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Game effects that activate as a result of a character moving are not activated by a character moving due to knock back.
I am very unconvinced that stairs and ladders are game effects that are activated at all.
That's getting close to saying that any two squares being adjacant is a game effect triggered by movement.
Yoda of Borg, we are: Futile, resistance is. Assimilate you, we will.
Try redefining knockback without using "move" or "movement" in the definition which is really more of a description.
You will find that to be quite difficult.
It is far easier to define what's happening using the natural description and then to tighten it up with the line about not counting as movement.
They just need to word effects that trigger on movement to trigger on movement from the character's own action. Which they have started to do.
Yoda of Borg, we are: Futile, resistance is. Assimilate you, we will.
I think what some posts in this thread are missing is that the rules for knockback are what tell you to stop in situations involving elevated terrain.
Quote : Originally Posted by 2014 Rulebook, page 11
KNOCK BACK DAMAGE A character’s knock back path can’t continue
beyond a square that blocks movement, elevated
terrain of a higher elevation or the edge of the
map. If it would do so, the character’s knock back
path ends in the square before its path would
cross into any of these areas, and the character
is dealt 1 damage, as shown in Figure 10.
[...]
KNOCK BACK OFF
ELEVATED TERRAIN When a character is knocked across the rim of
elevated terrain (i.e.: from a higher elevation to a lower
elevation – see Line of Fire: The Rim, p. 14), the knock
back path ends in the first square of a lower elevation
and that character is dealt 2 knock back damage.
[...]
Whether or not a character can legally move up or down stairs/ladders is irrelevant; the rules say to stop and don't make any exception for stairs/ladders.