With a shutter the massive land train lurched to the side as another of the enemy’s cannon shells hit the iron platting. The iral barked orders into the tube to the steam engineer deep in the bowels of the iron beast, “Give me more power Chief!” With a howl of frustration the chief protested back through the brass call tube, “Sir, she’s about to burst now, I shovel any more coal into the furnace and she’s going to explode!” “Then damn you to hell Chief,” Called back the iral, “We will just have to blast the enemy with what we got.” This is Land Ships, another great Mini-game from Avalon Games. Land Ships takes war in the Victorian age and stands it on its head. What if Jules Vern and H.G. Wells had gotten it right just a little bit closer to home, what if the great powers had taken steam power and used it to craft great engines of war and destruction. This is Land Ships, a world where an alternate reality exists, one where science has allowed kings and empires to forge massive war machines, tank like creations but on a massive scale. Lead a grand army of steam powered behemoths made of iron and brass across the battlefield, while all the time trying to defeat you foe’s own massive monsters of metal and steam. Fully expandable, each set for this system will allow you to play forces from different factions, adding new war machines, map boards and exciting fun. An Avalon Games Product, All rights reserved, Version 2.0, 2009 All comments, suggestions and s can be made at… Avalon Games Company,
[email protected] Or visit Avalon Games at… www.avalon-games.com Game design, artwork and layout by Robert Hemminger Edited by Christi Monson
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Contents Introductions Game Construction Getting Started Unit Types Steam Points Unit Actions Movement Terrain Effects Attacking with a Unit Arc of Fire Line of Sight Crush Attacks Ram Attacks Damage to Land Ships Critical Hits Land Ship Construction Empire Forces Principalities of Mor Scenarios Map
Page 3 Page 3 Page 4 Page 4 Page 5 Page 5 Page 5 Page 6 Page 6 Page 8 Page 9 Page 10 Page 11 Page 11 Page 12 Page 13 Page 22 Page 24 Page 25 Page 26
Introductions Land Ships is a classic Hex and Counter system of tactical combat. Using counters to represent different units that you control, you must move your forces about the map board to gain an advantage over your opponent, all the while trying to survive the incoming fire that your foe is dishing out. Fully compatible with other sets within the system, each set will add to the forces that can be played, with more map boards and more options. Game Construction Once you are ready to play Land Ships, the first thing you will find necessary is to construct the game components. For the most part, the amount of time and extra expense you are willing to put into the game’s construction is up to you. The simplest format is to print up all the needed parts and then just cut them out and go to it. Paper pieces are though, a bit difficult to deal with, so if you wish to continue to play Land Ships over and over again, and I hope you do, then you may want to invest a bit of time and effort in making your game components more durable and usable. Suggestions on Component’s Construction and Printing First off, you should, if you want to spend the money, buy some good quality paper. Use this to print out the various components and counters. High end paper will give you a better quality image and if you set your printer to its highest quality setting,
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you should get a nice set of counters and a map board. Next, get your hands on some spray glue. (Available at most craft stores and office supply stores) Use this to mount the components onto thick card stock or chipboard. This will make the parts easier to pick up and use, which generally creates a better over all experience. Should you wish, you can protect your many parts with a clear, self-adhesive, sheets of lamination. (Again available at most office supply stores) Data Sheets are designed for you to write on, so you might wanted to protect them with clear sheet protectors and use a dry pen to make notes and to mark damage on your Land Ships in play. Getting Started When you have constructed the game and are ready to play, pick a scenario from those listed for this or other games within the system and set upon the map boards as outlined in the scenario. Pick your forces and buy whatever units you wish, once again, as outlined in the scenario you are playing. Once both players have bought their respective battle forces, set up your counters as stated in the scenario and play the game. At the start of each turn, both players will roll a single 1D6 for each Land Ship they have in the game. Place the die rolled, on the data sheet for that Land Ship to show the amount of steam points it has generated this turn. Steam points cannot be saved from turn to turn. (Unless otherwise stated by the type of Land Ship you are playing) Steam points not used for the turn are generally lost. Players will then alternate moving and firing one of their units, and after all units have been activated, a new turn is started and new steam points generated. This continues until a victory is achieved as outlined in the game's scenario rules. Unit Types Land Ships uses several different types of units within the game to represent different types of forces at your disposal. Of those units available to each player, you can brake down the different types of units into two categories, Infantry and Land Ships. Infantry units are any none Land Ship unit in play. These counters can represent foot soldiers, cavalry or canon batteries. Each counter represents dozens of these small units, with groups of men, horses and cannons covered by a single counter. Land Ship counters represent a single, monstrous Land Ship. The counter covers but a single one of these machines, with the term Land Ships being a general term to represent all of the different types of machines used within the game. The Duck
Infantry unit
Land Ship Unit
Lt Infantry
4+ / 2 3
To Hit Target Number, Range and Movement Rate 4
Steam Points At the start of each turn, both players will roll a single 1D6 (Which is added to those generated by the boiler of that Land Ship) for each Land Ship they control. Place the die that is rolled on top of the respective data sheet for each of your Land Ships so you can record the current steam points that said Land Ship has available for this turn. When you activate a Land Ship and conduct actions for that machine, reduce its steam points as they are spent. When a ship runs out of steam points, it can no long conduct actions for that turn. As a rule, steam points cannot be save, traded or stolen, and any remaining steam points are lost at the end of the turn. Unit Actions Players will, during a game turn, alternate moving and conducting actions for their various units. Each unit may be activated but once a turn, and players should place an Activated Counted on top of a unit once it has been activated and completed its activities. Once a player has activated and completed a unit's actions for the turn, the next player may then activate and conduct actions for one of his or her units. This continues until all units have been activated once for the turn. When all units have completed activation, a new turn will then begin, with players removing all Activation Counters from units in play and continue on with the game by starting a new turn. Infantry units may, when they are activated, make a single move action and a single attack action. They may do these two activities in whatever order they wish, moving first and then attacking, or making an attack action and then move. They do not have to take an action if your deem not to, or may perform but once of these activities (Eh, move but not make an attack, etc.) Land Ships may perform several actions within their activation, depending on the number of steam points you have. Generally a Land Ship may move and fire several of its weapons all within the same activation, but only if you have enough steam points to do so. (See each Land Ship’s data sheet for detail on the cost of each activity) Again, there is no order to what the Land Ship may do, and thus it may move, and then fire all of its weapons, or fire a single weapon and then move, only to then fire more of its weapons. Land Ships may only fire a single weapon once in a turn, although it can fire several different weapons within the same turn. Movement All units within the game may move to new locations on the map board. To do so, simply count the number of hexes that is moved and places the unit’s counter in the new hex.
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Infantry units may move through hexes containing other units (Either infantry or Land Ships) of your forces, but may not move through hexes that contain an enemy counter. They may not though, end their movement in an occupied hex. Land Ships may move through hexes that contain infantry units of your own, but not through hexes that contain another Land Ship that you control. Land Ships may move through hexes that contain infantry units of your opponent’s, making a Crush attack as it moves over that unit. (See Crush Attacks for details) Lands Ships may not though, move through hexes that contain another Land Ship that is control by your foe. No unit may end its activation in a hex with another unit. Terrain Effects Terrain may effect the movement of a unit, depending upon the type of unit and the terrain it wishes to enter. (See Terrain Effects on Movement on the Fast Reference Chart for details) Generally, if a unit does not have enough movement points to enter a hex, it cannot do so. Units that are prevents from entering a hex because of the terrain may never do so and are destroyed if, for whatever reason, they are forced to enter such a hex. Land Ships forced to enter a hex that is restricted takes a single critical hit and must roll once on their respective Critical Hit Chart. Units which can fly, may move over any hex, regardless of whether it contains terrain or units counters. The flying unit though, cannot end its movement in a hex with an occupying unit. Most Land Ships when they enter a hex with a building, destroys the building, placing a Rubble Counter in that hex. Units inside the building are affected by a normal Crush attack. Attacking with a Unit When a unit wishes to make an attack, first count the hexes between it and the target of its attack (Do not count the hex the attacking unit is in, but do count the hex the target is in). If the target of the attack is within range, then you may make the attack as normal. If the target is outside the attacker’s range, pick a new target for this attack. Next, check to see if the unit attacking has line of sight on its target. Again, if it has line of sight, the attack may be made. If the attack does not have line of sight, then pick a new target for this attack (See Line of Sight for details) Next roll 1D6, and if you roll the attack target number for this unit, or higher, you have scored a hit.
