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With a shutter the massive land train lurched to the side as another of the enemys cannon

shells hit the iron platting.

The Admiral barked orders into the tube to the steam engineer deep in the bowels of the
iron beast, Give me more power Chief! With a howl of frustration the chief protested
back through the brass call tube, Sir, shes about to burst now, I shovel any more coal
into the furnace and shes going to explode!

Then damn you to hell Chief, Called back the Admiral, We will just
have to blast the enemy with what we got.

This is Land Ships, another great Mini-game from Avalon Games. Land Ships takes war
in the Victorian age and stands it on its head. What if Jules Vern and H.G. Wells had
gotten it right just a little bit closer to home, what if the great powers had taken steam
power and used it to craft great engines of war and destruction. This is Land Ships, a
world where an alternate reality exists, one where science has allowed kings and empires
to forge massive war machines, tank like creations but on a massive scale.

Lead a grand army of steam powered behemoths made of iron and brass across the
battlefield, while all the time trying to defeat you foes own massive monsters of metal
and steam.

Fully expandable, each set for this system will allow you to play forces from different
factions, adding new war machines, map boards and exciting fun.

An Avalon Games Product, All rights reserved, Version 2.0, 2009

All comments, suggestions and contacts can be made at

Avalon Games Company, avalon@comstar-games.com

Or visit

Avalon Games at

www.avalon-games.com

Game design, artwork and layout by Robert Hemminger


Edited by Christi Monson

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Contents

Introductions Page 3
Game Construction Page 3
Getting Started Page 4
Unit Types Page 4
Steam Points Page 5
Unit Actions Page 5
Movement Page 5
Terrain Effects Page 6
Attacking with a Unit Page 6
Arc of Fire Page 8
Line of Sight Page 9
Crush Attacks Page 10
Ram Attacks Page 11
Damage to Land Ships Page 11
Critical Hits Page 12
Land Ship Construction Page 13
Empire Forces Page 22
Principalities of Mor Page 24
Scenarios Page 25
Map Page 26

Introductions
Land Ships is a classic Hex and Counter system of tactical combat. Using
counters to represent different units that you control, you must move your forces about
the map board to gain an advantage over your opponent, all the while trying to survive
the incoming fire that your foe is dishing out. Fully compatible with other sets within the
system, each set will add to the forces that can be played, with more map boards and
more options.

Game Construction
Once you are ready to play Land Ships, the first thing you will find necessary is to
construct the game components. For the most part, the amount of time and extra expense
you are willing to put into the games construction is up to you. The simplest format is to
print up all the needed parts and then just cut them out and go to it. Paper pieces are
though, a bit difficult to deal with, so if you wish to continue to play Land Ships over and
over again, and I hope you do, then you may want to invest a bit of time and effort in
making your game components more durable and usable.

Suggestions on Components Construction and Printing


First off, you should, if you want to spend the money, buy some good quality
paper. Use this to print out the various components and counters. High end paper will
give you a better quality image and if you set your printer to its highest quality setting,

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you should get a nice set of counters and a map board. Next, get your hands on some
spray glue. (Available at most craft stores and office supply stores) Use this to mount the
components onto thick card stock or chipboard. This will make the parts easier to pick
up and use, which generally creates a better over all experience. Should you wish, you
can protect your many parts with a clear, self-adhesive, sheets of lamination. (Again
available at most office supply stores)
Data Sheets are designed for you to write on, so you might wanted to protect them
with clear sheet protectors and use a dry pen to make notes and to mark damage on your
Land Ships in play.

Getting Started
When you have constructed the game and are ready to play, pick a scenario from
those listed for this or other games within the system and set upon the map boards as
outlined in the scenario. Pick your forces and buy whatever units you wish, once again,
as outlined in the scenario you are playing. Once both players have bought their
respective battle forces, set up your counters as stated in the scenario and play the game.

At the start of each turn, both players will roll a single 1D6 for each Land Ship
they have in the game. Place the die rolled, on the data sheet for that Land Ship to show
the amount of steam points it has generated this turn.

Steam points cannot be saved from turn to turn. (Unless otherwise stated by the
type of Land Ship you are playing) Steam points not used for the turn are generally lost.

Players will then alternate moving and firing one of their units, and after all units
have been activated, a new turn is started and new steam points generated. This
continues until a victory is achieved as outlined in the game's scenario rules.

Unit Types
Land Ships uses several different types of units within the game to represent
different types of forces at your disposal. Of those units available to each player, you can
brake down the different types of units into two categories, Infantry and Land Ships.

Infantry units are any none Land Ship unit in play. These counters can represent
foot soldiers, cavalry or canon batteries. Each counter represents dozens of these small
units, with groups of men, horses and cannons covered by a single counter.

Land Ship counters represent a single, monstrous Land Ship. The counter covers
but a single one of these machines, with the term Land Ships being a general term to
represent all of the different types of machines used within the game.
The Duck

Infantry unit
Land Ship Unit
Lt Infantry

4+ / 2 3 To Hit Target Number, Range and Movement Rate

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Steam Points
At the start of each turn, both players will roll a single 1D6 (Which is added to
those generated by the boiler of that Land Ship) for each Land Ship they control. Place
the die that is rolled on top of the respective data sheet for each of your Land Ships so
you can record the current steam points that said Land Ship has available for this turn.
When you activate a Land Ship and conduct actions for that machine, reduce its steam
points as they are spent. When a ship runs out of steam points, it can no long conduct
actions for that turn.

As a rule, steam points cannot be save, traded or stolen, and any remaining steam
points are lost at the end of the turn.

Unit Actions
Players will, during a game turn, alternate moving and conducting actions for
their various units. Each unit may be activated but once a turn, and players should place
an Activated Counted on top of a unit once it has been activated and completed its
activities. Once a player has activated and completed a unit's actions for the turn, the
next player may then activate and conduct actions for one of his or her units. This
continues until all units have been activated once for the turn. When all units have
completed activation, a new turn will then begin, with players removing all Activation
Counters from units in play and continue on with the game by starting a new turn.

Infantry units may, when they are activated, make a single move action and a
single attack action. They may do these two activities in whatever order they wish,
moving first and then attacking, or making an attack action and then move. They do not
have to take an action if your deem not to, or may perform but once of these activities
(Eh, move but not make an attack, etc.)

Land Ships may perform several actions within their activation, depending on the
number of steam points you have. Generally a Land Ship may move and fire several of
its weapons all within the same activation, but only if you have enough steam points to
do so. (See each Land Ships data sheet for detail on the cost of each activity)

Again, there is no order to what the Land Ship may do, and thus it may move, and
then fire all of its weapons, or fire a single weapon and then move, only to then fire more
of its weapons.

Land Ships may only fire a single weapon once in a turn, although it can fire
several different weapons within the same turn.

Movement
All units within the game may move to new locations on the map board. To do
so, simply count the number of hexes that is moved and places the units counter in the
new hex.

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Infantry units may move through hexes containing other units (Either infantry or
Land Ships) of your forces, but may not move through hexes that contain an enemy
counter. They may not though, end their movement in an occupied hex.

Land Ships may move through hexes that contain infantry units of your own, but
not through hexes that contain another Land Ship that you control. Land Ships may
move through hexes that contain infantry units of your opponents, making a Crush attack
as it moves over that unit. (See Crush Attacks for details) Lands Ships may not though,
move through hexes that contain another Land Ship that is control by your foe.

No unit may end its activation in a hex with another unit.

Terrain Effects
Terrain may effect the movement of a unit, depending upon the type of unit and
the terrain it wishes to enter. (See Terrain Effects on Movement on the Fast Reference
Chart for details) Generally, if a unit does not have enough movement points to enter a
hex, it cannot do so. Units that are prevents from entering a hex because of the terrain
may never do so and are destroyed if, for whatever reason, they are forced to enter such a
hex.

Land Ships forced to enter a hex that is restricted takes a single critical hit and
must roll once on their respective Critical Hit Chart.

Units which can fly, may move over any hex, regardless of whether it contains
terrain or units counters. The flying unit though, cannot end its movement in a hex with
an occupying unit.

Most Land Ships when they enter a hex with a building, destroys the building,
placing a Rubble Counter in that hex. Units inside the building are affected by a normal
Crush attack.

