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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/28/2013 Posts: 548
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When an enemy is pushed or repulsed and another character ally or enemy is behind the targeted enemy does the attacking person simply move them around those characters any direction they want or do those characters move back as well?
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Rank: Moderator Groups: Member
, Moderator
Joined: 2/17/2009 Posts: 1,446
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Well, Force Push only affects the targeted character, so only that character would be moved. You would need to detour around any other characters in the path. Just for clarification, every square the target is moved into has to be farther away from the attacker, so you can't just move them in whatever direction you want.
Repulse is a different beast, because it affects all characters (enemies and allies alike) within a given range. You would still have to move around any unaffected characters, but any characters in range of the repulse would be moved.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/28/2013 Posts: 548
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I would imagine they would have to be moved further away if possible right? If the only options were to move them closer to you or not move them at all, you would move them closer to the attacker right? I'm thinking of a cove or tight hallway for example were they already have their backs against the wall. Would they move toward you then?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/25/2011 Posts: 806 Location: Wisconsin
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I could be wrong but I think its the not move at all option rather than the move closer option.
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Rank: Moderator Groups: Member
, Moderator
Joined: 2/17/2009 Posts: 1,446
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Yep, you move them as far away as you can and then you stop.
Also, to my first answer, you CAN push or repulse a character through its own allies, because they could move through them normally.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/28/2013 Posts: 548
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Thanks for info. I just read in the glossary that Force push or repulse can not send a character (even an ally) through an occupied space even if it is another ally. Can anyone confirm my interpretation of the glossary rule break down?
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Rank: Moderator Groups: Member
, Moderator
Joined: 2/17/2009 Posts: 1,446
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Well, that is what the glossary says. Sorry, looks like I got some bad information.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/28/2013 Posts: 548
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No worries. I have been playing for a few years unknowingly under many "house" rules that I am only now trying to find and practice the actual rules. I had been playing that you can run up to a door and immediately continue through it (not allowed, must wait until next activation). I have also been playing that if you activate a non-melee character you can say and designate them as "attack of opportunity", meaning that if any enemy enters a line of sight to that designated character you get a free shot (only counts for adjacent melee enemy characters). I have no idea how playing by that rule came about.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/2/2012 Posts: 746
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darthbinks1 wrote:No worries. I have been playing for a few years unknowingly under many "house" rules that I am only now trying to find and practice the actual rules. I had been playing that you can run up to a door and immediately continue through it (not allowed, must wait until next activation). I have also been playing that if you activate a non-melee character you can say and designate them as "attack of opportunity", meaning that if any enemy enters a line of sight to that designated character you get a free shot (only counts for adjacent melee enemy characters). I have no idea how playing by that rule came about. Those mistakes aren't too bad. Before I found BlooMilk, I had to teach myself the rules. This ended up with me believing that only two characters in a squad were activated by each player per round, all because I misunderstood a single sentence in the rulebook.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/28/2013 Posts: 548
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Yes, Bloomilk has been fantastic for many SWM things, especially rule clarifications.
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