F.U.N. FOCUS: A look at Kree Supremacy

captain-marvel-kree

In spring 2019, HeroClix saw a great movie-based micro set in Captain Marvel. One of the surprise F.U.N. hits from the set were the Kree figures and their “Kree Supremacy” traits.

Let’s get into it before the set retires to Golden and Silver Age this summer on July 1 — with an eye to how the 2021 rules will affect them.

Things we’ll look at:

1. how useful is this Kree Supremacy on a Basic level? That is, if you have allies that are adjacent friendlies or non-adjacent Kree

2. how useful is this Kree Supremacy on a Kree level? if you have allies that are adjacent AND Kree

3. how useful is this Kree Supremacy on Solo level? What if this character is the ONLY Kree on the team, and how it works with its powers

4. How useful is this piece, period? What is its SUPREMACY LEVEL? Low, Moderate, High or Supreme?

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Kree Soldier [Captain Marvel Movie 002]

25 points

002-Kree-Soldier

Kree Supremacy: Elite Forces: Once per turn, when a friendly character that’s adjacent or has the Kree keyword rolls for breakaway and the result is 1, you may reroll that die. If that character is both adjacent and has the Kree keyword, instead you may reroll a result of one or two.

1.  Basic level: It’s good to grant a breakaway bonus — especially with changes to Plasticity. And because she is an Enhancement piece after her first click, it could be helpful to a based Running Shooter.

2.  Kree level: An even better bonus here certainly isn’t bad.

3.  Solo level: She gives herself the Basic bonus. With her being a range fighter, breakaway is potentially vital for her to either get that a Running Shot off to retreat to Enhance a different shooter.

SUPREMACY LEVEL: LOW. Willpower could help her stay mobile but that short 4 range may not keep her safe and a 3-click dial means Enhancement might never see play. She needs to coordinate with tie-up allies for best results.

———

Att Lass [Captain Marvel Movie 005]

50 points

005-Att-Lass

Kree Supremacy: Deep Cover: Friendly characters that are adjacent or have the Kree keyword modify defense by +1 against close attacks. If that friendly character is both adjacent and has the Kree keyword they also modify defense by +1 against range attacks.

1.  Basic level: Offering a DV bonus in close is good for melee or if foes decide to close in.

2.  Kree level: Get that DV bonus from range too.

3.  Solo level: He needs to be in melee ASAP for the bonus (and his Combat Reflexes)

SUPREMACY LEVEL: MODERATE. Att Lass is one of those tie-up figs who could work OK with the Kree Solider. Don’t let his 5 range and Precision Strike bait you into using him as a shooter unless you’re wanting to boost DV for other, better adjacent shooters.

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Yon Rogg [Captain Marvel Movie 006]

50 points

007-Yon-Rogg

Kree Supremacy: For Hala!: Once per turn for all characters with this trait, when a friendly characters that’s adjacent or has the Kree keyword hits, Action Total +1. If that character is both adjacent and has the Kree keyword, Action Total +2 instead.

1.  Basic level: Can help a swarm team a lot to either get more attacks or more actions.

2.  Kree level:  Try to have a Kree shooter either next to Yon here or next to another Kree to help trigger the potential +3 actions.

3.  Solo level: He’s mostly a Telekinesis and Leadership piece, so he’ll rarely activate the ability himself.

SUPREMACY LEVEL: HIGH. TK is a premium supporting power. With Toughness on top, he’s likely to see his Stealth/Willpower/Perplex clicks later on.

———

Kree Combatant [Captain Marvel Movie 007]

25 points

007-Kree-Combatant

Kree Supremacy: Peerless Warriors: Once per turn, for all characters with this trait, when an opposing character rolls to break away from friendly characters that are adjacent or have the Kree keyword and the roll is a 6, you may reroll that die. If at least one of those friendly characters is both adjacent and has the Kree keyword, instead you may reroll a result of 5 or 6.

1.  Basic level: Making pals better at tie-up isn’t worthless.

2.  Kree level: Making pals GREAT tie up is better still.

3.  Solo level: Works great for him acting as tie up with his Reflexes and melee powers of Exploit Weakness and Close Combat Expert.

SUPREMACY LEVEL: LOW. A rare melee specialist for the Kree, his short dial is problematic for his survival, like his sister Kree Soldier. But tie-up is important and that opening Charge Exploit move could yield victory.

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Minn Erva [Captain Marvel Movie 011]

75 points

002-Kree-Soldier

Kree Supremacy: Protected by Superior Technology: Friendly characters that are adjacent or have the Kree keyword have Protected: Outwit on their speed powers. If that friendly character is both adjacent and has the Kree keyword they also have Protected: Outwit on their attack powers.

1.  Basic level: Nice to not have most move+attack powers Outwitted.

2.  Kree level: Double the Outwit resistance, though a bit less important than keeping the moving powers

3.  Solo level: It’s certainly OK but not vital to keep her Running Shot free from Outwit.

SUPREMACY LEVEL: MODERATE. She’s a lot of points, even if she starts with a solid 11 AV Penetrating Blast. More important is her Probability Control. Strong defense in Invincible.

———

Att Lass [Captain Marvel Movie 014]

75 points

005-Att-Lass

Kree Supremacy: Empowered by Superior Technology: Friendly characters that are adjacent or have the Kree keyword have Protected: Outwit on their defense powers. If that friendly character is both adjacent and has the Kree keyword they also have Protected: Outwit on their damage powers.

