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I've read it and did a search, and seen it sort of dealt with but not explicitly. So, here it is. The path between 1 and 2 is blocked for any character that cannot ignore opposing characters for movement (e.g. flight, leap, phasing, etc.). So, even a non-flying hss character or a non-flying character who broke away occupying 1 could not cross the path.
I've read it and did a search, and seen it sort of dealt with but not explicitly. So, here it is. The path between 1 and 2 is blocked for any character that cannot ignore opposing characters for movement (e.g. flight, leap, phasing, etc.). So, even a non-flying hss character or a non-flying character who broke away occupying 1 could not cross the path.
Sound about right?
Dr. Briefcase
Nope they can move through there. nothing says that they can't.
They are not blocking terrain.
You can still move through squares occupied by friendly characters, but not opposing figures.
Unless you have Flight, L/C, Phasing, or another power/ability which expressly states otherwise, you cannot pass through a square occupied by an opposing figure, nor can you pass between the diagonal intersection of 2 squares occupied by opposing figures.
The OP is correct.
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3) THE RULE OF OCCUPANCY
Any game effect resulting in two or more characters occupying the same square, or characters or objects occupying a square of blocking terrain, is prohibited. If part of a game effect would cause this to happen, that part of the game effect is ignored. If moving or placing a character or object would cause this, then the character or object must instead move to or
be placed in a different square. Characters with certain powers and abilities may freely travel through other characters and/or blocking terrain, but if it will end its movement in the same square as another character or blocking terrain, the moving character must end its movement before entering the occupied square.
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MOVEMENT THROUGH INTERSECTION POINTS
Whenever a character would move diagonally through an intersection point between four squares on a map, whether by their own movement or movement forced upon them by other characters, treat the point as the least restrictive of the two squares that touch that point not along the path of movement. Include all relevant game effects, such as characters and objects occupying those squares, in determining whether each square acts as clear, hindering, or blocking terrain for movement purposes.
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FLIGHT This character ignores the effects of hindering terrain, elevated terrain, and outdoor blocking terrain on movement. A character with this ability can move through squares adjacent to and occupied by opposing characters. An elevated character with this ability ignores knock back damage if its knock back path crosses the boundary of elevated terrain.
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LEAP / CLIMB When you give this character a move action it automatically breaks away, may move through squares adjacent to and occupied by opposing figures and ignores the effects of hindering terrain, elevated terrain, and outdoor blocking terrain on movement. When you give this character a close combat action, it can target a character regardless of the target’s elevation.
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PHASING / TELEPORT Give this character a power action and move it up to its speed value. It automatically breaks away, may move through squares adjacent to and occupied by opposing figures and ignores the effects of all terrain on movement.
I've read it and did a search, and seen it sort of dealt with but not explicitly. So, here it is. The path between 1 and 2 is blocked for any character that cannot ignore opposing characters for movement (e.g. flight, leap, phasing, etc.). So, even a non-flying hss character or a non-flying character who broke away occupying 1 could not cross the path.
Sound about right?
Dr. Briefcase
A non-flying hypersonic character would not need to stop at the intersection of two opposing characters because he can "move through squares adjacent to opposing characters". If he were not using HSS, though, he would have to stop as he reached square 1.
I've read it and did a search, and seen it sort of dealt with but not explicitly. So, here it is. The path between 1 and 2 is blocked for any character that cannot ignore opposing characters for movement (e.g. flight, leap, phasing, etc.). So, even a non-flying hss character or a non-flying character who broke away occupying 1 could not cross the path.
Sound about right?
Dr. Briefcase
What possible scenario are we talking about....did they just breakaway?
Figures O and O arent going to block movement from 1 to 2 as the figure never attempts to move into the same square as O.
Still I think a relevant example is in order as most scenarios would force you to stop when becoming adjacent to O...
and if you have broken away from starting in square 1 then...
BN Rules p. 8
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Once a character successfully breaks away, it can move through squares adjacent to every opposing character or game effect from which it broke away; but ends its movement as normal if it becomes adjacent to an opposing character that it did not break away from this action.