Attacking with a Unit


When a unit wishes to make an attack, first count the hexes between it and the
target of its attack (Do not count the hex the attacking unit is in, but do count the hex the
target is in). If the target of the attack is within range, then you may make the attack as
normal. If the target is outside the attackers range, pick a new target for this attack.

Next, check to see if the unit attacking has line of sight on its target. Again, if it
has line of sight, the attack may be made. If the attack does not have line of sight, then
pick a new target for this attack (See Line of Sight for details)

Next roll 1D6, and if you roll the attack target number for this unit, or higher, you
have scored a hit.

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As a rule, infantry units that have a hit scored on it are destroyed and their counter
removed from the game. Land Ships that take a hit in combat have its armor, and or
structure, damaged and thus one or more circles darkened in on its data sheet (See
Damage to Land Ships for details)

Some terrain that a target unit is in may affect the attack roll. (See Terrain Effects
of Combat on the Fast Reference Chart for details) No attack can ever have its target
number modified higher then a 6 to hit, and any roll of a natural 6 will always hit,
regardless of terrain and other effects in the game.

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Arc of Fire
Some weapons on a Land Ship will have a limited arc of fire and can only make
attacks on targets in set hexes, as shown on that Land Ships data sheet. If a target lies
outside the weapons arc of fire, it cannot be attacked, based upon the direction that the
Land Ships counter is currently facing.

Infantry units have a 360-degree arc of fire and may target any hex around them.

As the facing of a Land Ship is


important, always place a counter so
that it is flush with a hex side.

Correct

Incorrect
Front Arc

Side Arc

Rear Arc

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Line of Sight
Terrain will often block the line of sight of attacking units, allow units to
effectively Hide, and thus take cover from attacking forces. To check the line of sight
between two units, draw an invisible line between the two units, from the center of a hex
to the center of the target hex. If any hex that is crossed, in whole or in part, contains
blocking terrain, the line of sight between the two is blocked.

Some terrain will block line of sight and some will not. Some terrain, such as
hills, will allow you to See over blocking terrain, as shown below and based upon its
Level. Note that terrain still offers some hidden space, as shown by the Shadowed
Hexes, based upon the height of the terrain in question. You can never See over taller
terrain then a unit occupies, nor over terrain of the same height.

Flying units never block line of sight, and can See all units, regardless of
terrain.

A can draw a clear line of sight to hexes B, C


and D, but not to E as it is hidden in the shadow
of the hill.

B can draw a clear line of sight to A, C and D,


but not to E as the hill is in the way.

C can draw a clear line of sight to A, B, and D,


but the hill blocks E.

D can draw a clear line of sight to A, B, C and E.

E can draw a clear line of sight to D, but to none


of the others as the hill blocks its line of sight.

Woods, buildings and low hills are all


considered to be Level one terrain as are Small
and Medium Lands Ships. Large and Huge
Land Ships are considered level two objects.
Massive and Gargantuan Land Ships are
considered to be level three objects.

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Shadow hexes are any hex that is directly behind a hex that has blocking terrain or
the same level or higher. Even if an attack is drawn from a light level terrain, the shadow
hex will still be hidden from the line of sight of this attacking unit.

A can see into hex B and


D, but the woods in hex B
shadows hex C and thus a
unit in hex A cannot draw
a line of sight to units in
hex C
Always use
common sense
when it comes
to tracing line
of sight and
whether a hex
is shadowed or
not.
Crush Attacks
Lands Ships for the most part are huge machines of war and will crush men as
they drive over them. To represent this, all Land Ships may move through a hex that
contains an enemy infantry unit. This is called a Crush attack. No attack roll is required
for these sorts of attack, simple move the Land Ships counter into the occupied hex (Of
course you cannot make this sort of attack if the terrain in that hex is restricted to that
type of Land Ship)

Once the Land Ship has entered the hex, roll 1D6 for the infantry unit that
occupied that hex. If they roll the target number, or higher, they are able to get out of the
way and their controlling player may move, immediately, that units counter to a new hex
that is next to their old occupied hex. If the infantry unit cannot enter any hex, either
because they are all occupied, or contains terrain it normally cannot enter, then the unit is
destroyed outright.

Terrain Unit is In
Size of Land Ship Plains Woods In a Building Hills
(Any Level)
Small and Medium 4+ To Kill Unit 5+ To Kill Unit 5+ To Kill Unit 5+ To Kill Unit
Large and Huge 4+ To Kill Unit 5+ To Kill Unit 5+ To Kill Unit 5+ To Kill Unit
Massive 5+ To Kill Unit 5+ To Kill Unit 6+ To Kill Unit 5+ To Kill Unit
Gargantuan 5+ To Kill Unit 6+ To Kill Unit 6+ To Kill Unit 5+ To Kill Unit

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Units that fail their target number are ground under the wheels and treads of the
Land Ship and thus destroyed.

Crush attacks may only be used on infantry units, but you may make as many of
these attack as you wish, with each occupied hex that you enter allowing a new Crush
attack to be made, even against the same units if they escape the Crush attack the first
time around and their new hex is move into by the Land Ship.

Ram Attacks
Land Ships may ram into another Land Ship, smashing into their foes with a
thunderous sound. To make a Ram attack, spend the Steam points needed and move one
or more hexes, until you reach a hex next to the target Land Ship. Note that you must
travel at least one hex to able to make a Ram attack.

Damage is then done automatically, based upon the respective sizes of the Land
Ships and any other factors.

A Land Ship that makes a Ram attack cannot make any further movement
activities for that turn and ends its movement then and there. It may though, still fire its
weapons, if it has enough steam points.

Size of Target
Size of Small Medium Large Huge Massive Gargantuan
Ramming Land
Ship
Small and 2 Hits 1 Hit 1 Hit 1 Hit 1 Hit 1 Hit
Medium
Large and Huge 3 Hits 2 Hits 2 Hits 1 Hit 1 Hit 1 Hit
Massive 5 Hits 3 Hits 3 Hits 2 hits 2 Hits 2 Hits
Gargantuan 8 Hits 8 Hits 5 Hits 8 Hits 2 Hits 2 Hits

Damage
Infantry units that take one of more hits of damage are destroyed outright and
removed from the game.

Land Ships, when they take damage, have damage circles darkened in on their
respective data sheet. Damage is first darkened in on Armor circles, and then Structure
circles. When a Critical Hit circle (Shown in Red) is darkened in, roll 1D6 on the Critical
Hit Chart for that Land Ship.

When a Land Ship has had all of its Armor and Structure circles darkened in, it
has been destroyed and been put of action (Note that some scenarios will award victory

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points in different amounts, depending on whether the Land Ship was destroyed outright
by a roll on the Critical Hit Chart or by having its circles darkened in).

Destroyed Land Ships remain on the map board and become terrain that can block
line of sight and movement. Place a Wreaked counter on the Land Ships counter to
show which Land Ships are still active, and those that are destroyed.

Critical Hits
When a Land Ship takes a hit on one or more of its red colored circles, it has
taken a critical hit. Roll once on the Critical Hit Chart for each critical hit that the ship
has taken from any given attack. Results stack, so if you take more then one weapon
destroyed result, then more then one weapon has been hit and wreaked. (See each
damaged description for details)

Explosion
The Land Ship explodes is a spectacular fashion, sending smoke and flying metal
all across the landscape. The Land Ship is destroyed outright and all troops it may have
been carrying are destroyed. Any units, be they friend or foe, in hexes next to the Land
Ship take 1D3 hits on a roll of 4+ on 1D6. Place a Wreaked counter in the Land Ships
hex
Wreaked
The Land Ship is wreaked and no longer usable. Place a Wreaked counter in its
hex. If the Land Ship was transporting troops, roll 1D6 for each unit. On a roll of 5+,
said unit is able to escape the wreak and placed in a hex next to the Land Ship. If no hex
is open, the unit is destroyed.
Bridge Destroyed
The Bridge has been destroyed and the command crew slain. The ship from this
point on, at the start of its turn, must roll 1D6. On a roll of 4+, it may make a move
action and on a roll of 5+, it may fire one or more of its weapons. (You need to roll for
each weapon as it attempts to fire to see if it is allowed.)
Boiler Damaged
The ships boiler has been damage and will produce less Steam points. Reduce,
by one, the base Steam points that this Land Ship creates. Multiples of this effect will
add to the number of Steam points lost each turn.
Weapon Destroyed
Pick one weapon (Controlling players choice). Said weapon is destroyed and
cannot be used further this game. (You should mark off the weapon affected on the data
sheet of that Land Ship)
Crew Shaken
The crew of the ship has been shaken and my do little this turn. The Land Ship
may not move or fire its weapons this turn. It may still deploy transported troops if you
wish.
Steering Column
The Land Ships steering column has been damage. The ship may no long turn its
direction when it moves, and may only move forward in a straight line.