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As a rule, infantry units that have a hit scored on it are destroyed and their counter removed from the game. Land Ships that take a hit in combat have its armor, and or structure, damaged and thus one or more circles darkened in on its data sheet (See Damage to Land Ships for details) Some terrain that a target unit is in may affect the attack roll. (See Terrain Effects of Combat on the Fast Reference Chart for details) No attack can ever have its target number modified higher then a 6 to hit, and any roll of a natural “6” will always hit, regardless of terrain and other effects in the game.
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Arc of Fire Some weapons on a Land Ship will have a limited arc of fire and can only make attacks on targets in set hexes, as shown on that Land Ship’s data sheet. If a target lies outside the weapon’s arc of fire, it cannot be attacked, based upon the direction that the Land Ship’s counter is currently facing. Infantry units have a 360-degree arc of fire and may target any hex around them.
As the facing of a Land Ship is important, always place a counter so that it is flush with a hex side. Correct
Front Arc
Incorrect
Side Arc
Rear Arc
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Line of Sight Terrain will often block the line of sight of attacking units, allow units to effectively “Hide”, and thus take cover from attacking forces. To check the line of sight between two units, draw an invisible line between the two units, from the center of a hex to the center of the target hex. If any hex that is crossed, in whole or in part, contains blocking terrain, the line of sight between the two is blocked. Some terrain will block line of sight and some will not. Some terrain, such as hills, will allow you to “See” over blocking terrain, as shown below and based upon its “Level”. Note that terrain still offers some hidden space, as shown by the Shadowed Hexes, based upon the height of the terrain in question. You can never “See” over taller terrain then a unit occupies, nor over terrain of the same height. Flying units never block line of sight, and can “See” all units, regardless of terrain.
A can draw a clear line of sight to hexes B, C and D, but not to E as it is hidden in the shadow of the hill. B can draw a clear line of sight to A, C and D, but not to E as the hill is in the way. C can draw a clear line of sight to A, B, and D, but the hill blocks E. D can draw a clear line of sight to A, B, C and E. E can draw a clear line of sight to D, but to none of the others as the hill blocks its line of sight.
Woods, buildings and low hills are all considered to be Level one terrain as are Small and Medium Lands Ships. Large and Huge Land Ships are considered level two objects. Massive and Gargantuan Land Ships are considered to be level three objects.
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Shadow hexes are any hex that is directly behind a hex that has blocking terrain or the same level or higher. Even if an attack is drawn from a light level terrain, the shadow hex will still be hidden from the line of sight of this attacking unit.
A can see into hex B and D, but the woods in hex B shadows hex C and thus a unit in hex A cannot draw a line of sight to units in hex C
Always use common sense when it comes to tracing line of sight and whether a hex is shadowed or not.
Crush Attacks Lands Ships for the most part are huge machines of war and will crush men as they drive over them. To represent this, all Land Ships may move through a hex that contains an enemy infantry unit. This is called a Crush attack. No attack roll is required for these sorts of attack, simple move the Land Ship’s counter into the occupied hex (Of course you cannot make this sort of attack if the terrain in that hex is restricted to that type of Land Ship) Once the Land Ship has entered the hex, roll 1D6 for the infantry unit that occupied that hex. If they roll the target number, or higher, they are able to get out of the way and their controlling player may move, immediately, that unit’s counter to a new hex that is next to their old occupied hex. If the infantry unit cannot enter any hex, either because they are all occupied, or contains terrain it normally cannot enter, then the unit is destroyed outright.
Size of Land Ship Small and Medium Large and Huge Massive Gargantuan
Terrain Unit is In Plains Woods 4+ To Kill Unit 4+ To Kill Unit 5+ To Kill Unit 5+ To Kill Unit
5+ To Kill Unit 5+ To Kill Unit 5+ To Kill Unit 6+ To Kill Unit
In a Building
Hills (Any Level)
5+ To Kill Unit 5+ To Kill Unit 6+ To Kill Unit 6+ To Kill Unit
5+ To Kill Unit 5+ To Kill Unit 5+ To Kill Unit 5+ To Kill Unit
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Units that fail their target number are ground under the wheels and treads of the Land Ship and thus destroyed. Crush attacks may only be used on infantry units, but you may make as many of these attack as you wish, with each occupied hex that you enter allowing a new Crush attack to be made, even against the same units if they escape the Crush attack the first time around and their new hex is move into by the Land Ship. Ram Attacks Land Ships may ram into another Land Ship, smashing into their foes with a thunderous sound. To make a Ram attack, spend the Steam points needed and move one or more hexes, until you reach a hex next to the target Land Ship. Note that you must travel at least one hex to able to make a Ram attack. Damage is then done automatically, based upon the respective sizes of the Land Ships and any other factors. A Land Ship that makes a Ram attack cannot make any further movement activities for that turn and ends its movement then and there. It may though, still fire its weapons, if it has enough steam points.
Size of Ramming Land Ship Small and Medium Large and Huge Massive Gargantuan
Size of Target Small Medium
Large
Huge
Massive
Gargantuan
2 Hits
1 Hit
1 Hit
1 Hit
1 Hit
1 Hit
3 Hits 5 Hits 8 Hits
2 Hits 3 Hits 8 Hits
2 Hits 3 Hits 5 Hits
1 Hit 2 hits 8 Hits
1 Hit 2 Hits 2 Hits
1 Hit 2 Hits 2 Hits
Damage Infantry units that take one of more hits of damage are destroyed outright and removed from the game. Land Ships, when they take damage, have damage circles darkened in on their respective data sheet. Damage is first darkened in on Armor circles, and then Structure circles. When a Critical Hit circle (Shown in Red) is darkened in, roll 1D6 on the Critical Hit Chart for that Land Ship. When a Land Ship has had all of its Armor and Structure circles darkened in, it has been destroyed and been put of action (Note that some scenarios will award victory
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points in different amounts, depending on whether the Land Ship was destroyed outright by a roll on the Critical Hit Chart or by having its circles darkened in). Destroyed Land Ships remain on the map board and become terrain that can block line of sight and movement. Place a Wreaked counter on the Land Ship’s counter to show which Land Ships are still active, and those that are destroyed. Critical Hits When a Land Ship takes a hit on one or more of its red colored circles, it has taken a critical hit. Roll once on the Critical Hit Chart for each critical hit that the ship has taken from any given attack. Results stack, so if you take more then one weapon destroyed result, then more then one weapon has been hit and wreaked. (See each damaged description for details) Explosion The Land Ship explodes is a spectacular fashion, sending smoke and flying metal all across the landscape. The Land Ship is destroyed outright and all troops it may have been carrying are destroyed. Any units, be they friend or foe, in hexes next to the Land Ship take 1D3 hits on a roll of 4+ on 1D6. Place a Wreaked counter in the Land Ship’s hex Wreaked The Land Ship is wreaked and no longer usable. Place a Wreaked counter in its hex. If the Land Ship was transporting troops, roll 1D6 for each unit. On a roll of 5+, said unit is able to escape the wreak and placed in a hex next to the Land Ship. If no hex is open, the unit is destroyed. Bridge Destroyed The Bridge has been destroyed and the command crew slain. The ship from this point on, at the start of its turn, must roll 1D6. On a roll of 4+, it may make a move action and on a roll of 5+, it may fire one or more of its weapons. (You need to roll for each weapon as it attempts to fire to see if it is allowed.) Boiler Damaged The ship’s boiler has been damage and will produce less Steam points. Reduce, by one, the base Steam points that this Land Ship creates. Multiples of this effect will add to the number of Steam points lost each turn. Weapon Destroyed Pick one weapon (Controlling player’s choice). Said weapon is destroyed and cannot be used further this game. (You should mark off the weapon affected on the data sheet of that Land Ship) Crew Shaken The crew of the ship has been shaken and my do little this turn. The Land Ship may not move or fire its weapons this turn. It may still deploy transported troops if you wish. Steering Column The Land Ship’s steering column has been damage. The ship may no long turn its direction when it moves, and may only move forward in a straight line.
