IRON EMPIRE

This is an idea that James & I created one lonely afternoon while bored. It needs work but we hope you like it. If you do like it, please PLEASE! Consider sending some poor starving games designers some cash to help finance our bid for world domination. All 'Contributions' as cheques please to:-

James Desborough
c/o Post Mortem Studios
Jubilee Villa
St. Mary Bourne
Andover
HANTS
SP11 6AY
ENGLAND



Cheques Payable to James Desborough

P.S We promise to pick on Games Workshop when we are rich and powerful (Revenge).

OPENING SHORT STORY

Charles stood at his window high above the thick London smog and looked down on the choked streets below him. Below the layer of smoke lay all the rubbish, including the human kind. Down there the poor and the destitute lived and worked, some spending their entire miserable lives coughing through the filth. Most of this, mercifully, was hidden from the outside world by the polluted fog rising from the Thames, allowing those with wealth to forget what went on out of sight below them. Other cities saw London as something to be envious of. Charles wrinkled his nose, the centre of the Empire had problems.

His gaze rose from the smoky sea beneath him and he took a lengthy pull from his pipe, blowing the smoke out through his nostrils. All around, other buildings rose from the vapour. London had built upwards to escape its own stagnant waste. Garish red brick and brightly painted houses greeted his sight. Aerial pavements and walkways criss-crossed the buildings along with the elegant spider-webs of telegraph wires. Smartly dressed people walked and talked up here, even cycled. He saw a young couple with chaperone laughing and strolling by a mural of birds in a forest.

In the distance throngs of chimneys could be seen pouring great towers of smoke into the sky, testimony to the mighty industry of the capital, iron, steel, ships, guns, they made it all. From further away he heard the distant thump of the space cannon as it launched another shell into orbit. The sun never set on the Empire and it now stretched to the moon and even to the other planet's thanks to the miraculous properties of etherite. No other power could compare to the general might of the British Empire. The Prussians had some talent for militarism, the Chinese had the numbers, the Russians tenacity but still none could compare.

Not all was stable though. Women were beginning to demand the vote, rights, work. Society needed more people or it would outgrow itself. Industry was expanding faster than both demand and supply sooner or later something would give, but to give up tradition for the sake of money and security?, Charles didn't see that happening. Belief in God was weakening, Darwin's theories were gaining the upper hand, charlatans, so called 'mediums' were feeding like beasts on this spiritual weakness and interfering in the space program for Lord knew what reason. There were rumours of odd findings on Mars, another race of men, but not in Gods image, apparently extinct. The other Empires were envious and ambitious of British power, the Empire could not be complacent or like a pack of wolves the other empires would bring it down..

Charles sighed, troubled times indeed, that was why he had joined his particular club. The Society of Gentleman adventurers. He was a little concerned having heard that they even accepted women into their organisation, but that was overcome by what he heard they had accomplished. Within the society was a group who used the society's expeditions and influences to covertly defend the Empire. He glanced back into the smoke filled room, filled with snooker tables, books and foreign artifacts. A large bald man in a red smoking jacket bedecked with medals beckoned to him and opened a door with a smile. Charles made his way between the tables, apologising to the players, and entered the room, head high, ready to do his duty for his country.

RULES FOR THE GAME

CHARACTER GENERATION

Roll a d20 for each statistic. You receive an additional bonus of D20 halved (d10) to be spread between all statistics. Maximum of 20, Minimum of 1.

STATISTICS

Brawn :- Strength and power.
Constitution :- Resilience and recuperative powers.
Deftness :- Speed and manual dexterity.
Intellect :- Intelligence and common sense.
Perception :- Awareness and quality of senses.
Willpower :- Strength of personality, resolve.
Presence :- Charisma & charm.
Aesthetics :- Sense and appreciation of art and beauty.
Courage :- Stiff upper lip, steadfastness
Visage :- Appearance, looks, beauty.

SKILL SYSTEM

Statistic + Skill = Base chance.


Grade A+ :- Roll of One
Grade A  :- 1/5 Of Skill
Grade B  :- 1/4 Of Skill
Grade C  :- 1/3 Of Skill
Grade D  :- 1/2 Of Skill
Grade E  :- Whole Of Skill
Grade E- :- Roll of 20

In all cases round Down!!!

