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Longing for a way to recreate the massive air battles of the fantastic animé Last Exile, and
also dreaming myself away to the wonderful imagery of old naval battles, I just felt I had to
try and recreate these battls between massive ships high up in the skies whilst till trying to
keep some form of realism. After looking into several things, I finally came to the conclusion
that trying to have as few dice as possible might well be the best option, the tactical abillity of
the player coupled still with a few handfulls of luck would work a lot better than someone
rolling all ones when unleashing a broadside and missing the huge ship next to his own.
What I hope to bring players is a new view of tactical miniature gaming, and I hope you
people will make your own models to play this game, I even encourage it, if this turns out to
be a local hit, I might start thinking of getting a close friend of mine to work on models, and
he’s pretty damn good on concept art and modelling as well, and who knows, maybe this will
be the next big thing in miniature wargaming, if not, it will just be a fun thing where two or
more friends can sit down and have a good time, tactically manouvering and preparing before
ramming their opponent and unleashing a broadside at them.
//Henrik
A small note, during playtesting, it became apparent that at least one copy of the rules per
player is to be suggested when gaming to simplify the running of the game.
Both players then select an ammount of points arround which to create the army, then select
units from the respective armylists up to the agreed points limit, do note, only ONE Massive
Class battleship may be fielded per two hundred (200) points used within the game. After
selecting the armies, the players then agree on how many days the battle will rage over unless
specified by the mission.
Both players then deploy their armies up to four squares into the board (this may vary
depending on the mission) and out of sight of the opponent (thus, placing some form of screen
between you and your opponent is a good idea, although, these deployment rules may also
vary depending on the mission).
After deployment has finished, remove the screen from the board (if one was present) and
each player then nominates one of his ships to be the leader of the army, this represents the
general, supreme captain, corporal or just lucky guy, who’s in charge of the army, this is the
Commander’s Ship. If any Massive class battleships are present, one of them must be the
Commander’s Ship. Only if the army is made up entirely of Hunter Squadrons, you may
nominate a Hunter Squadron as your Commander’s Ship, this is the Commander’s Squadron,
which works in exactly the way a Commander’s Ship works.
After deployment has been finished and the Commander’s Ship has been established for both
sides, each player rolls a dice and adds the “Effect Score” of his Commander’s Ship to the roll,
the player with the highest total earns the role as active leader. When a change to a new day
occurs, repeat this process, in the event of a tie, the player with the most Morale points left
will become the Active Leader this day, if this is still a tie, the player who was not the Active
Leader the previous day becomes the Active Leader.
The turn:
The game is divided into turns, each player (the active leader goes first) alternates turns untill
both players have completed twelve turns, at which point, it is a new day and a new active
leader is selected.
A turn is a very simple procedure, the Current player selects one of his ships or squadrons and
can then move it, if the ship is eligible for combat, a player may innitiate a combat either
before or after a ship has moved, as is described in the rules for Combat. After a player has
finished moving his ship and ended his turn, it is the other player’s turn.
Days are the days across which a battle rages, it can be for just a short ammount of hours, or it
can be for weeks. After both players have completed six turns, day turns to night, during the
night, the range of port and bow cannons are reduced by one (1) and the “Efficiency Score” of
Weather:
“Did you see that lightning Iri? Did you see it? I hope dad isn’t flying right now,
he promised us he’d be home after the war.”
Weather is fickle indeed, it can turn the tides of battle into any direction, a lightningstrike may
bring down anything from a Hunter Squadron to a Massive Class Battleship, a strong wind
can cause a ship to veer of it’s direction, and high clouds can shroud even the sharpest of eyes.
At the beginning of the game, before the first move is done, roll a dice and consult the table
below, repeat this process everytime there is a new day.
D6 result Type of weather
Ship Classes:
“A captain goes down with his ship, a tradition which is a shame, some captains
are far better than their ships, but some ships, I simply value more”
- Lucino Garadro, admiral of theLurini fleet
There are more than one type of ship, that is a given, in fact, there are more than ten, however,
all of these ships can be divided into different classes, three different classes to be precise,
each with its own abillity. Hunter Squadrons are given their own section of the rules, since
they function slightly differently than the Ships. The following classes are the three classes in
which ships are beeing produced:
A ship that is a Light Class interceptor may, when pushing an engine, opt to roll normal D6’s
rather than D3’s, in addition, instead of moving, they may regain two Steam Energy points
that have been used or lost earlier.
