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The Aeronef Captain’s Handbook (pdf edition) 1 HANDBOOK Victorian Science Fiction Flyer Rules Supplement by Matthew Hartley, Steve Blease & Michael Baumann pdf edition WESSEX GAMES THE AERONEF CAPTAIN’S

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Page 1: THE AERONEF CAPTAIN’S The Aeronef Captain’s Handbook (pdf … · 2018. 2. 2. · The Aeronef Captain’s Handbook (pdf edition) 3 “One Asiatic either rammed or collided with

The Aeronef Captain’s Handbook (pdf edition)

1

HANDBOOKVictorian Science Fiction

Flyer Rules Supplementby Matthew Hartley, Steve Blease & Michael Baumann

pdf editionWESSEX GAMES

THE AERONEF CAPTAIN’S

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IntroductionGeo-Political and Scientific TimelineAeronef on Mars

Martian Gas FirersConverted Gas FirersMartian Lightning GunsScenario - Red Skies

Expanded RulesAeroplane amendmentsAir TorpedoesAir Torpedoes on AeroplanesAlternative Bombing RulesBoarding RulesMorale RulesMulti-targetingRamming VesselsTowing RulesScenario - Taking Back One’s Own

Aeronef Strategic GameSet UpAir GroupsDummy CountersSurface GroupsPlayMovementScoutingBattle Set Up Attacker-Defender Battle

Encounter BattleAdditional AGReinforcementsScenario - Northern Passage

Technological Development Timeline1884-18901891-18971898-19041905-1911

AerofaunaScenario - Kraken of the Skies

335666788899

10111111121213131414141415151515

1515161618191920202121

The Aeronef Captain’s Handbook Victorian Science Fiction Flyer Rules Supplement

by Matthew Hartley, Steve Blease and Michael Baumannpublished by Wessex Games

CreditsRules and background written by Matthew Hartley, Steve Blease and Michael Baumann. Photographs by David Manley, Paul O’Grady & Steve Blease

Thanks to Tony Francis and the lads at Brigade, Pete Ball, Dave Manley, Bill Armintrout and all the members of the WGVSF email list for their input, suggestions, encouragement and support over the last few years. Also thanks to Karen, Carol and Gina for putting up with us all, Saul for rolling the sixes and George T. Bush for the bananas.

Steve would like to respectfully dedicate this supplement to the memory of Alberto Santos-Dumont, aeronaut and conquerer of the air. Man flies!

The Aeronef Captain’s Handbook copyright Wessex Games 2002, 2005

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“One Asiatic either rammed or collided with a still more gigantic German, and the two went spinning to destruction together. The northern squadron of Asiatics came into the battle unnoted by Bert, except that the multitude of ships above seemed presently increased. In a little while the fight was utter confusion, drifting on the whole to the southwest against the wind. It became more and more a series of group encounters. Here a huge German airship flamed earthward with a dozen flat Asiatic craft about her, crushing her every attempt to recover. Here another hung with its screw fighting off the swordsman from a swarm of flying-machines. Here, again, an Asiatic aflame at either end swooped out of the battle. His attention went from incident to incident in the vast clearness overhead; these conspicuous cases of destruction caught and held his mind; it was only very slowly that any sort of scheme manifested itself between those nearer, more striking episodes.”

The War in the Air, H.G.Wells (1910)

IntroductionWhen Wessex Games published Aeronef in May 1999 I don't think anyone really dreamt that it would be so popular with gamers worldwide and that within a year we'd have to reprint it! Since its release, we've been inundated with new rules ideas, background suggestions and criticism (generally positive!), as well as coming up with ideas of our own following innumerable games in the last three years.

The original intention was that Aeronef would be a stand alone publication within the Redcoats on Mars Victorian Science Fiction series and that we would develop the background within the proposed range of rules Voyages Extraordinaires, Aquanef, Astronef and (the long awaited) Redcoats on Mars.However the popularity of Aeronef has been such that we have taken the step of producing The Aeronef Captain's Handbook, a supplement that develops the original simple game with an expanded background, new optional rules, alien aeronef rules, a strategic campaign system and a construction/

technology timeline. All of what follows is optional. Like the Expanded Rules in the original game, players should pick and choose which of the optional additions they wish to use in their games (though players should agree before playing which optional rules have been adopted!) Hopefully all the purchasers of Aeronef will find this supplement of value and be inspired to expand their games to the skies over Mars or take on nefarious opponents such as the Anarchist fleets with their dreaded ramming vessels. Whilst you are doing that, we'll try and get back on track and finish off Aquanef. .. :-)

Geo-Political and Scientific TimelineThe original timeline in Aeronef ran from 1852, with Giffard building his steam powered airship, to 1899 with war just breaking out between Britain and France. What follows is an extension of this through the end of the Victorian era and the start of the Edwardian period to 1911. As you will see a lot of the political pressures that were building up in the nineteenth century explode in the first decade of the twentieth! And as if to make matters worse, the Great Powers soon find that the threats facing them don't just come from their Earth based rivals ... 1899 Brazilian aeronaut Alberto Santos-Dumont

builds and flies a series of gasoline engined blimps. Britain establishes a colony on Mars and a base on the Moon. An expedition is sent to Ganymede. France lands troops on Mars and attacks the British colony. Russia allies herself with France and declares war on Britain. Russian troops invade Afghanistan and cross the border into India. France and Russia join forces and launch an invasion of Britain. Despite initial gains which see the capture of Edinburgh, Birmingham and Newcastle,

reinforcements from the Empire ensure the defeat of the invaders following decisive battles at Glasgow and Caterham. The Boer War breaks out in South Africa as Afrikaner Boers attempt to take advantage of the situation in Britain and claim the entire colony as their own.

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1900 Russian forces in India are defeated in a massive battle outside Meerut, where the British employ land ironclad squadrons en masse for the first time. The Indian Army launches a counter-offensive against the Russian invaders. British forces land in Northern France as Britain carries the war onto enemy soil and after a number of set piece battles drive on Paris which is bombed by the RNAS. Germany allies herself with Britain and invades France from the east. After a further series of defeats, the French sue for peace. Austro-Hungary declares war on Russia and invades the Russian Empire alongside German and British forces.

