Rules and Regs - Powers: The New Age (1)

Tuesday, 18 June 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.

 This is the first on a small series of articles talking about these changes. A visual guide where we can check the new improvements, the limitations and maybe some tricks. For the first article in this series I will be focusing on the changes to the movement powers.

 POWERS: THE NEW AGE (I)

 With the new PAC, a new set of powers arrives (The pink ones) but a bunch of the oldies has been revised. There are great changes, with new tactics and a whole new world of possibilities for figures that maybe now, with that revision, are more valuable for our teams.

 A HARDER WAY TO RUNAWAY

 Break away from an enemy is now more complicated. Powers like Leap/Climb and Hypersonic Speed does not break away automatically. With the new changes, we need to make the roll and try to escape from our enemies. These powers give us now a +2 to the roll, so we have lots of possibilities to break away (unless you get a 1 on the die roll).

 Tip: Remember, we need a 3-4 in a die roll to break away from our enemies.

 Leap/Climb

Changing for worse. We can ignore the terrain while moving, but need to make a roll to break away, and still not compatible with Charge. Improve movement is better than Leap/Climb because we don´t need to make a move action. The point of this power it´s that only the blocking terrain from indoor maps limits our movement (and of course, Plasticity)
And of course... we can attack enemies regardless its elevation.

Leap/Climb

Hypersonic Speed
"Hit and run" characters have now more difficulties with the changes. In the same way of Leap/Climb, break away is not automatic (We have +2 to the roll). This only works when we start the turn adjacent to an opposing character. While we are moving, we do not have to break away because we can move through squares adjacent to our enemies. (Hey runner... take a look on Plasticity).

Hypersonic Speed

Now we have to plan better where to place our character. Having to throw the dice to break away is a danger if characters that can withstand our attacks are placed adjacent to us. Normally the characters with this power do not do much damage, so if we are surrounded by a character with the power Invulnerability, we will roll the die to leave. (It is not difficult because we have the +2 but here comes the next power going to comment)

Plasticity
One of the powers that has won with all these changes. Now we have real walls to stop the advance of our enemies. This negates any possibility to break away automatically and also continues subtracting -2 to the roll (Overriding the modifier that gives Leap / Climb and Hypersonic Speed). In addition, characters with this power have a +2 to the roll of Break Away.

Plasticity 1


Quicksilver has to run away or in the next turn will be beaten up. Before, I could go without any problems. Now you have to make the die roll (which is not very difficult) but Mr. Fantastic has Plasticity. Quicksilver loses his modifier (+2 from Hypersonic versus -2 from Plasticity). So now it´s a bit more difficult to run away from that area.
But really the improvement that has this power is to stop any character (though did not have to do so) to enter into any square adjacent to it. In this way and with tactical positioning, we can stop any "move and attack" action (Hypersonic, Charge, Running Shot, Move and Attack ability and any other special power).


Plasticity 2

Tip: Plasticity does not stop characters that ignore characters for movement (Phasing/Teleport power or Improve Movement: Ignore characters)


PUSH OR CONTROL? WHATEVER...
Force Blast and Mind Control have major changes. With these changes there are many secondary figures they can take a greater role in our armies. In the past, these powers were not bad, but we always had to think about spending the action of pushing our enemy or risking harm, the unavoidable side effect of mind control.


Force Blast, do the Jedi
This power is performed as usual, except that now has a secondary option quite interesting. We can roll the dice and move our enemy as always, or just make our attack can generate Knock Back.

Force Blast 1


Klaw is surrounded by Mr. Fantastic and the Thing. After being damaged, Klaw has Force Blast and Pulse Wave. With the new review of this power, we can use Pulse Wave, generating Knock Back. In the example, both are on the rim, so Klaw's action has been totally useful.

With this second option, we can do many fun things. It really does not require activation. We choose whether our attacks generate Knock Back. Think in a Character with Flurry and Force Blast. We can hit with the first attack and decide to generate no Knock Back. Then for the second attack, we can knockback our enemy.
Tip: Remember That Charge and Special Bases ignore Knock Back.

Mind Control, another Jedi Trick
Mind Control has a great improvement. Now we can use this power with a Ranged or a Close Combat Action (Previously we need a Power action to use it). In this way, Mind Control has some synergy with other powers. Now we can use powers like Charge or Running Shot to move and use Mind Control. (Grapnel gun, item of the Utility Belt, is a funny way to reach the rooftop to use Mind Control against any enemy)
Unavoidable damage still applying to the Mind Controller, but now the damage is less. We only receive 1 damage if the combined point value of the hit targets is 150 or more. Don´t be afraid to control Avenger Prime! (Galactus is a lucky bastard, immune to Mind Control...).

Mind Control

Voodoo has the Octopus Arms. She can use Mind Control against three targets. Sentry (previously mind controlled by Voodoo so she doesn't need line of fire) and Ares are her targets, and Voodoo will only suffer 1 damage after the action resolves. 

Undoubtedly, the power improvement has been good for the game. Personally I have rescued from oblivion (like Wizkids has rescued Plasticity) more than one figure to play them again in basis for this change. In the next article we will discuss the rest of the powers that have been reviewed. Until then, Good luck with the dice!

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 Tuesday, 25 June 2013 19:27:23 Europe/London
Thanks Matthew!

And you are right! it´s 4-6!

Matthew Hardy

posted on Sunday, 23 June 2013 17:00:32 Europe/London
Love the visual aspect of these articles - it really helps to bring these changes alive. It's still hard to remember that Leap climb and HSS now get nerfed by plasticity, but it does make you appreciate enhanced movement more now.

When you say you need 3-4 to break away (beginning of your article) do you mean 4-6 here?

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