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From power rings to radioactive rocks, explosives to magical artifacts, every hero and villain has some equipment they just can't live without. And when you need to decide which of these weapons you need on your Heroclix team, it can be a pretty tough decision. I'm here to help.
Greetings, my fellow Clixers! Today I want to look at the grand-daddy of Superman’s vulnerabilities. This is the stuff that puts him (and any other Kryptonian, for that matter) out of commission for a while. I present to you, Gold Kryptonite. Enjoy!
smS104 Gold Kryptonite
Characters within 4 squares can't use Exploit Weakness, Penetrating/Psychic Blast, Pulse Wave, or Telekinesis. A character holding this object can't use any powers except Super Strength.
10 Points
Availability: Gold Kryptonite is available on the secondary market, and might be found in certain Superman boosters; I’m not 100% sure which Kryptonites were available in boosters off the top of my head, so it’s possible that it wasn’t.
Ah, Gold Kryptonite. This stuff is really the stuff of nightmares. Originally a substance capable of permanently removing Superman’s powers, this particular breed of radioactive anti-Superman rock can erase all the yellow sunlight energy stored in a Kryptonian’s body, rendering them powerless. It’s not terribly often that this stuff shows up; last I saw, Metallo had a chunk of this in his chest, along with a couple other Kryptonite varieties, and used it to make a bunch of Phantom Zone escapees drop fifty stories to their deaths. It makes for an interesting plot point, but a boring story.
In game, Gold Kryptonite is used primarily to stop opponent’s characters from using those powers that can really wreck your game. Ironically enough, it stops a good chunk of the powers (Exploit Weakness, Penetrating/Psychic Blast, and Pulse Wave) that make it easier to defeat a Kryptonian by dealing penetrating damage or just straight-up ignoring all of those wonderful defenses Kryptonians use to protect themselves. It also removes the use of Telekinesis, which makes it a little harder to move around the battlefield. Its other effect says that a character holding the object can only use Super Strength; this means that your Moon Knight or Congorilla will be unable to use their Leap/Climb, making this object harder to move around to whatever trouble spots you need it to get to. Fun as all heck, but hard to work with. The object also costs double what most of the other Kryptonite objects cost (as well as pretty much every Lantern object), so it’s more of an investment than most DC objects. Use wisely.
In Action
Like the Red Lantern, Gold Kryptonite requires you to be able to predict where you need it most. Now, if your opponent places a Yellow Lantern it becomes painfully obvious where that Gold Kryptonite needs to go; if not, you have to take a wild guess with where you don’t want your opponent’s characters to shoot you from. Keeping it close to your guys can protect you from Exploit Weakness, but it renders all the other preventative powers useless.
The second part of this object’s text, on the other hand, can make for some wicked fun with the right figure. DKR203 Catwoman can send this object into the hands of whichever of your opponent’s bricks happen to be carrying objects at the time, turning them into humongous targets with a single free action if you don’t wiff on the Cat Burglar roll. If your opponent happens to have a character that has a trait that gives them Super Strength, like certain Red Hulks and Thors, this can shut down everything on their dial. And the best part is, your opponent can’t turn off Super Strength to just drop the object! The only way for your opponent to lose this object at this point is to either use it in an attack, or push himself until he loses Super Strength (if applicable). It’s unfortunate that this can only be done with one figure, but it makes for a great laugh as you run from your opponent trying to beat you down*.
Final Assessment
Perfect for shutting down the Yellow Lantern and great if you can predict where your opponent is going to park his Psychic Blasters, Gold Kryptonite is more a denial piece than anything else. It’s certainly fun if you can get it to work, but probably shouldn’t be your first choice when picking objects.
That’s all for this article; come back next time when Alternate Team Spirit goes trespassing in a great white land famous for certain disagreeable people. Until then, happy Clixin’!
*Feral2k does not expressly support beatdowns over what happens in a game of Heroclix; some things are just sacred like that. I'm cool with you guys beating each other up over just about anything else, but not over Heroclix games, okay?
I used Gold K in a battle royale to fill out my team. Since there were eight people playing, I put it about 5 squares from where I started and it proved to be decent protection until I could set up my figures for attacks.
Also, Cyborg Superman can use his Total Machine Control SP to move Gold K as a free action, given that he's not within 4 squares of the object. You can move it around, just have to keep TK pieces at least 5 squares away.
Loved the suggestion of using Cat Burglar to put the object in an opposing character's hands, eliminating all their powers but Super Strength lol never thought of that
The only kryptonite that you could pull in a booster were the Green Kryptonite (found in the super man enemy green pack) and X-Ray Kryptonite (found in the Superman family blue pack).
I haven't seen it in play but it's seems to me this object will get blown right up before an opponent decides to use penetrating powers. Making it an easy 10 points. I haven't used any K yet so I'm still in the dark about these...