THE UNIVERSE  /  THE IMPERIAL FLIGHT ACADEMY

The Air Regulations

The standing rules of the air of the Imperium: who may fly, what for, and where. A breach costs a pass or a licence, and the penal code applies besides.

1. Who may fly

REG 1 · THE LICENCEThe Pilot's Licence of the Imperial Flight Academy is the qualification to fly the aircraft of the Imperium. A man's branch and rank decide which aircraft he may take out; the licence decides whether he is fit to fly at all.
REG 2 · THE STUDENT PASSA student pilot's Student Flight Access Pass opens the Academy trainer only, and only for training: circuits, the test flight, the checkride and lessons with an instructor.
REG 3 · SUSPENSION AND REVOCATIONAny instructor may suspend a pass or a licence on the spot, and revoke it for a serious breach. A suspended man flies nothing. A revoked licence is earned again from Phase I.

2. No pleasure flights

REG 4 · NO PLEASURE FLIGHTSEvery flight has a purpose: an operation, a patrol ordered by a commander, a transport, a ferry flight, a lesson or an examination. No aircraft is taken out to joyride: no sightseeing, no stunts over the town, no flying a friend about, no flying to show off.
REG 5 · LAND WHEN THE PURPOSE ENDSWhen the purpose of the flight is done, land and leave the aircraft at the airfield. An aircraft circling with no task is a pleasure flight.
REG 6 · NO PASSENGERS FOR FUNPassengers are carried for a purpose: troops to an operation, officials on a transport flight. A student carries nobody but an instructor.

3. Where not to fly

  • The Imperial Tower: never, at any height near it.
  • The town at low level: no flying below rooftop height over streets and squares, except on an ordered operation.
  • Spawns and safe zones: no low flying over any team's spawn or safe zone.
  • Restricted areas: Army, Navy and Air Force areas are restricted; trespass on the ground or by landing there is enforced by the Gendarmerie.
  • The runway: never land, take off or taxi onto it while another aircraft is on it or on final.

4. On the ground

  • Aircraft are taken out only at a hangar desk, and only from the hangar that holds them.
  • No taxiing among people at speed. An aircraft on the ground gives way to every man on foot.
  • Park at the apron or a hangar mouth, never on the runway, the roads or the taxiway.
  • Leave the aircraft locked or empty at the airfield. An empty aircraft is taken away after two minutes.
  • No man takes another's aircraft while he is in it. An officer may take a man out of a pilot's seat.

5. Limits

  • The daily aircraft. Every man may take out a set number of aircraft a period (the hangar says how many are left). A plane shot down is one of them. The trainer is not counted.
  • Two a side. No more than two Imperial and two raider combat aircraft are up at once.
  • The theatre. Aircraft stay inside the theatre of the airfield and the town unless flying an open route to another game. The trainer never flies a route.
  • One vehicle. A man has one aircraft, helicopter or car out at a time: taking out a new one takes the old away.

6. Conduct

  • An instructor's word in the air is an order. Failure to comply (1.1.4) applies.
  • No glitch abuse or exploits with aircraft (6.1.1, 6.1.2): no flying through walls, out of the map or under the ground.
  • No impersonating an instructor or an examiner.
  • Respect the men on the ground: a pilot does not buzz, chase or frighten people for fun.
  • Every breach may be reported to an instructor or an officer with evidence (8.1.2).