Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > The Fantasy Trip

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 09-24-2020, 09:22 AM   #1
phiwum
 
Join Date: Jun 2008
Location: Boston area
Default 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.
phiwum is offline   Reply With Quote
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 10:59 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.