In the case of a skill being so low that a grade other than A+ requires a one to succeed then that is the maximum grade you can roll.

SKILL LISTS

Brawn :- Boxing, Strongman, Thrown.

Constitution:- Swimming, Athletics, Riding, Recuperation, Climbing, Survival, Sailing, Operate Industrial Machinery, Endurance.

Deftness:- Running, Play Music, Draft, Sculpt, Paint, Pistol, Rifle, Archery, Heavy, Brawl, Melee, Surgery, Driving, Repair, Dodge, Pilot Zep, Pilot Boat, Stealth, Ether Pilot, Luftkraft Pilot, Acrobatics, Escape Artist, Quick Draw, Theft, Pilot Motorbike, Pilot Armour, Machine Tools, Carpentry.

Intellect:- History, Astronomy, Logic, Common Sense, Research, Report, Proscribe, Artillery, Invention, Morse Code, Telecommunications, Business Sense, Steam Tech, Electric Theory, Weapons Tech, Chemistry, Languages, Lunar Environment, Martian Environment, Venusian Environment, Analytical Engine Operation, Physics, Maths, Metallurgy, Biology, Admin, Vet, Pharmacology, Farming, Geology.

Perception:- Alertness, See, Hear, Detection, Diagnose, Analyse, First Aid, Demolitions, Navigation, Locksmith, Forgery, Observation, Botany, Zoology, Anthropology, Value, Scavenge, Gambling, Astrology, Tracking, Meteorology, Mason, Tactics, Law, Astrogation, Mapmaking.

Willpower:- Determination, Resistance.

Presence:- Charm, Persuade, Seduce, Calm, Psychology, Acting, Animal Training, Tact, Public Speaking, Singing, Interview, Disguise, Teaching, Servant,

Aesthetics:- Write Music, Music Appreciation, Art Appreciation, Abstract Art, Write Fiction, Inspiration, Dancing, Jeweler.

Courage:- Intimidation, Bravado, Interrogation, Streetwise, Bribery, Carousing, Leadership.

Visage:- Flirt, Cosmetics, Style.

WOUND STATUS INCREASES

When already injured and receiving another wound check the new wound against the old on this table to find your new wound status and make a check on that wound.

  GRZ STN KO FW SW CW INC
GRZ stn ko ko fw sw cw inc
STN ko ko fw fw sw cw inc
KO ko fw fw sw sw cw inc
FW fw fw sw sw cw cw inc
SW sw sw sw cw cw inc inc
CW cw cw cw cw inc inc kill
INC inc inc inc inc inc kill kill
    

HIT/SUCCEED GRADES

Normally a 'D'.

Combat modifiers:

All the numbers refer to column shifts on the success table. E.g. if you require a 'C' grade success to hit someone, but it is dark (+1) it becomes 1 grade more difficult for the same success. Negatives make the situation easier.

Quick draw +1, Dark +1, Pitch black +1, Moving Target +1, Moving self +1, Long Range +1. Aiming -1 to -3, Short range -1, Large target -1, Sight (Medium or long only) -1.

Difficulty modifiers for skills

Routine -2
Easy -1
Normal +0
Tricky +1
Difficult +2
Very difficult +3
Impossible +4


You may also work in other factors such as equipment, situation and so on. Each should only add or subtract one grade however. There is always a one in twenty chance of succeeding unless the GM decrees that an action is completely impossible.

