GAME RULEBOOKcome 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