Rules and Regs - Pink Powers

Friday, 13 September 2013 12:34:00 Europe/London

 Hi my name is Vicente de los Santos and welcome to my latest article on the Heroclix rules. These articles are designed to help you better understand some of the new and complicated mechanics of the game and improve your game. I would also like to encourage a discussion of these mechanics and rules, so please feel free to ask any question you have in the comment section below.

Today we are going to explore the new powers featured under the pink color. A bunch of new and interesting possibilities that we can enjoy with the just released Wolverine and the X-Men Set. So let´s take a look at each of these pink powers.

Sidestep - Slow but safe

Give this character a free action; it can move with a locked speed value of 2.
This one is easy. Our character gains movement for free, not a long run but ok, it´s free. Think it about as a +2 in movement previous any attack. You can use sidestep and then Charge or use Running shot against the opponent.. Or at the beginning of your turn use sidestep to place our friendly poisoner adjacent to any enemy and use poison. There are a lot of combinations available.
Sidestep allow us to move, so we can pick an object (if we have super strength) or pick a friend (if we have carry ability)


You can use Sidestep even if you are adjacent to an opposing character. You have to break away, of course, but Sidestep is a free action, and free actions don´t give action tokens, so if you fail the roll, you don´t receive an action token. Check the next example:

Sidestep 2

In this example, Shatterstar tries to use Sidestep to move away from Shadowking. If he success in the dice roll, he breaks away and move 2 squares. Ok... he is on Hindering Terrain, but the movement granted by Sidestep is locked, so there is no modification by the terrain. If Shatterstar fails the dice roll, he does not receive an action token, because free actions doesn´t give these action tokens.

Precision Strike - Try to dodge this...

When this character makes an attack, it can’t be evaded, and the damage dealt can’t be reduced below 1 or transferred.
One of the most valuable powers in this new pack. It is a triggered power, so it can be used with any other power that give us an attack.

Precision Strike

With this power, there is no more Super Senses, Mastermind or successful Impervious. Precision Strike does not work against ignoring damage (Traits, special powers or Invincible).

Precision Strike 2

Powers like Exploit Weakness or Psychic Blast works great with Precision Strike, because the penetrating damage. Quake, Incapacitate... you don´t really need to do damage to activate precision Strike. Only make an attack... so you can use it with Mind Control or Incapacitate against an enemy with Super Senses easily.

Invincible - wearing pink armor. Half of damage dealt to this character is ignored

A new defense power against high damage (not only from attacks). Invincible is not a damage reducer, so penetrating damage is not a problem for Invincible. Now we have not to afraid high amounts of damage, because if someone hits with a damage value of 4 plus a heavy object (+2), our Invincible character only receives 3 damage. On the other hand, characters with low damage can still be a problem for an Invincible character, because if they hit us with 2 damage, we ignore one and take another. Invincible works great with prime attackers, but if a bunch of Hydra Soldiers surrounds our could be a big problem.


When we round the damage received, Invincible needs to ignore damage, so a character with damage value 1 will deal 0 damage to the invincible character. Why? We halve the damage to 0.5 and then round up to 1... but Invincible would ignore the damage, so the result is 0. It may be a bit confusing, but the trick is to round down (Instead of rounding up) the damage received. In this case, if you receive 5 damage, halve to 2.5 and forget the decimal.

 Empower - I'll grab him while you hit it!

When an adjacent friendly character makes a close combat attack, this character modifies that adjacent friendly character's damage value by +1. Close combat version of Enhancement. A support power that works with a bunch of powers (in the same way that Enhancement do). It's a triggered power, so does not need activation, if an adjacent friendly character makes a close combat attack, he gets the bonus from the empower. This modifier can be stacked with other powers as Super Strength (attacking with an object) or with Close Combat Expert power. Note that some powers lock the damage value, making this empower useless (Blade/Claws/Fangs or Quake)


 Empower is a good way to boost our main attackers. Unlike characters with Enhancement, this characters have to be much closer to the battle (So it´s better if he can defend by itself or do some damage to the enemy). Let's take a look on the next pic, for a easy tactic about placing and movement.


Colossus and Hope can use Empower, Rogue and Colossus can charge against Mikhail. What is the best move? Maybe you can charge with colossus first, picking the object. Then Rogue can charge, carrying Hope and placing her adjacent to the two x-men. For this attack, Rogue's damage value is modified by +2, and in the next turn, Colossus can modify his damage value too, thanks to Hope.

No more... pink
And this is the end of this fast review of the pink powers. All of them are interesting to play and very well received by player. I discover new possibilities each time I play, assuming that there is a lot of combo to discover!

And for previous characters to Wolverine and the X-Men set, we still can use these new powers (Through some special powers as Stranger of Galactic Guardian set, Infinity Gauntlet and more) for make some of them more powerful than before! Do you have anyone in mind?

See you on the battlefield!

Vicente started playing Heroclix in 2008, and his first figure was Magneto, House of M. Nowadays is a Heroclix Judge in Sevilla, Spain, and runs the website A Seises which includes many Heroclix articles in his native Spanish.

Posted in Rules and Regs By

Vicente de los Santos

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Vicente De los Santos

posted on Friday, 27 September 2013 18:27:08 Europe/London
You'r welcome Ian

(And yes... free actions "at the beginning of.." or "the end of" are great (more with the new sidestep)


Ian King

posted on Saturday, 21 September 2013 16:41:11 Europe/London
Bizarrely the biggest thing i've learnt from this article is not about the pink powers but the fact you can make a free action "at the beginning of your turn" before poison triggers. Now how many poisoners have outwit.....

On the subject of the pink (which dissapointingly did not coincide with the release of Hello Kitty clix when NECA acquired the licence!) I think Sidestep is the winner for me. A favourite tactic is to detach Iceman from the Gold team Base, make an attack or uber-barrier then sidestep behingd the base out of harms way. Next turn sidestep into LOF, attack then get re-absorbed by the team base. Finally I have an Iceman who won't die on me and it's all thanks to the prettiness of pink!

Gracias Vincente loved the pictures, especially your precision strike powers chart, may have to print that off and clip it to my PAC.

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