Schutz
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Tech.

Cost: 3.
Resource:

Anwendungen (6 Energiemarker). Max. 1 pro Spieler.

Erzwungene Unterbrechung: Sobald du eine beliebige Menge an Schaden nehmen würdest, entferne so viele Energiemarker von dieser Karte. Verhindere für jeden auf diese Weise entfernten Energiemarker 1 Schaden davon.

SP//dr #19.
Kraftfeld-Generator
Reviews

It's a little bit spendy for how much damage it prevents (3+card for 6 damage), but it does "stack" with whatever else you have going on defensively, so it's a nice backstop to keep your Dauntless active in the event the villain's boost cards don't fall your way, or in case you take some surprise extra attacks from an encounter card. It's also a damage prevention card you can play while you're not in Hero form, which is nice if you're running Meditation or other forms of Alter Ego economy.

And the combo with Repurpose (conveniently in the same hero pack!) is pretty spicy. Absorb 4-5 damage with the energy counters, then mulch your Forcefield Generator for a ready and a sweet +3 to one of your stats.

Fry · 291
This would be a lot better if it wasn't a Forced interrupt. Since it's Forced, spending only 5 counters and then use Repurpose isn't going to be easy. — Killbray · 5
There's a lot to be said for cards like them in terms of having insurance for things where you're going to defend anyway but 1 damage vs 0 damage makes a huge difference (for example Unflappable, Hard to Ignore, Gambit's Guild Armor, Containment Strategy, Astonishing X-Men). Making sure a boost isn't going to push damage over your the 4+ defense character running such a deck likely has counts for a lot... but because the "Forced" component really could result in some tragic turns (especially the encounters where a Treacheries or some other non-attacks are repeatedly draining health), so I'd really only consider this in the odd instance match where the villain was so intense a playset of Energy Barriers still weren't enough or some "The more Tech traits the better" deckbuild such as Iron Man — TheNue · 3