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Drive Shaft The drive shaft of the Land Ship has been destroyed and the ship can no longer move. Boiler Destroyed The boiler has been destroyed and the Land Ship can no longer produce steam to power its systems. Roll 1D6, this is the amount of Steam points the ship now has for the rest of the game. Once these points have been used, they are not replaced. Land Ship Construction Here is a simple, but easy system, to generating Land Ships of you own design. Fell free to add more options to this list and to have fun with it. Land Ships will use a point generation system to achieve the Lands Ship’s final point cost for use in the game. Size First, you must pick the basic size of the Land Ship. This will determine not only the counter size of the Land Ship, but its basic structure points and build points. Once you have picked it size, add additional option to the Land Ship, adding to the over all point cost of the Land Ship as you do so. Build points limit the amount and size of the various option that can be added to your Land Ship, thus the bigger the land Ship, the more stuff it can carry and have added to it.
Basic Size Small Medium Large Huge Massive Gargantuan
Point Cost 2 5 8 10 15 20
Size Basic Structure Points 5 10 15 20 30 50
Build Points 10 15 20 40 50 60
Counter Size Small Small Large Large Huge Giant
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Counter Size Example: Huge & Massive Small & Medium
Large
Gargantuan
Boiler The size of a Land Ship’s boiler determined its basic steam points. The size of a ship’s boiler is also based upon the ship’s basic size. Too small of a boiler and the ship does not have enough steam for its basic operations.
Basic Size
Cost
Small Medium Small Duel Large Large Duel Huge
1 3 5 8 16 18
Boiler Build Point Cost 3 4 5 6 7 8
Basic Steam Points Generated 2 3 4 4 5 6
Minimum Needed for Size Ship Small Small or Medium Medium Large Large, Huge or Massive Gargantuan
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Locomotion The type of locomotion that the land Ship uses is figured here. The Basic movement cost in steam points is given as well.
Type
Cost
Locomotion Build Point Cost
Wheels
3
0
Number of hexes moved per steam point spent 1 for 4
Treads
2
0
1 for 2
Legs (Two)
2
0
1 for 3
Legs (Four)
3
2
1 for 2
Legs (Five +)
4
5
1 for 1
Flight
6
3
1 for 5
Notes: See Terrain Effects on Movement See Terrain Effects on Movement See Terrain Effects on Movement See Terrain Effects on Movement See Terrain Effects on Movement See Terrain Effects on Movement
Basically it will cost you one steam point normally to move a number of hexes as shown. If that hex has a higher cost in movement, faction of movement may carry over. Example: For a 2 legged walker to enter a woods filled hex, it costs 4 movement points, and thus two steam points. Armor The Armor plating of a Land Ship is its one and true defense in battle. The more you have, the longer the Land Ship will survive.
Per Circle of Armor
Armor Plating Cost 1 per 3
Build Point Cost 1 per 3 points of plating bought
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Weapons The weapons that the Land Ship carries are of course all important. Each weapon must of course have its Steam point cost paid or it cannot be fired that turn. There is no limit the number and type of weapons a Land Ship can have, other then what you are willing to pay and the build point that the Ship has available. All weapons are assumed to have a single arc of fire, either to the front, rear, right or left. To increase its arc of fire (And thus have two of these directions), you must pay an additional cost of +1 its normal point cost. This also increases the build cost by 1. To increase beyond that point, you will need to buy a turret. Weapons Type
Point Cost
Build Point Cost
Base to Hit roll
Base Damage
Range
Light Gun Medium Gun Heavy Gun Galing Gun Heavy Gatling Gun Light Cannon Medium Cannon Heavy Cannon Hellbore Cannon Small Mortar Heavy Mortar Small Flame Belcher Heavy Flame Belcher Lance Sword Small Claws Heavy Claws Rockets, Small Rockets, Medium Rockets, Heavy Rockets, Star Strike Death Roller Bomb
2 3 4 3 5 4 6 8 12 5 10 5
1 1 2 2 2 3 4 5 8 3 5 2
4 4 4 3 3 5 5 5 5 5 5 N/A
1 1 1 1 1 2 3 5 1D6+6 1D6 1D6 1
3 4 5 2 3 4 5 6 10 4 6 1
Steam Point Cost to use 1 1 1 1 1 1 1 1 2 2 2 2
10
3
N/A
2
1
3
3 3 3 5 1 Per 2 Per 4 per 10 per 5 2
2 4 2 Per 5 3 Per 5 4 Per 5 3 Per One 2 2
3 3 5 5 5 5 5 5 N/A N/A
3 1D6 1D3 1D6 1 Per 2 Per 3 Per 1D6+4 N/A 1D6
N/A N/A N/A N/A 10 12 15 Unlimited N/A N/A
1 1 1 2 1 2 3 4 N/A N/A
Light Gun: Small rifle sized gun, easy to fire with a small range. Medium Gun: Larger rifle like gun, capable of killing at a fair distance. Heavy Gun: Large born gun with a good range and killing power. Gatling Guns: Primitive machines guns, they have a shot range but deadly effect.
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Light Cannon: Small steam powered cannon, short range but deadly. Medium Cannon: Standard cannon, good range with fair accuracy. Heavy Cannon: Heavy cannons made for killing Land Ships. Hellbore Cannon: The largess cannon ever made, these can lay waste to towns with a single blast. Small Mortar: Small mortars are capable of lobbing shells over the top of troops and blocking terrain. You do not need line of sight to fire a mortar at a target, but if you miss the to hit roll, roll 1D6 on the chart below to find the target hex that the shell lands in. Any unit, be it friend or foe, in the target hex is hit by the falling shell.
Missed Hex
Heavy Mortar: Larger mortars have better range and stopping power. If they miss the to hit roll, use the chart above to find the hex hit by the shell. Small Flamer: Flame belchers do just that, blow out a stream of flames and oil. When the weapon is used, not modifiers for terrain are used as the flames just flow around the stuff in the target hex. Flame belchers hit automatically. Heavy Flamer: Like small flame belchers, these large versions of the weapon ignore terrain, but also hit a larger target area. When used, the Heavy Flame belcher affects two hexes, which must be next to each other. Pick one hex to fire at and then pick the addition hex to be effected by the flames. Flame belchers hit automatically.
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Lance: Long lances are often used to pierce a foe's armor. When used, the lance can only affect targets in hexes next to the Land Ship. If a hit is scored, ignore the Armor circles of the target Land Ship and apply the damage directly to the targets Structure circles. If a Land Ship has all of its Structure circles darkened in, it is wreaked, regardless of the amount of armor it still have. Sword: Heavy sword and close combat weapon. They can only be used on targets in hexes next to the attacking Land Ship. Small Claws: Claws and other odd weapons, these often are used to grab a foe Land Ship and rip it to bits. They may only be used on targets that are next to the attacking Land Ship. If you score a hit with the claw, you may make another attack, using the claw, for free. This attack must be on the same target. Continue to make attacks until you fail to hit with the claw. Roll for each attack’s damage separately and apply its effects before the next free attack is made. Heavy Claws: Huge, heavy claws are used to grab a foe land Ship and rip it to bits. They may only be used on targets that are next to the attacking Land Ship. If you score a hit with the claw, you may make another attack, using the claw, for free. This attack must be on the same target. Continue to make attacks until you fail to hit with the claw. Roll for each attack’s damage separately and apply its effects before the next free attack is made. Death Roller: Massive rollers and other odd add ons, these are used to crush infantry under the roller and are feared by the common footmen. When making a Crush attack, you may add +1 to the Attack Die roll. Rockets, All: All rockets used a simple steam powered system to shot the missile into the air. They then use a chemical boost to travel long distances, dropping down on the foe with deadly effect. Like mortars, if the rocket fails to hit its target hex, roll on the chart to find the new hex it will hit. Different then mortars though, also roll another 1D6 to find the distance the rocket travels in this new direction before landing. Example: The rocket fails to hit so you roll 1D6 to find the new hex line it will travel in. You roll a 4 and so it will fall short of its target. Next, roll another D6 to find the distance it will fall short. You roll a 3, and so count three hexes away from the target hex to fin d the hex where it will hit. The build cost for rockets is per five rockets of that type. Star Strike rocket are huge and so come at a rate of one per three build points. Bombs: Bombs are often dropped from above, killing everything below. When used, the bomb is dropped as the air ship es over a hex. Each bomb must be paid for separately and can be used but once.
