Manual Chapter Airforces
Manual Chapter Airforces
Small additions
ADD AT BOTTOM OF 1.0: “In December 2020 Air Forces were added to the game. The documentation for the Air
Forces has been added to a new sixth part of the manual called “Additional Rules”
Change numbering: “6. Credits” to “7. Credits” and add in “6. Additional Rules”
The Airforce chapter can then be inserted as “6.1 Air forces”
Air forces
Air forces are the first big post-release addition to the rules of Shadow Empire.
As they might not be everybody's cup of tea, when setting up a new game you can explicitly choose to have these Air
forces rules enabled or disabled. You do this by flagging the option “Air Forces enabled” under the Development and
Technology Level settings in the Generation Settings Window during setup.
Introduction
Air forces allow you to use many new tactics and strategies. From reconnaissance missions, to ground support
airstrikes to organizing Air Bridges.
However Air Model Types are a type of equipment that requires careful Model design depending on the type of Planet
where you find yourself. A Planet with hardly any atmosphere will not be able to support Propellor Engines or Jet
Engines, as there is nothing for them to use to create velocity, but Rocket Engines might well enable you to take to the
skies. Planets with both low gravity and a reasonable atmosphere will make it extremely easy to fly and Airpower will
likely be important on these kinds of worlds. In the right circumstances (air pressure > gravity) Thopters will also be a
viable option.
Air Model Types are special in the fact that they can be very lethal, but are very vulnerable at the same time. They do
not have a lot of Hitpoints and are thus vulnerable to Anti-Air weaponry and enemy Interceptors.
It does require a certain level of investment however to develop your own Air Force. Research needs to be done and
Model Types have to be discovered and then designed. And you’ll need the infrastructure in the form of Airbases to
properly service your Air Units.
Helicopters none*
Thopters none*
Airstrikes
To launch Airstrikes you need to switch the Order Mode to Airstrike. An Airstrike is initiated much in the same way as
a regular Land Attack. You left click to select an Air Unit and then you right click on a highlighted (in red) Hex to initiate
an Airstrike on that Hex. Doing so will bring up the Combat Selection Popup and allow you to add even more Air Units
to the Airstrike, from different source Hexes if you wish to do so.
Air Recon
To do an Air Recon mission you need to switch the Order Mode to Air Recon. Once this is done you left click to select
an Air Unit and then right click on a highlighted (in white) Hex the Unit has to perform an Air Recon mission on. Doing
so will bring up the Combat Selection Popup and allow you to add even more Air Units to join the Air Recon mission.
Keep in mind that Air Recon missions last only 3 combat rounds (and the first 2 are less lethal where it concerns
air-to-air fire). More about this in the Air Combat section.
An Air Recon mission will give you Recon Points on the Hex in question, but also on neighbouring Hexes. It gives you
much more recon than any coincidental recon gained with other missions. The Recon Points gained in this way are of
course only valid for the remainder of your turn.
Air Bridges
When in Air Bridge Order Mode you are not immediately executing Air Bridges, instead you are setting the order to do
so at the start of your next turn.
To order an Air Bridge mission you need to switch the Order Mode to Air Bridge. Once there this is done you left click
to select an Air Unit and then right click on a highlighted (in white) Hex the Unit has to perform an Air Bridge mission
on. Doing so will establish the Air Bridge order.
You’ll be notified by the appearance of a letter on the Unit and the Hex. Note that this letter has a background color to
indicate its status.
Color Status
Orange Executed with less logistical points than expected at start of this turn. And
also suffered damage.
You can cancel the order by going to the specific Air Bridge Detail Popup (accessible through Air Bridge Report in your
Reports Tab or through Zone Logistical Bottom Subtab) or by re-issuing the Air Bridge Order on the same Hex (which
will be interpreted as a cancelling of the order)
However keep in mind that Aircraft (except VTOL) will need a Hex with a sufficient Airbase Level in their Air Bridge
destination Hex. Inspect your Air Models’ details to learn the minimum Airbase Level necessary.
As Air Bridges are only executed at the start of your next turn make sure you’ll leave enough Action Points (and
maximized to Readiness) with your Units. Otherwise they might not be able to execute the Air Bridge Order. When the
Air Bridges are executed it is possible enemy Air Units intercept your mission, or enemy Anti-Air Units fire upon your
Air Bridge attempt. This can cost you Air forces as well as impose a Damage Percentage on the Air Bridge.
Keep in mind that Air Bridge missions last only 3 combat rounds (and the first 2 are less lethal where it concerns
air-to-air fire)
If two Air Bridges are present between Hex A and Hex B, one from A -> B and one from B -> A any Logistical Point
usage is spread over the two, same for determining damage. Both are weighted for their size when applying these
rules.
Having a Damage Percentage on an Air Bridge means that any Troops or Items flowing through it will probably lose
that percentage. For automated flows it is possible to set a maximum Damage Percentage in the SHQ Unit
Administration Popup. If you set this to maximum 20% Damage, for example, your SHQ will not try to use an Air Bridge
with 30% Damage to supply a Unit.
