Proposed — not yet reviewed by GM

AI-generated content. Review and update status to canon once reviewed.

Move through the air, ignoring the ground and everything on it.

Only creatures and characters with a source of flight may take this action — a Jetpack, or a creature that flies naturally.

Flying movement

  • Spend ⚡ AP or ⚡ MAP to 🚶 Move while flying — 1 point = 1 tile, in any direction including straight up. Unlike ordinary movement, AP is spendable here.
  • You ignore terrain, obstacles, and ground-level Cover Objects.
  • Track your height in tiles. Height is climbed and shed with the same points as horizontal movement.

You still provoke 🤺 Opportunity Attacks

Flying is not a way out of a threatened square. If your flight path takes you within a creature’s 🗡 Melee range, it may take an 🤺 Opportunity Attack exactly as if you had run past on the ground.

Height is the answer, not speed — climb above their reach and the threat stops applying.

While airborne

  • You have no Cover — there is nothing up there to stand behind.
  • You cannot make 🗡 Melee or 👊 Unarmed attacks except against another airborne creature, or one directly below you at height 1.
  • If you end your turn airborne with no AP and no MAP remaining, you fall.

Falling

If your flight ends while airborne — you run out of points, are ✨ Stunned, are Knocked Down, or your power source fails — you fall and take falling damage for your current height.

Costs ⚡ AP or ⚡ MAP, as 🚶 Move

Taking off from the ground costs 1 additional point.


Landing

Descending to height 0 on your own is free — spend the points and come down. Whether you land gently is what decides if anything happens on arrival:

  • Controlled landing — you chose to descend. Nothing happens.
  • Falling — you lost flight. Take falling damage as normal for the height.

Some equipment triggers on landing regardless of which it was. The Explosive Vent leg servo is the notable one.