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Misc Gear and Options Here are but a few options that can be added to a Land Ship. Have fun coming up with your own goodies.
Type
Misc Point Cost
Water Sealed Troop Transport Damage Control Auxiliary Bridge All Terrain Mole Observation Deck Super Charged
5 1 Per unit
Build point Cost 1 Per Unit
Steam point Cost to use -
10
-
-
5
-
-
8 5 2
3 5 2
5 Per Turn -
5
2
-
Turret Ram Plates Expert Gunner
5 3 3
3 -
-
Improved Pipes Improved Frame Improved Structure Steam Tanks
3 Per Point
-
-
2 Per Point
-
-
3 per Point
-
-
2 per point
1 Per point
-
Water Sealed: The Land Ship has been made watertight and thus the Land Ship may enter water filled hexes without sinking. It cost 5 Steam points to move through one water filled hex. Troop Transport: Space is made for the transporting of troops. While within the Land Ship, place the troops carried on its data sheet. Said troops cannot be attacked while being transported. If the Land Ship is destroyed or wreaked, while the troops are still inside, they are considered destroyed as well. Troops can move out of the Land Ship at any time, placing their counters in hexes next to the Land Ship when they disembark. Damage Control: Trained crew repair the Land Ship as it is damaged. Each turn you may erase one darkened in circle of damage from the structure of the Ship’s record sheet. If a Critical Hit circle is erased, then you may ignore the effects of one critical hit of your choice.
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Auxiliary Bridge: If the ship takes a Bridge Destroyed critical hit, you may use the spare bridge to continue operation, and thus ignore this result. If the ship takes a second Bridge Destroyed critical hit, then this spare bridge is finally destroyed and the ship is affected as normal. All Terrain: The Land Ship is rigged to move through just about any terrain. It can move through difficult terrain as if it was open. Mole: The Land Ship can tunnel into the earth and move under ground. When this is used, you may start the game with this Land Ship off board. On the second turn of the game, roll 1D6 and on a roll of 4+, the Land Ship pops up and is placed anywhere on the map board. If the roll is failed, roll at the start of the third turn, this time rolling a 3+ to have the ship arrive. Continue until the Land Ship arrives, the next turn needing a 2+. When in play, the ship can tunnel back into the earth. Place a tunnel breach counter on the hex that the Land Ship is in and remove the Land Ship from play. Each turn the Land Ship may move 1D6 hexes, in any direction. It may re-emerge at the start of any turn, placing the Ship’s counter in its new hex. While traveling under ground it cannot be attack, make attacks nor is if affected by terrain or occupied counters. The Land Ship may not appear in a hex that is occupied by a unit counter, or in water filled hexes. (Unless of course it was made watertight first) Observation Deck: The tall observation deck allows the Land Ship to trace a line of sight as if it was a level three terrain. Super Charged: Once per game the Land Ship may take three hits of structure damage and add an additional 1D6 steam points to its total steam points for the turn. Turrets: Turrets allow you to fire a weapon in a 360-degree arc. Ram Plates: Land Ships armed with these heavy plates may add +1D3 to the damage done with a Ram attack. Expert Gunner: The best trained, these gunners can hit just about anything they aim at. When bought, you may apply a +1 to the To Hit die roll of one weapon that is fired. You must though pick the weapon to be effected. More then one expert gunner can be bought. Improved Pipes: The steam pipes of the ship are well improved over standard gear. You may add +1 to the Ships base Steam points generated. You may buy this option several times. Improved Frame: The frame of the Land Ship is improved and its Build points increased. Improved Structure: The Ship has more hits it can take.
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Steam Tanks: These spare tanks allow the Land Ship to store small amounts of steam for later use. Each point save can be carried over for use in the next turn.
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Empire Forces The Empire is well known for its Land Ships and the development of their dreaded Land Trains. Often these mighty Land Ships will be seen pulling battle cars and other sorts of special machines across the battlefield, lay down a terrible barrage of death and destruction. The Empire is also well known for the cannon designed and the fielding of might batteries of bright brass and bronze cannons.
Unit Light Infantry Imperial Dragoons Light Cavalry Emperor’s Light Cavalry Light Artillery (Light Cannons) Emperor’s Breath (Heavy Cannons) Imperial Land Train Imperial Battle Train Imperial Black Smoke Train Imperial Land Train Car Imperial Battle Car Imperial Transport Car Imperial Black Smoke Car
Unit Costs Type of Unit Infantry Infantry Cavalry Cavalry Artillery
Cost per Unit 1 2 1 2 2
Artillery
4
Land Ship Land Ship Land Ship Land Ship Land Ship Land Ship Land Ship
80 96 67 26 40 21 19
Special Rules: Land Trains come in two types, the engine and the cars. All land train must have at least one engine, and as many cars and additional engines as you wish. When used, place the lead engine in front of the train and all other cars and engines behind it. As the land train moves, these other cars and engines follow along behind the lead engine, as a train would do on its tracks. Cars and attached engines cannot move independently, and if a car is destroyed ahead of other cars, they are left behind as the lead engines plows ahead. It costs three steam points to pull a car or attached engine, and thus the number of attached cars that can be pull is limited by the total steam points the train generates. Attached engines and cars can add their steam points to the total useable for the train, and if another engine is attached to other cars, may brake away and pull those cars behind it. (And thus if the train has sections destroyed, may still continue on) As a rule, cars and pulled engines can be unhitched from the train, but this takes a turn to accomplish. Use common sense when playing a Land Train, as they can often cause some difficulties in play.
22
The cars being pulled behind this lead engine must move into hexes that it has ed through. Lead Engine
Car Car Car
Lead Engine
Car Car Car
The red car has been destroyed and so the cars behind it are left in these hexes as the lead engine moves on. If the cars have access to a boiler, then they can still fire their weapons, but movement is impossible unless another engine is attached in the front of the remaining cars.
23
Principalities of Mor The Free Principalities of Mor have broken away form the Empire and are now locked in a deadly war of independence. Whether they can survive the Empire’s mighty war machines is still in debate, but it is clear that if the Empire was not also locked into war with several other powers on the continent, that the Principalities would have been doom from the start.
Unit Light Infantry Rangers Light Cavalry Freedom Riders Light Artillery (Light Cannons) Battle Car Dragon’s Breath Liberty’s Child The Duck Freedom’s Wind Liberty’s Will Land Car Freedom’s Cry Land Car Independence
Unit Costs Type of Unit Infantry Infantry Cavalry Cavalry Artillery Land Ship Land Ship Land Ship Land Ship Land Ship Land Ship Land Ship Land Ship
Cost per Unit 1 2 1 2 2 17 20 22 24 21 27 73
24
Scenarios Single Ship Battle Forces Usable: Both players should pick a single faction and buy a single Land Ship from that force list. You may also spend points on infantry units, as you see fit. Both players will have 100 points to spend on a single Land Ship and as many other forces as you wish to buy. Map Set Up: Each player should pick, at random, two map boards from those available. Both players should then roll 1D6 to see who will go first in the set up phase of the game. The highest rolling player may then place one of their map boards, as shown below. The second player then places one of their boards, continuing until all boards have been placed. Next, have each player take two objective counters. Starting with the first player, have him or her place a single objective counter on the map board. The counter may be placed anywhere, but no closed then one hex for any map board edge and no closer then three hexes to another objective. Continue until each player has placed all of their objective counters.
