Flying

Basic Set: Campaigns · p.354

Open source p.354

When flying, use the Hiking (p. 351) and Running rules with these
changes:
• Substitute “air Move” (equal to twice Basic Speed, dropping all
fractions) for “ground Move” (equal to Basic Move). Apply modifiers
for encumbrance, injury, and fatigue exactly as you would for ground
Move.
• Substitute “Enhanced Move (Air)” for “Enhanced Move
(Ground).” For high-speed flight (“running”), handle acceleration with
Enhanced Move as described under Sprinting.
• Substitute “Flight skill” (p. 195) for “Hiking skill” and “Running
skill.”
• Ignore terrain, but note that wind and other weather conditions
can have comparable effects.
You can sprint if you run forward
for two or more seconds. Add 20% to
your Move after one second. For
instance, with a Move of 7, you could
sprint at 8.4 yards/second after run-
ning for one second at 7 yards/second.
On a battle map, where movement
involves discrete one-yard hexes, drop
all fractions to get a round Move score;
in the example above, you would have
Move 8. Assume that even the slowest
sprinter gets +1 Move. Thus, sprinters
with Move 9 or less can move one extra
hex on a battle map.
If you have Enhanced Move
(Ground), you can accelerate by your
Basic Move every second until you
reach top speed. Use your Enhanced
Move multiplier instead of the 20%
bonus above. For instance, with Basic
Move 7 and Enhanced Move 2, you
run at Move 7 the first second, Move
14 the next second, Move 21 the third
second, and your top speed of Move 28
in the fourth second.
You may only move at your maxi-
mum sprinting speed if the ground is
good and you are running more or less
straight at some goal. Any deviation
from “forward” movement requires
you to run at normal ground Move for
one second before you can resume
sprinting.