Eliot Franklin (Thunderball LE)
Range: 4 x 1
08 08 06 07 06 05 05
09 09 09 08 08 08 07
17 16 16 15 15 14 14
04 04 03 03 02 02 02
Powers and analysis:
1st two clicks have Charge, Quake and
3rd clicks swaps in Super Strength with a downgrade
4th and 5th clicks swap in Flurry.
6th click loses both Flurry and Toughness.
Final click loses SStrength.
Grounded and with little range, Eliot's a standard
charging Quaker. He'll need TK to get the most out
of him. The good news is that once he's in close,
he's something of a terror to his opponent thanks to
the new Masters of Evil TA. He can push straight to
his Flurry and murderize a still-living opponent.
His dial's rather short for the points, though.
Use ARMOR PIERCING to make his Quake most effective.
With Wrecker, he's the only other Wrecking Crew
member yet made. He's a Thor enemy, so team him with
Loki, Enchantress, Executioner and others for an
anti-Goldilocks theme. And naturally, he's a Master
Actually fits better than the EV Thunderball
(where'd they get that Perplex from?)
Charge, Quake, MOE until dead -- that's how you play
Eliot. Kind of a cheap tie-up piece on Barry Bonds's
steroids, except for that three-figure price tag.
Rurouni KJS is here to help.
Today's review is Elliot
Franklin from Sinister
AW LE week continues with the LE of Thunderball
He is an LE, comes in at 123
points, 4 range 1 target, 7 clicks of life, and is a Master
Speed: 8,8,6,7,6,5,5 Charge first three, then Flurry
Attack: 9,9,9,8,8,8,7 Quake first two, then Super
Strength until a last click of Pulse Wave
Defense: 17,16,16,15,15,14,14 Invuln for two,
Toughness next 3
Damage: 4,4,3,3,2,2,2 No Powers
The Good: Masters of Evil is really cool team
Consistent attack means
you can push for a bit
Good damage numbers
Damage reducers can
keep him around for a bit
When is pulse wave bad?
The Bad: Low attack
Should be full dial
Way too expensive for
what you get
Can’t really use team
ability because of low numbers
Feats: ICWO and Protected are all that come to mind
Overall: Well, it’s another overpriced brick. There
are too many of these in the game and none of them are worth
using. The team ability I like a lot because of the
potential for a lot of actions. HE can charge in, then
quake for 2 consecutive turns after. The ending pulse wave
is a nice surprise, but with the low range he will need to
be right near the opponent, which he will be anyway since he
is close combat. A mediocre piece who is fun to play every
once in a while but must never be used in a serious torny.
Constructed/Unrestricted: 2 / 5
Sealed/Draft: NA / 5
Overall: 2 / 5
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