Firepower: 4/-/-/-/2/1/4 (Speed 0) 2 (Speed 10)

Power: -/-/+3 +2 +3

Category: Destroyer Speed: 2-10

Type: Petrol Altitude: 9

Armor: 6 Turns: 2/45

Lift: 2

Armament: Light Battery

Firepower: -/2/1/-

Power: +1/-/-

Ammo: 5+

Point Defense Air Torpedo Air Mine

2/-/-/3 (Speed 18) 4 (Speed 0)

-/-/+3 +2

Lift: 2

Fire Arc: Ammo: Bow/Port 4+ Starboard Stern/Port 4+ Starboard Port Starboard Stern All

Class: Wakamiya Lift: 2

Fire Arc: Ammo: All Bow Stern Port/Starboard

Class: Sakura

Fire Arc: Bow, Port, Starboard All Bow Stern

-

All nations make use of ground defenses to fortify and protect their strategic assets, key positions, and their borders. Typically, these take the form of dug in anti-aircraft cannons. Sometimes, the work is ad-hoc being built from sandbags and entrenchments. Other times they are purpose built

forts with concrete pillboxes and quick firing guns. Any nation may choose Ground Defenses from the following list. Unlike Airships, Ground Defenses only cost half Armor Points since they are immobile.

Class: Light Battery Armor: 4

Max Altitude: +3

Armament: Light Battery

Firepower: -/2/1/-

Power: +1/-/-

Fire Arc: All

Ammo: 5+

Power: +2/+1/-

Fire Arc: All

Ammo: 4+

Power: +3/+2/+1

Fire Arc: All

Ammo: 4+

Class: Medium Battery Armor: 6

Max Altitude: +4

Armament: Medium Battery

Firepower: -/4/2/1

Class: Heavy Battery Armor: 8

Max Altitude: +5

Armament: Heavy Battery

Firepower: -/3/2/1

Great Power tensions spill over in border disputes, trade tension, and small diplomatic incidents many times over the course of weeks. The only limits on it is the restraint from all parties to fall into a large, global war. However, brushfire wars and border clashes between powers great and small are all too common. The Air Navies of the various nations play a big roll in this tension. They are there to try and enforce the will of their governments on colonial interests. Over aggressive Captains and leaders can always be reprimanded by higher authorities and provide plausible deniability. However, even in such turbulent times, small raids and border skirmishes can escalate quickly into short, brutal wars. However, the Great Powers are careful not to tip the balance too far. The maintenance of the Status Quo is far too important to be upset by something like a few hundred deaths. The stability of the world order is critical to the economy, diplomatic power structures, and industry. The Great Powers are there to zealously protect the system. Even though they compete vigorously with each other, all players in the Great Power game understand that stability trumps any minor victory on the edge of empire.

Outright warfare is frowned upon amongst the Great Powers and all fear a potential World War that could de-stabilize all of them. However, lowintensity, semi-clandestine conflict is endemic to the system. This Scenario generation method is intended to reflect this truth. Once you know if this will be a Raid or a Battle, roll a d6 on the appropriate chart below: Raid 1- Air Ship Duel 2- Patrol 3- Raiders 4- Bombardment 5- Blockade Run 6- Convoy Battle 1- Surprise Attack 2- Aerial Assault 3- Escalating Engagement 4- Break Through 5-6- Fleet Action

Selecting a Scenario There are a number of ways to choose a scenario for game play. Any mutually agreed upon manner will suffice. However, if needed the below method can be used. It is optional and allows players to move onto the details of the game rapidly. Roll a d6: 1-5- Play a random Raid Scenario 6- Play a Battle Scenario

Determine Attackers Each Scenario is divided into Attackers and Defenders. This can be decided pre-game by any method. However, you may also dice for it. Roll d6 1-3- Person who rolled is the Defender 4-6- Person who rolled is the Attacker

Determine Complications Most battles do not take place in ideal conditions. They can break out at any time. To help show these complications roll a d6 and consult the chart below: 1. – Storm- The rules for a storm are in effect 2. - Night Time- The rules for night time are in effect. 3-4- No Complications 5.- Cloud Cover- The rules for clouds covering the board are in effect. 6.- Cloud Cover and Night Time- The rules for both night time and Cloud Cover are in effect.

game. They are deployed up to 6 inches in from the table edge. When setting up your fleet, advise your opponent of the starting data on your ships, including speed, altitude, Class, Armor rating, and Command rating. Setting Up Terrain Set-up terrain per the Scenario first. If the scenario does not specify terrain, it is recommended that you place at least 1 item of terrain per square foot of table space.

