Table of Contents
The World After the Martians 4
The Concert of the World 4
The Art of the Possible 4
Basic Principles 6
What You Need to Play 6
Game Concepts 6
Rules of Thumb 8
Most Important Rule 8
Airship Basics 8
Airship Category 8
Ship Profiles 9
The Rules of Engagement 12
Game Turn 12
Initiative Phase 13
Roll for Initiative 13
Generating the Command Pool 13
Initiative Phase Ends 14
Movement Phase 14
The Movement Sequence 14
Stalling 16
Collisions 16
Ramming 17
Entangling 18
Landing 18
Take Off 18
Hovering 19
Battle Phase 19
Types of Weapon 19
Direct Fire 21
Roll to Hit 23
Damage 23
Ammo Test 23
Point Defense Weapons 24
Air Torpedoes 25
Sky Mines 25
Aeroplanes 26
Bombs 26
Ground Combat 27
End Phase 27
1 Move Aeroplanes 28
2 Apply Damage 28
3 Resolve Stalls/Sinking 30
4 Strike Your Colors 30
5 Repair Tests 31
6 Remove Friction 31
Commands 31
When Can You Give a Command 31
How to Give a Command 32
List of Commands 32
Air Navies 34
Using the Line-of-Battle 34
British Empire 35
French Republic 39
German Empire 41
Russian Empire 43
Austro-Hungarian Empire 45
Kingdom of Italy 47
United States of America 50
Empire of Japan 52
Ottoman Empire 55
Terrain 58
Ground Terrain 58
Aerial Terrain 58
Scenarios 60
Selecting a Scenario 60
Scenarios 63
Campaigns 72
Campaign Sizes 72
Picking a Campaign Fleet List 72
Strategic Assets 73
Campaign Turn 74
Spending Campaign Points 77
Permanent Damage 78
Experience 79