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Drive Shaft
The drive shaft of the Land Ship has been destroyed and the ship can no longer
move.
Boiler Destroyed
The boiler has been destroyed and the Land Ship can no longer produce steam to
power its systems. Roll 1D6, this is the amount of Steam points the ship now has for the
rest of the game. Once these points have been used, they are not replaced.

Land Ship Construction


Here is a simple, but easy system, to generating Land Ships of you own design.
Fell free to add more options to this list and to have fun with it. Land Ships will use a
point generation system to achieve the Lands Ships final point cost for use in the game.

Size
First, you must pick the basic size of the Land Ship. This will determine not only
the counter size of the Land Ship, but its basic structure points and build points. Once
you have picked it size, add additional option to the Land Ship, adding to the over all
point cost of the Land Ship as you do so.

Build points limit the amount and size of the various option that can be added to
your Land Ship, thus the bigger the land Ship, the more stuff it can carry and have added
to it.

Size
Basic Size Point Cost Basic Structure Points Build Points Counter Size
Small 2 5 10 Small
Medium 5 10 15 Small
Large 8 15 20 Large
Huge 10 20 40 Large
Massive 15 30 50 Huge
Gargantuan 20 50 60 Giant

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Counter Size Example:

Huge
&
Massive
Small
&
Medium
Large

Gargantuan

Boiler
The size of a Land Ships boiler determined its basic steam points. The size of a
ships boiler is also based upon the ships basic size. Too small of a boiler and the ship
does not have enough steam for its basic operations.

Boiler
Basic Size Cost Build Basic Steam Minimum Needed for
Point Cost Points Generated Size Ship
Small 1 3 2 Small
Medium 3 4 3 Small or Medium
Small Duel 5 5 4 Medium
Large 8 6 4 Large
Large Duel 16 7 5 Large, Huge or Massive
Huge 18 8 6 Gargantuan

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Locomotion
The type of locomotion that the land Ship uses is figured here. The Basic
movement cost in steam points is given as well.

Locomotion
Type Cost Build Point Number of hexes Notes:
Cost moved per steam
point spent
Wheels 3 0 1 for 4 See Terrain Effects on
Movement
Treads 2 0 1 for 2 See Terrain Effects on
Movement
Legs (Two) 2 0 1 for 3 See Terrain Effects on
Movement
Legs (Four) 3 2 1 for 2 See Terrain Effects on
Movement
Legs (Five +) 4 5 1 for 1 See Terrain Effects on
Movement
Flight 6 3 1 for 5 See Terrain Effects on
Movement

Basically it will cost you one steam point normally to move a number of hexes as
shown. If that hex has a higher cost in movement, faction of movement may carry over.

Example: For a 2 legged walker to enter a woods filled hex, it costs 4 movement points,
and thus two steam points.

Armor
The Armor plating of a Land Ship is its one and true defense in battle. The more
you have, the longer the Land Ship will survive.

Armor
Plating
Per Circle of Armor Cost Build Point Cost
1 per 3 1 per 3 points of plating bought

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Weapons
The weapons that the Land Ship carries are of course all important. Each weapon
must of course have its Steam point cost paid or it cannot be fired that turn.
There is no limit the number and type of weapons a Land Ship can have, other
then what you are willing to pay and the build point that the Ship has available.
All weapons are assumed to have a single arc of fire, either to the front, rear, right
or left. To increase its arc of fire (And thus have two of these directions), you must pay
an additional cost of +1 its normal point cost. This also increases the build cost by 1. To
increase beyond that point, you will need to buy a turret.

Weapons
Type Point Build Point Cost Base to Base Damage Range Steam
Cost Hit roll Point
Cost to
use
Light Gun 2 1 4 1 3 1
Medium Gun 3 1 4 1 4 1
Heavy Gun 4 2 4 1 5 1
Galing Gun 3 2 3 1 2 1
Heavy Gatling Gun 5 2 3 1 3 1
Light Cannon 4 3 5 2 4 1
Medium Cannon 6 4 5 3 5 1
Heavy Cannon 8 5 5 5 6 1
Hellbore Cannon 12 8 5 1D6+6 10 2
Small Mortar 5 3 5 1D6 4 2
Heavy Mortar 10 5 5 1D6 6 2
Small Flame 5 2 N/A 1 1 2
Belcher
Heavy Flame 10 3 N/A 2 1 3
Belcher
Lance 3 - 3 3 N/A 1
Sword 3 - 3 1D6 N/A 1
Small Claws 3 2 5 1D3 N/A 1
Heavy Claws 5 4 5 1D6 N/A 2
Rockets, Small 1 Per 2 Per 5 5 1 Per 10 1
Rockets, Medium 2 Per 3 Per 5 5 2 Per 12 2
Rockets, Heavy 4 per 4 Per 5 5 3 Per 15 3
Rockets, Star Strike 10 per 3 Per One 5 1D6+4 Unlimited 4
Death Roller 5 2 N/A N/A N/A N/A
Bomb 2 2 N/A 1D6 N/A N/A

Light Gun:
Small rifle sized gun, easy to fire with a small range.
Medium Gun:
Larger rifle like gun, capable of killing at a fair distance.
Heavy Gun:
Large born gun with a good range and killing power.
Gatling Guns:
Primitive machines guns, they have a shot range but deadly effect.

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Light Cannon:
Small steam powered cannon, short range but deadly.
Medium Cannon:
Standard cannon, good range with fair accuracy.
Heavy Cannon:
Heavy cannons made for killing Land Ships.
Hellbore Cannon:
The largess cannon ever made, these can lay waste to towns with a single blast.
Small Mortar:
Small mortars are capable of lobbing shells over the top of troops and blocking
terrain. You do not need line of sight to fire a mortar at a target, but if you miss the to hit
roll, roll 1D6 on the chart below to find the target hex that the shell lands in. Any unit, be
it friend or foe, in the target hex is hit by the falling shell.

Missed
Hex

Heavy Mortar:
Larger mortars have better range and stopping power. If they miss the to hit roll,
use the chart above to find the hex hit by the shell.
Small Flamer:
Flame belchers do just that, blow out a stream of flames and oil. When the
weapon is used, not modifiers for terrain are used as the flames just flow around the stuff
in the target hex. Flame belchers hit automatically.
Heavy Flamer:
Like small flame belchers, these large versions of the weapon ignore terrain, but
also hit a larger target area. When used, the Heavy Flame belcher affects two hexes,
which must be next to each other. Pick one hex to fire at and then pick the addition hex
to be effected by the flames. Flame belchers hit automatically.

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Lance:
Long lances are often used to pierce a foe's armor. When used, the lance can only
affect targets in hexes next to the Land Ship. If a hit is scored, ignore the Armor circles
of the target Land Ship and apply the damage directly to the targets Structure circles. If a
Land Ship has all of its Structure circles darkened in, it is wreaked, regardless of the
amount of armor it still have.
Sword:
Heavy sword and close combat weapon. They can only be used on targets in
hexes next to the attacking Land Ship.
Small Claws:
Claws and other odd weapons, these often are used to grab a foe Land Ship and
rip it to bits. They may only be used on targets that are next to the attacking Land Ship.
If you score a hit with the claw, you may make another attack, using the claw, for free.
This attack must be on the same target. Continue to make attacks until you fail to hit
with the claw. Roll for each attacks damage separately and apply its effects before the
next free attack is made.
Heavy Claws:
Huge, heavy claws are used to grab a foe land Ship and rip it to bits. They may
only be used on targets that are next to the attacking Land Ship. If you score a hit with
the claw, you may make another attack, using the claw, for free. This attack must be on
the same target. Continue to make attacks until you fail to hit with the claw. Roll for
each attacks damage separately and apply its effects before the next free attack is made.
Death Roller:
Massive rollers and other odd add ons, these are used to crush infantry under the
roller and are feared by the common footmen. When making a Crush attack, you may
add +1 to the Attack Die roll.
Rockets, All:
All rockets used a simple steam powered system to shot the missile into the air.
They then use a chemical boost to travel long distances, dropping down on the foe with
deadly effect. Like mortars, if the rocket fails to hit its target hex, roll on the chart to find
the new hex it will hit. Different then mortars though, also roll another 1D6 to find the
distance the rocket travels in this new direction before landing. Example: The rocket
fails to hit so you roll 1D6 to find the new hex line it will travel in. You roll a 4 and so it
will fall short of its target. Next, roll another D6 to find the distance it will fall short.
You roll a 3, and so count three hexes away from the target hex to fin d the hex where it
will hit.
The build cost for rockets is per five rockets of that type. Star Strike rocket are
huge and so come at a rate of one per three build points.
Bombs:
Bombs are often dropped from above, killing everything below. When used, the
bomb is dropped as the air ship passes over a hex. Each bomb must be paid for
separately and can be used but once.

