Welcome back, and we're still talking about movement. We get a note that if a character has skill levels that can be applied to his Flight power, he can use those levels to lower his Turn Mode by one inch for each Skill Level applied. We also get a visual example of how Turn Mode works, which is helpful.
If you're climbing in the air, it takes 2" of Flight to gain 1" of altitude. You can dive 1" per every 1" of Flight for free, but you have to use your Turn Mode to pull out, so be careful not to get too close to the ground or you will definitely get a boo-boo. Oh, and your STR is limited while you're flying; you can only use as much STR as you have inches of flying speed. This doesn't affect your punching damage, but it does affect how much you can carry or move while flying.
If you're out of combat, you can magnify your Flight speed for that phase. This is called 'noncombat movement', and it's calculated by your points in Flight divided by 5 and multiplied by your inches of Flight per phase. Let's see if I have this right. If you have 20 points in Flight, that's 10". Divide the points in Flight by 5 and you get 4 (20/5), multiplied by your inches of Flight is 10, so your noncombat movement would be 40" per phase. Well, that's not too shabby. And it doesn't cost you extra END, either.
Gliding is reliant on atmosphere for moving around; it uses the same Turn Mode and dive rate as Flight, although climbing is much better when there are either thermals or good winds. Leaping is 1" per 5 points of STR, unless you buy additional. A straight-up leap is 1" per 10 points of STR, and a leap is a full move action. Unlike the Hulk, you can't change direction in mid-leap, either. Finally, there's Teleport. You can't use it as a way out of taking falling damage; if you are falling at, say, 30" of velocity and you try to teleport away, you're still going to be falling at 30" after the teleport.
Now, there's an optional rule here for 'segmented movement', which basically means you're moving even on phases you don't have available to you through the fact that you're actually moving, not starting and stopping over and over again. This can apply to vehicle movement, or falling, or other situations where your SPD isn't really a factor (so, basically out of combat only). There's a handy table that shows not only the inches per segment, but also the equivalent in KPH and MPH. All you need is 10" per segment to get to 40 MPH. With a SPD of 6 and a Flight or Running speed of 30", you would actually be moving as fast as a car on the freeway. Isn't that lovely? There are also some brief formulas to calculate your speed for numbers that aren't on the chart.
Last but not least, we have rules on falling objects. Everything falls at the same rate, subject to having movement powers such as Flight or Gliding that can mitigate those circumstances. If it's falling, it uses segmented movement for additional realism. Every segment, the object's speed increases by 5" until the maximum of 30" is reached by segment 6. Bear in mind that a falling object takes damage when it hits, but we'll get to that on th enext page. Objects that have greater density (every doubling of mass over 100 kg) will increase the maximum velocity by +1" per segment.
Alright, another page in the books. On the next page we will finish up the falling rules, and then we'll get into...weapons. Yep, machine guns and antitank missiles are coming right up. Don't you dare miss it!
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