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GURPS - Basic Set 3r..

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This section covers special rules for aerial movement and combat.PCs themselves could fly using psi powers: powerful magic, notcovered in the <strong>Basic</strong> <strong>Set</strong>, will also let wizards fly. And Spacecampaigns can include personal grav belts and flying alien races . . .For much more detail, though, see <strong>GURPS</strong> Vehicles.MovementIf the ceiling is high enough, fliers can go over other figures.Humans normally fly in a horizontal position (so they can watch theground and see where they're going), making them 2-hex figures.Changing heigh!: Vertical movement costs the same as horizontal.A yard of diagonal movement at 45 would cost the same as 1.5horizontal yards.Turning RadiusThe faster anything moves, in the air or on the ground, the morespace it needs in which to turn. A tight turn on the ground can make avehicle (or creature) lose traction and fall/spin out of control.The safety of a turn depends on speed and turning radius. Ingame terms, turning radius equals the number of hexes a figuretravels between one 60° (one-hexside) facing change and the next.See illustration.If, for instance, turning radius is 1, you move 1 hex between facingchanges (describing a circle whose radius is 1). If your turningradius is 2, you move 2 hexes between turns, and so on.To find the turning radius, square the figure's current speed anddivide by (10 times G). where G is the G-force of the turn. Rounddown for movement on land or water: round up for air movement.For most cases, use G=1. More than that is unlikely for men. animals,unpowered fliers and most automobiles. To make a one-hexsharperturn, roll vs. your control skill (DX. Piloting or Flight skill.levitation. etc.) minus 4! A failed roll means you fall, lose controlof the vehicle, or lose control in the air. as the case may be. (Forsimplicity, you may ignore this tor running humans unless they aremoving at super-speeds.)Example: A gryphon's flight speed is 15: with light encumbrance(see below) that becomes 11. 11 squared is 121: 121/10(rounded up) is 13. At full speed, this creature can change facing by60° (one hexside) even, 13 hexes. If it makes a DX-4 roll, it canchange facing after moving only 12 hexes. A failed roll wouldmake it tumble in the air: in this case, the GM should make therider roll vs. Riding to stay on!Because turning at high speeds requires making a wide circle, it isoften faster to slow down. turn, and speed up again.EncumbranceUse the following encumbrance rules for flying animals:No encumbrance (up to 2xST): Move is unaffected.Light encumbrance (up to 6xST): reduce Move by 4.Medium encumbrance (up to l0xST): reduce Move by 8.Heavy encumbrance (up to 15xST): reduce Move by 12. Mostcreatures cannot fly with Heavy encumbrance, and some cannot flyeven with Medium.Flight CeilingOn Earth, an unprotected human will have trouble breathing past10.000 feet. Double Fatigue costs for any exertion between 10,000and 15.000 feet. Past 15.000 feet, an oxygen mask (or magicalassistance) is needed. Some nonhumans will be able to fly muchhigher. On worlds with a greater air pressure, higher flight will bepossible. On worlds with little atmosphere, the reverse will be true.Combat ManeuversCombat maneuvers are the same for flyers as for other characters,with the following exceptions:Change Position is a free action in flight.Aim is treated as for a man on horseback (p. 137).Step and. .. maneuvers allow a 3-yard "step" in flight.Concentrate can be performed during a full move, if the flyer isgoing in a straight line.Ail-Out Attack: A flyer can go up to half his Move and make anall-out attack.Attacks and DefensesWeapon use is difficult in flight. The penalty for use of aweapon in flight is (15-Skill): if your skill is 15 or better, you haveno penalty. The penalty for use of a ranged weapon in flight is (17-Skilli. Note also that a flyer's own speed counts into hisspeed/range total for a ranged weapon attack!When flyers use hand weapons against foes on the ground, usethe modifications for relative height (p. 123). Weapon reachbecomes very important! But don't worry about relative height oftwo battling flyers.Flying humans have a +2 to Dodge. They have a -2 to Parry andBlock unless the skill (or spell) used for flying is at 15 or better.

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