ZEPPELIN BATTLES of the GREAT WAR
INTRODUCTION
The first trial flights of zeppelins were made in 1900. During WWI the
Germans used them to bomb London and Paris. World War I began on July 28,
1914 and lasted until November 11, 1918. By the end of the war, the
zeppelins were easy targets for the faster, more agile, smaller, and less
fragile fighter biplanes. However, what if Orville and Wilbur Wright did
not successfully fly their powered airplane in 1903, but instead ten years
later. In this alternate history there are no effective combat airplanes.
Commitments in military research and industrial production would have
instead focused on the zeppelin as a weapon carrier. This microgame provides
a tactical simulation of zeppelin warfare as it once might have been.
SETUP
This game requires a hexmap, dice, and chits to represent units. Units will
vary according to the scenario.
TURN SEQUENCE
1. Determine Initiative: Roll High.
2. Initiative looser Moves
3. Initiative winner Moves
4. Roll wind direction and speed seperately for each zep
5. All units fire weapons and deal damage simultaneously
6. Roll for damage caused by fires
7. Patch crews repair damage
ZEPPELIN UNIT TYPES TABLE
Airship Cargo Bonus Base Hydrogen
Class Slots Speed Speed Gas
Scout 1 +2 1 3
Escort 2 +2 1 6
Destroyer 3 +1 1 9
Frigate 4 +1 1 12
Cruiser 5 0 1 15
Battleship 6 0 1 18
Dreadnaught 7+ 0 1 +3
WEAPONS TABLE
Weapons Slots Range Ammo To hit on 1D6
Large Cannon 2 7 3 1-3
Small Cannon 1 3 5 1-4
Machine Gun 1 1 Unlimited 1-5
Flame Thrower 1 0 3 1-3
Small Arms 0(1 per zep) 1 Unlimited 1-3
OTHER CARGO TABLE
Other Cargo Slots Notes
Engine 1 Increase Base Speed +1
Ammo 1 3 Large or 10 Small Cannon Shots. If destroyed Zep suffers Blowout
Patch Crew 1 Repair Punctures
Gas Tanks 1 +6 Gas. If destroyed Zep suffers Blowout
Passnegers 1 May function as ‘Small Arms' weapon
Bulk Cargo 1 May apply to scenario victory conditions
DAMAGE TABLE
Damage Result Flamethrwr Small Machine Gun
1D20 L.Cannon Cannon Small Arms Notes
Cargo Hit 1 1 1 1 random cargo destroyed
Steering Hit 2 2 2 Zep cannot turn
Engines 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
Critical Puncture 13-18 20 - -3 Gas per turn until patched
Blowout 19-20 - - Zeppelin Destroyed
Damage: A zeppelin hit by a flamethrower is considered to be ‘in flames'
and must roll on the flamethrower damage column once per turn until a
patch crew puts the flames out.
PATCH CREW REPAIR TABLE
1d6 Repair
1-2 No repairs made
3-5 1 Leak (-1 Gas per turn) or 1 Fire
6 2 Leaks or 1 Critical Puncture or 1 Fire
HEX MAP WIND DIRECTION & SPEED
1D6 Direction of Wind 1D6 Wind Speed
1 NW 1 0
2 N 2 0
3 NE 3 1
4 SE 4 1
5 S 5 2
6 SW 6 2
Beginning Scenario: Patrol Skirmish over Enemy Lines
Victory Conditions: Destruction of the enemy. Major victory if both your
zeps survive. Victory if only your bigger zep survives. Minor victory if
only your smaller zep survives.
AIRSHIPS OF THE GERMAN IMPERIAL ZEPPELIN AIR SUPREMACY DIVISION
Size 3: "The Blitzkrieger" SC/Ft/MG
Size 7: "The Bismark" 2SC/LC/Ft/PC/Engine
AIRSHIPS OF THE ROYAL BRITISH ZEPPELIN AIR FORCE
Size 6: "The Victoria": LC/LCAmmo/PC/MG/SC
Size 4: "The Liverpool": 2SC/MG/Engine
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