1901 Russia sues for peace following defeat in Eastern Europe and Asia. Olympian Martian forces launch an invasion of Earth. Invaders fall prey to the French developed "guerre miasmatique" (chemical warfare) after conventional forces defeated worldwide.

1902 Britain subjugates the final Afrikaner rebels in South Africa - use of aeronef ground attack gunboats contributes greatly to the final success. Queen Victoria dies.

1903 The Martian Rebellion begins. Aurorean and Syrtian Martians launch religious and politically motivated war against human colonial forces on Mars. Many indigenous units in human service mutiny against their masters, joining the few remaining independent Martian city-states. Massacres of human outposts common as the Martians attempt to rid their planet of the human colonists.

1904 Reinforcements from Earth land on Mars to suppress the rebellion. Sporadic guerrilla warfare continues for the next three years following the defeat of the Martians in conventional battles. Evidence of Ganymedean intrigue is found by the French, but discounted by the other powers.

1905 Russo-Japanese War in the Pacific leads to a catastrophic and embarrassing defeat for the Russian Empire against the newly emerging power of the Japanese. The Russian defeat leads to the Menshevik Revolution and Russia plunges into chaos as Tsarist, Mensheviks, Bolsheviks and

Anarchists attempt to seize control. Various foreign powers lend "volunteers" and clandestine support to the various factions. Russia is torn apart by a civil war that lasts the best part of the next decade. The Tangier incident - Britain supports France against Germany. Anglo-German relations deteriorate soon after exacerbated by the two powers supporting different factions in the Russian Civil War.

1906 Japan seizes territory in Manchuria to expand its hold on the Asian mainland. Japan declares war on Siam and soon conquers the country after decisive aeronef and naval actions. Ganymede attempts to invade Mars. Initial landings on the Red Planet succeed, but following the defeat of their main fleet in space by a combined Earth Astronef force, the Ganymedean forces on Mars are doomed to destruction.

1907 Britain and the USA go to war following the 'Monroe Incident'. The US schooner Monroe was seized in in Canadian waters by Canadian Patrol Aerostat Middleton on suspicion of supplying arms to Quebecan anarchists. The US armoured cruiser Bennington attacks Middleton whilst in the course of its duties and following much rhetoric (stirred by the 'yellow' press in the States) the two nations go to war. The US plans to launch an invasion into Lower Canada and as a prelude bombs Winnipeg and Toronto causing widespread civilian casualties. However before the US Army is able to launch its invasion, the Royal Navy using its new aeronef carrier ships, launches a mass RNAS air assault on the Atlantic seaboard naval bases, badly damaging the facilities at Norfolk, Port Royal and Portsmouth and effectively leaves the whole Atlantic coast open to British attack. The Royal Naval Pacific Fleet lands Marines and Colonial troops in San Francisco and captures the city. Fierce counter-attacks by the US military and volunteer forces are beaten back although the city is badly damaged in the battle. Mexico and Brazil ally together to take advantage of the US' distraction in the north and launch attacks on California, Texas and Florida in an effort to gain suzerainty over Central America and the Caribbean.

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Britain and US sign a peace treaty in Paris and British forces withdraw from mainland USA following payment of reparations by the Americans.

1908 Insurrection in French Indo-China instigated by Japanese. Japan seizes territory in the north as part of a "peacekeeping mission". France concludes treaty with Japan ceding Northern Indo-China to Japan for a financial indemnity and control of Japan's Venusian territories. The US finally manages to defeat the Latin American forces fighting on US soil and launches a counter-offensive into Guatemala to cut Mexico off from its southern ally before crossing the Rio Grande in the north.

1909 After months of fierce fighting US forces reach and take Mexico City. The Mexican Government sues for peace. Unwilling to continue the war in isolation Brazil agrees a ceasefire with the US.

1910 Germany (allied with Austro-Hungary) invade Denmark, Holland and subsequently Britain bombarding Newcastle and landing on the east coast at Hull, Maldon, Weybourne and Yarmouth. Egypt invaded by Turkey in the confusion. Initially the German invasion proved successful with key battles being fought at Harlow and Epping before North London fell to the enemy. However South London held out with many civilians joining the fighting and this was followed by insurrection in the north with revolts fermented by the The National League of Defenders in Shoreditch and Islington. Bolstered again by troops from the Empire, the British struck back relieving the besieged southern half of the capital and smashing the German army in the south of the country. At sea the German North Sea Fleet was destroyed by British naval and aeronef forces and the German forces in Britain, cut off from the Fatherland, agreed a ceasefire.

1911 Peace treaty signed by Britain and Germany, leaving the Germans in control of Holland and Denmark. Japan launches attack on US Pacific bases and the Philippines.

Aeronef on MarsThe 1895 discovery of sentient life on Mars by the Earl of Redgrave and the crew of the Astronef marked the first step on the road of bloody conflict that engulfed the Red Planet over the next decade. The Astronef engaged Martian flying craft over the Erythraeum Sea and destroyed several by ramming

them, causing the others to flee. Redgrave observed that the principle Martian weapon was a poison gas cloud which the atmospherically sealed Astronef was impervious to. Redgrave subsequently landed his craft at Xanthe, a city near Aurorae Sinus, encountering the seven foot tall inhabitants now known as the Auroraeans. The Aurorean Martians inhabit the sprawling city-states that cover most of the lands near the southern oceans. Their scientific-totalitarian system of government has enabled them to focus their development to scientific ends and in many respects their technology is on a par with or even better than that of Earth. However faced with the problems of a dying planet, the Auroraeans have for many centuries focused their efforts on ecological innovation (as exhibited by the impressive canal network) and their military technology is of variable quality. Their aeronef are in human terms rather flimsy and slow moving craft, relying purely on the poison gas projector to subdue their opponents. The encounter by the Xantheans of the Astronef led to a radical reassessment of the Auroraeans aero-fleet and the development of the more effective lightning-gun technology.During the colonisation-era of Mars, there existed three types of Aurorean aeronef. The first was the original design that had served the warring city-states so well until the arrival of Redgrave. Despite their poor design, these gas firing craft were found on occasion to be effective against the human aeronef that had been transported to the Red Planet (especially if the Auroraeans had a distinct numerical advantage) as most of the human designs were not atmospherically sealed like the space faring Astronef. However as their effectiveness was limited, from 1899 the Auroraeans retrofitted a number of these vessels with lightning-guns. A useful stopgap, the inherent weaknesses of the basic design compared

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to the human aeronef slow, unmanoeuverable and weak hulled - consigned these craft to auxiliary duties or suicide missions. By 1902 newly designed craft were being produced by the city-states construction yards and continued to be so until most were destroyed in the 1903 to '08 war. Whilst still slow and unwieldy in comparison to the Earth aeronef, they exhibited far stronger basic hull designs and carried a great deal more punch.