Player A
Player B Set Up: Have the first player place a single unit, along the map board edge closest to him or her. The second player then does the same on the map board edge closest to him or her. Continue until all unit counters have been placed. Game Play: Each turn have both players roll 1D6. The highest rolling player then gets to activate one of their units. Continue to activate units until all units on both sides have been activated. Victory Condition: Continue play until six turns have been complete or until one player has taken control of three of the four objectives in the game. To take control of an objective, a player must have a unit, of any type in the hex that the objective occupies. If at the end of the game, no player has taken all three objectives, then figure victory points, with the highest point total wins the game.
Per Infantry unit destroyed Per point of damage done to a land ship If a land ship was wreaked If a land Ship was destroyed outright by a Hit from the Critical Hit chart Per Objective controlled.
1 Point per 1 Point Per 5 Points 10 points 5 Points
25
Confrontation Forces Usable: Both players should pick a single faction and buy Land Ships and other units from that force list. Both players will have 200 points to spend on Land Ships and as many other forces. Map Set Up: Each player should pick, at random, three map boards from those available. Both players should then roll 1D6 to see who will go first in the set up phase of the game. The highest rolling player may then place one of their map boards, as shown below. The second player then places one of their boards, continuing until all boards have been placed. Next, have each player take three objective counters. Starting with the first player, have him or her place a single objective counter on the map board. The counter may be placed anywhere, but no closed then one hex for any map board edge and no closer then three hexes to another objective. Continue until each player has placed all of their objective counters. There may be no more then two objective on any one map board.
Player A
Player B Set Up: Have the first player place a single unit, along the map board edge closest to him or her. The second player then does the same on the map board edge closest to him or her. Continue until all unit counters have been placed. Game Play: Each turn have both players roll 1D6. The highest rolling player then gets to activate one of their units. Continue to activate units until all units on both sides have been activated. Victory Condition: Continue play until eight turns have been complete or until one player has taken control of five of the six objectives in the game. To take control of an objective, a player must have a unit, of any type in the hex that the objective occupies. If at the end of the game, no player has taken all three objectives, then figure victory points, with the highest point total wins the game.
Per Infantry unit destroyed Per point of damage done to a land ship If a land ship was wreaked If a land Ship was destroyed outright by a Hit from the Critical Hit chart Per Objective controlled.
1 Point per 1 Point Per 5 Points 10 points 5 Points
26
Great Battle Forces Usable: Both players should pick a single faction and buy Land Ships and other units from that force list. Both players will have 300 points to spend on Land Ships and as many other forces. Map Set Up: Each player should pick, at random, four map boards from those available. Both players should then roll 1D6 to see who will go first in the set up phase of the game. The highest rolling player may then place one of their map boards, as shown below. The second player then places one of their boards, continuing until all boards have been placed. Next, have each player take four objective counters. Starting with the first player, have him or her place a single objective counter on the map board. The counter may be placed anywhere, but no closed then one hex for any map board edge and no closer then three hexes to another objective. Continue until each player has placed all of their objective counters. There may be no more then two objective on any one map board.
Player A
Player B Set Up: Have the first player place a single unit, along the map board edge closest to him or her. The second player then does the same on the map board edge closest to him or her. Continue until all unit counters have been placed. Game Play: Each turn have both players roll 1D6. The highest rolling player then gets to activate one of their units. Continue to activate units until all units on both sides have been activated. Victory Condition: Continue play until ten turns have been complete or until one player has taken control of five of the seven objectives in the game. To take control of an objective, a player must have a unit, of any type in the hex that the objective occupies. If at the end of the game, no player has taken all three objectives, then figure victory points, with the highest point total wins the game.
Per Infantry unit destroyed Per point of damage done to a land ship If a land ship was wreaked If a land Ship was destroyed outright by a Hit from the Critical Hit chart Per Objective controlled.
1 Point per 1 Point Per 5 Points 10 points 5 Points
27
Horror Realms
The Empire Hurithmor
Mor Thunth Jorn
28
The Sergeant called out for the men to take cover as the black gleaming Horror Gaunt machine toped the hill. “Prey to God it doesn’t fire a black smoke canister,” One of the men offered, only to turn pale as the Land Ship belched a oblong metal can into the air, a scream of terror coming from the men in the trenches as the can filled with death fell to the earth. This is Land Ships, a great addition to Avalon Game’s line of products. Land Ships takes war in the Victorian age and stands it on its head. What if Jules Vern and H.G. Wells had gotten it right just a little bit closer to home, what if the great powers had taken steam power and used it to craft great engines of war and destruction. This is Land Ships, a world where an alternate reality exists, one where science has allowed kings and empires to forge massive war machines, tank like creations but on a massive scale. Lead a grand army of steam powered behemoths made of iron and brass across the battlefield, while all the time trying to defeat you foe’s own massive monsters of metal and steam. Fully expandable, each set for this system will allow you to play forces from different factions, adding new war machines, map boards and exciting fun. Note that this is not a complete game, and requires that you have a copy of the master rules, available with the first set in this series. An Avalon Games Product, All rights reserved, Version 2.0, 2009 All comments, suggestions and s can be made at… Avalon Games Company,
[email protected] Or visit Avalon Games at… www.avalon-games.com Game design, artwork and layout by Robert Hemminger Edited by Christi Monson
2
Horror Gaunts The terror of the horror gaunt is non stop, for these black wizards and alchemist seek nothing short of world dominance. They send their sorcery powered engines of death out every winter, seeking to wage war and sow terror into the hearts of all men. Few care to fight these black metal monsters, for they are always armed with deadly, foul weapons that rip, burn and melt men in their boots.
Unit Conscript Infantry Light Cavalry Raiders Light Artillery (Light Cannons) Medium Artillery (Medium Cannons) Dark Guns (Heavy Cannons) Skull Walker Black Scorpion The Beast Terror Walker
Unit Costs Type of Unit Infantry Cavalry Cavalry Artillery
Cost per Unit 1 2 2 2
Artillery
3
Artillery
4
Land Ship Land Ship Land Ship Land Ship
37 57 97 127
Special Rules: One of the most feared weapons in the arsenal of the Horror Gaunts is the black smoke. This deadly gas seeps about the battlefield, withering men’s flesh and turning soldiers into little more the desiccated husks. Even battle hardened soldiers, veterans of years of war, have been known to flee such terrible fates. Any cannon mounted on a horror gaunt may, instead of firing a normal cannon ball, can fire a black smoke canister. No to hit roll is required; simply place the black smoke template on a target hex within range of the cannon. Each turn roll 1D6 on the chart below to find the direct that all black smoke counters will travel in that turn as the winds sweep across the landscape. After rolling for the direction, roll 1D6 for each smoke counter in play. This is the distance that that smoke template will travel. Any hex that contains a unit that the smoke es over takes an automatic one hit of damage. Smoke, one deployed, will remain in play until the game ends, or the smoke template moves off the game map board as the winds blow it about.
Wind Direction
3
Kingdoms of Hurithmor Bright and true, the realms of Hurithmor are some of the oldest surviving collections of monarchies and dukedoms around. Many are little more then private estates with a few peasants, but some, like Tirrith and Guldiomire are rather large and powerful realms. While each is a separate realm, they all share a common tongue and culture, and often field the same sort of Lands Ships, the tall, man like sentinels.
