Sage Advice Collection

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 541DR127 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. 
 542DR127 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 isn’t performing violent maneuvers, and a howdah will be stable if the creature it’s strapped to isn’t routing or charging. 
 543DR127 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). 
 544DR127 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). 
 545DR127 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 unit’s creatures have 5 HD or less. Individual heroes and characters are affected normally, suffering damage and obscured vision. 
 546DR127 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 don’t 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 it’s the easiest way to use fortifications with the game. If you’re a stickler for accuracy, place the counters one counter width apart from each other. This represents each counter’s personnel spread out along the wall. A unit deployed in this fashion is still considered to be in closed order. 
 547DR127 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. 
 548DR127 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. 
 549DR127 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. 
 550DR127 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. 
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