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Chapter 18: Warfare<br />

Maneuverability is the maximum number of<br />

degrees a flying creature may turn in 1 round of<br />

flight. For example, if a flying creature can turn<br />

90 o , and flying due north, then at the end of the<br />

round they may be facing west, north, east, or anywhere<br />

in between.<br />

Climb Rate<br />

Climb Rate is a rate in feet per round at which<br />

a flying creature may climb to a higher altitude. Climb<br />

Rate is determined as a function of Strength and<br />

weight.<br />

To determine the Climb Factor of a flying<br />

creature, divide the creature’s weight by its Strength<br />

sub-ability score. Consider the Climb Factor and<br />

consult the table below:<br />

Climb Factor<br />

Climb<br />

Rate<br />

< 0.<br />

50<br />

1 foot<br />

0. 50-0.<br />

59<br />

3 feet<br />

0. 60-0.<br />

69<br />

5 feet<br />

0. 70-0.<br />

79<br />

10<br />

feet<br />

0. 80-0.<br />

89<br />

15<br />

feet<br />

0. 90-0.<br />

91<br />

20<br />

feet<br />

0. 91-1.<br />

00<br />

25<br />

feet<br />

1. 01-1.<br />

25<br />

50<br />

feet<br />

1. 26-1.<br />

50<br />

100<br />

feet<br />

1. 51-1.<br />

75<br />

150<br />

feet<br />

1. 76-1.<br />

99<br />

200<br />

feet<br />

> 1.<br />

99<br />

300<br />

feet<br />

For example, if a flying creature is presently<br />

100 feet above the ground and has a Climb Rate of<br />

20 feet, then the flying creature may increase its altitude<br />

to 120 feet at the end of the current round if<br />

so desired.<br />

Dive Rate<br />

Dive Rate is not determined for each character.<br />

Instead, consult Falling Damage in Chapter 10:<br />

Combat.<br />

830<br />

Aerial Attacks<br />

A flying creature may attack another, provided<br />

the attack does not hinder their flight. If an<br />

attack does hinder flight, then it is best determined<br />

by the Aedile how it hinders the flight. An attack<br />

may reduce the Flight Speed or Maneuverability of<br />

the flying creature.<br />

Aerial Wounds<br />

If a flying creature is wounded, then there<br />

is a chance that flight is disrupted. For each wound<br />

suffered by a flying creature, the flying creature must<br />

pass an Agility sub-ability check at TH 17 to remain<br />

in flight. If failed, then the flying creature will fall<br />

for 1d10 rounds before it can regain control of flight.<br />

Oftentimes, a wounded flying creature hits the<br />

ground below before it can regain control of flight.<br />

If a flying creature falls below 50% of their<br />

maximum possible LP or BPP for wings, then the<br />

flying creature is unable to fly and will fall until the<br />

fall is broken, usually by the ground below. Similarly,<br />

if either wing, or arm that controls the wing, is<br />

damaged, then the flying creature must make an<br />

Agility sub-ability check at TH 21 or fall until the<br />

fall is broken. Consult Falling Damage in Chapter 10:<br />

Combat.<br />

Loss of Aerial Control<br />

If a flying creature loses aerial control, such<br />

as when wounded and after failing an Agility subability<br />

check, then the Aedile must roll 1d8 to determine<br />

the direction each round. Let 1 = N, 2 = NE,<br />

3 = E, 4 = SE, 5 = S, 6 = SW, 7 = W, and 8 = NW.

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