Unit Men-at-Arms Light Cavalry Heavy Cavalry Light Artillery (Light Cannons) Squire House Guard Knight Lancer Musketeer Warlord Thor Apollo Zeus
Unit Costs Type of Unit Infantry Cavalry Cavalry Artillery
Cost per Unit 1 1 3 2
Land Ship Land Ship Land Ship Land Ship Land Ship Land Ship Land Ship Land Ship Land Ship
14 19 38 38 41 62 60 75 78
House Guard Shields: The shield of the house Guard class walker may only use the armor circles for the shield against attacks that comes form the House Guard’s Front and Right facing. Other attacks are taken to its normal armor rating. Note that once the shield has taken all of its armor, you then apply hits to its regular armor rate and then structure as normal. Warlord Turrets: The turret of some Warlords holds three guns. While the turret acts like a normal turret in all ways, all three guns must fire in the same direction, although they can still fire at different targets. Thunder Hammer: The Thunder Hammer tends to turn Land Ships in piles of junk. When a hit is scored, apply damage as normal. In addition, roll 1D6. On a roll of 5 or 6 the target Land Ship takes a single roll on its critical hit chart. Movement in Water: All walkers of the kingdoms can enter one hex of water, but may not then enter another water filled hex or they will sink.
4
Scenarios Single Ship Battle Forces Usable: Both players should pick a single faction and buy a single Land Ship from that force list. You may also spend points on infantry units, as you see fit. Both players will have 100 points to spend on a single Land Ship and as many other forces as you wish to buy. Map Set Up: Each player should pick, at random, two map boards from those available. Both players should then roll 1D6 to see who will go first in the set up phase of the game. The highest rolling player may then place one of their map boards, as shown below. The second player then places one of their boards, continuing until all boards have been placed. Next, have each player take two objective counters. Starting with the first player, have him or her place a single objective counter on the map board. The counter may be placed anywhere, but no closed then one hex for any map board edge and no closer then three hexes to another objective. Continue until each player has placed all of their objective counters.
Player A
Player B Set Up: Have the first player place a single unit, along the map board edge closest to him or her. The second player then does the same on the map board edge closest to him or her. Continue until all unit counters have been placed. Game Play: Each turn have both players roll 1D6. The highest rolling player then gets to activate one of their units. Continue to activate units until all units on both sides have been activated. Victory Condition: Continue play until six turns have been complete or until one player has taken control of three of the four objectives in the game. To take control of an objective, a player must have a unit, of any type in the hex that the objective occupies. If at the end of the game, no player has taken all three objectives, then figure victory points, with the highest point total wins the game.
Per Infantry unit destroyed Per point of damage done to a land ship If a land ship was wreaked If a land Ship was destroyed outright by a Hit from the Critical Hit chart Per Objective controlled.
1 Point per 1 Point Per 5 Points 10 points 5 Points
5
Confrontation Forces Usable: Both players should pick a single faction and buy Land Ships and other units from that force list. Both players will have 200 points to spend on Land Ships and as many other forces. Map Set Up: Each player should pick, at random, three map boards from those available. Both players should then roll 1D6 to see who will go first in the set up phase of the game. The highest rolling player may then place one of their map boards, as shown below. The second player then places one of their boards, continuing until all boards have been placed. Next, have each player take three objective counters. Starting with the first player, have him or her place a single objective counter on the map board. The counter may be placed anywhere, but no closed then one hex for any map board edge and no closer then three hexes to another objective. Continue until each player has placed all of their objective counters. There may be no more then two objective on any one map board.
Player A
Player B Set Up: Have the first player place a single unit, along the map board edge closest to him or her. The second player then does the same on the map board edge closest to him or her. Continue until all unit counters have been placed. Game Play: Each turn have both players roll 1D6. The highest rolling player then gets to activate one of their units. Continue to activate units until all units on both sides have been activated. Victory Condition: Continue play until eight turns have been complete or until one player has taken control of five of the six objectives in the game. To take control of an objective, a player must have a unit, of any type in the hex that the objective occupies. If at the end of the game, no player has taken all three objectives, then figure victory points, with the highest point total wins the game.
Per Infantry unit destroyed Per point of damage done to a land ship If a land ship was wreaked If a land Ship was destroyed outright by a Hit from the Critical Hit chart Per Objective controlled.
1 Point per 1 Point Per 5 Points 10 points 5 Points
6
Great Battle Forces Usable: Both players should pick a single faction and buy Land Ships and other units from that force list. Both players will have 300 points to spend on Land Ships and as many other forces. Map Set Up: Each player should pick, at random, four map boards from those available. Both players should then roll 1D6 to see who will go first in the set up phase of the game. The highest rolling player may then place one of their map boards, as shown below. The second player then places one of their boards, continuing until all boards have been placed. Next, have each player take four objective counters. Starting with the first player, have him or her place a single objective counter on the map board. The counter may be placed anywhere, but no closed then one hex for any map board edge and no closer then three hexes to another objective. Continue until each player has placed all of their objective counters. There may be no more then two objective on any one map board.
Player A
Player B Set Up: Have the first player place a single unit, along the map board edge closest to him or her. The second player then does the same on the map board edge closest to him or her. Continue until all unit counters have been placed. Game Play: Each turn have both players roll 1D6. The highest rolling player then gets to activate one of their units. Continue to activate units until all units on both sides have been activated. Victory Condition: Continue play until ten turns have been complete or until one player has taken control of five of the seven objectives in the game. To take control of an objective, a player must have a unit, of any type in the hex that the objective occupies. If at the end of the game, no player has taken all three objectives, then figure victory points, with the highest point total wins the game.
Per Infantry unit destroyed Per point of damage done to a land ship If a land ship was wreaked If a land Ship was destroyed outright by a Hit from the Critical Hit chart Per Objective controlled.
1 Point per 1 Point Per 5 Points 10 points 5 Points
7
The Sergeant called out for the men to take cover as the black gleaming Horror Gaunt machine toped the hill. “Prey to God it doesn’t fire a black smoke canister,” One of the men offered, only to turn pale as the Land Ship belched a oblong metal can into the air, a scream of terror coming from the men in the trenches as the can filled with death fell to the earth. This is Land Ships, a great addition to Avalon Game’s line of products. Land Ships takes war in the Victorian age and stands it on its head. What if Jules Vern and H.G. Wells had gotten it right just a little bit closer to home, what if the great powers had taken steam power and used it to craft great engines of war and destruction. This is Land Ships, a world where an alternate reality exists, one where science has allowed kings and empires to forge massive war machines, tank like creations but on a massive scale. Lead a grand army of steam powered behemoths made of iron and brass across the battlefield, while all the time trying to defeat you foe’s own massive monsters of metal and steam. Fully expandable, each set for this system will allow you to play forces from different factions, adding new war machines, map boards and exciting fun. Note that this is not a complete game, and requires that you have a copy of the master rules, available with the first set in this series. An Avalon Games Product, All rights reserved, Version 2.0, 2009 All comments, suggestions and s can be made at… Avalon Games Company,
[email protected] Or visit Avalon Games at… www.avalon-games.com Game design, artwork and layout by Robert Hemminger Edited by Christi Monson
2
Horror Gaunts The terror of the horror gaunt is non stop, for these black wizards and alchemist seek nothing short of world dominance. They send their sorcery powered engines of death out every winter, seeking to wage war and sow terror into the hearts of all men. Few care to fight these black metal monsters, for they are always armed with deadly, foul weapons that rip, burn and melt men in their boots.
Unit Conscript Infantry Light Cavalry Raiders Light Artillery (Light Cannons) Medium Artillery (Medium Cannons) Dark Guns (Heavy Cannons) Skull Walker Black Scorpion The Beast Terror Walker
Unit Costs Type of Unit Infantry Cavalry Cavalry Artillery
Cost per Unit 1 2 2 2
Artillery
3
Artillery
4
Land Ship Land Ship Land Ship Land Ship
37 57 97 127
Special Rules: One of the most feared weapons in the arsenal of the Horror Gaunts is the black smoke. This deadly gas seeps about the battlefield, withering men’s flesh and turning soldiers into little more the desiccated husks. Even battle hardened soldiers, veterans of years of war, have been known to flee such terrible fates. Any cannon mounted on a horror gaunt may, instead of firing a normal cannon ball, can fire a black smoke canister. No to hit roll is required; simply place the black smoke template on a target hex within range of the cannon. Each turn roll 1D6 on the chart below to find the direct that all black smoke counters will travel in that turn as the winds sweep across the landscape. After rolling for the direction, roll 1D6 for each smoke counter in play. This is the distance that that smoke template will travel. Any hex that contains a unit that the smoke es over takes an automatic one hit of damage. Smoke, one deployed, will remain in play until the game ends, or the smoke template moves off the game map board as the winds blow it about.
