Oberst Hajj
08-12-2009, 01:09
My group and I have been hashing out a set of tiered Ace Abilites for use in our campaign and this what we have come up with so far...
When a pilot or observer shoots down five aircraft they become an Ace and can select a special ability. If they shoot down ten aircraft they become a double Ace and can select a second ability or upgrade their current ability to level II, and so on. A plane may have an Ace pilot with a non-Ace observer or vice-versa. If the observer is incapacitated, his abilities may not apply for the rest of that sortie.
Ace abilities are either active or passive. Only one active ability can be used each phase. The benefits of passive abilities always apply.
Some abilities can only be used every two turns. For these abilities, place a blank counter on your flight board and discard it when the ability is used.
The Ace abilities are divided into two groups. The abilities in the first group can only be chosen by pilots. Abilities in the second group can be chosen by pilots and observers.
Pilot Only Abilities
Acrobatic Pilot I
Active
The pilot can do an Immelmann turn without having to do the straight maneuver after it. The straight maneuver before it still has to be done. The player may use this ability once every two turns.
Acrobatic Pilot II
Active
Same as Acrobatic Pilot I but can do an Immelmann turn without having to do the straight maneuvers before it or after it.
Daredevil I
Active
The pilot can perform two steep maneuvers in a row. The player may use this ability once every two turns.
Daredevil II
Active
Same as Daredevil I but can perform three steep maneuvers in a row.
Evasive Maneuvers I
Passive
The pilot cannot be tailed, unless the tailing pilot is also an Ace.
Evasive Maneuvers II
Passive
When being shot at in consecutive turns, the pilot ignores the +1 rule.
Exceptional Pilot I
Passive
The player can add an extra copy of one card from his maneuver deck into his deck.
Exceptional Pilot II
Passive
The player can add one maneuver card from the maneuver deck of any plane from the same or earlier years to his deck. A two-seater cannot add an Immelmann turn to its deck.
Pilots and Observer Abilities
Deadly Aim I
Active
The Ace can use the Aim bonus (+1 damage) even if he did not shoot at the plane in the previous phase. The player may use this ability once per turn.
Deadly Aim II
Passive
If at close range, the Ace can use the Aim bonus (+1 damage) even if he did not shoot at the plane in the previous phase. This ability does not replace Deadly Aim I, it is in addition to it.
Dedicated Ground Crew I
Passive
The plane ignores the green jammed Special damage.
Dedicated Ground Crew II
Passive
The plane ignores all jammed Special damage.
Lucky Git I
Active
The pilot can ignore damage from a single card. The player must show the card to all other players. Shuffle the ignored card back into the community damage deck. An explosion card may not be ignored in this manner. The player may use this ability once per sortie.
Lucky Git II
Active
The pilot can ignore damage from a single attack. The player must show the card(s) to all other players. Shuffle the ignored card(s) back into the community damage deck. The player may use this active ability once per sortie.
Marksman I
Active
The Ace selects damage cards for his target. When the Ace fires at an enemy plane he draws one card from his damage deck and one card from the matching community damage deck, looks at them, and determines which card the enemy player keeps. At short range, the Ace draws an extra card from the community damage deck and determines which two cards the enemy player keeps. Shuffle the unused card back into the community damage deck. The player may use this ability once every two turns.
Marksman II
Active
The Ace selects damage cards for his target. When the Ace fires at an enemy plane he draws one card from his damage deck and two cards from the matching community damage deck, looks at them, and determines which card the enemy player keeps. At short range, the Ace draws an extra card from the community damage deck and determines which two cards the enemy player keeps. Shuffle the unused card back into the community damage deck. The player may use this ability once every two turns.
Quick Shot I
Passive
The Ace fires and resolves damage before pilots and observers without Quick Shot. Planes shot down do not fire.
Quick Shot II
Active
The Ace fires and resolves damage before the maneuvers in a phase are executed. The Ace does not fire again after maneuvering. Planes shot down do not maneuver or fire. The player may use this ability once every two turns.
Technical Eye I
Active
The player can look at the damage cards of one aircraft in firing distance. The player may use this ability once every two turns.
Technical Eye II
Active
Same at Technical Eye I but can look at the damage cards of two aircraft in firing distance.
Toughness I
Passive
The Ace draws one card from the type A community damage deck and adds the number to his base and current Health Points. If an explosion card is drawn, he draws one card from the type B community damage deck and adds the number to his base and current Health Points. If a second explosion card is drawn, he treats it as a “0”.
Toughness II
Passive
Same as Toughness I but draws two cards from the type A community damage deck.
Trench runner I
Passive
When attempting to evade capture, if the Ace draws a card with a Special damage symbol, he adds +1 to the number. If an explosion card is drawn, he treats it as a “0”.
Trench runner II
Passive
When attempting to evade capture, the Ace draws an extra card.
