Mr. Gridlock Posted February 12, 2009 Report Share Posted February 12, 2009 Re: Super-accurate with ranged attacks Sounds good as long as your GM will allow a 90 Active Point cost. Quote Link to comment Share on other sites More sharing options...
Bloodstone Posted February 12, 2009 Report Share Posted February 12, 2009 Re: Super-accurate with ranged attacks moving shot is officialy errataed out of existance... Damn! I never noticed that one either. I love that Maneuver Oh well, Triggered Movement Power, here I come As for modeling Bullseye himself, I think you might be missing some key trick shots. He's blinded people before (temporarily and permanently - Flash and also a Major Transform if you're not using the gritter optional rules), pinned people to walls (low dice Entangle), jammed guns (possibly a Suppress or Dispel), induced varying degrees of weakness/paralysis by targeting pressure points (assorted Drains and a rather high AP Entangle) and probably dozens of other things I'm forgetting at the moment. Quote Link to comment Share on other sites More sharing options...
JmOz Posted February 13, 2009 Report Share Posted February 13, 2009 Re: Super-accurate with ranged attacks Damn! I never noticed that one either. I love that Maneuver Oh well, Triggered Movement Power, here I come As for modeling Bullseye himself, I think you might be missing some key trick shots. He's blinded people before (temporarily and permanently - Flash and also a Major Transform if you're not using the gritter optional rules), pinned people to walls (low dice Entangle), jammed guns (possibly a Suppress or Dispel), induced varying degrees of weakness/paralysis by targeting pressure points (assorted Drains and a rather high AP Entangle) and probably dozens of other things I'm forgetting at the moment. buy x2 your movement with No NCM...works great on running if you are not a speed based character Quote Link to comment Share on other sites More sharing options...
Thia Halmades Posted February 13, 2009 Report Share Posted February 13, 2009 Re: Super-accurate with ranged attacks As for modeling Bullseye himself' date=' I think you might be missing some key trick shots...jammed guns (possibly a Suppress or Dispel)[/quote'] Oddly enough, I would do this as a 10 pt. Transform, Unjammed to Jammed; it's going to be swift, effective, and 'unjamming' the weapon becomes a special effect of clearing out the object in question (hence the 10 pts.). Were you to go over that, you could, but 'jamming' to me says 'transform' in many cases; Suppress he has to pay for, and Drain means the weapon heals itself. I rarely say "transform is the solution," but I would stand behind it in this case. Quote Link to comment Share on other sites More sharing options...
Bloodstone Posted February 13, 2009 Report Share Posted February 13, 2009 Re: Super-accurate with ranged attacks and Drain means the weapon heals itself. That's why I said Dispel, which has special rules for interactions with Foci Quote Link to comment Share on other sites More sharing options...
Split Decision Posted February 13, 2009 Author Report Share Posted February 13, 2009 Re: Super-accurate with ranged attacks Yes, I went with Dispel when I modelled that. A 90-point pool gives you plenty of dispel. I took 12D6 of it, 1/2 END, Any technological device power, one at a time (Active 90) which should cover any jamming he would need to do. Quote Link to comment Share on other sites More sharing options...
bigbywolfe Posted February 14, 2009 Report Share Posted February 14, 2009 Re: Super-accurate with ranged attacks moving shot is officialy errataed out of existance... I don't have UM. Can anyone tell me why this move was abolished? Was it obviously abusive, or no one noticed it wasn’t rules legal until after publication, or what? Quote Link to comment Share on other sites More sharing options...
JmOz Posted February 14, 2009 Report Share Posted February 14, 2009 Re: Super-accurate with ranged attacks As I understand it: Steve decided that the FMove element should not be part of the ranged martial arts (Without UMA: FMove allows for a character to move their full movement and attack, such as with move by's or move throughs). Probably having to do with the fact that ranged attacks already provide some protection from melee types. This move used FMove, so it was removed. Personaly I have used it and have not had a major problem. Quote Link to comment Share on other sites More sharing options...
Vulcan Posted February 14, 2009 Report Share Posted February 14, 2009 Re: Super-accurate with ranged attacks It does the same thing as Combat Running - that is, +X" Running, Only to make half-moves in combat (-1) - for a lot less points. Quote Link to comment Share on other sites More sharing options...
bigbywolfe Posted February 15, 2009 Report Share Posted February 15, 2009 Re: Super-accurate with ranged attacks As I understand it: Steve decided that the FMove element should not be part of the ranged martial arts (Without UMA: FMove allows for a character to move their full movement and attack, such as with move by's or move throughs). Probably having to do with the fact that ranged attacks already provide some protection from melee types. This move used FMove, so it was removed. Personaly I have used it and have not had a major problem. It does the same thing as Combat Running - that is' date=' +X" Running, Only to make half-moves in combat (-1) - for a [i']lot[/i] less points. Thanks, that helps. Quote Link to comment Share on other sites More sharing options...
cortex007 Posted February 15, 2009 Report Share Posted February 15, 2009 Re: Super-accurate with ranged attacks you can build a attack power based on stretching with some kind of indirect and invisible power effect to affect ranged oppoments with hand to hand rule (sorry fo my poor english) Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.