Wind Direction
3
“Come on your iron bitch” Called the Captain as he tried to steer the damaged land ship into a better position so their heavy cannons could be brought to bear. “Captain!?” Called the first mate in concern, “If we move out of the cover of the woods, we will be blown to bits.” “Don’t tell me you expected to live through this battle?” Laughed the Captain as he ordered the cannons to fire on the massive land ship that appeared across the open field before them. This is Land Ships, another great Mini-Game from Avalon Games. Land Ships takes war in the Victorian age and stands it on its head. What if Jules Vern and H.G. Wells had gotten it right just a little bit closer to home, what if the great powers had taken steam power and used it to craft great engines of war and destruction. This is Land Ships, a world where an alternate reality exists, one where science has allowed kings and empires to forge massive war machines, tank like creations but on a massive scale. Lead a grand army of steam powered behemoths made of iron and brass across the battlefield, while all the time trying to defeat you foe’s own massive monsters of metal and steam. Fully expandable, each set for this system will allow you to play forces from different factions, adding new war machines, map boards and exciting fun. Note that this is not a complete game, and requires that you have a copy of the master rules, available with the first set in this series. An Avalon Games Product, All rights reserved, Version 2.0, 2009 All comments, suggestions and s can be made at… Avalon Games Company,
[email protected] Or visit Avalon Games at… www.avalon-games.com Game design, artwork and layout by Robert Hemminger Edited by Christi Monson
2
Jorn The Smiths of Jorn are by far the best builders of Land Ships, these masters of iron and their industrial factories produce some of the best wear machines in the lands. While they may well product the best machines, they are fair less able to use them and product some of the weakest troops in the world.
Unit Light Infantry Light Artillery (Light Cannons) Heavy Mortars (Heavy Mortars) Armored Balloon Eagle Air Ship Skymaster Mole Transport Earth Shaker Crab Great Mole
Unit Costs Type of Unit Infantry Artillery
Cost per Unit 1 2
Artillery
4
Land Ship Land Ship Land Ship Land Ship Land Ship Land Ship Land Ship
25 34 41 35 43 38 45
3
Confederation of Thunth Small but mighty, the confederation warlords are well known for their Land Ships and their desire to use them. Their massive land crawlers are armed to the teeth and armored unlike any other Land Ship out there. Expensive but damn near impossible to destroy, the land Ships of Thunth are always feared and respected.
Unit Light Infantry Light Cavalry Light Artillery (Light Cannons) Battle Wagon I Battle Wagon II Grendal Gorgon Dragon
Unit Costs Type of Unit Infantry Cavalry Artillery
Cost per Unit 1 1 2
Land Ship Land Ship Land Ship Land Ship Land Ship
17 20 103 118 130
4
Scenarios Single Ship Battle Forces Usable: Both players should pick a single faction and buy a single Land Ship from that force list. You may also spend points on infantry units, as you see fit. Both players will have 100 points to spend on a single Land Ship and as many other forces as you wish to buy. Map Set Up: Each player should pick, at random, two map boards from those available. Both players should then roll 1D6 to see who will go first in the set up phase of the game. The highest rolling player may then place one of their map boards, as shown below. The second player then places one of their boards, continuing until all boards have been placed. Next, have each player take two objective counters. Starting with the first player, have him or her place a single objective counter on the map board. The counter may be placed anywhere, but no closed then one hex for any map board edge and no closer then three hexes to another objective. Continue until each player has placed all of their objective counters.
Player A
Player B Set Up: Have the first player place a single unit, along the map board edge closest to him or her. The second player then does the same on the map board edge closest to him or her. Continue until all unit counters have been placed. Game Play: Each turn have both players roll 1D6. The highest rolling player then gets to activate one of their units. Continue to activate units until all units on both sides have been activated. Victory Condition: Continue play until six turns have been complete or until one player has taken control of three of the four objectives in the game. To take control of an objective, a player must have a unit, of any type in the hex that the objective occupies. If at the end of the game, no player has taken all three objectives, then figure victory points, with the highest point total wins the game.
Per Infantry unit destroyed Per point of damage done to a land ship If a land ship was wreaked If a land Ship was destroyed outright by a Hit from the Critical Hit chart Per Objective controlled.
1 Point per 1 Point Per 5 Points 10 points 5 Points
5
Confrontation Forces Usable: Both players should pick a single faction and buy Land Ships and other units from that force list. Both players will have 200 points to spend on Land Ships and as many other forces. Map Set Up: Each player should pick, at random, three map boards from those available. Both players should then roll 1D6 to see who will go first in the set up phase of the game. The highest rolling player may then place one of their map boards, as shown below. The second player then places one of their boards, continuing until all boards have been placed. Next, have each player take three objective counters. Starting with the first player, have him or her place a single objective counter on the map board. The counter may be placed anywhere, but no closed then one hex for any map board edge and no closer then three hexes to another objective. Continue until each player has placed all of their objective counters. There may be no more then two objective on any one map board.
Player A
Player B Set Up: Have the first player place a single unit, along the map board edge closest to him or her. The second player then does the same on the map board edge closest to him or her. Continue until all unit counters have been placed. Game Play: Each turn have both players roll 1D6. The highest rolling player then gets to activate one of their units. Continue to activate units until all units on both sides have been activated. Victory Condition: Continue play until eight turns have been complete or until one player has taken control of five of the six objectives in the game. To take control of an objective, a player must have a unit, of any type in the hex that the objective occupies. If at the end of the game, no player has taken all three objectives, then figure victory points, with the highest point total wins the game.
Per Infantry unit destroyed Per point of damage done to a land ship If a land ship was wreaked If a land Ship was destroyed outright by a Hit from the Critical Hit chart Per Objective controlled.
1 Point per 1 Point Per 5 Points 10 points 5 Points
6
Great Battle Forces Usable: Both players should pick a single faction and buy Land Ships and other units from that force list. Both players will have 300 points to spend on Land Ships and as many other forces. Map Set Up: Each player should pick, at random, four map boards from those available. Both players should then roll 1D6 to see who will go first in the set up phase of the game. The highest rolling player may then place one of their map boards, as shown below. The second player then places one of their boards, continuing until all boards have been placed. Next, have each player take four objective counters. Starting with the first player, have him or her place a single objective counter on the map board. The counter may be placed anywhere, but no closed then one hex for any map board edge and no closer then three hexes to another objective. Continue until each player has placed all of their objective counters. There may be no more then two objective on any one map board.
Player A
Player B Set Up: Have the first player place a single unit, along the map board edge closest to him or her. The second player then does the same on the map board edge closest to him or her. Continue until all unit counters have been placed. Game Play: Each turn have both players roll 1D6. The highest rolling player then gets to activate one of their units. Continue to activate units until all units on both sides have been activated. Victory Condition: Continue play until ten turns have been complete or until one player has taken control of five of the seven objectives in the game. To take control of an objective, a player must have a unit, of any type in the hex that the objective occupies. If at the end of the game, no player has taken all three objectives, then figure victory points, with the highest point total wins the game.
Per Infantry unit destroyed Per point of damage done to a land ship If a land ship was wreaked If a land Ship was destroyed outright by a Hit from the Critical Hit chart Per Objective controlled.
