Flight

Some characters can Fly for either all or part of their movement. Flying characters can move vertically and horizontally up to their Speed. For example, a mech with a Flight system and 6 Speed could end its movement anywhere within six spaces of its starting location, up to a maximum of 6 spaces high.

Flight movement must follow a straight line; however, if a character takes additional movement actions, such as Boost, these can be used to move in a different direction.

When Flying, characters ignore Obstruction as long as it is physically possible for them to do so – they couldn’t, for instance, move through a gap smaller than their mech. Flying characters also have Immunity to Prone.

Flying also comes with some risks:

During mech combat, characters that Fly too high above the battlefield can only take certain actions. Flying characters must remain no more than 10 spaces over any surface (e.g., ground, water, structures) to act normally. For instance, a Flying mech could move 10 spaces above the ground or float 10 spaces above a building five spaces high – a total of 15 spaces above the ground – and still act. Characters cannot move beyond this distance if they have already taken an action in the same turn; if they do move more than 10 spaces above the battlefield, they can only move and Boost, and cannot take reactions until they start their turn below that ceiling.

This restriction does not exist in zero-g and outside of mech combat.

Carrying Objects and Flight

Except in zero-g environments, mechs cannot carry characters or objects with a total Size larger than Size 1/2 while Flying – there’s just not enough thrust!

Hover Flight

Some very advanced mechs can hover. Hovering characters do not need to move in a straight line, and can remain stationary while airborne without Falling.