====== Flying Combat ====== //These rules apply to both air vs. air and ground vs. ground.// Flying combat does not follow the [[combat procedure]]'s regular method for determining first attacks. Instead, combat happens on each "pass" the flyer makes, which is determined by its speed and maneuverability class. On a pass, attacks are resolved in order of weapon length, as though resolving a charge. This is not actually a charge though, unless the flyer is diving. So do not grant a [[MV]] increase or a +2 to hit, nor should AC be reduced. When making a pass, unlike with ground combat, flyers are not "breaking off from melee" as they go by, so they are not subject to free attacks at +4. Some creatures such as the [[dragon]] can use less of their melee attacks than usual when making a pass, as per their description. However, some monsters also gain special abilities when flying, such as the dragon's breath ability noted on that page. ===== Charging ===== Seem to be no direct official rules on this. The following is being playtested: Flying creatures (and those under the //fly// spell, etc.) can charge once a turn as normal. However, they must have reached full speed. If their maneuverability class indicates they take a period of time to reach full speed, that speed must have been reached by the end of a previous round in order to be able to charge. Creatures merely levitating cannot charge.