Martian Gas Firers

41214012

43212036

44210059

45190814

461701017

CPsTurnSpeedBomb Dice

Gun (G)

HullClass

5

4

3

2

1

Gas Guns (G) operate in exactly the same manner as normal Gun Dice, except that they only have a range of 15 cm. In combat all 5 and 6 results are re rolled, although only 6's cause damage. Gas gun dice cost 1 CP each. Gas guns have no effect at all against Astronef and sealed aeronef (Martian sealing costs an Earth-design aeronef 10 CPs).

Converted Gas Firers

42

44

48

49

53

2

2

2

1

1

14

12

10

8

6

0

0

0

0

0

1

3

5

8

10

2

4

8

12

16

CPsTurnSpeedBomb Dice

Gun(G)

HullClass

5

4

3

2

1

Martian Lightning Guns

50

54

56

59

63

2

2

2

1

1

15

14

12

10

8

0

0

0

0

0

2

3

5

8

10

6

10

12

18

22

CPsTurnSpeedBomb Dice

Gun (G)

HullClass

5

4

3

2

1

Lightning Guns (LG) operate in exactly the same manner as normal Gun Dice, except that they only

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have a range of 15cm. However all 5 and 6 results are rerolled, although only 6's cause damage. As with normal Gun Dice, LG dice cost 2 CP each.

All Martian craft may be altered around these basic frameworks in the same manner as Earth aeronef and aerostat.

The human colonising forces on Mars at were for the first three years from the first British landing in 1897 only able to field class four or five designs due to the limited astronef capacity available to transport the vessels to the Red Planet. However by the turn of the century all the colonising powers were capable of transported limited numbers of aeronef and aerostat of all classes.

In the early years of colonisation the. Great Powers tended to form alliances with particular city-states over whom they would project their hegemony. Until 1903 it was not uncommon to see mixed fleets of human and Martian craft fighting battles against each other, whether reflecting the political situation on Earth, or more often than not the realities of the local political scene.

Scenario - Red SkiesWith the 'Scramble for Mars' gaining pace, the French have established a colony by the Tyrrhenum Sea with an aeronef base from which they launch frequent patrols in an effort to establish hegemony over the area. Martians from the city state of Hellas naturally objected to any French moves over their island. French Force: the Armee de l' Aeronef patrol comprises of two aeronef frigates and two Ferrary class aerostat frigates. Orne Class Aeronef Frigate

4160884 (M)

TurnSpeedBomb Dice

Gun Dice

HullClass

Ferrary Class Aerostat Frigate

2162444 (DM)

TurnSpeedBomb Dice

Gun Dice

HullClass

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Martian Force: the Hellan force comprises of two Gabbara class aeronef dreadnoughts and four Gerda class aeronef cruisers. Gabbara Class Aeronef Dreadnought

17010171 (M)

TurnSpeedBomb Dice

Gun (G)

HullClass

Gerda Class Aeronef Cruiser

1908142

TurnSpeedBomb Dice

Gun(G)

HullClass

Terrain: the encounter takes place over the Tyrrhenum Sea and terrain plays no part in this scenario. Set Up: the French vessels are finishing their patrol and enter the table from the northern edge at speed 4. The Martians enter the board from the south-east corner at speed 6. Objectives: the French must escape via the southern edge of the board (preferably after having given the Martians a bloody nose). The Martians wish to destroy the patrol.

Expanded RulesFollowing on from the selection of Expanded Rules in the original rulebook we have developed a number of other optional rules that players can pick and choose from dependent on the level and type of game they wish to play.

Aeroplane Amendments

Aeroplanes do not suffer the reduction in Gun Dice from firing from their Front or Rear arcs.

For structural reasons (read game play) no flight of aeroplanes may have more than 8 Hull Points or more than 4 Gun or Bomb dice (or combination of the two).

Air Torpedoes

Air Torpedoes are one-shot weapons developed by the French and Russians to counter Britain's superiority in aeronef. Both France and Russia invested considerable funds in small, fast, torpedo boats before the British respond with an effective force of torpedo-boat destroyers. Torpedoes were introduced as a secret weapon by the French in 1890, and subject to development from then on.

Air Torpedoes cost 2CP per salvo.

For reasons of vessel stability, they may only be mounted in front arc of any vessel. As the torpedo launches require special fittings on a vessel there are limits on how many salvo's each class of vessel may mount.

10

8

6

4

2

1

2

3

4

5

SalvosClass

Only one salvo may be fired each turn.

Any other firing by the vessel, even at the same target, is treated as "multi target" firing (see Multi-target rule) and subject to the half gun dice penalty.

Each salvo has a range of 10cm on craft built up to 1895, 15cm to 1905, and 30cm thereafter.

Each salvo rolls 5 dice for damage. Damage is .inflicted and handled in exactly the same manner as Gun Dice damage (but without the reduction for firing from the front arc).

Once a salvo has been fired it is crossed off the firing vessel sheet.

Torpedoes can be destroyed by damage to the vessel. If fact they are particularly prone to· accidental destruction as the firing tubes must be positioned outside the main body of a vessels armour. For each hull point damage inflicted on the vessel roll a d6, on a 4,5 or 6 a salvo has been destroyed.

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will have no armament left. The Rapier salvo is rendered ineffective if the flight looses half or more of its Hull Points.

