Steelhorns

By Wrathful, in Descent: Journeys in the Dark

Can Steelhorns use his special run attack if the Overlord plays a pit trap, then places him 1 square adjacent mid run? If Steelhorns continues to move in the same direction, and does not move, I say yes, but my OL says no.

i believe that it would interupt the charge, the OL has very few Pit Traps in his deck and a charge could potentially be done every time. So our group plays it has a canceling of the charge. to keep the game a little more surprising and keeps the stragity and time of the cards being played more important.

They can't be that rare, in this scenario the OL had played one to interupt my charge, and after I evaded it, he imeadiatly played another.

Just looked up the card, it looks like he moved me when he shouldn't have, I fell into the pit, and if I have enough movement to get out (I did and then some) I would continue to move in a straight line.

yeah that is plain stupid but allowed.. just imagine it visualy

If you fail to dodge a pit trap you will fall in. (I guess this will not break your charge since you still move in a straight line.) If you dodge the pit you (not OL) can move you to an adjacent space. (This can break your charge).

P.S. It is the crushing block trap that allows the OL to place you to an adjacent space.

Just to reiterate what Udutont said: Pits will not interrupt your moving in a straight line in any circumstance.

Crushing block will, as the Overlord moves you no matter what.

I'd suggest you stay close to obstacles as Crushing Block may not be played adjacent to any obstacle.

Steelhorns is one of the heroes with an interesting ability that doesn't really work very well (opinion)

I'd suggest you stay close to obstacles as Crushing Block may not be played adjacent to any obstacle.

Check the Errata, that's incorrect. They cannot be placed next to any obstacles that block movement.

I stand corrected.

Udutont said:

If you fail to dodge a pit trap you will fall in. (I guess this will not break your charge since you still move in a straight line.) If you dodge the pit you (not OL) can move you to an adjacent space. (This can break your charge).

It could, but since you choose the space, you can always choose the space "behind" the pit or the one "ahead" of the pit, in relation to the line of Steelhorns's charge. So Steelhorns can retain a straight line whether or not he falls in the pit, and thus his charge is not broken by this trap (as silly as it may seem to continue charging after falling in a pit.)

I agree that if the line gets broken, either by the hero oddly choosing a space that does break the line or by something else like CB, then the charge ends. It's not entirely fair (karmically speaking) but Descent isn't always a pretty picture. Dirty tricks do get pulled in this game, and this one I think is legal.

Could one argue that if Steelhorns fell into the pit, the extra movement points he must expend to get out of the pit are due to a different direction of movement (in this case UP and OUT)?

Fizz said:

Could one argue that if Steelhorns fell into the pit, the extra movement points he must expend to get out of the pit are due to a different direction of movement (in this case UP and OUT)?

That implies you are trying to think logical about it, which you should rarely do with Descent: you say you are moving UP, when coming out of a pit, but you're not really IN a pit since you still block LOS; how could you block LOS when you are deep IN a pit? ;)

IMHO Steelhorns can continue from a succesfull pit against him as long as he continues into the same direction.
This whole discussion, talking about a "charge" is debatable anyways, since you can spend movement points on drinking potions and other stuff as well during your "RUN-action", so it's not like you are running the whole way in one go all the time anyways......

but a boulder will not kill you in a pit ;-)

MasterBeastman said:

Steelhorns is one of the heroes with an interesting ability that doesn't really work very well (opinion)

I may be a fairly new player, but I love Steelhorns' ability. Have a different hero open a door, then have a minotaur charge straight ahead to the biggest baddest monster and take a swing? Plus I make sure he has his guard order, so as to make 2 attacks. Many times monsters are placed far enough back that with the advance you end up using all fatigue just to get to them. With the charge attack, you get to run AND attack (granted run in a straight line and end movement right after attack, but still)

You won't have a Guard order after a Steelhorn's charge though...

-shnar

Yes, you have a diff char with leadership place it for him.

That is a big IF, since you can't pick skills...

But i must admit Steelhorns has its charm with his ability.

It's clear that Descent pits aren't holes in the ground as we think of them, but rather holes in reality.

  • A one-way mirrored bubble splits open the sides of the world and pulls you through.
  • The streses of being pulled in hurt, but they are worse than the stresses of jumpin in yourself. (having a pit played on you hurts more than being forced into one that already exists).
  • You hover there, trapped in the same location as where you "fell in" but the bubble blocks your vision out more than it does in. (your LOS only goes out one square, but everyone else can still see you).
  • No one else could stand to be near it for long, as the warp would summon extradimensional flying blood squids to instantly kill them. (hence why nobody ever finishes their move "on top" of your pit, it's as scary as trying to jump over water).
  • Luckily, while you are out of phase with reality you can use that to your advantage, momentarily hiding within the folds of space-time when any large and destructive objects come by (i.e. you're safe from boulders).
  • Finally, the skin of this metaphysical trap is pliable, but not easily so. It takes a lot of effort to move through it. (2 movement points to get out, and 3 to jump through).

But you can buy skills in RtL. I think Leadership is a great skill and was the first one I purchased.

Relentless said:

Yes, you have a diff char with leadership place it for him.

From the JitD rulebook, page 15:

"At any point during the overlord player’s turn (not during
a hero’s turn)
, a hero may use his guard order to
immediately “interrupt” the overlord player’s turn and
make one attack (following all the normal rules for line
of sight and attacking)"

This is a commonly overlooked detail, but even if Steelhorns somehow has a guard order on him after his charge, he can't use it during his own turn.

I understand that. However he can use it to make an attack on the same monster before the OL does anything to him, effectively giving him 2 attacks.