Command Ship Determine your Command Ship and Command Rating for the fleet. Remember, the Command Ship must have the highest Armor rating on the board. If multiple ships have the same Armor rating, you may choose which one is your Command Ship. Setting Up your Fleet Unless specified by the scenario, all Fleets are setup on opposite long table edges. They can be t any altitude and any speed when starting the game. They are deployed up to 6 inches in from the table edge.

The Attacker can place one item of terrain anywhere on the board. The defender than places the next item at least 6 inches from the previous item. When an item of terrain is placed, determine the appropriate attitude at placement. This may not apply to all terrain types. Continue alternating terrain placement until all terrain has been placed. Remember, you should have 1 item of terrain per square foot of board and no terrain piece should be within 6 inches of another terrain piece.

Briefing: The Air Ships from two rival Powers have encountered each other in neutral Airspace and far away from their respective command structures. The captains of the opposing vessels see a chance to capture glory for their Power and potentially enhance their careers. They signal each other and mutually agree to close for action in the test of battle. Forces: Each side begins the battle with 1-4 cruiser class vessels. They each start with the same number of ships. Smaller escorts are flagged away to act as observers in a ritualized Duel.

Objective: Each side is trying to Cripple their foes and cause them to crash. Failing that getting the enemy to strike their colors or withdraw will also be acceptable.

Battle Sky: The duel can take place in any conditions that is mutually agreed upon. It is recommended that for every square foot of space in play, a 4x4 inch item of terrain should be used such as mountain, cloud bank, etc.

Battle: The Battle will last until all enemy Airships are crippled.

The Air Ship Duel can be played on any size board. However, a minimum of 3ft x 3ft area is recommended. The Attacker rolls a d6: 1-2= Place on opposite board edge from player’s location 3= Board edge to the left of the player 4= Board edge to the right of the player 5-6= Board edge in front of the player The defender deploys on the opposite side of the Attacker. Attacker deploys first, followed by the Defender. All Air Ships must be placed within 6 inches of the board edge.

If this criteria is not met, the battle will last 6 turns. After the final End Phase the battle stops. Both sides have fought with honor. Victory: The force that still has non-crippled ships is the winner. If both forces still have non-crippled ships, add up the remaining Armor points of all vessels of the force. Subtract 1 Armor point for each damage side effect. The force with the highest remaining Armor is the winner.

Briefing: The majority of an Airships service life is in simply patrolling the airways, sea lanes, and borders of their own territory. Usually, these are boring and routine affairs. Sometimes, you run into the enemy, and sometimes they are looking for a fight. Patrols are a necessary part of Great Power politics as it keeps the other Powers deterred from launching a massive attack. Forces: Each side begins the battle with ships that equal up to 25 Armor points. This can be made up of any combination of classes.

Battle Sky: The patrol can take place in any conditions that is mutually agreed upon. It is recommended that for every square foot of space in play, a 4x4 inch item of terrain should be used such as mountain, cloud bank, etc. The Patrol can be played on any size board. However, a minimum of a 3ft x 3ft area is recommended. The Defender is placed first. One model is placed directly in the center of the board facing one of the board edges. The remaining vessels are placed within 6 inches of the model in its Stern arc. The Attackers can be placed on any one board edge up to 6 inches in. However, they may not be within 12 inches of any Defender vessel.

Objective: Each side is trying to Cripple their foes and cause them to crash. Failing that getting the enemy to strike their colors or withdraw will also be acceptable. Battle: The Battle will last until all enemy Airships are crippled. If this criteria is not met, the battle will last 6 turns. After the final End Phase the battle stops. Victory: The force that still has non-crippled ships is the winner. If both forces still have non-crippled ships, add up the remaining Armor points of all vessels of the force. Subtract 1 Armor point for each damage side effect. The force with the highest remaining Armor is the winner.

Briefing: On the edges of the Great Power’s Empires, raiding is a fact of life. Airship’s will attempt lightning fast attacks on their local rivals to gain regional superiority. It is a matter of personal honor and career building for Captains and Admirals posted in these fringe assignments. Such antics are tacitly encouraged by High Command, but a close watch is kept on potential escalation. Forces: The Attacker begins the game with up to 25 Armor points. This can be made up of any combination of classes except battleships. The Defender begins the game with up to 50 Armor points. This can be made-up of any combination of classes.

