| Ref | Ouvrage | Question | | Reponse |
---|
531. | DR127 | Dragon #127 | BATTLESYSTEM: When do heroes check morale? If a
hero routs, who can rally him? | | Heroes do not check morale using the
BATTLESYSTEM supplement rules, and do
not rout. If an NPC hero (or other single
figure) is faced with a total disaster or
extreme peril, he may flee or disobey
orders according to the morale rules on
pages 36-37 and page 67 of the DMG. It is
best to have a neutral referee decide when
NPC heroes check morale or obedience. |
532. | DR127 | Dragon #127 | BATTLESYSTEM: When a unit is forced into open
order due to a failed morale check,
does it pay a movement cost? When
can it return to closed order? What
happens if the unit is still in melee?
What is the effect on a unit that has
performed a wrap-around? Since
wrap-around forces the unit into
open order, wouldnt the unit rout
immediately? | | The switch to open order is automatic;
there is no movement. Melee or wraparound
does not effect the change. The
unit simply spreads out. This has no effect
on the melee other than to reduce the
number of figures in base-to-base contact.
Units that perform wrap-arounds are not
forced into open order until after the
melee. If morale failure forces them into
open order before that, there is no effect. |
533. | DR127 | Dragon #127 | BATTLESYSTEM: Where exactly will routing units
go if there are enemy units between
them and their own lines? Do they
run toward their heroes or commanders?
What happens if a routing
unit encounters an impassable terrain
feature such as a river? | | Routing units move away from the cause
of the rout along the path of least resistance.
They go toward the point at which
they entered the playing area, avoiding
obstacles and enemy units along the way.
When a routing unit encounters terrain
that it cannot cross or enter, it moves
along the edge of the feature in the direction
that takes it away from the enemy. |
534. | DR127 | Dragon #127 | BATTLESYSTEM: What happens when a unit that
has performed a wrap-around suffers
a rout? Do the figures scatter?
Or does the unit pay movement cost
to unwrap, then rout directly away
from the enemy? | | Generally, the whole unit routs in the
same direction. It doesnt have to
unwrap because it does not change
formation. The main body of the unit
routs directly away from the enemy, and
the figures on the flanks follow. |
535. | DR127 | Dragon #127 | BATTLESYSTEM: Is there any way to stop a routing
unit other than rallying it? | | No, a unit continues to rout until it rallys
or leaves the board. |
536. | DR127 | Dragon #127 | BATTLESYSTEM: Do routing units have to pay a
movement penalty for the aboutface
required to turn their backs to
the enemy? Do they pay terrain
costs when they move through
woods or up hills? | | Routing units do not pay for the change
of facing. They ignore terrain modifiers as
long as the terrain is passable. |
537. | DR127 | Dragon #127 | BATTLESYSTEM: If a routing units path takes it past
several commanders or heroes, can
each commander attempt to rally
the unit? | | There may be only one attempt to rally a
unit per rally phase, the number of commanders
present notwithstanding. |
538. | DR127 | Dragon #127 | BATTLESYSTEM: General note on routs | | There are so many variables affecting the actions of a
routing unit that it is impossible to cover
every possible situation. Players and referees
must apply some common sense
when adjudicating routs; just remember
that a routing unit wants to get away from
whatever caused it to rout, and will try to
exit the battlefield at the same point that it
entered. |
539. | DR127 | Dragon #127 | BATTLESYSTEM: The illustration on page 11 ([7.8])
of the BATTLESYSTEM rulebook
shows a wheeling movement and
gives the movement cost as 5. Can a
unit perform a double wheel and go
twice as far, or half a wheel and go
only half as far? | | There is no fixed cost for wheeling; you
have misinterpreted the example in the
rules. A wheeling unit pivots on one of its
corners, the cost of the wheel being
determined by the total movement of the
figure that is farthest from the pivot point.
A unit may wheel as far as its movement
allowance allows. The 5 cost shown on
page 11 is just an example. |
540. | DR127 | Dragon #127 | BATTLESYSTEM: Can magic spells be disrupted by
missile fire or melee in a
BATTLESYSTEM supplement as they
can be in a normal adventure? | | Attacks during the initial missile phase
will not disrupt spell-casting because spells
are cast later in the round. For missile fire
in the magic and missile phase, simply
make an initiative roll (this is separate
from the roll in the initiative phase); spellcasters
losing this roll have their spells
disrupted if they are struck by missile fire
(a single spell-caster that is with a unit is
immune to missile fire, like any other
hero). Spells are cast before melee, so a
unit cannot disrupt a spell by fighting the
spell-caster. Note, however, that another
hero can launch missiles or melee attacks
at a spell-caster and keep him occupied
until the duel is over. See page 18 of the
rulebook for more details. |