09-24-2020, 09:22 AM | #1 |
Join Date: Jun 2008
Location: Boston area
|
Molotail questions
Seems like molotails are an awfully good choice of weapon in a labyrinth. They do four hits of damage for 11 turns unless the fire is extinguished. Some questions:
(1) Can one stop, drop and roll to put themselves out? I'm not sure that it's that easy to put out flaming oil (especially not in the hex where the molotail exploded!). (2) If a figure is hit by a molotail and misses his DX roll, he is covered with oil and on fire. The rules are a little ambiguous here. They say armor will protect for the first turn, but not subsequent turns. Seems to me that what the rules intend is this: Any figure (making DX roll or not) gets hit for four points and armor counts for these four points. Failing the DX roll only affects subsequent turns and on those turns, armor doesn't count. A figure failing the DX roll does *not* get hit twice in the first turn (four points for the hit and four for being on fire). Sound right? (3) A character with a molotail on his belt has to roll 3/DX to see if it breaks if he "falls down" for any reason. I take it that intentionally going prone is not falling down. (Entering HTH *is* falling to the ground, so a test is necessary.) At worst, going prone intentionally would be 2/DX I figger. There may be more to come. |
|
|