Aerial combat can be played in one of two ways:
Using miniatures on a playing area 6 feet square.
Using paper counters and a hex grid of at least 48 by 48 hexes.
Altitude should be tracked with counters. For this you will need to make counters numbered from 1 to the maximum altitude that a unit will fly at. Having spare blank paper counters to write new altitudes on would be helpful.
At the end of each unit’s turn place a counter on the board next to it showing its current altitude.
Orders for each side’s movement should be written down and give to the Referee to carry out. Orders need to include the direction, distance, and altitude change of units.
Creature Movement is the number of inches they can move if playing with miniatures. Creature Movement is the number of hexes they can move if playing on a hex grid.
The unit moves at their Movement in a straight line.
The following table shows how many times a creature can turn per move, and the minimum number that must be moved in a straight line between each turning:
Name or number the categories, and add to creature stat blocks
Potential names for categories
Diminutive
Tiny
Small
Medium
Large
Huge
Gargantuan
Category | Number of Turns per Move | Distance Between Turns |
---|---|---|
Sprite, Large Bird, or Large Insect | 5 | 1 |
Human, Flying Broom, or Undead flyer | 4 | 2 |
Cockatrice, or Gargoyle | 3 | 3 |
Pegasus, Hippogriff, or Air Elemental | 6 | 3 |
Flying Carpet, Manticore, or Wyvern | 4 | 4 |
Chimera, Dragon, Roc, or Giant Insect | 3 | 5 |
Giant Reptile | 2 | 6 |
Decrease altitude by up to half total distance moved horizontally.
Add half again to the unit’s movement distance.
Movement must be in a straight line.
Move horizontally 1 for every 10 down.
Move vertically up the same number as forward.
Costs twice the movement distance that is climbed, plus the number in the “Distance Between Turns” column of the Turning table above.
Missile fire happens at the end of a turn.
Units in melee cannot fire missiles.
As normal missile fire, but also depends on the position of the attacker relative to their target. If a hit is scored, roll on the Hit Flying Creature Tables for the position of the attacker relative to their target to see which location is hit. Then roll on the Critical Hit Tables depending on the Location hit.
Treat as normal non-aerial combat missile fire.
There is a table for each different Attacking direction below.
1d10 Roll | Location Hit on Target |
---|---|
1 or 2 | Rider, or Body if no Rider |
3 or 4 | Head |
5 or 6 | Wing |
7 to 0 | Body |
1d10 Roll | Location Hit on Target |
---|---|
1 | Rider, or Body if no Rider |
2 or 3 | Head |
4 or 4 | Wing |
6 to 9 | Body |
0 | Tail |
1d10 Roll | Location Hit on Target |
---|---|
1 | Rider, or Body if no Rider |
2 or 3 | Head |
4 or 7 | Wing |
8 to 9 | Body |
0 | Tail |
1d10 Roll | Location Hit on Target |
---|---|
1 or 2 | Head |
3 to 5 | Wing |
6 to 9 | Body |
0 | Tail |
1d10 Roll | Location Hit on Target |
---|---|
1 or 2 | Rider, or Body if no Rider |
3 | Head |
4 or 5 | Wing |
6 to 8 | Body |
9 or 0 | Tail |
Roll 1d100 for the Location hit to see if it is critical on the following table. If the 1d100 result is under the percentage shown, then the hit is critical:
Hit Location | Critical Hit Percentage Chance |
---|---|
Rider | 25% |
Head | 20% |
Wing | 20% |
Body | 10% |
If the hit is critical, the effect depends on the Location.
If a Critical Hit is scored on the Rider, then they always withdraw from the battle. Riders include all non-player characters under the third level.
Otherwise roll on the appropriate table below.
1d20 Roll | Effect |
---|---|
1 or 2 | Speed Halved |
3 to 8 | Dive and Land |
9 to 16 | Withdraw from Battle |
17 to 20 | Crash |
1d20 Roll | Effect |
---|---|
1 to 10 | Speed Halved |
11 to 14 | Dive and Land |
15 to 20 | Withdraw from Battle |
1d20 Roll | Effect |
---|---|
1 to 6 | Speed Halved |
7 to 12 | Dive and Land |
13 to 18 | Withdraw from Battle |
19 or 20 | Crash |
For every 1 inch of altitude, the rider takes 1d6 damage.
When opponents are within 3 inches then melee combat takes place the same as on land.