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2013 PAC changes
The Le (04/16/2013)
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Goto Comments

Let's take a look at all the 2013 PAC changes. Let's take a close look at the DEFENSE powers. Note that items in BLUE means it has not changed.

HeroClix Power BARRIER: Give this character a power action; place up to 4 blocking terrain markers in distinct, adjacent squares of clear terrain 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.

2012 Wording: Give this character a power action; place up to four blocking terrain markers in adjacent squares of clear terrain 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


 

HeroClix  Power COMBAT REFLEXES: Modify this character’s defense value by +2 against close combat attacks. This character ignores knock back.

2012 Wording: Modify this character’s defense value by +2 against close combat attacks. When this character takes damage from an attack, it may choose to be knocked back. This character ignores knock back damage.

•Also see Knock Back.


 

HeroClix  Power DEFEND: Any adjacent friendly character may replace its defense value with this character’s unmodified defense value.

No change from 2012.


 

HeroClix Power RedENERGY SHIELD/DEFLECTION: Modify this character’s defense value by +2 against ranged combat attacks.

No change from 2012.


 

HeroClix  Power IMPREVIOUS: When this character is dealt damage, roll a d6. On a result of 5 or 6, the damage dealt is reduced to 0. On a result of 1–4, the damage dealt is reduced by 2.

2012 Wording: When this character is dealt damage, roll a d6. On a result of 5-6, the damage dealt is reduced to 0. On a result of 1–4, the damage dealt is reduced by 2.


 

HeroClix Power INVINCIBLE: Half of damage dealt to this character is ignored.

This is new to 2013


 

HeroClix  Power INVULNERABILITY: Damage dealt to this character is reduced by 2.

No change from 2012.


 

HeroClix Power MASTERMIND: When this character would be dealt damage, you may instead choose to have all the damage be dealt to a single adjacent friendly character with a point value less than this character’s. Any additional effects of the damage dealt (knock back, penetrating damage, etc.) are applied to the character taking the damage. Damage dealt by this power is not an attack.

No change from 2012.


 

HeroClix  Power REGENERATION: Give this character a power action. Roll a d6 and subtract 2 from the result, minimum result 0. Heal this character of damage equal to the result.

No change from 2012.


 

HeroClix Power RedSUPER SENSES: When this character is hit by an attack, you may roll a d6 before damage is dealt. On a result of 5 or 6, this character evades the attack.

2012 Wording: When this character is hit by an attack, you may roll a d6 before damage is dealt. On a result of 5-6, this character evades the attack.

•Also see Evade

HeroClix Power RedTOUGHNESS: Damage dealt to this character is reduced by 1.

No change from 2012.


 

HeroClix  Power WILLPOWER: This character may ignore pushing damage.

No change from 2012.


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Your Comments:
any figs that have SP that say they can use any standard powers can use the pink colored power of this post only two have pink colors on their bases the clown from marvel and bat-mite from dc

Posted by: joe on 6/16/2013 11:29:14 AM
@psinc: Sidestep is a brand new "pink colored" standard power. There are no figures in circulation, right now, that actually uses it.

Posted by: The Le on 4/19/2013 5:45:13 PM
can anyone comment on sidestep not familiar

Posted by: psinc on 4/19/2013 2:45:25 PM
Yes, the "ignore" is the biggest thing to me. I understand still taking damage from 2 damage dealt, but other than that one damage value it's always going to be equal or better to Invulnerable/Impervious. Add on to that you can't penetrate through it... and that has potential to be incredibly powerful.

Posted by: Adamantium on 4/18/2013 3:12:44 PM
@ChronoFett
The key bonus to Invincible is that it is the first damage 'ignorer'. It doesn't 'reduce' so is not effected by Psy Blast, Exploit Weakness or any other penetrating damage. Nor is it an 'avoider' like super senses. When I first read it I couldn't see the point but now I can certainly see some use to it.

Posted by: Mantis Warrior on 4/18/2013 12:13:05 PM
@Adamantium

I don't think Invincible is going to be all that much more "Uber" powerful.
1.)It doesn't give you the ability to possibly roll and ignore all the damage, so it's less useful that Impervious.
2.)And only when you get up in the HUGE damage levels will it be that much more powerful. A tank that hits with 6 damage allows you to ignore 3 of that damage. Only barely more than Imperv. or Invul.
3.) It doesn't guarantee you the security that weak characters can't touch you like Invul. or Imperv. does. An opponent with 2 damage can still land 1 damage on you with Invincible.

It's nice in theory, but I don't think it's overpowered by any means.

Posted by: ChronoFett on 4/18/2013 6:39:37 AM
I honestly love all the changes. I love the toning down (even if very slightly) of the "uber" powers like Hypersonic, Outwite, Perplex, and PC. I'm also a big fan of evening the playing field by giving the less popular powers some more oomph like Smoke Cloud and especially Force Blast. Chaos King thanks you :). It's going to be funny to see some low post figures with those "bad" powers now be pretty darn powerful.

Not convinced we needed new powers altogether. Considering all the figures that have come and gone before that Invincible was created... I really hope they use it sparingly. Only figures like Superman and the Hulk I'm hoping get that power, they should be much more picky than they have been with Impervious.

Posted by: Adamantium on 4/17/2013 9:59:28 PM
Some interesting changes. I like what they've done with the combat experts.

Posted by: annoyinglizardvoice on 4/17/2013 4:04:40 PM
@Wacko: It clearly says within range. That means if you have a range value of 8, you can affect characters that are 8 or less. By the way, the current wording says within 10 squares. You haven't seen arguing the past year that 11 is ok because there is no max, have you? Ultimately no max is necessary since the range value itself will limit the max.

