| Ref | Ouvrage | Question | | Reponse |
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81. | DR127 | Dragon #127 | BATTLESYSTEM: The rules give movement penalties
for crossing walls and other obstacles.
Is it possible for a unit to move
along the top of a wall? What are the
movement penalties for doing so? | | A figure or unit can move along any
terrain feature that has space to hold it
and strength to support it. The penalties
for such movement vary from case to
case. Decide if such movement is possible
and what the penalties are before the
game. |
82. | DR127 | Dragon #127 | BATTLESYSTEM: The rules list bonuses for flank
and rear attacks. What prevents
opposing units from simply running
around behind their enemies
and attacking them from the rear?
Wouldnt the defending unit just
turn around to face the enemy? | | Units in the BATTLESYSTEM supplement
cant just run around to the rear of enemy
units in order to gain combat bonuses.
The movement rules on pages 11-13 make
this a virtual impossibility. Units cant
simply turn around to face an enemy who
attacks from the flank or rear, as large
numbers of people dont react as quickly
as individuals do. There is no penalty for
returning a rear attack only a bonus for
making a rear attack. Some creatures in
the defending unit can turn around to
return the attack, but this disrupts the
unit and makes defense more difficult. |
83. | DR127 | Dragon #127 | BATTLESYSTEM: The seventh-level druid spell
changestaff creates a 12-HD treant
that loses hit dice when it takes
damage. How is this staff/treant
treated in the BATTLESYSTEM
supplement rules? | | The resulting creature enters the battle
as a 1:1-scale figure, and uses the hero
rules on pages 17 and 18 when attacking.
The staff/treant is a single creature, but it
acts only as commanded by the druid and
cannot act independently, nor can it animate
normal trees. If attacked, the staff/
treants statistics are altered as
appropriate from round to round. |
84. | DR127 | Dragon #127 | BATTLESYSTEM: The text describing a change of
facing on page 11 does not seem to
match the accompanying diagram. If
the unit on the right did a left-face,
wouldnt the relative positions
remain unchanged? The actual
result looks more like a wheel. | | You are correct. A change of facing does
not alter the relative positions of the figures
in the unit. The figure labeled MV
COST 1/3 MV ALLOWANCE should be
replaced by a unit figure exactly like the
one to the left of it, but with arrows pointing
off to the right. |
85. | DR127 | Dragon #127 | BATTLESYSTEM: What are the battlefield effects of
infravision and ultravision? Which
monsters have these abilities | | Page 59 of the Dungeon Masters Guide
gives the effects of infravision and ultravision
outdoors. Most subterranean monsters
and humanoids are assumed to have
infravision, even if not otherwise noted.
Most demi-humans also have infravision;
see the individual character race descriptions
and monster descriptions. Ultravision
is a rare ability; see the individual monster
descriptions to determine if a creature has
ultravision. Some Lake Geneva campaigns
gift dragons with ultravision, since they
can see equally well in daylight or darkness
(Monster Manual, page 29). |
86. | DR127 | Dragon #127 | BATTLESYSTEM: What are the effects of the various
draconian deaths in Krynn, the
DRAGONLANCE® saga world particularly
the Baaz turn-to-stone, the
Bozak explosion, the Kapak acid,
and the Sivak flame deaths? | | The Baaz ability is ignored during mass
combat (entrapped weapons are soon
freed, and secondary weapons can be
employed), but it does affect character vs.
character combat. Bozak, Sivak, and Kapak
effects cover areas so small that they
usually cannot affect an entire figure, and
thus can be ignored. In the event that they
do cover an entire figure (see page 23),
they generate 10 dice of damage for each
draconian figure eliminated (wounding a
draconian figure produces no effect) and
are treated like any other magical attack.
In any case, the Kapak acid remains
behind, forming a barrier 1/3 deep
(extending back from the point where the
melee took place) and as wide as the figures
that produced it. This acid damages
units or figures that cross it or stand in it.
Such units suffer one die of damage for
each creature that contacts the acid (if any
part of a figure touches the acid, all creatures
in the figure are considered
exposed). |
87. | DR127 | Dragon #127 | BATTLESYSTEM: What do you do when the total
number of melee casualties inflicted
on a unit exceeds the total number of
figures that the unit has in melee
(base-to-base) contact with the
enemy? | | According to designer Doug Niles, a unit
must always remove all casualties inflicted
during melee, even when the number of
casualties exceeds the number of figures
in melee contact. A unit in any kind of
formation always fills gaps during melee
(see pages 9-10 of the rulebook). |
88. | DR127 | Dragon #127 | BATTLESYSTEM: What exactly does the prohibition
against premeasurement mean? Do
players have to describe their units
actions in minute detail before placing
the ruler on the table? | | Detailed descriptions of a units actions
are not necessary. The premeasurement
rule is there to prevent players from using
their rulers as aids to decision making. For
example, a player cannot measure the
distance between his unit and an enemy
unit, then decide not to try to charge the
enemy unit because the distance is too
great. In this case, the player would have
to move his unit as close to the opposing
unit as its normal movement allowance
will take it. |
89. | DR127 | Dragon #127 | BATTLESYSTEM: What happens when a unit on a
forced march comes into contact
with an enemy unit? The rules seem
to indicate that something terrible is
supposed to happen. | | A unit cannot execute a forced march if
the forced march will bring it into contact
with an enemy unit. How this restriction
works out in practice depends on the
situation. For example, a unit with a movement
rate of 12 can make a forced march
of up to 18. The unit cannot use a forced
march to make melee contact with an
enemy unit that is more than 12 worth of
movement away. If the unit makes a
forced march and comes into contact with
an enemy unit before it has exceeded its
normal 12 movement rate, it loses its 6
forced march bonus as it must follow rule
[7.8] on page 11; the unit suffers no other
penalties. If a unit making a forced march
can see an opposing unit that lies just
beyond the marching units normal movement
limit, the marching unit comes to a
halt at the limit of its normal movement
rate (the troops are assumed to have
stopped to catch their breath before
melee). However, if the unit accidentally
runs into a hidden or invisible unit after it
has exceeded its 12 movement, it is
stopped and ambushed by the hidden
force. In the melee phase, the hidden
force gains the initiative and inflicts damage
on the moving unit before the moving
unit can return the attack. |
90. | 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. |