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Other Special Effects

Push

Some abilities and effects allow a unit to Push an enemy. When an enemy is Pushed, follow these steps:

  • Move the affected enemy away from the source of the Push up to the number of hexes indicated by the ability. Push 1, for example, moves an enemy one hex. Movement penalties caused by Engagement and terrain do not affect Push.
    • Enemies cannot be Pushed onto a higher elevation. Instead, they collide with the terrain and take collision damage.
  • Each hex a Pushed enemy moves to must be further away from the source of the Push than the previous hex. Count the number of hexes between the source and the target to determine if the target has moved further away.
  • If an enemy moved by Push would collide with a piece of terrain or another ally or enemy, stop moving the enemy and instead all allies and enemies involved take 2 damage and the Push ends.
A red Zaku I pushes a blue RX-78-2 Gundam across a hex grid. Blue arrows show possible destinations, with yellow collision markers on elevated terrain; the complete Push example is below.

Player B attacks the RX-78-2 Gundam with Zaku I’s Knuckle Shield and scores a critical hit. The critical hit effect on the Knuckle Shield is Push 2, allowing Player B to Push the RX-78-2 Gundam up to 2 hexes. The image above shows the various directions that Player B could choose to move the RX-78-2 Gundam. Four of the available paths would knock the RX-78-2 Gundam into elevated terrain, in which case it would take 2 collision damage.

Pull

Some abilities and effects allow a unit to Pull an enemy. When an enemy is Pulled, follow these steps:

  • Move the affected enemy toward the source of the Pull up to a number of hexes indicated by the ability. Pull 1, for example, moves an enemy one hex. Movement penalties caused by Engagement or terrain do not affect Pull.
    • Enemies cannot be Pulled onto a higher elevation. Instead, they collide with the terrain and take collision damage.
  • Each hex a Pulled enemy moves to must be closer to the source of the Pull than the previous hex. Count the hexes between the source and the target to determine if the target has moved closer.
  • If an enemy moved by Pull would collide with a piece of terrain or another ally or enemy, stop moving the enemy and instead all allies and enemies involved take 2 damage.
  • An enemy that is already adjacent to you at the same elevation cannot be Pulled.
A blue RX-78-2 Gundam is pulled toward a red Char’s Zaku II. Two blue arrows show the two equally short eligible hex paths; the complete Pull example is below.

This time player B has played a Tactics card allowing Char’s Zaku II to Pull the RX-78-2 Gundam up to one hex. If Player B decides to Pull the RX-78-2 Gundam (which is always optional) they must Pull it toward Char’s Zaku II following the shortest possible path. In this instance, there are actually two paths that are equally short, and so either of the hexes in this example would be eligible for Pulling in the RX-78-2 Gundam.