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Rynn's World

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94% found this document useful (18 votes)
8K views93 pages

Rynn's World

Uploaded by

Jd Dibrell
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CONTENTS
AIR WAR IN THE 41ST MILLENNIUM.....................3 SCENARIOS ....................................................50
The Dogfight .........................................................................53
WHAT YOU WILL NEED ......................................4 Bandits over the River ....................................................54
The Straggler.........................................................................55
THE BASICS.......................................................7 Search and Rescue ............................................................56
Garrison Relief ....................................................................57
SQUADRON LISTS...........................................10 Troop Landing......................................................................58
Bombing Mission ..............................................................59
THE TURN .......................................................13
AERONAUTICA IMPERIALIS CAMPAIGNS..........60
MOVEMENT....................................................15 Campaign Play .....................................................................61
The Movement Phase Sequence .................................15
Throttle....................................................................................15 SQUADRON LISTS...........................................6 4
Speed .........................................................................................15
Move and Manoeuvre.......................................................16 IMPERIAL NAVY..............................................66
The Edge of the Area of Engagement .......................17 Thunderbolt Fighter........................................................67
Adjust Altitude.....................................................................18 Thunderbolt Fury Fighter.............................................68
Marauder Bomber.............................................................70
FIRING ...........................................................20 Marauder Destroyer..........................................................72
The Firing Phase Sequence ..........................................20 Hydra Flak Battery ............................................................73
Air-to-Air Fire.......................................................................21 Manticore Missile Battery.............................................73
Special Situation – Tailing.............................................23 Flight Commander Dagor-Jarni..................................74
Weapon Special Rules.....................................................24 Flight Lieutenant Gallus Barret .................................75
Air-to-Ground Fire............................................................26
Ground-to-Air Fire............................................................28 ORK AIR WAAAGH! ........................................76
Dakkajet..................................................................................77
END PHASE.....................................................29 Fighta bommer ....................................................................78
The End Phase Sequence ...............................................29 Eavy Bommer.......................................................................80
Stalled Aircraft ...................................................................29 Grot Bommer.......................................................................82
Recovering from a Spin..................................................30 Flak Platform.......................................................................83
Tailing......................................................................................30 ‘Eavy Flak Kannon.............................................................83
Da Black Barun...................................................................84
ENDING THE GAME .........................................31 Sky Boss Toofkraker .........................................................85

THE RYNN’S WORLD AIR WAR .........................32 QUICK REFERENCE ..........................................86

Produced by the Games Workshop Specialist Design Studio

Aeronautica Imperialis: Rynn’s World Air War © Copyright Games Workshop Limited 2019. Aeronautica Imperialis, GW, Games Workshop, Citadel,
Warhammer 40,000 and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive
likenesses thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world. All Rights Reserved.

No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means electronic, mechanical,
photocopying, recording or otherwise, without the prior permission of the publishers.

This is a work of fiction. All the characters and events portrayed in this book are fictional, and any resemblance to
real people or incidents is purely coincidental. British Cataloguing-in-Publication Data. A catalogue record for this
book is available from the British Library.

Games Workshop Web site: www.games-workshop.com


Forge World Web site: www.forgeworld.co.uk

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AIR WAR IN THE 41ST MILLENNIUM

AIR WAR IN THE


41st MILLENNIUM
It is an age of all-consuming war. The galaxy burns from end to end like never before, brutal conflict engulfs worlds beyond
count. The Imperium is beset on all sides by enemies and threats. Ork hordes teem in numbers unimaginable. Traitors
besiege the worlds of Mankind from within and without. Forces as old as time stir from their slumber on planets long
thought dead. Young, vibrant enemies build empires that encroach upon the borders of the Imperium.

Across every sector, in every theatre of war, the forces of No amount of training can prepare a rookie pilot for
Mankind battle ferociously for survival against the reality of what is to come. A pilot can fly many
these threats and more. From the cold depths of sorties and complete numerous missions in hostile
space to the blazing hellscapes of irradiated deserts, skies, but until they are blooded in combat they have
from the baffling hearts of hollow worlds to the no comprehension of what aerial warfare truly means.
crushing depths of chemical seas, nowhere in The sheer, breakneck speed and dizzying assault on the
humanity’s vast dominion is free of battle. War rages senses is something that cannot be experienced in test
unending on every front – it is the only constant. conditions. Legends can be born or lives lost as a result
of decisions made and actions taken in the briefest
Air war is a vital element within all of these ongoing of moments. Consequently, the one staple, the one
struggles, for when the skies are dominated, control over unifying trait shared by pilots of any race, is that their
the land below soon follows. This is the ancient logic first experience of action may well be their last.
of air war, a truth Mankind knows and holds sacred.
Knowledge imparted down long millennia of warfare Not all pilots face a swift, fiery end however.
but, sadly, knowledge often tested and found wanting. For every squadron destined to spin into oblivion,
Air superiority is often only fleeting, the respite it brings one or two pilots will overcome the dangers and quell
to ground forces all too brief. All too quickly the enemy their fears. Such natural airborne warriors show an
rallies its strength and the tide of war and fortunes of almost preternatural skill, quickly mastering the subtle
those fighting changes once more. nuances of their craft, able to jink and dive out of fire
arcs and target locks with the grace of a dancer. They
All across the Emperor’s realm, desperate aerial combat develop a sixth sense for danger and a rapacious hunger
is fought; wings of fighters and bombers sally forth for the thrill of the kill. With every enemy callously
from ground bases and void ships in relentless waves, dispatched, the reputation of the aerial killer grows and
adding their meagre strength to that gone before them, becomes more fearsome among friend and foe alike,
hoping against hope to tip the balance in their favour growing until the pilot becomes lauded as an Ace. Many
and gain some miniscule measure of supremacy that an Ace pilot rises to command of a squadron, their
might lead to a lasting conquest. From sprawling hive talent, experience and daring inspiring a new wave of
worlds to desolate ocean worlds, from lush agri worlds pilots to ever greater deeds even as they continue to
to lifeless gas giants, valiant pilots seek to conquer war carve their own personal legend.
zones that ground forces could never hope to claim –
war zones that in most cases ground forces could never Rivalries develop between opposing Aces active in
even hope to survive. the same theatre of war, long games of cat and mouse
between them played out in a series of aerial duels and
Whole fleets of combat aircraft are committed to the close-run firefights. Some Aces will view their enemies
fray. Even as the endless waves of aircraft darken the simply as villainous scum to be eradicated. Others
skies, the wreckage of those that came before them develop a grudging respect for a hated foe, even coming
litters the landscape below in an ever increasing to feel a strange relish for each fresh encounter, eager to
detritus of ruined craft, clogging the skies with palls of test their mettle against a worthy opponent once more.
thick, oily smoke and billowing flame. Casualties are Many such vendettas become legends, retold long after
inevitably high. Air war is fast and deadly, the tiniest those involved have met their inevitable end, stories
mistake or miscalculation resulting in a pilot and their kept alive amongst the next generation of pilots to carry
armoured steed tumbling to the unforgiving world on the war in the legendary Ace’s stead.
below in fiery ruin.

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WHAT YOU WILL NEED

WHAT YOU WILL NEED


[2] AIRCRAFT
[1] TOKENS Games of Aeronautica Imperialis are played with forces
Aeronautica Imperialis makes use of several types made up of finely detailed Citadel miniatures.
of token. These are used to keep track of damage,
to indicate the Ace Manoeuvre an aircraft plans to [3] DICE
perform, or to remind players that an aircraft has Dice are used throughout the game to determine
stalled or fallen into a dangerous spin.* the effectiveness of shooting, to perform dangerous
manoeuvres and more.
a. Manoeuvre tokens (numbered 1 to 8)
b. Stall [4] ACE MANOEUVRES/REFERENCE SHEET
c. Spin A handy reference sheet showing the manoeuvres that
d. Structure Points aircraft can perform.*
e. Tailing
[5] RULEBOOK
This book contains the complete rules. Always a useful
reference to keep close to hand.

[6] AREA OF ENGAGEMENT


Games of Aeronautica Imperialis are played on a grid
of hexes overlaid onto an aerial map depicting a war-
torn world of the 41st Millennium. Fold-out Areas of
Engagement are available from Games Workshop or
RW4.1: Graphic representation of Aeronautica Imperialis tokens. within the Wings of Vengeance boxed set.
(Extracted from Training Manual 373/wq ‘The Rites of Aerial Warfare’)

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AERONAUTICA IMPERIALIS BASES
i. Front Arc
This is 60 degrees directly forward of the aircraft’s base.

ii. Rear Arc


This is 60 degrees directly behind the aircraft’s base.

iii. Side Arcs


This is 120 degrees to either side of the aircraft’s base.

iv. Speed Dial


Used to record the aircraft’s current Speed.

v. Altitude Dial RW5.1: Graphic representation of Aeronautica Imperialis base.


Used to record the aircraft’s current Altitude. (“Honour the Wargear of the Dead”)

*Tokens and reference cards to use in your games of Aeronautica


Imperialis can be printed out from the back of this book, found within
the Wings of Vengeance boxed set, and are available to download from
Warhammer-Community.com.

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AERONAUTICA
IMPERIALIS
Welcome to Aeronautica Imperialis, the game of aerial combat in the 41st Millennium: a dark age of humanity where the
Imperium of Mankind fights a constant battle for survival in a hostile galaxy. Aeronautica Imperialis allows players to
command squadrons of aircraft in deadly battles, high amongst the clouds and vapour trails as fighters twist and turn in
dogfights and bomber waves unleash devastation from the skies above through storms of flak.

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THE BASICS

THE BASICS
This book details the core rules of the game – all of the Dice
information players need to move aircraft and engage Aeronautica Imperialis uses regular six-sided dice,
the enemy in vicious skyborne dogfights, along with marked 1 to 6. The game may require a single dice to be
details of the forces available. rolled, in which case the rules will say ‘roll a D6’, whilst
‘roll two D6’ means roll two single dice at the same
The game has been designed to allow players to pit time. Alternatively, the game may require several dice
squadrons of around one to twelve aircraft a side be rolled and added together – for example ‘roll 2D6’
against one another. A game involving one or two means roll two dice and add the results together.
aircraft per side may only take half an hour to play;
a larger game involving 12 aircraft may take two to D3: The rules might also call for a D3 to be rolled, but an
three hours. actual three-sided dice is not necessary. To roll a D3, roll
a D6 and halve the result, rounding up to the nearest
Players should note that Aeronautica Imperialis is whole number.
a game, not a simulation. In reality, aerial combat is
dizzyingly complex and incredibly technical. The game Modifying Rolls: Sometimes, players will be instructed
represents this in a simplified manner, using easy to modify a dice roll – for example, the rules might say
to understand rules to express complex situations, to roll a D6+1. In this case, they would roll a D6 and
resulting in a tactical game that will reward boldness add 1 to the result. If the rules ever instruct the player
and the ability to plan ahead, rather than becoming to halve a result (or divide it in any other way), any
bogged down in minutiae. fractions are rounded up, unless instructed otherwise.
A dice roll can never be modified to 0 or lower, and any
Whilst these rules cover all of the basics, situations natural roll of a 1 is always a fail, regardless of modifiers.
may arise on the tabletop that cause players some
confusion. This is the ‘what happens if?’ question, when The Infinite Skies
a set of extraordinary circumstances collide. No rules The open sky is a very large place and aircraft have
set can cover all eventualities, and if players come plenty of room to manoeuvre. In Aeronautica Imperialis,
to an impasse and the rulebook does not provide aircraft cannot collide, even if a moving aircraft passes
a clear solution, then the enjoyment of the game through a hex occupied by another aircraft. Should a
must come first – roll a dice to decide the matter if moving aircraft ever be obliged to end its movement
necessary, and let the game continue. In the end, the in an occupied hex, the moving aircraft will continue
only rule that really matters is that both players should moving in the same direction until it can be placed in
enjoy themselves. the first unoccupied hex.

With that said, pilots, prepare for take-off! Take-backs and Changing One’s Mind
It is not uncommon for players of any game to second
FIRST PRINCIPLES guess themselves occasionally, saying that they are
Before going into depth regarding the rules of the about to do something before immediately changing
game, it is worth establishing some initial principles their mind. As a general rule, players should be tolerant
and conventions to keep in mind: of this in their opponents as they will likely do it
themselves. However, once dice are rolled for any
Measuring Distances reason, or Speed or Altitude dials are adjusted, players
As Aeronautica Imperialis is played on a hex grid, must abide by their decision; they can no longer go back
measuring distances is a simple matter of counting and change anything that came before the dice roll or
hexes. If an aircraft moves four hexes, for example, it the adjustment!
will move from the hex it is in, through three hexes
and end its movement in the fourth hex, thus moving
four hexes.

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AIRCRAFT CLASS
Designer’s Note – Stunt Bases Aeronautica Imperialis allows players to fight dramatic
Sometimes it may prove impossible to place two battles in the cloud-strewn wildernesses of alien
miniatures without them interfering with one skies. The models used to play Aeronautica Imperialis
another, possibly even knocking each other over! represent various aircraft of the 41st Millennium. These
In these instances we have found it very useful fall into the following broad categories:
to use a ‘Stunt Base’. A Stunt Base is simply an
empty base which can be swapped out for one of Scouts
the problematic miniatures, marking its position These tend to be very small and lightweight aircraft,
correctly until such a time as one of the miniatures carrying minimal weaponry, if they carry any at all.
moves away and the Stunt Base can be replaced Scouts may be used for reconnaissance missions,
by the miniature again. Note: We call them Stunt observing enemy formations and movements. This
Bases because it is much more fun to say than category may also include civilian aircraft or transport
‘Proxy Base’! vessels; often carrying important individuals and
requiring escort by more heavily armed fighter wings.

BUILDING A FORCE Fighters


Players build a force of aircraft using the Squadron Small, fast aircraft, highly manoeuvrable and well-
Lists section of this book, up to an agreed points limit. armed. Fighters are generally used for air-to-air combat,
Each aircraft has a points cost and most have additional intercepting and attacking other aircraft, but many also
weapons listed which they may take for an increased use their weaponry to strafe ground forces. Some may
points cost. A force can contain any combination of carry bombs or rockets beneath their wings to increase
aircraft from a single Squadron List, although many their effectiveness against ground targets.
scenarios impose restrictions on this. For example,
some scenarios will restrict a player’s force to only Bombers
one or two aircraft classes, whilst other scenarios will Larger, heavier aircraft. Although generally less
state that a force must contain at least one aircraft of a manoeuvrable than Fighters or Scouts, Bombers can
certain class. endure more damage, carry heavy payloads of bombs
and rockets, and may have many defensive weapons.
A player’s force may be equal to or up to 10 points Some Bombers are specially designed for low-level
below the agreed points limit, but it may not be more ground attacks as well as high-level bombing. It is
than the agreed points limit. For example, if two players convenient for large craft with high transport capacities
have agreed a limit of 200 points, neither player’s force to be designated as Bombers due to similarities in their
can be 189 points or 201 points. size and manoeuvrability.

ACE MANOEUVRES AND TOKENS


In Aeronautica Imperialis, aircraft follow set-piece
manoeuvres as determined by the Ace Manoeuvres
(explained on page 16) and shown on the Reference
cards. There are eight Ace Manoeuvres, all named
accordingly and numbered 1 to 8 for ease of use, which
cover a range of options from simple banking turns
to complex side-slips and stall-turns, with 1 being the
most simple and 8 being the most complex. The Ace
Manoeuvres an aircraft can attempt are dictated by its
Manoeuvrability characteristic.

The Manoeuvre tokens are used during the Choose


Manoeuvres phase of each turn. Once a player has
decided upon the Ace Manoeuvre an aircraft will
perform during the turn, a Manoeuvre token showing
the Ace Manoeuvre number is placed face-down next to
uvre tokens.
the model’s base on the tabletop. RW8.1: Graphic representation of Manoe
(Commissariat Approval Pending)

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Ground Defences PREPARING THE GAME
These are not actually aircraft at all (!), but static, Aeronautica Imperialis can be played on any suitably-
ground-mounted weapons capable of attacking aircraft, sized, flat gaming area marked with a grid of 2" hexes.
such as anti-aircraft missiles or flak batteries. Able to This is referred to as the Area of Engagement. Terrain
target enemy aircraft using the Ground-to-Air firing rarely features in the open skies, so none is needed.
rules, Ground Defences can in turn be attacked and A small dogfight between one or two aircraft per player
destroyed by aircraft just like any ground target, using can be played within a small Area of Engagement,
the Air-to-Ground firing rules. roughly 3'x3' square. As the size of the forces used
increases, so too should the size of the Area of
Unlike ground targets, which are often objectives to Engagement, with the average size of an Area of
be destroyed or even rescued as determined by the Engagement being 4'x4', and particularly large battles
scenario being played, Ground Defences are purchased between forces of ten or more aircraft per side, or
as part of a player’s force as described previously. complex scenarios featuring multiple ground objectives
requiring an Area of Engagement of 8'x4'.
The rules refer to ‘aircraft’ in most cases and this will
usually include Scouts, Fighters, Bombers and Ground
Defences. Where a distinction is required, the rules will Designer’s Note – Area of Engagement
refer to Ground Defences specifically. In most tabletop games, the gaming area is usually
referred to as ‘the battlefield’. However, battles in
Ground Defences are not mounted on Aeronautica Aeronautica Imperialis are fought in the open skies,
Imperialis bases and so will usually not occupy a full and such terrestrial terms didn’t seem appropriate.
hex. They are however considered to fully occupy the ‘Area of Engagement’ has a suitably military feel
hex they are in for the purposes of range, both to and and one can easily imagine it being a term used by
from the Ground Defence. an Imperial Navy pilot of the 41st Millennium.

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SQUADRON LISTS

SQUADRON LISTS
The Squadron Lists section of this book (see page Ace Manoeuvres [7]
65) presents profiles for all of the aircraft currently Different aircraft are capable of performing differing
available to play in Aeronautica Imperialis. Each profile Ace Manoeuvres. This is governed by their size,
contains the characteristics, weapon options and speed, aerodynamics and various other factors. This
special rules for each aircraft. These tell players how characteristic presents a list of the Ace Manoeuvres
fast, manoeuvrable and well-armed an aircraft is, as the aircraft can perform by number. For example, an
well as detailing any special rules they or their weapons Imperial Thunderbolt can perform 1-6, whereas an
may have and any alternative weapon options available Imperial Marauder can only perform 1-3. In some
to them. cases, an aircraft may be able to perform more select
manoeuvres, such as 1, 3 and 5.
AIRCRAFT PROFILES
An aircraft profile is broken down into the Min Speed [8]
following sections: The minimum speed at which an aircraft can travel.
An aircraft cannot choose to move at less than its Min
Name [1] Speed without Stalling and risking going into a Spin.
The name by which aircraft of this type are
commonly known. Max Speed [9]
The maximum speed at which an aircraft can travel.
Class [2] An aircraft cannot choose to exceed its Max Speed, and
This is the aircraft’s class: i.e., Scout, Fighter or Bomber. should one ever be forced to attempt to do so, it may
Break Up.
Points [3]
How many points the aircraft costs, used when creating Max Altitude [10]
a force as described on page 65. This is the maximum altitude at which an aircraft can
safely operate. Should an aircraft ever exceed its Max
Special Rules [4] Altitude, it risks Stalling and going into a Spin.
Some aircraft benefit from special rules. Some may be
unique to that aircraft and will be detailed in full on the Note that the minimum Altitude any aircraft can safely
aircraft’s profile. Others are more common and only the travel at is Altitude 1. This is true of all aircraft; hence there
name will be present, with the rule being detailed in full is no Min Altitude characteristic.
elsewhere in this book.
Handling [11]
Structure [5] This characteristic describes how easy an aircraft
The number of damaging hits an aircraft can take is to handle. A low number means that the aircraft
before it is no longer airworthy and drops from the sky. handles very well, responding almost instantaneously
When an aircraft has taken a number of damaging hits and in some cases almost flying itself! A high number
equal to or greater than its Structure characteristic, it means that the aircraft is very unresponsive to the
has been shot down as described in the Firing section pilot, requiring a high degree of concentration or skill.
(see page 23). An aircraft’s Structure characteristic Handling is used to determine how easily an aircraft
is reduced by 1 point for every damaging hit the can recover from a Stall or pull out of a Spin.
aircraft suffers.
Transport [12]
Throttle [6] For most aircraft, this will be shown as a ‘-’, but certain
This allows an aircraft to accelerate or decelerate. It is Bomber class aircraft that can carry a cargo of troops
used at the start of an aircraft’s movement to increase or fighting equipment will have a numerical Transport
or decrease Speed before performing any manoeuvres. characteristic. The rules for delivering such cargoes are
covered later in this book.

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Fuel [13] Additional Weaponry
For most aircraft, this will be shown as a ‘-’,but some, Most aircraft can take additional weapons. What these
i.e., those that carry very little fuel, will have a numerical are, how many an aircraft can select and how many
Fuel value. This is the number of turns the aircraft can fly points each upgrade costs is explained in the aircraft’s
for, after which it is removed from play. For example, an entry in the Squadron Lists section.
aircraft with a Fuel characteristic of 2 could operate for
two turns before running out of fuel and crashing.
AIRCRAFT CARDS
Weaponry The Aircraft cards, available separately, feature
This section of an aircraft’s profile lists the weapons four other sections where additional cards can be
the aircraft is armed with as standard, and includes the placed, showing upgrades the aircraft has been
following weapon characteristics: equipped with. These are:

Weaponry [14]: The primary weapons for the class Aircraft Upgrades [20]: If the aircraft has been
of aircraft. given any upgrades, these can be shown by
placing a corresponding card here, providing a
Fire Arc [15]: The Fire Arc, as shown on the model’s base, ready reference.
into which the weapon can fire.
Pilot [21]: Some supplements will contain rules for
Firepower (FPR) [16]: How many D6 are rolled to hit for pilot upgrades. These may be skills earned during
the weapon at Short, Medium and Long range. campaign play or named Aces purchased as an
upgrade. Cards detailing these improvements can
Damage (DMG) [17]: The score required on a D6 to be placed here.
damage the target on a successful hit and in turn cause
it to lose a Structure point. Crew [22]: As above, some supplements will contain
rules for crew upgrades for larger aircraft. Cards
Ammo [18]: This shows how many shots an aircraft can detailing these upgrades may be placed here
make with a weapon before running out of ammunition. for reference.
In most cases this will be shown as UL (unlimited),
meaning the weapon has unlimited ammunition. Where Additional Weapons [23]: If an aircraft has been
this is shown as a numerical value (1, 2 or 3), this number upgraded to carry any additional weapons, cards
is reduced by 1 every time this weapon is fired. may be placed here detailing their profiles for ease
of reference.
Special [19]: Any additional special rules the
weapon has.

