TEXT: UPDATES
  Rynn’s World Air War page 10, Wings of 
  Vengeance and Skies of Fire page 8
  Change the second sentence of the ‘Min Speed [8]’ 
  entry as follows:
  Should an aircraft ever attempt to reduce its Speed 
  below its Min Speed, for any reason, it will Stall and 
  risks going into a Spin.
  Rynn’s World Air War page 10, Wings of 
  Vengeance and Skies of Fire page 8
  Change the second sentence of the ‘Max Altitude 
  [10]’ entry as follows:
  Should an aircraft ever attempt to exceed its Max 
  Altitude, for any reason, it will Stall and risks going 
  into a Spin.
  Rynn’s World Air War page 15, Wings of 
  Vengeance and Skies of Fire page 13
  Replace the ‘Minimum Speed’ entry as follows:
  Each aircraft has a Min Speed value which it cannot 
  fall below by using its Throttle, but which it may 
  attempt to fall below as a result of climbing. If an 
  aircraft ever attempts to fall below its Min Speed, it 
  will Stall and risks falling into a Spin.
  RULES UPDATE AND FAQ
  As with any new game, Aeronautica Imperialis has been played by many, many people since its release. This inevitably 
  leads to players asking questions that never cropped up during playtesting, and encountering strange situations not 
  predicted by the game’s designers. Based on these questions, and in order to better accommodate new rules and aircraft 
  developed since, players are encouraged to include the following updates and clarifications into their games.
  Thanks to all the Ace pilots out there for their feedback and questions. Please keep sending them to: 
  AeronauticaImperialisFAQ@GWPLC.com
  Rynn’s World Air War page 16, Wings of 
  Vengeance and Skies of Fire page 13
  Replace the first paragraph of the ‘Maximum Speed’ 
  entry as follows:
  Each aircraft has a Max Speed value which it cannot 
  exceed by using its Throttle, but which it may 
  attempt to exceed as a result of diving. If an aircraft 
  ever attempts to exceed its Max Speed, it risks 
  Breaking Up.
  Rynn’s World Air War page 17, Wings of 
  Vengeance and Skies of Fire page 14
  Add the following text after the first sentence of the 
  ‘Occupied Hexes’ entry:
  Once the moving aircraft has ended its movement, 
  roll a D6 for each occupied hex the aircraft has 
  moved through in this way. On a 2+, nothing 
  happens. However, for each roll of a 1, the pilot has 
  pushed their engines too hard and the aircraft will 
  immediately suffer one damaging hit. After which 
  (and if the aircraft still has Structure points remaining) 
  the aircraft will turn to face a randomly determined 
  direction. To determine this direction, number the 
  sides of the base of the aircraft and roll a D6. The 
  aircraft is then turned until its Front Arc is facing the 
  direction indicated by the result of the roll.
  TM
  RULES UPDATE AND FAQ 
  1
  
