Well, I feel like as long as the figure is:
a) draftable
b) not breaking anything
Then we're probably okay. For most units, you can give or take a little bit and still be at a reasonable price point.
I do think there's one important difference between Mera and Techno, in that Techno's factional support is already in place, whereas Mera doesn't really have hers yet, and will get more down the line as we build up the Red Lanterns.
I think I might try some light-touch tweaks to take the edge off his performance and try running him in a couple more games, just to see how those go:
Quote:
NAME = TECHNO
SECRET IDENTITY = PAUL NORBERT EBERSOL
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = CHARLATAN
PERSONALITY = ARROGANT
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 5
RANGE = 4
ATTACK = 3
DEFENSE = 4
POINTS = 150
TECH-PAC
After revealing an Order Marker on this card, you may choose two of the following effects for the rest of your turn:
-add 2 to Techno's Move number and Techno will not take any leaving engagement attacks.
-add 3 to Techno's Range number and Techno can attack non-adjacent figures even if he is engaged.
-when Techno attacks, he may attack one additional time.
-after Techno attacks a non-adjacent figure, he may attack one additional time.
-all figures that were engaged with Techno at the start of your turn subtract 1 from their Defense numbers.
RECKLESS ENGAGEMENT
If Techno is not adjacent to any friendly figures and is engaged with at least one enemy figure, add 1 die to his normal attack and subtract 1 die from his defense.
FLYING
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