Aerial Movement
Basic Set: Campaigns · p.398
Open source p.398If the ceiling is high enough, fliers
can move over other fighters! Humans
normally fly in a horizontal position
(so that they can watch the ground
and see where they’re going); treat
them as two-hex figures when using
the Tactical Combat rules.
Changing Height: Vertical move-
ment costs the same as horizontal
movement. Moving a yard vertically
and a yard horizontally simultaneous-
ly (diagonal movement at 45°) costs
the same as 1.5 horizontal yards.
Steps and Retreats: Use your basic
air Move to calculate the distance you
can step or retreat during combat
(see Step, p. 368); flyers are often fast
enough to step 2+ yards. If a flyer
retreats as part of an active defense,
he can specify that he is doing so
vertically.
Flying
Fast:
See
High-Speed
Movement (p. 394). A diving flyer can
accelerate faster: add +10 to basic air
Move and double top airspeed on any
turn spent diving and doing nothing
else (a Move maneuver).
Cannot Hover: If you are flying
under your own power using Flight
with the Cannot Hover, Controlled
Gliding, or Gliding limitation, you
must take a Move or Move and Attack
maneuver and move at least 1/4 your
• Attacks that cover a large area –
such as an avalanche or a cone of
dragon fire – make hit location irrele-
vant. See Large-Area Injury (p. 400).
• Fatigue damage always ignores
hit location.