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All house rules listed have been passed by majority vote at an official squadron
gaming day. The date and vote count is listed where known.
Critical Hit Tables
The "Dawn Patrol 8th Edition Critical Hit Tables," 3rd draft dated July, 1996 as
released in AERODROME, are officially adopted as the critical hit tables used at the Indy Squadron. Upgraded from experimental
status, passed by 3-1 vote, January 1, 2003.
Victory Credit/Cuts for Kills
Any player who scored one or more hits on a target on the turn that the target
became a kill may cut for the victory credit.
Evasion of Capture
Passed by 4-0 vote, January 1, 2003. When forced down behind enemy lines, a pilot
may roll 1D6 in an effort to evade capture. On a result of "1," the pilot evades capture entirely and successfully returns
home. No other die rolls are necessary. If he fails to evade capture, he may still roll 1D6 according to standard rules to
escape from prison camp. This supercedes the previous, similar Evasion of Capture house rule created in 1990.
Targeting
Targeting (the act of aiming a gun) and shooting (the act of firing
a gun) are not synonymous. Declaring a target does not mandate that a player fire on that target. All other standard
targeting restrictions remain unchanged. Passed by a 5-0 vote, March 23, 2002.
Artillery Spotting
Observer operates wireless set; aircraft must fly straight and level entire turn
for wireless operation. Observer signals artillery unit to commence firing, with a 5% chance for the first, unguided salvo
to hit (rolled at end of firing phase). Every successive signal to artillery results in a 10% increase for the next salvo
to hit. Spotting aircraft must end turn within 10 squares of ground target in order to observe results. Artillery will fire
only one salvo after each wireless message it receives. Once a hit is achieved, spotting aircraft must send a final message
to "fire at will," after which target is destroyed. Final wireless message may be sent after escaping from combat, or at any
distance from target. Observers may not perform any other duty while operating wireless, but are not required to announce
the intentions until all movement is completed. Any conscious observer may operate wireless. Passed May 19, 1990.
Observer's Defense Rule
Observers may under certain circumstances fire on enemy aircraft as it approaches
his aircraft. Observer may stop an attacker in any square and declare his intention to fire on that attacker in that exact
spot (usually marked with a die). Attacker is already assumed to be at his final intended altitude, and all standard blind
spots and firing procedures remain in effect. Observer's fire takes full effect prior to attacking aircraft's shot, including
checks for critical hits. Observer may declare an unlimited number of shots on an unlimited number of attackers, and does
not select a final target until all movement is completed. Passed May 19, 1990.
Light/No Effect Wound Adjustments Lightly wounded pilots who land successfully add 10% to their survival chances. Pilots with No Effect or Light Wounds who
roll unsuccessful landing #5 add 5% to their survival chances. Pilots with No Effect or Light Wounds who roll unsuccessful
landing #6 add 10% to their survival chances. Unwounded pilots who roll unsuccessful landing #6 automatically survive. Passed
4-0, November 17, 2007.
Aircraft Damage Index for Campaigns
Formation Flying
Formation flying is executed by taking tailing position behind the flight
leader, with tailing range expanded to 500'. The flight leader need not be in the firing range of the wingman. Wingmen do
not roll for movement order, but declare their formation flying intentions prior to rolling initiative. Flight leaders then
execute a specific maneuver, then stop as wingmen repeat it, then finish movement, again followed by wingmen. Formation flying
is not permitted if you a) are tailing an opponent, b) intend to fire on an opponent who is being tailed by your flight leader,
c) broke formation with that same flight leader on the prior turn, d) cannot duplicate your flight leader's maneuver, or e)
rolled for movement order. Wingmen may stay in formation while their flight leader tails an opponent, but may not fire on
that opponent in that turn. Wingmen must break formation if they end their turn outside their flight leader's 500' tailing
zone.
Point Blank Range
All shots from 50' range are considered point blank, and one hit factor
is added to the total damage inflicted.
