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	Umar REV 
	
	Marvel Critical Mass #078 
  
	
	            All three versions of Umar are strong figures.  
	I’ve picked up a few of the experienced and veteran versions, but they do 
	not see as much play as my veteran Bullseye.  Although the dials on all 
	three versions are strong, there are better figures in the Marvel universe.  
	If you really want to give Umar a try though, I would definitely suggest 
	using the experienced or veteran versions.  The rookie is a tad steep on her 
	points, and the actual stats are somewhat low.  All three versions have a 
	huge range of abilities and they are all capable of great things. 
	
	  
	
	The Rookie: 
	
	  
	
	            Speed / Range:  A rookie figure with 10 range is 
	hard to come by.  Her movement cannot be considered the greatest thing in 
	the world, but her phasing ability gives her access to almost any square on 
	the board.  Overall, her range is well above average for a 50-55 point 
	figure, but the speed could use a little help – it’s low! 
	
	  
	
	            Attack:  I’m never impressed with any figure that 
	doesn’t show a double digit attack value.  Her beginning click of 
	incapacitate allows her to slow down opposing figures, but most of the time 
	you’ll need a high roll to do so.  I keep finding myself comparing this 
	figure to the veteran Bullseye, and right now, she is loosing badly! 
	
	  
	
	            Defense:  Energy deflection is a great ability – 
	when it sets on top of a decent number.  Unfortunately for Umar, her 
	defensive stats are very low on this version.  Any figures who make it 
	adjacent to this figure will find it extremely easy to deal damage to this 
	figure on her first two clicks.  The next four clicks have mastermind, but a 
	good player will make sure there are no adjacent figures for her to throw 
	the damage onto. 
	
	  
	
	            Damage:  Her first click is very impressive with 
	a base 2 damage combined with ranged combat expert.  From this click, it 
	goes downhill in a hurry.  The second and third clicks have a base two 
	damage with no abilities and the 4th thru 6th click 
	are a miserable 1 damage.  Once this figure gets close to her last few 
	clicks, she’s in serious trouble! 
	
	  
	
	            Overall:  Not what I would consider a tournament 
	worthy figure.  The attack values are low, the defense is low and the damage 
	drops fast.  The only thing this version has going for it is the high 
	starting click of damage and the 10 range. 
	
	  
	
	The Experienced: 
	
	  
	
	            Speed / Range:  Her speed and range are almost 
	identical to the rookie version.  You will find one more click of life on 
	this one, but they filled that space with an extra click of phasing.  The 
	range is high, but it is about normal for an offensive minded figure in her 
	point range.  The actual speed is still a little low for my liking, starting 
	out at seven and dropping slowly from there. 
	
	  
	
	            Attack:  With this version we finally get a 
	double digit attack value of ten.  Even though there is only one click of 
	this, it does make a large difference when making attack rolls.  I’m sure 
	you all know how important that one extra number is!  The difference between 
	needing a 7 and needing an 8 to make a successful attack in some games can 
	be HUGE!  Umar still provides us with incapacitate, which allows her to slow 
	down opposing figures with impervious or invulnerability, even when her RCE 
	ability has been outwitted.  This versions attack is much better then the 
	rookie version and is almost worth her point value. 
	
	  
	
	            Defense:  The energy deflection is still there, 
	but the numbers haven’t changed much.  They are still somewhat low and drop 
	extremely fast.  If you use this figure, make sure you stay on hindering 
	terrain as much as possible.  That one extra point to your defense is a much 
	needed thing! 
	
	  
	
	            Damage:  Exactly the same as the rookie, only we 
	are given two straight clicks of a base two damage with ranged combat 
	expert.  This version can deal more damage and doesn’t have to fear being 
	pushed!  From there, the stats drop quickly and she looses all her damage 
	abilities completely. 
	
	  
	
	            Overall:  A decent figure for her points.  I’ve 
	given her a couple test runs in teams I’ve built, and I’ve had mild success 
	with her.  The low defense seems to be a problem when she is fighting high 
	attack value figures or pieces with outwit. 
	
	  
	
	The Veteran: 
	
	  
	
	            Speed / Range:  We are finally starting to get 
	decent speed values with this piece.  Her 8 speed gives her a chance to run 
	about the board and keep everyone in check when needed. 
	
	  
	
	            Attack:  Two straight clicks of double digit 
	attack values.  This is much better then the first two versions combined!  
	The eleven attack gives her the ability to make successful attacks against 
	anyone on the board who faces her. 
	
	  
	
	            Defense:  Ahhh, a 16 defense with energy 
	deflection.  This is exactly what this piece needed, a solid defense with a 
	great ability tacked on top.  This version will be tough to hit and provide 
	a serious threat to everyone who opposes her. 
	
	  
	
	            Damage:  Three straight clicks of a base two 
	damage with ranged combat expert.  She can deal massive amounts of damage 
	and combined with her high attack value – its easy!  
	
	  
	
	            Overall:  By far the best version!  This piece 
	has everything it takes to be involved in serious tournament play.  I’m a 
	huge fan of this particular piece and I’m sure everyone who uses her will be 
	the same. 
	 
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