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Awesome Clix: Silver Samurai
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KC Revisited
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Pow! Deadshot

OTHER
Pow! Atomic Skull
Awesome Clix: Daredevil
Awesome Clix: Iceman
Awesome Clix: Cosmo
Awesome Clix: FCBD Thor
Awesome Clix: Rip Hunter
Awesome Clix: Green Arrow
Awesome Clix: Roy Harper Jr
Awesome Clix: Mr. Fantastic
Awesome Clix: Dr Voodoo
Worst Clix Ever: Thor's Mighty Chariot
Pow! H.E.N.R.Y.
Awesome Clix: Max Fury
Clix Beat: Cobra
Pow! Rag Doll
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Carded At The Door: Hank Pym
How It Works: ID Cards
2015 HeroClix Set Rotation
Pow! Ghost Rider
Worst Clix Ever - Avengers Taskmaster
Pow! Felix Faust
Pow! Spider-Ham
Pow! Superman (MOS 001)
Pow! Wonder Woman (DC10 002)
Pow! Batman (AO 001)
Awesome Clix: Scarlet Witch
Worst Clix Ever - World's Finest
Hypersonic Reviews: Age of Ultron Movie Starter
Hypersonic Reviews: The Irish
Awesome Clix: Tigra
Awesome Clix: Bug
HC MAPS
Awesome Clix: TK Masters
Awesome Clix: Green Arrow
Awesome Clix: Taskmaster
Awesome Clix: Thor
Slade Files: The Flash
Clix Beat: Thanos (IC)
Hypersonic Reviews: GOTG Movie Starter
Hypersonic Reviews: Deadpool
2014 Set Rotation
Clix Beat: Flash (HT)
Clix Beat: Green Arrow
We Need To Talk About Spiral
arrow2013 PAC changes
Slade Files: Moon Knight
Clix Beat: Zuvembie
Slade Files: Dracula
Slade Files: Spider-Man
Slade Files: John Constantine
HeroClix Vehicles Rules
HeroClix ID Rings!
Clix Beat: Kantus
Clix Beat: Quasar
Slade Files: Drax
Clix Beat: Dr. Strange
Slade Files: Super Skrull
Clix Beat: Skrull Assassin
Clix Beat: Nick Fury
Slade Files: Black Widow
Clix Beat: S.H.I.E.L.D. Enforcer
Team Ability Changes (2012)
Slade Files: DR. DOOM
Take 'Em Down: Nightcrawler
Take 'Em Down: Spider-Man
Critical Clix: 2011 Rules
HeroClix 2011 Rules Changes
Spring of HeroClix World
Juggernaut Helmet Token
Slade Files: Magneto (GsX)
Who is ClixKid?
Web Tokens!
Fall of HeroClix World
Slade Files: Carnage
Slade Files: Spider-Man (Black)
Rev: Ultimate Cap
Slade Files: Superman
Slade Files: Spider-Man
Slade Files: Ultron
Watchmen Day 3
Jonah Hex Review
Vegas Odds: B/C/F
Slade Files: Venom
Accessories: Capital City
Slade Files: Thor
PaC: Smokey Cap
PaC: Red Arrow
AlphaClix: New Beginning
PaC: Spidey (si)
Rev: Thor's Chariot
PaC: Robin (aa)
Rev: Crisis Nightwing


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 DAMAGE powers. Note that items in BLUE means it has not changed.

HeroClix Power RedBATTLE FURY: This character ignores Shape Change, can’t make ranged combat attacks, can’t be carried, and can’t be targeted by Incapacitate or Mind Control.

2012 Wording: This character ignores Shape Change, can’t make ranged combat attacks, can’t be targeted by Mind Control or Incapacitate, and can’t be carried.


 

HeroClix  Power CLOSE COMBAT EXPERT: Give this character a power action. It makes a close combat attack against a single opposing target character; before making the attack you may modify its attack value by +2, its damage value by + 2, or both combat values by +1.

2012 Wording: Give this character a power action. It makes a close combat attack against a single opposing target character; modify this character’s damage value by +2 for the attack.