  Rynn’s World Air War page 18, Wings of 
  Vengeance and Skies of Fire page 15
  Replace the second paragraph of the ‘Adjust Altitude’ 
  entry as follows:
  Aircraft can adjust their Altitude based on their 
  current Speed after completing an Ace Manoeuvre 
  and movement. Aircraft may attempt to exceed their 
  Max Altitude, or even to climb beyond Altitude 5, 
  but making such an attempt will cause them to Stall 
  rather than climb and risk falling into a Spin. Doing so 
  is extremely dangerous but it may prove a risk worth 
  taking to avoid enemy fire.
  Rynn’s World Air War page 18, Wings of 
  Vengeance and Skies of Fire page 15
  Change the first sentence of the ‘Stalling’ entry 
  as follows:
  Should an aircraft ever attempt to climb above its Max 
  Altitude characteristic, above Altitude 5, or should an 
  attempt to climb cause the aircraft to reduce its Speed 
  below its Min Speed characteristic, for any reason, 
  including player error, it will Stall rather than climb 
  and risks falling into a Spin.
  Rynn’s World Air War page 19, Wings of 
  Vengeance and Skies of Fire page 16
  Change the first sentence of the ‘Breaking Up’ entry 
  as follows:
  Should a diving aircraft ever attempt to exceed its Max 
  Speed characteristic for any reason, including player 
  error, it risks Breaking Up.
  Rynn’s World Air War page 22
  Add the following bullet point to those listed in the 
  ‘Roll to Hit’ entry:
  • -1 to the dice roll if the firing aircraft has a Stall 
  token on it.
  Rynn’s World Air War page 25
  Replace the first sentence of the second paragraph of 
  the ‘Autonomous Weapons’ entry as follows:
  Once deployed, the Autonomous weapon moves 
  D3+3 hexes in a straight line directly away from the 
  firing aircraft.
  Rynn’s World Air War page 25
  Replace the third paragraph of the ‘Autonomous 
  Weapons’ entry as follows:
  If at the end of any Firing phase the Autonomous 
  weapon occupies a hex adjacent to one or more 
  other aircraft, roll a D6. On a 2+, the Autonomous 
  weapon has hit one adjacent aircraft, chosen by 
  the player controlling the Autonomous weapon. 
  Roll one Damage dice against the hit aircraft, as 
  described on page 23, after which the Autonomous 
  Weapon is removed from play. On a 1, however, the 
  Autonomous weapon misses and will continue to fly 
  in the next turn. Note that Autonomous weapons are 
  able to climb and dive extremely rapidly. Therefore, 
  Autonomous weapons ignore the Altitude of other 
  aircraft when making this roll.
  Rynn’s World Air War page 26
  Replace the first paragraph of the ‘Ground Attacks’ 
  entry as follows:
  There are two types of ground attack an aircraft can 
  make: Strafing Runs and Bombing Runs:
  • Any aircraft can make a Strafing Run unless it has 
  a Stall token on it and provided its weapons do not 
  have the Aerial Attack special rule.
  • Only those aircraft that are equipped with weapons 
  with the Ground Attack special rule can make 
  Bombing Runs.
  There are some rare exceptions to this which will be 
  detailed in the Squadron Lists section.
  Rynn’s World Air War page 29, Wings of 
  Vengeance and Skies of Fire page 21
  Replace the third sentence of the second paragraph of 
  the ‘Stalled Aircraft’ entry as follows:
  When an aircraft recovers from a Stall:
  • The aircraft’s Speed is reduced by 1 (if 
  possible), to a minimum of the aircraft’s Min 
  Speed characteristic.
  • The aircraft’s Altitude is reduced by 1 (if possible), to 
  a minimum of Altitude 1.
  RULES UPDATE AND FAQ 
  2
  
