Table of contents : Cover Contents The World After the Martians The Concert of the World The Art of the Possible Basic Principles What You Need to Play Game Concepts Rules of Thumb Most Important Rule Airship Basics Airship Category Ship Profiles The Rules of Engagement Game Turn Initiative Phase Roll for Initiative Generating the Command Pool Initiative Phase Ends Movement Phase The Movement Sequence Stalling Collisions Ramming Entangling Landing Take Off Hovering Battle Phase Types of Weapon Direct Fire Roll to Hit Damage Ammo Test Point Defense Weapons Air Torpedoes Sky Mines Aeroplanes Bombs Ground Combat End Phase 1. Move Aeroplanes 2. Apply Damage 3. Resolve Stalls/Sinking 4. Strike Your Colors 5. Repair Tests 6. Remove Friction Commands When Can You Give a Command How to Give a Command List of Commands Air Navies Using the Line-of-Battle British Empire French Republic German Empire Russian Empire Austro-Hungarian Empire Kingdom of Italy United States of America Empire of Japan Japanese Order of Battle Ottoman Empire Terrain Ground Terrain Aerial Terrain Scenarios Selecting a Scenario Scenarios Campaigns Campaign Sizes Pick a Campaign Fleet List Strategic Assets Campaign Turn Spending Campaign Points Permanent Damage Experience Imprint