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2013 PAC changes
The Le (04/16/2013)
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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.

HeroClix Power RedBLADES/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


 

HeroClix Power RedENERGY 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 Lighting Bolt HeroClix 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


 

HeroClix Power 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.


 

HeroClix Power PENETRATING/PSYCHIC BLAST: Give this character a ranged combat action. Damage from the attack is penetrating damage.

No change from 2012.


 

HeroClix  Power 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.


 

HeroClix Power SidestepPRECISION 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!


 

HeroClix  Power 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 HeroClix Improved Movement / Targeting HeroClix Improved Movement / Targeting, HeroClix Improved Movement / TargetingHeroClix Improved Movement / Targeting 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


 

HeroClix  Power 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


 

HeroClix  Power 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


 

HeroClix  Power 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.


 

HeroClix Power RedSUPER 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


 

HeroClix  Power 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 HeroClix Tiny Damage Symbol or HeroClix Standard Damage Symbol 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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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