 

HeroClix  Power EMPOWER: When an adjacent friendly character makes a close combat attack, this character modifies that adjacent friendly character’s damage value by +1.

New to 2013


 

HeroClix Power RedENHANCEMENT: When an adjacent friendly character makes a ranged combat attack, this character modifies the adjacent friendly character’s damage value by +1.

No change from 2012.


 

HeroClix  Power EXPLOIT WEAKNESS: Give this character a close combat action. Damage from the attack is penetrating damage.

No change from 2012.


 

HeroClix  Power LEADERSHIP: At the beginning of your turn, give this character a free action and roll a d6. On a result of 5 or 6, add one action to your action total for that turn and this character may remove an action token from an adjacent friendly character with a lower point value.

2012 Wording: At the beginning of your turn, give this character a free action and roll a d6. On a result of 5–6, add one action to your action total for that turn and this character may remove an action token from an adjacent friendly character with a lower point value.


 

HeroClix  Power OUTWIT: Give this character a free action to counter a power or a combat ability possessed by a single target opposing character until the beginning of your next turn. Any game effects with a duration specified by the countered power or combat ability are removed. A character using this power must be within range (minimum range 6) and line of fire to the target.

2012 Wording: During your turn, give this character a free action to counter a power or a combat ability possessed by a single target opposing character until the beginning of your next turn. Any game effects with a duration specified by the countered power or combat ability are removed. A character using this power must be within 10 squares and line of fire to the target.

•Also see Use and Possess


 

HeroClix  Power PERPLEX: Give this character a free action to modify by +1 or –1 any combat value of a target character until the beginning of your next turn. A character using this power must be within range (minimum range 6) and line of fire to the target. If a target character is damaged or healed, the effect of Perplex on that character ends immediately.

2012 Wording: Give this character a free action to modify by +1 or –1 any combat value of a target character until the beginning of your next turn. A character using this power must be within 10 squares and line of fire to the target. If a target character is damaged or healed, the effect of Perplex on that character ends immediately.

•Also see Rule of Three


 

HeroClix Power PROBABILITY CONTROL: Once during your turn, this character allows you to reroll one of your rolls, ignoring the original roll. A character using this power must be within range (minimum range 6) and line of fire to the character for which the original roll was made. Using the same rules, once per round during an opponent’s turn, this character allows you to force that opponent to reroll one of their rolls, ignoring the original roll.

2012 Wording: Once during your turn, this character allows you to reroll one of your rolls, ignoring the original roll. A character using this power must be within 10 squares and line of fire to the character for which the original roll was made. Using the same rules, once per round during an opponent’s turn, this character allows you to force that opponent to reroll one of their rolls, ignoring the original roll.


 

HeroClix Power RedRANGED COMBAT EXPERT: Give this character a power action. It makes a ranged combat attack against a single target character; before making the attack, you may modify its attack value by +2, its damage value by +2, or both combat values by +1.

2012 Wording: Give this character a power action. It makes a ranged combat attack against a single target character; modify its damage value by +2 for the attack.



HeroClix Power SHAPE CHANGE: When this character is chosen as the target of an attack, you may roll a d6. On a result of 5 or 6, the attacker can’t target this character with an attack this turn and the attacker may choose another target character instead. The attacker then makes the attack unless there are no targets, in which case the action resolves without an attack.


No change from 2012.


 

HeroClix  Power SUPPORT: Give this character a power action and target an adjacent friendly character; neither this character nor the target can be adjacent to an opposing character. Roll 2d6 and add the result to this character’s unmodified attack value. If the result is equal to or higher than the target character’s unmodified defense value, roll a d6 and subtract 2 from the result, minimum result 1. The target is healed of damage equal to the result.

2012 wording: Give this character a power action and make an attack roll (that is not an attack) against an adjacent friendly character as though making a close combat attack. When using this power, neither this character nor the target can be adjacent to an opposing character; ignore all combat value modifiers for this action. If the attack roll succeeds, roll a d6 and subtract 2 from the result, minimum result 1. The target is healed of damage equal to the result.


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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