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can you use extended range with pulswave? why or why not?
Extended Range
Prerequisites: Range greater than 0 and less than 9
Choose a character.
Before making a ranged combat attack, the character's range may be increased for the duration of the attack by a number of squares up to its unmodified damage value. For each square the range of an attack is increased, decrease the damage dealt by 1 (after all other modifiers and replacements) when resolving the attack.
PULSE WAVE Give this character a ranged combat action; halve its range value until
the action has been resolved. All powers and team abilities possessed or used by characters
within range of this attack as well as feats assigned to them are ignored until the action has been
resolved, though wild cards using this power can use the team ability of a friendly character within
range of this attack. At least one opposing character must be within range of this attack to
activate this power. Draw lines of fire to every character (friendly and opposing) within range in
every direction; these lines of fire ignore characters, but are affected normally by terrain. If clear
lines of fire can be drawn to two or more characters, this character’s damage value becomes 1
until the action has been resolved. Make a single attack roll and compare the result to the defense
value of each character in range; each character hit is dealt damage. Attacks made with
this power do not target characters.
When this feat is used with Pulse Wave (and multiple targets) first, halve the character’s range (as per the power). Next, increase range based on the unmodified damage value (as per the feat). The damage value is then replaced to 1 (as per the power). Finally, the damage value is then decreased by 1 (as per the feat), but the locking of the damage value (as per the power) ignores this modifier making the normal damage dealt 1. Other factors can come into play (e.g., critical hits) to increase this.
When this feat is used with Pulse Wave (and multiple targets) first, halve the character’s range (as per the power). Next, increase range based on the unmodified damage value (as per the feat). The damage value is then replaced to 1 (as per the power). Finally, the damage value is then decreased by 1 (as per the feat), but the locking of the damage value (as per the power) ignores this modifier making the normal damage dealt 1. Other factors can come into play (e.g., critical hits) to increase this.
but wouldnt you replace(1 from pulsewave) then modify?(1 from pulsewave -3 from extended range) making pw damage-3 rounded to 0
so a character with 10 range 3 damage using pulsewave with extended range could have 7 range 1 damage with pulsewave right?
Nope, because you have to have a range of less than 9 (but greater than 0) to be assigned Extended Range.
But let's say they have a range value of 8 and a damage value of 3.
You could use PW, halving the range to 4. Then you could use Extended Range to subtract up to 3 (bringing your normal damage value to 0), increasing the PW range to a 7. And then PW would lock the damage value at 1 if there was more than 1 character in range.
But let's say they have a range value of 8 and a damage value of 3.
You could use PW, halving the range to 4. Then you could use Extended Range to subtract up to 3 (bringing your normal damage value to 0), increasing the PW range to a 7. And then PW would lock the damage value at 1 if there was more than 1 character in range.
oh wow... this is good to know... so u could technically increase the range to 11 and hit everyone for one?
Quote : Originally Posted by Harpua
The Enterprise can totally slap on the Infinity Gauntlet and hop in for a Batmobile joyride.
A 9 range (the max allowed by the feat) would halve to 5 and the rule of three would cap that at 8.
8 is actually the maximum range to be assigned the feat. The prerequisite of range greater than 0 and less than 9 means that 9 would not meet the prerequisite.