Tuesday, May 5, 2020

May the Power Protect You: Jack Thomas (Hyperforce Yellow)


So if you're going to have a soft team, you have to have one dude who is able to not just tank hits, but tank hits for the other folks on the team and to help them smooth out some of the wrinkles. Someone who's not doing big tricks, but makes sure everyone else lives long enough to pull theirs off. He's not really concerned about being impressive on his own, he just wants to make sure everyone else gets along OK. That character is Jack Thomas, greaser of squeaky wheels in the soft team machine!

Everything hangs on Steadfast, Jack's character abillity. You can always put a card from your hand atop your deck when you're taking damage, so that lets you control what cards are being put up against the incoming damage. This doesn't mean you should be taking all the hits; you do have Protect and Serve, after all, and that means you're able to help people cycle their stuff back into their deck when taking damage. But if you don't have Protect and Serve? Probably should volunteer to take the hit.

I know I say that about characters a lot.

No, I'm probably not going to stop.

Yes, I want everyone at your table arguing about who should take damage when. It would make me happy if you did.

HEADBUTT. I need to talk about Headbutt.

So Headbutt is a funny card. You can play it against a card with GUARD and it bounces back into your hand, regardless of whether or not it kills that card or not. It also happens to have three shields on it. Which means that you can play the card on a GUARD card, volunteer to take the hit, and then put Headbutt atop your deck. You've not only weakened a GUARD card (hopefully just outright killing it!) but you've been able to take a hit for the team with one of your strongest defensive cards! I'm all for increasing the number of uses cards give us in this game. The more the better. Stretch out the mileage on your cards as much as you can. Fortunately, Headbutt can give you a lot of mileage.

Ram Rush is a simple but solid card. 3 dice for 1 energy? Absolutely average. It's not bad, it's not good, it's right there in the middle. But using it for defense? It gives you the ability to grant an additional dice to your next attack. And that really helps out with Crius Cannon, which lets you do splash damage if you knock out your target! Ram Rush has 1 shield which, yes, means it will be discarded easily, but it also means that it's pretty easy to recover. I mean, sure you could throw Ram Rush's bonus onto a Headbutt as well, but there's just something so satisfying about four dice for one energy, along with a possible 1 splash, assuming you roll well. I dunno. Whatever you like.

The Crius Hammer does a crapton of damage and gives the next person hit a bit of cushioning. It's a very straightforward and useful card, so there's not really a lot to put in here. Make sure you're using the weapon when you know a gap is coming up. Not only do you wreck a card, but you also make sure that an upcoming enemy shot is lessened a bit, which allows your teammates to set up their own combos with less fear. The Ram Zord is much of the same: block out three damage. These two cards are essential for soft teams, so that way they can weather the storms that otherwise would wreck a hard team.The Ram Zord isn't exactly the flashiest zord we have, but it allows much cooler things to happen without fear of reprisal, particularly during a boss fight, which is hopefully when you have this thing.

Jack is the soft Diehard par excellance. He can tank hits, help others do the same, and can bruise opponents when necessary. He's not a straight up destroyer of worlds, but he can make a soft team that much better with all of his cards. Put him out there to take hits and kick ass. Jack will be quite consistent about doing both.

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