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Okay, I just opened a Gladiator figure. Yikes. 10 range and 14 Speed with Running Shot. That's an effective 17 range. I'm shocked.
I don't know if I'm the only one who thinks or phrases the concept this way, but I always preferred Supergirl to Superman for this reason - better "effective range."
Can anyone tell me the best effective range in the game?
And, to make it interesting, what's the best possible effective range in the game? Anything goes.
actually, I've seen many people on here use "effective range". In fact, there was a multi-page debate centered around a figure's effective range on Brazil's latest rule change thread (concerning movement rules).
Galactus, of course, has the best. He can move twice at a 20 speed (IIRC-don't have him here with me) and then has a range of 16 for an "effective range" of 56.
In practicality, 24 is really the best effective range a figure can truly have. That will allow the character to attack one end of a map from the opposite.
Perplex Nefaria or Amazo's speed up to 13 and round up and you have an effective 24 range. I wouldn't recommend that strategy of course but it could be done.
When our story opens, the Question is investigating an impossible locked-room murder mystery involving a midget and a 6'6"-tall call girl into heavy bondage. Don't worry, I'll explain later. It's all vitally relevant.
--Alan Moore, Twilight
Force Mighty Galactus. Can't beat triple action with movement 20 and range of 16. Total range of 56 (even more with clever usage of Galactus special movement rules), eat that Gladiator!
Having effective range 12-17 is enough because with TK you can hit basically any square on the map.
Actually the 10 range hypersonic speedsters still win with TK, they can be tk'd, shoot and move back to their starting area. Sick, isn't it.
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