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Above the Seven Seas

A steam punk inspired game of massive airships and smaller planes


By Henrik “Neknoh” Granlid
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 battles 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 ability of the

player coupled still with a few handfuls 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 modeling as well, and who knows, maybe this will be the next big thing in

miniature war gaming, if not, it will just be a fun thing where two or more friends can sit down

and have a good time, tactically manoeuvring 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

A small note, during play testing, 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.
Preparing, selecting and deploying:

For this game, you would need a gaming board (made up of squares, fifteen by fifteen

squares would be recommended), a handful 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 amount of points around which to create the army, then select

units from the respective army lists 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.


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 being 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 until

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 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 initiate 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 already, but I’ll be Damned if I count
the days until 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 amount 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
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 “Leveling 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
explanation).
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 lightning strike may
bring down anything from a Hunter Squadron to a Massive Class Battleship, a strong wind
can cause a ship to veer of its 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 every time there is a new day.

D6 result Weather type

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

No effect

4 High clouds

Same effects 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 its 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 Lightning storm

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 the Lurini 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 ability. 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 that are being produced

Light Class interceptor:

These ships are built for speed and speed only, packing small amounts of

firepower, they are often used to scout ahead of the main army, soaring between the clouds,

till 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 hat

have been used or lost earlier.

Heavy Class destroyer:

The destroyers are the battleship of choice for many generals, a good all

round vessel that is excellent in combat as it is in maneuvering, not as quick as the Light

Class interceptors, not as heavily 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,
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 its hull.

Morale:

Many a time, a warrior fails at heart before he fails at hand, and a captain

shamelessly 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 amounts 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
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

longs 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 immediately 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 being the Commander’s Ship.

There are ways of loosing Morale points, for instance, loosing massive amounts 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 amount 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 represent a different aspect of the ship: Steam Power is the
power generated by the ship throughout the battle; this value will continuously be lowered
due to engines being pushed by its captain and damage being
Sustained at vital parts of the gigantic steam engine powering the ship The Efficiency
value is the overall efficiency of the ships crew and command, it is also
Affected by the amount 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 its 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 immediately 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.
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 initiates a combat and thusly ends the turn after said

combat.

A ship will move a set amount 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

amount of squares equal to its speed and may move diagonally, positioning itself facing

the corner of the new square in the direction it was going.

Pushing the engine:

Apart 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 amount of D3 dice, adding all of the points
together. (e.g. 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 amount 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. (e.g. 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 amount 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.

(e.g. 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 its
base
profile for as long as its 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 amount of steam power drained and extra speed gained.

In addition, whenever a player selects a Hunter Squadron, remove one point of Steam

Power from its 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

its controlling player’s board edge 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. 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 square 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 its 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.

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 close by 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 “Aquard angle” with no movement points still remaining, or

without the ability 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

initiate this move. When leveling 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.

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 ability 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 already 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 being 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 initiate combats with it, the player controlling the ship must

first spend one turn leveling his ship, a ship doing this may not move and may not initiate

combat the turn it Levels out after the Collision. The normal rules for aligning a ship that

is Leveling 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 alignment, the Current player chooses the

alignment his ship takes to the other when Leveling out. 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 control 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 land

Initiating combat is what most great battles comes down to, being 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 no one has yet dared to take. If a ship starts or finishes its

move Leveled out or parallel with an opposing ship, the Current player may choose to

initiate combat or end his turn. If the Current player elects to initiate combat, each player

rolls a number of dice equal to the Efficiency value of the ship he or she controls. The
number on each dice represents 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 already 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)

Boiler hit!
3
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)

Severe loss of crew!


4
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)

Direct hit!
5 Reduce the Integrity of the ship by 1.

