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From the Yeld wings entry to the Necromunda rulebook (1st ed):

The Yeld's wings allow its user to fly up to his normal Movement characteristic in a turn, or double that if he charges or runs (flaps). Since the Yeld's wings allow it to glide well rather than truly fly the Yeld must land at the end of his move. Flying upwards counts as 2" for every 1" moved; flying downwards counts as 1/2" for every 1" moved.

Now consider a Yeld on top of a building as in the diagram. He can either:

  1. Fly vertically downwards, or
  2. Fly along the hypotenuse

Clearly the distances are not the same.

Yeld movement

My question is, which scenario is correct for the Yeld's movement?

  • The question is unclear. Are you asking which scenario is possible, or are you asking what's the effective distance in both scenarios? – ikegami Jul 4 '17 at 18:21
  • @ikegami: I am asking which scenario is possible. – Zombie_Gamer Jul 4 '17 at 20:26
  • So your question boils down to: What's the maximum angle from the vertical at which you can sustain a glide? I've never played the game, but the answer appears to be: As large as your remaining movement permits. Like you said, the distances are clearly not the same, and you are required to land by the end of your move. – ikegami Jul 4 '17 at 20:44
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You measure from the base of your starting position to the base of where your movement ends. The movement must finish at an appropriate point (it cant be mid air for example). If that end point is higher than your starting point then its 2", if its lower its 1/2"

So for example, if you have movement 8, you have three options

  1. Complete a move up to 4" ending above your starting position.
  2. Complete a move up to 8" horizontally (normal move)
  3. Complete a move up to 16" ending your movement below your starting position.
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