Aircraft Movement Rules
Once an aircraft counter has been deliberately moved into a square on
the game board, it may not be moved back. In the case of an illegal move, three options are possible: the player may reroute
his aircraft to arrive at the same final square, the player may remaneuver his aircraft to arrive at that same final square
(using only the maneuvers in his deck if the player is involved in tailing), or the player's aircraft may fall out of
control. Correction of an illegal move does not "stop the clock" on a player who is being timed. Passed by majority vote circa
1989. Re-affirmed by 4-1 vote with one abstention, January 17, 2004.
60 Second Rule
Any player at the table may at his/her discretion put any other player
on a 60 second time limit to complete their movement by verbally informing the player who is moving. It then becomes the invoking
player's responsibility to time the moving player, and the regularly post them on the time remaining. The 60 second rule may
be invoked to time movement (during tailing, the maneuver phase and the post maneuver phase are timed separately) or choosing
of tailing cards. Altitude may be announced after the time limit has expired, and the clock may be stopped for rule interpretations.
Failure to finish movement within the time limit results in the plane stopping (if it has already moved 6 or more squares),
or finishing the remainder of it's movement in a straight line. In either case, there is no gain or loss of altitude.
Hidden Damage
Attacking player informs the player receiving damage how many hit factors
they receive. Player receiving damage rolls secretly to determine where hits occur, and if pilot hits are possible, informs
attacker of the number of chances. Attacking player rolls pilot hit chances secretly; hits must be witnessed by a wingman.
Indy Sqdn Tournament Scoring System
-
+2 for each hit factor scored on an enemy aircraft
-
+30 for shooting down an enemy aircraft. Kill points are split squally
among any pilot who hits the same area that caused the plane's demise on the turn, that it goes down, regardless of the number
of hits. If a pilot his is the cause of the plane's destruction, then in order for another player to split the kill, he/she
must have also a) scored a pilot his (regardless of wound type), or b) reduced some area of the plane to zero, or c) inflicted
a critical hit that would also have resulted in an indisputable kill.
-
+6 for an assist; scoring hits on an enemy aircraft on the turn that
it goes down (but in a different area of plane).
-
+15/10/5 for surviving combat with aircraft in flying condition/surviving
combat and returning to own lines (prisoner escapes fall in this category), surviving as prisoner for duration.
-
+10 for forcing an enemy to escape via normal escape rules or any other
de facto means. Principle: was the escape made following damage inflicted by the plane in question for the purpose of avoiding
an attack or potential attack on the following turn?
Two Seater Mission Credit
It is not necessary for two seaters to fire or be fired upon in order to receive
mission credit. Mission credit is obtained via participation in the game. Passed by majority vote, circa 1993.
Grounded Balloon Rule
Balloons that have been winched down to ground level are still viable targets and, if destroyed, may be claimed as victories.
Passed by 4-1 vote, 9 September 2006.
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MG Pilot Wound Chances
When firing at airplanes from a head-on angle, ground machine guns must roll double "1's" to score a pilot hit.
Passed 8-1, November 11, 2006.
Lewis Gun "Raking Rule"
Any
aircraft with a Lewis wing gun that can defend from top attacks can also attack an aircraft from the bottom (with just the
wing mounted Lewis gun) while remaining level ("raking") and achieve an advantage. If both aircraft end the turn in level
flight with identical directional facings, the attacking Lewis gun bumps up one table in addition to all other potential advantages
or bonuses. The attacking plane may not attack another target with its deck gun. Passed by 6-0 vote, July 10, 2004.
3rd Man
In
When determining
eligibility for a third attacker on a single target, firing range brackets will be used to calculate distance, not the actual
distance of the shot. Therefore, a 50 foot shot is considered to be the same
distance as a 100 foot shot for calculating “3rd Man In” eligibility, because they are in the
same firing range bracket. The bracket ranges for firing are the sole determinant for the “equal or closer to”
calculation. (The Point Blank Range rule cannot be used to determine any "equal to or better
shot" consideration).
