I like having synergy, but it would really up her cost. One of the limiting aspects already in play is to force her to the front line. Maybe if we reduce it to adjacent, but it would need further testing
I admit the choice to limit to human was a game mechanic restriction rather than theme. To open it to all figures seemed to broad and potentially game breaking. At the same time I wanted it to work with all members of GI Joe, including the upcoming leaders that would not be just a soldier and commando. At the time, I was looking at 5+ classes. Soldiers, Commandos, Sergents, Generals, and Drill Sergent. It seemed too specific and limiting to list everyone of those classes. Since her start, I see that Generals and Sergents will now become Commanders and even my Duke design has been already altered to allow him to become a Commando. With that I think I would have no problem changing her to give intel to specific classes instead of species. I don't think it would alter her cost by much (if anything decrease it) to have it work with Commandos, Soldiers and Commanders. However doing so will restrict her build to pretty much GI Joe (again I have no problem with that). Any other thoughts or concerns on this matter?It's not a name I'd feel the need to reuse so I wouldn't bother changing it.
I guess it's not so much the name anyway really when I think about it, like it could be 'Human Intelligence Officer' on the card and I still wouldn't dig it. It's more that a power that is Human only and not like a medical thing scans as anti-Mutant etc. to me in C3G?
Like she'll want to hang with Striker or Torquemada because filthy Muties aren't good enough for her intelligence briefings.
Just kinda curious why it wasn't 'Soldiers and Commandos' or whatnot instead of Humans. But not a character I care about or a design I was super dialed into (past my standard look to see if anything was broken or whatnot) so not something I'm looking to see any changes on, my fault for snoozing so I do the loosing.
INTELLIGENCE OFFICER
At the start of each round, choose an opponent's Unique Hero within 6 clear sight spaces of Scarlett. Look at an unrevealed Order Marker on the chosen Hero's card. After the chosen Order Marker is revealed on that Hero's card, all of your Commander, Commando and Soldier figures roll two additional defense dice for the remainder of the round.