Alternative Bombing RulesAn alternative set of bombing rules has been used at Aeronef games at shows, where sculpted terrain has been used instead of squared OS maps. The alternative rules make the result of bombing somewhat less certain than the original rules. At the beginning of the game physical features are identified as targets for the bombers (whether the defenders know what the targets are or not is optional). Each target is assigned a number of Structure Points, representing the solidity of its construction. Normal civilian buildings will have points in a range 1 to 3, hardened or fortified buildings will have considerably more.

Bomb armed vessels flying over a target may attack it in the normal manner described in the rules. The number of hits on a target should be

Air torpedo systems on Aeroplanes (fixed wing craft)

Following their invention of the Air Torpedo, France continued to innovate in this area and developed a lighter missile which could be fired from specially adapted aeroplanes. Combined with the French twin hulled aerostat aeroplane carriers, a formidable new weapon system appears at the birth of the new century. Rapier missile salvos cost 4CP, and may only be mounted on aeroplanes. Only one salvo may be mounted on each Flight. An aeroplane flight mounting a salvo may not have any Bomb or Gun Dice. A salvo may only be mounted in the Flights front arc. A salvo may not be mounted on any flight in a pre-1900 game. A salvo has a range of 5cm till 1910, 15 cm thereafter. A salvo 4 dice for damage. These are treated in exactly the same manner as Gun Dice (but without the reduction for firing from the front arc). A salvo is a one-shot weapon - when fired the flight

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recorded (bomb blast markers can look very effective). At the end of the game, a d6 is thrown for each target which has sustained damage. The die score is added to the number of hits the target has sustained. If the final score is equal to or greater than the Structure Points of the target it is deemed destroyed. Whilst these rules can be applied to bombing targets and reflect the uncertainty as to whether a target has or has not been successfully destroyed until after battle 'bomb damage assessment' has been undertaken, players will still need to use the existing rules for bombing targets such as anti-aeronef batteries which have a particular impact on the game.

Boarding RulesCrew Dice: The number of trained fighting men is determined by the Class of the vessel and is abstracted into "crew dice".

1

3

4

6

8

5

4

3

2

1

Crew DiceClass

The above numbers reflect crew dice for warships or pirate vessels. Liners and merchantmen should have half the above totals. Marine Contingents: A contingent of Marines may be added to any vessel at the cost of 1 CP. Each Marine contingent adds 1 die to the Crew Dice in a boarding action. The Procedure: A vessel which wishes to board another must come into base to base contact with the enemy ship. It is assumed that the attacking vessel has matched course with the defending ship. Vessels which are engaged in a boarding action may not fire their guns (drop bombs, etc) at any target including each other). Each ship may fire its weaponry prior to the boarding engagement. Grappling: Both Players roll Crew Dice to determine the outcome of the grapple. Each "6" for the attacking Player indicates one grapple attached. Each "6" for the defending Player indicates that one of the attacker's grapples have been cut. If the attacker succeeds in grappling the ship boarding may begin on the next Turn. While ships are grappled they may not manoeuvre or

make Turns. The ships will continue to move on their former heading. Both ships may keep the (pre-grapple) speed of the Defender, or either Player may decide to begin to decelerate the pair (by cutting his engines) at the rate of 1 cm per Turn. Boarding Combat: The Attacking ship may send 6 - Class boarders (in Crew Dice) per Turn, up to it's maximum Crew Dice. Both Players roll Crew Dice. Each "6" indicates 1 casualty (in Crew Dice) for the opposing Player. At the end of the Turn the Player who took the most casualties must make a morale roll: 1 - Surrender: The Defender will strike his colours and surrender the ship. The Attacker will either be forced off the Defender's ship and the grapples cut, or his boarding party will be captured (Defender's choice).

2 to 5 - Remain Steady: The crew continues to fight normally.

6 - Redouble Effort: The crew fights with extra ferocity, gaining a +1 Crew Dice for the next Turn only.

Modifiers

Crack Crew

Green Crew

Outnumber opponent 2 to 1, or more

Outnumbered 2 to 1, or more

+1

-1

+1

-1

After Effects: If a ship is captured, the boarding party must spend a number of Turns equal to the remaining defender's Crew Dice to secure the ship. A "prize crew" consisting of one Crew Dice from the Attacker may then fly the ship (but will be unable to fight it).

Loss of Crew Dice can also affect the fighting ability of an aeronef. For every Crew Die lost in an engagement (including the "prize crew", if any) subtract 1 from the Gun Dice of the ship.

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Morale Rules"Damn the aerial torpedoes! Full speed ahead!!"

Each time a vessel passes through a damage boundary (i.e. has taken a cumulative 25%, 50%, or 75% Hull points damage), a morale roll is required.

A d6 is rolled by the controlling player:

Heroic Fatalism6

No effect2 -5

Strikes Colours1

If a vessel has a 'Strikes Colours' result it has surrendered. It may no longer fire upon enemy vessels or bomb targets, and must reduce speed by the maximum it is allowed each turn. Once it has reach 0 speed, it must remain stationary and totally inactive for the remainder of the game. Certain vessels may be excluded from this result as a feature of a scenario. If a vessel has a 'Heroic Fatalism' result it may attempt to ram another vessel even if it is not a ram aeronef. No other aeronef are permitted to attempt a ram unless they are ram aeronef or have achieved this result. Players may wish to consider applying modifiers for crack or green crews.

Multi-targetingA vessel may, for its firing action, divide its fire between two or more vessels. However dividing fire significantly reduces the effectiveness of a vessels gun dice as the volume of fire at anyone target is significantly reduced and fire control becomes considerably more complex. A vessel firing on more than one target halves its Gun Dice total (rounded

are two enemy vessels B and C, to its front (bow) is another enemy vessel D, and on its starboard side is a fourth enemy vessel E. Vessel A could concentrate fire on anyone enemy vessel as normal, rolling 20 dice against B, C, or E or 10 dice against D (as D .s in A's front arc). Vessel A could split its fire against two or more of the targets. It would have a pool of 10 Gun Dice to divide as the controlling player saw fit, however any Gun Dice targeted at vessel D would be halved in number as D is in A's front arc.

