Spike walls - rule detail

Jej·1/16/2017, 2:24:58 PM·2 votes·8,763 views

Hello,

I need to have more details about rules.

  1. With spike walls, do we take damage in middle of a movement or only aftre we finish a slot ?

I use a 4-spaces speed and have 2 spikes on my way. Do I get 1 damage at 1st time I touch it and finish my speed after resolving damage card (maybe i'll not take the second one) ? Or do I go forward 4 space and draw 2 damage card after ? (On mission 7-8 this point is important because a damage can force us to move into lava)

With some picture : o = empty space X = mech < = spiky wall

From this o o < o < X

I want to have with 1 speed lvl 2 X o < o < o

Do I take damage when I'm at this position ? o o < X < o

Or do I take 2 damage if I'm on this position ? X o < o < o

For now, I consider not stopping in a spike wall deals no damage.

  1. a repair pad is on a spike wall, how it works ? We must draw damage card and if we move, can't repair ? We must draw and if we stay, we can repair because ? We must repair first and draw after ?

  2. Not about spike walls : When I must deal 1 damage on a target (with hexmatic for example), and a minion is over a crystal, does my damage destroy both of them or I need chose crystal or minion ?

  3. About push and tow : a) If I towed a mech through an active rune gate, the other mech is blocked I suppose. And if I towed the bomb, is it blocked other side (do I need open and tow or push again ?) Rules says I can't push through an active rune gate, but what about towing ? (I think we can tow but not push) b) Does the bomb deactivates rune gate ? (I think not because rule say "Mech") c) In lava : If lava is in front of me, can I use 1 movement to go in lava and 1 for towing (are they grouped as 1 action ?) or when I'm in lava, this is blocked ?

Sorry for the number of questions, but thank you for explain all of that to me :)

5 Comments

RiotRiot Catzpaw1/18/2017, 12:22:42 AM3 votes
  1. A Spike Wall only deals damage to you when you actually move directly into it, not when you pass by an adjacent space (which I believe is what your examples illustrate). It behaves as a regular wall otherwise, which means you could potentially bump into it multiple times in one go for each point of movement you have.

  2. I hope the above explanation helped with this as well, but if you travel over a Repair Pad that is next to a Spiked Wall, you wouldn't take damage from the wall unless you actually bumped directly into it. You'd heal as normal on the Repair Pad.

  3. If an ability only deals one point of damage (like Hexmatic Aimbot), then you would choose which thing gets destroyed. If the card is an area effect (like Flamespitter), it would hit everything in the square.

  4. As soon as a mech crosses through an inactive gate, it becomes active. This is the same for either pushing or towing (it would just change who actually got through the gate). A bomb never activates a gate and can be pushed through active gates as well. I'm not sure I totally understand your question about lava. Basically lava stops your movement completely for that slot, even if you had more movement left (like a Speed card). If you were towing something they would stop behind you. After stopping, if you have subsequent movement from another command slot that allows you to move or two you can continue to do so.