Revised Flying Rules from Cerulean MistsAuthor: Excelsior Entertainment © 2005
Flying ModelsUnder the MV stat, a flying model will have its flight ability listed following a /, such as in the example below.
Example: MV- 3/6:12 The above example is read as follows. The first number, in this case the 3 designates its earthbound movement. The number 6 indicates its flying speed when airborne. The number after the colon indicates the upper altitude that flyer may ascend to.
In addition to the standard rules, models with Flying also have the following rules:
Flying Unit TerminologyThe following terms are used when describing actions and their effects in respect to Models with Flying.
- Airborne: used to describe a model with flying that is currently in the air above the battlefield.
- Earthbound: Used to describe a model with flying that is currently on the ground.
- Take-Off: Used to describe a move action by a model with Flying to become Airborne.
- Landing: Used to describe a move action by a model with Flying to become Earthbbound.
- Altitude: Designates a model´s current height above the ground while Airborne.
- Ascend: Used to describe a move action by a model with Flying during which it increases its Altitude.
- Descend: Used to describe a move action by a model with Flying in during which it decreases its Altitude.
ALTITUDEModels that have the flying ability have an upper limit to how high they may ascend above the battlefield. Some models can soar aloft at dizzying heights while others are only capable of skimming the surface. An airborne model always travels with a marker next to it to represent its altitude. An airborne model at 6" would therefore have the accompanying marker showing a 6.
A Note on Altitude Markers. We recommend using a spare d20 to show this altitude.
An airborne model may change Altitude by Ascending / Descending during a normal move action at no additional movement cost. The MV of the flying model as explained below determines the rate of ascent or descent.
DEPLOYMENTModels with flying may be deployed upon the battlefield in either Earthbound or Airborne status. The choice is up to the controlling player as per normal Deployment rules. Should a player opt for Airborne deployment, they must make sure to select their starting altitude and place the appropriate marker next to the model.
While Airborne, a Model may benefit from performing Aim actions and may expend actions to attempt Spot Checks (unless otherwise noted of course).
The only way that a Flying Model may engage, or be engaged, in Close Combat is if it is either Earthbound, struck by another flying model or confronted with a model whose SZ or elevation places it on the same altitude level as the flyer. Measuring the height the model is at and comparing it to the altitude of the flyer determine the elevation of a model. If they height matches the altitude and the model can move into CC it may attack.
Example: An Ogre Deathseeker is on the third level of a shattered tower which has an Altitude of 12 (or is 12” up). His troops are below him being assaulted by a Flying Dragonbane that is passing near him. Should the Flying Dragonbane pass within 1” of the tower the Ogre may come off Wait (Countercharge) to strike at it physically. If that Ogre had a pole arm with an additional one inch reach, it could attack if the Dragonbane came within 2".
Alternately, ground based models may be able to swat at a careless flyer that has misjudged its reach. Models may attempt to strike (CC) a flyer that is no more than 1/2 their SZ value above them. Basically, a SZ 5 model may strike at a flying model who´s Altitude is 7 (SZ 5 +2 (2.5 rounded down) = 7) or less with a close combat action. Normal issues of LOS, terrain, etc applies.
LOSWhile Earthbound, models with flying follow the same rules for LOS as all other models of its type. LOS must not be blocked by terrain obstructions or other flyers.
Flying Models and Command DistanceSome Flying Models are also grouped together into warbands, with a Warband Leader that acts in the same way as a ground based Warband Leader.
Airborne warbands must adhere to the same rules for Command Distance with one addition. Command Distance for flying warbands is 3 altitudes vertically and normal Command Distance horizontally.
MOVEMENTModels that are Earthbound use the appropriate Movement rules for their type. While Airborne, there are some important rules regarding Movement that an airborne model must adhere to:
- If an airborne Model comes into involuntary contact of a Terrain piece it crashes. This can happen should it be moved via spell or weather condition.
