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(See Cosmic Spider-Man Dial)
So here are some tips for taking him down:
•Move and attack powers are indispensable! Knowing that Outwit is a non-option, (thanks to his power cosmic team ability) the first thing I recommend is choosing characters that have move and attack powers. If you can’t move and attack in the same turn, you are giving Spidey a big advantage. This means Characters with powers like Move and Attack, Charge, Running Shot or Hypersonic Speed. Telekinesis is another option that will help position your squad to attack position. You know the drill (The Kinetic Accelerator special object can be a real plus here).
Kinetic Accelerator (special object): When a character occupying the same square as this object is given a move or power action, roll a d6 and replace the character's speed value with its speed value plus the result; on a result of 5 or 6, remove this object from the game after the action resolves. This object is not considered hindering terrain for movement purposes.
•Make your hits count! Pick characters that can penetrate that impervious defense over heavy hitters. Seriously, what good is a hit for 7 clix of damage, if he laughs it off by making his Impervious roll? Characters that deal 2 or more penetrating damage are a much better choices. Psychic Blast, Exploit Weakness and Pulse Wave are standard powers that can accomplish this. A hit for just 2 penetrating damage, will relieve Spidey off of his Hypersonic Speed clix. Keep in mind some “special powers” can also deal penetrating damage. (Hmmm, if Deadshot is Tk’ed into position and makes the shot, he can take Spidey past all of his Impervious clicks.)
Deadshot Special Power (DC 75th): TIME TO SET-UP THE SHOT: If he has no action tokens and occupies hindering terrain, Deadshot can use RCE and deals penetrating damage with that attack.
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