Pocket is correct.
Basically, Recovery Subtype means, when you activate a Chip, Signature Attack, or any other method of damage, you may instead heal for half of that amount to yourself or an ally. When applied for a multi-turn chip, (including hand-helds) you use the chip to get the effect. Having a sword doesn't mean that the chip is still there, it was used earier in the turn, and so the chance to use Convert has passed. This is similar to how Convert only heals for the first hit in multi-hit chips. (I.E. Vulcan Series, Energybomb)
Wow, I'm turning into a rules lawyer.
Recover question
last edited by
I don't see this in the rules, so here is a question. I know using a vulcan would only heal 5 damage, but since it's designed to be used three times, could it be used to heal three diferent navis for 5 damage? That would make multi-hit chips 'cure mass _ wounds' spells basically. Sounds stupid, but I think it's a neat idea.
last edited by
Think this has been addressed in the past, the answer being no, only the first hit counts towards heal and the rest are lost. This was to avoid a bunch of people from buying an assload of Energybombs to whore 60 recovery. Considering the cost of those things, it wouldn't have really been balanced.
last edited by
Zolem, the ability to do that was my suggestion when the issue was raised. Naturally everyone disagreed then accused me of powergaming to give myself an advantage.
last edited by
no zolem, the DAMAGE is broken, the accuracy is sucky at best. *slaps a warnring on the energy bombs* 'use ONLY against immobile targets' but ya.....useing something like a vulcan to heal an entire group would make recovery types a BIT over powered.
last edited by
Quote (darkstar1006)
no zolem, the DAMAGE is broken, the accuracy is sucky at best. *slaps a warnring on the energy bombs* 'use ONLY against immobile targets' but ya.....useing something like a vulcan to heal an entire group would make recovery types a BIT over powered.
yeah healing 5 to the maximum of 3-5-7 people is horridly broken XD