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THE RULES
This section covers the core rules needed to play a game of Aeronautica Imperialis. The turn sequence is explained in full,
including movement and firing (be it air-to-air, air-to-ground or ground-to-air). As is the End phase, during which players
attempt to re-start stalled engines and recover from deadly spins!

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THE TURN

THE TURN
During aerial combat, a tremendous amount of action Phase 1 – Choose Manoeuvres
happens in a very short space of time. Aircraft climb Both players plan out their turn, deciding upon the
and dive, weaving to avoid fire, banking and rolling manoeuvres that their eligible aircraft will perform
left and right. Weapons blaze away, taking snap-shots from the available Ace Manoeuvres. Aircraft that are in
as enemy aircraft pass through a pilot’s crosshairs. a Spin are not eligible to move in this Movement phase
Aeronautica Imperialis represents the ebb and flow of and cannot perform an Ace Manoeuvre.
aerial combat using a turn sequence in which players
take turns to move their aircraft and fire their weapons. Once an Ace Manoeuvre has been chosen for an aircraft,
place a Manoeuvre token showing the appropriate
A turn is split into phases. Each separate phase is number face-down next to the model’s base, taking
completed before moving on to the next phase. Once care to keep the Ace Manoeuvre chosen a secret from
all of the phases are complete, the turn ends and a new opponents at this stage. Players must choose an Ace
turn begins. A single turn plays as follows: Manoeuvre for every eligible aircraft in their force
and place a Manoeuvre token for each. Where an Ace
Manoeuvre includes options such as whether the
TURN SUMMARY aircraft can turn left or right, or choose from various
Phase 1. Choose Manoeuvres: Both players choose final facings after the manoeuvre is complete, is decided
an Ace Manoeuvre for each of their eligible aircraft when it comes to the Movement phase.
and place Manoeuvre tokens accordingly.
Every aircraft needs an Ace Manoeuvre for each turn,
Phase 2. Initiative: Both players roll a D6. The unless it is in a Spin and therefore not eligible to move.
player with the highest score wins the initiative However, if for some reason an aircraft is forgotten, any
this turn. aircraft without a Manoeuvre token will fly straight
ahead at its current speed, without adjusting Speed
Phase 3. Tailing Fire: Aircraft that are Tailing or Altitude.
another aircraft, as determined in the previous End
phase, may fire at the tailed aircraft. The player that Phase 2 – Initiative
won the initiative always chooses an aircraft and This phase determines which player holds the initiative
fires first. for this turn. Each player rolls a D6. The player that rolls
the highest wins the initiative, and for the remainder of
Phase 4. Movement: The player with the initiative this turn they will be able to make the first Tailing Fire
decides who goes first, choosing to move one of shots and will choose which side must move and will
their aircraft or making their opponent make the get to shoot first. All of which can be very important!
first move. Players then alternate choosing and
moving aircraft until all aircraft have moved. If the roll is a tie, re-roll the dice until one side wins
the initiative.
Phase 5. Firing: The player that moved first will
now also fire first, choosing one of their aircraft to Note that once the dice is rolled for initiative, players cannot
fire at the enemy. Players then alternate choosing go back and change any Ace Manoeuvres chosen in the
an aircraft and firing all of its available weapons previous phase!
until all aircraft that wish to fire have done so.
Phase 3 – Tailing Fire
Phase 6. End Phase: Starting with the player with Starting with the player that won the initiative, players
the initiative, both players determine if any of their may choose an aircraft that is in a Tailing position (see
aircraft that Stalled will be able to recover, or if any page 30) to fire at the tailed aircraft. This phase allows
aircraft that are in a Spin are able to recover. Tailing an aircraft that has manoeuvred into a Tailing position
is also determined now. If this is the last turn of the to make use of this advantage before the enemy is able
game, determine Victory points. to move away and shake its pursuer loose, effectively
granting a bonus Firing phase to Tailing aircraft.

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Tailing fire is resolved just like normal Air-to-Air fire Phase 5 – Firing
and ammunition is expended as normal (see page 21). The player that moved an aircraft first in the Movement
Players alternate choosing one of their Tailing aircraft phase will also now fire first with one of their aircraft in
and firing with it until all Tailing aircraft have fired. If the Firing phase.
one player has more aircraft able to fire in the Tailing
Fire phase than the other, their remaining aircraft fire Once firing with the first aircraft has been fully
one after another in an order of their choosing once resolved, players alternate choosing aircraft under their
their opponent has fired with their last aircraft. When control, firing with each until all eligible aircraft have
every eligible aircraft on the tabletop has fired, move on fired. As with movement, if one player has more aircraft
to the Movement phase. to fire with than the other, their remaining aircraft will
fire one after another in an order of their choosing once
Phase 4 – Movement their opponent has fired with their last eligible aircraft.
The player with the initiative decides which player When every eligible aircraft on the tabletop has fired,
will move an aircraft first. Once an aircraft has been move on to the End phase.
chosen to move, its Manoeuvre token is turned over,
revealing which Ace Manoeuvre it will make. Once The Firing phase is covered in greater detail on
the first aircraft has been moved, play switches to the pages 20-28.
other player who will choose an aircraft, turn over its
Manoeuvre token, and then move the aircraft. Play Phase 6 – End Phase
continues in this fashion until all aircraft have been During the End phase, a number of actions are resolved.
moved. If one player has more aircraft to move than Players determine if any of their aircraft that Stalled
the other, their remaining aircraft are moved one during the Movement phase of this turn can attempt
after another in an order of their choosing once their to regain control and avoid falling into a Spin. Any
opponent has moved their last aircraft. When every aircraft which went into a Spin in a previous turn can
eligible aircraft on the tabletop has been moved, move attempt to remedy their situation before they crash into
on to the Firing phase. the ground. Also, both players determine if any of their
aircraft are in a tailing position and able to fire during
The Movement phase is covered in greater detail on the Tailing Fire phase of the next turn.
page 15.
Finally, this is the point where players determine
if either side is forced to disengage due to losses
triggering the Disengagement turn. Alternatively, if it is
the final turn of the game then players work out Victory
points and determine the winner.

The End phase is covered in greater detail on page 29.

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MOVEMENT
The Movement Phase Sequence
Throttle

Speed MOVEMENT
During the Movement phase, aircraft manoeuvre THROTTLE
into position to bring their targets into their sights – Each aircraft has a Throttle value; this allows the
whether diving low to make strafing runs or powering aircraft to accelerate or decelerate before it moves.
up high to intercept enemy bombers, predicting the The Throttle step comes at the start of an aircraft’s
enemy’s movements and manoeuvring to intercept Movement phase. An aircraft can increase or decrease
is vital, and a skill that sets apart ace pilots from the its Speed by an amount less than or equal to its Throttle
crowd. Such is the speed of aerial combat that a pilot value. For example, an aircraft with Throttle 2 may
must always seek to attack where the target is expected increase or decrease its Speed by 1 or 2, but not by more.
to be, rather than where the target currently is. After using Throttle, an aircraft’s Speed is set for the
remainder of the turn, unless it later climbs or dives,
THE MOVEMENT PHASE SEQUENCE which will modify its Speed again at the end of the
The Movement phase is split into the sequence of Movement phase (see page 18). An aircraft may not use
steps that follows. Each player should run through its Throttle to safely increase its Speed above its Max
this sequence in full as they move one of their aircraft, Speed or to decrease its Speed below its Min Speed.
before play passes to their opponent to choose and An aircraft is not obliged to use its Throttle and may
move one of their own aircraft. If one player has choose to maintain its current Speed, which can never
more aircraft to move than the other, their remaining be either below its Min Speed or above its Max Speed.
aircraft are moved one after another in an order of their
choosing once their opponent has moved their last Certain Ace Manoeuvres require more Speed to
aircraft. When every aircraft on the tabletop has been perform, whilst climbing or diving might force an
moved, the Movement phase ends. aircraft briefly above its Max Speed or below its Min
Speed, so it is important to carefully manage an
The player with the initiative will decide which player aircraft’s Throttle at the start of every Movement phase
goes first in the Movement phase, opting to move one to avoid disaster later on.
of their own aircraft or making their opponent move an
aircraft first. SPEED
An aircraft’s Speed is recorded using the Speed Dial
Each aircraft follows the same sequence: on the model’s base, with each increment being 1 point
of Speed. An aircraft must move one hex on the grid
1. Throttle: Use the aircraft’s Throttle characteristic per point of Speed. It must move the full distance for
to adjust the Speed of the aircraft for this turn. Speed the Speed indicated (after acceleration or deceleration
dictates how far an aircraft must move and if not during the Throttle step, as described above). An aircraft
carefully managed may result in the aircraft failing to cannot move less. For example, an aircraft that is
execute an Ace Manoeuvre safely or leaving the Area of travelling at Speed 6 must move six hexes during its
Engagement entirely. Move & Manoeuvre step. It cannot move less.

2. Move and Manoeuvre: Move the aircraft using the Minimum Speed
Ace Manoeuvres diagrams (see page 88) as a guide – Each aircraft has a Min Speed value. If an aircraft ever
the distance between each stage of the manoeuvre can drops below its Min Speed during its Movement phase
vary depending upon the Speed at which the aircraft (usually as a result of climbing during a manoeuvre but
is travelling. sometimes as a consequence of a special rule), it will
Stall (see page 18) and risks falling into a Spin (see
3. Adjust Altitude: After an aircraft has completed its page 29).
movement, it can adjust its Altitude to represent the
aircraft climbing or diving as it manoeuvres.

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Move and Manoeuvre

Maximum Speed As previously described, at the start of each turn,


Each aircraft has a Max Speed value which it cannot during the Choose Manoeuvres phase, players choose
exceed by using its Throttle, but which it may briefly which Ace Manoeuvre each aircraft they control will
exceed as a result of diving. If an aircraft ends its use to perform a manoeuvre from those available to
movement at a Speed higher than its Max Speed, it it. A Manoeuvre token showing the number of the Ace
risks Breaking Up (see page 19). Manoeuvre chosen for the aircraft is placed face-down
either next to or on the model’s base during the Choose
Note here that in both cases, Min Speed and Max Speed, Manoeuvres phase.
player error is a factor, and should a player misjudge
an aircraft’s Speed, adjusting the Speed dial above the During the Move & Manoeuvre step of the Movement
maximum or below the minimum allowed for that aircraft, phase, when the aircraft is chosen to move, this token
they must deal with the consequences! is turned over, revealing the aircraft’s planned Ace
Manoeuvre. This is then performed as described below:
Speed 0 – Hovering
Some aircraft have a Min Speed of 0, this means they 1. Choose Direction: Several Ace Manoeuvres show
can Hover in a stationary position. Such an aircraft will the aircraft moving to its left or right from its starting
automatically Hover should its Speed be reduced to position. The controlling player is free to choose in
0 for any reason. If an aircraft with a Min Speed of 0 which direction the aircraft will move. If the chosen
wishes to Hover, it must reduce its Speed to 0 during Ace Manoeuvre only shows the aircraft moving
the Throttle step of the Movement phase; doing so will forward from its starting position, the aircraft must
mean that the aircraft is Hovering during the Move & move forward.
Manoeuvre step of the Movement phase, regardless
of any Ace Manoeuvres chosen during the Choose 2. Movement: Once the direction that the aircraft is
Manoeuvres phase. Simply discard the Manoeuvre moving in has been decided, the controlling player is
token and do not make the chosen Ace Manoeuvre. free to choose how many points of Speed the aircraft
will use to move in that direction before the Manoeuvre
Whilst at Speed 0, the aircraft does not move and part of the step. Each point of Speed is equal to one
is not obliged to choose an Ace Manoeuvre. It may, hex. The aircraft does not have to use all of its points
however, turn to face any direction during the Move & of Speed to move between its starting position and
Manoeuvre step of the Movement phase. the hex in which it performs a manoeuvre, but it must
move at least one hex. Unspent points of Speed must be
If a Hovering aircraft wishes to move off again, it must used after the Ace Manoeuvre has been completed (see
have chosen an Ace Manoeuvre during the Choose 5. Remaining Movement opposite).
Manoeuvres phase and must adjust its Speed during
the Throttle step of the Movement phase accordingly. If 3. Manoeuvre: Once an aircraft has moved at least
no Ace Manoeuvre has been chosen, a Hovering aircraft one hex from its starting position, the controlling
may not adjust its Speed. player may have to change its facing, thus performing
a manoeuvre. Some Ace Manoeuvres allow the aircraft
MOVE AND MANOEUVRE a choice of facing here, shown by several arrows, but
In Aeronautica Imperialis, aircraft bank, side-slip, roll other Ace Manoeuvres do not give a choice, showing
and perform other manoeuvres as determined by the only one arrow. The aircraft must turn so that its Front
Ace Manoeuvres. There are eight such manoeuvres, Arc faces the direction shown by one of these arrows.
named accordingly and numbered from 1 to 8 for ease,
shown on the Ace Manoeuvres reference sheets and
on page 88 of this book. These cover a range of options
from the very simple to the highly complex, with 1 being
the most simple and 8 being the most complex.

The Ace Manoeuvres an aircraft can attempt are


dictated by its Ace Manoeuvres characteristic.

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The Edge of the Area of Engagement

4. Repeat: Some of the Ace Manoeuvres consist of two 6. Occupied Hexes: Should a moving aircraft ever end
stages of movement and manoeuvre. If one of these its movement in a hex occupied by another aircraft,
is being performed, the aircraft repeats the process, the moving aircraft will continue moving in the same
moving at least one hex before its first manoeuvre and direction until it reaches the first unoccupied hex.
then moving at least one more hex before manoeuvring Should an aircraft end its movement in a hex occupied
again into its final facing. by a Ground Defence, a ground target, or anything
else that makes placing the aircraft’s base difficult,
Eg, an aircraft travelling at Speed 3 is performing Ace the obstruction may be temporarily moved aside and
Manoeuvre 7, a manoeuvre consisting of two moves and replaced once the aircraft has moved. Should a Ground
manoeuvres before its final facing is chosen. From its Defence be required to fire whilst its hex is occupied
starting position it uses 1 point of Speed to move one hex by an aircraft, it can still do so as normal even if the
forward and to the left. It then performs a manoeuvre, miniature has been temporarily moved aside.
turning to the left and uses two points of Speed to move
two hexes before choosing its final facing, thus completing THE EDGE OF THE AREA OF ENGAGEMENT
the Ace Manoeuvre. If an aircraft’s movement takes it beyond the edge of the
Area of Engagement or into an incomplete hex at the
edge of the Area of Engagement, the aircraft Disengages
immediately and may not return to the game. There are
several ways in which this can happen:

Accidental Disengagement
It may happen that an aircraft moves beyond the edge
RW17.1: Banking Manoeuvre. of the Area of Engagement during a manoeuvre. Most
often this occurs accidentally during the Movement
phase as the result of travelling at too high a Speed,
or when a player misjudges an Ace Manoeuvre.
If an aircraft moves beyond the edge of the Area of
Engagement or into an incomplete hex at the edge of
the Area of Engagement during the Movement phase
of any turn other than the Disengagement turn (see
page 31), that aircraft counts as having Accidentally
Disengaged when calculating Victory points.

Voluntary Disengagement
Players may voluntarily manoeuvre an aircraft out of
RW17.2: Graphic representation of a Bankin
g Manoeuvre. the Area of Engagement during the Disengagement
(Approved for War Zones 198ZZ-885K) turn (see page 31) in order to deny their opponent
Victory points for damaged aircraft. If an aircraft
5. Remaining Movement: If an aircraft has not moved crosses the edge of the Area of Engagement in
a number of hexes equal to its current Speed, it must any other circumstances, it counts as having
now do so. For instance, if the aircraft in the previous Accidentally Disengaged.
example had been travelling at Speed 4, it would have
completed its Ace Manoeuvre as described, but would Note that in future supplements, some scenarios may
then be obliged to move forward one more hex to use allow an aircraft that has completed a scenario objective
its remaining movement. to Voluntarily Disengage at any time, not just during the
Disengagement turn.
If, for any reason, an aircraft cannot complete its
chosen Ace Manoeuvre, for example, if the aircraft did
not use sufficient Throttle and is travelling too slowly,
it will Stall.

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Adjust Altitude

ADJUST ALTITUDE Stalling


Altitude represents the height an aircraft is above the Should an aircraft ever attempt to climb above its Max
ground. Like Speed, Altitude is recorded by using the Altitude characteristic, above Altitude 5, or should an
model’s Altitude dial on the model’s base. 0 is ground attempt to climb cause the aircraft to reduce its Speed
level, only a landed aircraft can safely be at Altitude below its Min Speed characteristic, for any reason
0. Should an aircraft fall to Altitude 0 as the result including player error, it will Stall and risks falling into
of a Spin or as the result of a miscalculated dive, it a Spin (see page 29). A Stall token is placed beside the
may crash (see below). Otherwise, an aircraft can model on the tabletop as a reminder that, during the
travel at an Altitude level between 1 and 5 (1 being the End phase, the aircraft must attempt to recover or it
minimum Altitude for all aircraft) as determined by its will fall into a Spin.
Max Altitude characteristic. Altitude is important as
an aircraft must be at a similar Altitude to an enemy Note that aircraft with a Min Speed characteristic of 0 are
aircraft to be able to fire at it in the Shooting phase able to Hover (see page 16), and so cannot Stall and do not
and, as mentioned, to determine if an aircraft in a Spin risk going into a Spin. Instead, they will simply Hover at
crashes into the ground. their Max Altitude until the next turn. However, it must also
be noted that aircraft with a Min Speed of 0 cannot Stall to
Aircraft can adjust their Altitude based on their avoid enemy fire!
current Speed after completing an Ace Manoeuvre and
movement. Aircraft may attempt to briefly exceed their Diving
Max Altitude, or even to climb beyond Altitude 5, but Diving after performing an Ace Manoeuvre will cause
they cannot remain at such Altitude and will Stall and an aircraft to increase its Speed and may briefly allow
risk falling into a Spin. Doing so is extremely dangerous it to exceed its Max Speed. This is represented in the
but it may prove a risk worth taking to avoid enemy fire. game as follows:

If at the end of the Move & Manoeuvre step of the


Designer’s Note – Altitude Movement phase an aircraft dives to decrease its
The numbers that represent Altitude are Altitude, its Speed will be increased by 1. Adjust the
somewhat abstract; 1 might equal 100 metres or 1 Speed dial on the model’s base accordingly.
kilometre, it doesn’t really matter, although some
players may wish to agree amongst themselves The faster an aircraft is travelling, the more able to dive
what the numbers represent. Doing so can add it is. This is represented as follows:
considerably to the narrative experience of a game
of Aeronautica Imperialis. Speed 1-4: An aircraft may decrease its Altitude by 1.
Speed 5-9: An aircraft may decrease its Altitude by 1 or 2.

Climbing Crashing
Climbing after performing an Ace Manoeuvre will Should an attempt to dive reduce an aircraft’s Altitude
slow an aircraft down. This is represented in the game to 0 for any reason, including player error, it risks
as follows: crashing into the ground and being destroyed. Roll a
D6. On a 3+, the pilot is able to recover safely. On a 1
If at the end of the Move & Manoeuvre step of the or 2, however, the pilot is unable to pull out of the dive
Movement phase, an aircraft climbs to increase its and the aircraft crashes into the ground. All remaining
Altitude, its Speed will be reduced by 1. Adjust the Speed Structure points are lost and the aircraft is immediately
dial on the model’s base accordingly. removed from play.

The faster an aircraft is travelling, the better able it is to If the aircraft avoids crashing, it will remain at Altitude
climb. This is represented as follows: 1 with its Speed increased for diving as described above.
Should this increase the aircraft’s Speed above its Max
Speed 1-4: An aircraft may increase its Altitude by 1. Speed, it still runs the risk of Breaking Up.
Speed 5-9: An aircraft may increase its Altitude by 1 or 2.

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Breaking Up
Should a diving aircraft ever exceed its Max Speed Designer’s Note – Stalling and Diving
characteristic for any reason, including player error, it Stall and Spin tokens are included to help make
risks Breaking Up. Roll a D6. On a 3+, the aircraft is able it abundantly clear that an aircraft has Stalled or
to withstand the stresses of high speed and the pilot is is plummeting towards the ground. However, a
able to recover safely. On a 1 or 2, however, the aircraft feature of the models that we made great use of
suffers a catastrophic failure and immediately suffers during playtesting is that they twist and rotate
one damaging hit (see page 23). atop their bases. Players may wish to do the same
as us; pointing an aircraft’s nose upwards when
If Breaking Up is avoided, or if the aircraft still has it is Stalled, or downwards when it is in a Spin. It
Structure points remaining, the aircraft’s Altitude certainly adds to the visual appeal of the game!
is reduced for diving as described previously, to a
minimum of Altitude 1, and the Speed dial will remain
at the Max Speed of the aircraft.

SPECIAL MANOEUVRES
Any aircraft may attempt to perform the following Special Manoeuvres during the Movement phase, provided
the relevant criteria are met:

LANDING TAXIING
Any aircraft can land during a game of Aeronautica While landed, an aircraft may taxi to manoeuvre into
Imperialis. Although very risky to do so whilst under a better position or to move into a landing zone. A
enemy fire, transport aircraft may be required to taxiing aircraft moves at Speed 1 and may change its
land in a landing zone in order to drop off troops, as facing freely before and after moving.
required by some of the scenarios.
TAKING-OFF
To land, the aircraft must choose Ace Manoeuvre 1 To take off, a landed aircraft with Altitude and Speed
during the Choose Manoeuvres phase, must be at set to 0 must choose Ace Manoeuvre 1 during the
Altitude 1 and must be travelling at its minimum Choose Manoeuvres phase. When chosen during the
Speed after the Throttle step of the Movement phase. Move and Manoeuvre step of the Movement phase, it
If these criteria are met, when chosen during the sets its Speed to its Min Speed characteristic before
Move and Manoeuvre step of the Movement phase completing its movement and setting its Altitude to 1.
the aircraft is able to land at the end of its movement.
Reduce both its Altitude and Speed to 0. Landed The aircraft may not fire in the Firing phase of the
aircraft cannot fire any weapons during the Firing turn in which it took off, but may do so in subsequent
phase. Whilst landed, aircraft are vulnerable to Air-to- turns. In subsequent turns, the aircraft follows all of
Ground fire as if they were Ground Defences. the normal rules.

