STRENGTHS:
First off, she's got "Tracker," a lite version of
the best power in the game, Hypersonic Speed (option
1 only). HSS flight is always strong. Even better,
she has Willpower, so she can move up (but out of
retaliation range), then push freely to hit anyone
she can reach. This makes her a great first-strike
character or harrasser to support figures in the
backfield.
She's also a wildcard, which makes her even more
versatile. But her best feature is "Quarry," which
allows her to pick a single enemy character before
the game starts and give her whole team +1 Attack
against that target as long as she's got the power.
It's like a permanent Perplex to AV and is HIGHLY
useful. All for 60 points? Yes, please.
WEAKNESSES:
Her soft 16 DV isn't great, but her wildcard
status and HSS-lite should be all the defense she
needs. Her damage is also very low, so she can't
take much out on her own.
CARDS?
ARMOR PIERCING completely offsets her damage
issues.
NANOBOTS can work too, but using both makes her
too much of your team. Stick to AP alone unless you
really need her to stick around for her Quarry
power.
IN SUM:
Support fig, 2nd-line attacker, harasser,
taxi...Dawnstar can fill a multitude of roles on any
team.
RATING: 4.5 of 5. With Armor Piercing, she's
almost too good. If AP retires for good, though, she
loses a full point.