Destroyers counts the Chain reaction result on the Battle Damage Chart as a Direct Hit, in
addition, if a destroyer has one of its engines damaged, it may still turn towards that side,
Massive Class Battleships counts the results “Boiler hit” and “Damaged Engines” as “Shallow
hull damage” on the Battle Damage tables.
If a Massive Class Battleship is destroyed, deduct five (5) rather than two (2) Morale points
from your Morale value for the army. In addition, the player who destroyed the Massive Class
battleship adds two points of Morale to his own Morale Value to represent the sight of the
opposing battleship sinking through the clouds, fire and smoke billowing from it’s hull.
Morale:
Many a time, a warrior fails at heart before he fails at hand, and a captain
shammelessly flees the battle rather than to risk his ship and life. To run away, to stay and
fight, it is all depending on one thing, and one thing only, morale.
Morale measures the will to fight that is left within the fleet of each commander, when it
reaches zero, no ship in the entire fleet will stand and fight, it could be that they have lost such
massive ammounts of men or that their leader went down in a sea of flames, whatever the
cause, when morale drops, so do the remaining ships.
At the start of the battle, each player is given one point of morale for every ten points of ships
the game has been decided to be with a minimum of twenty points for each player. For
instance, a game which has been decided to be a battle of up to two hundred points, each
When a player looses a ship, deduct two Morale points from that players Morale value, when
this value reaches zero (0), the player who’s value it is looses the game, since the captains of
his fleet looses heart and flees the field of battle.
Speed is the ammount of distance (in squares) a ship is allowed to move, for simplicity’s sake,
this will be covered in the Movement rules and the speed of the ship will be included on it’s
profile as a fourth value.
The three individual stats of each ship each represents a different aspect of the ship:
Steam Power is the power generated by the ship throughout the battle, this value will
continiously be lowered due to engines beeing pushed by it’s captain and damage beeing
sustained at vital parts of the gigantic steam engine powering the ship.
Integrity is the current structural strength of the ship, when a ship reaches zero points of
Integrity, it is destroyed, this will also be covered in the combat rules under “Destruction of
ships and squadrons”.
Hunter Squadrons doesn’t have a structural strength, these planes goes down emmediately
when hit by anything, and as such, they instead count their Efficiency value as their Structural
strength as well, to represent them flying in squadrons of several planes.
Moving the ships is of the essence, just standing still can be done, but if done by both sides, it
isn’t much fun in the game, is there?
Each turn, a player may move one of his ships or Hunter Squadrons, a player may not elect
not to select a ship, the selected ship will then either fight without moving or move before the
player ends the turn or innitiates a combat and thusly ends the turn after said combat.
A ship will move a set ammount of squares depending on what class it belongs to, the smaller
ships are lighter and therefore faster than the larger ones:
Hunter Squadron:
Speed - 2
Speed is the indication of how far a ship will move when selected. A ship will move an
ammount of squares equal to it’s speed and may move diagonally, positioning itself facing the
corner of the new square in the direction it was going.
After the dice value has been calculated, add that number to the speed of the ship for the
remainder of this turn and subtract that ammount from the Steam Power of the ship.
Remember, a ship may NOT stop other than when leveling out with a ship or colliding with it
or terrain. (eg. Anthony rolled a total of 5, this means that he adds five squares to the
movement of his ship, in addition, he subtracts 5 points from the Steam Power of his ship)
If the total value rolled would exceed the ammount of Steam Power left, subtract the Steam
Power from the dice results, any excess points then cause one point of Structural Strength. In
addition, the ship will only move one square straight forward this turn.
(eg. Anthony rolled a total of 9 on his three dice instead of 5, his ship has only got 7 points of
Steam Power left. 9 – 7 = 2, Anthony’s ship is then reduced to 0 Steam Points and looses 2
points of Structural Strength, his ship then moves a single square forward).
A ship reduced to zero (0) points of Steam Power looses one (1) point of Speed on it’s base
profile for as long as it’s Steam Power value equals zero (0).
Turning:
A ship needs to turn, it simply has to, as do Hunter Squadrons, however, not every ship can
turn on the spot, the larger the ship, the larger the turn.
Hunter Squadrons:
Hunter Squadrons may move to any adjacent square and be placed in whatever direction the
player chooses.
Collision:
Traversing the skies in tight formation or with several large ships closeby is not an easy task,
and sometimes, wind or overestimated power may cause a ship to collide with another. There
have also been known cases of captains forcing their ship forward, into an enemy ship,
ramming it like naval captains did in ancient times.
