World War II conversion of Dawn Patrol.
>> These rules broke down during testing, as the speeds listed exceed the maneouvering abilities of the rules system, especially under tailing.
Aircraf stats are arrange the same as main rules. Throttle is based on 100m / 10 sec (kph/36) with climb and dive rates based on the 20 sec DP turn (m/s). All other DP rules are used as per the rulebook.
| European Theatre British Aircraft German Aircraft Other European Aircraft | Pacific Theatre American Aircraft Japanese Aircraft Other Pacific Aircraft | North African Theatre Allied Aircraft Axis Aircraft (Italian etc) Other African Aircraft |
Weapons have been abstracted to fit within the DP combat structure as follows.
| Gun mount | Game Effect |
| 1 x 0.303 mg (or equivalent) | 1/2 Wing (Single Wing, left shift 1, in addition to other shifts) |
| 2 x 0.303 mg (or equivalent) | Single Wing |
| 4 x 0.303 mg (or equivalent) | Single Deck |
| 6 x 0.303 mg (or equivalent) | Single Deck + Single Wing |
| 8 x 0.303 mg (or equivalent) | Twin Deck |
| 12 x 0.303 mg (or equivalent) | Triple Deck (Twin Deck + Single Deck) |
| 1 x 0.50 hmg (or equivalent) | Single Wing |
| 2 x 0.50 hmg (or equivalent) | Single Deck |
| 4 x 0.50 hmg (or equivalent) | Twin Deck |
| 6 x 0.50 hmg (or equivalent) | Triple Deck (Twin Deck + Single Deck) |
| 1 x 20-30mm cannon | Single Wing (x2 damage per HF, as per Flaming Onions) |
| 2 x 20-30mm cannon | Single Deck (x2 damage per HF, as per Flaming Onions) |
| 4 x 20-30mm cannon | Twin Deck (x2 damage per HF, as per Flaming Onions) |
| 1 x 37- 40mm AT cannon | Single Wing (x3 damage per HF, as per Flaming Onions) |
| 2 x 37-40mm AT cannon | Single Deck (x3 damage per HF, as per Flaming Onions) |
| 75mm AT gun | as Puteax, 10% + 5% per HF (2d6 damage to 1 location), vs ground targets, treat as damage code E. |
New gun arcs:
EF Turret: All altitudes in F arc, can fire side arcs on a 1.
RF (Top) Turret: All targets at same altitude or higher.
T Turret: All altitudes in T arc, can fire side arcs on a 1.
RF (Bottom) turret: All targets at lower altitude.
Jets/rockets turn similar to gliding aircraft (1 extra forward per simple, double cost for reversals, triple cost for fancy manoeuvres) due to their higher speed and turn radius.
Separate jam die roll for each deck of gun mounts (triple deck = 3 rolls, etc)
Jam percentages for WW2 play are:
| Burst Type | Short | Interrupted | Long |
| Cool Guns | 0% | 5% | 10% |
| Heated Guns | +0% | +0% | +5% |
(NB: this is lower than normal WWI DP as the guns were more reliable.)
There is no unjamming, as the pilot cannot physically reach the guns! (this may change with research)
The 0% jam for doing only short bursts can be a great help, especially in aircraft such as the Spitfire Mk I, which only has 13
ammo points anyway! (130 .303 mg rounds per gun)
Automated bomber defence
Use the following rules for NPC bomber craft. NPC craft fly strait and level at turn speed.
All bomber guns target enemy aircraft in range with a priority of:
1. Any fighter attacking itself.
2. Any fighter attacking another NPC.
3. Any other fighter in range and arc.
(ie: they will target with the highest possible damage code).
They will not target if a friendly fighter is within 200m except to return fire directed at them.
They will always fire Interrupted bursts with no jam rolls.