Ramming VesselsGenerally aeronef do not attempt to ram other craft (after all, if you were several thousand feet above the ground, would you?). However, specialist ram aeronef, with heavily reinforced hulls, are possible. Such vessels have been declared "barbarous" by the civilised nations, and their use is a serious breach of the conventions of war. Some examples do however exist in the hands of rebels and renegades. To make a vessel a ram craft costs 30 CPs. This reinforcing does however give the vessel 5 additional Hull Points. A ram aeronef in base to base contact with another vessel uses its Ram Dice as a substitute for its Gun Dice attack as its combat action for that turn. A ramming vessels Ram Dice is equal to 6 plus its current speed divided by 2 (fractions rounded down) minus the ramming vessels class number. Thus a Class 3 vessel ramming at speed 10 would have 8 Ram Dice (6 + (10/2) - 3). The number of dice rolled is doubled if the target vessel is an aerostat. These speed dice are rolled in exactly the same manner as Gun Dice (6's rolled again etc.). Both vessels half their current speed after a successful collision. This halving of speed takes effect at the end of the current turn.

down). The remaining Gun Dice can be assigned to two or more targets as the player wishes. The player may split these Gun Dice how he wishes between the targets. The targets can be in different arcs of fire. Any gun dice assigned to targets in the firing vessels front or rear arcs will be halved again, as normal. As with normal firing, firing a multiple targets all takes place at the same time in the turn. A player may not fire once and hold over some Gun Dice to fire at another target later in the same turn. eg. Vessel A has 20 Gun Dice. On its port side

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Ramming is always a voluntary action on the part of the rammer. Even in base to base contact a vessel does not have to make a ram attack unless the controlling player wishes it. A vessel being rammed may attempt to dodge the ram by a sudden altitude change. A vessel successfully dodges the ram if it rolls equal to or less than its class on 1d6. Digs add +2 to their roll. A vessel which successfully dodges takes no damage. An unsuccessfully vessel takes damages at full as determined by the speed dice roll. A ram aeronef takes no damage from a ram. An aeronef not equipped to ram roles dice for damage to itself equal to its Ram Dice. An aerostat which rams rolls twice its Ram Dice.

Towing RulesAny vessel may be towed by another vessel. However no vessel may tow lore than one other vessel. To tow a vessel a line must be attached between the towing and the towed vessels. both vessels must be at speed zero and within 1cm of each other for n attempt to establish a line to be made. One attempt may be made per turn :it the beginning of the turn). A d6 is rolled and the line has been successfully established on a roll of 6.A vessel may be towed at a maximum speed equal to its class number. Except 1 non-combat situations when a towed vessel can be towed up to three times its class (restricted by the towers maximum speed). Specialist aerotugs (see the strategic game scenario for an example) can tow at twice the normal rate in combat. A towed vessel moves and turns at the same speed and in the same direction s the towing vessel. Both vessel move together as one during the movement phases. Towing and towed vessels may not change direction by more than one hex :icing per turn. Both towing and towed vessels may fire as normal. However, the towed vessel may not fire out of its front arc nor the towing vessel from its rear arc. Either vessel may break the line at the beginning of a turn. The towed vessel will continue on its current course, decelerating by 1 cm each turn, unless it las working speed or turn capacity of its own.

Scenario - Taking Back One's OwnThe following scenario is set during the Great War of 1889-91. The British lave captured the pride of the French Fleet, the Charlemagne Class battlecruiser: Roland. French reconnaissance aerostat have reported the prize is being towed back to England and a hurriedly assembled aeronef squadron has

been sent to intercept. British Force: The RNAS force consists of the captured Charlemagne Class Battlecruiser (Roland), The Hermes Class Destroyer (Aesclepius) and three Achilles Class Gunboats (Orion, Perseus and Theseus). The Roland has been heavily damaged during the preceding battle, its current statistics are shown in parenthesis.

Charlemagne Class Aeronef Battlecruiser

22 (0)13 (0)2 (0)12 (2)28 (14)

1 (M)

CrewTurnSpeedBomb Dice

Gun Dice

HullClass

Hermes Class Aeronef Destroyer

421404163 (M)

CrewTurnSpeedBomb Dice

Gun Dice

HullClass

Achilles Class Aeronef Gunboat

14180345 (M)

CrewTurnSpeedBomb Dice

Gun Dice

HullClass

French Force: The Armee de l'Aeronef force consists of one L'Epee Class Commerce Raider (Botte), one Le Brouchet Class Torpedo Frigate (Gerard) and two Loire class Gunboats (Loire and Somme).

L'Epee Class Aeronef Commerce Raider

631727162 (M)

CrewTurnSpeedBomb Dice

Gun Dice

HullClass

Le Brouchet Class Aeronef Torpedo Frigate

231702134 (M)

CrewTurnSpeedBomb Dice

Gun Dice

HullClass

Loire Class Aeronef Gunboat

15200225 (M)

CrewTurnSpeedBomb Dice

Gun Dice

HullClass

Terrain: The encounter takes place over the English Channel and terrain plays no part in the scenario.

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Set Up: The scenario can be played on a 4x4 foot table. One edge of the table should be designated as the British side, the opposite as the French. The British squadron may be placed in a zone 30 to 60 cm from his table edge. The French squadron begins at his table edge. Objectives: The British Player must attempt to exit the Roland off his own table edge. He may do this by towing the vessel off the table, or by defeating the entire French force. The French Player must recapture the Roland by defeating the British Force and Boarding the Roland. Notes: The Charlemagne, L'Epee, and Le Brouchet aeronef models are all available from Brigade Models.

Aeronef Strategic GameSet Up: The strategic game is played on a hexagonal grid. There are no limits on the size of the

grid, but obviously larger grids make for a longer game.Miniature Wargames magazine has printed a number of useful grid maps of areas such as the English Channel and Middle East which are perfect for strategic games.Hexes containing important strategic bombing targets and air bases should be early marked. Each side needs numbered counters equal to their number of Air Groups (AG, see below) and surface groups, an additional number of counters will be required as "dummy" groups . A player may have a number dummy counters equal to up to 50% of the number of counters representing real groups on his side.Each side needs a Strategic Roster to record the contents of each counter for example:

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(5 Launched)

?