1.  Basic level: VERY nice to not have defense powers Outwitted.

2.  Kree level: Double the Outwit resistance is good.

3.  Solo level: Un-Outwittable defense is really important for him as he’s got good reducers and ends with Regeneration.

SUPREMACY LEVEL: SUPREME. He’s a Hypersonic piece with Leadership who guards all defenses for a Kree team. Do not field without him if possible!

———

Yon Rogg [Captain Marvel Movie 015]

75 points

007-Yon-Rogg

Kree Supremacy: We Shall Win This War: Friendly characters that are adjacent or have the Kree keyword modify attack by +1 when targeting only characters that can use Shape Change or Stealth. If that friendly character is both adjacent and has the Kree keyword, it can use Targeting: Hindering, Characters

1.  Basic level: Pretty situational but not bad.

2.  Kree level: Being able to shoot past characters is really good, especially with Yon Rogg acting as a blocker or Enhancer (or both)

3.  Solo level: He doesn’t get the Improved Targeting, so he’s not great vs. Stealth with him being a ESD range fighter, and Shape Change is always a challenge. What good is +1 AV if you can’t target?

SUPREMACY LEVEL: MODERATE. He’s a little pricey at his role as a midline supporter but works as a secondary attacker with his combo of RCE and Energy Explosion, where his bonus against Stealth/Shape Change could pay off (assuming ALL the targets have one of those two powers).

———

Bron Char [Captain Marvel Movie 016]

75 points

007-Kree-Combatant

Kree Supremacy: Live Kree Or Die!: Once per turn for all characters with this trait, when a friendly character that’s adjacent or has the Kree keyword is KO’d, after resolutions you may deal 1 damage to each opposing character that was adjacent to the KO’d character. If that friendly character is both adjacent and had the Kree keyword, the damage dealt is penetrating.

1.  Basic level: Only triggers on your allies being KO’d, which can be perilous.

2.  Kree level: Can be hard to set up the supreme penetrating version due to his Battle Fury and his boot speed.

3.  Solo level: Not penetrating damage since he’s not adjacent to himself.

SUPREMACY LEVEL: LOW, unless you devote some effort into setting him up to leverage his effects. But here’s where his sculpt-mate, the Kree Combatant can pay off, even in death, and Bron himself can hit VERY hard with Charge+Flurry 4 damage.

———

Korath [Captain Marvel Movie 019]

75 points

019-Korath

Kree Supremacy:You Shall Not Escape: When a friendly character that’s adjacent or has the Kree keyword hits, after resolutions that character may move 1 square. If that friendly character is both adjacent and has the Kree keyword, instead all friendly characters with the Kree keyword may move 1 square.

1.  Basic level: So you get a little bit of extra movement. This can be very powerful with a few niche figures.

2.  Kree level: This can increase the mobility of a Kree team greatly. But the characters still have to break away, so keep that in mind.

3.  Solo level: Can get him out of counterattack range, I guess maybe. Not something to depend on.

SUPREMACY LEVEL: MODERATE. Though Korath has good numbers and has seen some meta play, he’s still pretty mediocre for the cost. But top Enhancement is never worthless and Invulnerability means he’ll land on his later RCE clicks to stay on offense.

———

Ronan [Captain Marvel Movie 020] 

100 points

020-Ronan

Kree Supremacy: You Stand Accused: POWER: If no friendly character has been placed this turn, choose an opposing character that dealt damage to a friendly character that’s adjacent or has the Kree keyword since your last turn. Place Ronan adjacent to that opposing character, then make a close attack that deals penetrating damage targeting that character.

1.  Basic level: It works a lot like a colossal retaliation. It’s a generally okay and occasionally great way to get him deployed.

2.  Kree level: This works no differently from the Basic level, making it the most flexible of the Kree Supremacy traits.

3.  Solo level: Works same when he is damaged, too, so it’s fully useful for himself.

SUPREMACY LEVEL: HIGH. With proper placement, he could use Close Combat Expert to weaponize his “retaliation” effect to wreck whole teams (perhaps, depending on how what it means to “use” a passive power like CCE, going forward. But I suspect a rewrite may be coming.)

———

Captain Marvel [Captain Marvel Movie 021]

150 points

CapMarvel021

Kree Supremacy: Cosmic Awareness: Friendly characters that are adjacent or have the Kree keyword have Protected: Opposing Probability Control. If a friendly characters is both adjacent and has the Kree keyword, it can use Probability Control, but only to target itself.

1.  Basic level: It’s nice for Kree or adjacent allies to be unProb-able by enemies.

2.  Kree level: Her teammates get self-Probability Control…

3.  Solo level: …But not her. She only gets the first benefit.

SUPREMACY LEVEL: HIGH. Protecting against enemy Prob is good, and she herself is a very strong piece (though not as unkillable as she looks on paper).

 ———

 The full “Kree Supremacy” team comes up to 775 points. Double up on either the Soldier or the Combatant for a round 800. Or if you insist on highlander rules on named characters, dropping the rare versions of Att Lass and Yon Rogg get you down to 625 for a 700-point build (add 2-3 of the generics to fill) while the pricier versions bump up to 675 with room left for a single generic. Splitting between the common and rare versions is 650.

The most story-accurate build will exclude Captain Marvel and the generics, leaving it at 475.

Whatever you choose, have F.U.N. doing it!

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