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The cheap willpower/SHIELD combo on his 2-4th clicks is the only real positive about this figure. His range is far too short to allow for any real offensive effect.
Not as good as the rookie. The RCE is just a waste on these short range figures. As a captain the short range could be written off as using his hand gun, but that doesn't gel with the RCE. Who would've thought a technologically superior race could be taken down by a group of snipers?
I love the different coloring for each rank! This Kree is a little more difficult to use with the lack of Willpower and the short range. You want to use RCE, but getting within 4 squares without getting smacked is a difficult task. Best paired with a taxi for good swarm team.
These guys are made to be played in swarms. You rarely find one kree in the comics it is always an army. And with the update to the SHEILD team ability to extend range for free. He can get +3 range. They are great and a lot of fun to play.
People going on about the short range seem to be missing the point - in a Kree team, his range is basically 6-7 thanks to the TA. Solid AV, good damage dealing, Toughness into Willpower... he has all the hallmarks of a carefully thought out piece who will contribute on every click. His main weakness is being based before he can deliver his RCE payload - but if you line up the shot, go ahead and push to take it, since his threat value up close goes up on click 2 and if he ISN'T based he can start Energy-Asplodin'.
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At 27 points, he can help trigger the new Kree Private's minion power, giving your big guns a little more flexibility with positioning. So now your KP's are at 10AV/3Dmg/5 Range. But with this guy backing them up, they can be at 4Dmg or 6 Range. Great for Golden Age swarms.
My H/W link does not reflect the wants for my collection, it is a list of figures that I already have, but still "want" to play.