Page: 1 2 3 4 5
• 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.
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
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.
DEFEND: Any adjacent friendly character may replace its defense value with this character’s unmodified defense value.
No change from 2012.
ENERGY SHIELD/DEFLECTION: Modify this character’s defense value by +2 against ranged combat attacks.
No change from 2012.
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.
INVINCIBLE: Half of damage dealt to this character is ignored.
This is new to 2013
INVULNERABILITY: Damage dealt to this character is reduced by 2.
No change from 2012.
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.
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.
SUPER 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
TOUGHNESS: Damage dealt to this character is reduced by 1.
No change from 2012.
WILLPOWER: This character may ignore pushing damage.
No change from 2012.
Page: 1 2 3 4 5