Emanation

==modifiers==
B112 requires Area Effect as a prerequisite. It says "incompatible with Melee Attack and ranged attack modifiers".
This can be confusing since AE itself could be perceived is a ranged attack modifier, as B102 shows the gun icon.
B102's blue box is actually called "attack modifiers" though, so RAMs could be a subset of that. It can be confusing though since the blue box specifies (in addition to affliction/binding/IA) advantages w/ ranged enhancement.
For example of contrast: "accurate" would be a RAM (accuracy doesn't apply to melee attacks) while Blood Agent is just an AM (it can apply to melee or ranged).
The best distinction could be what B112 describes Melee Attacks as lacking: anything affecting those aspects would be "ranged attack modifiers" while anything else would just be "attack modifiers".
So for example, Emanation (which assumes the baseline 50/100 range for ABI) probably couldn't take reduced/increased range, accurate/inaccurate, rapid fire or recoil. But it could (despite the gun icon) probably take "no knockback" or "dissipation".
Although it doesn't mention removing the roll to hit, this gets clarified on P168:
:For abilities that don’t use Innate Attack skill (e.g., Emanations)
==Maneuver==
Those using just basic set might think you just take an attack maneuver to use it (as normal with innate attacks) including options like "Move and Attack"
P165 changed this so a Ready maneuver is needed instead, meaning you can't "Move and Attack" with an emanation anymore and are limited to a single step.
House-rules like Move and Ready would be needed to restore it.
==Powers==
GURPS Powers
*82 for Telekinesis allows Emanation, even though the base range is only 10 yards instead of the 100 yards Emanation assumes from unmodified Innate Attack.
**it doesn't say to, but in cases like these, to take Emanation as a limitation should probably require taking Increased Range to get to 100 yards like an innate attack, for pricing balance
**same with inherently melee attacks enhanced to be Area Effect, so this isn't a net negative, they should probably need to take Ranged +40% first!
*102 suggests GMs might allow Explosion to substitute for AE requirement.
*:"The GM may allow Emanation in conjunction with Explosion (p. B104) instead of Area Effect. Use this combination to simulate antipersonnel grenades mounted on the hull of an armored vehicle . . . or the attack of an entity that flares like a phoenix without destroying itself."
*165 defines what is included
#Ordinarily ranged attacks modified with Emanation,
#advantages such as Obscure and Mana Damper (Switchable),
#and similar zero-range area-effect abilities.
==Dungeon Fantasy==
GURPS Dungeon Fantasy 11
*page 20 gives an example of combining it with Malediction and Selective Area 
*page 26 gives example of combining with Bombardment
==PK quotes==
===PK in 2006===
http://forums.sjgames.com/showpost.php?p=195927&postcount=15
Aura by itself does not reduce your range, but it is incompatible with any sort of normal ranged attack, and thus requires the Melee (or, one would assume, Emanation) limitation.
===PK in 2015===
http://forums.sjgames.com/showpost.php?p=1896068&postcount=4 
:Emanation never requires an attack roll. You only bother rolling if your attack is dependent upon your margin of success (e.g., it's a Malediction) -- and even then, if you fail the roll, you're still considered to have succeeded with a margin of 0. (This last rule is a general-case one for any situation where you're guaranteed success but must still roll to determine your margin of success.)
http://forums.sjgames.com/showpost.php?p=1896354&postcount=14
:Emanation obviates the need for an attack roll. It's one of its built-in benefits, implied heavily in the Basic Set but then made more explicit elsewhere. Aura is similar in this way, just longer-lasting.
:Otherwise, whether attacking the ground you're standing on with an area effect requires an attack roll is up to the GM. There are about a million different variations on how this could go down, so use common sense. If the attack could feasibly miss, then ask for an attack roll -- though speaking as GM I'd give both the usual +4 for attacking an area and a +2 circumstance bonus for "shooting straight down" (a.k.a. the Inverted Takedown bonus for those of you who play Arkham: Batman games).
==Kromm quote==
2015 http://forums.sjgames.com/showpost.php?p=1897382&postcount=17
:No roll to hit is required – that's the official answer, and PK has already given it.
:As to why Emanation is still a limitation, that has to do with the lack of range and the requirement to buy Area Effect. The true cost of Emanation is in fact +30% because it always comes with Area Effect, 2 yards, +50% at a minimum . . . and if you want to not fry friends, you'll need Selective Area, +20% as well, for a net +50%. For the same +50%, you could affect any two-yard-radius area you like at Range 10/100. Yes, there would be risk of scatter, but you wouldn't have to stand next to people who could just punch you in the face.
The above shows the inherent assumption of the 10/100 stats. Things like Telekinesis or Leech don't have that!
It also overlooks the AE 1 yard option for +25% later introduced.
==Discussions==
vicky http://forums.sjgames.com/showpost.php?p=756584&postcount=52
==See also==
*No Die Roll Required
*Inaccurate
*Reduced Range
*Selective Area
Category:Limitations