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Indy Squadron House Rules

A great site... a vibrant, active forum for all sorts of topics related to the game.
- Mike Carr, creator of Dawn Patrol

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.

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)