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This page of aerial
combat contains the maneuverability tables. Maneuver consists of two
broad concepts: number of turns permitted and number of spaces
between turns. The referee would be well-served to recall
maneuverability is not the whole story. Dragons, for example, cannot
turn very often during a game-turn but possess a long, supple neck.
This means their firing arc is quite wide.
This page also contains
rules for diving, climbing; with other maneuvers at the
referee’s discretion.
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