WOUNDING PEOPLE

 
Attack Type A+ A B C D E Notes Ammo
Punch FW KO STN GRZ - - - -
Kick FW KO KO STN GRZ - - -
Cosh FW KO KO STN GRZ - - -
Club SW FW KO KO STN GRZ - -
Whip FW KO STN GRZ GRZ GRZ Entangle -
Knife SW FW FW GRZ GRZ GRZ - -
Short Sword CW SW FW FW GRZ GRZ - -
Long Sword CW SW SW FW FW GRZ - -
2H Sword / Axe INC CW SW SW FW GRZ - -
Lt Revolver SW FW FW FW STN GRZ 2 Shots per turn 6
Med Revolver CW SW FW FW FW STN 2 Shots per turn 6
Hvy Revolver INC CW SW FW FW KO 1 Shot per turn 5
Lt Automatic SW FW FW STN GRZ GRZ 4 Shots per turn 14
Med Automatic CW SW FW FW FW GRZ 3 Shots per turn 12
Hvy Automatic INC CW SW FW KO STN 2 Shots per turn 10
Lt Rifle CW SW SW FW FW KO Burst rating 3 or Single Shot 10
Med Rifle INC INC CW CW SW SW Burst rating 2 or Single Shot 9
Hvy Rifle KILL INC INC CW CW CW Single Shot 5
Shotgun INC CW SW FW KO STN Can fire 1 or 2 barrels 2
Steam Gun KILL CW SW STN STN GRZ 5X10' Cone 3
Lightning Gun FW KO KO KO STN STN - D20
Flame Pistol INC CW CW SW FW FW Burns for 3 turns 3
Needle Pistol STN STN GRZ GRZ GRZ GRZ Needles can be poisoned 35
Gatling Gun KILL INC INC CW CW SW Burst Rating 15 200
Machine Gun KILL INC CW CW SW SW Burst Rating 10 100
Porta Cannon KILL INC CW SW SW FW 5X5' Area Effect 1
Small Cannon KILL INC INC CW CW SW 10X10' Area Effect 1
Med Cannon KILL KILL INC INC CW CW 15X15' Area Effect 1
Hvy Cannon KILL KILL KILL INC INC CW 20X20' Area Effect 1
VEHICLES. Ignore some damage effects. Take others wounds and can absorb a certain number of kills.

Vehicle Kills Ignores
Motorbike 1 Stun
Carriage 2 Grazes
Steam Car 2 KO's
Omnibus 4 KO's
Powered Ballon 1 --
Basket for Above 2 Grazes
Zeppelin Ballon 4 Stun
Zeppelin Cabbin 8 KO's
Space Capsule 10 Critical Wounds
Small Ether Craft 12 Flesh Wounds
Medium Ether Craft 18 Serious Wounds
Large Ether Craft 24 Critical Wounds
Battleships 30 Critical Wounds

Battleships may mount as many weapons as their kills. Each size of cannon takes 1, 2 or 3 spaces.
Explosive weapons get extra kills on a successful attack and double on a critical. Medium
x2, Heavy x3. So a Heavy cannon scoring a 'C' success gets 3 incapacitation's or One
incapacitate and a kill. On an 'A+' it gets 6 kills.

Once a wound status reaches a kill, cross it off and reset unless that damage is a kill. E.g. A battleship with 30 kills is hit by the above two salvoes. After the first hit it is down to 29 kills and has an incapacitate. After the second hit it is down to 23 kills and has no wound status.

COMBAT STAGES


1. Initiative. D20 +deftness+modifiers
2. Highest initiative acts.
3. Target reacts with a block or a dodge or allows the attack to go through and counterattacks.
4. Apply wound effects
5. Next turn.

WOUNDS

Graze. -2 Initiative.

Stun. -4 Initiative. Con check at E or miss a turn.

KO. -6 Initiative. Con check at D or be knocked out.

Flesh wound. -8 Initiative Con check at C or be knocked out. 1 grade penalty on skills.

Serious wound. -10 Initiative. Con check at B or be knocked out. Stunned one turn. Hit limbs cannot be used. 2 grade penalty on skills.

Critical wound. -12 Initiative. Con check at A or be knocked out. Hit limbs are permanently damaged and cannot be used until healed. Automatically stunned. 3 grade penalty on skills.

Incapacitate. No initiative. Incapable of action. Con check at A+ or knocked out. Hit limbs must be amputated. Con check at D every turn or die unless attended to.

Dead. No initiative. Incapable of action. Con check at A or die instantly. Con check at C every turn or die.

Grade penalties increase the required grade to succeed at a skill.

STABILISING WOUNDS

Wound and grade required to stabilise.
FW - 'D'
SW - 'C'
CW - 'B'
INC - 'A'
DEAD - 'A+'

REVIVING KO'd CHARACTERS

KO 'E'. Or the same as stabilising difficulties.

