Homing

This extra grants an FX an additional opportunity to hit. If an attack with a Homing FX fails, it attempts to hit again on the following round on your initiative, requiring only a Free Action to maintain and leaving you free to take other actions, including making another attack.
The Homing FX uses the same accurate sense as the original attack, so concealment effective against that sense may confuse the Homing attack and cause it to miss. If a Homing attack misses due to concealment, it has lost its "lock" on the target and does not get any further chances to hit. You can buy Enhanced Senses Linked to the Homing FX, if desired (to create things like radar-guided or heat-seeking missiles, for example). If a Homing attack is countered before it hits, it loses any remaining chances to hit.
You can apply this extra multiple times, each time moves the number of additional chances to hit one step up the Time and Value Progression Table, but the FX still only gets one attack per round
==Power Level Cap==
Homing, when used as an extra on a main attack, allows a character to force multiple potential injuries in a single round with minimal penalty. The Homing FX extra counts as 1 rank towards the power level cap on an attack FX's effect modifier.
Category:Rulebook
Category:Characters
Category:FX
Category:Extras