Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating
Seth R.
Today's Click of the Day is...
GOLD
Points: 60
Range: 8
Team: N/A
Arrows: 1
Movement: Ground
Rarity: Common
Set: Crisis
#
1
2
3
4
5
6
7
8
9
10
11
12
8
7
7
6
6
6
KO
KO
KO
KO
KO
KO
10
9
9
9
9
9
KO
KO
KO
KO
KO
KO
17
16
16
15
14
14
KO
KO
KO
KO
KO
KO
3
2
2
2
2
2
KO
KO
KO
KO
KO
KO
SPECIAL POWERS - Attack: Gold can use Incapactitate but
only as a ranged combat attack [as if he had a range of 6].
- Defense: When Gold is attacked at close combat, he
gains Invulnerability. When Gold is attacked elsewhere, he
gains Toughness.
SPEED
-- Strange to see Charge and an odd number on the same
click. The power is useful nontheless and remains useful for
the introduction of Gold's dial. Things do get choppy as
time goes on, so be cautious.
ATTACK
-- Talk about compatible! Nine and above attack values until
the KO slots appear.. for only 60 points? 9 doesn't seem so
awesome at first, but similar to Blue Beetle, you'll be
happy on the sixth click after seeing a 9 pop up instead of
a 7. The mid-dial Incap changes an entire strategy into:
flee to a bush, deal some tokens to some heavy hitters, then
heal back to full-health with Nanobots.
DEFENSE
-- Basic Invulnerability and Toughness to keep Gold alive
longer. Not much else to say here.
DAMAGE
-- For once, 2 damage is relieving. Let's say Gold takes a
hard shot from Plastic Man (if there is such a thing). The
shot sends Gold off his Charge clicks and he's stranded in
the middle of the board. What to do?! Nanobots. Shape Change
is a helping reinforcement.
FEATS?
Nanobots was already mentioned. Maybe Shellhead if there are
any leftover points. I'd recommend Stunning Blow, but
there's a good chance Gold may dash right by those Incap
clicks. Fortitude is worth a go if you really feel like
cramming up his cost.
My main concern with Gold is the lack of depth in his
dial. With one giant hit, he may as well be sent to the
morgue. Nanobots is Plan B, but how far can Plan B go when
Gold moves 6 spaces a turn? Don't get me wrong; I like Gold.
I like that he can withstand and dish out damage from range
and close combat. He's packed with damage reducers and can
defend himself. But keep him well-protected during gameplay,
or you're a goner.
STRENGTHS:
Starting with Charge and 8 range, he's a solid fighter. His
first Special Power ("I Can Be Hammered into a Sheet Four
Millionths of an Inch Thick") gives him Invulnerability to
close combat and Toughness to ranged attacks, so you may
want to run him into the fray to tie up enemy brawlers. At
60 points, he's good for this, especially with Shape Change
down his dial after his starting Leadership, and a very
steady AV of 9.
WEAKNESSES:
He's a brick without Super Strength, and so he'll never do a
great deal of damage.
His dial's a little short and his DV gets pretty poor.
His mid-dial SP gives him 6-range Incapacite that can ONLY
be used as a ranged attack, which runs counter to his
close-fighting strengths.
CARDS?
It depends how you wish to use him. Generally, he's good for
NANOBOTS from click #2 on, though he lacks the mobility to
really capitalize on the feat, and it negates his tie-up
ability somewhat. CAMOUFLAGE is good if you plan to push to
Shape Change and snipe safe from enemy shooters. Just watch
out for enemy Outwit, which isn't affected by the feat. If
running a Metal Men team, it might be best to keep him in
the back and use CONTINGENCY PLAN to keep the team's values
pumped.
IN SUM:
With use as a shooter, brawler and tie-up, Gold's not bad,
but you need to play him to the team's tune.