RUNNING

Distance equal to your deftness + running skill per 4 second turn.

CLIMBING

Check every 10 feet.

THE BRITISH EMPIRE

ENGLAND, WALES, SCOTLAND, IRELAND, THE ISLE OF MAN, THE CHANNEL ISLANDS, INDIA, THE STRAITS SETTLEMENTS, CEYLON, MAURITIUS, LABUAN, BORNEO, HONG-KONG, AUSTRALIA, TASMANIA, NEW ZEALAND, FIJI, THE FALKLANDS, NATAL, THE CAPE OF GOOD HOPE, ST HELENA, LAGOS, THE GOLD COAST, SIERRA LEONE, GAMBIA, CANADA, NEWFOUNDLAND, BERMUDA, HONDURAS, BAHAMAS, TURKS ISLAND, JAMAICA, THE WINDWARD ISLANDS, THE LEEWARD ISLANDS, TRINIDAD, BRITISH GUIANA, GIBRALTAR, MALTA, NEW GUINEA, CANADA, THE USA, NIGERIA, SOUTH AFRICA, EGYPT, SELENE MOON COLONY, RED SANDS MARS COLONY.

Parliament includes representatives of most colonies with the exception of the off-world colonies. No quick way has been found for communication between the off world colonies and home. Scientists are working on the problem. The representatives are given double votes on matters which directly affect their colony.

ARMED FORCES
HM Navy, HM Air Fleet, HM Army, Royal Engineers, HM Space Navy. Semi automatic rifles, grenades, machine guns, steam guns, analytical engine controlled cannon, space vessels, mechanised cavalry.

THE PRUSSIAN EMPIRE

PRUSSIA, BAVARIA, SAXONY, WURTEMBURG, BADEN, HESSE, MECKLENBURG-SCHWERIN, SAXE-WEIMAR, MECKLENBURG-STREILITZ, OLDENBURG, BRUNSWICK, SAXE-MEININGEN, SAXE-ALTENBURG, SAXE- COBURG-GOTHA, ANHALT, SCWARZBURG-SONDERHAUSEN, SCHWARZBURG-RUDOLSTADT, WALDECK, REUSS-GREIZ, REUSS-SCHLEIZ, SCHAUMBURG-LIPPE, LIPPE-DETMOLD, LUBECK, BREMEN, HAMBURG, ALSCACE-LORRAINE, TOGOLAND, CAMEROON, DAMARALAND, GREAT NAMAQUALAND, USAGARA, WITULAND, MARSHALL ISLANDS, NEW GUINEA, BISMARCK ARCHIPELAGO, SOLOMAN ISLANDS. NEO- DEUTSCHLAND MARS COLONY, DONNERLAND VENUS COLONY.

ARMED FORCES
Imperial Navy, Imperial Air Arm, Wehrmacht Army, Engineering Korps, Imperial Ether Navy. Semi automatic rifles, grenades, machine guns, cannon, strong navy and air fleet, rising space fleet. Mechanised vehicle support.

THE FRENCH EMPIRE

FRANCE, ALGERIA, FRENCH INDIA, COCHIN-CHINA, FRENCH TONKIN, SENEGAMBIA, FRENCH SUDAN AND GUINEA, FRENCH CONGO, REUNION, ST MARIE, NOSSI-BE, MAYOTTE, OBOCK, GUIANA, GUADALOUPE, MARTINIQUE, ST PIERRE, NEW CALEDONIA, MARQUESAS, TAHITI, MOOREA, TUBUAI, RAVAIVA, TUAMOTA, GAMBIER ISLANDS, TUNIS, MADAGASCAR, ANNAM, CAMBODIA, COMORO ISLANDS.

ARMED FORCES
Army, Navy, Star Navy. Bolt action rifles, cranked machine guns, grenades, cannon, cavalry, mechanised cavalry, balloon observation corps.

THE CHINESE EMPIRE

CHINA, MANCHURIA, MONGOLIA, I-LI, TIBET.

ARMED FORCES
Imperial army, Imperial Navy, Balloon observation corps, Imperial Space Force. Bolt action rifles, old fashioned cannon, cavalry, automated mechanisms. Automatic pistols.

