rock810
05/27/2008, 22:21
(The main article with pictures is in Critical Hit Issue 8)
Pick a card!!
by Eric (Slade Wilson) Schaen
I’m Baaaack!! Hey all time for another rendition of pick a card where I look at a character and suggest feats and battlefield conditions to use with them.
This time up its one of my favorites, Deathstroke from the crisis set!!
MASTER TACTICIAN: Deathstroke can use Outwit. Modify Deathstroke’s attack value by +1 for each adjacent opposing character. When Deathstroke makes a close combat attack, he can compare the attack roll to the defense value of any number of adjacent opposing characters (minimum 1); the damage dealt by the attack can be divided in any way among the successfully hit targets provided that all damage dealt is divided among them.
What’s not to love here? At 156 Deathstroke may be a little expensive but he is priced fairly for what he is capable of. The famous stealth outwit combo on his first clix is mandatory for a character like Deathstroke. But let’s look at what else he’s got going for him. Speed wise he starts with a 9 and wont drop below a 7, but more importantly he also gains charge and leap climb for mobility. Attack wise he’s got solid numbers with a starting 11 attack, and stays strong with 10’s and 9’s all the way down the dial till his last clix ending with an 8, not bad at all. Defensively he has a superb starting defense value of 18 and doesn’t drop below a 16, ya got to love it! What about damage values you ask, a 3 damage for 4 clix Blades/claws mid dial for when stroke decides to go for the broadsword, late dial psychic blast add in his outwit, master tactician and perplex means Deathstroke will be capable of hurting just about any character in the game. Deathstroke can really but the “Ou” in Ouch.
Ok so what feats will make Deathstroke even more threatening? First I like “Swingline”
Swingline:
Choose a character.
The character ignores hindering terrain for movement purposes. If the character succeeds at a ranged combat attack against a target opposing character with the wing symbol speed symbol, the target gains Earthbound until the beginning of its controller’s next turn.
This would allow Deathstroke to ignore hindering terrain when moving and give him a +1 to his speed value. This will allow Stroke to not half his movement value while on his first clix of stealth when he is in hindering terrain and the +1 will give him a movement of 10 on that clix. The next 3 clix he has charge, the swingline will allow him to charge at a speed of 5 instead of the his normal 4 and he wont have to stop if he crosses hindering terrain while charging. The final perk of this feat allows him to target a flyer with a ranged attack that if successful grounds the flyer until the beginning of its controllers next turn. All at a cost of 10 points, I can live with that.
Lucky break:
Choose a character.
When you make an attack roll for the character, if the result on either of the two dice is a 1, you may reroll one die before determining the attack roll result. You may reroll only once per attack roll.
If you use this feat, remove this card from the game after the attack resolves.
This is pretty straight forward if Deathstroke should critical miss or just misses by a small margin he can reroll one of the dice to obtain a new result. At 5 points it’s never a bad choice.
Last up I like “Nanoarmor”
Nanoarmor:
Choose a character
The character ignores damage dealt by objects as well as all modifiers to damage dealt to or taken by this character due to objects.
With this feat Deathstroke wont have to worry about being attacked with objects, this will allow him to not fear those pesky super strong types running around with dumpsters and generators and effectively neuter a super strength form hurting him. Charge right up to that bruiser with the object and give him some blades and claws!
Other feats I like were Auto regeneration, thwart, outsmart, and dissent but they are all rather expensive in a 300 point game.
Now it’s on to battlefield conditions for Deathstroke!
The two I recommend are deep shadows and Pacification.
Deep shadows: Treat all non-blocking terrain as hindering terrain for line of fire purposes. Characters with range values greater than 6 have range values of 6 instead, and range values can't be modified to a value more than 6. All powers, abilities, and effects able to effect characters more than 6 squares away instead affect characters up to 6 squares away.
Pacification: When 4 or more damage would be dealt, reduce damage dealt by 1.
Deep shadows will ensure that no one has more range than Stroke and will also allow him to make the most out of that first clix of stealth. Pacification will help to bring down damage from heavy hitters a little closer to
Deathstroke’s level.
