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 Rules for flying?

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fitterpete
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PostSubject: Rules for flying?   Rules for flying? Icon_minitimeMon 8 Jun 2015 - 2:52

Hello
I've seen a couple times flying mentioned. I saw a beastman warband somewhere that had harpys and they could "fly".
Where or what are the rules for flying in Mordheim?
Thanks,Pete
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Von Kurst
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PostSubject: Re: Rules for flying?   Rules for flying? Icon_minitimeMon 8 Jun 2015 - 3:40

The easy answer is there aren't any beyond the spells like Flight of Zimmerman or the Flying Carpet from the Khemri supplement and the Arabian Merchant. (The carpet's rules are always in the Khemri section, the Merchant just allows his employer to buy it.)

Several fanmade versions appear on this forum and on the internet. For example there is a Harpy warband in the Rules and Gameplay somewhere.

My group used to use whatever rules the current edition of Warhammer provided for whatever creature we wished to encounter.
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fitterpete
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PostSubject: Re: Rules for flying?   Rules for flying? Icon_minitimeMon 8 Jun 2015 - 4:03

Thanks.
I guess we will have to figure something out ourselves then.
Thanks,Pete
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Von Kurst
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PostSubject: Re: Rules for flying?   Rules for flying? Icon_minitimeMon 8 Jun 2015 - 4:45

That may be the best option.

One discussion of flight that includes harpies and Chaos mutations (not sure if that matters)--
https://boringmordheimforum.forumieren.com/t3995-winged-flight
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PostSubject: Re: Rules for flying?   Rules for flying? Icon_minitimeSun 5 Jul 2015 - 22:48

Hello, I was the player who updated and posted the harpy warband recentlyish, I've posted the most recent version of the rules my gaming group used.

Flying Creatures: All flying creatures can fly, allowing them unparalleled mobility throughout the city. It also gives them their high movement, and the ability to automatically pass initiative tests for climbing up or down and leaping over gaps. In addition the model can leap over gaps wider than 3”, up to twice their movement value and fall farther than 6” up to a maximum of twice their movement value. Models with this ability ignore terrain and other models when moving, but they begin and end their movement on the ground (or the surface they land on) and can be charged normally.  Flying creatures cannot wear any type of armor, the heavy plates and movement constraints will prevent a creature from flying, and any airborne creature would be loathed to give up their mobility. After flying a model cannot hide, moving above the battlefield makes for a very available target. When performing a diving charge the model will automatically pass the first initiative test required to complete the diving charge, but must take the second and subsequent tests as normal.  When a flying model flees it will move 3D6”, using its wings to make a quick getaway.  If a model is forced to flee it will always use its flying movement if it is able, a fleeing model will use the fastest option to escape.  

Dangerous Terrain Tests: Flying around the ruins of Mordheim is a precarious choice at best, and a deadly one at worst. If a flying model lands in, difficult ground, or very difficult ground they must take an Initiative test, if this test is failed the model must roll on the injury chart. If this happens to a multi-wound model apply the knocked down and stunted results as normal but if an Out of Action is rolled the model instead takes one wound instead of being removed (unless this is the models last wound, it will be taken out of action as normal) .

Ground Movement: All flying creatures will have a second move value (in parentheses) provided in their entry.  If a flying creature is unable to fly it will use its legs to maneuver around the battlefield and is treated as having this movement instead of their standard value, it will not benefit from any of the above rules; and they must move, climb, leap, diving charge, hide and flee normally. This movement can not benefit from any increases the flying creature has gained as part of its advancement.  A flying creature may choose to along the ground and use its ground movement value, will not need to take an initiative test if moving into, out of or through difficult ground or very difficult ground and may hide as normal. This will usually be done if a  flying creature begins its move in difficult ground or very difficult ground ,  wishes to move through  difficult ground or very difficult ground without risk of injury, or to be able to hide.


The important logic of these rules comes from this comic: http://www.giantitp.com/comics/oots0154.html

In essence if a creature flies to high, ever archer will want to take it down for loot/glory/its evil/its easy/etc.
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PostSubject: Re: Rules for flying?   Rules for flying? Icon_minitime

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