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FIRING

The Firing Phase Sequence


FIRING
In the Firing phase, aircraft unleash their weapons upon All aircraft follow the same sequence of steps
their targets. Cannon and heavy machine guns blaze, when firing:
rockets and missiles streak through the skies, bombs
are dropped and flak storms fill the skies with deadly 1. Targeting: Players select targets for the aircraft to fire
barrages, all in an effort to bring down enemy aircraft. upon and determine if they are able to do so, checking
Fire Arcs and Range.
THE FIRING PHASE SEQUENCE
The player that moved first in the Movement phase will 2. Firepower: Players determine how many Firepower
also choose an aircraft and fire first in the Firing phase. dice are rolled and the score required to hit on each
The Firing phase is split into a sequence of steps. Each dice, and then roll to hit the target.
player should follow these steps for each aircraft in
their force. 3. Ammo: If the weapon has an Ammo characteristic of
1, 2 or 3, reduce the Ammo characteristic by 1 every time
Once firing with the first aircraft has been fully the weapon is fired.
resolved, players then alternate choosing aircraft under
their control, firing with each until all eligible aircraft 4. Damage: If any hits were scored on the Firepower
have fired. As with movement, if one player has more dice, these dice are rolled again as Damage dice to
aircraft to fire with than the other, their remaining determine if the target suffers any damaging hits which
aircraft will fire one after another in an order of their will cause it to lose Structure points.
choosing once their opponent has fired with their last
eligible aircraft.

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Air-to-Air Fire

AIR-TO-AIR FIRE It may happen that an aircraft is within two Fire Arcs of
Air-to-Air firing is aircraft firing at other aircraft, in an enemy aircraft at the same time, the hex it occupies
other words, both firer and target are airborne, travelling being intersected by the line between the firing
at Altitude 1 or above. This is by far the most common aircraft’s different Fire Arcs. In this case, if the firing
form of firing in Aeronautica Imperialis. The following aircraft has weapons that face into both of those Fire
rules apply not only during the Firing phase, but also Arcs, they may all target the same enemy aircraft.
during the Tailing Fire phase (see page 13) and should
be followed in both phases. Fire Arcs are as follows (see page 5 for diagram):

TARGETING • Front: This is 60 degrees directly forwards of the


In order for an enemy aircraft to be targeted, it must aircraft’s base.
meet certain criteria: it must be within the weapon’s • Rear: This is 60 degrees directly behind the
Fire Arc and within range of the firing aircraft. If the aircraft’s base.
target is at a different Altitude to the firing aircraft, it • Left Side: This is 120 degrees to the left of the
may be targeted but will be harder or impossible to aircraft’s base (in some rare cases this may be further
hit. Aircraft that are Stalled or in a Spin may also be split into Left Side – Front and Left Side – Rear).
targeted but will also be harder or even impossible • Right Side: This is 120 degrees to the right of the
to hit. aircraft’s base (in some rare cases this may be further
split into Right Side – Front and Right Side – Rear).
Fire Arcs • All Round: Some weapons can fire in 360 degrees, in
Aircraft weapons are limited to targeting enemy aircraft other words, into every Fire Arc. Note, however, that
and firing only into the Fire Arc in which they face. such weapons will always be limited to firing Up or
Each aircraft entry in the Squadron Lists section details Down (as follows).
the Fire Arcs into which an aircraft’s weapons face. For • Up: Means that this weapon may only target aircraft
ease of play, Fire Arcs are marked on the aircraft’s base, which are at the same Altitude level as this aircraft or
and it is important to note that Fire Arcs are always above it.
determined by the position of the aircraft’s base rather • Down: Means that this weapon may only target
than the position of the model, as it is possible for aircraft which are at the same Altitude level as this
models to twist and rotate atop their bases. aircraft or below it.

An aircraft may target only one enemy aircraft within Directly Overhead
each Fire Arc, even if there are several enemy aircraft It is important to note, whilst discussing Fire Arcs, that
within the same Fire Arc. In other words, aircraft which it may sometimes happen that an aircraft occupies
have multiple weapons that fire into the same Fire Arc the same hex as a Ground Defence or a Ground
must fire all of them at the same target. Target. When this occurs, the aircraft is said to be
Directly Overhead.
If an aircraft has weapons that face into different Fire
Arcs, it may target one enemy aircraft in each Fire Arc When an aircraft is Directly Overhead a Ground Target,
it can fire into – allowing it to target multiple enemy it is still considered to be within the Ground Defence’s
aircraft – provided each target is in a different Fire Arc. All Round Fire Arc. Similarly, when an aircraft is
For example, an Imperial Navy Marauder Bomber has a Directly Overhead a Ground Defence or Ground Target,
rear turret as well as forward facing lascannon, so could these are considered to be within the aircraft’s Rear
fire at one enemy aircraft in its Front Fire Arc, and one Fire Arc.
enemy aircraft in its Rear Fire Arc.

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Range Roll to Hit
As well as being in the weapon’s Fire Arc, the target To determine if a firing weapon scores a hit on its
must also be in range. For all weapons there are three target, roll the Firepower dice. The D6 roll which is
range bands: Short, Medium and Long range. The range required to hit a target with Air-to-Air fire is always 5+.
between an aircraft and its target is always measured by
counting hexes from the Fire Arc of the weapon being The following modifiers may also apply to the dice roll:
used for the attack, to the hex the target is in.
• -1 to the dice roll if the target has a Stall or Spin token
Ranges are: on it.
• -1 to the dice roll per level of Altitude difference
Hexes Range between the firing aircraft and its target.
1-4 Short range
5-7 Medium range Note that, as the above modifiers are cumulative, an aircraft
8-10 Long range cannot normally target another aircraft that is 2 or more
Altitude levels above or below it.
Not all weapons can fire at all ranges, some can only
be fired at Short or Medium range, for example, whilst
other weapons, such as anti-aircraft missiles, can only Designer’s Note – Stalling
be fired at Long range. This information is provided in It may seem counter-intuitive to many players to
the Squadron Lists (see page 65). push an aircraft above its maximum Altitude or to
slow it below its Min Speed, causing the engine to
FIREPOWER Stall and risking falling into a Spin, but for certain
All weapons have a Firepower characteristic for the aircraft and at certain Altitudes this may be the
three range bands described previously, detailed on best option to avoid enemy fire. The sudden and
their entry in the Squadron Lists. The first number is a dramatic cessation of forward motion can confuse
weapon’s Firepower at Short range, the second number even the most sophisticated of targeting systems,
is the weapon’s Firepower at Medium range, and the and a pilot may decide to Stall engines and rely on
third number is the weapon’s Firepower at Long range. the Handling characteristics of the aircraft to pull
out of a Spin should their previous Ace Manoeuvres
A weapon’s Firepower characteristic is the number of fail to get them out of the crosshairs!
D6 rolled for that weapon when firing at that range.
These D6 are referred to as Firepower dice.
AMMO
For example, the quad big shootas on an Ork Dakkajet have Whenever an aircraft fires a weapon, ammunition
a Firepower characteristic of 8-4-0, meaning that at Short is expended, even if the weapon is found to be out
range, eight D6 are rolled when firing, at Medium range four of range when range is measured. How this works
D6 are rolled, and at Long range no dice are rolled. depends upon the Ammo characteristic of the weapon
itself. Weapons with an Ammo characteristic of UL
Some weapons are more effective at longer ranges. This (unlimited) cannot run out of ammunition. Weapons
can be for a variety of reasons, be it targeting systems with an Ammo characteristic of 1, 2 or 3 reduce the
acquiring lock, the convergence of weapons systems value each time they are fired. When such a weapon’s
meaning that they become more effective at longer Ammo characteristic is reduced to 0, the weapon may
range than close in, or an aircraft’s manoeuvrability no longer be fired. For example, a weapon with Ammo 1
allowing it to stay on-target. may only be fired once, as it is immediately reduced to
Ammo 0, whereas a weapon with Ammo 3 may be fired
three times before it is reduced to Ammo 0.

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Special Situation - Tailing

DAMAGE
Successful hits do not necessarily inflict damage; many SPECIAL SITUATION – TAILING
shots will simply pass straight through an aircraft’s Tailing is the term used to describe the situation of
lightweight frame without hitting anything important. one aircraft being directly behind an enemy aircraft.
Each Firepower dice that scores a hit must be rolled This is a very good position for an aircraft to be in,
again, this time as a Damage dice. Each weapon has a firstly because the majority of aircraft do not have
Damage characteristic presented as the score required weapons that face into their Rear Fire Arc and so
on the Damage dice to cause damage. For example, a most cannot return fire. Secondly, because a pilot
weapon with a Damage characteristic of 4+ will cause is able to easily track the tailed aircraft, enabling
damage on any of the Damage dice that roll a 4 or them to bring huge amounts of firepower to bear in
higher. Larger, more powerful weapons, are more likely a short space of time.
to cause damage than smaller weapons.
This is represented in the game by the Tailing
Each successful Damage dice roll causes one damaging Fire phase. Whether an aircraft is Tailing or not
hit to the target, reducing its Structure points is determined in the End phase (see page 30),
accordingly. When an aircraft has 0 Structure points as it does not have any direct bearing during the
remaining, it has been shot down and falls to the Movement or Firing phases. If during the End
ground. Remove the aircraft from play. phase an aircraft is determined to be in a Tailing
position, it will gain an extra chance to fire upon
the tailed aircraft during the Tailing Fire phase of
the following turn, before the tailed aircraft has
the opportunity to pull off any evasive manoeuvres
that will shake loose the Tailing aircraft.

Note, however, that an aircraft which is in a Spin


cannot be tailed.

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Weapon Special Rules

WEAPON SPECIAL RULES Ground Attack


Certain weapons have special rules, listed along with Some weapons are designed with the sole purpose of
other characteristics in the Squadron Lists section. destroying ground targets, such as most bombs and
Weapons may have one or more special rules, in any certain missiles. Weapons with the Ground Attack
combination, or none. This list of weapon special rules special rule may only be used against ground targets
is by no means exhaustive, additional weapon special during a Bombing Run (see page 27). A ground target
rules may be added in future supplements. is any Ground Defence, landed aircraft, or any ground
target as described by a scenario – they can never be
The weapon special rules are as follows: used to target anything at Altitude 1 or above.

Extra Damage (X+) Aerial Attack


Some weapons are so powerful that they can cause Some weapons are only designed to be used against
more damage than most other weapons. If a weapon aerial targets, such as certain missiles and the majority
has the Extra Damage special rule, it will also have a of Ground Defence weapons. Weapons with the Aerial
number in brackets after it, for example, Extra Damage Attack special rule may only be used against targets at
(5+). This will always be a higher number than the Altitude 1 or higher; they can never be used to target
weapon’s Damage characteristic. anything at Altitude 0 and cannot be used to make a
Strafing Run (see page 26).
When rolling the Damage dice, any rolls that equal or
exceed the Extra Damage number will cause 2 Structure Ground-to-Air Fire
points to be lost by the target rather than the usual 1 Weapons with this special rule can only be used at
Structure point. Altitude 0 and may only target aircraft at Altitude 1
or above. They cannot be used to target anything at
For example, a lascannon has a Damage characteristic of 2+ Altitude 0 (see page 28).
and has the Extra Damage (6+) special rule. When rolling
the Damage dice, a lascannon will cause the target to lose 1 Effective Altitude (X)
Structure point on rolls of 2 or higher, but should any of the This special rule is only present in conjunction with the
Damage dice roll a 6, that dice will cause the target to lose 2 Ground-to-Air Fire rule (see above).
Structure points.
The number in brackets after the name of the rule
Tail Gunner represents the highest Altitude level at which such
Some weapons are fitted into the tail sections of weapons are accurate. If an aircraft is travelling at an
aircraft, enabling them to return fire against enemy Altitude higher than the number shown, the chance of
aircraft that have manoeuvred into a tailing position, hitting is reduced (see page 28).
giving them more protection from Tailing Fire.

Once per turn, when fired upon by an enemy aircraft


in the Tailing Fire phase, an aircraft may immediately
return fire with any weapons that have this special rule.
This is resolved just like normal Air-to-Air fire and may
be done even if the aircraft is destroyed, as it can be
assumed that the Tail Gunner and the Tailing aircraft
fire simultaneously.

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Autonomous Weapons Once deployed, the Autonomous weapon moves up to
These are self-propelled guided missiles or bombs, six hexes in a straight line directly away from the firing
capable of controlling their own flight path towards a aircraft. From the next turn onwards, the Autonomous
target. They are deployed from an aircraft during the weapon will travel D3+3 hexes in the same direction at
Firing phase when they are ‘fired’. When fired, place a the end of each Movement phase, after all other aircraft
model representing the Autonomous weapon in a hex have moved. During this movement, the Autonomous
immediately adjacent to one of the Fire Arcs listed, as weapon may turn once to the left or right, as shown in
shown on the diagram. When fired, an Autonomous the diagram below. Should the Autonomous weapon
Weapon may choose its facing, as shown by the arrows move beyond the edge of the Area of Engagement, it is
in the diagram below. The firing aircraft may place a removed from play.
maximum of two Autonomous weapons in this way
during a single Firing phase. Firing an Autonomous
weapon does not require a target.

RW25.2: Graphic representation of moving an Autonom


ous Weapon
(Drawn from Classified: A Primer of Treacherous Xenos
Tactics)

ous Weapon
RW25.1: Graphic representation of deploying an Autonom
(Drawn from Classified: A Primer of Treacherous Xenos Tactics)
If at the end of any Firing phase the Autonomous
weapon occupies a hex adjacent to any other aircraft,
roll a D6. If the result is a 2 or higher, the Autonomous
weapon has hit the aircraft. Roll one Damage dice
against the hit aircraft, as described on page 23, after
which the Autonomous Weapon is removed from
play. If the result of this hit roll is a 1, the Autonomous
weapon misses and will continue to fly in the next turn.
Note that Autonomous weapons are able to climb and
dive extremely rapidly. Therefore, Autonomous aircraft
ignore the Altitude of other aircraft when making
this roll.

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Air-to-Ground Fire

AIR-TO-GROUND FIRE STRAFING RUN


This section covers aircraft targeting anything on the A Strafing Run is the term given for a low-level attack
ground. This could be anything at Altitude 0, be it made by any aircraft against ground targets, usually by
Ground Defences such as flak guns and anti-aircraft Scouts or Fighters, but sometimes by Bombers.
emplacements, ground targets such as enemy bunkers,
vehicles or buildings, or any landed aircraft and so on. Fire arcs and range for Air-to-Ground fire are
determined during the Firing phase using the normal
GROUND ATTACKS rules as described on pages 21-22 for Air-to-Air fire.
There are two types of ground attack an aircraft can To perform a Strafing Run, an aircraft must be travelling
make: Strafing Runs and Bombing Runs. In general, at Altitude 1. Aircraft at Altitude 2 or higher may not
most aircraft can make Strafing Runs provided their perform a Strafing Run.
weapons do not have the Aerial Attack special rule,
whilst only those equipped with weapons with the To Hit
Ground Attack special rule can make Bombing Runs. To hit an Altitude 0 target during a Strafing Run, roll
There are some rare exceptions to this which will be a number of Firepower dice equal to the Firepower
detailed in the Squadron Lists section. characteristic of the weapon being used, as described
on page 22.
Altitude 0 targets are fired at just like aerial ones, with
the exception that aircraft equipped with weapons with The D6 roll required to hit an Altitude 0 target during a
the Ground Attack special rule can make a Bombing Strafing run is 5+.
Run whilst simultaneously targeting other aircraft. This
means, for example, that an Imperial Navy Marauder Damage
armed with Wing Bombs may fire at another aircraft For each hit scored, roll for damage as described on
as described on page 21 and still make a Bombing Run page 23, using the weapon’s Damage characteristic
against Altitude 0 targets. An aircraft making a Strafing and any applicable special rules (Extra Damage,
Run, however, is focusing all of its attention against for example).
a ground target and may not target other aircraft in a
different Fire Arc with other weapons during the same As described previously, each successful Damage dice
Firing phase. roll causes the target to lose 1 Structure point. When
reduced to 0, the target is destroyed.
Air-to-Ground firing follows the same sequence of steps
as described for Air-to-Air fire (see page 21), with the
following exceptions:

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BOMBING RUN Bomb Creep
A Bombing Run is a high-level attack used to saturate a Of course, dropping bombs from high altitude is not
target area with bombs or missiles. Only aircraft armed a very exact art and the destruction caused by heavy
with weapons with the Ground Attack special rule may Bombing Runs is rarely confined to a single target.
make a Bombing Run. After rolling one or more successful hits, roll a D6 for
any other potential targets within a hex adjacent to the
Fire arcs and range for Air-to-Ground fire are target of a Bombing Run that are at Altitude 0, be they
determined during the Firing phase using the normal friendly or enemy, Ground Defences or landed aircraft.
rules as described on pages 21-22 for Air-to-Air fire. On the roll of a 4+, they are also hit and caught in the
storm of fire and shrapnel. Roll once for damage against
To Hit targets hit by Bomb Creep as normal for the weapon,
Unlike Air-to-Air fire or Strafing Runs, the effectiveness using its Damage characteristic.
of weapons with the Ground Attack special rule when
used to make a Bombing Run will vary depending on Damage
the Altitude the aircraft is travelling at. For each hit scored, roll for damage as described on
page 23, using the weapon’s Damage characteristic
To hit an Altitude 0 target during a Bombing Run, roll and any applicable special rules (Extra Damage,
a number of Firepower dice equal to the Firepower for example).
characteristic of the weapon being used, as described
on page 22. As described previously, each successful Damage dice
roll causes the target to lose 1 Structure point.
The D6 roll required to hit an Altitude 0 target during a When reduced to 0, the target is destroyed.
Bombing run is 5+.

The following modifiers may also apply to the dice roll:

• +1 to the dice roll if there is only one level of Altitude


difference between the firing aircraft and its target.
• -1 to the dice roll if there are three levels of Altitude
difference between the firing aircraft and its target.
• -2 to the dice roll if there are four or more levels of
Altitude difference between the firing aircraft and
its target.

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Ground-to-Air Fire

GROUND-TO-AIR FIRE To Hit


This covers Ground Defences firing at enemy aircraft All Ground-to-Air weapons have a Firepower
with any of their weapons. Ground-to-Air fire is often characteristic just like any other weapon, detailing the
commonly known as anti-aircraft fire, AA or flak. number of Firepower dice rolled at Short, Medium and
Ground targets in scenarios are often defended by Long range, as described on page 22.
formidable Ground-to-Air capable Ground Defences,
and most races in the 41st Millennium have a variety of The D6 roll required to hit with any Ground-to-Air
such weapons available. weapon is 5+.

A player may choose a Ground Defence to fire a The following modifiers may also apply to the dice roll:
Ground-to-Air weapon under their control as if it
was another aircraft in their force. Therefore the • -1 to the dice roll if the target has a Stall or Spin token
Ground Defence may be chosen at any time during the on it.
Firing phase. • -1 to the dice roll per level of Altitude the target is
above the firing weapon’s Effective Altitude (X).
Ground-to-Air firing follows the same sequence of steps
as described for Air-to-Air fire (see page 21), with the Damage
following exceptions: For each hit scored, roll for damage as described on
page 23, using the weapon’s Damage characteristic
TARGETING and any applicable special rules (Extra Damage,
Any weapon with the Ground-to-Air special rule can for example).
target a single enemy aircraft during the Firing phase,
provided it is within the range of the weapon. As described previously, each successful Damage dice
roll causes the target to lose 1 Structure point. When
All Ground-to-Air weapons have an All Round Fire Arc. reduced to 0, the target is destroyed.

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END PHASE

The End Phase Sequence

Stalled Aircraft END PHASE


In the End phase, players determine whether some Ending the Game
or all aircraft from either side must disengage, as it is If this is the End phase of the final turn, or if only one
very rare for a dogfight to last until all aircraft have player has aircraft left in the Area of Engagement, the
been shot down; normally one side will suffer heavy game ends and players work out victory conditions.
casualties, run low on fuel or run low on ammo and be
forced to fall back to avert disaster. Once the End phase sequence has been completed, the
next turn begins unless, of course, the game has ended.
For those aircraft still in the fight, the End phase
is where players attempt to avoid more immediate STALLED AIRCRAFT
disaster, be it restarting a Stalled engine or pulling an If, for any reason, an aircraft has a Stall token on it, the
aircraft out of a Spin. controlling player can attempt to recover the aircraft
before it falls into a Spin.
THE END PHASE SEQUENCE
The End phase is split into a sequence of steps. To recover an aircraft with a Stall token on it, roll a
Both players, starting with the player who holds the D6 and compare the result to the aircraft’s Handling
initiative, run through each step of this sequence for all characteristic. If the result is equal to or higher than
of their aircraft, before moving on to the next step of the aircraft’s Handling characteristic, the aircraft
the sequence. has recovered from the Stall. The aircraft’s Speed is
reduced by 1 for climbing as described on page 18, to a
1. Stalled Aircraft: Players attempt to recover any minimum of the aircraft’s Min Speed characteristic, and
aircraft that Stalled during this turn. If they cannot, the the Altitude dial is adjusted to or remains at the Max
aircraft will fall into a Spin. Altitude of the aircraft. In subsequent turns, the aircraft
follows all of the normal rules.
2. Recovering from a Spin: If any aircraft fell into
a Spin in a previous turn, players attempt to regain If the result of the roll is lower than the aircraft’s
control before the aircraft crashes into the ground. Handling characteristic, however, the aircraft does not
recover and falls into a Spin. A Spin token is placed
3. Determine Tailing: Players determine if any of their beside the model on the tabletop and in the next turn
aircraft are in a position to fire on enemy aircraft in the it will Spin, as follows. The player may not attempt to
Tailing Fire phase of the following turn. correct the Spin until the next End phase.

