Escolar Documentos
Profissional Documentos
Cultura Documentos
OF
ACES
Supplement
I:
Zeppelins
(VaeVictis
#118)
This
supplement
for
Age
of
Aces,
published
in
• Explosion!
When
a
Zeppelin
is
about
to
be
issue
#118
of
VaeVictis,
introduces
Zeppelins
to
destroyed,
the
owning
player
rolls
1d6.
On
a
6,
the
game. the
Zeppelin
explodes
in
a
1-‐hex
radius
(the
8
surrounding
hex.).
Every
aircraft
caught
in
the
blast
must
pull
a
Damage
Marker.
The
Altitude
11 ZEPPELINS:
SPECIAL
RULES
immediately
below
or
above
is
not
impacted
The
following
rules
apply
for
late
models
of
(regarding
the
scale
for
altitude).
Zeppelins,
to
fit
the
period
of
the
game
(1917-‐ • Große
Maschine!
When
the
Zeppelin
draws
a
1918).
“Weapon
Damaged”
or
a
“Wounded”
Marker,
do
not
apply
the
effect
and
put
back
the
Class:
C
Marker
in
the
cup
(nota:
there
can
be
4
to
10
Max.
Speed:
3
MG
station
on
board).
For
a
“Destroyed
Max.
Altitude:
5
Weapon”
Marker,
roll
1d6.
On
1-‐3,
the
upper
To
Hit/SP:
2/3-‐3
MG
(1-‐2)
or
in
the
cupola
(3-‐6)
are
no
more
Power
Factor
(PF):
2
operational.
The
Zeppelin
looses
its
ability
to
fire
without
blind
spot
(respectively
above,
Special:
below).
For
a
“Killed
Pilot”
Marker,
apply
+1
RP
• Allowed
maneuvers:
Tout
Droit!
(Straight),
to
each
Turn
maneuver.
Turn.
Move
zeppelin
counter
by
its
forward
side.
The
2-‐hex
of
the
counter
must
remain
on
the
map
at
all
time.
12 SCENARIOS
• Multiple
MG
in
the
cupola
and
on
top:
the
12.8 Last
Raid
over
England,
August,
5th,
1918
Zeppelin
may
target
the
surrounding
8-‐hex
of
Number
of
turns:
10
the
counter
with
a
range
of
4-‐hex.
As
usual,
Aircrafts
of
the
Entente:
the
target
can
only
be
at
an
altitude
• 3
x
DH.4
[#1,2,3],
High
Altitude
(4),
Speed
4,
1
immediately
above
of
below
the
Zeppelin.
x
Ace
RP-‐1/Fire+1,
1
x
Ace
RP-‐1
There
is
no
blind
hex.
• 1
x
Sopwith
Camel
[#4],
Very
High
Altitude
(5),
• Structure
Test,
DM+1
Speed
4.
Comes
into
play
on
Turn
4
or
later.
• Bombing,
DM+1.
Same
rules
apply
for
The
allied
aircrafts
enter
by
zone
B1
and
set
up
bombing
(11.3)
but
each
success
gives
two
(2)
first
in
“V”
formation
(choose
facing).
The
Camel
damages
to
the
target.
enters
randomly:
each
turn,
starting
with
Turn
4,
• Altitude
Very
High
(5):
the
Zeppelin
does
not
roll
1d6.
The
Camel
enters
by
zone
B1
on
5-‐6.
pay
the
extra
cost
(+1
RP)
to
climb
to
this
The
Entente
has
initiative
on
Turn
1.
altitude,
even
when
loaded.
Aircrafts
of
the
Central
Powers:
• No
Ace
aboard.
No
Ace
counter
can
be
• 1
x
Zeppelin
[#1],
High
Altitude
(4),
Speed
3
assigned
to
the
Zeppelin.
• 2
x
Fokker
Dr
1
[#2,3],
High
Altitude
(4),
Speed
3