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Misc Gear and Options
Here are but a few options that can be added to a Land Ship. Have fun coming up
with your own goodies.

Misc
Type Point Cost Build point Steam point
Cost Cost to use
Water Sealed 5 - -
Troop 1 Per unit 1 Per Unit -
Transport
Damage 10 - -
Control
Auxiliary 5 - -
Bridge
All Terrain 8 3 -
Mole 5 5 5 Per Turn
Observation 2 2 -
Deck
Super Charged 5 2 -
Turret 5 - -
Ram Plates 3 3 -
Expert Gunner 3 - -
Improved 3 Per Point - -
Pipes
Improved 2 Per Point - -
Frame
Improved 3 per Point - -
Structure
Steam Tanks 2 per point 1 Per point -

Water Sealed:
The Land Ship has been made watertight and thus the Land Ship may enter water
filled hexes without sinking. It cost 5 Steam points to move through one water filled hex.
Troop Transport:
Space is made for the transporting of troops. While within the Land Ship, place
the troops carried on its data sheet. Said troops cannot be attacked while being
transported. If the Land Ship is destroyed or wreaked, while the troops are still inside,
they are considered destroyed as well. Troops can move out of the Land Ship at any
time, placing their counters in hexes next to the Land Ship when they disembark.
Damage Control:
Trained crew repair the Land Ship as it is damaged. Each turn you may erase one
darkened in circle of damage from the structure of the Ships record sheet. If a Critical
Hit circle is erased, then you may ignore the effects of one critical hit of your choice.

19
Auxiliary Bridge:
If the ship takes a Bridge Destroyed critical hit, you may use the spare bridge to
continue operation, and thus ignore this result. If the ship takes a second Bridge
Destroyed critical hit, then this spare bridge is finally destroyed and the ship is affected as
normal.
All Terrain:
The Land Ship is rigged to move through just about any terrain. It can move
through difficult terrain as if it was open.
Mole:
The Land Ship can tunnel into the earth and move under ground. When this is
used, you may start the game with this Land Ship off board. On the second turn of the
game, roll 1D6 and on a roll of 4+, the Land Ship pops up and is placed anywhere on the
map board. If the roll is failed, roll at the start of the third turn, this time rolling a 3+ to
have the ship arrive. Continue until the Land Ship arrives, the next turn needing a 2+.
When in play, the ship can tunnel back into the earth. Place a tunnel breach counter on
the hex that the Land Ship is in and remove the Land Ship from play. Each turn the Land
Ship may move 1D6 hexes, in any direction. It may re-emerge at the start of any turn,
placing the Ships counter in its new hex. While traveling under ground it cannot be
attack, make attacks nor is if affected by terrain or occupied counters. The Land Ship
may not appear in a hex that is occupied by a unit counter, or in water filled hexes.
(Unless of course it was made watertight first)
Observation Deck:
The tall observation deck allows the Land Ship to trace a line of sight as if it was
a level three terrain.
Super Charged:
Once per game the Land Ship may take three hits of structure damage and add an
additional 1D6 steam points to its total steam points for the turn.
Turrets:
Turrets allow you to fire a weapon in a 360-degree arc.
Ram Plates:
Land Ships armed with these heavy plates may add +1D3 to the damage done
with a Ram attack.
Expert Gunner:
The best trained, these gunners can hit just about anything they aim at. When
bought, you may apply a +1 to the To Hit die roll of one weapon that is fired. You must
though pick the weapon to be effected. More then one expert gunner can be bought.
Improved Pipes:
The steam pipes of the ship are well improved over standard gear. You may add
+1 to the Ships base Steam points generated. You may buy this option several times.

Improved Frame:
The frame of the Land Ship is improved and its Build points increased.
Improved Structure:
The Ship has more hits it can take.

20
Steam Tanks:
These spare tanks allow the Land Ship to store small amounts of steam for later
use. Each point save can be carried over for use in the next turn.

21
Empire Forces
The Empire is well known for its Land Ships and the development of their
dreaded Land Trains. Often these mighty Land Ships will be seen pulling battle cars and
other sorts of special machines across the battlefield, lay down a terrible barrage of death
and destruction. The Empire is also well known for the cannon designed and the fielding
of might batteries of bright brass and bronze cannons.

Unit Costs
Unit Type of Unit Cost per Unit
Light Infantry Infantry 1
Imperial Dragoons Infantry 2
Light Cavalry Cavalry 1
Emperors Light Cavalry Cavalry 2
Light Artillery Artillery 2
(Light Cannons)
Emperors Breath Artillery 4
(Heavy Cannons)
Imperial Land Train Land Ship 80
Imperial Battle Train Land Ship 96
Imperial Black Smoke Train Land Ship 67
Imperial Land Train Car Land Ship 26
Imperial Battle Car Land Ship 40
Imperial Transport Car Land Ship 21
Imperial Black Smoke Car Land Ship 19

Special Rules:
Land Trains come in two types, the engine and the cars. All land train must have
at least one engine, and as many cars and additional engines as you wish. When used,
place the lead engine in front of the train and all other cars and engines behind it. As the
land train moves, these other cars and engines follow along behind the lead engine, as a
train would do on its tracks. Cars and attached engines cannot move independently, and
if a car is destroyed ahead of other cars, they are left behind as the lead engines plows
ahead.
It costs three steam points to pull a car or attached engine, and thus the number of
attached cars that can be pull is limited by the total steam points the train generates.
Attached engines and cars can add their steam points to the total useable for the train, and
if another engine is attached to other cars, may brake away and pull those cars behind it.
(And thus if the train has sections destroyed, may still continue on)
As a rule, cars and pulled engines can be unhitched from the train, but this takes a
turn to accomplish.
Use common sense when playing a Land Train, as they can often cause some
difficulties in play.

22
The cars being pulled behind
this lead engine must move
into hexes that it has passed
through.

Lead Engine

Car

Car

Car

Lead Engine

Car

Car

Car

The red car has been destroyed and so the cars behind
it are left in these hexes as the lead engine moves on.
If the cars have access to a boiler, then they can still
fire their weapons, but movement is impossible unless
another engine is attached in the front of the
remaining cars.

23
Principalities of Mor
The Free Principalities of Mor have broken away form the Empire and are now
locked in a deadly war of independence. Whether they can survive the Empires mighty
war machines is still in debate, but it is clear that if the Empire was not also locked into
war with several other powers on the continent, that the Principalities would have been
doom from the start.

Unit Costs
Unit Type of Unit Cost per Unit
Light Infantry Infantry 1
Rangers Infantry 2
Light Cavalry Cavalry 1
Freedom Riders Cavalry 2
Light Artillery Artillery 2
(Light Cannons)
Battle Car Land Ship 17
Dragons Breath Land Ship 20
Libertys Child Land Ship 22
The Duck Land Ship 24
Freedoms Wind Land Ship 21
Libertys Will Land Car Land Ship 27
Freedoms Cry Land Car Land Ship 73
Independence Land Ship

24
Scenarios

Single Ship Battle

Forces Usable:
Both players should pick a single faction and buy a single Land Ship from that force list. You
may also spend points on infantry units, as you see fit.

Both players will have 100 points to spend on a single Land Ship and as many other forces as you
wish to buy.

Map Set Up:


Each player should pick, at random, two map boards from those available. Both players should
then roll 1D6 to see who will go first in the set up phase of the game. The highest rolling player may then
place one of their map boards, as shown below. The second player then places one of their boards,
continuing until all boards have been placed.
Next, have each player take two objective counters. Starting with the first player, have him or her
place a single objective counter on the map board. The counter may be placed anywhere, but no closed
then one hex for any map board edge and no closer then three hexes to another objective. Continue until
each player has placed all of their objective counters.