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Recovering from a Spin
Tailing
RECOVERING FROM A SPIN TAILING
Players now attempt to recover aircraft that have fallen During the final step of the End phase, players
into a Spin during a previous turn (not aircraft that determine if any of their aircraft are in position to make
have only just fallen into a Spin during this End phase). use of the Tailing Fire phase of the next turn.

Whilst in a Spin, an aircraft can do nothing else; it may To be in a Tailing position, the Tailing aircraft
not perform Ace Manoeuvres and may not fire, it simply must have its target within its Front Arc whilst
falls towards the ground, reducing its Altitude by 1 in simultaneously being wholly within the target’s Rear
the End phase after attempting to recover, should it fail Arc, must be within Short or Medium range of its target
to do so. and must be at the same Altitude or at one Altitude
level above or below it. If all of these criteria are met,
To recover an aircraft with a Spin token on it, roll a the tailing aircraft may then fire at the tailed aircraft
D6 and compare the result to the aircraft’s Handling during the Tailing Fire phase of the next turn (see
characteristic. If the result is equal to or higher than page 13).
the aircraft’s Handling characteristic, the aircraft has
recovered from the Spin. The aircraft’s Speed dial is Players may wish to place a Tailing token next to the
set to its Max Speed characteristic and its facing is Tailing aircraft as a reminder that it can fire during the
randomly determined. To do this, number the sides Tailing Fire phase of the following turn.
of the base of the aircraft and roll a D6. The aircraft is
then turned until its Front Arc is facing the direction
indicated by the result of the roll. In subsequent turns,
the aircraft follows all of the normal rules.

If the result of the roll is lower than the aircraft’s


Handling characteristic, however, the aircraft does not
recover and continues to Spin, immediately reducing
its Altitude by 1. If the aircraft’s Altitude dial is reduced
to 0, it crashes to the ground. All remaining Structure
points are lost and the aircraft is immediately removed
from play. Otherwise, the aircraft may attempt again to
recover from the Spin in the next End phase.

l Navy Pilot Training.


ing Technique, Imperia
RW30.1: Approved Tail
Makers”)
(“Blessed be the Widow

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ENDING THE GAME

ENDING THE GAME


There are several ways to determine if the game ends, safely delivering troops into a landing zone. Certain
and several ways to determine the winner once the scenarios will award Victory points for completing
game has ended. These are as follows: specific mission objectives as well, such as damaging or
destroying unique ground targets.
FUEL LIMIT
Aerial combat rarely lasts for prolonged periods of time Victory Points for Aircraft
due to the ammo limitations of the aircraft involved Victory points for aircraft are calculated as a percentage
and how quickly they burn through fuel reserves of the aircraft’s total points cost, including extra points
when pushed to the limits of their performance. spent on additional weapons.
Consequently, turn 12 of any game is always the final
turn, regardless of any other considerations detailed Enemy aircraft that are reduced to 0 Structure points
below, at which point both sides must disengage. and removed from play are worth 100% of their points
Fuel limit will never make a game last longer than 12 cost, for example, whereas enemy aircraft that have
turns, but may cause it to end on an earlier turn. At Voluntarily Disengaged are worth 0% of their cost – see
the end of turn 12, Victory points are worked out as the Victory Points chart below:
described below.
AIRCRAFT DESTROYED
LAST AIRCRAFT FLYING
100%
Should it ever happen that only one player has any
aircraft left in the Area of Engagement for any reason, AIRCRAFT STILL OPERATING
the game automatically ends. Victory points are worked WITHIN AREA OF ENGAGEMENT
out as described below.
UNDAMAGED DAMAGED
0% 50%
INSURMOUNTABLE LOSSES
If one force finds itself reduced to 25% of its starting AIRCRAFT VOLUNTARILY DISENGAGED
numbers or below, rounding fractions down, only
UNDAMAGED DAMAGED
one more turn may be played, regardless of how
0% 25%
many turns have been played. This is called the
Disengagement turn. AIRCRAFT ACCIDENTALLY DISENGAGED

UNDAMAGED DAMAGED
Disengagement Turn 100% 100%
During the Disengagement turn, both players attempt
to secure any mission objectives possible as described All fractions are rounded up when calculating the
in the scenario they are playing, or attempt to Victory points for a single aircraft. For example, 50% of
Voluntarily Disengage by manoeuvring aircraft under 25 Victory points equals 13 Victory points.
their control so that they cross the edge of the Area of
Engagement and Disengage, thus reducing the Victory Points Difference
points they may concede to their opponent. If one force is of a lower points value than its opponent,
the difference is awarded to the player with the higher
Note that if an aircraft crosses the edge of the Area of points value as Victory points at the end of the game.
Engagement during the Movement phase of any turn For example, if, at the start of the game, one player’s
other than the Disengagement turn, it counts as having force is worth 150 points, but their opponent’s force
Accidentally Disengaged when calculating Victory points. is only worth 146 points, the player with the 150 point
force is awarded 4 Victory points in addition to any won
VICTORY POINTS by other means.
Victory points are used to determine how well
each player has done and who has won the game. WINNING
Players score Victory points by causing damage and The player that scores the most Victory points wins the
reducing the Structure points of enemy aircraft, for game. The greater the difference in Victory points, the
destroying enemy aircraft and, in some scenarios, for greater the victory!

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THE RYNN’S WORLD AIR WAR

THE RYNN’S WORLD


AIR WAR
In 989.M41 Waaagh! Snagrod fell upon Rynn’s World, bringing with it an Ork invasion on an unprecedented scale. While
the Imperium’s ground forces struggled to defend the planet’s cities, the Imperial Navy fought for the skies in an air war that
spanned months of bitter conflict and countless warzones.

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WAR FOR RYNN’S WORLD
The planet Rynn’s World was primarily noted in When it came, the greenskin invasion was shockingly
Imperium records as the home world of the Crimson fast and utterly devastating, far swifter than even the
Fists Space Marine Chapter, their fortress monastery Space Marines could have anticipated. A vast Ork
the Arx Tyrannus dominating the highest peaks of the armada swept away the planet’s orbital defences and
Hellblade Mountains east of the planetary capital of warships in a matter of hours, with a single damaged
New Rynn City. The presence of the powerful Adeptus Crimson Fists craft escaping into the Warp to summon
Astartes perhaps gave the peaceful people of Rynn’s aid. On the ground things were even worse. The Arx
World, a largely agricultural world of jadeberry farms, Tyrannus, along with the greater measure of the
island continents and sweeping oceans, a false sense Chapter’s strength, was obliterated by a catastrophically
of safety from the perils on their doorstep. In reality, misfiring orbital defence missile and in less than a day
Rynn’s World existed in the shadow of the Ork Empire the planet was brought to the brink of annihilation, its
of Charadon, domain of the Arch-Arsonist Snagrod, and fate resting in the hands of a small number of surviving
it was from here their doom descended. Space Marines and the vastly outnumbered Rynnite
Planetary Defence Force.
When the neighbouring system of Badlanding fell to
Waaagh! Snagrod, the Crimson Fists swiftly prepared For the next 18 months Rynn’s World stood alone, the
for invasion, their strike cruisers joining with the Rynn’s valiant Rynnsguard Airwing fighting a constant tide
World system fleet, their battle companies mustering of Ork air assaults. With support from the Crimson
for war and their Thunderhawk Gunship squadrons Fists’ surviving Thunderhawk Gunship squadrons, it
taking to the skies. By contrast the Planetary Defence fell to the Airwing to defend the skies over New Rynn
Forces of Rynn’s World mobilised slowly, many of the City, attack the Ork landing zones, and protect the vital
upper echelons of Rynnite society refusing to believe shipping lanes between the planet’s scattered islands.
Waaagh! Snagrod would reach them, and even if it did It was to be a long and gruelling campaign filled with
that the might of the Crimson Fists and their extensive countless daring sorties by aces on both sides, and one
orbital and surface-to-space defence network would be that raged on even after Imperium reinforcements
enough to throw the xenos back into the void. reached the beleaguered world.

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RYNN’S WORLD
STANDS ALONE
Reeling from the destruction of the Arx Tyrannus, the Keel had stripped the carrier fleet of its atmosphere-
people of Rynn’s World looked upwards in shock as capable aircraft and skilled pilots. Second line fighters,
the skies darkened with Ork landing craft. Planetary retired personnel and stockpiled weaponry were all
Governor Lady Maia Cagliestra, surrounded by panicked called up and transported to Scar Lake, while remote
generals and nobles, desperately tried to contact the island and archipelago airfields were brought back to
surviving Space Marines, or establish if Pedro Kantor, readiness. From her command bunker beneath Scar
Chapter Master of the Crimson Fists still lived, but to Lake, Keel watched her first squadrons take to the skies
no avail. With the system fleet broken, the greenskins against the Ork heavy landers, taking little satisfaction
began a full-scale planetary landing. Ground-to-orbit in knowing she had been right.
defences concentrated their efforts on protecting the
planet’s single spaceport and nearby New Rynn City. Tearing down from the firmament, hundreds of
Macro cannon arrays, turbo-laser towers and missile Ork landing craft plummeted toward the spaceport,
batteries turned the sky crimson with their fury as they Dakkajets and fighta-bommers swarming around their
vainly tried to stem the flow of xenos landing craft, but rusting flanks like embers cast forth from the fire.
it was like throwing pebbles onto a collapsing dam. One Below, defence force troopers gazed upwards, helplessly
by one the defensive guns were silenced and all that awaiting their fate with white-knuckle grips on their
remained between Imperium soil and Ork boots were lasguns. When the Airwing squadrons appeared, their
scattered squadrons of the Rynnsguard Airwing. perfectly-spaced formations in stark contrast to the
smoke-belching chaos of the Ork craft, a ragged cheer
THE WAAAGH! DESCENDS went up across the airfield, though the veterans among
The main strength of Snagrod’s Waaagh! fell upon the the defenders knew better than to think their own part
island continent of Sorocco, home to the planetary in the coming carnage was done.
capital of New Rynn City, the world’s spaceport and the
Arx Tyrannus. Here much of Rynn’s World’s population High over the spaceport, Thunderbolts broke formation
dwelt, within the capital’s walls or the island’s many and dived toward the Ork landing craft. In a roaring
villages, towns and jadeberry farms. It was also here that swarm, the Ork jets and bombers rose to meet them, the
the cool headed and pragmatic Lady Cagliestra chose cold air suddenly torn apart by blazing tracer fire and
to concentrate her limited forces, leaving the island twisting missile contrails. In those first few moments
continents of Magalan and Calliona to fend for themselves dozens of craft were blasted from the sky, flaming
with little more than a prayer to the Emperor for their wreckage spinning off to crash far below. For almost an
fates. Hopeful of reinforcement, defence force regiments hour, the furious dogfight unfolded above the spaceport.
scrambled to set up defences around the spaceport, In places, Thunderbolts were able to break through
tanks and infantry bolstering gun emplacements and the swarms of Dakkajets and blast at Ork transports,
trenchworks. In those first hours when there could no the huge craft coming apart in showers of burning
longer be any doubt or denial that the Orks were about to wreckage and torn xenos bodies, but for each one
launch a planet-wide assault, panic gripped the populace downed dozens more reached the ground unscathed.
of Rynn’s World. Lines of refugees snaked toward New Even so, every craft destroyed and every Ork fighter
Rynn City, its streets packed with those who believed what drawn away from the spaceport was one less to rain
little hope remained could be found behind the capital’s death down upon the defenders below.
walls or beneath its flak towers.
Low on fuel and running out of ammo, the surviving
Elsewhere, the first real battle for Rynn’s World was Thunderbolts were eventually forced to turn back
beginning. Far to the south of the capital at Scar Lake toward Scar Lake, hoping they had done enough to slow
Airfield, the Rynnsguard Airwing prepared to take to the xenos landing and buy time for the defence forces
the skies. While Lady Cagliestra and her nobles had below to hold on to the spaceport. However, no sooner
placed their faith in the Crimson Fists, General Elonia had the first pilots touched down at Scar Lake than the
Keel, commander of the Airwing, had prepared for the warning sirens began to wail and flight crews scrambled
worst. Before the war in the void over Rynn’s World, to get their planes and pilots back in the air.

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THE NEW RYNN CITY BLITZ BEGINS LAST SORTIE AND THE LONG FLIGHT
During the first days of the war, the Rynnsguard After holding out against numerous assaults from both
Airwing flew sortie after sortie against the invaders. the ground and air, Scar Lake Airfield finally fell during
General Keel did what she could for the refugees a dawn raid by Ork Kommandos. Heroically, the airfield
making for New Rynn City or the outlying settlements, defence regiment elected to stay behind and hold out for
while obeying Cagliestra’s demands to defend the as long as possible, giving the surviving pilots time to
spaceport at all costs. In the skies over Porto Kalis, reach their fighters and take to the skies. Among the last
Vardua and outposts across the Arcalan Basin defence to flee the airfield was General Keel, who watched from
regiments fought desperately to hold their ground, all the side door of a Valkyrie transport as her base burned
the while watching the sky in the hope of catching a and the last Thunderbolts screamed into the sky. Before
glimpse of an Imperial aircraft. heading for the safety of hidden airfields, Keel ordered
the Airwing to make a final run against the Ork forces
While the Rynnsguard were desperately understrength surrounding New Rynn City. Appearing out of the rising
and forced to choose their fights with care, the Orks had sun, Thunderbolts and Marauder Bombers hammered the
no such restrictions. Ahead of the Arch-Arsonist himself, xenos lines in a display of Imperial firepower not seen
Warboss Urzog led the assault against the spaceport, since the first hours of the war. Though it had little tactical
his mobs having landed in and around the sprawling effect on the final outcome of the siege it lifted the moral
structure. Urzog’s flybosses and their skwadrons of the city, reminding the defenders and citizens alike that
ranged out around these landing sites, terrorising the Rynn’s World was not done yet. In the wake of this last
countryside and strafing anything that moved. Retreating sortie the Airwing scattered, retreating to hidden airfields
defence force units, displaced homesteaders and the in the Sariba archipelago and other remote islands. With a
citizens from nearby cities and settlements all converged final dip of their wings, the fighters and bombers flew over
on New Rynn City, seeking the safety of its walls. The city the Silver Citadel and made for the north.
quickly became the focal point of the planet’s resistance
and drew ever greater numbers of Orks. Their escape was not to be an easy one however. In
what would later become known as the ‘Long Flight’, the
Lady Cagliestra and her most senior general Saedus Mir Ork Air Waaagh! harried the Imperium’s forces across
reassessed their defences hourly, quickly accepting that the ocean and coastlines of northern Sorocco. During
the spaceport, the defence force HQ at Targris Fields this gruelling running battle, several Imperial aces
and other outlying locations could not be held. Even earned their place in history by breaking formation to
the arrival of Pedro Kantor and the surviving Crimson engage and draw away pursuers. By the valiant sacrifice
Fists at the city gates did little to change the situation of these pilots, the bulk of the Airwing made a safe
– though it gave Cagliestra hope that perhaps the city landing on remote islands and in wilderness airfields,
itself might be held. where waiting crews were ready to haul the craft into
bunkers or cover them in camo netting, concealing
As the outlying regions fell one by one, the noose them from the predatory gaze of roving Ork flyboyz.
tightened around New Rynn City and the Ork blitz
began. By day Ork warbands hurled themselves against
the trenchlines and redoubts, while by night the skies
overhead were filled with the screams of Dakkajets and
fighta-bommers and the thunder of flak cannons. In
each of the city’s Zona, massive flak towers protected
the citizens below, their ramparts home to Manticore
missile racks and Hydra autocannon batteries. In the
Zona Regis, in the heart of the city, the Silver Citadel
was a fortress within a fortress city, its Icarus arrays
adding their firepower to the city’s formidable air
defences. As effective as the air defences were, the
Imperium’s pilots grew to curse them as the gun
crews indiscriminately filled the sky with a storm of
flame and shrapnel just as lethal to friend as to foe;
nonetheless the Airwing flew round the clock to keep
the skies over the city clear and the citizens below safe
from Ork bombs.

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SGO18-MAD/212BW-‘Ambull’
212nd Bomber Wing, Ground Glider Squadron,
Desolation Valley Campaign.

Additional Armament
Destroyers sacrifice their bomb
bays for increased ground
attack weaponry and ammo.

Ramjets
The Marauder’s four ramjet
engines give it an impressive
range and operational ceiling.

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HIT AND RUN As the Orks spread out across Rynn’s World, they
Over the following months, Thunderbolt and Lightning separated into smaller and smaller mobs as they hunted
flights, often only consisting of two or three aircraft, for enemies to fight or ground targets to smash. Taking
conducted scores of daring raids against the invaders. advantage of these splinter groups of invaders, the
Ranging out from their hidden airbases in the northern Airwing ranged out from its bases in search of isolated
archipelagos of Sariba and tiny islands in the Dantine prey. Thunderbolts flew search and destroy missions
Straits, these remnants of the Rynnsguard Airwing seeking out targets of opportunity, descending to take
proved their worth by tipping the scales in key battles. out enemy jets on the ground, convoys of Ork trukks
Like avenging angels, their aircraft appeared from and mobs on the march when spied from on-high.
the sky to obliterate Ork targets before just as swiftly These hit-and-run tactics proved effective, but also
vanishing back into the clouds. In this time, acts of drew a response from the Orks in the form of roaming
bravery and daring were witnessed by both sides and Dakkajet skwadrons. Soon, small groups of fighters
new heroes of the Rynn’s World War were forged. from both sides roamed the length and breadth of the
world, taking turns as hunter and prey.
Over Jadeberry Hill, two Rynnsguard Airwing
Thunderbolts covered the ground forces’ retreat to the THE FATE OF HARVEST-TANKER
city’s fortified viaducts, the aircrafts’ bullet-scarred EPSILON ARGENTA 17
hulls appearing over the battlefield again and again to Despite months of bombing by the Ork Air Waaagh!
rain autocannon shells into the Ork lines. Even when New Rynn City endured the Arch-Arsonist’s blitz.
one of the fighters took a fatal hit to its engines, the Huddled in the basements of buildings, zoomway
pilot guided his crippled aircraft into the heart of a tunnels and hastily-converted jadeberry siloes, its
massive Ork mob, immolating scores of enemies in people survived even as the city above them burned.
an incandescent fireball. By their efforts the ground By day, thick black smoke hung heavy over the streets,
units held the slopes of Jadeberry Hill long enough for Dakkajets and fighta-bommers glimpsed briefly through
the Emperor’s forces to pull back to the walls of New the swirling clouds; by night, the skies were lit up with
Rynn City. the constant anti-aircraft fire of the flak towers and the
flash of Ork ordnance.
Deep in the Hellblade Mountains, Lightnings came to
the rescue of an isolated group of Crimson Fists Scouts. While the walls held by the exhausted Rynnite defence
Cut off from the rest of the Chapter by the destruction forces and unflagging Crimson Fists Space Marines
of their fortress-monastery, the Scouts had been remained unbroken by ground assault, a new and
surrounded and pinned down by hundreds of Orks. The equally deadly foe came upon the city – starvation. Cut
pilots strafed the Ork positions relentlessly, buying the off from the rest of Sorocco and Rynn’s World’s other
Scouts a chance to escape, pointing them in the best island continents, the inhabitants were forced to subsist
direction with a tip of their wings. on slowly-diminishing stockpiles of food and, by the
winter of 990.M41, even these were almost spent.
His Thunderbolt covered in garish red and yellow paint
with its jets configured to belch thick black smoke,
Lt. Damoclidus Pale dealt a savage blow to the Ork-
occupied spaceport. Coming in out of the dawn, Pale
fooled the Ork flakk trucks and circling flybosses long
enough to rupture the reactor of a massive greenskin
lander, the resulting mushroom cloud visible from the
Silver Citadel over 60 kilometres away.

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When scout aircraft discovered a harvest-tanker RYNN’S WORLD BURNS
drifting in the Dantine Straits, only a few hundred As Rynn’s World’s winter yielded to summer and the
kilometres off the Arcalan coast, it seemed a boon from year wore on, the Orks redoubled their efforts to crush
the Emperor Himself. Abandoned during the invasion, New Rynn City and its survivors. Elsewhere, pockets of
Harvest-Tanker 17 had been enroute to Blackreef City Imperium resistance held out in remote Rynnsguard
laden with foodstuffs. General Saedus Mir quickly put a outposts. Hidden within highland bunker complexes,
plan into motion, calling upon the skill of the Crimson oceanic waystations and jungle firebases, the defence
Fists to take the tanker while he turned to Keel’s force fought back as best it could, always outnumbered
Rynnsguard Airwing to fly top cover. In the predawn by the greenskins and ever under attack from the skies.
darkness, a trio of Space Marine Thunderhawks (the Over the Straits of Adarie, the 111th ‘Striking Crotalid’
last in the Chapter’s possession) took to the skies and Lightning squadron kept the sea lanes open between
headed out over the ocean, heavily armed Tactical Calliona and Magalan, their fighters operating from a
squads in their holds. At the same time, Thunderbolts fleet of submarine carriers. Meanwhile, the armouries at
took off from their hidden island airbases in the north Nycario in East Sariba became the focus of daring raids,
and made for the tanker’s position. elite Rynnsguard assault teams brought in by Valkyrie
to plunder their wealth before the Orks had the
Neither General Saedus nor his counterparts among opportunity. For each victory, however, the Imperium’s
the Crimson Fists harboured any illusions that the forces faced an equal measure of defeats. Months
Orks would simply let them take the tanker without of raiding by the Ventura 29th Thunderbolt ‘Venator
a fight and so it came as no surprise when skwadrons Squadron’ was brought to an end by Vulcha Skwadron
of fighta-bommers and Dakkajets appeared on long- and the brutal skills of the Da Black Barun after Ork
range auspexes. Landing on the deserted tanker, the Kommandos uncovered their hidden base.
Space Marines swiftly consolidated their prize, the
Thunderhawks forming up around the vessel for close With almost complete air superiority, the Orks struck at
air support. All too soon Ork aircraft came tearing will across the island continents. Macro agri-combines
in, intent on sending both ship and defenders to the were reduced to ashes, zoomway lines were smashed
bottom of the Dantine Straits. At the same time the apart and ports pounded into wreckage-choked ruins.
Rynnsguard Airwing struck, their Thunderbolts falling Not content to just destroy the Imperium world’s
from the heavens to hit the fighta-bommers from above, infrastructure, the Arch-Arsonist lived up to his name
and within moments the airspace over the tanker was by systematically firebombing vast swathes of the
filled with duelling fighters. planet. At its height, Rynn’s World’s gleaming blue-green
orb was transformed into a polluted grey, its continents
The Orks would make the Imperium’s forces fight every hidden beneath layers of ash.
step of the way, but eventually Harvest-Tanker 17 limped
into New Rynn City port, the continued survival of its And still the air war raged on, fighters facing off
populace bought with the lives of Imperial pilots. between roiling grey clouds, the ground a blazing
orange carpet beneath them. For the defenders, it was as
if the Orks had unleashed hell itself upon Rynn’s World.
All they could do was hold out day-by-day, trusting to
the Emperor that aid was on its way.