Some Items have no weight (Water/Energy) for regular land transport, but for Air all items have at least a weight of 1.
If a logistical connection by Land is possible the Air Bridge will not be used.
Air Bridges can be used for:
● Supply to Unit (SHQ can disable)
● Supply to Zone (SHQ can disable)
● Pickup from Zone (but not Maximum Storage) (SHQ can disable)
● Strategic Move Mode (either as Air Landing or Air Evacuate)
● SHQ->SHQ Transfer
● Replacement Troops buying (auto-replacements do not work through Air Bridges)
When you have Air Bridge into enemy terrain you can use it to do Air Landings which can result in Combat. The
defender will have +50% bonus on their attack scores during such a combat.
You can initiate an Air Landing or Air Evacuate by using the Strategic Move Mode. The Air Bridges simply extend your
normal road/rail Logistical Network.
Air Intercepting
For each Air Unit you have you can set its Air Intercept order in the Unit Administration Popup Window. The Intercept
order is based around the Readiness Score of the Air Unit. This is because Readiness plays a major role in combat
performance. Having an Air Unit intercept at 50 Readiness instead of 100 Readiness can easily double the losses for
the interceptors.
Air Intercept tests are made during the enemy turn. The Air Units Intercept range is calculated using the Readiness
Score instead of the Action Points and diminished with 33%. Interception is never a certainty, but the closer the
Interceptor Unit is to the Hex where the enemy Air Units are active and the higher the Readiness, the more chance an
Air Intercept will take place.
Anti-Air Units
If an enemy attacks (or otherwise engages) one of your Hexes any Anti-Air weapons that are in AA-Range will join the
defense of the Hex.
Keep in mind that out-of-Hex Units will fire, but will not be able to be targeted themselves.
Airbases
Active Airbases produce Airbase Points.
These Airbase Points are needed to properly service any Air Units on the Hex.
The needed number of Airbase Points needed is the sum of sqrt(size) of all Air in the Hex.
Airbase Level Airbase Points
Level I 40
Level V 640
Model Types
Aircraft
Aircraft come in 8 frame sizes. From the Ultralight Aircraft Model Type to the Extra Heavy Aircraft Model Type. The
larger the frame the more engines and weight it can carry. Except for when they are using VTOL engines they’ll need
Airbases to take off from and to land on.
Helicopters
Helicopters come in 3 frame sizes. The largest one even has two rotors. All helicopters can take off and land
anywhere they please. Helicopters are notoriously slow compared to Aircraft and Thopters equipped with Jet Engines.
Thopters
Thopters are superior to Helicopters as they have the same advantage in being able to take off and land anywhere, but
being equipped with Jet Engines they can have much higher speeds and thus higher Dogfight Scores.
Overview of Choices
Here follows an overview of the Choices you can make when designing a new Air.
Role
This is an important choice as the role determines in what kind of Formations the Model will be usable, what altitude it
will fly and if it will try to dogfight with enemy aircraft…
Role Avoid dogfighting enemy aircraft? Altitude
Propellor Basic start. Heavier ones get very heavy and guzzle really a
lot of oil.
Turboprop 33% more power. Heavier ones lose the expensive weight
increases and oil consumption. It is definitely an
improvement, but not humongous.
Jet Engine Double the weight and fuel usage, but also double the
Engine Power.
Requires Machinery Items to build.
Air-to-Air Missiles Innovation in destroying enemy aircraft from a long distance. The
heavier the missile the longer the distance.
Air-to-Surface Weapon
Used to engage ground targets.
Type Notes
Viability
When you are designing an Air Model there is a final viability check being performed before the Design of the Model
can start. This Viability check ensures that your parameters will result in a Model that can obtain enough speed to take
off and stay in the air and at least have a range of several Hexes.
Air Formations
For a specific Air Formation to be raised you’ll need to have developed a Model using the Role that the Air Formation
needs. So for example to raise a Recon Squadron you’ll need to have designed a Model with the Recon Role.
All Air Formations are accessible without the need to discover them or to operationalize them.
Air Combat
There are a number of special rules you should be aware of.
Air-to-Air missiles
Air Models with MGs suffer big combat penalties (attacker and defender) in air-to-air dogfighting during the first 2
combat rounds. However Air Models with Air Missiles will have much less or no such penalty and therefore will be very
lethal against Air Models just equipped with MGs.
Dogfight score
The Air Models will have their Dogfight score ratio used as a modifier, meaning that for example Air Model A with
Dogfight Score 20 attacking Air Model B with Dogfight Score 40 will have its attack value reduced with 50%. The
reverse effect is also there subject to a square root. This effect is also less pronounced in the first combat round and
somewhat during the second combat round, as the initial distances involved will negate any dogfighting advantage.
AI rules differences
The AI gets Free Airbase construction, but still has to pay for their operating costs.
The AIs aircraft do not have Minimum Airbase Level rules, but still need an Airbase to operate.
The AI does not try to establish Air Bridges as for now.
The AI does not get reduced Max Readiness and Readiness regain for insufficient Airbase Points.