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.
Printable Version - House Rules
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.
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.
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 in questions 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.
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.
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Mercedes DIII Engine
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 Wound Percentile Tables
Courtesy of "Flying Circus" Ohio
Squadron
Wound Location |
No Effect |
Light |
Critical |
Dead |
1-10 Left Leg |
1-15 |
16-75 |
76-00 |
|
11-20 Right Leg |
1-15 |
16-75 |
76-00 |
|
21-25 Left Arm |
1-17 |
18-80 |
81-00 |
|
26-30 Right Arm |
1-17 |
18-80 |
81-00 |
|
31-40 Left Shoulder |
1-14 |
15-60 |
61-90 |
91-00 |
41-50 Right Shoulder |
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 an 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 |
160hp Mercedes |
Sept 16- April 18 |
Altitude (ft) |
Top |
Turn |
Climb (ft) |
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 Spandau |
Single seat fighter |
German |
6-11-15-10 11-11-11 |
Albatros DIII revised |
160hp Mercedes |
Dec 16- Nov 18 |
Altitude (ft) |
Top |
Turn |
Climb (ft) |
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 Spandau |
Single seat fighter |
German |
6-11-15-10 11-11-11 |
Albatros DV revised |
160hp Mercedes |
May 17- Nov 18 |
Altitude (ft) |
Top |
Turn |
Climb (ft) |
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 Spandau |
Single seat fighter |
German |
6-11-16-11 12-12-12 |
Albatros DVa revised |
180hp Mercedes |
Sept 17- Nov 18 |
Altitude (ft) |
Top |
Turn |
Climb (ft) |
to 4,950 |
110 |
90 |
250 |
5,000-9,950 |
110 |
80 |
150 |
10,000-14,950 |
100 |
70 |
150 |
15,000-up |
80 |
60 |
100 |
Maximum Dive: 1,400 |
Ceiling: 18,000 |
Two ff Spandau |
Single seat fighter |
German |
6-11-16-11 12-12-12 |
Condensed Alternative Collision Chart
When a potential collision occurs, each participant
draws cards according to the original method outlined in 7th edition rules. If a collision does take place, each participant
then rolls on the table below to determine the severity and results of the incident:
|
Allied |
Central |
|
1 |
2 |
3 |
4 |
5 |
6 |
1 |
X |
X |
AD1 |
BD4 |
Allied re-roll |
Allied re-roll |
2 |
X |
X |
AD2 |
BD3 |
Allied re-roll |
Allied re-roll |
3 |
CD1 |
CD2 |
X |
CD3 |
X |
Allied re-roll |
4 |
BD1 |
BD2 |
AD3 |
X |
X |
Allied re-roll |
5 |
Central re-roll |
6 |
Central re-roll |
For the damage key, see the Alternative Collision Chart released
in Aerodrome 98. All damage is identical to those results.
Obsolete/Repealed Rules
- The Evasion of Capture rule originally passed in 1990 (which
gave downed pilots a 5-10% chance of evading capture) is no longer necessary now that most of the society uses a similar rule.
Indy's original EoC rule was rescinded on Jan. 1, 2003 in favor of the generally accepted society rule that is nearly identical.
- Increased Parabellum drum capacity: Indy's 1989 house rule
expanding the ammunition in Parabellum ammo drums from 10 to 20 rounds became unnecessary when the society officially adopted
a rule which increased the Parabellum's capacity at 25 rounds.
- Single gun firepower effectiveness: Indy's circa 1989
house rule that bumped single deck guns one table higher on the Firepower Effectiveness table became obsolete when the
society adopted an identical rule.
- Rear Fuselage Critical Hit Table: Indy's 1990 house rule was rescinded six years
later when the Fits Society incorporated a nearly identical rule into its new critical hit charts.
- Pilot Hit Points: The Indy rule that assigned a hit point capacity to each pilot
personality was found to be undesireable and rescinded by majority vote.
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