If a ship enters a zone with a ship in it from an “Awquard angle” with no movement points
still remaining, or without the abillity to turn (one may not pass through an opposing ship to
turn), a collision will occur. A leveling move can replace a turn, but the ship must still be able
to turn to innitiate this move. When levelling out, the ship wastes all of it’s remaining moves
and is placed with it’s closest broadside facing the enemy ship, if each side is equally close,
the Current player chooses which side to place towards the opposing ship.
A ship still with movement points left as well as the abillity to turn may either Level out as
described above, or turn, in which case it takes a normal turn and moves past the ship, do
remember, it may not move through the ship allready in the zone, for regards of turning, the
zone on the direct opposite side of the stationary ship counts as blocked, in addition, the two
adjacent zones also counts as beeing blocked. For instance, if one moves from an the eastern
A in the above example (right side), the western A counts as blocked, as do the square above
and below it when deciding if it is possible to turn away and avoid a collision.
If the ship is unable to turn away or level out, a collision occurs between the two ships (do
note, Hunter Squadrons can never be part of a collision and does not count a ship as blocking
their way, however, an enemy ship gets to fire at them if they pass trough the zone, just as
when they normally would pass through said zone).
When a collision occurs, to be able to move his ship or innitiate combats with it, the player
controlling the ship must first spend one turn levelling his ship, a ship doing this may not
move and may not innitiate combat the turn it Levells out after the Collision. The normal rules
for alligning a ship that is Levelling out still stand, i.e., a ship cannot face a completely
different direction than that which it entered with and must face either the same or opposite
direction as the opposing ship, in the case of a draw between which allignment, the Current
player chooses the allignment his ship takes to the other when Levelling out.
Combat:
“Stain the rain with blood, colour the clouds black with smoke, set the very
skies on fire! That is what I order you my general, that is what I order all of my men these
days”
- Lord Erkrahn Streel, ruler of the Indragan lands
Innitiating combat is what most great battles comes down to, beeing the first to shoot can be
both wise and foolish, at least from a political viewpoint, here, war is hell, that is a fact, but to
stop firing is a decision noone has yet dared to take.
If a ship starts or finishes it’s move Levelled out or paralell with an opposing ship, the Current
player may choose to innitiate combat or end his turn.
If the Current player elects to innitiate combat, each players rolls a number of dice equal to
the Efficiency value of the ship he or she controlls. The number on each dice represents a
event on the following table, apply each effect on the opposing ship:
1 Shallow damage
No effect at all
2 Damaged Engines
The ship can no longer turn in the direction from which the attack came. If
the engines of this side has allready been damaged, the ship looses one point
of Structural Strength. (Cannot be suffered by Massive Class Battleships,
count this result as a 1 for Massive Class Battleships)
3 Boiler hit!
The ship subtracts D6 points from it’s Steam Power value with the same
effects as when Pushing an Engine if the Steam Power reaches zero (0)
(Cannot be suffered by Massive Class Battleships, count this result as a 1
for Massive Class Battleships)
If a ship has it’s broadside turned towards the broadside of a ship in an adjacent square, the
Current player may innitiate combat in the same way as when innitiating a combat with a
ship in the same zone, the Current player may still only do so when the ship has not moved
yet or has finnished moving.
The battle is fought in the same way, except that players rolls only half of the Efficiency value
of their ships (rounding down) rather than the full ammount of dice, this to represent the much
greater distance the weapons have to cover to be able to damage the opposing ship.
If a ship has a Bow or Stern mounted weapon, it may innitiate combat when facing a ship in
an adjacent square, the player then rolls dice equal to the efficiency value of that specific
weapon. If the enemy ship has it’s broadside facing the Current player’s ship, then the enemy
ship may roll half of it’s normal efficiency value, if the enemy ship has it’s stern or bow facing
the ship of the Current player, the enemy ship may only roll a third of it’s Efficiency value
(rounding down), unless it has it’s own Bow or Stern mounted weapon, in which case, the
controller of the enemy ship may opt to use that Efficiency value instead.
A Bow or Stern mounted weapon may be used with one square in between the two ships as
well, in which case, the Current player rolls half of the Efficiency Value of the weapon rather
than the normal. The Enemy ship may only return the fire if they have their own Stern or
Bowmounted weapon, in which case, they also roll only half of the Efficiency Value of that
weapon (rounding down).
A Ship of any class other than Light Class interceptor may NOT innitiate combat with a
Hunter Squadron unless the Squadron is present in the same square as the ship when the ship
is selected.
Hunter Squadrons:
A hunter Squadron does not fight combats in the same way as ships, instead, a Hunter
squadron may innitiate combat at any point of their move with a ship who’s zone they are in.
