Today is a great day for HeroClix fans everywhere: the 2013 Core Rulebook and Powers and Abilities Card (PAC) are now available for download on our HeroClix Rules page! A lot of great ideas and hard work has gone into re-visting our rules and PAC in order to create a compelling and enjoyable HeroClix experience for our community, and we think players will be very pleased overall!
That’s not all! Be sure to check out Push to Regen, a bi-weekly fancast about HeroClix by HeroClix fans, this afternoon for an exclusive interview outlining many of the changes in the HeroClix 2013 Core Rulebook and PAC. During the interview, we will also reveal the mysterious identity of the new HeroClix Rules Arbitrator during this podcast, so you definitely do not want to miss it! Look for all this and more on the Push to Regen fancast today!
Last, and certainly not least, be sure to check back here on HeroClix.Com regularly as we begin a series of Rules Review articles highlighting changes found in the HeroClix 2013 Core Rulebook and PAC. We will also be revealing our 2013 HeroClix Convention Figures in tandem with some of these Rules articles so stay tuned!
That’s all for now HeroClix fans. As always, thank you for your continued support, and keep those Clix off their K.O.’s!
Pink Speed - Sidestep: Give this character a free action; it can move with a locked speed
value of 2.
Pink Attack - 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.
Pink Defense - Invincible: Half of damage dealt to this char acter is ignored. (Note that the rules state you can only apply one game effect that reduces or ignores damage, so Invincible does not combine with damage reducers)
Pink Damage - Empower: When an adjacent friendly character makes a close combat attack, this character modifies that adjacent friendly character’s damage value by +1.
Other power changes:
Leap/Climb is no longer an auto-break. It adds +2 to the break away roll.
Mind Control is 1 damage if the total of hit characters is 150 points or more. Also now activates with a close combat action or a ranged combat action, so use it with Charge or Running Shot!
Plasticity forces characters to end their movement.
Force Blast allows a character to cause knock back on their attacks even if it isn't doubles.
Hypersonic Speed no longer breaks away automatically.
Energy Explosion targets characters adjacent to the initial target(s), and causes them to take damage equal to the number of bolts on the character's base. It can also be combined with Penetrating/Psychic Blast (all damage will be penetrating) or Pulse Wave (only characters not targeted by Pulse Wave will be hit by the EE, and effects of those characters won't be ignored), and hits friendly characters. ES/D (ranged attack) and Super Senses (hit by an attack) will still apply, but Shape Change (not a target of an attack) does not.
Pulse Wave has been reworded to remove the symbols, and ignores 'all game effects' again when drawing lines of fire. Abilities that prevent line of fire will be vulnerable to Pulse Wave again.
Super Strength allows you to put down an object. The +2 damage when destroying blocking or objects is gone.
Incapacitate does 1 penetrating damage to characters with 2 action tokens.
Smoke Cloud places 6 hindering terrain markers. Characters without Smoke Cloud or the ability to ignore hindering terrain modify their attack value by -1 while in a smoke cloud square.
Combat Reflexes now ignores Knock Back, like Charge, and loses the ability to be knocked back from any attack.
Ranged Combat Expert allows you to modify attack by +2, damage by +2, or +1 to attack and damage.
Probability Control is based on range (minimum 6).
Close Combat Expert is like Ranged Combat Expert, modify attack or damage, or both.
Perplex is based on range (minimum 6)
Outwit is based on range (minimum 6)
Rule book changes:
Knock back rules now clearly state that you check for powers that prevent knock back before taking damage.
Epic Battles are now 400+ points (not capped at 1000).
Holding an Object: A held object occupies the same square as the character holding it. Also, a character may place an object in a square adjacent to one they move through or occupy. You cannot pick up and put down an object in the same turn.
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.