Battle Sky: The Raid can take place in any conditions that the Attacker wishes. It is recommended that for every square foot of space in play, a 4x4 inch item of terrain should be used such as mountain, cloud bank, etc. The Patrol can be played on any size board. However, a minimum of a 3ft x 3ft area is recommended. The Defender is placed first. The are placed on any board edge between 12 and 18 inches in. They must all face the same closest board edge. The Attackers can be placed on any board edge they wish, but can not be closer than 12 inches to any Defender.

Objective: The Attacker is attempting to cripple as many enemy ships as possible. The Defender is attempting to repel the Attacker and minimize damage to their own Fleet. Battle: The Battle will last until all enemy Airships are crippled. If this criteria is not met, the battle will last 6 turns. After the final End Phase the battle stops. Victory: The force that still has non-crippled ships is the winner. If both forces still have non-crippled ships, add up the remaining Armor points of all vessels of the force. Subtract 1 Armor point for each damage side effect. The force with the highest remaining Armor is the winner.

Briefing: The Great Powers value territorial control, political power, military might, and economic dominance. Therefore, attacking targets that are symbols of these values is a common feature of Great Power politics. One sides Airships will try to bombard and destroy a rival’s assets to make a diplomatic point or for national prestige. Naturally, the rival Power will try to stop them. Forces: Each side begins the battle with ships that equal up to 25 Armor points. This can be made up of any combination of classes.

Battle Sky: The Bombardment can take place in any conditions that the Attacker wishes. It is recommended that for every square foot of space in play, a 4x4 inch item of terrain should be used such as mountain, cloud bank, etc. The Bombardment can be played on any size board. However, a minimum of a 3ft x 3ft area is recommended. The defender automatically receives a ground target. It has the following profile: Ground Target: Armor: 7 The Defender is placed first. They choose a table edge. The Ground Target is placed 12+d6 inches from any board edge. The Defender can place his fleet anywhere within 12 inches of his Ground Target. The Attackers must be placed on the opposite board edge as the Defender. They can be deployed anywhere on that edge up to 6 inches in.

Objective: The Attacker is attempting to destroy the Ground Target The Defender is attempting to repel the Attacker and protect their Ground Target. Battle: The Battle will last until the Ground Target is destroyed or all Attackers are crippled. If this criteria is not met, the battle will last 6 turns. After the final End Phase the battle stops. Victory: If the Ground Target is destroyed the Attacker wins. If the Ground Target is not destroyed the Defender wins.

Briefing: One of the preferred tactics in Great Power politics is to place an economic embargo on key industrial areas of their rivals. This is frequently backed up by a blockade of Airships intended to keep merchant traffic restricted. The natural response is to try and run the blockade to prove it is ineffective. Normally, such tactics are short lived as other Powers negotiate a peace deal. Forces: The Attacker begins play with up to 20 Armor points of vessels. This is excluding battleships.

Objective: The Attacker is attempting to move their force off the Defender’s board edge.

The Defender is allowed to chose double the number of Armor points as the Attacker with a maximum of 40 Armor points.

The Defender is attempting to repel the Attacker and keep them blockaded.

Battle Sky: A Blockade Run can take place in any conditions that the Attacker wishes. It is recommended that for every square foot of space in play, a 4x4 inch item of terrain should be used such as mountain, cloud bank, etc.

The Blockade Run can be played on any size board. However, a minimum of a 3ft x 3ft area is recommended. The Attacker can choose any board edge to deploy on. They are placed first up to 6 inches in. The Defender is placed second. Their board edge is opposite the Attacker’s board edge. They can be placed anywhere within 24 inches of their board edge. Defenders must be placed facing a board edge that is not the deployment zones of the Attacker of Defender.

Battle: The Battle will last until all enemy Airships are crippled. If this criteria is not met, the battle will last 6 turns. After the final End Phase the battle stops. If a ship leaves the board it is removed and can not return into play. It is considered to have escaped. Victory: If the Attacker gets a single vessel off the Defender’s board edge then the Attacker has won. If the Attacker fails to have a vessel leave the opposite board edge, then the Defender has won.

