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AGE

 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  

Age  of  Aces  –  Supplement  I   1  


 
 
The   Zeppelin   (L70)   and   its   escort   enter   by   zone   A4   Central   Powers:   The   L70   must   leave   the   map,  
facing   in   direction   3   (see   zone   C1).   The   escort   is   damaged   or   not,   through   the   zone   that   has   been  
positioned  2  hex  each  side  of  the  Zeppelin.  Before   randomly  determined  (altitude  3  or  lower).  
starting  the  game,  the  owning  player  rolls  1d6  and    
write   secretly   the   result   on   a   piece   of   paper   to   Notes:  The  L70  Zeppelin  is  en  route  to  the  Midland  
determine  the  outbound  zone  for  the  Zeppelin:   region   with   three   other   airships.   On   board   is   the  
1:  A1   Head   of   the   Imperial   German   Naval   Airship  
2-­‐3:  B1   Service.   A   DH.4   British   Squadron   is   sent   to  
4-­‐6:  C1.   intercept.   Those   aircrafts   have   difficulties   to   keep  
As   soon   as   the   Zeppelin   enters   a   zone   2   (A2,   B2,   up   with   the   very   high   altitude   of   the   Zeppelins…  
C2),  the  airship  must  fly  at  a  Medium  Altitude  (3)   That   morning,   pilots   Cadbury   and   Leckie   fly   with  
or   lower   in   order   to   prepare   its   approach   for   the   Squadron.   They   already   have   shot   down   tow  
bombing.   Zeppelins  before  and  are  about  to  score  the  L70.  
Victory  conditions:    
Entente:   Destroy   the   L70   before   the   end   of   Turn   Counters   to   be   printed   and   glued,   back-­‐to-­‐back,  
10.     on  cardstock  (100%):    
 
 

Age  of  Aces  –  Supplement  I   2  


 
 

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