Player A

Player B

Set Up:
Have the first player place a single unit, along the map board edge closest to him or her. The
second player then does the same on the map board edge closest to him or her. Continue until all unit
counters have been placed.

Game Play:
Each turn have both players roll 1D6. The highest rolling player then gets to activate one of their
units. Continue to activate units until all units on both sides have been activated.

Victory Condition:
Continue play until six turns have been complete or until one player has taken control of three of
the four objectives in the game. To take control of an objective, a player must have a unit, of any type in
the hex that the objective occupies.

If at the end of the game, no player has taken all three objectives, then figure victory points, with
the highest point total wins the game.

Per Infantry unit destroyed 1 Point per


Per point of damage done to a land ship 1 Point Per
If a land ship was wreaked 5 Points
If a land Ship was destroyed outright by a Hit from the Critical Hit chart 10 points
Per Objective controlled. 5 Points

25
Confrontation

Forces Usable:
Both players should pick a single faction and buy Land Ships and other units from that force list.

Both players will have 200 points to spend on Land Ships and as many other forces.

Map Set Up:


Each player should pick, at random, three map boards from those available. Both players should
then roll 1D6 to see who will go first in the set up phase of the game. The highest rolling player may then
place one of their map boards, as shown below. The second player then places one of their boards,
continuing until all boards have been placed.
Next, have each player take three objective counters. Starting with the first player, have him or
her place a single objective counter on the map board. The counter may be placed anywhere, but no closed
then one hex for any map board edge and no closer then three hexes to another objective. Continue until
each player has placed all of their objective counters. There may be no more then two objective on any one
map board.

Player A

Player B

Set Up:
Have the first player place a single unit, along the map board edge closest to him or her. The
second player then does the same on the map board edge closest to him or her. Continue until all unit
counters have been placed.

Game Play:
Each turn have both players roll 1D6. The highest rolling player then gets to activate one of their
units. Continue to activate units until all units on both sides have been activated.

Victory Condition:
Continue play until eight turns have been complete or until one player has taken control of five of
the six objectives in the game. To take control of an objective, a player must have a unit, of any type in the
hex that the objective occupies.

If at the end of the game, no player has taken all three objectives, then figure victory points, with
the highest point total wins the game.

Per Infantry unit destroyed 1 Point per


Per point of damage done to a land ship 1 Point Per
If a land ship was wreaked 5 Points
If a land Ship was destroyed outright by a Hit from the Critical Hit chart 10 points
Per Objective controlled. 5 Points

26
Great Battle

Forces Usable:
Both players should pick a single faction and buy Land Ships and other units from that force list.

Both players will have 300 points to spend on Land Ships and as many other forces.

Map Set Up:


Each player should pick, at random, four map boards from those available. Both players should
then roll 1D6 to see who will go first in the set up phase of the game. The highest rolling player may then
place one of their map boards, as shown below. The second player then places one of their boards,
continuing until all boards have been placed.
Next, have each player take four objective counters. Starting with the first player, have him or her
place a single objective counter on the map board. The counter may be placed anywhere, but no closed
then one hex for any map board edge and no closer then three hexes to another objective. Continue until
each player has placed all of their objective counters. There may be no more then two objective on any one
map board.
Player A

Player B
Set Up:
Have the first player place a single unit, along the map board edge closest to him or her. The
second player then does the same on the map board edge closest to him or her. Continue until all unit
counters have been placed.

Game Play:
Each turn have both players roll 1D6. The highest rolling player then gets to activate one of their
units. Continue to activate units until all units on both sides have been activated.

Victory Condition:
Continue play until ten turns have been complete or until one player has taken control of five of
the seven objectives in the game. To take control of an objective, a player must have a unit, of any type in
the hex that the objective occupies.

If at the end of the game, no player has taken all three objectives, then figure victory points, with
the highest point total wins the game.

Per Infantry unit destroyed 1 Point per


Per point of damage done to a land ship 1 Point Per
If a land ship was wreaked 5 Points
If a land Ship was destroyed outright by a Hit from the Critical Hit chart 10 points
Per Objective controlled. 5 Points

27
Horror Realms

The Empire
Hurithmor

Mor
Thunth

Jorn

28
The Sergeant called out for the men to take cover as the black gleaming Horror Gaunt
machine toped the hill. Prey to God it doesnt fire a black smoke canister, One of the
men offered, only to turn pale as the Land Ship belched a oblong metal can into the air, a
scream of terror coming from the men in the trenches as the can filled with death fell to
the earth.

This is Land Ships, a great addition to Avalon Games line of products. Land Ships takes
war in the Victorian age and stands it on its head. What if Jules Vern and H.G. Wells had
gotten it right just a little bit closer to home, what if the great powers had taken steam
power and used it to craft great engines of war and destruction. This is Land Ships, a
world where an alternate reality exists, one where science has allowed kings and empires
to forge massive war machines, tank like creations but on a massive scale.

Lead a grand army of steam powered behemoths made of iron and brass across the
battlefield, while all the time trying to defeat you foes own massive monsters of metal
and steam.

Fully expandable, each set for this system will allow you to play forces from different
factions, adding new war machines, map boards and exciting fun.

Note that this is not a complete game, and requires that you have a copy of the
master rules, available with the first set in this series.

An Avalon Games Product, All rights reserved, Version 2.0, 2009

All comments, suggestions and contacts can be made at

Avalon Games Company, avalon@comstar-games.com

Or visit

Avalon Games at

www.avalon-games.com

Game design, artwork and layout by Robert Hemminger


Edited by Christi Monson

2
Horror Gaunts
The terror of the horror gaunt is non stop, for these black wizards and alchemist
seek nothing short of world dominance. They send their sorcery powered engines of
death out every winter, seeking to wage war and sow terror into the hearts of all men.
Few care to fight these black metal monsters, for they are always armed with deadly, foul
weapons that rip, burn and melt men in their boots.

Unit Costs
Unit Type of Unit Cost per Unit
Conscript Infantry Infantry 1
Light Cavalry Cavalry 2
Raiders Cavalry 2
Light Artillery Artillery 2
(Light Cannons)
Medium Artillery Artillery 3
(Medium Cannons)
Dark Guns Artillery 4
(Heavy Cannons)
Skull Walker Land Ship 37
Black Scorpion Land Ship 57
The Beast Land Ship 97
Terror Walker Land Ship 127

Special Rules:
One of the most feared weapons in the arsenal of the Horror Gaunts is the black
smoke. This deadly gas seeps about the battlefield, withering mens flesh and turning
soldiers into little more the desiccated husks. Even battle hardened soldiers, veterans of
years of war, have been known to flee such terrible fates.
Any cannon mounted on a horror gaunt may, instead of firing a normal cannon
ball, can fire a black smoke canister. No to hit roll is required; simply place the black
smoke template on a target hex within range of the cannon. Each turn roll 1D6 on the
chart below to find the direct that all black smoke counters will travel in that turn as the
winds sweep across the landscape. After rolling for the direction, roll 1D6 for each
smoke counter in play. This is the distance that that smoke template will travel. Any hex
that contains a unit that the smoke passes over takes an automatic one hit of damage.
Smoke, one deployed, will remain in play until the game ends, or the smoke template
moves off the game map board as the winds blow it about.

Wind Direction

3
Kingdoms of Hurithmor
Bright and true, the realms of Hurithmor are some of the oldest surviving
collections of monarchies and dukedoms around. Many are little more then private
estates with a few peasants, but some, like Tirrith and Guldiomire are rather large and
powerful realms. While each is a separate realm, they all share a common tongue and
culture, and often field the same sort of Lands Ships, the tall, man like sentinels.