THE RUSSIAN EMPIRE

RUSSIA, POLAND, FINLAND, CAUCAUS, KIRGHIZ STEPPE, TURKESTAN, TRANSCASPIAN, SIBERIA.

ARMED FORCES
Army, Navy, Airforce, Space force, bolt action rifles, old fashioned equipment. Lots of artillery and cavalry.

JAPAN

JAPAN AND ISLAND TERRITORIES.

ARMED FORCES
Mild conscription, Army, Navy, Airforce, Space force, mixed navy of old, new and captured equipment.

THE TURKISH EMPIRE

THRACE, MACEDON, EPIRUS, ILLYRIA, TRIPOLI, BULGARIA, BOSNIA, HERZEGOVINA, CYPRUS, EGYPT, SUDAN, UPPER NILE BASIN, CRETE.

Army, Navy, Balloon observation corps, bolt action rifles, old fashioned equipment, cavalry.

THE IMPERIAL BUREAUCRACY

GOVERNMENT
The British Empire is governed by The House of Commons and the House of Lords, both of which directly serve Her Majesty Queen Victoria. The system is under considerable strain at the moment, with the Empire the size that it is and the problems of communication with the interplanetary colonies decisions are made very slowly. There are some suggestions that the bureaucracy be slimmed down to allow more swift action, but change is difficult and the traditionalists are the strongest force.

THE VOTE

Elections are held roughly every five years. Men, over the age of twenty-one and owning or residing in property are allowed to vote. This greatly reduces the amount of active voters in the colonies as they work for industrial barons and only have dwellings by their good grace.

Britain is divided up into 'seats' in which voters can choose their candidate from a choice of several. Voting in the colonies is done slightly differently. The areas are considerably larger but the seats still represent the same number of voters, this is how it is justified that one representative can cover so many people. In the African colonies very, very few blacks have the vote as very few have property of any kind and so most of the African representatives are white industrialists voted in by their peers living there.

THE HOUSE OF COMMONS
The House of Commons is made up of Members of Parliament and Colonial Representatives (MPs and CRs). The party with the most MPs and CRs gets to form the government. The Government is made up of the Prime Minister and Ministers. Ministers each govern areas of policy and suggest measures within their categories. New Ministers are the Minister of Space and Minister of Technology.

Representatives from the colonies are allowed to vote on papers and policies and are allowed to ask questions but are not allowed to be on committees or to produce private members bills.

The process of making a bill into law is long and convoluted and can take months. Parliament is often criticised for its slowness and lack of action. This is partly responsible for the rise of the Societies.

THE HOUSE OF LORDS
The House of Lords is a relic of the old monarchies. It is a second house filled with Barons, Lords and Ladies. Many of these are old hereditary peers but many are quite new and have received their honours from the Queen or the Government only recently. There are no Colonial representatives in the House of Lords at present.

The House of Lords is retained because of tradition, fondness and because it is seen as a check on the excesses of Parliament.

POLITICAL SHORT STORY

Henry had had a hard day. Nothing had gone right. Breakfast was a disaster, meeting the West African CR had seemed like a fine idea at the time but the fellow had gone native and insisted on serving up the most disgusting primitive dishes Henry had ever seen. Quite offensive to the discerning palate. They had been supposed to be discussing the issues of industry in the colonies, Henry was on the industrial committee, but all the man had done was to extol the virtues of his adopted land and to shove this inedible muck at him while showing him pictures of the strangest plants and animals Henry had ever seen. He shuddered at the memory, he'd never even liked zoos, the things looked even more fearsome in their natural habitats.

After breakfast he spent some time in his office going through his post and sorting out some of the business from his constituency. Someone had broken into his office the other night but the police had chased him off and said that nothing had been stolen. It wasn't until later that he discovered they had replaced certain essential parts of his telegraph transmitter and that his industrial reports had been transmitted to the Prussian Embassy. At least he'd managed to cover his tracks, and to think, his mother had said he was slow on the uptake.

