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Above the Seven Seas

A steampunk inspired game of massive airships and smaller planes

by Henrik “Neknoh” Granlid

©2008, Henrik Granlid, Flyinge Kungsgård 1764, 24032 Flyinge


Sida – Sweden
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Introduction:

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.

So sit back, grab some dice and a few models


And enjoy the game

//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.

©2008, Henrik Granlid, Flyinge Kungsgård 1764, 24032 Flyinge


Sida – Sweden
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Preparing, selecting and deploying:
For this game, you would need a gaming board (made up of squares, fifteen by fifteen squares
would be reckomended), a handfull of normal (six sided) dice, these rules, and suitable
models to represent your fleet as well as a screen to hide behind when deploying your army
away from your enemy.

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.

©2008, Henrik Granlid, Flyinge Kungsgård 1764, 24032 Flyinge


Sida – Sweden
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Gaming:
The active leader:
In war, one man is always the faster one to act, he is the one trying to force his
opponent to respond to his actions, and beeing the one behind the first move often serves to
further this idea. The man who makes the first move, is the active leader that day.

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.

The player who’s turn it is is the Current player

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 and night:


“One day, two days, does it matter Onar? We have lost allready, but I’ll be
damned if I count the days untill I’m dead”
- General Aran to his closest friend at the battle of the blue mountains

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

©2008, Henrik Granlid, Flyinge Kungsgård 1764, 24032 Flyinge


Sida – Sweden
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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”(see Collision in the
Movement section). After a total of a further six turns, a new day rises, and with it, a new
weather and a new active leader arrives (see Weather and Active Leader rules for further
explenation).

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

1-3 A sea of clouds beneath and a clearblue sky above


this has no effect on the battle
4 High Clouds
Same effect as Night, when night is entered, all penalties are increased
by 1 and Massive Class battleships cannot evade collisions.
5 Heavy wind
Roll a dice, on a 1, the Active Leader decides the direction of the wind,
on a 2, it’s eastbound, on a 3, it’s westbound. On the roll of a 4, the
wind moves north, on the roll of a 5, the wind moves south. On the roll
of a 6, the player who is not the Active leader decides the direction of
the wind.

Any ship without Steam Power (this includes Hunter Squadrons) or


with a damaged engine drifts one square in the direction of the wind,
rotating it’s forward bow 45  in the wind direction (if facing north and
the wind is blowing to the west, the ship will drift one square west and
be facing the northwest corner).
6 Lightningstorm

©2008, Henrik Granlid, Flyinge Kungsgård 1764, 24032 Flyinge


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When moving a ship, roll a dice and add +1 to the result if the ship is a
Massive Class battleship, if the total is five or more, roll once on the
Battle Damage chart.

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:

Light Class interceptor:


These ships are built for speed and speed only, packing small ammounts of
firepower, they are often used to scout ahead of the main army, soaring between the clouds,
still large and clunky compared to the Hunter Squadron fighters, but relatively small and swift
compared to the other Ship classes.

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.

Heavy Class destroyer:


The destroyers are the battleship of choice for many generals, a good allround
vessel that is excellent in combat as it is in manouvering, not as quick as the Light Class
interceptors, not as heavely armed and durable as the Massive Class battleships, but a very
good mainline class of ships, often cheap to produce and easy to repair.

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,

©2008, Henrik Granlid, Flyinge Kungsgård 1764, 24032 Flyinge


Sida – Sweden
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however, it may only turn as a Massive Class battleship when turning to the side of the
damaged engines.

Massive Class battleship:


Titans in their own right, rulers in a realm of nothing but cloud, skies and the
occasional mountaintop, Massive Class battleships are rare, but rightfully so, extremely
expensive to create, they are the most well protected and well armed of all of the ship classes.
All Massive Class battleships are of course not equally built, no nation uses the blueprints of
another, however, they have one thing in common, and that is that when they ride upon the
crests of clouds into battle, driven forth by their enormous engines, they inspire pure dread in
the face of their enemy.

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

©2008, Henrik Granlid, Flyinge Kungsgård 1764, 24032 Flyinge


Sida – Sweden
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player will start the battle with twenty (20) Morale points. Any larger than that, and the points
go up (300 points = 30 points of Morale etc.)

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.

The Commander’s Ship:


The presence of a commander on the field of battle enhances the soldiers will to fight, as long
as the Commander’s Ship of an army is on the battlefield, the army will never loose for
having a morale value of zero (0), however, should the Commander’s Ship be destroyed when
the value is zero (0), the army emmediatly looses the battle.
In addition, when a player looses a Commander’s Ship, he deducts the normal two points (five
in the case of a Massive class battleship) and deducts another two points from his Morale
Value due to the ship beeing the Commander’s Ship.
There are ways of loosing Morale points, for instance, loosing massive ammounts of men or
having a village the fleet tried to defend destroyed. These ways and more will be discussed
further on in the book, also note that some ships or armies might also affect the Moral Value
of either army in the battle.

The different values:


Each ship has a set of three different values, these values are the Steam Power, Efficiency and
Structural Strength, in addition to this, each ship has a set speed, depending on what class it is.

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.

