AMG is giving me no time to breath here... Just about a second after I posted the Kang and Iron Lad Hot Takes the next Panel to Play dropped.
Iron Monger is massive! And comes with multiple builds as Dallas Kemp told us in the Fury's Finest Interview.
As it turns out Iron Monger will be the second 3 threat to permanently be on a 65mm after the shortly before releasing Warriors Three. But I have a feeling he will see the table a whole lot more than Thors drinking buddies.
While his attack range is a bit more limited he does get a place, can choose the type of his builder and has a throw and steal on his Spender. And his pretty basic 3/3/3 6/5 stat line is helped out by innate damage reduction. On top of it he can reroll two Attack or defense dice for two power which he can decide after seeing the roll.
Size 4 also means he isn't easily displaced and with the collision changes he isn't a wrecking ball for your own team either.
He'll be a staple 3 in Criminal Syndicate and Cabal (his affiliated homes) and will be interesting in many other places as well.
As far as TTCs that give the option to make one attack as one of the actions in their activation this is a decent one. 4 Power for a Range 4, 10 dice attack that can be physical or energy and can do 2 splash damage is very good. The question is more if you're willing to spend the slot in your 5 TTCs for the game on it.
This card is pretty awesome. It is expensive of course because it needs a Daze (or KO) to happen and the character that achieved that (so not necessarily Iron Monger himself but it can be) needs to spend 2 Power to give Monger the also 2 Power costing reactive superpower. But that Superpower is amazing. Displacement in the opponents turn is the best displacement as it can totally screw up their models activation.
On first look I think Corporate Espionage is the stronger Iron Monger card but it remains to be seen on the actual table.
Rescue has not a single bad line on either side of her card. Sure it will annoy you when the Gainer spikes every once in a while but you don't do it for the damage anyway. And since it heals a damage or removes a special condition per hit in the roll, it's really only crit and wild spikes that end up doing nothing.
She brings a great spender Beam as well for when she has to focus on killing instead of healing.
She is virtually Stagger immune in the same way that Blade and Agent Venom are, which is always great.
Medevac is an awesome ability that I think you'll end up using less than what you would initially expect. Fantastic in the right situations but probably not something Rescue is going to do every round.
Extra defense and Dodge dice, also for allies, are nice and of course damage reduction and extra power every time she removes damage or a special condition from an allied character are fantastic.
4/3/3 5/6 is also a good stat line (of course 6/5 would be better but still) especially with the damage reduction.
Rescue is SHIELD, Avengers and A-Force and will probably see play in all three of her native homes, as well as being an interesting splash for many other lists as well.










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