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  #1  
Old June 18th, 2009, 10:05 PM
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Default 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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  #2  
Old June 18th, 2009, 10:14 PM
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Default Re: Teleporting & Troop movement revised

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Originally Posted by GrudgeBringer View Post
Sorry, It is 'Boots of the Plane' that I needed to know if it takes the Commander AND troops or just the commander.
Good question.

I'm only familiar with "Snakes on a Plane" which takes the commander and most troops.
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Last edited by sansanjuan; June 18th, 2009 at 10:40 PM..
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Old June 18th, 2009, 10:23 PM

statttis statttis is offline
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Default 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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  #4  
Old June 18th, 2009, 10:24 PM
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Default Re: Teleporting & Troop movement revised

Grrrrrrrrrrrrrrrrrrr
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Old June 19th, 2009, 01:48 PM

MaxWilson MaxWilson is offline
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Default 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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Old June 19th, 2009, 02:00 PM
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Default 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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Old June 19th, 2009, 02:15 PM

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Default 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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Old June 19th, 2009, 03:10 PM

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Default Re: Teleporting & Troop movement revised

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Fun fact: feebleminded cancels shattered soul and insanity.
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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Old June 19th, 2009, 04:48 PM

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Default Re: Teleporting & Troop movement revised

I suppose I could have worded that more clearly as "negates the effects of..." Edit window is over though, so consider this your clarification. =)
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Old June 19th, 2009, 05:44 PM

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Default Re: Teleporting & Troop movement revised

Quote:
Originally Posted by Micah View Post
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.
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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