©2008, Henrik Granlid, Flyinge Kungsgård 1764, 24032 Flyinge


Sida – Sweden
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The Efficiency value is the overall efficiency of the ships crew and command, it is also
affected by the ammount of firepower the ship can put out, for instance, a Light Class
interceptor may well have a more experienced crew than a Heavy Class Destroyer, but for
overall efficiency, the destroyer is simply the better ship due to it’s firepower, however, as has
been said, firepower isn’t everything, so an interceptor might sometimes have a higher
efficiency value than a destroyer.

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.

©2008, Henrik Granlid, Flyinge Kungsgård 1764, 24032 Flyinge


Sida – Sweden
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Movement:
“Hard turn, hard starboard turn! Watch that ship, watch it!”

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

Light Class interceptor:


Speed - 2

Heavy Class destroyer:


Speed – 2

Massive Class Battleship:


Speed - 1

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.

Pushing the engine:


Appart from the normal base movement, a player may elect to “Push the engine”
If this is done, the player nominates how hard he is going to be pushing the engine by saying a
number and then rolling that ammount of D3 dice, adding all of the points together.

©2008, Henrik Granlid, Flyinge Kungsgård 1764, 24032 Flyinge


Sida – Sweden
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(eg. Anthony wants to push his engine hard and elects to represent this with the number three,
he then rolls three D3 dice and adds the points together).

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).

Hunter Squadrons and Steam Power:


A hunter squadron may push the engine as normal, however, they roll D6 rather than D3 when
determining the ammount of steampower drained and extra speed gained.
In addition, whenever a player selects a Hunter Squadron, remove one point of Steam Power
from it’s profile.
When the steam value of a Hunter Squadron reaches zero (0), remove the squadron from the
game, the squadron will return to the game, anywhere on it’s controlling players boardedge
after twelve turns.
If a player has a Carrier in play, the Hunter Squadron will return after six turns rather than
twelve and be placed in a square adjacent to the Carrier.

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.

©2008, Henrik Granlid, Flyinge Kungsgård 1764, 24032 Flyinge


Sida – Sweden
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Turning is carried out the very same way as moving, however, instead of moving straight
ahead, when turning, a ship will move to the sides, so, essentially, this is tilting the ship in the
direction you want to move and move it straight ahead. A ship will always be placed facing
directly away from where it entered the square. Rules for the different ships and the Hunter
Squadrons are as follows:

Massive Class battleship


A Massive Class battleship may only move to squares situated either directly in front of it or
in direct contact with the sqare in front of it, see example below:

Heavy Class destroyer:


A Heavy Class destroyer turns like a Massive Class Battleship, except that it may also move
to squares directly to it’s side, as with the battleship, the destroyer is placed facing the
direction with which it entered the square before moving to the next or ending the turn

©2008, Henrik Granlid, Flyinge Kungsgård 1764, 24032 Flyinge


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Light Class interceptor:
A Light Class interceptor may move to any adjacent square except the one directly behind it,
and again, it should be placed facing the same direction it traveled to enter the square

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.

©2008, Henrik Granlid, Flyinge Kungsgård 1764, 24032 Flyinge


Sida – Sweden
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Awquard angles:
Below are different examples of awquard angles, which are basically any angle other than
directly towards the ships bow or stern (front or back).
Do note, the only situation in which a Massive class battleship may Level out or avoid a
collision is when it enters the zone from the angles labeled A.

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.

©2008, Henrik Granlid, Flyinge Kungsgård 1764, 24032 Flyinge


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Furthermore, both ships in a collision rolls twice on the Battle Damage table, applying both
results to themselves, in the case of a damaged engine, the player in controll of the ship
chooses which side was damaged if it is not clear from the angle of the collision.

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:

D6 result: Effect on the 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)

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Sida – Sweden
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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.

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).

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After the battle, the turn of the Current player ends with no further movement or actions
allowed.

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.

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Destruction of ships and squadrons:
“Watch it burn, watch it fall
Hear the children frightened call
The sky is falling, the sky is falling
And then there is but death’s own calling
Down it goes, down it goes
Down the whole sky with it goes”
-Indragan drinking song, not uncommonly used to celebrate a victory

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:

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Mountaintop:

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.

©2008, Henrik Granlid, Flyinge Kungsgård 1764, 24032 Flyinge


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The Indragan Lands:
Known for their brutal, the Indragan Lords have always been feared on the field
of battle for their aggressive use of Hunter Squadrons, in which they excell above all others,
often bringing carriers to their battle so as to best use the high speed and manouverabillity of
the Hunters.

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.

