Post by Grumbaki on Dec 31, 2005 13:37:18 GMT -5
I hope no-one minds my adding another thread in here. This one details the 3 basic types of flying monsters, and includes some examples. All the rules have been pulled straight from the WHFRP rulebook.
Different types of flyer:
The move score for winged creatures only applies when the creature is on the ground. When they are in the air their movement depends on the manoverability of the creature involved. There are 3 catagories of flying creatures, and for ease of calculation their height above the ground is reconed in increments of 10 yards.
The movement of flying creatures
Creatures capable of flight can take off or land during a round - but may then do nothing else. Whilst flying they can enter comabt, use missiles and employ magic, just as they would whilst on the ground.
Verical Flight
~ Swoopers - Are strong flyers who can dive and climb easilly (+/- 20 yards per round)
~ Hoverers - Are relativly weak fliers, but are more or less able to maintain their position in the air (climb 10 yards, dive 20 yards per round)
~ Landers - Are poor flyers who are clumsy and slow in the air (+/- 10 yards per round)
Creatures can combine climbing and diving during the round if they wish. For example a swooper can dive 10 yards and then climb 10 yards (for a total of 20 yards vertical movement). It will help if a record of vertical movements is kept.
Horizontal Flight
Unlike a ground-moving creature, which can stand still, a flying creature must move, otherwise it would simply drop out of the sky! (NB. If the creature is on the ground then this does not apply). The chart below gives the horizontal movement for flying creatures in yards per round. There are two numbers for each entry. The first is the minimum speed the creature must move. The second is the maximum speed the creature is permitted to move. The spped a creature is allowed to move horizontally depends on whether the creatre is diving, climbing or maintaining level flight.
--------------Climb----Dive----Level
Swooper---8-16----24-56--12-32
Hoverer-----1-4-----1-24----1-20
Lander------8-8-----28-32---8-20
Manoeuvere
Airborne creatures can only turn by wheeling. The radius of a wheel is always equal to half the total horizonal move distance in yards.
-----Some Flying creatures-----
~ Eagle ~
Physique : Eagles are the largest birds of prey, with a wing span of over 30 feet. They have brown plumage with white wingtips and tail bars
Alignment: Lawful or Good
Pyscological Traits: Eagles cause fear in living creatures under 10 feet tall.
Special Rules: Eagles Fly as Swoopers (see above), and the Move score given is for ground movement. Eagles have night vision to a range of 20 yards.
Profile:
M WS BS S T W I A Dex Ld Int Cl Wp Fel
3 67 0 5 4 17 50 2 - 43 29 43 43 -
~ Griffon ~
Physique: The griffon has a front half like a huge bird of prey, complete with wings and fierce, rending talons. It is a quadruped, the remainder of it's body resembling that of a lion or other large predatory cat. Griffons are large animals, well over 10 feet long and, if trained, have the carrying capacity of a warhorse.
Alignment: Chaotic (Neutral if trianed, see below)
Pyscological Traits: Griffons cause fear in living creatures under 10 feet tall.
Special Rules: Griffons fly as Swoopers (see above), and the Move score given is for ground movement. GM's may wish to allow characters with the Animal Training skill to attempt to train a Griffon for use as a mount. This should only be possible if the character doing the training has personally reared the creature from an early age. Training will take a number of months equal to 24 minus the creatures Intelligence, which should be in the range D12 + 4. The animal should make a WP test at the end of tis period to see if it's natural instincts override the effects of the training.
Profile:
M WS BS S T W I A Dex Ld Int Cl Wp Fel
6 50 0 5 5 35 80 4 - 66 14 66 66 -
~ Harpy ~
Physique : Harpies have the torso of a woman and the wings and lower half of a large bird of prey. In size they are perhaps just slightly smaller than Humans.
Alignment: Evil or Chaotic
Special Rules: Harpies Fly as Swoopers (see above), and when airborne their high manoverability allows them to attack in any direction, irrespective of facing. The Move score given is for ground movement.
Profile:
M WS BS S T W I A Dex Ld Int Cl Wp Fel
4 41 25 4 4 11 20 1 33 35 14 43 66 5
~Hippogriff ~
Physique : Hippogrifs have the head and wings of a huge bird of prey, the forequarters of a lion or similar large cat, and the hindquarters and tail of a horse. They are large animals, well over 10 feet long, and if trained (see below), have the carrying capacity of a warhorse.
