Movement
Air Speed is determined by the total Horsepower of available (running) engines.
The Zeppelin's Air Speed is based on the combined Horsepower of all currently active and undamaged engines. Wind Cards in play do not affect the Air Speed counter itself; they only modify the final movement distance or direction at the point of resolution. Running Silent sets Horsepower to 0, meaning the Zeppelin has no engine-driven movement.
Movement
Running Silent sets the Zeppelin's Horsepower to 0 for movement purposes.
When the Zeppelin is Running Silent, all engines are considered to produce 0 Horsepower, resulting in no engine-driven Air Speed. Wind Cards may still affect final movement. Running Silent also reduces the Situation Card draw threshold: in Hostile Night conditions, Running Silent causes a card to be drawn only on a roll of 1 (instead of 1–2).
Movement
Wind Cards modify the Zeppelin's final movement but do not change the Air Speed counter.
Wind Cards currently in play affect the Zeppelin's final movement distance or direction at the time of movement resolution. They do not alter the Air Speed counter, which is set solely by engine Horsepower. The net movement is the combination of Air Speed and the Wind Card effect.
Movement
The Elevator changes the Zeppelin's lift when Air Speed is 2 or greater.
The Elevator position contributes to the Zeppelin's lift (vertical movement), but only when the current Air Speed is 2 or higher. At Air Speeds below 2, the Elevator has no effect on lift.
Movement
Static Lift is the base lift value, affected by ballast, petrol, equipment weight, crew position, and pressure/altitude.
Static Lift represents the Zeppelin's inherent buoyancy and is modified by: (1) Ballast Coins — dropping ballast increases lift; (2) Petrol Coins — petrol adds weight, reducing lift; (3) Equipment weight — every token removed grants 1 step of static lift; crew, equipment, petrol, and spares tokens may only be dropped (jettisoned) after the Zeppelin has been damaged for the first time; Breeches may be dropped at any time without a crew action; (4) Crew position — moving a crew member between sections changes static lift by 1 step; (5) Altitude/pressure changes — crossing valve barriers permanently reduces lift in those sections.
Movement
The Inertia marker moves 2 spaces toward Total Lift each turn; the Zeppelin's vertical movement is based on the Inertia marker position.
Each turn, the Inertia marker moves 2 spaces toward the current Total Lift value. The Zeppelin then moves up or down based on where the Inertia marker sits, not the Total Lift directly. This creates a lag in altitude changes, reflecting realistic airship inertia.
Movement
Crossing valve barriers at altitude permanently reduces lift in those sections.
When the Zeppelin crosses altitude valve barriers, gas is vented from the corresponding cells. This permanently reduces the lift contributed by those sections. The reduction cannot be reversed by normal repair actions.
Special
Breeches can be dropped at any time without requiring a crew action.
Unlike other equipment tokens, Breeches may be dropped at any point during the game without expending a crew action. Each Breeches token dropped contributes 1 step of static lift. This is an exception to the general rule that jettisoning equipment requires the Zeppelin to have been damaged first.