Aeroplanes
The main British aeroplane is the DH-2, a charmingly primitive-looking pusher-prop single-seater. The Germans use an eindecker Fokker, actually a relatively sophisticated WWI fighter, but which has lines reminiscent of earlier aircraft.
Airco DH-2
Fokker E-IIIBelow: The eindecker at a field aerodrome, tended by a horsedrawn fuel wagon.
The pilots may be allowed a limited number of hand-bombs to fling over the side, but these are very inaccurate. Typically they hit the target point only on a doubles roll on 2D6. Otherwise, the dark die is direction (1 L Rear; 2 L Front; 3,4 Forward; 5 R Front; 6 R Rear) and the light die is distance from the target point in 1.5-inch increments. A roll of double-1 means the pilot has fumbled the bomb and it's loose in the cockpit. Draw a card or roll a die at once, and each movement turn thereafter, until the pilot secures the bomb, or the plane blows up.
Aeroplanes are low and slow. They can be brought down by rifle fire out to 12" or machine-gun/gatling fire from 12" to 18" (because the early MGs can't elevate enough for anti-aircraft use). Any unit being bombed gets a chance to fire before the bomb is dropped. Depending on your rules set, you can design reasonable modifiers or card draw combinations to make the planes vulnerable, but not sitting ducks. Plane-to-plane combat is done with revolvers at close range.
Aeroplanes can have other duties. One side may not know where its objective actually is until a plane has flown over the possibile sites and returned with a report. An aircraft might cause any native units which it flies directly over to take a morale check. A field aerodrome might be one objective in an attack; the airplane would have to roll each turn to see if the motor starts, as the fighting gets closer.
Aeroplanes are probably most useful in campaigns. They can scout strategic areas for objectives or signs of enemy presence, and armies can move more quickly through areas which have been scouted by plane beforehand.
Airships
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