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A little Perplex or Outwit would've been nice. And maybe a higher defense value, no one's impressed by a 16 Defend. Glad they made her but underwhelmed by the interpretation.
Actually, a lower defense is a good thing for rescue. She's not looking to make her friends harder to hit, she's looking to make them easier to heal. Defend replaces an adjacent friendly figures defense, so you can use defend and support on an ally. Combine those powers with her Phasing/Teleport+Flight. Carry someone away to a safe spot, then heal them up. Next turn she can push to destroy a wall or piece of blocking terrain, opening a space for her new best friend to move/shoot through. for 58 pts she's one of the best assist characters I've ever seen.
I imagine the mid-dial run of Super Strength will come in handy, both for placing objects for that ranged defense bonus as well as surprising opponents when the '0' damage value piece hurls a boulder at their face.
Water is patient. Water just waits. Wears down the cliff tops, the mountains. The whole of the world. Water always wins. Spider-verse Wishlist
I must get this awesome piece! I like both Rescues, and am happy they finally made her.
Quote : Originally Posted by Almighty Emyr
It's true. Support is on unmodified values & since defend replaces not modifies it a great combo. This is why Dr. Thomas Wayne is so good.
Yep, true. Support doesn't let you "modify" values, but you can "replace" values. Also, Hired Henchman is super good with his 14 Defend + Support, for only 40 points.
I like both versions of Rescue, but this is my favorite. A flying medic that can destroy walls or attack when the situation presents itself (Super Strength).
An extra click of life, Indomitable, the potential to deal damage, and un-outwittable Support (plus Toughness, with a garnish of Super Senses). I'm not saying there isn't reason to AE Pepper to the main-set Rescue instead of this one, I'm just saying I can't think of many scenarios where I'd want to. 002's mass-evac trait seems severely situational.
If you're playing a Rescue at full power, I prefer the other one for opening TK and perplex. But if you're going the AE route, this one takes the cake. My only minor gripe is that Pepper eventually added weapons to the suit, and neither version represents that fact. If you were going to make two of her, at least do one pre and one post weapons, instead of both pre-weapons.
I find it odd that they don't have the other point values listed on these dials.
Disasstah, do you mean physically printed on the dials themselves? If so, that is odd– I checked my Rescues after your post and both this & the main set version have both of their point values listed in the usual white/orange way.
It did, however, bring to my attention that- unlike the main set Rescue- this Rescue has no range. So that's a consideration in favor of the other piece.
im a little confused as to why she has defend.. I mean, I know why rescue would defend and stuff.. but in reality, what purpose does it serve... lol 16 D? Who's trying to take that.. I guess really old figures on their later clicks.. but still