Lunch was had with an old school friend, Charles Montague. He wasn't his normal self. There weren't the usual reminisces and old jokes. He was very earnest and kept going on about how the natives were restless in some of the areas the new industrial bill would effect and how a revolt at this time could easily destabilise the Empire. Very boring. Henry hadn't got on with Charles very well since he'd joined that gentleman's club.

The afternoon was spent with the committee discussing the new bill, Henry felt a little woozy and faint, he put it down to his stressful day and that bizarre tea the CR had given him. Before he could stop himself he found himself spouting all the bizarre things the CR and Charles had said to him. Worse, the committee listened to him and put several of his amendments forward as he recovered he had to excuse himself to be sick.

Then that evening Charles had turned up again and asked him to join his bizarre club. Henry rolled over, the days events spinning through his mind, life could be cruel and confusing. What to do? What to do?

THE SOCIETIES

Groups of individuals under various banners, frustrated with the bureaucracy of the Empire and fighting, either to preserve it, destroy it or change it.

TIMELINE OF EVENTS FOR THIS GAME

47 BC Fire destroys great library of Alexandria.
1492 Columbus discovers America.
1600 English East India tea company founded.
1606 Union Jack first British national flag.
1607 First English settlement in America. Jamestown.
1620 Pilgrims cross Atlantic in the Mayflower.
1628 First English settlements in the Caribbean.
1632 Slide rule invented.
1642 English civil war.
1643 Barometer invented.
1655 Missionary in China invents steam driven vehicle.
1666 Calculus. Great fire of London.
1668 Reflecting telescope.
1672 Royal Africa company founded.
1673 Pendulum clock.
1688 Glorious revolution in England.
1685 Chinese ports open to foreign trade.
1688 W. Dampier reaches Australia.
1698 Savery invents first practical steam engine. Newton calculates speed of sound. 
African trade opened to all British subjects.
1704 British take Gibraltar from Spain.
1707 Britain and Scotland united.
1711 South sea company founded.
1715 Jacobite rebellion in Scotland.
1718 First machine gun patented. First banknotes printed.
1721 Walpole Britains first Prime Minister.
1727 Spain and England at war over Gibraltar. First railway bridge.
1739 Anglo-Spanish Naval war over trade in New World.
1744 War between Britain and France.
1746 British defeat Jacobites.
1752 Benjamin Franklin invents lightning conductor.
1754 Joseph Black discovers Carbon Dioxide and Magnesium.
1755 Johnson's Dictionary.
1759 Wars in America with French over land.
1763 France cedes Canada to Britain.
1765 James Watt invents steam engine condenser. Stamp act causes unrest in British colonies.
1767 Stamp act repealed.
1770 James Bruce discovers the Vaults of the Alexandrian Library triggering a period of 
much invention and discovery in Britain and Europe.
1771 Encyclopedia Britannica first published. Royal Commission of Engineers, Scientists 
and Historians set up to examine the remnants of the Alexandrian library. Which contains 
wondrous technological fragments from many civilisations.
1772 James Watt uses commission information to invent the first true steam engine. Later 
used in Industry.
1773 Captain cook crosses arctic circle.
1775 First Iron Bridge at Severn. Others quickly follow.
1775 American war of Independence.
1779 American revolutionaries defeated. Colonies are given representation in Parliament. 
Some die-hards fight on even until now.
1780 Herschel discovers Uranus. Watts steam engine used in factories.
1781 Montgoffier brothers fly balloons.
1784 British control India.
1788 Convict ships arrive at Botony bay.
1789 French revolution. Storming of the Bastille.
1790 George Washington elected American colonies chief representative.
1792 France a Republic.
1793 French reign of terror.
1794 Britain easily defeats France at battle of Brest.
1796 Napoleon conquers much of Italy. Smallpox vaccine found.
1800 Napoleon takes Italy. Infra red discovered. Volt reinvents electric cell. Experiments 
with powered balloons.
1801 Britain and Ireland united.
1804 Napoleon crowned Emperor.
1808 British take control of swathes of Africa.
1812 Napoleon captures Moscow.
1813 Mexican independence.
1814 Paris surrenders to allied forces.
