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WoG Ace Abilities and Optional Rules v5
WoG Ace Abilities and Optional Rules v5
5 (Sept2019)
An ace may have one or more special skills but not the same skill more than once.
Note that some skills require the use of the standard or advanced rules as indicated in the title of the skill.
This list is sourced from the Rules and Accessories Pack (RAP), Ace Sets, Crew Skills (Giants sets) and Series 9
releases (s.9)
Personal Abilities:
Chivalrous Aptitude: (Standard rules) (RAP)
Some pilots took away all tracing bullets away from their machine gun feed to avoid igniting enemy planes.
Ignore any fire and smoke special damage on a damage card drawn by the target of an attack by this ace.
In addition, if a target airplane takes an explosion card its owner shows it and openly draws another damage card.
If the second card is a 0 the aircraft is eliminated, if it is a 1 or more ignore the explosion and this new card is
taken as damage instead. Ignore any jamming result on the second card. The explosion card is reshuffled into its
deck.
An ace that chooses this skill may choose two more skills (excluding the incendiary bullets skill which is
prohibited to pilots with chivalrous aptitude)
Super Ace: (basic rules) (s.9 & Aces set & RAP)
This player discards two recovery tokens from each of the ace's skills after each manoeuvre rather just one.
1
Double Ace: (basic rules) (s.9 & Aces set)
When another 'once per game' skill (such as Lucky Pilot or Intuitive) is used, do not discard that skill but take
seven recovery tokens instead.
To remember this skill has been used turn the card face down.
Stuntman: (s4a)
This ability can be used on single seaters only. Before anybody reveals a manoeuvre card, if this ace planned a
straight manoeuvre you can declare that he turns the nose to right or left and skids while shooting. In the next
firing phase his firing arc on the chosen side is widened as indicated on the card (normal arc plus to 3 or 9 o'clock
ie 90 deg left or right)
When you use this ability take four recovery tokens
2
Technical Abilities:
Bullet Checker: (basic rules) (RAP)
During the first world war some pilots checked every single bullet before taking off and discarded half of them to
avoid jamming problems during fights.
When any airplane weapon with this ace on board fires ignore jamming cards with the green symbol; the weapons
only jam when a card with the red symbol is drawn.
(affects the whole airplane, even if the ace is incapacitated)
Combat Abilities:
Itchy Trigger Finger: (basic rules) (RAP)
Aces with this skill are faster to shoot than everyone else.
When they fire all the damage they cause is resolved before the simultaneous fire of the other airplanes that do not
have an ace with this skill.
3
Perfect Aim: (basic rules) (RAP)
When firing this ace may choose to have his opponent take one extra damage point when his attack inflicts
damage. To remember the card causes extra damage keep it on the +1 damage space on the target airplane's
console. A card inflicting zero damage is still considered a zero.
You must decide to use this skill before your opponent draws the damage card. When you use this card take three
recovery tokens.
Note the bonus granted by this skill is not cumulative with the bonus granted by the Aim optional rule if that rule
is in use. If the disruption optional rule is in use the bonus granted by this ability is lost when the aces airplane is
hit.
Shadower: (s.3a)
When tailing before showing its planned manoeuvre this pilot can replace it with an unused one for this turn
mirroring the manoeuvre of the tailed airplane. He can mirror a curve with any curve in the same direction, a side
slip with any side slip in the same direction, a straight or stall with any straight or stall, an Immelmann with any
straight, stall, or, Immelmann. He must respect the usual restrictions on steep manoeuvres and Immelmann.
Use once per game. To remember this skill has been used turn this card face down
4
Optional Rules:
Higher Machine Gun: (Basic & Standard rule) (s.9)
The machine gun on the upper wing of an aircraft can be used to fire upward.
If a pilot does not execute a steep manoeuvre, it can fire on an airplane overlapping its base if part of the target
base is within the firing arc.
the shot is considered to be short range.
5
Rockets and Machine Gun: (s.9)
The Nieuport 11 agility suffered when both Rockets and Machine gun were used. The player can decide to have
just rockets, just machine gun, or, both rockets and machine gun.
If the machine is equipped with rockets and machinegun for the game put this card face up beside the mat to
remember the machine gun can be used but right sideslips (cards 13/20, 14/20, 17/20)
and left sideslips (cards 15/20, 16/20, 18/20) cannot both be used in the same turn.
(ie you can't sideslip left and right in the same turn)
Flying Doctrine: (s.9)
The two seater versions of the Sopwith 1½ Strutter were able to perform reversals but initially because of training
and doctrine, crews did not attempt such acrobatic manoeuvres.
If this rule is in use remove the Immelmann turn from the two-seater Strutter's manoeuvre deck.
6
Lockable Controls: (s.3a)
Albatros fighters had a special mechanism to lock controls, freeing the pilot's hands so machine guns could be un-
jammed. If this optional rule is in use, in the phase in which the machine guns jam, the pilot may decide to lock
controls and speed up un-jamming. Immediately discard one jammed machine guns counter. Until all jammed
machine guns counters are removed replace all planned manoeuvres with straights. (ie remove one counter and fly
straights until remaining counters removed)
2 Pdr. Davis Gun: (s.3a)
An R.E.8 of 30 squadron had a recoil-less 1.57" Davis Gun, besides its two machine guns, shooting 45deg
downward. It was on the starboard side of the observer cockpit. Instead of firing the machine gun, the observer
can fire at a ground target overlapping the airplane, or, in its front firing arc within one ruler dealing a C damage
card. Before it can shoot again the observer must spend three consecutive actions reloading it doing nothing else -
for example no firing, un-jamming, taking pictures, bombing etc
Experimental Armament: (s.3a)
In 1918 a second frontal machine gun was tried on the UFAG C.I. This special armament was never adopted to
standard production. When this airplane fires in its frontal firing arc it deals A damage cards, instead of B cards.