(Last Updated: 08-11-2014 )
Give this character a ranged combat action even if it is adjacent to an opposing character; the area of effect for this attack is half the character’s range value. Draw lines of fire to all other characters within the area of effect, including at least one opposing character; these lines of fire ignore all game effects except for walls, blocking and elevated terrain.
Game effects possessed or used by characters with a line of fire drawn to them are ignored until the action has been resolved. If a line of fire is drawn to more than 1 character, this character’s damage value becomes 1 and is locked. Each character hit is dealt damage.
2013 Wording: Give this character a ranged combat action even if it is adjacent to an opposing character; the area of effect for this attack is half the character’s range. Draw lines of fire to all other characters within the area of effect, including at least one opposing character; these lines of fire ignore all game effects except for walls, blocking and elevated terrain. Game effects possessed or used by characters with a line of fire drawn to them are ignored until the action has been resolved. If a line of fire is drawn to more than 1 character, this character’s damage value becomes 1 and is locked. Each character hit is dealt damage.
2012 Wording: Give this character a ranged combat action; it can use , , and halves its range value until the action has been resolved. Draw lines of fire to all char acters within range in every direction, including at least one opposing character. All game effects possessed or used by other characters with a line of fire dr awn to them are ignored until the action has been resolved.
If ignoring a game effect would cause a character with a line of fire drawn to it to no longer have a line of fire drawn to it, then it is not ignored. If lines of fire can be dr awn to two or more other characters, this character’s damage value becomes 1 and is locked. Make a single ranged combat attack and compare the attack total to the defense value of all other characters with a line of fire drawn to it; each character hit is dealt damage.
•See Improved Movement / Targeting
Official FAQ
•(Official Wizkids Ruels Forum, 2014-08-11): While a character is in the Area of Effect of a Pulse Wave action, all game effects that it can use are being ignored until the entire Pulse Wave action resolves. This includes powers and combat abilities the character is using or possesses.
Any knock back that would occur, would occur during the action, before the action resolves. If a character were to be knocked back during a Pulse Wave action, all game effect it is using are ignored, even if it knocked back out of the area of effect. Since its game effects are ignored, barring any special circumstances, it would have no game effects to use that would allow it to reduce, ignore, or prevent knock back damage. This includes damage reducers/ignorers and the Flight ability.
•(Players Guide, 2014): While Pulse Wave ignores powers and abilities, it does not counter them. Therefore, terrain created as a result of using a power is considered terrain and affects Pulse Wave normally, even if the character generating that terrain is within range of the Pulse Wave. Characters holding an object due to a feat or power would still be able to hold the object and even use the held object (if it helps defensively).
The character using Pulse Wave does not have any of its powers, traits, abilities, or feats ignored during the Pulse Wave attack.
Pulse Wave does not ignore the effects of terrain except as noted in the power.
•(HeroClix Website 05-02-2013) First, it is now using the new “area of effect” mechanic in the determination of the targets. In this case, however, all that is changed is the terminology. The distance is still half of the range of the character using Pulse Wave.
•(HeroClix Website 05-02-2013) The other aspect which has changed is somewhat of a return to previous language. The current rules only allow the Pulse Wave character to ignore hindering terrain and characters for line of fire purposes. But that meant that characters with game effects that used other types of terrain/conditions to prevent the line of fire would activate against a Pulse Waver. So the language returned to describing the few limited things that can block the line of fire (blocking terrain, elevated terrain, walls, etc.) and became that much more dangerous to those characters trying to hide!