- Damage is determined by adding the SZ of the model that crashed with the distance it moved when it crashed.
- Assuming it is not killed, it should then make an LD test to determine f it falls to the ground. If it fails this LD test follow the rules for falling located on page 59 of the Core Rulebook.
If it succeeds no further action needs be taken.
- When Airborne, a Model may ignore all Terrain penalties and may fly over all Terrain that are lower is lower in height than the Airborne Model´s current Altitude.
- An Airborne model may accelerate (using the rules for running as found on page 58 of the Core Rulebook)
ASCENDING & DESCENDINGWhen a Flying Model wishes to change Altitude it may do so freely within a MV action. The maximum amount of change is determined by taking 1/2 of the models airborne MV value. A model may never Ascend and Descend in the same move action.
Example: A Drone has an airborne MV of 6. This means that each MV action a Drone spends while airborne; it may ascend or descend up to 3 Altitudes.
RANGED COMBATFlying targets are very difficult to hit with ranged fire. Flight speed, angle of trajectory and wind shear all play a part.
Range and Airborne ModelsWhenever a model needs to target an airborne model, just measure the distance from the target to the firing model and add the number on the Altitude marker. Likewise, an airborne model uses this formula to measure the range for its attacks against Earthbound models.
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An Airborne model attempting to shoot at another Airborne model can calculate the range to its target by first measuring the distance between models and adding the differences in their altitude.
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MORALEAirborne models obey all rules for Morale as would Earthbound warbands.
ALTITUDE & TERRAINPlayers will need to determine what Altitude unusually tall pieces of terrain fall into. For example, the top of a hill may be 7” off the table and would hence be Altitude 7. If your terrain includes a mountain or tower with many levels, each level may fall into a different Altitude. To determine height, calculate it by measuring the physical height in inches of the terrain piece, using that as the altitude.
Revised Flying MovementsAs we have removed height bands and introduced new concepts to making flying models more flexible to use, we have corrected the MV stats of models with flying found in the Chronopia core rule book. The following list amends the MV stats of models with Flying found in the Chronopia core rule book.
- Demon Wings- P. 164 - MV-1/6:12
- Soul Flayer- P. 170 - MV-3/5:14
- Darkwings- P. 172 - MV-0/6:06
- Demon of Twilight- P. 176 - MV-2/5:08
- Greater Demon of Twilight-P. 177 - MV-2/6:12
- Giant Skeleton- P. 180 - MV-1/3:03
- Vulture Totem- P. 199 - MV-3/6:14
- Flying Dragonbane- P. 234 - MV-2/7:18
- Daughter of the Phoenix- P. 252 - MV-3/12:08
- Fire Elemental- P. 253 - MV-2/4:04
- Warhawks- P. 296 - MV-1/5:15
- Ophidian- P. 324 - MV-2/5:14
- Drones- P. 344 - MV-1/6:08
- Gourd Spirit- P. 351 - MV-3/4:03
CHARGING & POWER DIVES
When a model moves into close combat with another model it must follow all the normal rules for charging with the following exceptions:
SWOOPING ATTACKSSome models prefer the option of making less committed attacks and instead of engaging an enemy in a drawn-out conflict. They will instead prefer to attack an opponent(s) in passing. We refer to this as a swooping attack, or a "fly by".
- The player declares a swooping attack and moves the attacking model. At the point the attacker touches the first model it makes a CC attack. This CC attack is made at a penalty of -4 on top of any other modifiers. Whether the model successfully hits or not, it continues its move. Normal charge bonuses do not apply for swooping attacks.
- The model(s) attacked may use a Wait action to Dive for Cover or Brace (swooping down on a spear can get you skewered).
- The damage from a swooping attack is reduced by 2 as well. A model that makes a swooping attack must move at least 1 inch before contact with its intended target.
All models with flying may use swooping attacks. These types of attacks do not apply to riders however who must hold on.
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