Unit Costs
Unit Type of Unit Cost per Unit
Men-at-Arms Infantry 1
Light Cavalry Cavalry 1
Heavy Cavalry Cavalry 3
Light Artillery Artillery 2
(Light Cannons)
Squire Land Ship 14
House Guard Land Ship 19
Knight Land Ship 38
Lancer Land Ship 38
Musketeer Land Ship 41
Warlord Land Ship 62
Thor Land Ship 60
Apollo Land Ship 75
Zeus Land Ship 78

House Guard Shields:


The shield of the house Guard class walker may only use the armor circles for the
shield against attacks that comes form the House Guards Front and Right facing. Other
attacks are taken to its normal armor rating. Note that once the shield has taken all of its
armor, you then apply hits to its regular armor rate and then structure as normal.
Warlord Turrets:
The turret of some Warlords holds three guns. While the turret acts like a normal
turret in all ways, all three guns must fire in the same direction, although they can still
fire at different targets.
Thunder Hammer:
The Thunder Hammer tends to turn Land Ships in piles of junk. When a hit is
scored, apply damage as normal. In addition, roll 1D6. On a roll of 5 or 6 the target
Land Ship takes a single roll on its critical hit chart.
Movement in Water:
All walkers of the kingdoms can enter one hex of water, but may not then enter
another water filled hex or they will sink.

4
Scenarios

Single Ship Battle

Forces Usable:
Both players should pick a single faction and buy a single Land Ship from that force list. You
may also spend points on infantry units, as you see fit.

Both players will have 100 points to spend on a single Land Ship and as many other forces as you
wish to buy.

Map Set Up:


Each player should pick, at random, two map boards from those available. Both players should
then roll 1D6 to see who will go first in the set up phase of the game. The highest rolling player may then
place one of their map boards, as shown below. The second player then places one of their boards,
continuing until all boards have been placed.
Next, have each player take two objective counters. Starting with the first player, have him or her
place a single objective counter on the map board. The counter may be placed anywhere, but no closed
then one hex for any map board edge and no closer then three hexes to another objective. Continue until
each player has placed all of their objective counters.

Player A

Player B

Set Up:
Have the first player place a single unit, along the map board edge closest to him or her. The
second player then does the same on the map board edge closest to him or her. Continue until all unit
counters have been placed.

Game Play:
Each turn have both players roll 1D6. The highest rolling player then gets to activate one of their
units. Continue to activate units until all units on both sides have been activated.

Victory Condition:
Continue play until six turns have been complete or until one player has taken control of three of
the four objectives in the game. To take control of an objective, a player must have a unit, of any type in
the hex that the objective occupies.

If at the end of the game, no player has taken all three objectives, then figure victory points, with
the highest point total wins the game.

Per Infantry unit destroyed 1 Point per


Per point of damage done to a land ship 1 Point Per
If a land ship was wreaked 5 Points
If a land Ship was destroyed outright by a Hit from the Critical Hit chart 10 points
Per Objective controlled. 5 Points

5
Confrontation

Forces Usable:
Both players should pick a single faction and buy Land Ships and other units from that force list.

Both players will have 200 points to spend on Land Ships and as many other forces.

Map Set Up:


Each player should pick, at random, three map boards from those available. Both players should
then roll 1D6 to see who will go first in the set up phase of the game. The highest rolling player may then
place one of their map boards, as shown below. The second player then places one of their boards,
continuing until all boards have been placed.
Next, have each player take three objective counters. Starting with the first player, have him or
her place a single objective counter on the map board. The counter may be placed anywhere, but no closed
then one hex for any map board edge and no closer then three hexes to another objective. Continue until
each player has placed all of their objective counters. There may be no more then two objective on any one
map board.

Player A

Player B

Set Up:
Have the first player place a single unit, along the map board edge closest to him or her. The
second player then does the same on the map board edge closest to him or her. Continue until all unit
counters have been placed.

Game Play:
Each turn have both players roll 1D6. The highest rolling player then gets to activate one of their
units. Continue to activate units until all units on both sides have been activated.

Victory Condition:
Continue play until eight turns have been complete or until one player has taken control of five of
the six objectives in the game. To take control of an objective, a player must have a unit, of any type in the
hex that the objective occupies.

If at the end of the game, no player has taken all three objectives, then figure victory points, with
the highest point total wins the game.

Per Infantry unit destroyed 1 Point per


Per point of damage done to a land ship 1 Point Per
If a land ship was wreaked 5 Points
If a land Ship was destroyed outright by a Hit from the Critical Hit chart 10 points
Per Objective controlled. 5 Points

6
Great Battle

Forces Usable:
Both players should pick a single faction and buy Land Ships and other units from that force list.

Both players will have 300 points to spend on Land Ships and as many other forces.

Map Set Up:


Each player should pick, at random, four map boards from those available. Both players should
then roll 1D6 to see who will go first in the set up phase of the game. The highest rolling player may then
place one of their map boards, as shown below. The second player then places one of their boards,
continuing until all boards have been placed.
Next, have each player take four objective counters. Starting with the first player, have him or her
place a single objective counter on the map board. The counter may be placed anywhere, but no closed
then one hex for any map board edge and no closer then three hexes to another objective. Continue until
each player has placed all of their objective counters. There may be no more then two objective on any one
map board.
Player A

Player B
Set Up:
Have the first player place a single unit, along the map board edge closest to him or her. The
second player then does the same on the map board edge closest to him or her. Continue until all unit
counters have been placed.

Game Play:
Each turn have both players roll 1D6. The highest rolling player then gets to activate one of their
units. Continue to activate units until all units on both sides have been activated.

Victory Condition:
Continue play until ten turns have been complete or until one player has taken control of five of
the seven objectives in the game. To take control of an objective, a player must have a unit, of any type in
the hex that the objective occupies.

If at the end of the game, no player has taken all three objectives, then figure victory points, with
the highest point total wins the game.

Per Infantry unit destroyed 1 Point per


Per point of damage done to a land ship 1 Point Per
If a land ship was wreaked 5 Points
If a land Ship was destroyed outright by a Hit from the Critical Hit chart 10 points
Per Objective controlled. 5 Points

7
The Sergeant called out for the men to take cover as the black gleaming Horror Gaunt
machine toped the hill. Prey to God it doesnt fire a black smoke canister, One of the
men offered, only to turn pale as the Land Ship belched a oblong metal can into the air, a
scream of terror coming from the men in the trenches as the can filled with death fell to
the earth.

This is Land Ships, a great addition to Avalon Games line of products. Land Ships takes
war in the Victorian age and stands it on its head. What if Jules Vern and H.G. Wells had
gotten it right just a little bit closer to home, what if the great powers had taken steam
power and used it to craft great engines of war and destruction. This is Land Ships, a
world where an alternate reality exists, one where science has allowed kings and empires
to forge massive war machines, tank like creations but on a massive scale.

Lead a grand army of steam powered behemoths made of iron and brass across the
battlefield, while all the time trying to defeat you foes own massive monsters of metal
and steam.

Fully expandable, each set for this system will allow you to play forces from different
factions, adding new war machines, map boards and exciting fun.

Note that this is not a complete game, and requires that you have a copy of the
master rules, available with the first set in this series.

An Avalon Games Product, All rights reserved, Version 2.0, 2009

All comments, suggestions and contacts can be made at

Avalon Games Company, avalon@comstar-games.com

Or visit

Avalon Games at

www.avalon-games.com

Game design, artwork and layout by Robert Hemminger


Edited by Christi Monson

2
Horror Gaunts
The terror of the horror gaunt is non stop, for these black wizards and alchemist
seek nothing short of world dominance. They send their sorcery powered engines of
death out every winter, seeking to wage war and sow terror into the hearts of all men.
Few care to fight these black metal monsters, for they are always armed with deadly, foul
weapons that rip, burn and melt men in their boots.

Unit Costs
Unit Type of Unit Cost per Unit
Conscript Infantry Infantry 1
Light Cavalry Cavalry 2
Raiders Cavalry 2
Light Artillery Artillery 2
(Light Cannons)
Medium Artillery Artillery 3
(Medium Cannons)
Dark Guns Artillery 4
(Heavy Cannons)
Skull Walker Land Ship 37
Black Scorpion Land Ship 57
The Beast Land Ship 97
Terror Walker Land Ship 127

Special Rules:
One of the most feared weapons in the arsenal of the Horror Gaunts is the black
smoke. This deadly gas seeps about the battlefield, withering mens flesh and turning
soldiers into little more the desiccated husks. Even battle hardened soldiers, veterans of
years of war, have been known to flee such terrible fates.
Any cannon mounted on a horror gaunt may, instead of firing a normal cannon
ball, can fire a black smoke canister. No to hit roll is required; simply place the black
smoke template on a target hex within range of the cannon. Each turn roll 1D6 on the
chart below to find the direct that all black smoke counters will travel in that turn as the
winds sweep across the landscape. After rolling for the direction, roll 1D6 for each
smoke counter in play. This is the distance that that smoke template will travel. Any hex
that contains a unit that the smoke passes over takes an automatic one hit of damage.
Smoke, one deployed, will remain in play until the game ends, or the smoke template
moves off the game map board as the winds blow it about.

