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June 18th, 2009, 10:05 PM
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Lieutenant Colonel
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Join Date: May 2008
Location: Kansas City, MO
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Teleporting & Troop movement revised
Sorry, It is 'Boots of the Plane' that I needed to know if it takes the Commander AND troops or just the commander.
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June 18th, 2009, 10:14 PM
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Captain
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Join Date: Dec 2007
Location: Minnesota, USA
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Re: Teleporting & Troop movement revised
Quote:
Originally Posted by GrudgeBringer
Sorry, It is 'Boots of the Plane' that I needed to know if it takes the Commander AND troops or just the commander.
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Good question.
I'm only familiar with "Snakes on a Plane" which takes the commander and most troops.
-ssj
__________________
"I think, therefore I am" - René Descartes
"I yam what I yam" - Popeye
Last edited by sansanjuan; June 18th, 2009 at 10:40 PM..
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June 18th, 2009, 10:23 PM
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Sergeant
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Join Date: Dec 2008
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Re: Teleporting & Troop movement revised
Boot of the plane only teleports the commander wearing them. Gate stone teleports the commander and troops, just like the astral travel spell.
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June 18th, 2009, 10:24 PM
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Lieutenant Colonel
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Join Date: May 2008
Location: Kansas City, MO
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Re: Teleporting & Troop movement revised
Grrrrrrrrrrrrrrrrrrr
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June 19th, 2009, 01:48 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
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Re: Teleporting & Troop movement revised
Also, Boots of the Planes turns you Ethereal. Quite a nice item even though it can horror mark you slightly.
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Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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June 19th, 2009, 02:00 PM
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Major General
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Join Date: Sep 2006
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Re: Teleporting & Troop movement revised
Can't wearing Boots of the Planes eventually cause you to become lost in time and space or am I thinking of something else?
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June 19th, 2009, 02:15 PM
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Major
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Re: Teleporting & Troop movement revised
They have a pretty severe horror marking chance actually (the DB says "50" which I assume means 50% chance per turn?) Though a couple of marks isn't a big deal to most SCs unless they get really bad rolls on the horror checks and end up with a Doom Horror. They also have a slight chance of lost in time and space, but I don't think it's cumulative, so it depends what you mean by "eventually."
Anything lost in the void without S is pretty much gone for good though, even if they do make it back you'll be stuck between letting them be feebleminded forever or (if you can heal it) making them into a stationary defensive unit as their insanity score will go over 100% pretty quickly, barring a VERY lucky get out of void free roll in the first few turns. Fun fact: feebleminded cancels shattered soul and insanity.
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June 19th, 2009, 03:10 PM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
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Re: Teleporting & Troop movement revised
Quote:
Originally Posted by Micah
Fun fact: feebleminded cancels shattered soul and insanity.
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So if I purposefully mind hunt an astral nation with my astral Tarts and then heal them they'll be just like the old ones?
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June 19th, 2009, 05:46 PM
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BANNED USER
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Join Date: May 2004
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Re: Teleporting & Troop movement revised
Quote:
Originally Posted by Trumanator
Quote:
Originally Posted by Micah
Fun fact: feebleminded cancels shattered soul and insanity.
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So if I purposefully mind hunt an astral nation with my astral Tarts and then heal them they'll be just like the old ones?
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hmmm slave collar, HoF, death, RoR?
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June 19th, 2009, 05:44 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
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Re: Teleporting & Troop movement revised
Quote:
Originally Posted by Micah
They have a pretty severe horror marking chance actually (the DB says "50" which I assume means 50% chance per turn?) Though a couple of marks isn't a big deal to most SCs unless they get really bad rolls on the horror checks and end up with a Doom Horror. They also have a slight chance of lost in time and space, but I don't think it's cumulative, so it depends what you mean by "eventually."
Anything lost in the void without S is pretty much gone for good though, even if they do make it back you'll be stuck between letting them be feebleminded forever or (if you can heal it) making them into a stationary defensive unit as their insanity score will go over 100% pretty quickly, barring a VERY lucky get out of void free roll in the first few turns. Fun fact: feebleminded cancels shattered soul and insanity.
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After the patch, I do not think they can be considered a *slight* chance of being lost in space and time any more. I have had every unit I have ever put them on go lost in the void in less than 10 turns, and usually less than 4. Additionally the horror mark seems to have gotten vastly stronger.
Previously Ive worn them much of the game - and not gotten horrormarked. Now it seems inevitable.
The rod that gives astral, boots, and Kurgi's gift have gone from being desirable items to being ones I won't use any longer.
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