Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating
Today we'll be reviewing The King Pin of Hell’s
Kitchen from Sinister
Some LE’s are good, some just have good names. This
one definitely has the name, let’s see if it has the
Unique: 72 points, No Team
Leap/Climb means he is Pounce Candidate. Flurry is
always good. He can always Leap away at the end to
10 is a nice attack and the dual target Incapacitate
is actually not too shabby. His attack overall is
not too great.
17 with Super Senses won me the World Championship,
so I’ll go with it’s good. I always like Willpower
at the end.
Ouch, 2 damage to start even with Perplex is not
that great. Exploit Weakness is not my favorite
thing to have at the end of a dial, since you want
to break through damage reducers at the beginning of
the game not at the end. Close Combat Expert is
pretty good at keeping him dangerous, but still not
Probably the best sculpt in the set…except for
Perplex is great to start out with
Outwit is a lot better to start with
He’s very expensive for not being really dangerous
He’s just annoyingealHeal
I think when are reviewing an LE that is similar
points you should also look at the other comparable
For 76 Points you could get this Veteran Daredevil
I’m thinking 4 more points is worth the Outwit and
extra damage. The LE has the name, but that is
where the coolness ends
HE RECEIVES 2 OUT OF A POSSIBLE 5
Good, Bad, I’m the Guy with the Clix
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Kingpin of Hell's Kitchen!
After beating down the Kingpin in the street,
Daredevil announced to all the thugs that HE was now
going to act as Kingpin of Hell's Kitchen. Just as
nothing happened in NYC's underworld without Wilson
Fisk's permission or punishment, so would it be in
DD's 'hood. For a time...
Kingpin of Hell's Kitchen (Sinister LE Daredevil)
Range: 6 x 2
Powers and analysis:
1st click is fully loaded with Leap/Climb,
Incapacitate, Super Senses, Perplex.
2nd and 3rd slots gain Flurry but lose Incap and
4th click regains L/C and adds Close Combat Expert.
5th click swaps in Willpower.
Final two clicks gain Exploit Weakness.
With a fairly steady AV, this is a decent
alternative to the Vet DD -- one best used in close
combat. Push off his 1st click then go to town on a
foe...IF you can get through the defense reducers.
Conversely, you can try exploiting this version's
double target Incap and pump up teammates with Perp.
But he only has these powers for a single click, so
use him in this role with care. End of dial offers
nice option of staying around to attack with a
strong attack value + EW or L/Cing away to heal.
POUNCE is useable through much of his dial, as is
NANOBOTS -- one or both can turn this Kingpin to an
even bigger threat without putting his cost quite
through the roof. DAMAGE SHIELD works for his middle
clicks to help him in his melee role.
Sure. This is the DD who went mano-a-mano on the
Kingpin and took him down like dictation. And then
took his JOB.
Aside from the usual street heroes theme, one could
try a "Heroes Gone Wild" theme featuring heroes
going rogue or evil or such (E Iron Fist, Atom
Smasher, plenty more I can't think of..)
With no wimpy Stealth or sniping options, this is
the DD for players unafraid to wade in there and mix
it up. Probably a little better for bigger games
where he won't be the chief attacker.
--RurouniKJS is here to help.
Today's review is Kingpin
of Hell’s Kitchen from Sinister
Well, this week is the
Prizes of the Marquee for Sinister. We start with what will
probably a sought after piece, the LE Daredevil. Matt
Murdock goes on a rampage and winds up becoming well….the
Kingpin of Hell’s Kitchen.
He’s an LE, comes in at 72
points, has a 6 range with 2 targets, 7 clicks of life, and
Speed: 8,8,7,7,7,6,6 Leap Climb for one, followed by
2 of Flurry, then L/C till end
Attack: 10,9,9,8,7,8,9 Incap for the first click
Defense: 17,16,16,15,15,14,14 Super Senses first
4, then 3 of Willpower
Damage: 2,2,2,1,1,2,2 One of perplex, then 2 of
nothing, then 2 of CCE, then 2 of EW
The Good: Nice attack numbers
with 2 targets is pretty good
Senses is always good
“need” to use the perplex on himself
right after Pounce is a great combo
The Bad: Low but comic accurate damage
he doesn’t have a team
Feats: Pounce is good if you don’t care about the
incap, you can perplex the attack and have a guaranteed
hit. ICWO can help the damage after Pouncing, and Protected
can help solve the lack of damage reducers (if SS misses,
Overall: KoHK is a nice little package for the
points. He has good attack values for the points, good
defense abilities, can help others on his team, and is
pretty mobile. He has good power combinations and I really
don’t see too much wrong with this guy. His range isn’t
great, but he is mainly a close combat piece, so it really
doesn’t matter. He has willpower at the end to run away,
and when he gets the attack spike toward the end, he has EW
to make sure the damage goes through. Like I said before, I
love the Flurry after Pounce combo; that was really thought
out. He is an above average piece where, while not game
breaking, can be a great asset to any team. Give him a try;
you may be happy with the results.
Constructed/Unrestricted: 3.5 / 5
Sealed/Draft: 3 / 5 (too bad no pounce)
Overall: 3.5/ 5
Need help? Send any emails to email@example.com.
When good heroes go bad, they declare
themselves the kingpin. Also, they gain perplex
apparently. At 72 points you get a pretty decent
figure. 17 defense is nice, but not great, but the
super senses takes care of that. The 10 attack is
getting rarer and rarer. The fact that he only has 1
click of incap instead of the veterans 4 is hurtful,
but we can deal. The one click of leap climb that
switches to flurry is actually a nice arrangement,
if you don't mind completely exhausting him by
pouncing and then pushing next turn for a nice
flurry attack, that would do 9 damage. 9 reduceable
damage... He is a perplexer, that can double as a
secondary attacker in a pinch. He doesn't really fit
in lower point games. The late dial will power will
help him run back to a medic, or punch out a bigger
target with his exploit weakness.
100: 2.152/5 He can actually be the primary
attacker, using the perplex on his own damage.
200: 1.992/5 You don't have room for the support
figure, and here he actually isn't good enough to be
your primary attacker.
300: 2.442/5 He can be a nice secondary attacker
400: 1.884/5 At this point you are really facing the
big guns, and he is going to get knocked out only
slightly less quickly than a con artist would
500: 2.252/5 Here, you can afford the points, and he
might actually be able to do his points worth in
damage, but he will still get killed to quickly,
unless you put fortitude on him that is, but even
then, you have the trouble of a 100 point perplexer.
~so said the spy
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