Offensively talking about is someone very easy to plan, since with only 2 AC is able to unleash his full potential either from the medium and short distances, benefiting in both cases with a +1 to hit for the mere fact of being Ranged Master. Also in both cases his weapon is the same: The Cold Gun, although depending on the level of power it has functionality or another, always wounding 2+ for being Beam also penalize Blinks! in +2 (ignoring Bulletproof Vest since it is not a Firearm), but with the disadvantage of not being able to recharge them in Ammo Crates. Living up to his name and that of his weapon, Captain Cold and Cold Gun apply the Cold effect on each of his shots, so that
|Area of effect of the Ice Template on narrow areas|
Once the contention has been started, is not only able to redirect his peers thanks to his Order (1SC), which allows him to reposition up to 2 counters of allies models visible, but also someone who inspires confidence, which has its impact on allies models to 20 cm or less, giving them the option to repeat failed willpower checks(Leadership).
This is also where he can take great advantage to his Teamwork/1 with Heatwave could use his Order (1SC) up to 4 times, which for example allow planning many allies in a less aggressive manner and reposition then to 2 counters in attack. Although own Heatwave be his favorite objetive to use this Order as considering their mutual Teamwork, may allow him to adapt him at will to make use of what he need most.
In short distance (20 cm), and a full load with his gun, his only shot (Ammo 1 and ROF 1) causes damage , but it is not possible to combine shooting and movement at the same activation (Aim). The fact that require much concentration on his part and that the weapon is fully operational are reflected in an area of effect of 10 cm around the damaged objetive or the point at which the attack caused Blink! (Ice Template), although for practical purposes this area could be considered as 16 cm with the touch that area the opponent is affected (18 in the case of Large models). All characters that come in contact with that area should not only overcome an Agility check for not fall knocked down, but also see its remaining movement prevented, and Speedsters must remove a Speed Force counter for its personal reserve.