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And if you want to get around PW, please note that it no longer ignores most everything under the sun when it comes to drawing LOF.
Hindering terrain is ignored (Thanks to the IT [green] bit), so Stealth will still offer no protection, but ATAs like The Hand or League of Assassins will now block LOF. And if you are playing Golden Age, Submerged is an oldie but a goodie.
Or just bust out the Barrier characters. Those have always been Grade-A PW protection.
If team abilities are ignored then how do the ATA's block lof?
"And I shall make little coins with my head on them and place them in the thongs of your strippers."
RCAs do pretty much always result in a ranged attack. However,
(a) Nothing prevents you from giving an action to do nothing: people do it all the time with move actions (to push to a preferable click), but you can do the same with any type action.
(b) There's a "sequence of events" issue here. You give the action, draw the LOF, and then (since PW is now ignoring all effects etc and you no longer have BF) you make the attack. Again, this is no different than giving OOS Batman a close combat action when he's not adjacent to any opposing figure and then using OOS to move him adjacent: he could not legally make a close combat attack when you gave him the action, but it becomes a legal attack subsequent to the move.
Quote : Originally Posted by MoomPix
Ranged combat actions always lead to ranged combat attacks
1 -You do not need to be able to make the attack at the time the action is given.
2 - If it is impossible for the character to at some point make the attack, the action would be illegal and can't be given.
In this case, the second one doesn't happen because when it's time to attack the character is no longer being affected by Battle Fury.
I think that makes sense then. I don't necessarily agree that it should work that way (but then again, is that really the first time you've heard that statement when talking about heroclix rules?)... but going by the rules, that seems exactly right then. Thanks for clearing that up gentlemen.
Forum Team Building Contest #2 and #3 Winner, & runner up for #1 and #4.
The Incap example in the original post isn't quite the same. Instead, this is more akin to using Perplex or Outwit.
For example, if character adjacent to a PW character had used Perplex on the PWer to lower its attack value, when PWer uses PW it will ignore that other character's use of Perplex (and PWer's attack value will not be modified).
I see the same basic effect here. Nightshade isn't given an action, sure, but that's pretty much irrelevent (you don't give a character an action to use Toughness, but PW will still ignore that too). But she does does have a power that does something to the PWer. And nothing in that power says that the power can't be ignored.
Darn...I tried.
Thanks for answering my original question. Appreciate it.
Black Panther of the Vegas Illuminati
Ghost Austin 3:16
If team abilities are ignored then how do the ATA's block lof?
Powers and abilities, like ATAs, are only ignored if line of fire is drawn to the character using the game effect. The new wording of Pulse Wave does not allow line of fire to be drawn to the character to begin with (the ATA blocks line of fire), so that characters game effects aren't subject to.being ignored. The reason Pulse Wave still gets around stealth, is because it now says it ignored hindering terrain, so you can draw line of fire prior to ignoring game effects.
Previously, Pulse Wave was worded that its line of fire was only blocked by walls, elevated, and blocking terrain, so unless the effect was one of those terrain types, line of fire could be drawn to all characters in range, the seemingly subtle change allows other effects to block line of fire, because the power itself no longer specifies only those terrain types block line of fire.
I hope I explained that well enough to answer your question.
Guys, the reason Pulse Wave acts the way it does in these examples is exactly why Out of the Shadows Batman works. Give him a close combat action and THEN he is placed next to an opposing character he can punch. If the action was dependent on the attack being legal, then OotS Batman wouldn't work.
And if you want to get around PW, please note that it no longer ignores most everything under the sun when it comes to drawing LOF.
Hindering terrain is ignored (Thanks to the IT [green] bit), so Stealth will still offer no protection, but ATAs like The Hand or League of Assassins will now block LOF. And if you are playing Golden Age, Submerged is an oldie but a goodie.
Or just bust out the Barrier characters. Those have always been Grade-A PW protection.
The question is why this change?! It made perfect sense and more intuitive the way it was before. Perhaps it's to balance out the fact that PW can be done when adjacent?
The question is why this change?! It made perfect sense and more intuitive the way it was before. Perhaps it's to balance out the fact that PW can be done when adjacent?
At any rate, we will abide by this new change.
There were a couple reasons for this change. I can't give a ton of details without potentially violating my NDA but the nutshell version is that WK wants to make sure the Improved Movement and Targeting mechanics are utilized as much as possible going forward (not much point in having them if they aren't used) and the shift form "only X, Y, and Z block LOF" to "use IT [green]" caused some things to shift. Most of the time, PW works exactly like it did before (even better, in fact, since there is now no hindering terrain modifer to DV thanks to IT[green])... but there are a few more corner cases now where LOF can be blocked.
There were a couple reasons for this change. I can't give a ton of details without potentially violating my NDA but the nutshell version is that WK wants to make sure the Improved Movement and Targeting mechanics are utilized as much as possible going forward (not much point in having them if they aren't used) and the shift form "only X, Y, and Z block LOF" to "use IT [green]" caused some things to shift. Most of the time, PW works exactly like it did before (even better, in fact, since there is now no hindering terrain modifer to DV thanks to IT[green])... but there are a few more corner cases now where LOF can be blocked.
Thanks for the explanation. Streamlining is always a good thing. And, no more hindering terrain bonus... I think we were still playing it with the bonus... good to know.