1/2

2

Air Group 1 aeroplanes (carried by AG 1 until launch)

Dummy

Surface Group

Air Group 1

4

3

2

1

SpeedCounterContents

Counter Number

Notes

Turn

Speed

BD

GD

HP

Name

Type

Location Chart (no. )

Each vessel or flights name, type, and stats should be recorded on the AG roster, as should its position relative to other vessels in the AG (including distances in cm). Note: because aeroplane flights can only stay airborne for a limited period of time they should be listed on their carrier until launched. A separate AG will be required for the flights if they intend to operate away from the carrier AG. In this case a separate counter will be required for the new AG. The counter will move with the carrier AG until launched. Careful records must be kept of the launch status of a flight AG, and the number of game turns since its launch. The speed of the AG is determined by the speed of the slowest vessel within the AG. Divide the speed of the slowest vessel by 5 (round fractions to the nearest whole number, round 1/2 down). The minimum speed of an AG is 1.

Dummy Counters: these are included to add to the fog of war, they represent all sorts of misinformation which can send players on wild goose chases. Dummies represent no units at all. They may move at any speed the controlling player wishes. Surface Groups: these groups represent shipping convoys which are targets of one of the players. If caught, such convoys would be bombed to bits rather like fixed strategic targets.All surface groups have a speed of 1/2, meaning that they move one square every other turn. Surface groups may only move in squares containing the sea, or navigable rivers or ports. Play: the strategic game is played in a series of turns. Each turn follows a specific sequence:

Counter starting positions on the grid should be determined by the scenario in play.

Air Groups (AG): these are the basic units in the game. An AG represents a number of flying vessels who move and fight together.

Each AG must contain at least one aeronef or one aerostat or one flight of aeroplanes. There is no upper limit on the number of vessels of any type in an AG.

Each AG must have an AG Roster, like this:

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Movement Scouting Battle set-up

Movement: is split into a number of phases. The number of phases is determined by mutual agreement between the players, although the player who wants the highest number of phases will always have them. Normally players will want at least as many phases as the speed of the fastest counter.The number of phases are counted down in turn (eg phase 6, phase 5, phase 4 etc). Any counter with a speed equal to or greater than the phase number may (but does not have to) move one square in any direction (including diagonally) during that phase. Thus a counter with speed 4, could move up to 4 times in a turn, one square at a time on phases 4, 3, 2 and 1.Surface Groups may move every other turn on phase 1. Dummy counters can move on as many phases as the controlling player wishes. An AG with one or more carriers can forgo a turns movement to launch a AG of aeroplanes.Aeroplanes may only fly for 3 game turns, then must land at an air base or crash. (remember they can't land back on carriers). Movement within each phase is considered to be simultaneous.

Scouting: any counter adjacent (including diagonally) to an enemy counter may scout that counter. A counter may only scout one enemy counter per turn, no matter how many it is adjacent to. A counter which is a dummy may not attempt to scout. A counter which is scouted must reveal:

- if it is a dummy, in which case it is removed from the game. - if it is an AG or a surface group. - if it is an AG how many vessels the AG contains (a launched flight counts a one vessel, an unlaunched one does not). The controlling player does not have to give the exact number of vessels in the AG, however the number he gives must not be out by more than 50%. For example if an AG contains 10 aeronef and aerostat, the controlling player may say it has any number of vessels between 5 and 15, but he couldn't say it had 4 or 20.

- if it is an AG the controlling player must say, entirely accurately, the size and type of one vessel within the AG, eg a class 5 aerostat or a class 3 aeronef. This information must be true.

Battle Set Up: if a counter ends its turn in the same squares as an enemy counter and neither are dummies then a tabletop battle occurs, unless both players declare that they do not wish to fight. The tabletop area should be set up (minimum 1 metre by 1 metre). If the battle only involves two AG (one on each side), both sides roll one dice. The highest scorer is the Attacker, the lower the Defender. If the die scores tie, then the battle is an Encounter. No vessel may begin the game travelling at more than 50% of its maximum movement.

Attacker-Defender Battle: the Defender sets up his vessels in the middle of the tabletop area as per the vessels locations on the Defenders AG. The Attacker then randomly determines which table edge on which he enters the table. The Attackers sets up his vessels off-table as per his AG, and has one turns free movement (but not firing) to bring vessels onto the tabletop. The game then commences as normal, with off-table vessels appearing on table when they move on. Encounter Battle: both sides set up their forces off-table and randomly determine which table edge they enter from. Both sides have one turns free movement before play begins as normal.

Additional AG: if either side has more than one AG in the same square, these additional AG are brought into play in the same manner as an Attacker in a Attacker-Defender battle (randomly determine entry

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side, one turns free move). Too many AG could result in chaos as AG from different sides appear next to each other - that's cloud cover for you. Reinforcements: the strategic game continues to run whilst the table top game is in play - every ten turns of the tabletop game is equivalent to one turn of the strategic game. At the end of ten tabletop game turns, one strategic game turn is played. Any AG's which arrive at the square where the tabletop battle is taking place set up off table, with a randomly determined randomly table entry side. Vessels may begin entering the tabletop game on the next tabletop turn.

Strategic game scenario: Northern Passage Introduction: in the dark days of 1890 Britain stood alone against the Franco-German Axis. In her hour of need the mother country called out to her colonies for aid and comfort, and they were not found wanting. Men and material poured in towards the beleaguered nation from all corners of the Empire, and none more so than from the loyal North Americans in Canada.