Posted by: Passing By on 4/17/2013 3:43:31 PM
So how is this going to work everything is now a minimum range 6 but no max has been set. The wording of most of those powers does not say anything about mirroring the existing range of a charter. So based on the wording I can perplex EVERYONE on the board as long as I have line of sight.. Just saying HTF do you forget to put a max range on these powers. Yes I know they say within range but still how many times have you been playing heroclix with someone and they went to down over the wording of one of the powers or abilities????

Posted by: Wacko on 4/17/2013 2:47:07 PM
More than just a tweak to the PAC this time... interesting. Toning down support powers (for at least this PAC run; may be back to 10 next time)will change some players game plans which can only be good for keeping the game fresh.
As Sandman has pointed out this will breathe some serious life into some 'classic' figures. Hello Fantastic Forces Scarlet Witch Rookie. Is that a 10 range and stealth your packing in that cute little 30~ point package? And prob control!? Wanna date?
The pink powers (hello Hello Kitty clix) will be the biggest bone of contention I feel. This is pretty much the last colour in existance. The PAC is now full. Love the movement one. Love the attack one. Defence is OK. Did I really want the 'enhancement for close combat' power? Makes logical sense it was 'missing' from a symetrical PAC (between range and CC) but it will take a lot more action tokens to set up than its dark green compatriot. Also how many mentor-types are there who'd need it?
RCE and CCE now rock. End of.

Posted by: Mantis Warrior on 4/17/2013 12:03:55 PM
Admittedly, I love the new Incap. It really seem like a pointless power that was out of date considering all of the Indomitable characters that get played. This change makes it much more useful.

Posted by: ChronoFett on 4/17/2013 11:50:37 AM
@MEsch: Only Phasing/Teleport kept the automatic breakaway. Everything else now requires a roll.

Posted by: Passing By on 4/17/2013 9:53:36 AM
No more automatic breakaway, huh? These changes will need to be digested...

Posted by: MEsch on 4/17/2013 9:02:43 AM
I foresee a lot of the older figures making a return. The veteran Darkseid from the ICON set with his 12 range and outwit, is the first one on my list to use!

Posted by: Sandman on 4/17/2013 7:13:24 AM
Initial word on new text of Flurry and HSS is that If you have it art the beginning of your turn, you complete the started action. So lets say you attack, critical miss, forcing you to turn the dial. You now complete the action (2nd attack or HSS move) but using the new values shown.

Posted by: superfriend on 4/17/2013 6:38:24 AM
So, about flurry. The wording on it now makes me wonder about being able to use the second swing if you lose the power, because it doesn't seem to say that you wouldn't be able to now. And all those pink powers they've added sound great.

Posted by: TheSonOfBuckWild on 4/16/2013 11:23:22 PM
@Passing by
Ahhh. That makes much more sense. Thanks for the walk through. That's a bit more interesting I guess though there will still be those handful of characters with 12 range that are going to be awesome with this. Curious to see how it plays out.

Posted by: ChronoFett on 4/16/2013 9:12:45 PM
@ChronoFett: It's the other way around. Outwit, Perplex, and PC no longer operate on an automatic distance of 10 squares. Now they are based on the range value of the character using the effect (with that range being a minimum of 6.) So if a character has a range value of 8 it will be able to use those effects at a distance of 8 squares. If a character has a range value of 4 it will be able to use those effects at a distance of 6 squares (the minimum.) And yes...those powers were overpowered. This may not correct them completely, but it's a move in the right direction.

Posted by: Passing By on 4/16/2013 7:04:18 PM
god damnit i really was hoping they would change battle fury. i hate how you cant make ranged combat attacks. it doesnt make any sense to me, have they never watched dragon ball z and seen vegita blow people away with with a raged barrage of ranged blasts!

Posted by: vidious on 4/16/2013 6:29:26 PM
Probability dropping to a 6 (or range) makes me happy. Not that I even play anymore, but prob pissed me off every time.

Posted by: astanix on 4/16/2013 6:20:09 PM
Wait, wait, wait! You can't Outwit, Perplex, or Prob unless they are more than 6 squares away? Am I reading that right? WTF?! What is the point of that? What is the purpose of crippling those powers? Were they that overpowered?

Posted by: ChronoFett on 4/16/2013 4:16:29 PM
never mind. must be thinking of an ATA or something.

Posted by: superfriend on 4/16/2013 2:32:42 PM
Or I could deploy a squad of Shield agents and shorten my opponent's range.

Posted by: superfriend on 4/16/2013 2:30:51 PM
@The Le: Note that while Outwit, Perplex, PC have indeed been nerfed that the 6 range is a minimum. If a character has a range greater than 6 it will be able to use those effects at its range. (Think about a 12 range character Perplexed to 15. Now that could be fun.)

Posted by: Passing By on 4/16/2013 1:20:09 PM
@Onivash: Thank you. I have made the correction!

Posted by: The Le on 4/16/2013 1:11:56 PM
On the second page you have Flurry instead of Blades/Claws/Fangs. (Scared me for a second, into thinking they changed Flurry so much.)

Posted by: Onivash on 4/16/2013 1:04:22 PM
Now Energy explosion can be used.
;)

Posted by: MPK on 4/16/2013 11:55:14 AM
Nice touch showing the old wording along with the new. Nice job. Will be coming back for reference.

Posted by: superfriend on 4/16/2013 10:53:54 AM