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GAME RULEBOOK come to Aeronautica Imperlalls, the game of aerial combat set in the 41st Millennium: a grim dark age of humanity, ere the Imperium of Man fights constant battles of survival n a hostile galaxy. Aeronautica Imperialis allows you to command squadrons of aircraft in deadly battles, high amongst the clouds and vapour trails as fighters twist and turn in ogtights, and bomber wa ‘The fist section ofthis book details the core rules of the game she basic rules which apply in all games for how airratt move, im, dive and fre their weapons. Later sections cover the arcaft ofthe 41st Milennium, bs they Imperial Navy aircraft or ‘he many hostle alien races that batle against the Imperium. Beyond the rules youll find details, technical drawings, background information and colour schemes for many of the aircraft included in the game. For more information on the Warhammer 40,000 universe in general, see Games Workshop's extensive range of books. ‘You don't need to have leamt all the rules by heart before you play. Our advice sto read through the rules once, then get some rralt models on the tabletop and play a basic game, such as dogtight between two or three fighters. Ths wil help you get a handle onthe basics before moving onto larger games, involving rant types of aircraft, antiaircraft fire and special manoauvres, ete ‘The game nas been designed to allow players to pt squadrons ‘of between (approximately) 2 and 12 aircraft a side. A game involving 2 alreraft may take only an hour to play a larger game ‘volving 12 alreal wil take several hours to complete Players should algo note that this is a game, not an airratt simulation. In realty, aerial combat is amazingly complex and technical. The game represents this in a simpliied manner, Using basic rules to cover highly complex situations, Detall has been sacrificed to (hopefully) create a game that is fast and fun te ply, but rewards players for forward thinking, goad tactics and planning \Whist these rules cover al the basis, situations may arise on the tabletop that cause players problems. This is the ‘what happens if?" question, when a set of extraordinary circumstances collide. No rules set can cover all eventuaiies. I players come to an impasse and the rulebook does not sove the problem, then put the enjoyment ofthe game firs, rola dive for i, and let the game continue. In the end, the only rule that really ‘matters is that both players are enjoying themselves, “That sald, gentlemen, man your alreaft and prepare for take-ot WHAT YOU WILL NEED ‘As wel as this rule book, there are number of other things you wil require in order to play Aeronautica imperials. To start with you wil need two or more players. Most games are played ono player against another, but larger games can include several players on each side, each commanding their own airrat. Each player wil need their own model aircraft. ll the aircraft involved in this game are sold by Forge World. Athouah itis not strictly necessary, will be very uselul if these alrralt are based upon Aeronautica Imperials bases. This special base provides

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