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Let's take a look at all the 2013 PAC changes. Let's take a close look at the ATTACK powers. Note that items in BLUE means it has not changed.
BLADES/CLAWS/FANGS: When this character is given a close combat action, you may roll a d6 after making a successful attack. The result replaces this character’s damage value, then that damage value is locked.
2012 Wording: When this character is given a close combat action, you may roll a d6 after making a successful attack roll. The result replaces this character’s damage value, then that damage value is locked.
•Also see Locking
ENERGY EXPLOSION: When this character is given a ranged combat action and deals damage, an area of effect may include all untargeted characters that are adjacent to one or more hit targets. Hit targets are dealt damage normally, other hit characters are dealt 1 damage for each printed on this character’s base.
2012 Wording: Give this character a ranged combat action to make an attack that deals no damage. For each target character successfully hit, all adjacent characters are attacked as well. Each character hit is dealt damage equal to the number of times it was hit by this attack (characters adjacent to multiple targets might be hit more than once). Critical hits deal 1 additional damage to all characters hit.
•See Area of Effect
INCAPACITATE: Give this character a close combat or ranged combat action to make an attack that deals no damage. If the attack hits, give the target an action token; if the target already has 2 action tokens, deal the target 1 penetrating damage.
2012 Wording: Give this character a close combat or ranged combat action to make an attack that deals no damage. If the attack hits, give the target an action token.
PENETRATING/PSYCHIC BLAST: Give this character a ranged combat action. Damage from the attack is penetrating damage.
No change from 2012.
POISON: At the beginning of your turn, give this character a free action and deal 1 damage to each adjacent opposing character.
No change from 2012.
PRECISION STRIKE: When this character makes an attack, it can’t be evaded, and the damage dealt can’t be reduced below 1 or transferred.
New to 2013!
PULSE WAVE: Give this character a ranged combat action even if it is adjacent to an opposing character; the area of effect for this attack is half the character’s range. Draw lines of fire to all other characters within the area of effect, including at least one opposing character; these lines of fire ignore all game effects except for walls, blocking and elevated terrain. Game effects possessed or used by characters with a line of fire drawn to them are ignored until the action has been resolved. If a line of fire is drawn to more than 1 character, this character’s damage value becomes 1 and is locked. Each character hit is dealt damage.
2012 Wording: Give this character a ranged combat action; it can use , , and halves its range value until the action has been resolved. Draw lines of fire to all char acters within range in every direction, including at least one opposing character. All game effects possessed or used by other characters with a line of fire dr awn to them are ignored until the action has been resolved.
If ignoring a game effect would cause a character with a line of fire drawn to it to no longer have a line of fire drawn to it, then it is not ignored. If lines of fire can be dr awn to two or more other characters, this character’s damage value becomes 1 and is locked. Make a single ranged combat attack and compare the attack total to the defense value of all other characters with a line of fire drawn to it; each character hit is dealt damage.
•See Improved Movement / Targeting
QUAKE: Give this character a close combat action; this character’s damage value becomes 2 and is locked. Make a close combat attack that targets all opposing characters this character can attack with a close combat attack. Each hit character is knocked back 2 squares.
2012 Wording: Give this character a close combat action; this character’s damage value becomes 2 and is locked. Make a close combat attack that targets all opposing characters this character can attack with a close combat attack. Each character that takes damage from this attack is knocked back.
•Also see Locking
SMOKE CLOUD: Give this character a power action; place up to 6 hindering terrain markers in distinct, adjacent squares that are all within this character’s range (minimum range value 4). At least one of the terrain markers must be within line of fire when it is placed . The terrain markers remain until the beginning of your next turn. Characters that occupy these terrain markers modify their attack value by -1 unless they can use Smoke Cloud or ignore hindering terrain for line of fire purposes.
2012 Wording: Give this character a power action; place up to four hindering terrain markers in distinct, adjacent squares that are all within this character’s range (minimum range value 1). At least one of the terrain markers must be within line of fire when it is placed . The terrain markers remain until the beginning of your next turn.
•Also see Locking
STEAL ENERGY: Each time an opposing character takes damage from a close combat attack made by this character, heal this character of 1 damage.
No change from 2012.
SUPER STRENGTH: When this character moves due to its own action, it may either pick up an object or place an object it is holding. The object must be picked up from or placed in either a square the character occupies or an adjacent square. If this power is lost or countered while this character is holding an object, immediately place the object in the square this character occupies.
2012 Wording: When this character moves due to its own action, it may pick up an object and hold it. The object must be either in a square the character occupies or in an adjacent square. If this power is lost or countered while this character is holding an object, immediately put the object in the square this character occupies. When this character makes a close combat attack targeting blocking terrain, a wall, or an object, modify its damage value by +2 for the attack.
•Also see Using Objects As Weapons
TELEKINESIS: Give this character a power action and designate a target character or object (A) and a destination square (B). This character, A, and B must all be within 8 squares and line of fire of each other. Place A in B. If A is a character, it must be a single base character and possess the or symbol. If A is an opposing character, make a close or ranged combat attack that deals no damage against A, and only place the character in B if the target is hit. If A is an object and B is occupied by an opposing character, this character may make a ranged combat attack targeting the character occupying B, dealing object damage and destroying the object. A character that has been placed by Telekinesis this turn can’t use Telekinesis this turn.
2012 Wording: Give this character a power action and designate another target character or object (A) and a destination square (B). This character, A, and B must all be within 8 squares and line of fire of each other. Place A in B. If A is a character, it must be a single base character and possess the symbol. If A is an opposing character, make a close or ranged combat attack that deals no damage against A, and only place the character in B if the target is hit. If A is an object and B is occupied by an opposing character, this character may make a ranged combat attack targeting the character occupying B, dealing object damage and destroying the object. A character that has been placed by Telekinesis this turn can’t use Telekinesis this turn.
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