ANALYSIS: At long last, a Colossus worth playing.
Not only is he a passable Charging brick (with
Impervious and 4 damage to start and damage reducers
all dial), but his Fastball Special power gives him
an effective 10 range:
"Colossus can use Telekinesis, but only Option 3.
When using Telekinesis, Colossus can treat any
adjacent friendly character that has a point value
of more than 30 and the (Damage) damage symbol as if
it were a light object, but the character is not
destroyed in the attack. After the attack is
resolved, modify the character's attack value and
damage value by -2 until the end of the turn, deal
it 1 unavoidable damage, and place it in the square
nearest to the target to which Colossus has a clear
line of fire. If the square is not adjacent to the
target, deal the character 1 additional unavoidable
damage."
Nifty, and much better than the old Mutant Mayhem
feat of the same name. It gives him a supporting
role as a sort of sniper and TKer in addition to his
primary function of bashing clicks off the enemy up
close.
CARDS?
FORTITUDE is always useful for bricks, but not as
necessary for Pete here because he can hide behind
the pals he plans to throw. COMMUNICATION BREAKDOWN
could help his Fastballs' followup attacks.
ETC.
You've got to build a team around Colossus to get
the best out of his Special. Figs with
Blades/Claws/Fangs are good to get around the damage
penalty (hello
Wolverine!) and the Outsiders TA can offset them
completely with a little setup.
IN SUM:
Even without FBS, this Colossus is what fans have
waited for. He's still a little costly, though, so
he won't be seen outside of dedicated X-Men builds.