The job of managing the safe transit of the vital sinews of war fell upon the fledgling RNAS. Beset by commerce raiders, the brave few of the North Atlantic Squadron shepherded countless tonnes of vital stores across the stormy seas. This is their story. Games Area: the game is played over an area 80 hexes long by 40 wide. This does not represent the entire distance across the Atlantic but only the area where the neither the Canadian air defence forces nor the Scarpa Flow based RNAS coastal defence forces have the range to intervene.The RNAS Air Groups (AG's) must travel the whole length of the area to win the game. All AG's must travel the area from left (North America) to right (the UK) and may on enter the area on any of the squares at the farthest left side. The Franco-German AG's may enter the area along any of the three other edges of the area.Any AG's of either side that do not appear on the first turn may appear in a square adjacent to a game edge that could have been used by that side for deployment on turn one. All late arriving AG's must have the turn and the square on which they are to arrive recorded in writing before the game begins.The North Atlantic Squadron: you command Britain's North Atlantic Squadron. Your task is to ensure that vital supply craft - most aerostat but some aeronef - travel safely from the port of Halifax, Nova Scotia to England.You have complete freedom to organise your Air Groups as you wish.

Your fighting assets are:2 Hermes class protected aeronef cruisers 3 Artemis class aeronef frigates 6 Achilles class aeronef gunboats 2 Troy class armoured aeronef tugsHermes Class Escort Aeronef Cruiser (Convoy Escort profile)

11008173 (M)

TurnSpeedBomb Dice

Gun Dice

HullClass

Artemis Class Aeronef Frigate (standard profile)

21403104 (M)

TurnSpeedBomb Dice

Gun Dice

HullClass

Achilles Class Aeronef Gunboat(standard profile)

4140345 (M)

TurnSpeedBomb Dice

Gun Dice

HullClass

Troy Class Armoured Aeronef Tug(standard profile)

4120145 (MT)

TurnSpeedBomb Dice

Gun Dice

HullClass

Armoured tugs can tow vessels at twice the normal speed. The vessels (with cargoes in brackets) that must be escorted are:3 Britannic class merchant aeronef transports (war material)1 Britannic class merchant aeronef Q ship6 Achilles class aeronef gunboats (unarmed)

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6 STL 32 aerostat (civilian profile- troop transports) 2 STL 32 aerostat ( "self defence" profile - troop transports) 4 STL 75 aerostat (civilian profile- war material)1 STL 75 aerostat ( "self defence" profile - war material)

Britannic Class Merchant Aeronef Transport (standard profile)

31600201 (M)

TurnSpeedBomb Dice

Gun Dice

HullClass

Britannia Class Aeronef Q-Ship(military service profile)

21408201 (M)

TurnSpeedBomb Dice

Gun Dice

HullClass

Built, fitted out, and captained by Canadian philanthropist Archibald McDonald, this vessel is nominally under RNAS control.

Achilles Class Aeronef Gunboat(standard profile)

4140045 (M)

TurnSpeedBomb Dice

Gun Dice

HullClass

These are aeronef built under licence in Canada and transported to Britain :or arming before entering RNAS service STL 32 Class Small Aerostat (civilian profile)

280045 (DM)

TurnSpeedBomb Dice

Gun Dice

HullClass

STL 32 Class Small Aerostat("self-defence" profile)

282355 (DM)

TurnSpeedBomb Dice

Gun Dice

HullClass

STL 75 Class Large Aerostat(civilian profile)

1800181 (DM)

TurnSpeedBomb Dice

Gun Dice

HullClass

STL 75 Class Large Aerostat("self-defence" profile)

1824201 (DM)

TurnSpeedBomb Dice

Gun Dice

HullClass

You win the game if at least half the escorted vessels reach Britain.

Tactical Advice: as the British player you have decide how you will deploy your forces to in AG's. You have vessels with a starting strategic movement of 1, 2 and 3 points. Will you move the whole lot in one group at the painfully slow speed of 1 square a turn? This will give your opponent plenty of opportunity to concentrate his attacks against you and choose when and where he attacks. Will you split your forces into 2, 3 or more groups so the enemy can't possibly hit all your vulnerable transports. Or can he? What will you do if your vessels are damaged and forced to reduce speed? Will you slow the whole AG or will you split your AG in mid ocean? You need a plan.

The Commerce Raiders: your Franco-German force has been tasked with intercepting and destroying vital war material being transported across the Atlantic to England.

To severely disrupt supply, you must destroy at least half of the transport vessels crossing the sea.

Unfortunately, due to rivalry between your air fleets French and German vessels may not be placed together in the same AG.

The vessels available to you are:

The French

2 Bordeaux class armoured aeronef cruisers 1 Le Epee aeronef commerce raider

The Germans

6 Seydlitz class aerostat gunboats (fighter profiles)

Bordeaux Class Armoured Aeronef Cruiser (standard profile)

216212202 (M)

TurnSpeedBomb Dice

Gun Dice

Hull Points

Class

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Le Epee (1890-91 French Navy profile)

31828162 (M)

TurnSpeedBomb Dice

Gun Dice

Hull Points

Class

Seydlitz Class Aerostat Gunboat (fighter profile)

390395 (DM)

TurnSpeedBomb Dice

Gun Dice

Hull Points

Class

Tactical Advice: the Franco-Germans have a hard job to do. If they try to take on the entire British force in a single slugfest, the numerical advantage of the British will see them go down in flames. The Franco-Germans must use their very good, fast and powerful class 2 ships to pick off weaker vessels in table top action then scoot off to strategic level. This will break up any convey as the strategic speed of the AG is reduced by the weakened craft.Remember that although the Franco-Germans may not engage as one force, they can bring a second AG into a tabletop battle as a reserve using strategic movement.

Technological Development Timeline

Wartime often brings rapid increase in technological development and this is no different in our timeline.

The Aeronef history now covers a period of twenty-eight years, which in reality saw some rapid advances in science and technology.

To help reflect this we have devised a technological development timeline, that rather than trying to be too specific by stating when particular aerial or weaponry advances occurred, have provided a set of tables that give the maximum number of Construction Points available for each class of aeronef, aerostat or aeroplanes over the period of the timeline.

As you will see that the first R-Matter class 3 aeronef has only 58 CP's, but over the next 26 years this increases to 70 as design and technology improves.

This will allow you to play battles not only with different classes of aeronef, but also craft of various age and tech level. Minor power navies may well have older vessels than the Great Powers that they have purchased from Great Power “army surplus” stores...