Alignment: Usually Chaotic. Chaotic or Neutral if hand reared.
Pyscological Traits: Hippogrifs cause fear in living creatures under 10 feet tall.
Special Rules: Hippogriffs Fly as Swoopers (see above), and the Move score given is for ground movement. Characters attempting to train a Hippogriff must have the Animal Training skill. Provided the creature has been hand reared, training will take a number of months equal to 24 minus the creatures Intelligence, which should be in the range D12 + 4. The animal should make a WP test at the end of tis period to see if it's natural instincts override the effects of the training.
Profile:
M WS BS S T W I A Dex Ld Int Cl Wp Fel
6 33 0 4 5 23 80 4 - 43 14 43 43 -
~ Manticore ~
Physique : Although Manticores vary in size and appearance, most have powerful, leonine (lion like) bodies, broad, bat-like wings and a vaugly hunamoid head. Many have barbed tails with venemous spikes, or a scorpian like stinger. They are large monsters, measuring between 15 and 20 feet in length.
Alignment: Chaotic
Pyscological Traits: Manticores cause fear in living creatures under 10 feet tall.
Special Rules: Manticores Fly as Swoopers (see above), and the Move score given is for ground movement. The tail attack is venemous, and victims must make a test against poision every time they are hit. A first failure results in a character becoming drowsy (ask me for info), and a second failure results in death after 2D6 rounds (remember - 1 round = 6 turns)
Profile:
M WS BS S T W I A Dex Ld Int Cl Wp Fel
5 59 34 6 6 41 40 4 - 43 24 43 43 -
~ Pegasus ~
Physique : Pegasi are beautiful, winged horses with a wingspan of about 25 feet. The coat and wings are almost always pure white. Trained Pegasi can carry loads as a warhorse.
Alignment: Good
Special Rules: Pegasi Fly as Swoopers (see above), and the Move score given is for ground movement. Characters seeking to train a pegasi must have the Animal Training skill, WP of 45 or more, and be of good or lawful allignment. Training will take a number of months equal to 24 minus the creatures Intelligence, which should be in the range D12 + 4, and the GM may wish to kodify the cances of sucess according to wether or not the character has such skills as Animal Care or Ride Horse.
Profile:
M WS BS S T W I A Dex Ld Int Cl Wp Fel
8 33 0 4 3 5 30 1 - 10 14 10 10 -
Different types of flyer:
The move score for winged creatures only applies when the creature is on the ground. When they are in the air their movement depends on the manoverability of the creature involved. There are 3 catagories of flying creatures, and for ease of calculation their height above the ground is reconed in increments of 10 yards.
The movement of flying creatures
Creatures capable of flight can take off or land during a round - but may then do nothing else. Whilst flying they can enter comabt, use missiles and employ magic, just as they would whilst on the ground.
Verical Flight
~ Swoopers - Are strong flyers who can dive and climb easilly (+/- 20 yards per round)
~ Hoverers - Are relativly weak fliers, but are more or less able to maintain their position in the air (climb 10 yards, dive 20 yards per round)
~ Landers - Are poor flyers who are clumsy and slow in the air (+/- 10 yards per round)
Creatures can combine climbing and diving during the round if they wish. For example a swooper can dive 10 yards and then climb 10 yards (for a total of 20 yards vertical movement). It will help if a record of vertical movements is kept.
Horizontal Flight
Unlike a ground-moving creature, which can stand still, a flying creature must move, otherwise it would simply drop out of the sky! (NB. If the creature is on the ground then this does not apply). The chart below gives the horizontal movement for flying creatures in yards per round. There are two numbers for each entry. The first is the minimum speed the creature must move. The second is the maximum speed the creature is permitted to move. The spped a creature is allowed to move horizontally depends on whether the creatre is diving, climbing or maintaining level flight.
--------------Climb----Dive----Level
Swooper---8-16----24-56--12-32
Hoverer-----1-4-----1-24----1-20
Lander------8-8-----28-32---8-20
Manoeuvere
Airborne creatures can only turn by wheeling. The radius of a wheel is always equal to half the total horizonal move distance in yards.
-----Some Flying creatures-----
~ Eagle ~
Physique : Eagles are the largest birds of prey, with a wing span of over 30 feet. They have brown plumage with white wingtips and tail bars
Alignment: Lawful or Good
Pyscological Traits: Eagles cause fear in living creatures under 10 feet tall.