First the Enemy ships rolls it’s dice.
Instead of rolling normally, the enemy ship rolls dice equal to double it’s Efficency Value,
each dice that comes up as a five (5) or six (6) reduces the Efficency Value of the Hunter
Squadron by one (1), if the value reaches zero (0) before the Hunter Squadron attacks, it may
make one roll on the Battle Damage table to represent the last Hunter crashing into the ship.
If there are still Efficency Value left on the Hunter Squadron, the Hunter squadron rolls it’s
dice after the Enemy ship has finished.
The Hunter Squadrons roll as normal on the Battle Damage table, using their remaining
Efficiency value.
When a Hunter Squadron attacks another Hunter Squadron, both squadrons roll
simultaineously, and they both work in the same way as an Enemy Ship, i.e. they both roll
twice their Efficiency Value of dice and instead of rolling on the Battle Damage table, each
roll of a five(5) or six(6) reduces the Efficiency Value of the opposing unit by one (1).
If the hunter squadron is still intact after the battle, they may continue their turn with any
movement points they had left. A Hunter Squadron may innitiate several combats in a single
turn, however, they must move at least one square in between each combat, making it possible
for a unit to innitiate combat with a ship, move one square north and then move back down
for another attack run if the unit still has two movement points left.
Whenever the Integrity of a ship reaches zero (0), it counts as destroyed, leave the ship in the
square for one turn, the ship cannot do anything and cannot be attacked, however, it may still
cause a collision. Once the turn of the next player has passed, remove the ship from the board,
it may not enter combat again. Furthermore, when removed, deduct two (2) points from the
controlling player’s Morale Value (5 if it is a Massive Class battleship), then deduct a further
two (2) points if the ship was the Commander’s Ship.
Hunter Squadrons doesn’t have any Integrity points, instead, when the Efficiency Score of the
squadron reaches zero (0), remove the squad from the game emmediately and deduct one (1)
Morale point from the Morale Value of the player who controlled the destroyed Hunter
Squadron rather than two (2).
Terrain:
“If you can reach out and touch a mountainside, you are too close, if your
enemy can’t, he’s not close enough”
- Old saying in many mountain cultures
There isn’t much terrain up in the clouds, however, there are always towering mountains and
the occasional pillar of clouds stretching into the sky above, the rule for these are simple, and
as follows:
This covers a mountaintop of any size and shape, no matter the size or shape of it, it’s still a
mountain and it’s too high for Ships to pass through.
In all regards of Ships moving into and arround mountains, a Mountain counts as a stationary
ship and may therefore cause Collisions as described in the Collision rules.
Hunter Squadrons may pass through mountains, diving and wheeling in between narrow gaps,
fighting the winds and avoiding falling rock and ice.
To represent this, each time a Hunter Squadron enters a square of “Mountaintop”, roll one
dice for each Efficiency Point of the squadron.
For each result of a one (1) on the dice, remove one Efficiency Point from the Hunter
Squadron. Large or bulky squadrons thus run a higher risk of loosing ships and efficiency in a
Mountain area than smaller Hunter Squadrons.
Tall Cloud:
Any pillar of cloud, building thunderstorm or similar shape can be represented by a “Tall
Cloud”.
A Ship may move through and even stop (if movement points run out inside the cloud) inside
a Tall Cloud, a ship inside a Tall Cloud apply the rules for High Clouds and Night.
Furthermore, a ship inside a Tall Cloud may not be attacked other than by ships and Hunter
Squadrons in the same Square.
A Hunter Squadron in a Tall Cloud may not be attacked by any ship or Hunter Squadron.
Ships:
There are several nations at war within Fire in the Skies, each of them fielding massive fleets
of airships and enough Hunter Squadrons to swarm the skies at their departure.
When selecting an army, choose ships belonging to a single nation for the army, or at least
that is what I reckomend you to do, you can of course mix and match as you’d like to make
the game better for you, but the spirit is to field ships from a single nation in your fleet.
An army from the Indragan Lands must include a Ship with the Carrier rule unless the player
fields only Hunter Squadrons or the Scenario details otherwise. If an army does not contain a
ship with the Carrier-rule, a player may give a Heavy Class Destroyer the Carrier abillity at
+10 points. In addition, the Commander’s Ship must either be a Carrier or a Hunter
Squadron.
In addition, Hunter Squadrons from the Indragan Lands airfleet halves the time they are away
from battle, counting one turn as two, meaning that a Hunter Squadron will return after six
turns if there is no carrier present rather than the normal twelve, and three turns if there is a
carrier present rather than the normal six.
