Originally Posted by
Skafloc
Playing the Zepp rules An explosion should destroy 1 cell and set fire to the cells either side.
*For this game only an explosion takes out a whole set of four cells or those remaining in the area that the strike is made.
However this only works if playing with 16 cells not 4 areas of grouped cells.
A brief (cut down) version of the Zeppelin rules for clarification:
The crew:
1 dedicated Captain Pilot (Head with no spanner symbol)
5 Pilot/Engineers (Head with Spanner symbol)
1 dedicated engineer.
8 gunners.
To down a Zeppelin:
1. Kill all the pilots. (6).
2. Destroy all engines (4).
3. Destroy 12 of 16 Gas cells.
*Destroy all remaining gas cells.
4. Cause 128 points of damage.
Gas Cells:
1. To destroy 1 of the 16 cells you need an explosion card. This also causes a fire in a cell either side of the explosion.
* But not for this game. See above.
2. A fire takes out 1 cell but can only be put out by an engineer. Draw a B damage card if it equals or is greater than the fire damage card the fire is out. If it is less the fire destroys the cell.
*It takes four points of normal damage to destroy a cell. Fires burn for three turns as in the normal rules if not attended by an engineer.
Engines:
1. Each engine can take 2 hits.
2. An engineer can repair 1 hit per turn. (3 cards). draw a B damage card, if the damage is greater than 0 then the engine damage is repaired.
3. If at the end of any turn an engine has 2 un-repaired hits it is destroyed.
Damage:
1. For every non explosion, fire, engine special damage reduce the HP of the Zeppelin by that amount.
2. Once the total damage taken equals or exceeds 128 the Zeppelin is destroyed. This damage cannot be repaired.
Crew Hits:
1. The Captain can take 2 hits before being killed.
2. All other crew members who take 1 hit are incapacitated and can no longer pilot, repair damage or fire guns.
3. Either roll to see who is hit or remove the crew in order of gunner/pilot/engineer/captain.
Movement of Crew:
1. Crew can move between gondolas.
*Takes the same time as unjamming a gun.
2. Gunners can move between gun positions.
*As in the normal bomber rules, unless they have to move through the body of the Zep then use the same rule as above.
Notes:
1. Altitude: Zeppelin is at 4 peg height. For every 4 cells destroyed reduce peg height by 1 (Hence 12 cells destroyed Zepp is destroyed).
*But not for this scenario.
2. Gas Cell Damage: roll D12 (or 2D6) that is the total gas cells destroyed before mission starts.
OR
3. Start with a set HP damage (say 60) and 1d6 Gas cells destroyed.
4. It will take a long time for the Zeppelin to cross 2 mats, believe me I've tried many times and not made it once.
Bookmarks