Spike walls - rule detail
Hello,
I need to have more details about rules.
- 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.
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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 ?
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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 ?
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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 :)