That’s it for pick a card right now, grab your clix call a buddy up and go
have some fun!
Pick a card!!
by Eric (Slade Wilson) Schaen
I’m Baaaack!! Hey all time for another rendition of pick a card where I look at a character and suggest feats and battlefield conditions to use with them.
This time up its one of my favorites, Deathstroke from the crisis set!!
MASTER TACTICIAN: Deathstroke can use Outwit. Modify Deathstroke’s attack value by +1 for each adjacent opposing character. When Deathstroke makes a close combat attack, he can compare the attack roll to the defense value of any number of adjacent opposing characters (minimum 1); the damage dealt by the attack can be divided in any way among the successfully hit targets provided that all damage dealt is divided among them.
What’s not to love here? At 156 Deathstroke may be a little expensive but he is priced fairly for what he is capable of. The famous stealth outwit combo on his first clix is mandatory for a character like Deathstroke. But let’s look at what else he’s got going for him. Speed wise he starts with a 9 and wont drop below a 7, but more importantly he also gains charge and leap climb for mobility. Attack wise he’s got solid numbers with a starting 11 attack, and stays strong with 10’s and 9’s all the way down the dial till his last clix ending with an 8, not bad at all. Defensively he has a superb starting defense value of 18 and doesn’t drop below a 16, ya got to love it! What about damage values you ask, a 3 damage for 4 clix Blades/claws mid dial for when stroke decides to go for the broadsword, late dial psychic blast add in his outwit, master tactician and perplex means Deathstroke will be capable of hurting just about any character in the game. Deathstroke can really but the “Ou” in Ouch.
Ok so what feats will make Deathstroke even more threatening? First I like “Swingline”
Swingline:
Choose a character.
The character ignores hindering terrain for movement purposes. If the character succeeds at a ranged combat attack against a target opposing character with the wing symbol speed symbol, the target gains Earthbound until the beginning of its controller’s next turn.
This would allow Deathstroke to ignore hindering terrain when moving and give him a +1 to his speed value. This will allow Stroke to not half his movement value while on his first clix of stealth when he is in hindering terrain and the +1 will give him a movement of 10 on that clix. The next 3 clix he has charge, the swingline will allow him to charge at a speed of 5 instead of the his normal 4 and he wont have to stop if he crosses hindering terrain while charging. The final perk of this feat allows him to target a flyer with a ranged attack that if successful grounds the flyer until the beginning of its controllers next turn. All at a cost of 10 points, I can live with that.
Lucky break:
Choose a character.
When you make an attack roll for the character, if the result on either of the two dice is a 1, you may reroll one die before determining the attack roll result. You may reroll only once per attack roll.
If you use this feat, remove this card from the game after the attack resolves.
This is pretty straight forward if Deathstroke should critical miss or just misses by a small margin he can reroll one of the dice to obtain a new result. At 5 points it’s never a bad choice.
Last up I like “Nanoarmor”
Nanoarmor:
Choose a character
The character ignores damage dealt by objects as well as all modifiers to damage dealt to or taken by this character due to objects.
With this feat Deathstroke wont have to worry about being attacked with objects, this will allow him to not fear those pesky super strong types running around with dumpsters and generators and effectively neuter a super strength form hurting him. Charge right up to that bruiser with the object and give him some blades and claws!
Other feats I like were Auto regeneration, thwart, outsmart, and dissent but they are all rather expensive in a 300 point game.
Now it’s on to battlefield conditions for Deathstroke!
The two I recommend are deep shadows and Pacification.
Deep shadows: Treat all non-blocking terrain as hindering terrain for line of fire purposes. Characters with range values greater than 6 have range values of 6 instead, and range values can't be modified to a value more than 6. All powers, abilities, and effects able to effect characters more than 6 squares away instead affect characters up to 6 squares away.
Pacification: When 4 or more damage would be dealt, reduce damage dealt by 1.
Deep shadows will ensure that no one has more range than Stroke and will also allow him to make the most out of that first clix of stealth. Pacification will help to bring down damage from heavy hitters a little closer to
Deathstroke’s level.
That’s it for pick a card right now, grab your clix call a buddy up and go
have some fun!