We would love to hear what you think of these... the good or the bad!
When a pilot or observer shoots down five aircraft they become an Ace and can select a special ability. If they shoot down ten aircraft they become a double Ace and can select a second ability or upgrade their current ability to level II, and so on. A plane may have an Ace pilot with a non-Ace observer or vice-versa. If the observer is incapacitated, his abilities may not apply for the rest of that sortie.
Ace abilities are either active or passive. Only one active ability can be used each phase. The benefits of passive abilities always apply.
Some abilities can only be used every two turns. For these abilities, place a blank counter on your flight board and discard it when the ability is used.
The Ace abilities are divided into two groups. The abilities in the first group can only be chosen by pilots. Abilities in the second group can be chosen by pilots and observers.
Pilot Only Abilities
Acrobatic Pilot I
Active
The pilot can do an Immelmann turn without having to do the straight maneuver after it. The straight maneuver before it still has to be done. The player may use this ability once every two turns.
Acrobatic Pilot II
Active
Same as Acrobatic Pilot I but can do an Immelmann turn without having to do the straight maneuvers before it or after it.
Daredevil I
Active
The pilot can perform two steep maneuvers in a row. The player may use this ability once every two turns.
Daredevil II
Active
Same as Daredevil I but can perform three steep maneuvers in a row.
Evasive Maneuvers I
Passive
The pilot cannot be tailed, unless the tailing pilot is also an Ace.
Evasive Maneuvers II
Passive
When being shot at in consecutive turns, the pilot ignores the +1 rule.
Exceptional Pilot I
Passive
The player can add an extra copy of one card from his maneuver deck into his deck.
Exceptional Pilot II
Passive
The player can add one maneuver card from the maneuver deck of any plane from the same or earlier years to his deck. A two-seater cannot add an Immelmann turn to its deck.
Pilots and Observer Abilities
Deadly Aim I
Active
The Ace can use the Aim bonus (+1 damage) even if he did not shoot at the plane in the previous phase. The player may use this ability once per turn.
Deadly Aim II
Passive
If at close range, the Ace can use the Aim bonus (+1 damage) even if he did not shoot at the plane in the previous phase. This ability does not replace Deadly Aim I, it is in addition to it.
Dedicated Ground Crew I
Passive
The plane ignores the green jammed Special damage.
Dedicated Ground Crew II
Passive
The plane ignores all jammed Special damage.
Lucky Git I
Active
The pilot can ignore damage from a single card. The player must show the card to all other players. Shuffle the ignored card back into the community damage deck. An explosion card may not be ignored in this manner. The player may use this ability once per sortie.
Lucky Git II
Active
The pilot can ignore damage from a single attack. The player must show the card(s) to all other players. Shuffle the ignored card(s) back into the community damage deck. The player may use this active ability once per sortie.
Marksman I
Active
The Ace selects damage cards for his target. When the Ace fires at an enemy plane he draws one card from his damage deck and one card from the matching community damage deck, looks at them, and determines which card the enemy player keeps. At short range, the Ace draws an extra card from the community damage deck and determines which two cards the enemy player keeps. Shuffle the unused card back into the community damage deck. The player may use this ability once every two turns.
Marksman II
Active
The Ace selects damage cards for his target. When the Ace fires at an enemy plane he draws one card from his damage deck and two cards from the matching community damage deck, looks at them, and determines which card the enemy player keeps. At short range, the Ace draws an extra card from the community damage deck and determines which two cards the enemy player keeps. Shuffle the unused card back into the community damage deck. The player may use this ability once every two turns.
Quick Shot I
Passive
The Ace fires and resolves damage before pilots and observers without Quick Shot. Planes shot down do not fire.
Quick Shot II
Active
The Ace fires and resolves damage before the maneuvers in a phase are executed. The Ace does not fire again after maneuvering. Planes shot down do not maneuver or fire. The player may use this ability once every two turns.
Technical Eye I
Active
The player can look at the damage cards of one aircraft in firing distance. The player may use this ability once every two turns.
Technical Eye II
Active
Same at Technical Eye I but can look at the damage cards of two aircraft in firing distance.
Toughness I
Passive
The Ace draws one card from the type A community damage deck and adds the number to his base and current Health Points. If an explosion card is drawn, he draws one card from the type B community damage deck and adds the number to his base and current Health Points. If a second explosion card is drawn, he treats it as a “0”.
Toughness II
Passive
Same as Toughness I but draws two cards from the type A community damage deck.
Trench runner I
Passive
When attempting to evade capture, if the Ace draws a card with a Special damage symbol, he adds +1 to the number. If an explosion card is drawn, he treats it as a “0”.
Trench runner II
Passive
When attempting to evade capture, the Ace draws an extra card.
We would love to hear what you think of these... the good or the bad!