Card Restriction Rule
When seventh edition rules mandate the use of maneuver cards, a player may not
exceed the restrictions on the cards and must execute the maneuver exactly as described. If the player fails to execute
the maneuver properly or abide by the card restrictions, his plane is moved backwards and the move is corrected. This constitutes
an exception to the Aircraft Movement Rule which prohibits backwards movement. Passed by 4-0 vote with two abstentions, January
17, 2004.
By a 4-0 vote the Indy Squadron adopted the Mercedes DIII High Compression by Scott Campbell on January 1, 2003. The rules, charts and accompanying article
are available on a separate page (see link).
Aircraft Groupings
At their option, players may use the latest aircraft groupings published by the
Fits Society, or they may use the official 7th edition aircraft groupings and simply add an "Early War Fighter" group
for each nationality. Players opting to use 7th edition charts may absorb newer planes into existing aircraft groups using
their own judgement. Such additions should be consistent with the existing aircraft groups in chronology and
type and style of aircraft. Passed by 4-0 vote, January 1, 2003.
Pilot Wounds
Players may use either the standard 7th edition wound charts or the Pilot Wound Percentile Table below. Medium Wounds
have not been adopted by the Indy Squadron.
Pilot Wound Percentile Table
Courtesy of “Flying Circus” Ohio Squadron |
|
Wound Location |
No Effect |
Light |
Critical |
Dead |
|
1-10 Left leg |
1-15 |
16-75 |
76-100 |
|
|
11-20 Right leg |
1-15 |
16-75 |
76-100 |
|
|
21-25 Left arm |
1-17 |
18-80 |
81-00 |
|
|
26-30 Right arm |
1-17 |
18-80 |
81-00 |
|
|
31-40 L shldr |
1-14 |
15-60 |
61-90 |
91-00 |
|
41-50 R shldr |
1-14 |
15-60 |
61-90 |
91-00 |
|
51-70 Abdomen |
1-7 |
8-40 |
41-80 |
81-00 |
|
71-85 Chest |
1-8 |
9-22 |
23-60 |
61-00 |
|
86-00 Head |
1-6 |
7-20 |
21-45 |
46-00 |
Revised Albatros Statistics
Any player flying a non-high compression Albatros D series fighter may, at his/her option, use the traditional Albatros
stats, or the following revised stats generated by Mike Vice:
|
Albatros DII revised |
|
160 hp Mercedes |
Sept 16-Apr 18 |
|
Altitude (ft) |
Top |
Turn |
Climb |
|
to 4,950 |
100 |
80 |
250 |
|
5,000-9,950 |
100 |
80 |
200 |
|
10,000-14,950 |
90 |
60 |
100 |
|
15,000-up |
80 |
60 |
50 |
|
Maximum dive: 1,400 |
Ceiling: 17,000 |
|
Two ff Spandaus |
|
Single seat fighter, German |
|
Hit profile: 6-11-15-10-11-11-11 |
|
Albatros DIII revised |
|
160 hp Mercedes |
Dec 16-end |
|
Altitude (ft) |
Top |
Turn |
Climb |
|
to 4,950 |
100 |
90 |
300 |
|
5,000-9,950 |
100 |
80 |
250 |
|
10,000-14,950 |
90 |
70 |
150 |
|
15,000-up |
80 |
60 |
100 |
|
Maximum dive: 1,350 |
Ceiling: 18,000 |
|
Two ff Spandaus |
|
Single seat fighter, German |
|
Hit profile: 6-11-15-10-11-11-11 |
|
Albatros DV revised |
|
160 hp Mercedes |
May 17-end |
|
Altitude (ft) |
Top |
Turn |
Climb |
|
to 4,950 |
110 |
90 |
250 |
|
5,000-9,950 |
110 |
80 |
200 |
|
10,000-14,950 |
100 |
70 |
150 |
|
15,000-up |
80 |
60 |
100 |
|
Maximum dive: 1,350 |
Ceiling: 20,500 |
|
Two ff Spandaus |
|
Single seat fighter, German |
|
Hit profile: 6-11-15-11-12-12-12 |
|
Albatros DVa revised |
|
180 hp Mercedes |
Sept 17-end |
|
Altitude (ft) |
|
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