Briefing: Logistics and trade are the lifeblood of empire. Therefore, supply lines and trade routes are ripe targets for rival Great Powers to attack. Over uninhabited tracts of land or over deep oceans convoys of Airship transports are easy targets for rival warships. To combat this, merchant vessels are often accompanied by a military escort. Forces: The Attacker begins play with up to 20 Armor points of vessels. This is excluding battleships.

Objective: The Attacker is attempting to cripple and destroy as many merchant ships as possible.

The Defender is allowed to chose double the number of Armor points as the Attacker with a maximum of 40 Armor points.

The Defender is attempting to repel the Attacker and keep the merchant ships alive.

Every 8 points of Armor provides the Defender with 1 Merchant Airship.

Battle: The Battle will last until all Merchants are crippled.

Battle Sky: A Convoy scenario can take place in any conditions that the Attacker wishes. It is recommended that for every square foot of space in play, a 4x4 inch item of terrain should be used such as mountain, cloud bank, etc.

If this criteria is not met, the battle will last 6 turns. After the final End Phase the battle stops.

Convoy can be played on any size board. However, a minimum of a 3ft x 3ft area is recommended.

Victory: The Attacker wins if they have removed more Armor points from merchant ships than Armor points lost to the Defenders.

The Defender is placed first. A merchant ship is placed in the center of the board. The rest of the merchants and Airships can be deployed anywhere within a 12 inches from the first merchant ship. All Defenders must be facing towards the same board edge. The Attacker is placed second. They can be deployed anywhere on the board as long as they are at least 12 inches away from any Defender ship. Merchants have the following profile: Merchant Command: 1 Armor: 4 Speed: 0-6 Altitude: 7 Turns: 1/45 Lift: 1

If a ship leaves the board it is removed and can not return into play. It is considered to have escaped.

Briefing: Surprise is an important element of warfare. It allows one side to gain the upper hand and try to exploit it into a decisive victory. Typically, such an attack would try to catch enemy Airships at anchor, resupplying, or refitting. However, fleets are constantly vigilant to a rival Power attempting to surprise them. However, careful planning and execution can still lead to surprise being achieved. Forces: Each side begins the battle with ships that equal more than 25 Armor points. This can be made up of any combination of classes. The total number of Armor points taken should be roughly equal. Battle Sky: A Surprise Attack can take place in any conditions that the Attacker wishes. It is recommended that for every square foot of space in play, a 4x4 inch item of terrain should be used such as mountain, cloud bank, etc. A Surprise Attack can be played on any size board. However, a minimum of a 4ft x 4ft area is recommended. The Defender is placed first. They choose any board edge they wish and deploy in at least 6 inches but no further than 12. All Defenders are considered to be Landed. Since the defenders are surprised, they can not activate Air Ships until Turn 2. Before a defender can activate they must make a successful Command test in order to activate. Roll their Command with a Target Number of 4+. A success allows them to activate as normal. Once Activated no further tests are needed. The Attacker is placed second. They are deployed on the opposite board edge up to 6 inches in.

Objective: Each side is trying to Cripple their foes and cause them to crash. Failing that getting the enemy to strike their colors or withdraw will also be acceptable. Battle: The Battle will last until all enemy Airships are crippled. If this criteria is not met, the battle will last 8 turns. After the final End Phase the battle stops. Victory: The force that still has non-crippled ships is the winner. If both forces still have non-crippled ships, add up the remaining Armor points of all vessels of the force. Subtract 1 Armor point for each damage side effect. The force with the highest remaining Armor is the winner.

Briefing: One Power is attempting an Aerial Assault. They are trying to land troops in enemy territory. Naturally, the enemy Air navy is trying to stop them. This is a very aggressive move, and can easily escalate to all-out war! However, the pay-off can be worth it when the stakes are high enough. Hopefully, a Fait Accompli will allows the Concert of the Great Powers to restore peace. Forces: The Attacker begins play with more than 25 Armor points of vessels. This is can be made up of any classes.

Objective: The Attackers are trying to land their troops within their designated landing zone. The Defender is trying to stop the landings.

