Reviewed
by Cramcompany
Today we
are going to review the R/E/V of Ghost Rider from
Fantastic Forces
The Ghost
Rider. This is the original bad arss Johnny Blaze.
Ghost Rider is my all time favorite comic book and
I’m still hoping for a Vengeance, an actual Johnny
Blaze with Hell Fire Gun. I’ll let you all wait
until 2006 and the movie comes out, instead of
telling you background.
Cost and Abilities:
Rookie =
68 Points, 6 clicks of life, 6 range/ 1 target, no
team ability
Experienced = 85 Points, 7 clicks of life, 6 range/
1 target, no team Ability
Veteran =
102 Points, 8 clicks of life, 8 range/ 1 target, no
team Ability
Which is best? Each version gets 1 extra click of health for the point
upgrade. The veteran keeps a higher attack value
and has running shot longer. For the points the
veteran is simply the stronger of the characters.
Movement:
Running shot with 12. He’s also a transporter and a
leap/climber. I have a feeling they are greatly
over pricing transporters.
Attack:
10,10,9,9,8,8,7,7 psychic blast through half his
dial. Psychic blast goes a long way in this game.
It can be used with running shot and the transporter
ability. Unfortunately Ghost Rider can not fly so
he has to be from a range to use the ability.
However your goal should be to keep people away from
you, because of the running shot and transporter
ability.
Defense:
17
with invulnerability. Later on toughness throughout
the dial.
Damage:
3, 3, 3 and two for the rest. This is the big weak
point.
Sculpt:
WAY TO CLOSE TO THE LAST ONE. But flaming head is
always cool. No complaints.
Team Ability:
None.
Feats:
Double Time is nice for only 5 points. Beware you
can not make an attack though while using double
time. And of course use Incontact with Oracle.
Battle Field Condition
There
are a lot of good ones to use. Disbanded would be
nice. The grand one to use and the one that seems
tailor made for him is Power Dampening Field. With
Psychic blast and his defenses powers
How to Beat Him: Base him as quickly as you can and kill him before he gains his
leap/climb. He’s very hard to keep down and is easy
to run to a medic.
How to Play Him: He is perfect hard bait. Run him out fast at there big gun.
When he takes a major hit run him back to a medic.
Use the transporter ability to fire and run back to
safety.
Overview:
Very Solid figure. Second best of the set so far.
Much more playable then the original, but still not
game changing. Easily a solid choice for second
string attacker. Psychic blast is one of the most
useful abilities in the game and running shot only
adds to the good.
Overall Score:
4/5 300 Points
4.2/400 Points
4.2/500 Points
10/5 Fun Games (What? He’s my favorite character.)
= This is Cramcompany. (Please no hate mail)
cramcompany@hotmail.com for questions comments
or dates. (girls only!)
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