Stormhammer Carrier… 60 points

Massive Class Battleship


Carrier

Efficiency points: 6
Integrity: 8
Steam Power: 7

Thunderstorm… 75

Massive Class Battleship

Eficiency points: 9
Integrity: 7
Steam Power:9

Storm Class…35 points

Heavy Class Destroyer


Port Mounted Cannon (efficiency: 1)

Efficency Points: 5
Integrity: 5
Steam Power: 10

©2008, Henrik Granlid, Flyinge Kungsgård 1764, 24032 Flyinge


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Thunder Class…30 points

Heavy Class Destroyer


Port Mounted Cannon (efficiency: 2)

Efficency Points: 4
Integrity: 4
Steam Power: 10

Windrider… 25 points

Light Class Interceptor

Efficency Points: 2
Integrity: 2
Steam Power:16

Gale…20 points

Light Class Interceptor

Efficency Points: 2
Integrity: 1
Steam Power: 18

Hurricane…20 points

Light Class Interceptor

Efficency Points: 1
Integrity: 3
Steam Power: 15

Lightning Squadron…15 points

Hunter Squadron

Efficency Points: 3
Steam Power: 25

©2008, Henrik Granlid, Flyinge Kungsgård 1764, 24032 Flyinge


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Dark Clouds…15 points

Hunter Squadron

Efficency Points: 6
Steam Power: 19

Breeze… 5 points

Hunter Squadron

Efficency Points: 2
Steam Power: 16

©2008, Henrik Granlid, Flyinge Kungsgård 1764, 24032 Flyinge


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The Lurini Commonwealth
“One land to stand united beneath the sun, one nation, one people of equals!”
Those are the words written into every soldiers mind, every mind of the great generals, every
single mind of the people of Lurini, drawing from their ancient legacy of philosophers and
glorious rulers, they find themselves above all others. The one thing every Lurinian ruler has
tried to achieve, the one goal of the entire Commonwealth is to unite every single piece of
land beneath the heavens, like Cesar and Alexander before him, they shall stand with a mighty
empire, the only empire, when the world finally ends.

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

Massive Class Battleship

Eficiency points: 9
Integrity: 9
Steam Power: 10

Uranos… 100 points

Massive Class Battleship


Carrier

Eficiency points: 8
Integrity: 10
Steam Power: 12

Chronus… 80 points

Massive Class Battleship

Eficiency points: 10
Integrity: 7
Steam Power: 9

©2008, Henrik Granlid, Flyinge Kungsgård 1764, 24032 Flyinge


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Hades…40 points

Heavy Class Destroyer


Bow mounted weapons (efficiency: 3)

Eficiency points: 6
Integrity: 4
Steam Power: 10

Hephaestus…35 points

Heavy Class Destroyer


Bow mounted weapons (efficiency: 2)

Eficiency points: 4
Integrity: 7
Steam Power: 12

Ares…40 points

Heavy Class Destroyer


Bow mounted weapons (efficiency: 2)

Eficiency points: 8
Integrity: 4
Steam Power: 8

Apollo…40 points

Heavy Class Destroyer


Bow mounted weapons (efficiency: 1)

Eficiency points: 4
Integrity: 5
Steam Power: 15

©2008, Henrik Granlid, Flyinge Kungsgård 1764, 24032 Flyinge


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Hermes…25 points

Light Class Interceptor

Eficiency points: 2
Integrity: 2
Steam Power: 15

Artemis…35 points

Light Class Interceptor


Bow mounted weapons (efficiency 2)

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

©2008, Henrik Granlid, Flyinge Kungsgård 1764, 24032 Flyinge


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Refference sheet:

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.

©2008, Henrik Granlid, Flyinge Kungsgård 1764, 24032 Flyinge


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Weather table:

D6 result Type of weather

1-3 A sea of clouds beneath and a clearblue sky above


this has no effect on the battle
4 High Clouds
Same effect as Night, when night is entered, all penalties are increased
by 1 and Massive Class battleships cannot evade collisions.
5 Heavy wind
Roll a dice, on a 1, the Active Leader decides the direction of the wind,
on a 2, it’s eastbound, on a 3, it’s westbound. On the roll of a 4, the
wind moves north, on the roll of a 5, the wind moves south. On the roll
of a 6, the player who is not the Active leader decides the direction of
the wind.

Any ship without Steam Power (this includes Hunter Squadrons) or


with a damaged engine drifts one square in the direction of the wind,
rotating it’s forward bow 45  in the wind direction (if facing north and
the wind is blowing to the west, the ship will drift one square west and
be facing the northwest corner).
6 Lightningstorm
When selecting a ship, roll a dice and add +1 to the result if the ship is
a Massive Class battleship, if the total is five or more, roll once on the
Battle Damage chart.

©2008, Henrik Granlid, Flyinge Kungsgård 1764, 24032 Flyinge


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Do note, choosing wether or not to play using the Weather table is completely up to the
players own discretion, as is using predecided weather results for common play or home-
brewed scenarios, for instance, a single Interceptor having to get to a specific location whilst
a thunderstorm rages arround the ship and the ship in itself is followed by enemy Hunter
Squadrons.

©2008, Henrik Granlid, Flyinge Kungsgård 1764, 24032 Flyinge


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Battle Damage Table:

D6 result: Effect on the 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 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.

©2008, Henrik Granlid, Flyinge Kungsgård 1764, 24032 Flyinge


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Fleet Design Sheet: (At least one copy for each player to write his army on is recommended)

Fleet name: Total points: Morale Points:


Name of Ship Ship Class Efficiency Integrity Speed Steam power Points

©2008, Henrik Granlid, Flyinge Kungsgård 1764, 24032 Flyinge


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