Re: To beat the Bat.

From: Roderick and Ellen Robertson <rjremr_at_tLqC8kMZ8nH_ol484Elv-1uMm-KMFUTKYF31FmUnGrLQqVREVPO4wRrNwiRVEEfbhAo0Z>
Date: Wed, 7 Mar 2007 09:06:47 -0800


>If the Bat has been upgraded since WBRM - what is its new Combat Factor etc?

I meant upgraded in RQ/HQ. It's not "just" a "mere" hero, and a single RPG Capital-H Hero has a low chance of doing anything to it. A heroband does, however.

But for those with one but not both boardgames...

WBRM: (4) 6* 9 (2)
DP: (4) -1 9_at_ 0

Symbol meanings:

Combat Factor:
(4) means that it is a Hero, (using special rules, including (can't be wiped out if it has another unit around to take the hit for it) in WBRM it does not count when stacking counters (normally only 3 counters may stack); in DP it means that this i san individual (there are no stacking retrictions)

4 is a normal rating for a Mundane unit (like a bog-standard infantry unit), but the rules give a Hero some added protection. All heroes have a combat Factor of 4. (Superheroes have a CF of 20).

Magical Factor:
WBRM: 6* - Pretty good magically, except it can only reflect magic back on it's attackers, not attack with magic itself.

DP: -1 - The Bat is a Chaotic unit - it automatically kills one enemy unit before anything else happens in combat.

Movement:
WBRM: 9, DP 9_at_: A flying unit, ignores terrain when moving. ("_at_" is an air rune - really).

Range Factor
How far any magical effects extend.

WBRM: 2 this is the range of the GlowSpot - all Lunar magicians are at full power if within 2 hexes of the Bat.

DP: 0 the Bat may kill magician's spirits when defending. The glowspot is still 2 hexes around the bat, this is just not reflected on the counter.

The Bat has the special rules of what happens if it is not fed (bad things. really bad things).

RR
He was born with the gift of laughter and the sense that the world was mad R. Sabatini, Scaramouche

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