Special Rules: Eagles Fly as Swoopers (see above), and the Move score given is for ground movement. Eagles have night vision to a range of 20 yards.
Profile:
M WS BS S T W I A Dex Ld Int Cl Wp Fel
3 67 0 5 4 17 50 2 - 43 29 43 43 -
~ Griffon ~
Physique: The griffon has a front half like a huge bird of prey, complete with wings and fierce, rending talons. It is a quadruped, the remainder of it's body resembling that of a lion or other large predatory cat. Griffons are large animals, well over 10 feet long and, if trained, have the carrying capacity of a warhorse.
Alignment: Chaotic (Neutral if trianed, see below)
Pyscological Traits: Griffons cause fear in living creatures under 10 feet tall.
Special Rules: Griffons fly as Swoopers (see above), and the Move score given is for ground movement. GM's may wish to allow characters with the Animal Training skill to attempt to train a Griffon for use as a mount. This should only be possible if the character doing the training has personally reared the creature from an early age. Training will take a number of months equal to 24 minus the creatures Intelligence, which should be in the range D12 + 4. The animal should make a WP test at the end of tis period to see if it's natural instincts override the effects of the training.
Profile:
M WS BS S T W I A Dex Ld Int Cl Wp Fel
6 50 0 5 5 35 80 4 - 66 14 66 66 -
~ Harpy ~
Physique : Harpies have the torso of a woman and the wings and lower half of a large bird of prey. In size they are perhaps just slightly smaller than Humans.
Alignment: Evil or Chaotic
Special Rules: Harpies Fly as Swoopers (see above), and when airborne their high manoverability allows them to attack in any direction, irrespective of facing. The Move score given is for ground movement.
Profile:
M WS BS S T W I A Dex Ld Int Cl Wp Fel
4 41 25 4 4 11 20 1 33 35 14 43 66 5
~Hippogriff ~
Physique : Hippogrifs have the head and wings of a huge bird of prey, the forequarters of a lion or similar large cat, and the hindquarters and tail of a horse. They are large animals, well over 10 feet long, and if trained (see below), have the carrying capacity of a warhorse.
Alignment: Usually Chaotic. Chaotic or Neutral if hand reared.
Pyscological Traits: Hippogrifs cause fear in living creatures under 10 feet tall.
Special Rules: Hippogriffs Fly as Swoopers (see above), and the Move score given is for ground movement. Characters attempting to train a Hippogriff must have the Animal Training skill. Provided the creature has been hand reared, training will take a number of months equal to 24 minus the creatures Intelligence, which should be in the range D12 + 4. The animal should make a WP test at the end of tis period to see if it's natural instincts override the effects of the training.
Profile:
M WS BS S T W I A Dex Ld Int Cl Wp Fel
6 33 0 4 5 23 80 4 - 43 14 43 43 -
~ Manticore ~
Physique : Although Manticores vary in size and appearance, most have powerful, leonine (lion like) bodies, broad, bat-like wings and a vaugly hunamoid head. Many have barbed tails with venemous spikes, or a scorpian like stinger. They are large monsters, measuring between 15 and 20 feet in length.
Alignment: Chaotic
Pyscological Traits: Manticores cause fear in living creatures under 10 feet tall.
Special Rules: Manticores Fly as Swoopers (see above), and the Move score given is for ground movement. The tail attack is venemous, and victims must make a test against poision every time they are hit. A first failure results in a character becoming drowsy (ask me for info), and a second failure results in death after 2D6 rounds (remember - 1 round = 6 turns)
Profile:
M WS BS S T W I A Dex Ld Int Cl Wp Fel
5 59 34 6 6 41 40 4 - 43 24 43 43 -
~ Pegasus ~
Physique : Pegasi are beautiful, winged horses with a wingspan of about 25 feet. The coat and wings are almost always pure white. Trained Pegasi can carry loads as a warhorse.
Alignment: Good
Special Rules: Pegasi Fly as Swoopers (see above), and the Move score given is for ground movement. Characters seeking to train a pegasi must have the Animal Training skill, WP of 45 or more, and be of good or lawful allignment. Training will take a number of months equal to 24 minus the creatures Intelligence, which should be in the range D12 + 4, and the GM may wish to kodify the cances of sucess according to wether or not the character has such skills as Animal Care or Ride Horse.
Profile:
M WS BS S T W I A Dex Ld Int Cl Wp Fel
8 33 0 4 3 5 30 1 - 10 14 10 10 -