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41 RYNN'S WORLD

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RECONQUEST OF
RYNN’S WORLD
Salvation came for Rynn’s World in 991.M41 with the In those first perilous moments of battle the veteran
arrival of Lord Admiral Galtaire’s relief fleet. By then the pilots of the Airwing were outnumbered many times
bulk of Waaagh! Snagrod had broken upon the world over, their handful of fighters lost among a sea of
and moved on, its clans moving out across the Loki screaming, smoke-wreathed Ork jets. Men and women
Sector to attack other planets and outposts. Supported who had survived countless sorties and impossible
by Adeptus Astartes strike cruisers of the Imperial Fists, missions over the long siege of Rynn’s World sold their
White Scars and Dark Angels Chapters, the Imperium’s lives amid howling engines and hammering guns so
ships smashed a path through the handful of Ork that their planet might know its salvation.
vessels left in orbit, the salvation fleet spreading out
over Rynn’s World’s continents and seas to disgorge Like the angels of the Emperor descending from the
drop pod assaults and Astra Militarum landing craft. heavens, the first reinforcement craft reached the
Among these were fresh squadrons of Imperial Navy furious air war over the spaceport. Thunderbolt and
fighters, released from their launch cradles to hurtle Lightning fighters plunged down through the Ork
down into the battle below. formations, scattering them amid clouds of burning
scrap and broken xenos aircraft. Slowly the battle
Urzog, forewarned of the Imperium’s coming by his turned, and the tight formations and superior numbers
freebooter allies, mustered his forces to meet them. of the Imperial Navy began to take their toll. By the
At the same time a final assault against New Rynn City time the final Ork jets were making their ragged retreat,
began, revealing several newly constructed Gargants, the first heavy landers were touching down, escorted
scraped together by the Waaagh!’s Big Meks from by flights of Thunderbolts. The Crimson Fists too
the ruins of the spaceport. Even as the first Imperial had finally had their vengeance. Now Pedro Kantor’s
reinforcements began their descent, the Gargants strode Space Marines held the spaceport command towers,
out towards the city walls. Urzog having been defeated by the Chapter Master and
then driven off along with the savaged remains of his
THE SPACEPORT RECLAIMED warriors, vowing vengeance even as they went.
Key to the reconquest of Rynn’s World was the retaking
of the spaceport, which would allow the Imperium AGAINST THE GARGANTS
to bring down its heavy equipment and support for While the battle for the spaceport played out, Snagrod’s
its ground and air forces. Principal among these were Gargants marched relentlessly toward New Rynn City.
the Titan Legions, the only true counter to the Orks’ With the aces of the Rynnsguard Airwing committed to
Gargants. Upon receiving the hails of his brother retaking the landing zones for the relief forces, it fell to
Space Marines, Chapter Master Pedro Kantor led the remnants of the Rynnsguard bomber wing to slow
the remaining elite of the Crimson Fists in a ground down the massive xenos war machines. A half dozen
assault against the spaceport, their Thunderhawk Marauder Bombers, loaded with the heaviest ordnance
Gunships crossing the Ork lines with support from the they could carry, set out on what was perhaps to be
Rynnsguard Airwing. Braving a storm of ground fire, the their final run. A couple of Thunderbolts escorted them,
Space Marines made their landing in the heart of the flying top cover to protect the lumbering Marauders
spaceport, the Chapter Master bellowing out a challenge from enemy fighters.
to Warboss Urzog. As the ground battle unfolded, the
Thunderbolts of the Airwing fought to clear the skies
for the incoming reinforcements.

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Fly Boss Gubnez Skystomper
Big-Dakka Skwadron
Gubnez has claimed more kills than any other Ork Air Waaagh! pilot during
the taking of New Rynn Spaceport, earning his skwadron the title of Big-Dakka.
In fact, Gubnez liked dakka so much, it often took his Fighta-bommer several tries to get off
the ground under the weight of all its guns!

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As the bombers closed in from the north, the Gargants In the end, though it cost the Rynnsguard Airwing their
smashed into the Imperium’s defensive lines around the bomber wing, the Gargant advance was slowed, the
city. Roaring cannon fire and massive shells tore holes in Orks unable to reach the Silver Citadel before the first
the city walls, the defence force emplacements and their Imperium Titans crested the horizon, following the trail
weapons largely useless against the thick pitted hulls of destruction from spaceport to city left by the Gargants.
and sparking energy shields of the Ork mega walkers. By the time the last Ork war machine fell, carnage had
One by one the Gargants breached the walls, their been wrought upon the ruined city. However, the Silver
ponderous stride taking them into the outer districts. The Citadel still stood and after 563 days of hell, the siege was
guns of the flak towers turned upon them, but these too at last lifted.
proved ineffective, Hydra batteries unloading thousands
of rounds against crackling force fields and heavy OVER THE ARX TYRANNUS
armour plate. Over the following months, the Imperium secured its
hold upon the Arcalan Basin. Heavy fortifications were
In the Silver Citadel, at the heart of the Zona Regis, added and hasty repairs were made to the spaceport
Lady Cagliestra and her generals watched the Gargants and New Rynn City. Scar Lake Airbase was reclaimed
approach, hoping the fortress’ void shields would hold; and a cordon of firebases pushed the Orks back into the
then, from out of the billowing smoke of the burning wilds of Sorocco. In other parts of the planet, the Space
city the first Marauder screamed into view, its quad Marines and vanguard Imperial Guard forces reclaimed
turbines roaring over the sound of the fighting below. cities and settlements, bringing relief to populations
Shooting past the bomber a pair of Thunderbolts led the who had been in hiding for over a year. Everywhere, the
run against the lead Gargant. Even though their weapons Orks were driven back, though the size of the forces
were too light to threaten the walker, they drew its fire, arrayed against them nor the string of defeats did little to
the overzealous Ork crew lighting up the sky in an effort diminish the aliens’ hunger for battle.
to bring down the fighters. With thunderclap force the
Marauder unleashed its payload, obliterating buildings Among the first missions to range out from New Rynn
for blocks in all directions and causing the void shields City were the Crimson Fists’ efforts to reclaim the ruins
of the Silver Citadel to shiver darkly. As the dust cleared of their fortress-monastery. The difficult terrain of the
it revealed the first Gargant toppling forward, a ragged Hellblade Mountains prevented any assistance from the
wound in its side. Even before it crashed to the street, ground, and so the task of covering the Space Marine
the remaining bombers were beginning their attack runs, incursion fell to the newly arrived 554th Fighter Wing.
while the Thunderbolts were rising to meet swarms of Amid the tangled wreckage, the Imperium’s forces
incoming Ork jets. expected to find little save death and radioactive dust,
so it was a surprise when the first Thunderbolts to do a
low pass drew withering hails of ground fire. Amongst
the detritus, Ork lootas had constructed a scrap fortress,
plundering the rubble for anything to trade to the other
clans or to turn into a weapon.

Over the following days, the Space Marines savagely


reclaimed their territory, supported by Thunderbolts
flying close air support, and seeing off attacks from Ork
fighters attracted by the sounds of battle.

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‘Sky Squig’
Waaagh! Deffdeala, Assault on New Rynn Spaceport.

Ork Airkore
Checks and flames are some of the markings
used to denote the different Ork skwadrons.

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DESOLATION VALLEY BOMMERZ OVER DA SULPHUR RIVER
Province by province the Imperium’s forces strove to While the Imperium’s fighters duelled with the Orks over
reclaim Rynn’s World. By the close of 991.M41 much of the mek-yards, scores of greenskin fightas descended on
Sorocco was back in the hands of the Imperium, with the Sulphur River. Led by the cunnin’ flyboss Grubnatz,
Ork resistance restricted to the inland wilderness and the Ork skwadrons wove their way up the length of
remote offshore islands. Only in the highlands of East Desolation Valley, using the steep walls of the canyon
Sariba did serious resistance remain. Here, based in the to conceal their advance. Only when they suddenly
ruins of a devastated settlement, Snagrod’s Big Mek appeared around a bend in the river did the Emperor’s
Votzug Scrapkrumper worked relentlessly on a new forces realise they were under attack. Grubnatz led his
superweapon. Commissar-general Mordrid Van Horcic skwadron on a mad dash for the bridges, his fighta
was given the task of breaking through the Ork defences hugging the ground, the dark waters of the river mere
and reaching Votzug’s mek-yards. Repeated attempts metres below. Despite the protection provided by the
by the Astra Militarum to punch past the Ork defences high valley walls, flak batteries along the river filled
failed and such was the devastation wrought upon the the sky with fire. Far from being dissuaded, the Orks
landscape by months of fighting, the troops nicknamed threw themselves into the attack, their pilots lighting
the region Desolation Valley. Eventually, General Mordrid up everything in range. Tanks and gun emplacements
was forced to call upon the Space Marines to clear the were blown apart as Ork jets screamed overhead, though
Orks out. The superhuman warriors did in days what more than a few of the greenskin aircraft were torn down
the Imperial Guard had failed to do in months, and in turn.
they were able to secure vital bridges over the Sulphur
River, the winding waterway that ran the length of Leaning out of his cockpit, a grin splitting his scarred
Desolation Valley. face, Grubnatz dive-bombed the first bridge. Hurtling
down from the sky, the Ork flyboss miraculously
To press the advantage, Mordrid ordered a massive survived dozens of thundering Hydra batteries and
air assault on the mek-yards. High above the Ork ground fire from Space Marine Stalkers. Grubnatz
trenchworks and force field domes, Thunderbolts duelled released his bombs at the last second, close enough to
with Votzug’s Dakkajet wings. Most feared of the Ork see the startled faces of the troops manning the flak
defenders were Vulcha Skwadron, and their ruthless cannon, before wrenching back on his jet’s controls. A
flyboss Da Black Barun. The faded black Dakkajet with satisfying boom reached the flyboss’ ears over the scream
its grinning skull markings proved the doom of many of aircraft engines, and the bridge fell away in flames.
an Imperium pilot, appearing suddenly out of the sun
to the sound of roaring big shootas. A rivalry soon arose Now the race was on. Not to be outdone, Grubnatz’
between Da Black Barun and the Imperial Ace Flight second, Wazak, throttled his fighter into overdrive
Commander Dagor-Jarni, the two pilots seeking each toward the second bridge, a half-dozen other aircraft
other out but unable to score a definitive victory in the close on his tail all eager to be the one to smash apart
air. Dagor-Jarni and his Dragon Squadron of the 672nd the humans. The defenders were determined not to let
Fighter Wing led dozens of reconnaissance missions another span fall and the storm of flak increased in
to find weaknesses in the Ork defences and the nature density. Meanwhile, the first Imperial Navy fighters had
of Big Mek Votzug’s secret project, each time facing the reached the battle and now predatory Thunderbolts
prospect of the Da Black Barun descending upon them. struck from above like hunting hawks, picking off the
low-flying Orks.
Finally, in a dawn sortie against Votzug’s mek-yards,
Dragon Squadron fell prey to a Tracktor Web, its invisible
energy net tearing half their aircraft from the sky.
Through the smoke and flame, Da Black Barun appeared,
guns blazing, to finish off Dagor-Jarni. The two pilots
quickly became entangled in a running dogfight over
the mek-yards and the scores of zealous Ork anti-air
gunners below. Only a daring chase through the gutted
remains of a downed Imperium system ship allowed
Dagor-Jarni to escape. However, he returned to his own
lines with more than his life, having secured invaluable
reconnaissance on Votzug’s secret construction, and a
means to destroy it.

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Dogfights raged only metres over the heads of those Dakkajets. Mere metres above the toxic water and the
below; close enough for jet engines to send up plumes of river’s rocky banks, the aircraft screamed through the sky,
toxic water from the river or for planes to clip the tops Marauder turrets filling the air with a constant stream
of the towers standing sentinel over the remaining two of tracer fire even as the bombers’ armoured flanks were
bridges. Despite the renewed efforts of the Imperium’s peppered by big shoota fire. Dagor and his wingmen
forces, the second bridge quickly fell, sending the better drew away as many of the Orks as they could, though
part of a tank regiment with it down into the river. Above for every xenos craft sent spiralling down into the river,
the final bridge, Grubnatz and Wazak jostled for position, three more seemed to appear on the horizon, their
their wingtips banging into each other as they tried to grinning flyboyz eager to get into the fray.
be the first to make a bombing run. Only as they both
plunged into a dive did Grubnatz realise he was out of Despite the storm of Ork weapons fire, the bomber wing
bombs. Thinking quickly, he opened up with his shootas made it to within a few kilometres of its target having
into Wazak’s tail, setting the other flyboy’s craft alight. sustained relatively light damage. Then disaster struck.
Wazak’s plane crashed into the bridge, blowing it apart Bearing down on the Marauders from the direction of
in a single massive explosion. Grinning, Grubnatz turned the force dam, Da Black Barun hit the Imperial aircraft
back toward the mek-yards, deciding he was definitely head-on. In the Ork fly boss’ first pass two bombers were
going to count that kill as one of his! sent crashing into the ground, their engines torn apart
by thundering greenskin guns. Barret’s own Marauder
OVER THE MEK-YARDS was forced to fall back in formation, its side riddled with
With the vital bridges over Sulphur River destroyed, it bullet holes and half his crew killed. Twice more Da
fell once again to the Imperial Navy to carry the day. Black Barun swept through the Imperium’s formation,
This time, though, they had Dagor-Jarni’s information on each time more bombers breaking apart or nose-diving
Votzug’s massive force field array and how the Ork Big down into the river to vanish in an explosion of flame
Mek had used it to dam the river to power his infernal and water. Their target still a few vital turns in the river
creations. Flying out of the Castor 242 Airbase, Lt. Barret ahead, Barret took control of his Marauder and nosed
led the 17th Bomber Wing of the 672nd, its 12 Marauder back into the lead position. With a final blessing to his
Bombers weighed down with shield-buster bombs, across flight, he turned his aircraft toward the rapidly-closing
the lines. Flying top cover were Dagor and the reinforced Black Barun. At the last moment, the Ork ace saw
Thunderbolts and Lightnings of Dragon Squadron. In Barret’s plan, and twisted away, but not fast enough to
the dawn haze, Barret’s bombers came in low over the avoid clipping the wingtip of the Marauder. Both planes
Sulphur River to foil the Ork big gunz covering the air spun away, Barret’s stricken craft hitting the ground
over the force dams. Though the steep walls of the river and rolling down the river bank in a shower of burning
canyon protected the bombers from the worst of the wreckage and Da Black Barun’s fighter making a hard
greenskin flak, the air overhead was soon swarming with landing nearby as the Ork cursed and thumped at the
controls of his crippled aircraft.

Freed from immediate destruction, the remaining


bombers roared out of the river valley and up over the
force dam. Anti-air fire raked their hulls and several
more Imperial aircraft came apart in flames, but the final
few released their ordnance. For a few moments it was
hard to gauge the extent of the damage as clouds of fire
and smoke obscured the dam. Then, to the tormented
sound of twisting metal and crackling energy barriers the
fields failed and the full might of the Sulphur River was
unleashed, its searing tide sweeping out across the mek-
yards to fill the far reaches of Desolation Valley.

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SNAGROD RETURNS! While many were diverted or destroyed, many more
The victory at Desolation Valley was hailed as a rained down on Rynn’s World, along with the massive
turning point for the Emperor’s forces on Rynn’s World. asteroid dubbed by the defenders as ‘Snagrod’s Rok’. In
Ork resistance in Sorocco was reduced to scattered an effort to shoot the roks down or destroy the beacon
warbands and lone Ork aircraft prowling the skies that was guiding them, every available fighter on Rynn’s
looking for trouble. Whatever Votzug had been building World was scrambled.
in Desolation Valley was seemingly in ruins, lost among
the sea of wreckage left behind when the force dam fell. Wing Commander El Oran, a veteran of the New Rynn
Unknown to the defenders of Rynn’s World, Votzug had City blitz, led her Lightning squadron on a desperate
escaped Desolation Valley before the end, teleporting mission to destroy the beacon. With nothing powerful
away to a hidden base in the hinterlands of Calliona, enough to destroy Snagrod’s Rok, the Imperial Navy
taking his great work with him. In the Deoz wilderness hoped to guide it into the East Helar Ocean where
north of Blackreef City, Votzug added the final touch to its occupants would drown – or at the very least be
his machine before giving it a hard kick and bringing far from the safety of land. El Oran and her squadron
it to life. At once a powerful beacon shot up from the flew over the jungles of Deoz, dodging ground fire and
planet’s surface, reaching out into the depths of the Dakkajets with equal skill. As they neared Votzug’s
void. Light years away the beacon reached Snagrod – beacon, more esoteric weapons assailed them – traktor
the Warboss having lost interest in Rynn’s World and cannon punching them from the sky or bubblechukkas
gone on to savage fresh planets. Votzug’s message of a enveloping entire aircraft in crushing force fields. From
war rekindled and an Imperium relief force was enough crude airfields more Ork fightas rose up to meet the
to draw the Arch-Arsonist’s attention and the Waaagh! Imperium’s forces or draw them away into spiralling
turned back toward Rynn’s World. combats. All throughout the fight El Oran’s focus
remained fixed on the beacon, her wingmen sacrificing
For crucial days the defenders did not recognise the themselves in blazing fireballs to keep the greenskins
importance of the beacon. Consumed with the task of off her tail. At last the Wing Commander saw the
hunting down scattered Ork forces, it was at first glance crackling spire of Votzug’s beacon thrusting up from
merely another report to cross Lord Admiral Galtaire’s the landscape, the sky around it filled with a storm of
desk among a mountain of dispatches. It was Chapter green and red lightning. Twisting through the arcs of
Master Pedro Cantor who saw it for what it was, energy and the barrage of flak, El Oran fired all four of
knowing full well that Snagrod was not done with his her Hellstrike missiles right into the heart of the Ork
world. Space Marine and Astra Militarum forces were device. The resulting green mushroom cloud consumed
quickly mustered to find and destroy the source of the the jungle for kilometres in all directions and though
beacon, while the Imperial Navy organised sorties to trailing emerald flame from her Lightning’s wings,
knock it out from the air. Even as their plans were put El Oran managed to rise free of the destruction she
in place, The Imperium’s patrol vessels reported xenos had wrought.
ships arriving at the edge of the system. The Orks on
the planet’s surface were responding to the beacon as As soon as the beacon was obliterated, its effect on the
well and thousands stormed into Blackreef City and the roks could be seen. The smaller roks fell at random,
surrounding countryside. many of those still in space skipping off the planet’s
atmosphere to be sent tumbling off into the void. Only
While jets were dogfighting over Votzug’s hidden kilometres above its target, Snagrod’s Rok spiralled
fortress and open warfare engulfed Blackreef City, off-course, crashing down into the southern seas and
an armada of Ork roks smashed through the fleet sinking beneath the waves. Not content to leave the
defending the planet. The largest, almost the size of a rok’s destruction to chance, the Imperial Navy were
small moon, loomed over Rynn’s World before plunging now able to close into low orbit, where they could
down into its atmosphere. In low orbit, the ships of the pound the crash site with lances and cannon batteries,
Imperial Navy desperately tried to stem the tide of roks. creating a plume of steam hundreds of kilometres
Some roks were blasted from the void, while others across. Aircraft sent to investigate found no sign of
were rammed off-course so they missed the planet survivors and the question of whether or not Snagrod
altogether and tumbled off into space. was aboard remained unanswered. With the destruction
of the main rok, the Emperor’s forces once more
gathered their strength and returned to the task of
ridding Rynn’s World of the Ork menace.

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EPILOGUE:
THE AIR WAR RAGES ON
By the reckoning of the Adeptus Terra, the destruction of Snagrod’s Rok and the disappearance of the Arch-Arsonist
marked the official end of the war for Rynn’s World. In reality, much of the planet lay in ruins with millions of Orks still
on its surface, abandoned by their fleet, though no less dangerous as a result. Over the following years battles were fought
on almost every continent, with major campaigns to reclaim cities and re-establish vital trade routes and shipping lanes.
During this time, the Rynnsguard Airwing was reformed and reinforced, the losses of two years of war made good. With
their Space Marine and Imperial Navy allies they led the air war against the Orks, coordinating with ground forces and
ships in orbit to scour the invaders from Rynn’s World. Over the Straits of Adaire, Thunderbolts and Lightnings duelled
with Ork submersibles and their Dakkajets, while in the freezing skies of the northern polar icecap, the Imperial Navy
led airstrikes against mek bunkers hidden among the snow. On the continent of Magalan, a long and bloody campaign
to reclaim the heartlands from the greenskins saw Ork raiding skwadrons ranging out from secret airbases to strike at
coastal cities. Even the rebuilding of New Rynn City was not without interference by the Orks, a crazed Kult of Speed
attack descending upon the battered capital months after the destruction of Snagrod’s Rok.

These, and countless other battles, marked Rynn’s World’s reconquest, though some scars – like the crater where the
Arx Tyrannus once stood – remained as a reminder of dark days and the brutal war that had consumed a world.

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SCENARIOS

SCENARIOS
This section provides rules and guidance for fighting different types of game. Many games will be straight forward affairs that
use the Dogfight scenario, pitting two patrols against each other in a simple aerial battle. Other games may use more complex
scenarios, requiring the positioning of ground targets and landing zones, or may involve more complex victory conditions, such
as the escorting of a civilian aircraft across hostile skies.