The Defender is allowed to chose roughly 3/4ths the number of Armor points as the Attacker. Every 8 points of Attackers provides them one Troop Transport Airship. Battle Sky: An Aerial Assault cannot take place at Night or in a Storm. It is recommended that for every square foot of space in play, a 4x4 inch item of terrain should be used such as mountain, cloud bank, etc. An Aerial Assault can be played on any size board. However, a minimum of a 4ft x 4ft area is recommended. The Defender is placed first. They choose any board edge they wish and deploy in at least 6 inches but no further than 12. The landing zone is an 8 by 8 inch box placed 2d6+20 inches in from the Defenders zone and 4d6 inches from the board edge on the right side of the Defenders deployment zone. The Attacker is placed second. They are deployed on the opposite board edge up to 6 inches in. Troop Transports have the following profile: Troop Transport Command: 1 Armor: 4 Speed: 0-6 Altitude: 7 Turns: 1/45 Lift: 1

Battle: The Battle will last until all Troop transports are crippled or have unloaded. If this criteria is not met, the battle will last 6 turns. After the final End Phase the battle stops. If a ship leaves the board it is removed and can not return into play. It is considered to have escaped. Victory: Every troop Transport that successfully lands in the landing Zone is assumed to disembark its troops. At the end of the game, roll a d6 and add +1 for each Troop Transport that unloaded their soldiers. If the result if 7+ the Aerial Assault has succeeded and the Attacker is the winner. If the result is 6 or less, the Defender ahs won the battle. If no Troop Transports land, the Defender has also won.

Briefing: Picket Airships are sent out to find and locate enemy Air Fleets. Once they have located the enemy, the Picket will signal to their own fleet, who will converge on the Picket’s location. As the battle escalates, Airships continue to steam in and join the fight until a full blown air battle has kicked off. This is known as an escalating engagement and is a danger to Great Power peace. Forces: Each side begins the battle with ships that equal more than 25 Armor points. This can be made up of any combination of classes. The total number of Armor points taken should be roughly equal. They then select a Picket force up to 15 Armor points. The remaining force is the reserves. Battle Sky: An Escalation can take place in any conditions that the Attacker wishes. It is recommended that for every square foot of space in play, a 4x4 inch item of terrain should be used such as mountain, cloud bank, etc. An Escalation can be played on any size board. However, a minimum of a 4ft x 4ft area is recommended. The Attacker chooses a board edge and places their Pickets up to 12 inches in. The Defenders Picket force is placed up to 12 inches in from the opposite board edge. After the second turn, either player can attempt to activate a ship in reserve. To enter play the Airship must make a successful Command test in order to activate. Roll their Command with a Target Number of 4+. A success allows them to activate as normal. Once Activated no further tests are needed. The ship enters play anywhere on their board edge and can continue as normal.

Objective: Each side is trying to Cripple their foes and cause them to crash. Failing that getting the enemy to strike their colors or withdraw will also be acceptable. Battle: The Battle will last until all enemy Airships are crippled. If this criteria is not met, the battle will last 8 turns. After the final End Phase the battle stops. Victory: The force that still has non-crippled ships is the winner. If both forces still have non-crippled ships, add up the remaining Armor points of all vessels of the force. Subtract 1 Armor point for each damage side effect. The force with the highest remaining Armor is the winner.

Briefing: The purpose of an Air Navy is to prevent a rival’s forces from pushing past it and attacking softer targets within the Great Power’s territory. Therefore, one faction will often try to cut-off and block an enemy Air Fleet while their enemy tries to bypass them. Once in enemy airspace, the ships can break up into roving packs and cause no end of mischief and mayhem. Forces: Each side begins the battle with ships that equal more than 25 Armor points. This can be made up of any combination of classes. The total number of Armor points taken should be roughly equal. Battle Sky: A Break Through can take place in any conditions that the Attacker wishes. It is recommended that for every square foot of space in play, a 4x4 inch item of terrain should be used such as mountain, cloud bank, etc. A Break Through can be played on any size board. However, a minimum of a 4ft x 4ft area is recommended. The defender chooses a board edge and places their force up to 24 inches in from that edge. The Attacker is placed on the opposite board edge and places their ships within 6 inches of the board edge.

Objective: Each side is trying to Cripple their foes and cause them to crash. Failing that getting the enemy to strike their colors or withdraw will also be acceptable. Battle: The Battle will last until all enemy Airships are crippled. If this criteria is not met, the battle will last 8 turns. After the final End Phase the battle stops. If a ship leaves the board it is removed and can not return into play. It is considered to have escaped. Victory: The Attacker wins if more Armor points have left the Defender’s board edge than have been crippled or destroyed. The Defender wins if the Attacker has lost more Armor points than they get off the Defender’s board edge.