Wind Direction

3
Come on your iron bitch Called the Captain as he tried to steer the damaged land ship
into a better position so their heavy cannons could be brought to bear.

Captain!? Called the first mate in concern, If we move out of the cover of the woods,
we will be blown to bits.

Dont tell me you expected to live through this battle? Laughed the Captain as he
ordered the cannons to fire on the massive land ship that appeared across the open field
before them.

This is Land Ships, another great Mini-Game from Avalon Games. Land Ships takes war
in the Victorian age and stands it on its head. What if Jules Vern and H.G. Wells had
gotten it right just a little bit closer to home, what if the great powers had taken steam
power and used it to craft great engines of war and destruction. This is Land Ships, a
world where an alternate reality exists, one where science has allowed kings and empires
to forge massive war machines, tank like creations but on a massive scale.

Lead a grand army of steam powered behemoths made of iron and brass across the
battlefield, while all the time trying to defeat you foes own massive monsters of metal
and steam.

Fully expandable, each set for this system will allow you to play forces from different
factions, adding new war machines, map boards and exciting fun.

Note that this is not a complete game, and requires that you have a copy of the
master rules, available with the first set in this series.

An Avalon Games Product, All rights reserved, Version 2.0, 2009

All comments, suggestions and contacts can be made at

Avalon Games Company, avalon@comstar-games.com

Or visit

Avalon Games at

www.avalon-games.com

Game design, artwork and layout by Robert Hemminger


Edited by Christi Monson

2
Jorn
The Smiths of Jorn are by far the best builders of Land Ships, these masters of
iron and their industrial factories produce some of the best wear machines in the lands.
While they may well product the best machines, they are fair less able to use them and
product some of the weakest troops in the world.

Unit Costs
Unit Type of Unit Cost per Unit
Light Infantry Infantry 1
Light Artillery Artillery 2
(Light Cannons)
Heavy Mortars Artillery 4
(Heavy Mortars)
Armored Balloon Land Ship 25
Eagle Air Ship Land Ship 34
Skymaster Land Ship 41
Mole Transport Land Ship 35
Earth Shaker Land Ship 43
Crab Land Ship 38
Great Mole Land Ship 45

3
Confederation of Thunth
Small but mighty, the confederation warlords are well known for their Land Ships
and their desire to use them. Their massive land crawlers are armed to the teeth and
armored unlike any other Land Ship out there. Expensive but damn near impossible to
destroy, the land Ships of Thunth are always feared and respected.

Unit Costs
Unit Type of Unit Cost per Unit
Light Infantry Infantry 1
Light Cavalry Cavalry 1
Light Artillery Artillery 2
(Light Cannons)
Battle Wagon I Land Ship 17
Battle Wagon II Land Ship 20
Grendal Land Ship 103
Gorgon Land Ship 118
Dragon Land Ship 130

4
Scenarios

Single Ship Battle

Forces Usable:
Both players should pick a single faction and buy a single Land Ship from that force list. You
may also spend points on infantry units, as you see fit.

Both players will have 100 points to spend on a single Land Ship and as many other forces as you
wish to buy.

Map Set Up:


Each player should pick, at random, two map boards from those available. Both players should
then roll 1D6 to see who will go first in the set up phase of the game. The highest rolling player may then
place one of their map boards, as shown below. The second player then places one of their boards,
continuing until all boards have been placed.
Next, have each player take two objective counters. Starting with the first player, have him or her
place a single objective counter on the map board. The counter may be placed anywhere, but no closed
then one hex for any map board edge and no closer then three hexes to another objective. Continue until
each player has placed all of their objective counters.

Player A

Player B

Set Up:
Have the first player place a single unit, along the map board edge closest to him or her. The
second player then does the same on the map board edge closest to him or her. Continue until all unit
counters have been placed.

Game Play:
Each turn have both players roll 1D6. The highest rolling player then gets to activate one of their
units. Continue to activate units until all units on both sides have been activated.

Victory Condition:
Continue play until six turns have been complete or until one player has taken control of three of
the four objectives in the game. To take control of an objective, a player must have a unit, of any type in
the hex that the objective occupies.

If at the end of the game, no player has taken all three objectives, then figure victory points, with
the highest point total wins the game.

Per Infantry unit destroyed 1 Point per


Per point of damage done to a land ship 1 Point Per
If a land ship was wreaked 5 Points
If a land Ship was destroyed outright by a Hit from the Critical Hit chart 10 points
Per Objective controlled. 5 Points

5
Confrontation

Forces Usable:
Both players should pick a single faction and buy Land Ships and other units from that force list.

Both players will have 200 points to spend on Land Ships and as many other forces.

Map Set Up:


Each player should pick, at random, three map boards from those available. Both players should
then roll 1D6 to see who will go first in the set up phase of the game. The highest rolling player may then
place one of their map boards, as shown below. The second player then places one of their boards,
continuing until all boards have been placed.
Next, have each player take three objective counters. Starting with the first player, have him or
her place a single objective counter on the map board. The counter may be placed anywhere, but no closed
then one hex for any map board edge and no closer then three hexes to another objective. Continue until
each player has placed all of their objective counters. There may be no more then two objective on any one
map board.

Player A

Player B

Set Up:
Have the first player place a single unit, along the map board edge closest to him or her. The
second player then does the same on the map board edge closest to him or her. Continue until all unit
counters have been placed.

Game Play:
Each turn have both players roll 1D6. The highest rolling player then gets to activate one of their
units. Continue to activate units until all units on both sides have been activated.

Victory Condition:
Continue play until eight turns have been complete or until one player has taken control of five of
the six objectives in the game. To take control of an objective, a player must have a unit, of any type in the
hex that the objective occupies.

If at the end of the game, no player has taken all three objectives, then figure victory points, with
the highest point total wins the game.

Per Infantry unit destroyed 1 Point per


Per point of damage done to a land ship 1 Point Per
If a land ship was wreaked 5 Points
If a land Ship was destroyed outright by a Hit from the Critical Hit chart 10 points
Per Objective controlled. 5 Points

6
Great Battle

Forces Usable:
Both players should pick a single faction and buy Land Ships and other units from that force list.

Both players will have 300 points to spend on Land Ships and as many other forces.

Map Set Up:


Each player should pick, at random, four map boards from those available. Both players should
then roll 1D6 to see who will go first in the set up phase of the game. The highest rolling player may then
place one of their map boards, as shown below. The second player then places one of their boards,
continuing until all boards have been placed.
Next, have each player take four objective counters. Starting with the first player, have him or her
place a single objective counter on the map board. The counter may be placed anywhere, but no closed
then one hex for any map board edge and no closer then three hexes to another objective. Continue until
each player has placed all of their objective counters. There may be no more then two objective on any one
map board.
Player A

Player B
Set Up:
Have the first player place a single unit, along the map board edge closest to him or her. The
second player then does the same on the map board edge closest to him or her. Continue until all unit
counters have been placed.

Game Play:
Each turn have both players roll 1D6. The highest rolling player then gets to activate one of their
units. Continue to activate units until all units on both sides have been activated.

Victory Condition:
Continue play until ten turns have been complete or until one player has taken control of five of
the seven objectives in the game. To take control of an objective, a player must have a unit, of any type in
the hex that the objective occupies.

If at the end of the game, no player has taken all three objectives, then figure victory points, with
the highest point total wins the game.

Per Infantry unit destroyed 1 Point per


Per point of damage done to a land ship 1 Point Per
If a land ship was wreaked 5 Points
If a land Ship was destroyed outright by a Hit from the Critical Hit chart 10 points
Per Objective controlled. 5 Points

7
Come on your iron bitch Called the Captain as he tried to steer the damaged land ship
into a better position so their heavy cannons could be brought to bear.

Captain!? Called the first mate in concern, If we move out of the cover of the woods,
we will be blown to bits.

Dont tell me you expected to live through this battle? Laughed the Captain as he
ordered the cannons to fire on the massive land ship that appeared across the open field
before them.