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84807060504030

53484642383428

54524846423834

585452484642

5956545048

6560585654

55505045403530

585652504540

615856525045

7373525047

7674545250

8176706058

88888880

91919082

1890188918881887188618851884Class

Aeronef (N-Grav)

Aerostat

Aeroplane fwc

5

4

3

2

1

5

4

3

5

4

3

2

1Aeronef (R-Matter)

87878686868585

57575755545453

60595858585856

61616060605959

62626161616060

68676766666665

57575656565555

60605959595858

63636262626161

75757574747373

79797878787777

84848483828281

90909089898888

94939392919191

1897189618951894189318921891Class

Aeronef (N-Grav)

Aerostat

Aeroplane fwc

5

4

3

2

1

5

4

3

5

4

3

2

1Aeronef (R-Matter)

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89888888888787

60595958585858

62626160606060

64636362626261

65646464636363

71717070696968

60605959595857

62626261616160

65656464646463

79787877777776

83828281818080

87878786868585

94939392929191

97979696959594

1904190319021901190018991898Class

Aeronef (N-Grav)

Aerostat

Aeroplane fwc

5

4

3

2

1

5

4

3

5

4

3

2

1Aeronef (R-Matter)

91919090908989

63626262616060

65646464636363

67676665656565

68686767666666

75747473727272

64636362626261

66656565646363

69686867676666

83838281818080

87868685858484

93929190898988

98979796969595

103102101100999998

1911191019091908190719061905Class

Aeronef (N-Grav)

Aerostat

Aeroplane fwc

5

4

3

2

1

5

4

3

5

4

3

2

1Aeronef (R-Matter)

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Aerofauna

Victorian Science Fiction contains many examples of aerofauna both on Earth and its neighbouring planets. It would be an impossible to try and provide details of all the different creatures that your aeronauts may encounter over the Atlantic Ocean, the canyons of Mars or the Venusian rain, forests. However they are too much fun to ignore!

The following scenario gives you some idea of how to introduce aerofauna into your games, and a method of putting them on automatic pilot, whilst you concentrate on piloting your aeronef.

Model wise anything goes, the creature in this scenario can be quite easily replicated by use of a toy model jelly fish which are widely available in most toy shops.

Scenario - Kraken Of The Skies

"Conceive a jellyfish such as sails in our summer seas, bell-shaped and of enormous size far larger, I should judge, than the dome of St. Paul's. It was of a light pink colour veined with a delicate green, but the whole huge fabric so tenuous that it was but a fairy outline against the dark blue sky. It pulsated with a delicate and regular rhythm. From it there depended two long, drooping green tentacles, which swayed slowly backward and forwards. This gorgeous vision passed gently with noiseless dignity over my head, as light and fragile as a soap-bubble, and drifted upon its stately way.”

The Horror of the Heights Sir Arthur Conan Doyle (1913)

Introduction: the surprised crew and passengers of The Pride of Liverpool, a White Star Line aerostat bound for Miami, Florida, first sighted the creature 300 nautical miles east of Bermuda. A hurried radio signal to the RNAS station on Bermuda caused the scrabbling of two aeronef to the aerostat's aid. Would they arrive in time? The British: The Pride of Liverpool is a commercial passenger aerostat, and is thus unarmed. It's stats are:

1100092 (DM)

TurnSpeedBomb Dice

Gun Dice

Hull Points

Class

The aeronef Electra and Helen, are both standard British Achilles class gunboats from the main Aeronef rules. The Pride of Liverpool begins the game deployed on the table. At the beginning of each turn a die is rolled and the score recorded. When the total score equals or exceeds 18 then the aeronef appear, at least 90 cm away from the aerostat and travelling at maximum speed. The Creature: the creature is not controlled by a player but by a pre-set reaction table. The creature is rolled for only once per turn on the reaction table. All vessels move half their movement as per the normal turn sequence, then the roll is made for the creature, the result is then applied in full before any vessels then complete their movement. The reaction table conditions are read from left to right and the roll is made on the first applicable column.

Vessel> 20cm

Vessel 5 - 20cm

Vessel < 5cm

Less than 10 HP

Damaged last turn

CCA

CCACA

C

C

Ad

AdAd AdAd

AdAdAdHH

AdHHRH

HRRRR

6

5

4

3

2

1

Roll

H (Hover): creature does nothing.

Ad (Advance): creature moves 10 cm towards nearest vessel. If within 5 cm of a vessel before or during movement then attack the vessel with a strength of 4 d6 Gun Dice.

C (Charge): creature moves 20 cm towards nearest vessel. If within 5 cm of a vessel before or during movement then attack the vessel with a strength of 6 d6 Gun Dice.

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A (Attack): creature moves 15 cm towards nearest vessel. If within 5 cm of a vessel before or during movement then attack the vessel with a strength of 10 d6 Gun Dice.

R (Retreat): creature moves 25 cm away from nearest vessel.

The creature has 30 Hit Points. Which in game terms are treated identically to Hull Points (ie. if it's reduced to zero it is dead). However the creatures performance is not downgraded from taking damage. The creature begins the game at least 15 cm away from the aerostat.

Victory Conditions: the British win if the Pride Of Liverpool escapes destruction.

Postscript: the Horror of the Heights is available through Marcus L. Rowland's Forgotten Futures project. The Forgotten Futures site (www.forgottenfutures.com) is an essential hit for anyone with even a passing interest in Victorian SF.

Interestingly, when in June 1947 Kenneth Arnold saw

objects which moved "like a saucer skipped over water" on his flight over the Cascade Mountains, he believed them to be some form of aerofauna rather than the ET craft they have since become ...

Wessex Games VSF Email List

Those with access to the Internet may wish to join the Wessex Games Victorian Science Fiction email list, set up to allow garners who play any of Wessex Games' VSF games to discuss matters of interest as well as be kept up to date with the latest product releases and progress in respect of Aquanef, Astronef and Land Ironclads:

http://groups.yahoo.com/group/WG VSF/join

At Wessex Games we actively encourage and support garners who might wish to set up their own websites for the game and can provide material and illustrations if required. Email: [email protected] if you are interested.