  Rynn’s World Air War page 30, Wings of 
  Vengeance and Skies of Fire page 22
  Replace the third sentence of the third paragraph of 
  the ‘Recovering From a Spin’ entry as follows:
  When an aircraft recovers from a Spin:
  • Regardless of the Speed the aircraft was travelling 
  at before it fell into a Spin, its Speed dial is set to 
  match its Max Speed characteristic.
  • The aircraft’s Altitude is reduced by 1, to a 
  minimum of Altitude 1.
  • The aircraft’s facing is randomly determined. To do 
  this, number the sides of the base of the aircraft and 
  roll a D6. The aircraft is then turned until its Front 
  Arc is facing the direction indicated by the result of 
  the roll.
  Rynn’s World Air War page 52
  Replace the second sentence of the ‘Landing Zones’ 
  entry as follows:
  Such scenarios will give details of where to place 
  one or more landing zone markers, and will specify 
  a number of hexes from this marker within which 
  aircraft must land. This is measured from the edge of 
  the hex in which the marker itself is placed.
  Rynn’s World Air War page 55
  Replace the first sentence of the second paragraph of 
  the ‘Set-up’ entry as follows:
  The defender deploys first, choosing one edge of the 
  Area of Engagement and placing their Bomber in a 
  hex that is within three hexes of that edge.
  Rynn’s World Air War page 55
  Replace the second sentence of the first paragraph of 
  the ‘Victory Conditions’ entry as follows:
  It may Voluntarily Disengage at any time from the 
  attacker’s edge of the Area of Engagement without 
  conceding any Victory points.
  Rynn’s World Air War page 58
  Replace the second sentence of the optional special 
  rule ‘Pushing the Envelope’ entry as follows:
  All aircraft begin the game travelling at their 
  Max Altitude.
  Rynn’s World Air War page 59
  Add the following sentence to the end of the fourth 
  paragraph of the ‘Set-up’ entry:
  The defender may set up any Ground Defences in 
  their force in any hex that is within three hexes of a 
  ground target.
  Rynn’s World Air War page 65
  Add the following sentence to the end of the 
  ‘Transport Aircraft’ entry:
  Note that an aircraft can only deliver its Transport 
  characteristic once, i.e., once it has delivered its cargo 
  into a landing zone an aircraft cannot deliver another 
  cargo during the same game.
  Rynn’s World Air War page 67 and Wings of 
  Vengeance page 29
  Increase the points of the Imperial Navy Thunderbolt 
  Fighter as follows:
  Thunderbolt fighter: 23 points
  Rynn’s World Air War page 68 and Wings of 
  Vengeance page 30
  Increase the points of the Imperial Navy Thunderbolt 
  Fury Fighter as follows:
  Thunderbolt Fury Fighter: 25 points
  Rynn’s World Air War page 78
  Replace the explanation of ‘Pair of Big Bombs’ in the 
  ‘Additional Weaponry’ section as follows:
  Additionally, a Fighta Bommer may be equipped 
  with up to two additional weapons chosen from the 
  following list at 4 points each, for a total of four 
  additional weapons.
  Rynn’s World Air War page 80
  Replace the explanation for ‘Pair of Big Bombs’ in the 
  ‘Additional Weaponry’ section as follows:
  Additionally, an Eavy Bommer may be equipped 
  with up to two additional weapons chosen from the 
  following list at 4 points each, for a total of four 
  additional weapons.
  RULES UPDATE AND FAQ 
  3
  