"A Jester unemployed is nobody's fool." - The Court Jester "And so he says, I don't like the cut of your jib, and I go, I says it's the only jib I got, baby!
You can still move through squares occupied by friendly characters, but not opposing figures.
Unless you have Flight, L/C, Phasing, or another power/ability which expressly states otherwise, you cannot pass through a square occupied by an opposing figure, nor can you pass between the diagonal intersection of 2 squares occupied by opposing figures.
The OP is correct.
Actually Maraud was correct. Characters are never terrain and you can move between the diagonal of two opposing characters.
Quote : Originally Posted by nbperp
A non-flying hypersonic character would not need to stop at the intersection of two opposing characters because he can "move through squares adjacent to opposing characters". If he were not using HSS, though, he would have to stop as he reached square 1.
And could then roll for a breakaway on the next turn and continue on to square 2.
Its starting to sound like there might be a bit of confusion as to what is being asked here. At least I am a bit confused now that I have read all the posts up to NBPerp's first post.
From the op, what I gathered was being asked is whether it is possible at all, regardless of how many times a figure must stop, to move between two adjacent opposing characters, without an effect that ignores opposing characters for movement. And the answer to that is obviously, yes it is possible, as long as you rememeber that you have to stop when you move into square 1, then on a following round you break away successfully.
Now, if I read incorrectly and the op was just asking if it was possible for a character, without L/C, Flight, Phasing, etc..., to move past 1 and 2 in a single action then the answer is no due to the adjacency rule regarding opposing figures.
I've read it and did a search, and seen it sort of dealt with but not explicitly. So, here it is. The path between 1 and 2 is blocked for any character that cannot ignore opposing characters for movement (e.g. flight, leap, phasing, etc.). So, even a non-flying hss character or a non-flying character who broke away occupying 1 could not cross the path.
Sound about right?
Dr. Briefcase
Like Maraud stated, characters are not terrain.
What I believe the OP is asking is this:
Can a non-flyer who has broken away, or a non-flyer using HSS, move through the diagonal of the opposing characters?
Yes he can, as was stated. The opposing characters are not terrain and the terrain they are standing on would be taken into conseideration, not the characters. If they were both on hindering terrain, then the figure would have to stop, but he could still cross the path.
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Perp got the question right; I'm just questioning the answer because of the line that says:"...all relevant game effects, such as characters..." Yes, the squares themselves are adjacent, but the intersection would be blocked because a character could not enter either square between the intersection on account that an opposing character occupies the squares. Unless we're saying the ability move through squares adjacent to opposing characters supersedes the intersection rule which could be the case.
Perp got the question right; I'm just questioning the answer because of the line that says:"...all relevant game effects, such as characters..." Yes, the squares themselves are adjacent, but the intersection would be blocked because a character could not enter either square between the intersection on account that an opposing character occupies the squares. Unless we're saying the ability move through squares adjacent to opposing characters supersedes the intersection rule which could be the case.
if you read further you will see this
such as characters and objects occupying those squares, in determining whether each square acts as clear, hindering, or blocking terrain for movement purposes.
such as characters and objects occupying those squares, in determining whether each square acts as clear, hindering, or blocking terrain for movement purposes.
as stated before characters are not terrain.
Agreed that that is how it works, but why include characters in the sentence since characters are not terrain? Is there a benefit to mentioning characters or does it do more harm than good?
Agreed that that is how it works, but why include characters in the sentence since characters are not terrain? Is there a benefit to mentioning characters or does it do more harm than good?
This is the crux of the problem, but we do know that opposing characters do block movement. Also, the glossary definition of Blocking Terrain says, "Terrain that prevents movement and an attacker from drawing a clear line of fire...." which is what an opposing character would do, "prevent movement".
Agreed that that is how it works, but why include characters in the sentence since characters are not terrain? Is there a benefit to mentioning characters or does it do more harm than good?
There are characters with special powers (like Tempest) or team abilities (like Hypertime) that can either generate terrain in surrounding square or otherwise limit mobility in surrounding squares.
Characters like that are what that line refers to.