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I have a question about playing GG014a- Astral Dr. Strange with mokks hammer.
Here are the powers involved:
Intangible and Invisible - Astral Dr. Strange does not require opponents to break away, does not block line of fire, cannot have damage transferred to it by Mastermind or be the target of perplex, and may be given a move action as a free action once during your turn.
Mokk's Hammer - This character can use plasticity and running shot with a minimum range of 4. This character modifies its attack value by +2.
Plasticity -This character adds 2 to its d6 roll when breaking away. Opposing characters can't automatically break away from this character and subtract 2 from their d6 roll when breaking away from this character. Opposing characters entering a square adjacent to this character must end their movement even if they would not had to do so normally.
So my question is this: If I have an Astral Dr. Strange on the map equipped with Mokk's hammer, would opposing characters need to break away from him or not?
Well, normal figs have to stop moving when they move adjacent to a non-hammered Strange, because they auto-breakaway but still interact normally for movement purposes otherwise.
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However, note that opposing figures would have to stop next to a hammer-wielding A-Strange, even if they normally wouldn't, thanks to Plasticity.
Quote : Originally Posted by anthony_barnstable
Well, normal figs have to stop moving when they move adjacent to a non-hammered Strange, because they auto-breakaway but still interact normally for movement purposes otherwise.
I think his point is that characters that would not normally need to stop when moving adjacent (HsS, Flying, etc) would be forced to stop by the Plasticity, although they would not then need to break away when next attempting to move.
I can explain it to you, but I can't understand it for you.
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