Efficiency points: 6
Integrity: 8
Steam Power: 7
Thunderstorm… 75
Eficiency points: 9
Integrity: 7
Steam Power:9
Efficency Points: 5
Integrity: 5
Steam Power: 10
Efficency Points: 4
Integrity: 4
Steam Power: 10
Windrider… 25 points
Efficency Points: 2
Integrity: 2
Steam Power:16
Gale…20 points
Efficency Points: 2
Integrity: 1
Steam Power: 18
Hurricane…20 points
Efficency Points: 1
Integrity: 3
Steam Power: 15
Hunter Squadron
Efficency Points: 3
Steam Power: 25
Hunter Squadron
Efficency Points: 6
Steam Power: 19
Breeze… 5 points
Hunter Squadron
Efficency Points: 2
Steam Power: 16
A fleet from the Lurini Commonwealth must, if able, field a Massive Class Battleship, in
addition, the opposing army starts the game with one less point of Morale for each Massive
Class Battleship in the Lurini fleet. However, so strong is the image of the ships as undieing
titans that if a Lurini fleet looses a Massive Class Battleship, they will deduct seven rather
than five points from their Morale Value.
Erebus… 95 points
Eficiency points: 9
Integrity: 9
Steam Power: 10
Eficiency points: 8
Integrity: 10
Steam Power: 12
Chronus… 80 points
Eficiency points: 10
Integrity: 7
Steam Power: 9
Eficiency points: 6
Integrity: 4
Steam Power: 10
Hephaestus…35 points
Eficiency points: 4
Integrity: 7
Steam Power: 12
Ares…40 points
Eficiency points: 8
Integrity: 4
Steam Power: 8
Apollo…40 points
Eficiency points: 4
Integrity: 5
Steam Power: 15
Eficiency points: 2
Integrity: 2
Steam Power: 15
Artemis…35 points
Eficiency points: 4
Integrity: 1
Steam Power: 18
Cerberus…10 points
Hunter Squadron
Efficiency points: 3
Steam Power: 19
Scylla… 5 points
Hunter Squadron
Efficiency points: 2
Steam Power: 17
Game sequence:
1. Each player sets up his or her fleet and nominates their respective Commanders Ship
2. Choose an active player (each player rolls 2D6 and adds the Efficiency score of their
respective Commanders ship)
3. Roll once on the Weather table and apply the result
4. Take turns moving and innitiating combat, remove any ships that were destroyed in a
previous turn at the end of each turn
5. After each player has completed six turns, Night starts
6. After a further completed six turns (by each player), new day starts
7. Go back to 2 and repeat the process from there
Night:
The range of port and bow cannons are reduced by one (1) and the “Efficiency
Score” of all anti air weaponry is reduced by one (1), in addition, it is impossible for Massive
Class battleships to avoid collisions by other means than “Levelling out”
Moving:
1. Select 1 ship, choose wether or not to use steam power, if steam power is used, decide
how many dice.
2. Move as many squares as total speed, you may NOT move fewer squares.
3. Levelling out in order to avoid collision stops all further movement by that ship,
turning does not.
4. Innitiating combat before or after moving ends a players turn (does not apply to
Hunter squadrons)
Combat:
1. Both players roll once on the Battle Damage Table for each point of Efficiency of their
respective ships in the combat.
2. Each player applies all dice results to the opposing ship, if a ship is reduced to below 0
points of structural strength, it is counted as Destroyed and the player controlling the
ship looses Morale accordingly.
1 Shallow damage
No effect at all
2 Damaged Engines
The ship can no longer turn in the direction from which the attack came. If
the engines of this side has allready been damaged, the ship looses one point
of Structural Strength. (Cannot be suffered by Massive Class Battleships,
count this result as a 1 for Massive Cl…)
3 Boiler hit!
The ship subtracts D6 points from it’s Steam Power value with the same
effects as when Pushing an Engine if the Steam Power reaches zero (0)
(Cannot be suffered by Massive Class Battleships, count this result as a 1
for Massive Cl…)
4 Severe loss of crew!
Reduce the Efficiency Value of the ship by D3 (down to a total of 0), in
addition, the ship’s army looses twice that many points of Morale as well (so
the army of a ship loosing 2 efficiency points would also loose 4 points of
Morale)
5 Direct hit!
Reduce the Integrity of the ship by 1
6 Chain Reaction:
The ship looses one point of Integrity, then reroll on this table, apply the
second result as well. If a ship has previously moved this turn, it can NOT be
affected by this result, count all enemy results of a 6 as a 1 instead.