WINDS TABLE
1D12 Wind Direction
1 NW
2 N
3 NE
4 SE
5 S
6 SW
7 W
8 E
9 Zep rotates to left 60 degrees. Do not roll Wind speed.
10 Zep rotates to right 60 degrees. Do not roll Wind speed.
11 Zep pushed up 1 Altitude step. Do not roll Wind speed.
12 Zep pushed down 1 Altitude step. Do not roll Wind speed.
1D6 Wind Speed
1 0
2 0
3 1
4 1
5 2
6 2
COMBAT and DAMAGE
- each weapon on your Zeppelin may fire once per turn
- each weapon fires out of one set 90 degree Arc of Fire; Forward, Aft,
Starboard, or Port
- small arms fire can take place in any Arc of Fire and may change from Turn to Turn
- targets must be at the same altitude or up to 2 altitude steps below
- all Combat is simultaneous as per Orders
DAMAGE TABLE
Damage Result Flamethrw Small Machine Gun
on 1D20 L.Cannon Cannon Small Arms Notes
Cargo Hit 1 1 1 1 random cargo destroyed
Steering Hit 2 2 2 Zep cannot turn
Engine Hit 3 3 3 Base Speed -1
Cabin Hit 4 4 4 Spark- Zep catches on fire
Minor Puncture 5-7 5-14 5-20 -1 Gas per turn until patched
Major Puncture 8-12 15-19 - -2 Gas per turn until patched
Crit Puncture 13-18 20 - -3 Gas per turn until patched
Blowout 19-20 - - Zeppelin Destroyed
- if Ammo, Gas Tanks, or Bombs are hit, the Zep suffers Blowout.
- a Zeppelin hit by a flamethrower is considered to be ‘in flames'
and must roll on the flamethrower damage column once each subsequent turn until
a patch crew puts the flames out.
- each turn a Zeppelin is at 50% or less Gas, it loses 1 altitude step
- each turn a Zeppelin is at 25% or less Gas, it loses 2 altitude steps
REPAIRS
- Patch Crews can repair Gas Leaks and Punctures
- a Patch Crew can do one of the following, each turn:
- extinguish a fire
- patch a Critical Puncture to a Major Puncture
- patch a Major Puncture to a Minor Puncture
- patch a Minor Puncture, preventing further Gas loss
BUILDING YOUR FLEET
Here are some example Zeppelins:
Escort: The Blitzkrieger: L.Cannon - Forward
S.Cannon - Forward
Machine Gun - Aft
Total - 70 Resource Points
Battleship: The Bismark: Flamethrower- Forward
S.Cannon - Starboard
S.Cannon - Port
L.Cannon - Aft
Patch Crew
Engine
Bomb
Total - 139 Resource points
Cruiser: The Victoria: L.Cannon - Forward
Machine Gun - Forward
S.Cannon - Aft
L.Cannon Ammo
2 Patch Crews
Total - 132 Resource points
Destroyer: The Liverpool: S.Cannon - Forward
S.Cannon - Forward
Machine Gun
S.Cannon Ammo
Engine
Total - 90 Resources Points
PLAY-BY-E-MAIL NOTES
Die Rolls
In order to smooth game play and keep the randomization afforded by Die Rolls,
each player is required to submit a list of die rolls to the Referee, prior to the
start of the game.
The Referee will provide the details of which Die Roll Server to use, as well as
which and how many of each Die Roll is required. When the Die Rolls for each player
are received, Initiative will be determined.
For those who are interested, the Die Roll Server will create the list with your
Player Name on it and the list will be e-mailed to the Referee. This prevents a
player from stacking their rolls.
At the end of each game the Referee can mail the list of rolls received and used so
far, to any player who makes the request. This allows the Player the opportunity
to double check the Referee's work.
At the end of the game, the complete list of Rolls submitted to each player, will
be mailed to each player, showing the complete list and each roll used on their behalf.
Note that your opponent's rolls will *never* be revealed to you - Die Rolls are a
matter strictly reserved between each individual Player and the Referee.
Map Updates
Turn Sequence 3 and 6 are 'Map Updates', provided to allow the player some opportunity
to exercise his own brand of tactics. These Map Updates will be provided on the
game website, as soon as Movement Orders are received (in the case of Turn
Sequence 3), and Combat Orders are received (in the case of Turn Sequence 6).
Please feel free to check the site as often as you like.
ADAPTATIONS
Lloyd Krassner's ZEPPELIN BATTLES of the GREAT WAR was originally conceived as a
table top game, designed to be played on a physical map with figures or counters
to represent your Zeppelins and other support props such as dice.
Some obvious modification were required to fit the game into the PBeM format.
Most notably are the introduction of the 'Map Update' Turn impulses and the
elimination of random dice throws for things like Damage, Patch Crew Repairs,
and Altitude Loss due to Gas Loss.
Initiative was significantly changed, to allow some tactical decision making on the
part of the players. Initiative is usually regarding as the luck of the dice,
something the player can't influence. Now there is a reason to hope to get the
initiative and important decisions to make if you do. That decision may not always be
to your benefit. Along with Wind Effects, the Initiative system simulates
the inaccuracies of positioning and firing from a highly vulnerable platform.
Finally, a point system was introduced in an effort to achieve some sort of game
balance while maintaining the players' ability to exercise their own decision
making. This is my first attempt at a point system, and all point values were
assigned in a highly arbitrary manner! I would be interested in hearing what changes
you think would improve the game.
Please give Lloyd the honour he deserves for this game by visiting his website if
you haven't already done so. Send him your comments and while you're there, check
out some of the myriad other games Lloyd has created - he has a fabulous mind and
as a game designer I know he craves feedback of almost any type on his work!
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