This is Land Ships, another great Mini-Game from Avalon Games. Land Ships takes war
in the Victorian age and stands it on its head. What if Jules Vern and H.G. Wells had
gotten it right just a little bit closer to home, what if the great powers had taken steam
power and used it to craft great engines of war and destruction. This is Land Ships, a
world where an alternate reality exists, one where science has allowed kings and empires
to forge massive war machines, tank like creations but on a massive scale.

Lead a grand army of steam powered behemoths made of iron and brass across the
battlefield, while all the time trying to defeat you foes own massive monsters of metal
and steam.

Fully expandable, each set for this system will allow you to play forces from different
factions, adding new war machines, map boards and exciting fun.

Note that this is not a complete game, and requires that you have a copy of the
master rules, available with the first set in this series.

An Avalon Games Product, All rights reserved, Version 2.0, 2009

All comments, suggestions and contacts can be made at

Avalon Games Company, avalon@comstar-games.com

Or visit

Avalon Games at

www.avalon-games.com

Game design, artwork and layout by Robert Hemminger


Edited by Christi Monson

2
Jorn
The Smiths of Jorn are by far the best builders of Land Ships, these masters of
iron and their industrial factories produce some of the best wear machines in the lands.
While they may well product the best machines, they are fair less able to use them and
product some of the weakest troops in the world.

Unit Costs
Unit Type of Unit Cost per Unit
Light Infantry Infantry 1
Light Artillery Artillery 2
(Light Cannons)
Heavy Mortars Artillery 4
(Heavy Mortars)
Armored Balloon Land Ship 25
Eagle Air Ship Land Ship 34
Skymaster Land Ship 41
Mole Transport Land Ship 35
Earth Shaker Land Ship 43
Crab Land Ship 38
Great Mole Land Ship 45

3
Air Ships is a full-scale expansion to the Land Ship Game system. Now added steam
powered aircraft to the mix and watch your games explode.

An Avalon Games Product, All rights reserved, Version 1.0, 2011

All comments, suggestions and contacts can be made at

Avalon Games Company, avalon@comstar-games.com

Or visit

Avalon Games at

www.avalon-games.com

Game design, artwork and layout by Robert Hemminger

2
Contents

Introductions Page 3
New Rules Page 5

Introductions
Air Ships is an expansion to the Land Ship game system and allows the use of
highflying aircraft and additional rules for the inclusion of these types of new weapons of
war.

New Rules
This expansion brings several new rules to the system, rules which will allow
better game play when these new air Ships are included in the game. These rules should
be applied to all the older air based units from previous sets.

Altitude
Air ships must pick an altitude upon which they will fly at during a turn. A single
altitude change may be made each turn, up or down, as the player chooses. No more then
one altitude change may be made within a single turn.

There are four altitudes in the game


Ground: Used by all ground-based units, should an Air Ship be on the ground it has
landed and may not use its flight movement rate. Landed Air Ship does not make a drift
move at the start of their activation.

Low Altitude: This is at the level of trees and hills. Low flying Air Ships may not enter
forests, buildings, hills or hexes containing any other sort of Landslip. Those that do are
consisted to have crashed. (See Crashes)

Medium Altitude: This is high in the air, with only mountain peaks being in the way.
Medium altitude Air Ships may pass over ground based units, Landships, buildings,
forests and low and medium height hills. Air Ships may not enter hexes with level three
hills and those that do are considered to have crashed.

High Altitude: High in the sky, those Air Ships at this altitude can pass over all ground
based objects and units.

Air Ships may move through hexes containing other Air Ship, but only if the
ships in question are at different altitudes. Ships, which are at the same altitude level,
which occupy the same hex, will crash into each other, each taking a Critical hit and
dropping an altitude level. Should this drop in altitude bring them into contact with the
ground or other Air Ship, then a second Crash occurs,

3
Crashes
Should an Air Ship crash for whatever reason, stop it movement in the hex where
it has crashed and roll for a single critical. If the crash is the result of a collision with
another airship, stop the movement of both airships and drop their altitude by one level.
Turn Rates
Air ships have a turn rate based upon the mobility of the air ship in question. Some air ships turn
very fast while other turn slow, taking a lot of distance to make a turn. Sue the chart below to find the turn
rate of an air ship. An Air ship may stop its turn at any point along the route shown, but must start all over
with the turn rate shown should it wish to make a new turn.

Example: A small air ship with a turn rate of 2 starts to make turn. It then stops half way through the turn
and moves forward two hexes. Should the Air ship wish to continue to make a turn, it will have to start all
over with the first hex of that turn being made as normal.

4
Drift
At the beginning of an Air Ships activation, before the Air Ship does anything, it
must move forward 1D3 hexes (Rolled the distance at random). This takes into account
lateral movement and wind drifts effects on the Air Ship. After this movement forward
has been completed, the Air Ship may take its actions as normal. Should this movement
cause the Air Ship to crash, apply the effects of the crash before the Landship takes it
action.

Fire on ground units and air units


All air ships and ground based units may fires on targets as normal. The attitude
difference between the two units though is added to the total range.

Example A ground unit fires on an air ship, which is at medium attitude. As that is two
level higher the ground unit, 2 hexes are added to the total, range.

Empire Air Fleets


Taking a cue from The Smiths of Jorn, the empire has built its own fleet of air
based warships. These huge ships are carried on the winds by massive balloons and
pushed forward by large prop engines. Slow, but hard to harm the balloon ships of the
empire are a deadly foe.

Unit Costs
Unit Type of Unit Cost per Unit
Cutter Air Ship 24
Bomber Air Ship 31
Shark Air Ship 58
Eel Air Ship 70
Dreadnaught Air Ship 92

Principalities of Mor
The Free Principalities of Mor have not yet been able to build air ships of their
own, but they have received the aid of the Sky lords of the high peak, these lords
mounted on great while eagles, their sky knights charging their foes with lances leveled.

Unit Costs
Unit Type of Unit Cost per Unit
Eagle Rider Flying Cavalry 4 per

Note that Eagle Riders do not have a turn rate and may move and turn as they please.

5
Air Ships is a full-scale expansion to the Land Ship Game system. Now added steam
powered aircraft to the mix and watch your games explode.

An Avalon Games Product, All rights reserved, Version 1.0, 2011

All comments, suggestions and contacts can be made at

Avalon Games Company, avalon@comstar-games.com

Or visit

Avalon Games at

www.avalon-games.com

Game design, artwork and layout by Robert Hemminger

2
Hurithmor
The Bright Realms have taken to the skies with their bloated air ships. While heavy and
slow, they pack a lot of firepower. Able to travel on both the sea and air, they are very
reliable weapons of war

Unit Costs
Unit Type of Unit Cost per Unit
Patrol Boat Air Ship 25
Bomber Air Ship 29
Frigate Air Ship 46
Destroyer Air Ship 66
Battle Ship Air Ship 119

Horror Gaunts
The Black Wizards need no flying machines, they have for ages breed great dragon to
bring terror and death to their foes.

Unit Costs
Unit Type of Unit Cost per Unit
Dragon Flying Beast 30 per

3
Air Ships is a full-scale expansion to the Land Ship Game system. Now added steam
powered aircraft to the mix and watch your games explode.

An Avalon Games Product, All rights reserved, Version 1.0, 2011

All comments, suggestions and contacts can be made at

Avalon Games Company, avalon@comstar-games.com

Or visit

Avalon Games at

www.avalon-games.com

Game design, artwork and layout by Robert Hemminger

2
Jorn
The Smiths of Jorn Seeing tat all the other powers where turning to Air Ship, step
up their own game and created rocket powered air ships. Fast, but hard to maneuver,
they still rule the skies

Unit Costs
Unit Type of Unit Cost per Unit
Raptor Air Ship 34
Falcon Air Ship 37
Hawk Air Ship 44
Eagle Air Ship 101
Roc Air Ship 119

Note that Air Ships provided in earlier Land Ship Sets have a base Turn rate of 2

Confederation of Thunth
While most of the great powers used plans drawn form the Early Jorn Balloon base Air
Ship, the Warlords of Thunth chose a different direction building great ships using
massive banks of props to raise their ships off the ground. All of the Thunth ships are
built to be used on the Land, Sea or Air, and are considered to be both water sealed and
having four wheeled ground movement.

Unit Costs
Unit Type of Unit Cost per Unit
Gar Air Ship 44
Gargoyle Air Ship 56
Griffin Air Ship 62
Kraken Air Ship 167
Leviathan Air Ship `52

Note that Thunth ships are not subject to the Drift Rules.

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