Give this character a power action; halve its speed value for the action. Move this character up to its speed value and it may be given a ranged combat action as a free action.
•(Players Guide, 2014): Characters using Running Shot still follow standard rules of movement, including break away and the ability to carry other figures. However, a carried figure must be dropped before the character using Running Shot uses the Free Action portion of Running Shot to attack.
•This power grants you a ranged combat action. •Combos: This power can be used with: Energy Explosion, Incapacitate, Penetrating/Psychic Blast, Pulse Wave, and Super Strength (using an object as part of the attack).•Characters using Running Shot still follow standard rules of movement, including break away and the ability to carry other figures. However, a carried figure must be dropped before the character using Running Shot uses the Free Action portion of Running Shot to attack.•A Running Shot out of hindering terrain works at one-fourth the character’s initial speed. First, the character’s move is halved (provided it does not have any powers or abilities that allow it to ignore the effects of hindering terrain on movement) because it begins its move in hindering terrain. Then the move is halved again if the character chooses to use Running Shot.•If a character can pick up an object during the move portion of the Running Shot, they would be able to use it for the attack as well.•When a character uses Running Shot and the Carry ability, the standard rule of "replace, then modify" applies. The speed would first be halved and then, if another character is carried, it would be reduced by 2.