Voiçi la réponse de
Harley D. Graves à qui j'ai posé la question, elle est en anglais et si quelqu'un a le courage de nous faire une petite traduc, il est le bienvenue !
:
the rules are incompleate and rather unfinished but here's my file on em ...
Airship rules for Wings of War Miniatures. Ver 1.0
By Harley D. Graves 02/19/08
Movement: Airships use the Z deck of cards these cards are chosen and placed in the same manner as any other card deck. . Airships must follow each climb maneuver with a straight or turn. Airships place 3 maneuver cards during the planning phase. In addition the front arrow of an airships base is matched to the final arrow on the maneuver card, (If we moved the back of an airships base to the front of the card her movement would be massive.)
Attacking Airships: When an aircraft fires on an Airship, the attacker must choose to fire upon the envelope or upon the gondola or upon the rudders. The section of airship that is being fired upon will decide what options are appropriate. (If using altitude rules only an aircraft at one altitude level above or any distance below the airships level may attack gondolas.) Also an aircraft attack may only cause damage to one section of an Airship (the nearest section to the attacking aircraft.) Sections are defined on the Airship control panel as well as the Airships base.
Damage cards placed against the envelope go against the airships total damage and may cause fires including the use of incendiary rounds, As per Burning Drachens.
Fire directed at gondolas will only cause the special damages noted for the section on the Airship control board. Also the damage caused will go against the total for that section. This damage will not cause fires with in the hull however.
Airship return fire. Place the range ruler on any part of the airships flight base and in line with the fire arc of the MG mount in question. If the ruler can touch any part of the enemy aircraft?s base then fire is possible. If the halfway mark touches the aircraft the shot is sort range and the target draws 2 cards. Mg positions on an airship are all B firing.
Destruction of Airships; once any single section of an airship is reduced to 0 damage the ship is considered wrecked and will crash. If an Airship is reduced to 0 damage by means of fire there is a explosion (for fire rules in airships see burning drachens fire rules. Each section of an airship is handled as a individual balloon.) Fires will spread to different sections of an ship once an fire has progressed beyond 5 fire counters each nearby section gains one counter and begins to burn as well.
Markings on Airship base.
There will be lines denoting each section of an airship these lines will be black
Upper MGs will have red fire arc lines denoting them lower MGs will have blue lines denoting their arc.
Each arc will have the MG?s fire class denoted in the appropriate color.
Special damage?s effects on Airships,
These damages take place only if the fire is directed against gondolas or rudders of the section in question.
Observer; One Mg in the section of the Airship fired upon is incapacitated. The Airships player decides which.
Engine; each engine damage necessitates an stall maneuver card to be played. If an airship has 3 engine damage then her maneuvers are limited to 3 stalls.
MG Jams; the firing MG is jammed. However is only given 2 jam counters.
Rudder jam; if the fire was upon rudders of the ship this causes the ship to be unable to play any turns to the appropriate direction next turn.
Fire; has no effect unless the shot was directed against the envelope of the Airship.
All shots from incendiary equipped aircraft that are directed against the envelope are handled as in the burning drachens rules i.e.: all special damages are counted as fire.
Airships may bomb and observe as an two seat aircraft. More detail in this will be investigated.
Dod
P.S: les cartes de manoeuvres Z se trouvent
ICI