Briefing: A Fleet Action is the type of battle theorized by Admiral Alfred Thayer Mahan in his great work, The influence of Seapower on History. In this age of Airships, his theories are still widely regarded to now apply to the new mode of warfare brought on by the Air Screw. The goal of the two opposing fleets is to wipe the other from the skies and lay the enemy homeland bare for attack. Forces: Each side begins the battle with ships that equal more than 25 Armor points. This can be made up of any combination of classes. The total number of Armor points taken should be roughly equal. Battle Sky: Fleet Actions never occur during a storm or at night. It is recommended that for every square foot of space in play, a 4x4 inch item of terrain should be used such as mountain, cloud bank, etc. A Fleet Action can be played on any size board. However, a minimum of a 4ft x 4ft area is recommended. The defender chooses a board edge and places their force up to 6 inches in from that edge. The Attacker is placed on the opposite board edge and places their ships within 6 inches of the board edge.

Objective: Each side is trying to Cripple their foes and cause them to crash. Failing that getting the enemy to strike their colors or withdraw will also be acceptable. Battle: The Battle will last until all enemy Airships are crippled. If this criteria is not met, the battle will last 8 turns. After the final End Phase the battle stops. Victory: The force that still has non-crippled ships is the winner. If both forces still have non-crippled ships, add up the remaining Armor points of all vessels of the force. Subtract 1 Armor point for each damage side effect. The force with the highest remaining Armor is the winner.

The Great Powers are constantly at odds with each other over territory, policy, and prestige. Campaign plays pits tow or more opposing Air Navies against each other in a battle for superiority in a particular theatre. These are typically small scale skirmishes and personal struggles between officers in order to avoid such conflicts spreading and growing into a worldwide war.

These Strategic Assets will be where a Fleet can draw resources and supplies from in their theatre of operations. They are also tempting targets for attack. Below are some guidelines for the use of Strategic Assets based on the size of the Campaign: • Small 3 Assets • Medium 4 Assets • Large 5 Assets

Campaign Sizes Before beginning a Campaign, all players should choose the size of the Campaign. This is the number of Armor Points that the Great Powers have allocated to that particular theatre of operations and to that commander. The below are some guidelines: • Small 50 Armor Points • Medium 75 Armor Points • Large 100 Armor Points The number of Armor Points represents the total number of ships assigned. Pick a Campaign Fleet List Each list is assumed to be a fleet under the player’s command. Each player should create a list of all the ships in their Fleet up to the Armor Points allowed for the Campaign size. The below are guidelines for each fleet: • 50% must be spent on Cruisers or smaller ships • No more than 25% of the total can be spent on Battleships • Each ship must have a name, and each Captain must also have a name • One ship is designated the Flagship Strategic Assets Once a fleet has been selected, it must roll for Strategic Assets. Strategic Assets are important locations that the Fleet is assigned to protect and support in their theatre of operations.

Campaign Turn Campaigns run over a series of turns, similar to a game. Each Campaign Turn is broken down into a series of Phases. Each Campaign Turn will consist of the following Phases: 1. 2. 3. 4. 5. 6. 7. 8. 9.

Determine Strategy Determine Primary Enemy Receive Orders Determine Attacker/Defender Pick Mission Force Play Mission Determine Impacts Campaign Points Check for End of Campaign

Determine Strategy Each turn, the player determines the basic posture of his forces. They can be either Offensive or Defensive. Offensive is on the attack, while Defensive is protecting assets.

Determine Primary Enemy If the campaign only has two players, this step can be skipped. If there are multiple players, you will then note which faction will be your primary enemy in this turn besides whether you are going to be Offensive/Defensive. Receive Orders As the Theatre Commander, you are provided a maddening series of orders from the Foreign Office, Secretary of War, Naval Command, and a multitude of others sources. It can be difficult for a local commander to determine the best course of action, and it is also what allows a local commander some degree of autonomy. Reveal your Strategy and Primary Enemy at this time. If two of you have listed yourself as the Primary Enemy, you will only fight one air battle in the turn, and it will be against your Primary Enemy, both sides have focused their efforts on each other. If you and your Primary Enemy do not match, then you will randomly determine which of the other players who choose you as the Primary Enemy you will fight. Each Fleet will only fight one battle per turn.