1815 Napoleons 100 day reign. Defeated at Waterloo.
1817 Faradays first electric motor.
1820 Babbage perfects calculating machine. Faradays electric dynamo.
1829 Metropolitan police. Powered balloons made a success but are not capable of long 
trips.
1830 First Electric Telegraph.
1833 Slavery abolished in British Empire.
1836 Brunels Great Western Launched.
1837 Anesthetics used in operations. Victoria becomes Queen.
1838 Steel mass produced. Large steam vessels ply the continents.
1839 Germs discovered.
1840 Queen Victoria marries Prince Albert.
1842 Britain annexes Hong Kong.
1845 Britain conquers Punjab and Kashmir.
1846 Irish potato famine.
1848 Communist manifesto. First colour photograph. 
1849 Antiseptic surgery.
1851 Great exhibition in London. Electric submarine invented.
1852 Napoleon III.
1853 Levi Jeans.
1854 Crimean war. British war technology develops quickly until it is twenty years ahead 
of the nearest competition. Australian colonies granted representation.
1857 Indian mutiny. Crushed.
1858 Electric Lightbulb.
1859 Unification of Italy. Electric train in London.
1860 Garibaldis 1000 unite Italy.
1861 Southern states try to secede from American colony over slavery issue. War lasts 
four years.
1862 Bismarck becomes President of Prussia. London is electrically lit.
1863 Underground railway in London.
1864 Steam Turbine developed.                   
1866 Mendels genetic theories. Steam cars.
1867 Britain buys Alaska.
1868 Radio waves detected.
1869 First motorcycle. First petrol car, dismissed as a toy.
1869 Dunlop invents pneumatic tyre.
1870 Franco Prussian war. Prussians have developed modern weaponry on the British 
model. Tension between Britain and Prussia. Cannon used to fire capsule into low orbit.
1871 Radio communication. X-Rays discovered.
1872 Cannon fires a man into orbit. Splashlands in the North sea. First pictures from 
space.
1874 Cannon shot into stable orbit. Electrically powered analytical engines used to 
calculate shot vectors.
1875 First Prussian Airship. "Bismarck" takes off. Regular manned shots into orbit. North 
sea becomes the regular splashdown point.
1876 First British Airship. "The Prince Albert" is launched. First film show. Construction 
of the Brick Moon begins in orbit. To act as a navigation aid and as a base for further 
exploration.
1878 Radium discovered. Airships in Large scale production. The Brick moon is finished 
under great investment and huge effort.
1879 Ireland granted colonial representation. The Bismarck crashes killing all on board. 
Remaining vessels are converted to helium or hot air at great expense after two more 
disasters. Stanley Johnston of Her Majesties Navy is the first man on the moon. Etherite 
is discovered and its properties also discovered by accident. Moon annexed.
1880 Anglo-Boer war. Moon base set up to mine and produce Etherite. Her Majesties 
Space Navy founded. Prussians launch a man into orbit.
1881 Tsar Alexander II assassinated. African colonies granted representation. Prussians 
begin construction of an orbiting platform within sight of the Brick moon. Etherite prop 
driven vessels making regular trips between the moons.
1884 Male colonial citizens granted vote if over 21. Etherite prop driven vessel "The 
Brittania" heads for Mars on what should be a six month round trip.
1885 The Brittania arrives back from Mars two months late. The HMSN crew report a dry 
desolate planet rich in mineral resources and with the remnants of a great civilisation
there. Prussian Etherite vessel Die Sturm scouts Venus and reports a harsh & volcanic 
world. Oppressively hot and primordial as well as dark and dangerous. The obscuring 
clouds are reported to be due to Vulcanism and high water content.
1886 Wireless signal across the Atlantic. Wireless signal from orbit. A fleet led by The 
Brittania heads for Mars on a mission of colonisation. 
1887 Powered flight in Prussia. Winged aircraft. Colony established on Mars. Prussian 
vessels The Willheim and the Thor lead colony groups to Mars and Venus respectively.
1888 Early in the year an Etherite driven vessel & fleet sets off for Venus on a six month 
round trip to investigate the chances of setting up a colony there. To compete with the 
Prussians. France, Russia, China & Japan begin to Launch capsules into orbit and 
construct their own orbital bases.

Created By Post Mortem Studios

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