Maneuverability

Naturally, every type of flying creature maneuvers differently from every other type, but in order to make the game playable and aerial combat possible, maneuverability has been broken down into five classes. These vary from 5 to 1,  lest maneuverable to most maneuverable. Note that the stated amount the creature can turn per round assumes that the creature is moving at full speed. Creatures moving at half speed turn as one class better. Winged creatures cannot move at less than one-half speed and remain airborne (except for class 2 and lower).

A creature can attempt to (de)accelerate at a fast rate than the given max by making a Flying(Skill) check at a -1 penalty for each 5% of the maximum the acceleration is exceeded by. the attempt cast the difference in tried acceleration and max acceleration rounded up to the next increment of 5% extra Exhaustion Points.

The Classes
Class 5: The creature can turn 30 degrees per minute, and requires  4 minutes to reach full airspeed. Examples: Dragons, Rocs, Wyverns.

Class 4: The creature can turn  60 degrees  per minute, and requires  2  minutes to reach full airspeed. Examples: pteranodons, Sphinxes, mounted Pegasi.

Class 3: The creature can turn  90 degrees  per minute, and requires 1 minute to reach full airspeed. Examples: carpet or wings of flying, Gargoyles, Harpies, Pegasi, lammasu, shedu.

Class 2: The creature can turn  120 degrees  per minute, and requires  6  segments to reach full airspeed. Creature requires 1/2 minutes to come to a full stop in the air, and can hover in place. Examples: fly spell, Sprites, Sylphs, Giant Wasps, ki-rin.

Class 1: The creature can turn  180 degrees  per minute, and requires 1 segment to reach full airspeed. Creature requires 1 segment to come to a full stop in the air, and can hover in place. Class 1 creatures have total and almost instantaneous control of their movements in the air. Examples: Dijnn, Air Elementals, aeriol servants, couatl.