Hornet69, Here is a list of Optional Ace Rules I have put together from various place on the net (based off of the ones the designer post initially)...
Ace Special Abilities
When a pilot or rear gunner becomes an Ace, they get to select one of the following special abilities. If they reach double Ace, they select another one and so on.
The list of abilities is divided in to two sets. The first list can be chosen only by pilots, the second one by both pilots and observers. A plane may have an ace pilot with a non-ace observer or vice-versa. "When the ace fires" means that the ability is applied only if that specific airman (pilot or observer) is firing. If the observer is incapacitated, his individual abilities can not be applied for the rest of that game.
Pilot Only Abilities
Player can do two steep maneuvers in a row. Player may use this ability every two turns. Use a blank counter to remember that you used the ability and discard it after a turn.
Player can do an Immelmann turn without having to do a straight after it. The straight before it still has to be done. Player may use this ability every two turns.
Player can ignore a single damage card once per game, after drawing and seeing it. The ignored card is put back in to the damage deck and shuffled. The Explosion card may not be ignored in this manner.
This pilot can not be tailed, unless the tailing opponent is also an Ace.
Player can use the same maneuver twice in the same turn. Take two blank maneuver cards and write a "1" on one and a "2" on the other. Add them to your Maneuver deck. When you plan your move, you can use the "1" as the second or third maneuver, and the "2" as the third. When you show the "1" use the first maneuver of the turn again, when you show the "2", use the second maneuver again.
Example: a SPAD XIII plans an Immelmann, a straight and a "1". The plane executes an Immelmann in the first phase, a straight in the second and another Immelmann in the third one.
The restrictions of the "1" and "2" are the same of the card they replace. So if you use a "1" and the first maneuver of the turn was a Immelmann, you have to do a straight maneuver before it and another after it.
Pilots or observer individual abilities
Once per turn the player can look at the damage cards of any airplane. The plane has to be in firing distance from the ace's plane, in any direction (from the central dot to any point of the examined plane). Player may use this ability every two turns.
Once per turn, the pilot can decide to use the +1 Aim bonus even if he did not shoot at the same plane in the previous phase. Once this ability is used, it can not be re-used for the rest of the turn.
When the ace fires to an enemy plane, he can try to make a bull’s eye shot. This means that when his opponent has to draw a damage card, the firing ace draws two damage cards instead. The Ace looks at them, and picks which one his opponent will keep. The unused card is shuffled back in to the deck. If the enemy has to draw two damage cards, the ace takes three cards and chooses two of them. Player may use this ability every two turns.
Each time that firing is resolved, all the aces with this special ability fire first. Remove any eliminated planes, then only the surviving planes can fire.
During the First World War, bullets were often produced by improvised workers aiming more for quantity than for quality. This caused machineguns to jam frequently, but some pilots - as the Italian ace Silvio Scaroni - checked every single bullet before taking off and discarded up to half of them. A plane with this ability ignores the green jammed special damage.