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SCENARIOS
A small dogfight between one or two aircraft per player Special Rules
can be played within a small Area of Engagement, Any special rules that may apply to this scenario, such
roughly 3'x3' square. As the size of the force increases as Night Fighting and Bad Weather, or Reserves, will be
so does the size of the Area of Engagement, with the listed here. If there are any additional special rules that
average size of an Area of Engagement being 4'x4' and apply to this scenario, they will be detailed here also.
particularly large battles or complex scenarios requiring
an Area of Engagement of 8'x4'. For example, if one player’s force is smaller than the
other’s by a significant margin the scenario may offer
CHOOSING A SCENARIO them an underdog bonus, or one player may be required
For ease, most games using two simple forces of an to complete a specific mission objective in order to win.
equal points value can be played using the Dogfight
scenario. This scenario handles an aerial clash between Victory Conditions
two rival forces and can include the Night Fighting This section describes how to determine who has won
and Bad Weather rules for an extra degree of tension. the game.
Should both players wish, and if they have access to a
more comprehensive range of miniatures and terrain, RESERVES
the other scenarios detailed in this section will offer Some scenarios use the Reserves rule. Reserves are
greater challenges. friendly aircraft that happen to be in the area and
redirect to offer support, or are additional aircraft
The simplest way to decide which scenario to play is arriving after the first wave.
for both players to mutually agree on the size of force
they wish to use, but if they cannot decide upon a Whatever the case, aircraft held in reserve are not
scenario, simply roll a D6 and look up the result on the deployed at the start of the game, but will come on in
table below: later turns. To see if aircraft held in reserve arrive, roll a
D6 for each aircraft at the start of each turn, before the
D6 Result Scenario Choose Manoeuvres phase, and consult the table below:
1 Bandits over the River
2 The Straggler Turn Number D6 Roll Required
3 Search and Rescue Turn 1 N/A
4 Garrison Relief Turn 2-4 5+
5 Troop Landing Turn 5-8 4+
6 Bombing Mission Turn 9+ 3+

SCENARIO FORMAT When an aircraft held in reserve becomes available,


All scenarios are presented in the following format: place it within a full hex touching the edge of the Area
of Engagement, anywhere within the area in which its
Background side deployed. The reserve aircraft automatically enters
A brief overview of the action and each force’s play with its Speed dial set to its Max Speed. Its Altitude
mission objectives. dial may be set as the controlling player wishes.

Forces In the Choose Manoeuvres phase, choose an Ace


Recommended forces for the scenario. If there are Manoeuvre for reserve aircraft that have arrived in this
any restrictions or requirements placed on forces or way. The aircraft follows all of the normal rules.
weaponry, these will be detailed here.
Any aircraft held in reserve that have not entered the
Set-up Area of Engagement when the game ends count as
How to set up the Area of Engagement, including any having Accidentally Disengaged for the purposes of
ground targets and landing zones, and where each calculating Victory points.
player deploys their forces.

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NIGHT FIGHTING & BAD WEATHER Any Ground Defences sited upon terrain with an
Not all aerial combat takes place in daylight or in perfect Altitude level add that level to their Effective Altitude
weather conditions – aircraft often have to operate at (X). Any ground targets sited upon terrain with an
night or under heavy clouds and in mist or fog. Altitude level are still classed as being at Altitude 0 for
the purposes of targeting with Air-to-Ground fire, whilst
At the start of a game in which the Night Fighting and the Altitude of the terrain is used for the purposes of
Bad Weather rules are used, roll a D6 and consult the modifiers on the Firepower dice.
table below. The player that wins the roll to deploy first
should also roll to determine the weather conditions, GROUND TARGETS
before either player sets up any of their force: Ground targets is the collective name given to any
ground-based objective. A ground target can be almost
D6 Result Conditions anything, from an enemy bunker that may house
1-3 Exceptional visibility crucial radar and air control apparatus to the last line
(all of the normal rules apply) of defence protecting an important enemy leader from
4-5 Bad Weather harm. Alternatively, a ground target may represent a
6 Night Fighting friendly squad that has been operating deep behind
enemy lines gathering intelligence that requires
Bad Weather extraction, or the stranded crew of another aircraft
For Bad Weather, roll a D3 after deploying forces but awaiting rescue.
before the Choose Manoeuvres phase of the first turn.
The result of this roll determines the Altitude level Whatever the individual ground target may represent,
of the cloud cover. Above this Altitude level, all of the their use depends upon the scenario being played. The
normal rules apply. At this Altitude level or below, scenario rules will explain how many ground targets
aircraft follow the Night Fighting rules as follows: feature, where they should be placed within the Area
of Engagement and, most importantly, how they can be
Night Fighting destroyed or rescued as required!
Finding and hitting targets at night is a lot harder than
it is in the daylight. During Night Fighting, aircraft LANDING ZONES
may only fire at targets at Short and Medium range. In some scenarios, players are required to land aircraft
Additionally, the number of Firepower dice rolled at within a designated landing zone before taking off
Medium range is halved, rounding fractions up. The again, in order to fulfil scenario objectives. Such
number of Firepower dice rolled at Short range remains scenarios will give details of where to place one or
the same. more landing zone markers, and will specify a distance
in inches from this marker within which aircraft
TERRAIN HEIGHT must land. This distance is measured from the edge of
Terrain generally does not play a part in aerial combat. marker itself. It is important to note that aircraft can
However, some hills, mountains and other terrain land outside designated landing zones, but in order
features such as hive spires and high altitude landing to fulfil the scenario objective, an aircraft must end
platforms may be tall enough to encroach into the its movement at Altitude 0 within the landing zone.
battlegrounds of aircraft. Aircraft may take off in the following turn – it does not
take long to load or unload in an active warzone!
Players may choose to use Terrain Height. In this case,
any terrain may be designated an Altitude level. A hill
for example may be Altitude 1 or 2, whilst a mountain or
other terrain feature may be as high as Altitude 3 or 4.

Aircraft must be travelling at an Altitude level higher


than the terrain in order to pass over it; otherwise they
will crash into it if any part of their base touches any
part of the terrain during the Movement phase. If this
happens, all remaining Structure is lost and the aircraft
is immediately removed from play.

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The Dogfight

THE DOGFIGHT
BACKGROUND SPECIAL RULES
Two air combat patrols meet unexpectedly in the skies. Reserves
The encounter is fast and deadly. If both players agree, each player may keep a maximum
of two aircraft in reserve. The combined cost of these
FORCES may be no more than 25% of the total points value of
Players should mutually agree a points value the force.
between 25 points and 250 points, and choose their
forces accordingly. Night Fighting and Bad Weather
If both players agree, the rules for Night Fighting and/or
Only Scouts, Fighters and Bombers are recommended Bad Weather may be used during this game.
for the Dogfight scenario.
Underdog
SET-UP If one player’s force is smaller than their opponent’s
Players set up on opposite sides of the Area of by 5 points or more, they will automatically have the
Engagement. Starting with the winner of a roll-off, initiative in the first turn. If there is no difference in
players take turns to place an aircraft within three points, initiative is rolled for as normal.
hexes of the edge of the Area of Engagement. If Ground
Defences are in use, they may be set up within six hexes VICTORY CONDITIONS
of the owning player’s edge of the Area of Engagement. The game last for 12 turns, until one side is forced to
disengage, or until only one player has aircraft left
Both players may choose the Speed and Altitude of each operating in the Area of Engagement.
aircraft before setting it up.
When the game ends, calculate Victory points to
determine the winner.

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Bandits over the River

1. BANDITS OVER THE RIVER


BACKGROUND The attacker’s aircraft are set up behind the defenders,
Flying a routine patrol along the banks of a major river, with each of their aircraft in a hex at the edge of the
a squadron of fighters comes under unexpected attack. Area of Engagement. The attacker may choose the
altitude of each aircraft before setting it up, but all
FORCES aircraft must be travelling at Max Speed.
Players should mutually agree a points value
between 25 points and 100 points, and choose their SPECIAL RULES
forces accordingly. Surprise Attack
The attackers will automatically have the initiative in
Only Scouts and Fighters are allowed for this scenario. the first turn. From the second turn, initiative is rolled
for as normal.
SET-UP
In this scenario, one player is the attacker and the other VICTORY CONDITIONS
is the defender. The winner of a roll-off decides which The game lasts for either 12 turns, or until one side is
they will be. forced to disengage, or until only one player has aircraft
left operating in the Area of Engagement.
The defender deploys first, placing all of their aircraft
within six hexes of the centre-most hex on the Area When the game ends, calculate Victory points to
of Engagement, and all facing the same direction. The determine the winner.
defender may choose the Speed and Altitude of each
aircraft before setting it up.

DESOLATION VALLEY
During the reconquest of Rynn’s World, the battle for Desolation Valley and, crucially, the Sulphur River
that divided it, became one of the conflict’s bloodiest warzones. The skies over the river valley, and the vast
mek-yards built by the invaders, saw daily aerial engagements with both sides launching repeated assaults
to break the deadlock. Players can refight one of the engagements over the Desolation Valley mek-yards with
the Bandits over the River scenario by adding the optional special rule presented below. In this scenario, the
Imperial Navy are the attackers and the Ork Air Waaagh! are the defenders.

Optional Special Rule: Mek-yards


Many strange Orky contraptions littered the mek-yards, among them some of the more esoteric weapons used
by the greenskin invaders. Bubblechukkas and traktor kannon created gravity nets that could snare unwary
pilots, while the invisible walls of the force dams used by Big Mek Votzug made flying close to the ground
especially deadly. When an aircraft attempts to adjust altitude by either climbing or diving (see page 18), roll
a D6. On an even result, it climbs or dives as normal. On an odd result, it climbs if it was attempting a dive or
dives if it was attempting to climb. In addition, aircraft flying at Altitude 1 must make a Handling check at the
end of their movement or suffer 1 point of Structure damage.

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The Straggler

2. THE STRAGGLER
BACKGROUND SPECIAL RULES
Returning from a mission, a damaged bomber has fallen Straggler
behind the rest of its squadron. Vulnerable to enemy The defender’s Bomber has been damaged. As a result,
patrols, a fighter wing is sent to escort it back. its Max Speed is reduced to 2.

FORCES Night Fighting and Bad Weather


Players should mutually agree a points value If both players agree, the rules for Night Fighting and
between 50 points and 150 points, and choose their Bad Weather may be used during this game.
forces accordingly.
VICTORY CONDITIONS
The defender may take any aircraft but must include The defender’s Bomber is trying to escape. It may
one Bomber class aircraft. The attacker may only Voluntarily Disengage at any time from any edge of the
include Scouts and Fighters. Neither player may take Area of Engagement without conceding any Victory
Ground Defences. points. Instead, the defender earns Victory points equal
to the aircraft’s points cost.
SET-UP
In this scenario, one player is the attacker and the other The game lasts for either 12 turns, or until one side is
the defender. The winner of a roll-off decides which forced to disengage, or until only one player has aircraft
they will be. left operating in the Area of Engagement.

The defender deploys first, choosing one edge of the When the game ends, calculate Victory points to
Area of Engagement and placing their Bomber in a hex determine the winner.
touching that edge. Their remaining aircraft are set up
within six hexes of the Bomber.

The attacker’s aircraft are set up in hexes touching


the edge of the Area of Engagement opposite the
defender’s edge.

Both players may choose the Speed and Altitude of each


aircraft before setting it up.

THE LONG FLIGHT


After the destruction of Scar Lake, the Rynnsguard Airwing were forced to retreat to hidden airfields and bases
throughout the northern archipelagos of Sorocco. To reach this safe haven, however, the Imperium’s squadrons
were forced to make a long flight under constant attack from the enemy, with many of their aircraft having
already been damaged in previous engagements. Players can refight part of the Long Flight with the Straggler
scenario by adding the optional special rule presented below. In this scenario, the Ork Air Waaagh! are the
attackers and the Imperial Navy are the defenders.

Optional Special Rule: Low Fuel


One of the greatest concerns of the Imperium’s pilots during the long flight was not the enemy but the limited
fuel reserves they had to reach their destination. That the Orks faced similar problems operating so far from
their bases as they chased their enemies across the vast stretches of open ocean was of little consolation to
the Imperial Navy pilots. At the start of the game, each player rolls 2D6 for each of their aircraft with a Fuel
characteristic of ‘-’.The result of this dice roll is the amount of Fuel the aircraft has for the battle (see page
11). The Straggler counts as having Fuel 12 unless it would have less than this. In this scenario, aircraft may
Voluntarily Disengage on the turn they would run out of Fuel.

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Search and Rescue

3. SEARCH AND RESCUE


BACKGROUND Players set up on opposite sides of the Area of
Air forces have been dropping incendiary bombs to Engagement. Starting with the defender, players take
defoliate a large region of enemy-held territory. During turns to place an aircraft within three hexes of their
the attacks, a bomber was shot down and its downed edge of the Area of Engagement. Ground Defences may
crew are in need of rescue. be set up within six hexes of the defender’s edge of the
Area of Engagement.
FORCES
Players should mutually agree a points value Both players may choose the Speed and Altitude of each
between 50 points and 150 points, and choose their aircraft before setting it up.
forces accordingly.
SPECIAL RULES
The attacker may take any aircraft but must include one Heavy Smoke
or more aircraft with a Transport characteristic of 1 or The attackers have been decimating the area with
higher, and may not take any Ground Defences. incendiary bombs and, consequently, the air hangs
The defenders may take any force they wish but must heavy with thick smoke. The rules for Bad Weather
include at least one Fighter. must be used during this game and the Altitude level of
the clouds of smoke is Altitude 2.
SET-UP
In this scenario, one player is the attacker and the other VICTORY CONDITIONS
the defender. The winner of a roll-off decides which Once the ground location of the downed crew has been
they will be. observed and revealed, and the ground target marker
replaced with a landing zone marker, if the attacker
Before deploying forces, the defender places six can land an aircraft with a Transport characteristic of
numbered ground target markers within the Area of 1 or higher within the landing zone before taking off
Engagement. No ground target marker can be within again, that aircraft may Voluntarily Disengage at any
three hexes of another, or within three hexes of any edge time from any edge of the Area of Engagement without
of the Area of Engagement. The defender secretly writes conceding any Victory points. Instead, the defender
down the number of the ground target marker that earns Victory points equal to the aircraft’s points cost.
conceals the downed crew and will reveal this when that
ground target marker is observed by an attacking aircraft. The game lasts for either 12 turns, or until one side is
To observe the ground target markers, an attacking forced to disengage, or until only one player has aircraft
aircraft must end its movement within three hexes of left operating in the Area of Engagement (Ground
the marker. Once the location of the crew is discovered, Defences do not count).
replace the ground target with a landing zone marker and
remove the remaining ground targets. The area within When the game ends, calculate Victory points to
three hexes of this landing zone marker is the landing determine the winner.
zone. The attacker may now attempt to land and recover
the downed crew.

RUINS OF ARX TYRANNUS


Despite its destruction, the Arx Tyrannus became a focal point for many of the invaders; the Orks drawn to
the rubble in search of scrap and loot. Players can refight the reconquest of the ruined Arx Tyrannus with the
Search and Rescue scenario by adding the optional special rule presented below. In this scenario, the Imperial
Navy are the attackers and the Ork Air Waaagh! are the defenders.

Optional Special Rule: Hard Radiation


The amount of heavy ordnance detonated during the destruction of the Arx Tyrannus left much of the
surrounding mountain side irradiated. While the Space Marine forces on the ground endured this danger with
minimal effect, The Imperium’s pilots were still vulnerable. If an aircraft remains at Altitude 0-1 for more than
a turn, it must make a Handling check or suffer 1 point of Structure damage.

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Garrison Relief

4. GARRISON RELIEF
BACKGROUND The defender deploys first, placing all of their aircraft
A friendly garrison is besieged and cut off by enemy in hexes touching the edge of the Area of Engagement
troops, yet bravely fighting on and slowing enemy opposite the attacker’s edge. The attacker’s aircraft
advances. In grave need of resupply, a convoy of are set up in hexes touching their edge of the Area of
transport aircraft is hurriedly arranged. Engagement. Ground Defences may be set up within
six hexes of the owning player’s edge of the Area
FORCES of Engagement.
Players should mutually agree a points value
between 100 points and 200 points, and choose their Both players may choose the Speed and Altitude of each
forces accordingly. aircraft before setting it up.

The defender may take any force they wish but SPECIAL RULES
must include one or more aircraft with a Transport Night Fighting and Bad Weather
characteristic of 1 or higher. The attackers may take any If both players agree, the rules for Night Fighting and
force they wish, but must include at least one Fighter Bad Weather may be used during this game.
and one Bomber.
VICTORY CONDITIONS
SET-UP The defender scores 5 Victory points for each point of
In this scenario, one player is attacking the garrison and Transport capacity they can land in a landing zone. If,
the other is rushing to relieve the defenders. The winner however, the defender fails to land any troops in the
of a roll-off decides which they will be. landing zone, the best they can achieve is a draw.

Place two landing zone markers 12 hexes from one The attacker scores 5 Victory points for each point of
edge of the Area of Engagement and three hexes away Structure removed from the ground target.
from each other. This is the attacker’s edge. The area
within two hexes of each of these is a landing zone. The game lasts for either 12 turns, or until one side is
Additionally, place one ground target marker with forced to disengage, or until only one player has aircraft
Structure 4 in a hex between these two landing zones to left operating in the Area of Engagement (Ground
represent the besieged garrison. Defences do not count).

When the game ends, calculate Victory points to


determine the winner.

ASSAULT ON SCAR LAKE


The destruction of the Scar Lake Airfield was one of the great Ork triumphs of the war. After surviving for
months against repeated attacks, it was a dawn assault by Ork Kommandos that finally broke the base’s
defences, forcing the Imperium’s defenders to hastily escape with as many of their functional aircraft as
possible. Players can refight the bloody assault on Scar Lake with the Garrison Relief scenario by adding the
optional special rule presented below. In this scenario, the Ork Air Waaagh! are the attackers and the Imperial
Navy are the defenders.

Optional Special Rule: Airfield Evacuation


To save the garrison at Scar Lake, its defenders scrambled every available transport to airlift them to safety.
While the transports made their landing, the Imperium’s fighters kept the skies open for as long as they could,
however, it would be but a matter of hours until the airfield was completely overrun. For this scenario the
Imperium’s player has 20 additional points that must be spent on Ground Defences. In turn 7, and in each turn
thereafter, randomly nominate a Ground Defence. This defence is now controlled by the Ork player. From turn
9, any Imperium’s aircraft at Altitude 0 must make a Handling check or suffer 1 point of Structural damage.

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Troop Landing

5. TROOP LANDING
BACKGROUND Both players may choose the Speed and Altitude of each
A big push into enemy territory requires large-scale aircraft before setting it up.
landings in hostile territory. Braving the enemy anti-
aircraft guns, columns of bombers and transport craft SPECIAL RULES
attempt to deliver their cargoes. Reserves
Each player may keep a maximum of two aircraft in
FORCES reserve. The combined cost of these may be no more
Players should mutually agree a points value than 50% of the total points value of the force.
between 100 points and 250 points, and choose their
forces accordingly. Underdog
If one player’s force is smaller than their opponent’s
The attacker must include one or more aircraft with by 5 points or more, they will automatically have the
a Transport characteristic of 1 or higher, and may not initiative in the first turn. If there is no difference in
take any Scouts or Ground Defences. The defenders may points, initiative is rolled for as normal.
take any force they wish but must include at least one
Fighter and one Ground Defence. VICTORY CONDITIONS
The attacker scores 5 Victory points for each point of
SET-UP Transport capacity they can land in a landing zone. If
In this scenario, one player is the attacker and the other the defender destroys or forces any attacking aircraft
the defender. The winner of a roll-off decides which to disengage, they gain 5 additional Victory points for
they will be. every point of Transport capacity that aircraft has. If,
however, the attacker fails to land any troops in the
Place two landing zone markers six hexes from one landing zone, the best they can achieve is a draw.
edge of the Area of Engagement and three hexes away
from each other. The area within two hexes of each of The game lasts for either 12 turns, or until one side is
these is a landing zone. This is the defender’s edge. forced to disengage, or until only one player has aircraft
left operating in the Area of Engagement (Ground
The attacker deploys first, placing all of their Defences do not count).
aircraft within three hexes of the edge of the Area
of Engagement opposite the defender’s edge. The When the game ends, calculate Victory points to
defender’s aircraft are set up in hexes touching their determine the winner.
edge of the Area of Engagement. Ground Defences may
be set up within six hexes of the owning player’s edge
of the Area of Engagement.

CAPTURE THE SPACEPORT


When the reconquest fleet arrived in the skies over Rynn’s World, its first task was to recapture the planet’s
primary spaceport to facilitate the mass landings of troops. The Orks understood the importance of holding
the landing zones and put up a fierce resistance, engaging the invaders as soon as they entered the atmosphere
and attempting to keep the fight high above the ground. Players can refight the arrival of the reconquest fleet
with the Troop Landing scenario by adding the optional special rule presented below. In this scenario, the
Imperial Navy are the attackers and the Ork Air Waaagh! are the defenders.

Optional Special Rule: Pushing the Envelope


Combat at high altitude comes with its own dangers: the thin air and freezing temperatures making
manoeuvres harder and engines more likely to fail. All aircraft begin the game at Altitude 5. To dive to a lower
Altitude, aircraft must pass a Handling check. If they fail, their Altitude remains the same but their speed is
decreased by 1.

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Bombing Mission

6. BOMBING MISSION
BACKGROUND SPECIAL RULES
A high-value enemy installation has been identified and Reserves
a bombing mission planned. Resistance in the form of The defender may keep a maximum of three aircraft in
ground and air defences will be heavy. reserve. The combined cost of these may be no more
than 50% of the total points value of the force.
FORCES
Players should mutually agree a points value VICTORY CONDITIONS
between 100 points and 200 points, and choose their The attacker scores 5 Victory points for each point of
forces accordingly. Structure removed from the ground target. The defender
gains 5 additional Victory points for each Structure
The attacker must include one or more aircraft with Air- point remaining on damaged, but not destroyed, ground
to-Ground weapons, and may not take any Scouts. The targets at the end of the game. If, however, the attacker
defender may take any force they wish but must include fails to remove any Structure from any of the ground
at least one Fighter and one Ground Defence. targets, the best they can achieve is a draw.