Chain Reaction:
6
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


f a ship has its broadside turned towards the broadside of a ship in an adjacent square,
the Current player may initiate combat in the same way as when initiating 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 finished 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 amount 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 initiate 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 Bow mounted
weapon, in which case, they also roll only half of the Efficiency Value of that weapon
(rounding down).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 initiate 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 initiate combat at any point of their move with a ship whose zone they are

in. First the Enemy ships rolls its dice. Instead of rolling normally, the enemy ship rolls

dice equal to double it’s Efficiency Value, each dice that comes up as a five (5) or six (6)

reduces the Efficiency 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 Efficiency Value left on

the Hunter Squadron, the Hunter squadron rolls its 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 simultaneously, 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

initiate 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 initiate 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.


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 immediately 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:

These pieces of terrain fill u as many squares as they will fit into and count as impassible

to all ships.

Note: In the case of cloud pillars if the pillar is 4 squares or less massive and heavy ships

may move through it.


The Indragan Lords:

Known for their brutal tendencies, the Indragan Lords have always been
feared on the field of battle for their aggressive use of Hunter Squadrons, in which they
excel above all others, often bringing carriers to their battle so as to best use the high
speed and maneuverability 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 ability at +10 points. In addition, the
Commander’s Ship must either be carrier or a Hunter
Squadron. In addition, Hunter Squadrons from the Indragan Lands air fleet 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
Efficiency points: 9
Integrity: 7
Steam Power: 9

Storm Class…35 points


Heavy Class Destroyer
Port Mounted Cannon (efficiency: 1)
Efficiency Points: 5
Integrity: 5
Steam Power: 10

Thunder Class…30 points


Heavy Class Destroyer
Port Mounted Cannon (efficiency: 2)
Efficiency Points: 4
Integrity: 4
Steam Power: 10
Windrider… 25 points
Light Class Interceptor
Efficiency Points: 2
Integrity: 2
Steam Power: 16

Gale…20 points
Light Class Interceptor
Efficiency Points: 2
Integrity: 1
Steam Power: 18

Hurricane…20 points
Light Class Interceptor
Efficiency Points: 1
Integrity: 3
Steam Power: 15

Lightning Squadron…15 points


Hunter Squadron
Efficiency Points: 3
Steam Power: 25

Dark Clouds…15 points


Hunter Squadron
Efficiency Points: 6
Steam Power: 19

Breeze… 5 points
Hunter Squadron
Efficiency Points: 2
Steam Power: 16
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
undying
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
Efficiency points: 9
Integrity: 9
Steam Power: 10

Uranos… 100 points


Massive Class Battleship
Carrier
Efficiency points: 8
Integrity: 10
Steam Power: 12

Chronus… 80 points
Massive Class Battleship
Efficiency points: 10
Integrity: 7
Steam Power: 9

Hades… 40 points
Heavy Class Destroyer
Bow mounted weapons (efficiency: 3)
Efficiency points: 6
Integrity: 4
Steam Power: 10

Hephaestus…35 points
Heavy Class Destroyer
Bow mounted weapons (efficiency: 2)
Efficiency points: 4
Integrity: 7
Steam Power: 12
Ares…40 points
Heavy Class Destroyer
Bow mounted weapons (efficiency: 2)
Efficiency points: 8
Integrity: 4
Steam Power: 8

Apollo…40 points
Heavy Class Destroyer
Bow mounted weapons (efficiency: 1)
Efficiency points: 4
Integrity: 5
Steam Power: 15

Hermes… 25 points
Light Class Interceptor
Efficiency points: 2
Integrity: 2
Steam Power: 15

Artemis…35 points
Light Class Interceptor
Bow mounted weapons (efficiency2)
Efficiency 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
Reference 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 initiating 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 “Leveling out”

Moving:
1. Select 1 ship, choose whether 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. Leveling out in order to avoid collision stops all further movement by that ship,
turning does not.

4. Initiating 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.
Do note, choosing whether or not to play using the Weather table is completely up to the

players own discretion, as is using pre decided 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 around the ship and the ship in itself is followed by enemy

Hunter Squadrons.