Once you have determined your Primary Enemy for the Turn, compare your Strategies and consult the chart below: Offensive/Offensive One player rolls a d6 and consults the chart below: 1-2- Roll-up a Raid Scenario. The player rolling the dice is the Attacker. 3-4- Roll-up a Raid. The player rolling the dice is the Defender. 5- Roll up a Battle Scenario. The player rolling the dice is the Attacker. 6- Roll up a Battle Scenario. The player rolling the dice is the defender. Offensive/Defensive The Offensive player rolls a d6 and consults the chart below: 1-3- Roll-up a Raid Scenario. The player rolling is the Attacker. 4- Roll-up a Raid Scenario. The player rolling the dice is the Defender 5- Roll up a Battle Scenario. The player rolling the dice is the Attacker. 6- Roll up a Battle Scenario. The player rolling the dice is the defender.

Defensive/Defensive One player rolls a d6 and consults the chart below: 1-3- Roll-up a Raid Scenario. The player rolling is the Attacker. 4-6- Roll-up a Raid Scenario. The player rolling the dice is the Defender Pick Mission Force Once the Scenario has been determined, both sides choose the forces they will bring based on the Scenario rules and requirements. An airship can not participate in more than a single battle in a turn. Play Mission Play the scenario that was determined in the Orders Phase of the campaign. Determine Impacts Events within the battle will have Impacts in the campaign. These fall into the following categories: 1. Permanent Damage 2. Experience These are covered in more detail in the following rules. Campaign Points Allocate Campaign Points based on the results of the Scenario. The winner earns a single Campaign Point. If they inflict twice as many points of damage than they receive, it is a decisive Victory and they score 2 Campaign Points. If the difference is three times, then the winner earns 3 Campaign Points in a Massacre. Check for Campaign End Typically, a campaign ends when one player achieves 7 Campaign Points. The winner must win by 2 Campaign Points or more. If they do not win by two, keep adding the points until one player exceeds 7 and is ahead by 2+ points.

Once a player reaches 7 Points, it triggers the “Final Battle” scenario. Players are encouraged to come up with a special scenario OR the player with the highest points may choose a single Battle Scenario to play. Spending Campaign Points Besides being used to win a Campaign, a player may choose to cash in Campaign Points to perform special actions. Once spent, the Campaign Point is permanently lost. Only one action can be chosen per turn. 1. Call Reinforcements 2. Repair ships 3. Play a Special Missions Call Reinforcements The player cashes in a Campaign Points to earn up to 8 Armor Value of Reinforcements per 1 Campaign Point to their fleet. There is no limit to the number of campaign points spent in the end of the turn for Reinforcements. Repair Ships The player can cash in a Campaign Point to earn up to 8 Armor Value/Critical Hit repairs to allocate across his fleet anyway he sees fit. There is no limit to the number of campaign points spent in the end of the turn for Reinforcements.

Play a Special Mission For 1 Campaign Point the player may choose the next scenario from the Raid types to be played in the campaign. The player can choose to be the Attacker of Defender.

For 2 Campaign Points the player can choose any Battle Scenario to be played next in the Campaign. The player can choose to be the Attacker or Defender. Losing Ships If a ship explodes or sinks during a game, it is assumed to be lost for the duration of the campaign. The wreck maybe recovered at a later date, but by the time it is repaired the Campaign is over. Remove the ship from the Fleet List. It can not be used in future Scenarios. Permanent Damage Many scenarios will end with ships damaged, with critical damage, and even crippled. If the ship did not sink or explode, it is still usable in the campaign. At the end of any battle, a damaged ship may make a Command Check. Each score of a 4+ will allow the player to either add 1 point of Armor back to the ship OR remove one Critical Damage effect. The ship did not need to participate in the battle to make this roll. The ship can not increase its Armor value higher than its initial starting point.

Experience As vessels take part in engagements, their crews and Captain will gain in confidence and skill. They will learn various tricks and stratagems to help them overcome their enemies. Vessels gain experience as they take part in engagements. When a warship has enough experience points, the ship will gain an advance. Typically, a ship will start with d6 experience points to represent their training, previous time at sea, etc. Earning Experience At the end of any Scenarios, an Airship’s crew will gain experience. The following is the criteria for gaining Experience. Survive the Battle Inflict a Successful Hit Cripple an enemy Airship Complete the Objective Win the Scenario

1 XP 1 XP 1 XP 3 XP 1 XP

An airship does not add any Experience until after the Scenario is complete. Experience Advances As an Airship’s crew gain experience they can earn an Experience Advance. An advance represents improved skill, ability, and tricks.