  FREQUENTLY ASKED QUESTIONS
  Q. When can I count hexes or check an aircraft’s 
  Speed or Altitude? In several places the rules state 
  that even player error can cause an aircraft to 
  Stall (for example), but I’m unlikely to make such 
  an error if I can count hexes or check Speed or 
  Altitude at any time.
  A. You can count hexes and check Speed or Altitude 
  dials whenever you like. The oft repeated caveat about 
  player error ties into the First Principle of Take-
  backs or Changing One’s Mind once dice have been 
  rolled or dials adjusted. Players do make mistakes, 
  and the hope of these clauses is to encourage players 
  to count hexes and check Speed and Altitude dials 
  before they jump ahead and start rolling dice or 
  moving dials. In this way, hopefully, players can avoid 
  contentious situations.
  Q. What happens if an aircraft is mistakenly given 
  an Ace Manoeuvre it cannot perform?
  A. Treat the aircraft as if it had not been given an Ace 
  Manoeuvre at all, i.e., it will fly straight ahead at its 
  current Speed, without adjusting Speed or Altitude.
  Q. If an aircraft attempts to exceed Altitude 5, does 
  it climb to Altitude 6?
  A. There is no Altitude 6. Obviously this isn’t entirely 
  true, the sky doesn’t stop, but for the purposes of 
  the game, Altitude 5 is the ceiling, so to speak. If 
  an aircraft attempts to climb above its Max Altitude, 
  whatever that Max Altitude may be, it Stalls. It is the 
  attempt to climb that makes it Stall.
  Q. Does an aircraft’s Speed increase when it 
  descends to Altitude 0 to land?
  A. No. Descending to land and diving are two 
  different things.
  Q. Does an aircraft with Min Speed 0 Stall 
  if it is travelling too slowly to complete an 
  Ace Manoeuvre?
  A. Yes. Whilst Min Speed 0 aircraft do not Stall 
  should their Speed drop to 0 for any reason, they 
  will Stall for other reasons as normal, representing 
  pilot error.
  Q. Is an Autonomous weapon a weapon or an 
  aircraft? The rules imply both.
  A. An Autonomous weapon is, as the name implies, a 
  weapon, albeit one that moves not unlike an aircraft. 
  As such, Autonomous weapons cannot be fired upon 
  by enemy aircraft, and cannot observe the ground 
  target markers during the Search and Rescue mission.
  Q. Can two Autonomous Weapons occupy the 
  same hex?
  A. No. Should this ever occur, follow the normal rules 
  for an aircraft ending its movement in a hex occupied 
  by another aircraft. Note, however, that Autonomous 
  Aircraft have no Structure points to lose, and will be 
  removed from play on a roll of a 1.
  Q. Do I have to declare all my targets and all 
  the weapons I’m going to use when activating an 
  aircraft during the Firing phase, or can I nominate 
  a weapon, resolve firing with that weapon and then 
  nominate another weapon?
  A. The latter – you can resolve firing on a weapon 
  by weapon basis, provided you follow the targeting 
  rules. For example, if a Thunderbolt has three pairs of 
  Skystrike missiles, you can fire all three pairs one after 
  the other should you wish. In this way, you can fire 
  one pair of missiles and see what damage is inflicted 
  before committing to firing the next pair.
  Q. The Bombing Run rules state that only aircraft 
  armed with weapons with the Ground Attack 
  special rule may make a Bombing Run. Can an 
  aircraft armed with such weapons use weapons 
  that don’t have that special rule to make a 
  Bombing Run?
  A. No. Only weapons with the Ground Attack special 
  rule can be used to make a Bombing Run.
  Q. Can I make a Bombing Run against a 
  landed aircraft?
  A. Yes. As stated in the ‘Landing’ rules in the 
  Special Manoeuvres section; whilst landed, aircraft 
  are vulnerable to Air-to-Ground fire as if they were 
  Ground Defences.
  RULES UPDATE AND FAQ 
  4
  
   
  WEAPON 
  FIRE ARC 
  FPR 
  DMG AMMO 
  SPECIAL 
  STRUCTURE
  TRANSPORT
  FUEL
  THROTTLE
  ACE MANOEUVRES
  HANDLING
  MIN SPEED
  MAX SPEED
  MAX ALTITUDE
  Aircraft Upgrades
  Additional Weapons
  Pilot
  Crew
  POINTS
  THUNDERBOLT
  CLASS: FIGHTER 
   
  23
   
  Quad Autocannon 
  Front 
  2-6-0 
  4+ 
  UL 
  –
   
  Twin Lascannon 
  Front 
  0-2-1 
  2+ 
  UL 
  Extra Damage (6+)
  3
  –
  –
  2
  1-6
  3+
  2
  6
  5
   
  WEAPON 
  FIRE ARC 
  FPR 
  DMG AMMO 
  SPECIAL 
  STRUCTURE
  TRANSPORT
  FUEL
  THROTTLE
  ACE MANOEUVRES
  HANDLING
  MIN SPEED
  MAX SPEED
  MAX ALTITUDE
  Aircraft Upgrades
  Additional Weapons
  Pilot
  Crew
  POINTS
  THUNDERBOLT FURY
  CLASS: FIGHTER 
  25
   
  Avenger Bolt Cannon 
  Front 
  3-7-0 
  4+ 
  UL 
  Extra Damage (6+)
   
  Twin Lascannon 
  Front 
  0-2-1 
  2+ 
  UL 
  Extra Damage (6+)
  3
  –
  –
  2
  1-6
  3+
  2
  6
  5
  Permission to download/print for personal use only. © Copyright Games Workshop Limited 2020.
  RULES UPDATE AND FAQ 
  5
  
SOURCE: textdata/thevault/Warhammer/40k/Aeronautica Imperialis/07 FAQs/Aeronautica Imperialis - Rules Update and FAQ.pdf