1 Point per 1 Point Per 5 Points 10 points 5 Points
7
“Come on your iron bitch” Called the Captain as he tried to steer the damaged land ship into a better position so their heavy cannons could be brought to bear. “Captain!?” Called the first mate in concern, “If we move out of the cover of the woods, we will be blown to bits.” “Don’t tell me you expected to live through this battle?” Laughed the Captain as he ordered the cannons to fire on the massive land ship that appeared across the open field before them. This is Land Ships, another great Mini-Game from Avalon Games. Land Ships takes war in the Victorian age and stands it on its head. What if Jules Vern and H.G. Wells had gotten it right just a little bit closer to home, what if the great powers had taken steam power and used it to craft great engines of war and destruction. This is Land Ships, a world where an alternate reality exists, one where science has allowed kings and empires to forge massive war machines, tank like creations but on a massive scale. Lead a grand army of steam powered behemoths made of iron and brass across the battlefield, while all the time trying to defeat you foe’s own massive monsters of metal and steam. Fully expandable, each set for this system will allow you to play forces from different factions, adding new war machines, map boards and exciting fun. Note that this is not a complete game, and requires that you have a copy of the master rules, available with the first set in this series. An Avalon Games Product, All rights reserved, Version 2.0, 2009 All comments, suggestions and s can be made at… Avalon Games Company,
[email protected] Or visit Avalon Games at… www.avalon-games.com Game design, artwork and layout by Robert Hemminger Edited by Christi Monson
2
Jorn The Smiths of Jorn are by far the best builders of Land Ships, these masters of iron and their industrial factories produce some of the best wear machines in the lands. While they may well product the best machines, they are fair less able to use them and product some of the weakest troops in the world.
Unit Light Infantry Light Artillery (Light Cannons) Heavy Mortars (Heavy Mortars) Armored Balloon Eagle Air Ship Skymaster Mole Transport Earth Shaker Crab Great Mole
Unit Costs Type of Unit Infantry Artillery
Cost per Unit 1 2
Artillery
4
Land Ship Land Ship Land Ship Land Ship Land Ship Land Ship Land Ship
25 34 41 35 43 38 45
3
Air Ships is a full-scale expansion to the Land Ship Game system. Now added steam powered aircraft to the mix and watch your games explode. An Avalon Games Product, All rights reserved, Version 1.0, 2011 All comments, suggestions and s can be made at… Avalon Games Company,
[email protected] Or visit Avalon Games at… www.avalon-games.com Game design, artwork and layout by Robert Hemminger
2
Contents Introductions New Rules
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Introductions Air Ships is an expansion to the Land Ship game system and allows the use of highflying aircraft and additional rules for the inclusion of these types of new weapons of war. New Rules This expansion brings several new rules to the system, rules which will allow better game play when these new air Ships are included in the game. These rules should be applied to all the older air based units from previous sets. Altitude Air ships must pick an altitude upon which they will fly at during a turn. A single altitude change may be made each turn, up or down, as the player chooses. No more then one altitude change may be made within a single turn. There are four altitudes in the game Ground: Used by all ground-based units, should an Air Ship be on the ground it has landed and may not use its flight movement rate. Landed Air Ship does not make a drift move at the start of their activation. Low Altitude: This is at the level of trees and hills. Low flying Air Ships may not enter forests, buildings, hills or hexes containing any other sort of Landslip. Those that do are consisted to have crashed. (See Crashes) Medium Altitude: This is high in the air, with only mountain peaks being in the way. Medium altitude Air Ships may over ground based units, Landships, buildings, forests and low and medium height hills. Air Ships may not enter hexes with level three hills and those that do are considered to have crashed. High Altitude: High in the sky, those Air Ships at this altitude can over all ground based objects and units. Air Ships may move through hexes containing other Air Ship, but only if the ships in question are at different altitudes. Ships, which are at the same altitude level, which occupy the same hex, will crash into each other, each taking a Critical hit and dropping an altitude level. Should this drop in altitude bring them into with the ground or other Air Ship, then a second Crash occurs,
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Crashes Should an Air Ship crash for whatever reason, stop it movement in the hex where it has crashed and roll for a single critical. If the crash is the result of a collision with another airship, stop the movement of both airships and drop their altitude by one level. Turn Rates Air ships have a turn rate based upon the mobility of the air ship in question. Some air ships turn very fast while other turn slow, taking a lot of distance to make a turn. Sue the chart below to find the turn rate of an air ship. An Air ship may stop its turn at any point along the route shown, but must start all over with the turn rate shown should it wish to make a new turn. Example: A small air ship with a turn rate of 2 starts to make turn. It then stops half way through the turn and moves forward two hexes. Should the Air ship wish to continue to make a turn, it will have to start all over with the first hex of that turn being made as normal.
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Drift At the beginning of an Air Ship’s activation, before the Air Ship does anything, it must move forward 1D3 hexes (Rolled the distance at random). This takes into lateral movement and wind drift’s effects on the Air Ship. After this movement forward has been completed, the Air Ship may take its actions as normal. Should this movement cause the Air Ship to crash, apply the effects’ of the crash before the Landship takes it action. Fire on ground units and air units All air ships and ground based units may fires on targets as normal. The attitude difference between the two units though is added to the total range. Example A ground unit fires on an air ship, which is at medium attitude. As that is two level higher the ground unit, 2 hexes are added to the total, range. Empire Air Fleets Taking a cue from The Smiths of Jorn, the empire has built its own fleet of air based warships. These huge ships are carried on the winds by massive balloons and pushed forward by large prop engines. Slow, but hard to harm the balloon ships of the empire are a deadly foe.
Unit Cutter Bomber Shark Eel Dreadnaught
Unit Costs Type of Unit Air Ship Air Ship Air Ship Air Ship Air Ship
Cost per Unit 24 31 58 70 92
Principalities of Mor The Free Principalities of Mor have not yet been able to build air ships of their own, but they have received the aid of the Sky lords of the high peak, these lords mounted on great while eagles, their sky knights charging their foes with lances leveled.
Unit Eagle Rider
Unit Costs Type of Unit Flying Cavalry
Cost per Unit 4 per
Note that Eagle Riders do not have a turn rate and may move and turn as they please.
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Air Ships is a full-scale expansion to the Land Ship Game system. Now added steam powered aircraft to the mix and watch your games explode. An Avalon Games Product, All rights reserved, Version 1.0, 2011 All comments, suggestions and s can be made at… Avalon Games Company,
[email protected] Or visit Avalon Games at… www.avalon-games.com Game design, artwork and layout by Robert Hemminger
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Hurithmor The Bright Realms have taken to the skies with their bloated air ships. While heavy and slow, they pack a lot of firepower. Able to travel on both the sea and air, they are very reliable weapons of war
Unit Patrol Boat Bomber Frigate Destroyer Battle Ship
Unit Costs Type of Unit Air Ship Air Ship Air Ship Air Ship Air Ship
Cost per Unit 25 29 46 66 119
Horror Gaunts The Black Wizards need no flying machines, they have for ages breed great dragon to bring terror and death to their foes.
Unit Dragon
Unit Costs Type of Unit Flying Beast
Cost per Unit 30 per
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Air Ships is a full-scale expansion to the Land Ship Game system. Now added steam powered aircraft to the mix and watch your games explode. An Avalon Games Product, All rights reserved, Version 1.0, 2011 All comments, suggestions and s can be made at… Avalon Games Company,
[email protected] Or visit Avalon Games at… www.avalon-games.com Game design, artwork and layout by Robert Hemminger
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Jorn The Smiths of Jorn Seeing tat all the other powers where turning to Air Ship, step up their own game and created rocket powered air ships. Fast, but hard to maneuver, they still rule the skies
Unit Raptor Falcon Hawk Eagle Roc
Unit Costs Type of Unit Air Ship Air Ship Air Ship Air Ship Air Ship
Cost per Unit 34 37 44 101 119
Note that Air Ships provided in earlier Land Ship Sets have a base Turn rate of 2 Confederation of Thunth While most of the great powers used plans drawn form the Early Jorn Balloon base Air Ship, the Warlords of Thunth chose a different direction building great ships using massive banks of props to raise their ships off the ground. All of the Thunth ships are built to be used on the Land, Sea or Air, and are considered to be both water sealed and having four wheeled ground movement.
Unit Gar Gargoyle Griffin Kraken Leviathan
Unit Costs Type of Unit Air Ship Air Ship Air Ship Air Ship Air Ship
Cost per Unit 44 56 62 167 `52
Note that Thunth ships are not subject to the Drift Rules.
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