The following table indicates when an Airship will receive and advance. This advance should be determined after the Scenario has been completed and once the vessels Experience total meets the required threshold. This should be done with both players in the engagement. Experience 0-10 11-20 21-30 31-50 51-70 71-100 101-130 131+

Advance None Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7

a failure. 6- Veteran Airmen The crew of the Airship has the Target Number reduced by 1 for all Command Checks made for an Evasive Maneuvers Order. If the Target Number has been reduced to 2, re-roll the advance. A 1 is always a failure. 7- Drilled Crew The crew of the Airship has the Target Number reduced by 1 for all Command Checks made for a Load Ordinance Order. If the Target Number has been reduced to 2, re-roll the advance. A 1 is always a failure.

Advance Rolls Once an Airship has achieved the threshold of Experience points to achieve the next level, they can make a roll on the following table. Roll a 2d6.

8- Disciplined Crew The crew of the Airship has the Target Number reduced by 1 for all Command Checks made for an Form Up or Break Formation Order. If the Target Number has been reduced to 2, reroll the advance. A 1 is always a failure.

2- Going Vertical The crew of the Airship has the Target Number reduced by 1 for all Command Checks made for a Emergency Climb Order. If the Target Number has been reduced to 2, re-roll the advance. A 1 is always a failure

9- Stoke the Engines The crew of the Airship has the Target Number reduced by 1 for all Command Checks made for a Full Speed Ahead Order. If the Target Number has been reduced to 2, re-roll the advance. A 1 is always a failure

3- Airship Handling The Airship has the Target Number reduced by 1 for all Command Checks involving Come About orders. If the Target Number has been reduced to 2, re-roll the advance. A 1 is always a failure

10- Blow Smoke The crew of the Airship has the Target Number reduced by 1 for all Command Checks made for a Smokescreen Order. If the Target Number has been reduced to 2, re-roll the advance. A 1 is always a failure

4- Jury-Rigging The crew of the Airship has the Target Number reduced by 1 for all Command Checks made for a Damage Control Order. If the Target Number has been reduced to 2, re-roll the advance. A 1 is always a failure . 5- Marksmen The crew of the Airship has the Target Number reduced by 1 for all Command Checks made for a Lock-on Order. If the Target Number has been reduced to 2, re-roll the advance. A 1 is always

11- Dive, Dive, Dive! The crew of the Airship has the Target Number reduced by 1 for all Command Checks made for a Crash Dive Order. If the Target Number has been reduced to 2, re-roll the advance. A 1 is always a failure 12-Cross-Trained You may re-roll a single Command Dice on an Orders check. The second result must be kept, even if it is worse than the original roll.

Strategic Assets Airship battles are for control of Strategic Assets. These represent cities, mines, ports, sea lanes, rail heads, radio stations, and other vital points. Part of an Air fleets purposes is to defend these locations from rival Great Powers. At the start of a Campaign, each force is assigned a number of strategic assets based on the size of the Campaign. A player can use Strategic Assets to do one of the following per Campaign Turn during the Determine Impacts Phase: 1. Repair 1 Armor or Critical Damage per turn 2. Repair 1 airship of all damage, but the ship misses 1d3 Campaign Turns as it is repaired 3. Earn an Airship 1d6 Experience but miss 1d3 Campaign turns. 4. Provide the re-roll of a single dice in the next Scenario. 5. Allow an extra 1 Armor Value of reinforcements

Gaining Strategic Assets The only way a Fleet can gain Strategic Assets is by taking them from other fleets. This can only be done by winning Scenarios. After winning a Scenario, both Air Fleets rolls their Flagships Command Dice + 1 dice for each of the factors below: Won the Scenario Every 10 Armor Removed Sunk an Armor 8+ Ship

+1 Dice +1 Dice +1 Dice

Both factions are looking for a 4+ Target number. If the winning fleet scores twice as many successes as their enemy, they have managed to snag a single Strategic Asset from their opponent. Remove the Strategic Asset from the opponent’s Fleet List and added it to the winner’s Fleet List.

Going forward, the winner may use the new Strategic asset as they see fit in the determine Impacts Phase of the Campaign.