SET-UP The game lasts for either 12 turns, or until one side is
In this scenario, one player is the attacker and the other forced to disengage, or until only one player has aircraft
the defender. The winner of a roll-off decides which left operating in the Area of Engagement (Ground
they will be. Defences do not count).

Three ground targets with Structure 4 are placed nine When the game ends, calculate Victory points to
hexes away from one edge of the Area of Engagement determine the winner.
and three hexes away from each other. This is the
defender’s edge.

The attacker deploys first, placing all of their aircraft in


hexes touching their edge of the Area of Engagement
opposite the defender’s edge.

The defender’s aircraft are set up behind the ground


targets in hexes touching their edge of the Area of
Engagement.

Both players may choose the Speed and Altitude of each


aircraft before setting it up.

NEW RYNN CITY BLITZ


Snagrod’s efforts to burn New Rynn City to the ground dominated the first phase of the war and it was only
through the efforts of the Rynnsguard Airwing that it survived. Nonetheless, the relentless blitz took its toll
and vast sections of the city were reduced to ashes during the months of bombing. Players can recreate the
New Rynn City blitz with the Bombing Mission scenario by adding the optional special rule presented below.
In this scenario, the Ork Air Waaagh! are the attackers and the Imperial Navy are the defenders.

Optional Special Rule: Shielded Targets


New Rynn City was protected not just by its air force but also potent void shields over its most important
structures. These shields were powerful enough to defend against high altitude bombing, but could be defeated
with daring low-level strafing runs. When a ground target suffers damage inflicted by an aircraft more than 1
level of Altitude above it, roll a D6. On a result of 4 or more, the damage is ignored.

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AERONAUTICA IMPERIALIS CAMPAIGNS

AERONAUTICA IMPERIALIS
CAMPAIGNS
The following section contains rules for linking your games of Aeronautica Imperialis together into a simple campaign, be it
recreating the events of the Rynn’s World air war or one of a hundred thousand other long and protracted aerial campaigns of the
41st Millennium. During the course of a short campaign, pilots can rise quickly through the ranks and in notoriety as they become
feared and famous Aces, only to fall just as fast in combat!

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Campaign Play

CAMPAIGN PLAY
One of the most enjoyable and exciting ways to play CAMPAIGN SQUADRONS
Aeronautica Imperialis is to link games together into Each player taking part in the campaign should
a campaign. Future supplements will contain rules for write out a squadron list. This should be a list of all
recreating famous military campaigns from the the aircraft they are using along with any additional
41st Millennium, detailing specific theatres of war, weaponry and any upgrades taken for each aircraft,
providing maps and information on the forces involved, including the total points cost for each aircraft and for
along with scenarios that allow players to recreate the force as a whole.
infamous aerial engagements.
It is recommended that a campaign squadron be
Campaigns, however, need not be quite so involved; between 200 points and 250 points, however the
there is huge fun to be derived from simply playing a full force need not be used for every game – players
series of linked games with friends. The following rules should decide the points limit to be played ahead
provide a framework to enable players to do just that of the game and select aircraft from their campaign
– tracking the progress of a squadron of rookie pilots squadron accordingly.
through a series of games, with the luckiest of pilots
becoming famous and highly-skilled Aces. ATTRITION
During a campaign, players will lose a great many
SETTING UP THE CAMPAIGN aircraft and pilots as they are shot down and lost in
Setting the campaign up is easy. All that is required action. For every aircraft lost, a replacement is brought
are two or more willing players and a desire to play in. Replacement aircraft must be of the same value
some games of Aeronautica Imperialis. How long the and be selected from the same Squadron list, but need
campaign runs for is up to the players, but shorter not be the same type or carry the exact same upgrades
campaigns lasting only a few weeks are recommended – or additional weapons. For example, if a player loses
the longer a campaign of this type runs, the greater the an Imperial Marauder Bomber with two additional
risk of participants burning out. Hellstrike missile upgrades (27 points), they may replace
it with an Imperial Thunderbolt Fighter Avenger
with two additional Skystrike missile upgrades (also
27 points).

Replacement aircraft brought in in this way are always


rookie pilots.

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EXPERIENCED ACES Kill Points and Ace Abilities
All aircraft in a campaign squadron start the campaign For every enemy aircraft shot down, the pilot of an
as rookies, yet to fly their first mission. One aircraft may aircraft gains 1 Kill point. When a pilot has sufficient
take the Imperial Ace (see page 66) or Ork Fly Boss (see Kill points, they may roll on the relevant Ace Abilities
page 76) upgrade, representing the squadron leader – a table below:
particularly skilled, but still very inexperienced, pilot.
5 Kill Points: First Ace Ability.
Pilots gain experience and develop Ace Abilities based
on how many games they survive, and gain Kill points 10 Kill Points: Second Ace Ability.
to spend on Ace Abilities based on how many enemy
aircraft they have shot down during their career. Ace Abilities
When a pilot has sufficient Kill points to gain an Ace
Experience Level Ability, roll a D6 on the appropriate table below, re-
The greater the number of aerial engagements a pilot rolling any duplicated results.
survives without being shot down, the more skilled they
will become: LUCKY ACES
If an Ace pilot is shot down, there is a chance they will
Two Games Survived: The pilot becomes an Imperial survive to fly again another day.
Ace (see page 66) or an Ork Fly Boss (see page 76) free
of charge, ignoring the usual restriction of only one Roll a D6 for any pilot that has the Imperial Ace or Ork
aircraft being able to take this upgrade and gaining a Fly Boss upgrade, or that has survived two or more
re-roll as described. If this upgrade has already been games, or that has earned one or more Ace Abilities,
purchased, the pilot gains a second re-roll. that is shot down during a game. If the result is a 6,
the pilot is able to land their aircraft safely. The pilot
Six or more Games Survived: The pilot gains a second and aircraft are not lost and will remain a part of the
re-roll (or third, in the case of an aircraft that has Campaign Squadron.
purchased the Imperial Ace or Ork Fly Boss upgrades).

Imperial Pilot Ace Abilities


D6 Ace Ability
1 Eagle-eyed: This aircraft may roll one extra dice when firing at Long range.
2 Out of the Sun: Add 1 to the Initiative roll if this aircraft is at a higher Altitude level than all
enemy aircraft during the Initiative phase.
3 Precision Bombing: When making a Bombing Run, this aircraft adds +2 to the hit roll if there is
only one level of Altitude difference between it and its target, rather than the usual +1.
4 Cool-headed: Add 1 to the dice roll when testing to recover from a Stall with this aircraft.
5 Hunter: This aircraft may roll one extra dice when resolving Tailing Fire.
6 Aerial Predator: Add +1 to all hit rolls made by this aircraft when targeting enemy aircraft at one
Altitude level below it.

Ork Pilot Ace Abilities


D6 Ace Ability
1 More Dakka: This aircraft may roll one extra dice when firing at Short range.
2 ‘Eavy Foot: This aircraft may add +1 to its Throttle characteristic when increasing Speed during
the Throttle step of the Movement phase.
3 Erratic Flyer: Once per turn, one enemy aircraft must discard one successful hit dice roll when
targeting this aircraft.
4 Natural Pilot: Add 1 to the dice roll when testing to recover from a Spin with this aircraft.
5 Large Calibre: Once per game, this aircraft may treat its Quad Big Shootas’ Damage characteristic
as 4+.
6 Speed Freek: Add +1 to all Short range hit rolls made by this aircraft when targeting enemy
aircraft travelling at a lower Speed than it.

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Wing-Sergeant Olic Koroman,
83rd Imperial Navy Flight Wing
A veteran of the Balle Prime campaign,
Koroman’s star continued to rise during
the defence of Rynn’s World. The ace was
among one of the few to survive the early
battles over New Rynn City, his ace-
marked Thunderbolt becoming a much-
sought after prize by the greenskins.

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SQUADRON LISTS

SQUADRON LISTS
This section details all of the aircraft currently available to use in Aeronautica Imperialis, providing details of their
characteristics, weapon options and special rules. Each entry describes how fast, manoeuvrable and well-armed an aircraft is,
as well as detailing any special rules they or their weapons may have and any alternative weapon options available to them.

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SQUADRON LISTS
FORCE LIST AIRCRAFT UPGRADES
When selecting a force for a game, players should write These represent special equipment given to certain
a list of all of the aircraft they are using, along with aircraft or modifications made to aircraft by their pilots,
any additional weaponry and upgrades taken for each individualising them to suit their own preferences and
aircraft, including the total points cost for each aircraft, unique style. Each race has its own selection of aircraft
and for the force as a whole. upgrades to choose from. Most upgrades are available to
all aircraft belonging to that race. If however a certain
Alternatively, players can create their force using the aircraft type may not take a certain upgrade, this will
Aircraft and Upgrade cards which are available from be noted in that aircraft’s entry over the following
Games Workshop. These have the added bonus of pages (and on its card if you are using the optional
allowing players to see each aircraft’s profile at a glance Aircraft cards). No aircraft may take more than two
and to keep track of upgrades and additional weapons upgrades unless stated in that aircraft’s profile and no
purchased for each. upgrade can be taken twice on the same aircraft unless
stated otherwise. Each upgrade costs additional points,
increasing the total cost of the aircraft accordingly.

SPECIAL RULES

The following special rules are common to several JUMP TROOPS


different types of aircraft: Some transport aircraft can deliver their cargoes of
troops without landing. The troops inside can leap
ROCKET BOOSTERS from the aircraft and drop to the ground on jump
In the 41st Millennium, some aircraft are capable of packs, grav-chutes or jet packs. In the Squadron
operating beyond a planet’s atmosphere in the void of Lists some aircraft with transport capacity will have
space. Such aircraft are noted in the Squadron Lists the option to upgrade their cargoes of troops to
section as having the Rocket Boosters special rule. An Jump Troops.
aircraft with Rocket Boosters can choose to disengage
from the Area of Engagement from any point, rather Instead of landing in a landing zone, a transport
than just the table edge (see page 17). To do so the aircraft with Jump Troops can drop them from
aircraft must be travelling at Altitude 5. Once it has altitude as it passes over. To drop its Jump Troops,
completed its Ace Manoeuvre during the Move and the aircraft must pass directly over the landing
Manoeuvre step of the Movement phase, declare that zone during the Move and Manoeuvre step of the
the aircraft is using its Rocket Boosters to climb once Movement phase. Once the aircraft has completed
more and disengage. its movement, before adjusting Altitude roll a D6 for
each point of transport capacity being dropped. If the
TRANSPORT AIRCRAFT result of the roll is higher than the aircraft’s current
Some aircraft have a Transport characteristic shown Altitude and Speed added together, the Jump Troops
as a number rather than ‘-’.This represents the cargo land safely within the landing zone and Victory
of troops, vehicles, etc., the aircraft can deliver into a points are scored. If however the result of the roll is
landing zone. To deliver this cargo, a transport aircraft equal to or lower than the aircraft’s current Speed
must land (see page 19). Landing zones will be and Altitude added together, the troops are scattered,
designated by the scenario, which will also state how injured or killed and no Victory points are scored.
many Victory points are won for delivering this cargo
into a landing zone. For example, an aircraft with For example, an aircraft travelling at Altitude 2 and Speed
a Transport characteristic of 2 may earn 2 Victory 2 will need to roll a 5 or a 6 to land its cargo of Jump
points for landing safely in a landing zone. A player Troops safely, whereas a hovering aircraft at Altitude 1
whose mission involves landing troops into a landing will only fail to land them safely on the roll of a 1.
zone should keep a tally of Victory points scored in
this way.

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IMPERIAL NAVY

IMPERIAL NAVY
The Imperial Navy is huge, far beyond the comprehension of most of the subjects it protects, a vast armada of ships spread out
across the distant stars. It is the mighty void ships that form the battle fleets of the Imperial Navy that are most renowned,
but it is more often the humble atmosphere-bound aircraft that are called upon to defend the Emperor’s dominion. Able
to engage the enemies of Mankind without obliterating the worlds they defend, these aircraft form an essential part of the
Imperium’s war efforts, and the brave men and women that pilot these craft are lauded as heroes.

IMPERIAL NAVY AIRCRAFT UPGRADES Imperial Ace +5 points


Ejector Seats +2 points The aircraft is piloted by a renowned Ace pilot.
The aircraft has improved safety mechanisms, allowing This upgrade may only be taken by one aircraft within
the crew to make a quick escape in an emergency. If the a force. Once per game, this aircraft may choose to re-
aircraft is reduced to 0 Structure points and destroyed roll a dice roll. However, all of the dice rolled must be
for any reason, roll a D6. On a 5+, the crew safely escape re-rolled and the player must accept the result of the
and the aircraft is only worth 75% of its total points cost second roll, even if it is worse.
in Victory points, rather than the usual 100%.
Armoured Cockpit +3 points
Flares or Chaff Launchers +1 point The aircraft has been fitted with additional armour to
The aircraft is fitted with decoy flares and chaff protect the crew. When this aircraft suffers a damaging
launchers, designed to interfere with the guidance hit from enemy fire, roll a D6. On a 6, the damage is
systems of incoming missiles. Once per game, if the ignored and the Structure point(s) that would have been
aircraft is hit by a weapon with an Ammo characteristic lost as a result of the Damage dice are not lost.
of 1, 2 or 3, roll a D6. On a 6, the hit becomes a miss.

Infra-red Targeting +2 points


The aircraft’s targeters and sensors are improved for
operating in darkness or poor visibility. If the Night
Fighting or Bad Weather rules are in use, this aircraft
may fire at Medium range without reducing the number
of Firepower dice rolled.

66 SQUADRON LISTS

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Thunderbolt Fighter

IMPERIAL NAVY THUNDERBOLT


THUNDERBOLT FIGHTER
A heavy fighter that combines devastating strike potential with a deceiving grace and manoeuvrability, the Thunderbolt
fighter forms the bulk of the Imperial Navy’s intra-atmosphere fleets. A true workhorse, rugged and reliable in design, the
Thunderbolt’s versatile array of armaments enables it to tackle all manner of missions, such as Titan hunting and ground
strikes. The Thunderbolt’s main role, however, is that of an aerial dogfighter, viciously battling the enemies of Mankind in the
skies above a hundred thousand war zones.

Thunderbolt squadrons vary in size, ranging from two aircraft assigned to fly in support of larger bombers, up to full
squadrons of thirty scrambled en masse to battle larger enemy formations. Attrition amongst Thunderbolt pilots is incredibly
high, with few pilots within a squadron surviving for very long once deployed to a theatre of war. Those who do survive may
become deadly fighter aces, terrors of the open sky, with the very best of their number being remembered as great heroes of the
Imperium.

ADDITIONAL WEAPONRY
Thunderbolt Fighters may be equipped with two additional weapons, which are chosen from the following list at
2 points each.

Ground Attack,
Pair of Hellstrike Missiles Front 2-2-2 3+ 1 Extra Damage (6+)

Aerial Attack,
Pair of Skystrike Missiles Front 0-2-2 3+ 1
Extra Damage (6+)

Ground Attack,
Pair of Wing Bombs Rear 4-0-0 2+ 1
Extra Damage (5+)

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Thunderbolt Fury Fighter

IMPERIAL NAVY THUNDERBOLT


THUNDERBOLT FURY FIGHTER
Variant weapon loadouts on Imperial fighter aircraft are not uncommon. One of the more widely seen Thunderbolt fighter
variants is the Fury, sporting a pair of twin-linked Avenger bolt cannon in place of the more usual autocannon. The
combination of mass-reactive heavy calibre bolt ammunition and the inconceivably high cycling rate of the gatling style
Avenger barrels makes for a dogfighting aircraft of punishing repute. Many squadrons feature a Fury or two amongst their
ranks, though few consist of Furies alone, their rate of fire being their only weakness as well as their biggest strength; ammo
hoppers run dry very quickly, forcing the Fury to often rely on the protection of other craft.

ADDITIONAL WEAPONRY
Thunderbolt Fury Fighters may be equipped with two additional weapons, which are chosen from the following list
at 2 points each.

Ground Attack,
Pair of Hellstrike Missiles Front 2-2-2 3+ 1 Extra Damage (6+)

Aerial Attack,
Pair of Skystrike Missiles Front 0-2-2 3+ 1
Extra Damage (6+)

Ground Attack,
Pair of Wing Bombs Rear 4-0-0 2+ 1
Extra Damage (5+)

68 SQUADRON LISTS

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VZH09-THB/43FW-‘Angel of Terror’
43rd Fighter Wing, Veil Squadron, New Rynn City Defence
Previously designated as the 1019th Fighter Squadron of the 5th Sheering Reach Fighter Group
during deployment upon Typha-IV. The famed ‘Veil’ Squadron, with its distinctive tail
markings, has seen action in numerous warzones.

Ace Markings
Aquila ‘wings’ are common
ace markings among squadron
commanders.

Armoured Cockpit
Armourglass provides excellent protection
against both air and ground fire.

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Marauder Bomber

IMPERIAL NAVY MARAUDER


MARAUDER BOMBER
Sturdily built and boasting a colossal payload in relation to its size, the Marauder is the archetypal heavy bomber of
the Imperial Navy. Rugged engines and capacious fuel tanks give the Marauder substantial operational reach and allow
Marauder squadrons to operate effectively in times of sporadic resupply, enabling the Imperial Navy to continue operations
when other craft might be grounded. Often based upon orbital spacecraft as they are able to operate in the vacuum of space, in
prolonged campaigns the Imperial Navy will establish ground bases, far from the frontlines from which Marauders can strike
at a foe.

Whilst a Marauder is considered capable for all manner of strike sorties, it is most commonly deployed to demolish strategic
targets. Squadrons of Marauders regularly fly deep into enemy territory, tasked with destroying anything and everything
from supply dumps to troop convoys. Such squadrons are often accompanied by fighter aircraft to offer a degree of protection
from nimble enemy fighters.

ADDITIONAL WEAPONRY
A Marauder Bomber may be equipped with four additional weapons, chosen from the following list at 2 points
each.

Ground Attack,
Pair of Hellstrike Missiles Front 2-2-2 3+ 1
Extra Damage (6+)

Aerial Attack,
Pair of Skystrike Missiles Front 0-2-2 3+ 1
Extra Damage (6+)

Ground Attack,
Pair of Wing Bombs Rear 4-0-0 2+ 1
Extra Damage (5+)

70 SQUADRON LISTS

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CMA85-MAB/814BW-Theta 7
814th Bomber Wing, Theta Squadron,
Sariba Archipelago Campaign.

Reinforced Airframe
Crews liked the Marauder for its durability and
ability to survive heavy ground fire.

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Marauder Destroyer

IMPERIAL NAVY MARAUDER


MARAUDER DESTROYER
The Marauder Destroyer is the ground attack variant of the Marauder Bomber, sharing the same potent engines and long
range operational reach of its sibling, but specialising in low-level attacks. The Destroyer sacrifices much of its bomb bay
payload in favour of extremely heavy firepower – six autocannon mounted in the nose replace the precision of twin lascannon
with a terrifyingly high rate of fire. Combined with devastating banks of Hellstrike missiles mounted beneath each wing, and
the ability to drop troops and supplies directly into a landing zone moments after cleansing the area with withering firepower,
a squadron of Destroyers can raze a key target in moments.

ADDITIONAL WEAPONRY
A Marauder Destroyer may be equipped with four additional weapons, chosen from the following list at 2 points each.

Ground Attack,
Pair of Hellstrike Missiles Front 2-2-2 3+ 1
Extra Damage (6+)

Pair of Skystrike Missiles Front 0-2-2 3+ 1 Aerial Attack,


Extra Damage (6+)

Pair of Wing Bombs Rear 4-0-0 2+ 1 Ground Attack,


Extra Damage (5+)

72 SQUADRON LISTS

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Hydra Flak Battery

Manticore Missile Battery

GROUND DEFENCES
HYDRA FLAK BATTERY
Imperium support weapon platforms are usually deployed as static defences, though many can be seen mounted on armoured
carrier chassis, enabling quick redeployment. Used to protect important command posts or forward staging points and supply
dumps from hostile aircraft, reinforcing such important battlefield strong points with extra firepower, the most common
armaments for such platforms are Hydra flak cannon and Manticore missile launchers. Hydra flak cannon are usually quad-
mounted on a weapon platform so that a single such installation becomes a battery of devastating anti-air firepower, capable
of filling the low altitude skies above with a storm of lethal shrapnel, creating conditions through which all but the most
heavily armoured of aircraft are unable to safely pass.

MANTICORE MISSILE BATTERY


The Manticore missile launcher, deployed either as a static weapons platform or track-mounted for ease of manoeuvrability,
is a venerable but advanced design. It can mount a variety of long range heavy rockets and missiles allowing it to fulfil many
battlefield roles, from heavy bombardment of troops and fortifications, to air defence. The Manticore’s sophisticated but
often temperamental systems, including radar-guided targeting augurs, predictive logic-engines and gyroscopic stabilisers,
are difficult to manufacture and make the Manticore a less common sight than other forms of Imperium ordnance. Demand
always outstrips supply, and a regiment fortunate enough to receive new Manticores from the Departmento Munitorum is
often seen as favoured by High Command.

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Flight Commander Dagor-Jarni

IMPERIAL ACES
FLIGHT COMMANDER DAGOR-JARNI
Dagor-Jarni was one of the most decorated pilots of the Rynn’s World war. By the time the flight commander arrived
in-theatre as part of Lord Admiral Galtaire’s relief fleet, Dagor’s Dragon Squadron had seen action in a dozen Imperium
warzones across the Loki Sector. Held in high regard by his peers, Dagor was both a talented leader and exceptional fighter
pilot, the number of aerial kills he had racked up in his Custom XXI Thunderbolt earning him the nickname ‘the Executioner’.
Dagor’s first action of the war was the defence of New Rynn City as part of the deployment of the 672nd Fighter Wing. It
was here in the last days of the city’s siege that Dagor won his first medal of the conflict, the Crimson Aquila, for his efforts
in slowing the Gargant advance. Though wounded in the action, Dagor was soon back in action and flew sortie after sortie
against the xenos invaders as the Imperium cleared the planet of greenskins.

