| 
							 
							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!) 
  |