Sage Advice Collection

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 81DR127 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. 
 82DR127 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? Wouldn’t the defending unit just turn around to face the enemy?  Units in the BATTLESYSTEM supplement can’t 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 can’t simply turn around to face an enemy who attacks from the flank or rear, as large numbers of people don’t 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. 
 83DR127 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/ treant’s statistics are altered as appropriate from round to round. 
 84DR127 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, wouldn’t 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. 
 85DR127 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). 
 86DR127 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). 
 87DR127 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). 
 88DR127 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 unit’s 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. 
 89DR127 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 unit’s 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. 
 90DR127 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 doesn’t 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. 
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