It was over Desolation Valley, however, that Dagor made his lasting mark upon the conflict. Duelling with Dakkajets over
the mek-yards, Dagor’s distinctive fighter became the bane of the local Ork flybosses during the Imperium’s advance across
the Sulphur River. It was his dawn raids that scouted out the force dams and Ork sky-defences, and ultimately his Dragon
Squadron who would defend the bombers during the dangerous Sulphur River run to destroy Big Mek Votzug’s creations. By
the end of the war, Dagor would have flown over 300 missions all across Rynn’s World. Impressed with his leadership and
knowledge of air combat, Admiral Galtaire offered Dagor a place in the Air Marshal’s command staff, though ultimately the
pilot refused, unwilling to give up the cockpit.

The Executioner may take additional weaponry as


described on page 67, but may not take any other
crew or aircraft upgrades.

Your force may include one Executioner piloted


by Flight Commander Dagor-Jarni (in other words,
your force cannot include one without the other).
Flight Commander Dagor-Jarni’s points cost is
included in the points cost of Executioner.

74 SQUADRON LISTS

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Flight Lieutenant Gallus Barret

FLIGHT LIEUTENANT GALLUS BARRET


A graduate of the Aeronautica Primus Academy on Bakka, Flight Lieutenant Gallus Barret was among the top of his class.
This pedigree ensured him a place with the famous Bakka Blue Devils, one of the most prestigious Marauder Bomber wings
in the entire Segmentum Tempestus. Arrogant and distastefully self-assured, Barret joined the Sigilian Crusade into the
Veiled Region. During the years of that Crusade, intended to quell a growing threat from the Necron tomb world of Tyr,
Barret chased glory at the expense of all else. At first, his daring raids against xenos crypt-fortresses won him acclaim from his
commanders. Even against a foe as deadly as the Necrons, Barret’s command of the Blue Devils 47th Bomber Squadron won
through time and again.

All this was to change over the tomb spires of Martex Grandis. A failure of Imperium intelligence saw Barret’s Marauders
flying directly into the waiting flak matrixes of Martex. In the space of 20 minutes, the Blue Devils were torn apart by arcing
energy beams from below, the xenos weapons plucking them from the sky. Only by luck did Barret’s bomber limp back to base,
though his entire command had been destroyed. To cover up their own mistakes, Barret’s commanders placed the entire mess
at his feet.

For a time Barret was a broken man, finding solace in the bottle, and all but giving up his command rather than face another
Martex Grandis. Fortunately for Barret, the Navy does not give up on its resources so easily. Command shipped Barret out
for Rynn’s World, where he joined the 17th Bomber Squadron of the 672nd Fighter Wing, and took part in the reconquest. Over
Sulphur River the Flight Lieutenant would find salvation, walking the path to redemption with every Ork target smashed, and
each successful sortie completed.

Blue Devil may take additional weaponry as


described on page 70, but may not take any other
crew or aircraft upgrades.

Your force may include one Blue Devil piloted by


Flight Lieutenant Gallus Barret (in other words,
your force cannot include one without the other).
Flight Lieutenant Gallus Barret’s points cost is
included in the points cost of Blue Devil.

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ORK AIR WAAAGH!

ORK AIR WAAAGH!


The savage green-skinned aliens known as Orks are a plague upon the galaxy, each one a brutal warrior that lives solely to
fight and kill. As plundering warbands, they maraud from planetary system to planetary system, and although outwardly
crude and primitive, Ork technology is surprisingly effective, enabling them to threaten every world they encounter. Their
aircraft are no exception, with Orks fielding a staggering array of fighters and bombers somehow capable of remaining
airborne against all the accepted rules of aerodynamics, proving a scourge upon their foes in seemingly infinite numbers.
Once united under a strong and ambitious warlord, an Ork Waaagh! (as their mass invasions are known) can become an
unstoppable tide of destruction.

ORK AIRCRAFT UPGRADES


Belching Smoke +1 point Extra Armour +2 points
The aircraft billows and belches thick clouds of black Extra armour plates have been welded onto this aircraft.
oily smoke, making it very difficult to target. Once per When this aircraft suffers a damaging hit from enemy
game, if the aircraft is hit by a weapon with an Ammo fire, roll a D6. On a 6, the damage is ignored and the
characteristic of 1, 2 or 3, roll a D6. On a 6, the hit Structure points that would have been lost as a result
becomes a miss. of the Damage dice are not lost. However, as a result
of the extra armour bolted on, the aircraft’s Max Speed
Fly Boss +5 points characteristic is reduced by 1.
The best of the best, the big boss of the squadron! This
upgrade may only be taken by one aircraft within a Kustom Big Shootas +3 points
force. Once per game, this aircraft may choose to re- This aircraft has had extra Big Shootas bolted beneath
roll a dice roll. However, all of the dice rolled must be its wings. Any Ork aircraft with this upgrade gains the
re-rolled and the player must accept the result of the following Primary weapon, but the number of additional
second roll, even if it is worse. weapons the aircraft can take is reduced by one:

Wazmek Speshul +2 points


Wazmek is reportedly the greatest Ork Mek alive, and Kustom Big
Front 2-2-0 5+ UL –
his jet engines demand a high price! Increase both Shootas
the Max Speed and Min Speed characteristics of this
aircraft by 1, up to a maximum of 9.

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Dakkajet

DAKKAJET
Among the smallest and most numerous of Ork aircraft, Dakkajets are built for speed and firepower above all else, fulfilling
two of the primitive Orks’ most basic needs. Such small aircraft can carry only a small payload of missiles and bombs beneath
their wings, but this is of little concern to their flyboyz (as Ork pilots are known), who universally prefer the simple and direct
approach of firing their aircraft’s guns and unleashing a devastating hail of bullets upon their foes.

The engines of Dakkajets are crude and simple affairs, yet powerful and remarkably effective, capable of producing an
alarming amount of thrust (and often an equally alarming amount of thick, black smoke!). In a straight line, they are more
than a match for almost any other aircraft in the galaxy. Their manoeuvrability, however, leaves much to be desired. The
majority of Dakkajets are equipped with angled thrust nozzles, used to change trajectory with extreme violence. Consequently,
and to the untrained eye, Ork Dakkajets appear to be dangerously out of control and milliseconds away from disaster. This
may in fact be true, but the flyboy at the controls would have it no other way!

ADDITIONAL WEAPONRY
A Dakkajet may be equipped with two additional weapons, chosen from the following list at 2 points each.

Pair of Rokkits Front 3-2-1 3+ 1 –

Ground Attack,
Pair of Wing Bombs Rear 4-0-0 2+ 1
Extra Damage (5+)

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Fighta Bommer

FIGHTA BOMMER
Larger and sturdier examples of Ork engineering prowess, Fighta Bommers are typical of all Ork aircraft in that they are
built for speed and firepower first over safety and reliability. Where Fighta Bommers differ from smaller Dakkajets, however,
is that they are built to satisfy another universal truth known by all Orks; might makes right! Fighta Bommers often
outweigh more lightweight Ork aircraft by several tonnes, and are commonly laden down with quite heavy armour and a
much increased payload of guns, rokkits and bombs.

The flyboyz that pilot such craft tend to be much larger and more dominant members of Ork society, often having started out
as humble Dakkajet pilots and progressed to become Fighta Bommer flyboyz through numerous victories over their enemies,
and endless tinkering with and adaptation of their aircraft. Where in other Ork clans such seasoned veterans would become
Nobz, leading underlings into battle or forming the retinues of those Bosses more powerful still, among the ranks of the
flyboyz, the bravest and most notorious pilots become Fly Bosses and Ace Boyz, scourges of the open skies.

ADDITIONAL WEAPONRY
A Fighta Bommer may be equipped with three additional weapons, chosen from the following list at 2 points each.

Pair of Rokkits Front 3-2-1 3+ 1 –

Ground Attack,
Pair of Wing Bombs Rear 4-0-0 2+ 1
Extra Damage (5+)

Alternatively, a Fighta Bommer may be equipped with two additional weapons, chosen from the following list
at 4 points each.

Ground Attack,
Pair of Big Bombs Rear 6-0-0 2+ 1
Extra Damage (4+)

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‘Wif Nobz On’
Waaagh! Nafgurz, Desolation Valley, Sulphur River

More Dakka
Ork pilots like Fighta Bommers for their
ability to be outfitted with additional Ammo Feeds
shootas and bombs. Fighta Bommers carry huge
amounts of ammo for their
trigger-happy Ork pilots.

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Eavy Bommer

EAVY BOMMER
Ork aircraft are the ultimate expression of a particular mania that can grip the mind of the pilot. The afflicted Ork seeks ever
greater stimuli from their vehicle, be it ever more speed or ever more dakka. In many cases such manias prove contagious, with
whole groups of Orks becoming obsessed with the same desires. The most common mania personified by Ork flyboyz is that of
the Speed Freek, but there are other instincts at work within the Ork psyche, and one is a desire for size. All Orks believe that
bigger is better, be it bigger, louder gunz, or ever more monstrous vehicles.

When an Ork pilot becomes gripped by the desire to fly an ever bigger aircraft, they find themselves attracting ever more crew
members also possessed of a desire to be a part of it. Fighta Bommers get cut and shut with battlewagons and salvaged tanks,
aircraft grow larger wingspans, bigger jet engines, and an ever greater bomb bay and transport capacity, complete with extra
turrets and gun ports, all enabling the ever-increasing crew complement to get in on the action.

ADDITIONAL WEAPONRY
An Eavy Bommer may be equipped with three additional weapons, chosen from the following list at 2 points each.

Pair of Rokkits Front 3-2-1 3+ 1 –

Ground Attack,
Pair of Wing Bombs Rear 4-0-0 2+ 1
Extra Damage (5+)

Alternatively, a Eavy Bommer may be equipped with two additional weapons, chosen from the following list
at 4 points each.

Ground Attack,
Pair of Big Bombs Rear 6-0-0 2+ 1
Extra Damage (4+)

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‘Snarlin’ Deff’
Waaagh! Luggitz, Fall of Ventura City

Eavy Jets
The prodigious size of the ’Eavy Bommer
requires powerful jet engines just to get it
off the ground.

Fightin’ Teef
Many Ork aircraft include serrated
wings and metal teef for ‘close encounters’
with enemy aircraft.

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Grot Bommer

GROT BOMMER
Pushing bomms from open doors at high speed and high altitude is dangerous work. Consequently, most of the Orks that crew
Eavy Bommers quickly figure out that it is work best performed by Grots. As a result, it often happens that Grots soon come
to display the same manias as their larger kin, demonstrating a desire to pilot their own fast and deadly aircraft. These small,
lightweight craft are usually deployed by larger craft, their speed combining with the Grot’s desperation to engage with the
enemy to make them the perfect homing missile!

What’s more, as many Orks seem to enjoy nothing more than flinging themselves from the open rear of low-flying aircraft
to reach the action on the ground below, the internal capacity within the Grot Bommer is increased beyond that of Eavy
Bommers to allow for the transport of rokkit pack-equipped Stormboyz.

ADDITIONAL WEAPONRY
A Grot Bommer may double its payload of Grot Bomms (increasing AMMO from 2 to 4) for 8 points.

Front,
Autonomous Weapon,
Grot Bomms Left Side – Front, – 2+ 1
Extra Damage (4+)
Right Side – Front

A Grot Bomm is a type of guided missile, taking the form of a heavy rocket with a short-burn rocket engine and a powerful,
explosive warhead. Unlike more conventional guided missiles, a Grot Bomm is constructed using the finest Orky kno-wotz
– where other races might utilise complex augur arrays or advanced machine spirits to enable a missile to self-target, adjust
flight path and home in on its target, Orks simply strap in a Grot pilot! The Grot pilots the missile as if it were a small
aircraft, revelling in the speed and freedom, even as they hurtle towards their inevitable doom. The majority of Grot Bomms
fall from the sky far from their original objective, their fuel supply quickly spent, ultimately causing more damage to the
ground below than to enemy aircraft. But those that do find their targets cause quite horrific damage!

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Flak Platform

‘Eavy Flak Kannon


GROUND DEFENCES
FLAK PLATFORM
Wherever there are Orks, there will be a proliferation of big barrelled, very loud and highly devastating gunz. As much as they
require the constant thrill of combat or feel the desire for speed, Orks feel a deep, instinctual yearning to create and to use big
gunz. Ork anti-aircraft weaponry in particular is a sight to behold; usually formed from a multitude of large Ork shootas,
rokkit launchers and more esoteric, energy-based weapons concocted by frenzied Mek Boyz, and all attached to a single,
ramshackle frame. More often by chance than by deliberate design, and even then more often by sheer weight of numbers than
by good fortune, Ork flak batteries have proven highly effective, if wholly indiscriminate, anti-aircraft weapons.

‘EAVY FLAK KANNON


The roar of Ork big gunz has heralded the end of many a hapless foe. Hurling immense rokkits and missiles into the skies,
swatting planes from the air or crushing victims in roiling earthquakes of destruction, Ork artillery is potent, deadly and
extreme in both design and function. Huge kannon, crewed by swarming Gretchin and Grots, are the pinnacle of the Mek Boyz’
art. Big to the point of utter ridiculousness, such weapons are dragged into position to bombard the enemy and fill the skies with
destruction. Unfortunately for the crews, most Mek Boys are rarely sure what such weapons will do until they are actually
fired, and many crews are lost to misfires. But for every Ork kannon that fails in spectacular style, a dozen more function with
horrifying efficiency.

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Da Black Barun

ORK ACES
DA BLACK BARUN
It takes a rare kind of savage recklessness to become a flyboss and an even rarer kind to live long enough to make a name for
yourself. Of course, Ork legends such as Da Black Barun don’t think about the odds, because thinking is for Grots and humies.
The burnt black Dakkajet flown by the Barun first appeared during the New Rynn City blitz, the grinning white jaws painted
on its nose the last thing many Imperium pilots saw before their aircraft was ripped apart by bullets. More than once the
defenders of Rynn’s World thought they had killed Da Black Barun, pilots or AA crews reporting they had brought down an
aircraft with the hated flyboss’ markings. However, it was soon discovered that the Barun was not the only greenskin pilot to
fly a blackened aircraft adorned with a wide Orky grin. As it turned out, the Barun was the leader of his own Ork skymob –
Vulture Skwadron.

The skymob and their bloodthirsty boss developed a reputation for turning up wherever the fighting was at its thickest. As a
battle reached its zenith, black specks would appear on the horizon, the roar of poorly maintained jet engines cutting across
the sky, followed within moments by the first Ork aircraft diving in for the kill. Da Black Barun had a special enthusiasm
for seeking out the aircraft of the Adeptus Astartes and remains one of the few Dakkajet pilots credited with multiple
Thunderhawk kills. Towards the end of the war several missions were organised with the sole objective of killing the Barun
and wiping out Vulture Skwadron, though at best they found no trace of their adversary or at worst flew into aerial ambushes.
Ultimately, Da Black Barun and Vulture Skwadron disappeared from Rynn’s World after the Ork invasion was finally
repelled, though those that had faced him knew better than to think the skyboss had been slain, and grimly awaited Vulture
Skwadron’s return.

Vulture may take additional weaponry as described


on page 77, but may not take any other crew or
aircraft upgrades.

Your force may include one Vulture piloted by Da


Black Barun (in other words, your force cannot
include one without the other). Da Black Barun’s
points cost is included in the points cost of Vulture.

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Sky Boss Toofkraker

SKY BOSS TOOFKRAKER


Sky Boss Toofkraker loves to burn stuff, which is probably why he joined the Arch-Arsonist’s Waaagh!. The chance to set a
whole world aflame was just too good to pass up. Toofkraker joined the Waaagh! as a Burna Boy as part of a mob of like-
minded Meks who had scraped together weapons with which to devastate and destroy. Together they torched whole cities
during the first months of the war for Rynn’s World. But despite wading through hab blocks and trench works ablaze with
the results of his weapons, not to mention the panicked screams of his enemies as they ran to and fro on fire, it was not quite
enough for Toofkraker.

When Toofkraker heard about the Arch-Arsonist’s desire to burn New Rynn City to the ground, the Ork gathered together his
boyz and started working on a means to join in the fun. The result was the Big Burna Skwadron, a mob of flame-decorated
Fighter-Bommers, all groaning under the weight of the biggest fire bombs Toofkraker could devise. The first few times the Big
Burna Skwadron tried to take to the skies, many of the aircraft simply failed to get off the ground, a few even crashing into
the runway in massive fireballs after making it a few metres into the air. Undaunted, Toofkraker strapped bigger engines to
the Bommers, and then more bombs just for good measure! In the end, the Big Burna Skwadron hauled itself into the sky over
the Arcalan Basin and set off for New Rynn City. Every night of the New Rynn City blitz, Toofkraker’s boyz rained fire on the
city. Even when one of his fly bosses caught some flak and began to spiral down toward the ground, they’d steer their aircraft
toward one of the city’s AA towers or an Imperial strongpoint, bathing an entire city block in flame – much to the amusement
of the sky boss.

The Big Burna may take additional weaponry as


described on page 78, but may not take any other
crew or aircraft upgrades.

Your force may include one Big Burna piloted by


Sky Boss Toofkraker (in other words, your force
cannot include one without the other). Sky Boss
Toofkraker’s points cost is included in the points
cost of Big Burna.

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QUICK REFERENCE

QUICK REFERENCE
TURN SUMMARY THE MOVEMENT PHASE
A turn is split into phases. Each separate phase is The Movement phase is split into a sequence of steps.
completed before moving on to the next phase. Once Each player follows this sequence as they move an
all of the phases are complete, the turn ends and a new aircraft. Players then alternate choosing and moving
turn begins. A single turn plays as follows: aircraft until all aircraft have moved. If one player
has more aircraft to move, their remaining aircraft
1. Choose Manoeuvres are moved one after another after their opponent has
2. Initiative moved their last aircraft. When every aircraft on the
3. Tailing Fire tabletop has been moved, the Movement phase ends.
4. Movement
5. Firing The player with the initiative will decide which player
6. End Phase goes first in the Movement phase, opting to move one
of their own aircraft or making their opponent move an
1. Choose Manoeuvres: Choose an Ace Manoeuvre for aircraft first.
each eligible aircraft and place a Manoeuvre token face-
down next to the model’s base. Every aircraft needs an Each aircraft follows the same sequence:
Ace Manoeuvre unless it is in a Spin.
1. Throttle
2. Initiative: Both players roll a D6. The player with the 2. Move & Manoeuvre
highest score wins the initiative this turn. 3. Adjust Altitude

3. Tailing Fire: Aircraft that are Tailing another aircraft 1. Throttle: Use the aircraft’s Throttle characteristic to
may fire at the tailed aircraft. The player with the adjust its Speed.
initiative chooses an aircraft and fires first.
2. Move & Manoeuvre: Move the aircraft using the Ace
4. Movement: The player with the initiative chooses Manoeuvres diagrams as a guide – the distance between
who goes first. Players then alternate choosing and each stage of the Manoeuvre can vary depending upon
moving aircraft until all aircraft have moved. the Speed at which the aircraft is travelling. Move &
Manoeuvre is covered in more detail on page 16.
5. Firing: The player that moved first fires first. Players
then alternate, choosing an aircraft and firing all of its 3. Adjust Altitude: After an aircraft has completed its
available weapons until all aircraft that the players wish movement, it can adjust its Altitude to represent the
to fire have done so. aircraft climbing or diving as it Manoeuvres.

6. End Phase: Starting with the player with the


initiative, both players attempt to recover aircraft that
are Stalled or in a Spin. Tailing is also determined
now. If this is the last turn of the game, determine
Victory points.

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THE FIRING PHASE Range
The Firing phase is split into a sequence of steps. For all weapons there are three range bands: Short,
Each player follows this sequence, with the player that Medium and Long range. The range between an aircraft
moved first firing first. Players then alternate choosing and its target is always measured by counting hexes
and firing with aircraft until all aircraft have fired. If from the Fire Arc of the weapon being used for the
one player has more aircraft to fire, remaining aircraft attack, to the hex the target is in.
fire one after another after their opponent has fired
their last aircraft. When every aircraft on the tabletop Ranges are:
has fired, the Firing phase ends.
Hexes Range
All aircraft follow the same sequence of steps 1-4 Short range
when firing: 5-7 Medium range
8-10 Long range
1. Targeting
2. Firepower THE END PHASE
3. Ammo The End phase is split into a sequence of steps.
4. Damage Both players, starting with the player who holds
the initiative, run through this sequence for all of
1. Targeting: Aircraft select targets to fire upon and their aircraft:
determine if they are able to do so, checking Fire Arcs
and Range, as described in more detail on pages 21-22. 1. Stalled Aircraft
2. Recovering from a Spin
2. Firepower: Players determine how many Firepower 3. Determine Tailing
dice are rolled and the score required to hit on each, 4. Ending the Game
then roll to hit. A weapon’s Firepower characteristic is
the number of D6s rolled when that weapon fires at 1. Stalled Aircraft: Roll a D6 for each Stalled aircraft.
that range. To determine how many hits are scored, roll If the score is equal to or higher than the aircraft’s
the Firepower dice. Handling characteristic, it will recover. Otherwise, the
aircraft will fall into a Spin.
The D6 roll required to hit a target with Air-to-Air fire is
always 5+. 2. Recovering from a Spin: Roll a D6 for each aircraft
that has fallen into a Spin. If the score is equal to or
The following modifiers may also apply to the dice roll: higher than the aircraft’s Handling characteristic, it will
recover. Otherwise, the aircraft will continue to Spin.
• -1 to the dice roll if the target has a Stall or Spin token
on it. 3. Determine Tailing: Players determine if any of their
• -1 to the dice roll per level of Altitude difference aircraft are in a position to fire on enemy aircraft in the
between the firing aircraft and its target. Tailing Fire phase of the following turn.

3. Ammo: If the weapon has an Ammo characteristic of 4. Ending the Game: If this is the End phase of the final
1, 2 or 3, reduce the Ammo characteristic by 1 every time turn, or if only one player has aircraft left in the Area
the weapon is fired. of Engagement, the game ends and players work out
Victory points.
4. Damage: If any hits were scored, those dice are rolled
again as Damage dice to determine if the target will
lose any Structure points. Each weapon has a Damage
characteristic – this is the score required on the
Damage dice to cause Damage.

Another Custodes Libris share. Buy the stuff if you like it!
Another Custodes Libris share. Buy the stuff if you like it!
Another Custodes Libris share. Buy the stuff if you like it!
Another Custodes Libris share. Buy the stuff if you like it!
Another Custodes Libris share. Buy the stuff if you like it!

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