| Ref | Ouvrage | Question | | Reponse |
---|
541. | 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. |
542. | DR127 | Dragon #127 | BATTLESYSTEM: Can mounted spell-casters use
their spells while their mounts are
moving? | | Flying or riding spell-casters must have a
stable platform in order to cast spells. If
using a fly spell, the spell-caster must be
hovering or coasting. A land mount must
be stationary for spell-casting. Some common
sense applies to this rule. A carpet of
flying, for example, is stable as long as it
isnt performing violent maneuvers, and a
howdah will be stable if the creature its
strapped to isnt routing or charging. |
543. | 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). |
544. | DR127 | Dragon #127 | BATTLESYSTEM: How much damage does the spell
insect plague do in a battle? | | Insect plague does no damage in the
BATTLESYSTEM supplement rules. It just
creates an obstacle and causes units to
rout or check morale (see the Players
Handbook, page 50). |
545. | DR127 | Dragon #127 | BATTLESYSTEM: Does the insect plague spell have
any effect upon heroes, monsters,
or units made up of creatures with
more than 2 HD? | | Any unit inside the insect plague must
check morale each round if the units
creatures have 5 HD or less. Individual
heroes and characters are affected normally,
suffering damage and obscured
vision. |
546. | DR127 | Dragon #127 | BATTLESYSTEM: How can 1" -wide BATTLESYSTEM
supplement counters defend a castle
wall? | | Rules for handling sieges are included in
module DL 8, Dragons of War (TSR 9141).
If you dont want to buy the module, simply
build or draw your fortifications to the
BATTLESYSTEM supplement ground scale
and place your figures or counters on
them, one counter deep. This is unrealistic,
but its the easiest way to use fortifications
with the game. If youre a stickler for
accuracy, place the counters one counter
width apart from each other. This represents
each counters personnel spread out
along the wall. A unit deployed in this
fashion is still considered to be in closed
order. |
547. | DR127 | Dragon #127 | BATTLESYSTEM: What is THAC0? How do I find it? | | THAC0 is an acronym for the phrase To
Hit Armor Class 0." You get the THAC0
number from the combat tables of the
AD&D or D&D game rules. Just look on
the appropriate attack table and take the
numerical entry required to hit AC 0. |
548. | 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. |
549. | 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. |
550. | DR127 | Dragon #127 | BATTLESYSTEM: If the rules say that a figure can
take two wounds before being
killed, does this mean that a figure
can suffer two wounds, with the
third wound killing it? | | No. The second wound kills the figure. |