Home Forums Dawn Patrol/Fight in the Skies Virtual Dawn Patrol House Rule Discussion – Ground Obstacle Collisions

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  • #6722
    Chuck Happel
    Keymaster

    Below are two different alternatives for possible rules regarding collisions with ground obstacles. Please use this forum topic to express your opinion on these potential alternatives. You can say which one you like and why you like it, what you don’t like about an alternative, you can suggest clarifications/enhancements, or you can even suggest another alternative. We’ll entertain (friendly) discussion of the topic on this thread before we vote at a later date. Please restrict your comments on this thread to this rule — other rules up for debate will get their own threads.

    Item F – Collisions with Ground Obstacles

    F.1 Collisions with obstacles are resolved per Dawn Patrol 7th edition rules. An aircraft colliding with a ground obstacle (eg: tree or building) is destroyed.

    OR

    F.2 An aircraft colliding with a ground obstacle rolls 1d6. The outcome is as follows:
    – Roll of 1, 2 or 3 – Aircraft destroyed
    – Roll of 4 or 5 – Landing gear damaged; -20% to land.
    – Roll of 6 – Wing damaged. One wing, determined randomly, takes 1d6 damage.

    #8044
    Alan Christensen
    Participant

    I like F.2, but it raises another question for me. Right now the only visible effects of damage are when an area is reduced to zero, smoke, and fire. I propose that collision damage (whether with ground or other planes), fabric tears, and fuel leaks should also be visible damage.

    #8045
    Carl Fritz
    Member

    Didn’t we used to something like that for head on collisions in Madison? I’ve got something scribbled in the margin in my rulebook there.

    #8073
    Alan Christensen
    Participant

    Yes we did. I’m in favor of recycling good ideas.

    #8078
    Andrew Priest
    Participant

    F.2 for sure. No need for more punishment to an already death-friendly game!

    #8046
    John
    Member

    I prefer F2

    Note that damaged landing gear counts as a critical hit so there will be an extra 5% or 10% off landing chances

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