Home › Forums › Dawn Patrol/Fight in the Skies › Virtual Dawn Patrol › UPDATED — Online “House Rules” — July 5, 2014
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July 5, 2014 at 1:45 pm #6726
Chuckmedic
KeymasterHere is the updated comprehensive list of online Dawn Patrol “house rules” and rule interpretations as of July 5, 2014. My thanks to those of you who provided the input used to construct this list. Please remember, I couldn’t please all of the people all of the time …
Online Dawn Patrol “House Rules”– Updated as of July 5, 2014
1. All damage is “hidden damage”, to be witnessed by wingmen on the team window.
2. Tailing is “optional tailing”, using the four directional tailing cards.
3. If a two-seater is shaken by its target in a tailing chain, the observer may not target that same aircraft in the turn the pilot failed to tail.
4. Potential collisions are resolved with “The Alternative Collision Chart” (d10 system), as published in Aerodrome #98.
5. Pilot wounds are resolved using the standard Dawn Patrol wound charts (d6 system), as found on page 19 in the Dawn Patrol 7th edition rule book.
6. You may not turn after entering a square and perform a bank out of that same square in the same turn.
7. All pilot chances from all ground fire are “possible” hits only, requiring double 1’s to hit the pilot, regardless of whether or not the attack is head-on.
8. The pilot and observer of a two-seater may both target the same aircraft in the same turn, provided the target is in the arc of fire, according to the rules in the Dawn Patrol 7th edition, for both crewmen.
9. Pilot wing Lewis guns may only be used to defend against top attacks if the attacking aircraft enters the defending aircraft’s square from one of the defending aircraft’s front three squares.
10. All players scoring hits on a balloon in the turn it goes down may cut for the kill.
11. If a jam occurs during a short burst, no hits are scored by the jammed gun, per Dawn Patrol 7th edition rules.
12. Probable pilot hits in head-on attacks are rolled normally per Dawn Patrol 7th edition rules; a hit is scored on a 1 or a 2 on a d6; certain aces may hit on a 1, 2 or 3 per the rules for ace / experienced pilots.
13. 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.July 5, 2014 at 2:22 pm #8089TJ Osborne
MemberI have a new rule proposal to apply for both virtual DP and regular DP
In the event an ENTIRE team (they shall be called, “The Confused Team”) rolls for aircraft on the wrong table, proceed as follows:
-The Honest team gets a full round surprise attack on The Confused Team.
-The Honest team then gets to decide which planes The Confused Team will fly (without rolling dice)
-All kills and pilot hits are null and void from The Confused Team before these new planes are in play.
-Any experienced pilots (12-5 +) will be exchanged for rookie pilots (1-0); the experienced pilots do not get any mission or kill credits.
-Any Normal pilots (11-4 and below) will remain in play in the newly selected aircraft by the Honest Team. The pilot then forfeits their previous aircraft for the new aircraft. Mission and kill credit will be determined as usual provided the kills happened after the new aircraft are in play.
-If this happens at a convention they must wear a dunce cap stating, “I don’t know how to read charts in DP”
-Everyone on the Confused Team will be placed on the forum thread, “Rule Breakers”
What do you guys think? Too Harsh?
July 5, 2014 at 8:35 pm #8090Chuckmedic
KeymasterTJ, obviously this is a completely hypothetical example. Nothing as ridiculous as the situation you describe could ever really happen ; )
Graham
July 5, 2014 at 9:13 pm #8102TJ Osborne
MemberI thought the punishment fit the crime.

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