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Let's take a look at all the 2013 PAC changes. Let's take a close look at the SPEED powers. Note that items in BLUE means it has not changed.
CHARGE: Give this character a power action; halve its speed value for the action. Move this character up to its speed value and then it may be given a close combat action as a free action. This character ignores knock back.
2012 Wording: Give this character a power action; halve its speed value for the action. Move this character up to its speed value and then it may be given a close combat action as a free action. A character using this power ignores knock back.
EARTHBOUND / NETURALIZE: This character possesses , , , instead of its combat symbols. This power can’t be countered or ignored.
No change from 2012.
FLURRY: Give this character a close combat action. After the close combat attack resolves, it may make a second close combat attack as a free action.
2012 Wording: Give this character a close combat action. After the close combat attack resolves, it may make a second close combat attack as a free action. If this character loses Flurry before it makes the second attack, it can’t make the second attack.
FORCE BLAST: Give this character a power action and roll a d6; a single adjacent opposing character is knocked back from this character a number of squares equal to the result. When this character hits with an attack, you may choose that it generates knock back if it doesn’t already.
2012 Wording: Give this character a power action and roll a d6; a single adjacent opposing character is knocked back from this character a number of squares equal to the result.
HYPERSONIC SPEED: Give this character a power action and move it up to its speed value. It adds 2 to its d6 roll when breaking away and can use. During its move, this character may, as a free action, make one close combat or ranged combat attack with its range value halved for the attack. This character must be in a square where it could legally end its move in order to make the attack.
2012 Wording: Give this character a power action and move it up to its speed value. It automatically breaks away and can use . During its move, this character may as a free action make one close combat or ranged combat attack with its range value halved for the attack. This character must be in a square where it could legally end its move in order to make the attack. If this character loses Hypersonic Speed before it finishes moving, it can’t continue moving and must immediately resolve the action.
•See Improved Movement / Targeting
LEAP/CLIMB: Give this character a move action and move it up to its speed value; during this movement, this character adds 2 to its d6 roll when breaking away and can use , , , , . When you give this character a close combat action, it may target a character regardless of the target’s elevation.
2012 Wording: Give this character a move action and move it up to its speed value; this character can use , , , , during this movement. When you give this character a close combat action, it may target a character regardless of the target’s elevation.
•See Improved Movement / Targeting
MIND CONTROL: Give this character a close or ranged combat action (minimum range value 4) that deals no damage. A successfully hit target becomes friendly to your force. Each target hit may be assigned one action as a free action, immediately after which the target becomes an opposing character again. Deal this character 1 unavoidable damage if the successfully hit targets’ combined point value is 150 points or more.
2012 Wording: Give this character a power action; it makes a close combat or ranged combat attack (minimum range value 4) as a free action that deals no damage. A successfully hit target becomes friendly to your force. Each target hit may be assigned one action as a free action, immediately after which the target becomes an opposing character again. Deal this character 1 unavoidable damage for each 100 points of the successfully hit targets’ combined point value.
PHASTING / TELEPORT: Give this character a move action and move it up to its speed value; this character can use , , , during this movement.
No change from 2012.
•See Improved Movement / Targeting
PLASTICITY: This character adds 2 to its d6 roll when breaking away. Opposing characters can’t automatically break away from this character and subtract 2 from their d6 roll when breaking away from this character. Opposing characters entering a square adjacent to this character must end their movement, even if they would not have to do so normally.
2012 Wording: This character adds 2 to its d6 roll when breaking away. Opposing characters subtract 2 from their d6 roll when breaking away from this character.
RUNNING SHOT: 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.
No change from 2012.
SIDESTEP: Give this character a free action; it can move with a locked speed value of 2.
Brand new in 2013
STEALTH: When it is not your turn, hindered lines of fire drawn to this character are blocked.
No change from 2012.
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