Agenda: Destroyers

Faction: Lords of Cthul

Released: Reach Out and CRUSH Someone

 

Version Grunt Elite

Energy N/A N/A
Speed 4 4
Defense 4 4
Brawl 1A 1A + 1B
Blast (long) 2A 2A + 1B
Cost 1 2

 

Grunt abilities - Aim, All-terrain

Elite abilities - Aim, All-terrain, Commander: G-Tank

 

Navigation: Mon-wiki | Lords of Cthul

Agenda: Destroyers | Faction: Planet Eaters

Released: February 2019

Those who thought they had seen the worst the Planet Eaters had to offer when they witnessed Gorghadra had yet to behold the terror brought by the one called Rogzor. This creature’s every action seems to defy known physics as it unleashes an unceasing barrage of annihilating energy from the web-like structures that unfold along its appendages. Its footsteps have changed the course of rivers, and its raw power has leveled mountains. It cannot be reasoned with or understood and seems motivated solely by the desire to bring about the utter disintegration of the Earth and its inhabitants, siphoning power from everything it turns to ash. Woe to any man, machine, or beast that stands in Rogzor’s path.

ALPHA Form Stats Special Rules
Speed 6  
Defense 8  
Brawl 6A 3B  
Blast 6A 4B (RNG 5) Devastation, Penetrator
Power 5A 3B  
Health 10 - 6  
Inherent Abilities   High Impact

 

HYPER Form Stats Special Rules
Speed 7  
Defense 8  
Brawl 6A 4B  
Blast 8A 6B (RNG 5) Beat Back, Devastation, Penetrator
Power 5A 4B  
Health 5 - 1  
Inherent Abilities   High Impact, Return Fire

 

RULES NOTES:

  • Beatback is currently the only method by which 2 monsters collide.  Both will take 1 damage from the collision, and the monster initially hit will take 1 damage from the initial hit.
  • Devastation triggers when the target building is hit. Because the active player's special abilities always resolve before the opponent or neutral abilities, this means that Devastation will destroy units adjacent to a hit Power Plant before the Power Plant's Blast Zone ability removes them from the board.

STRATEGIC NOTES:

  • Pkew pkew!

NOTE: All images are sourced from Privateer Press's official site unless otherwise noted.

Navigation: Mon-wiki | Planet Eaters

Agenda: Destroyers | Faction: Martian Menace

Released: December 2018

The Ares Mothership is a large Martian vehicle propelled by unknown means, and it represents the first extraterrestrial construct to enter Earth’s atmosphere in recorded history. Its powerful lasers immediately answered the question of whether alien intelligence would be friendly or hostile. As the vanguard of the Martian invasion of the planet, Ares Mothership prosecutes a campaign of destruction across the globe, securing valuable resources that it can transform into new Martian assault craft.

ALPHA Form Stats Special Rules
Speed 7 High Mobility
Defense 8  
Brawl 6A 3B Manufacture
Blast 6A 4B (RNG 3)  
Power 5A 4B  
Health 11 - 6  
Inherent Abilities   Abduct (4), Transport, Flight, Mechanical, Steady

 

HYPER Form Stats Special Rules
Speed 7 High Mobility
Defense 8  
Brawl 6A 4B Manufacture
Blast 6A 5B (RNG 5) Hit & Run
Power 5A 4B  
Health 5 - 1  
Inherent Abilities   Flight, Spotter, Steady, Tactical Command

 

RULES NOTES:

  • A model is always considered allied with itself, so Hyper Ares Mothership will always get the benefit of its own Spotter.
  • Damage from a Hazard is only checked when a model first moves into that Hazard. If Ares Mothership is standing on a Hazard and is either Power Attacked or loses Flight in some way, it will not take damage from that Hazard until it is moved off and then back onto it.

STRATEGIC NOTES:

  • With high speed, Flight, and the ability to Abduct screening units, Ares Mothership is surprisingly aggressive in Alpha form. It's easy to find (or make your own) openings for Power Attacks.
  • You can use Steady to set up unfavorable counterattacks for your opponent, making Body Slams that would be obvious plays against other monsters dice-intensive.

NOTE: All images are sourced from Privateer Press's official site unless otherwise noted.

Navigation: Mon-wiki | Martian Menace

Agenda: Destroyers | Faction: Martian Menace

Released: January 2019

The enigmatic tripod walker craft known only as Deimos-9 would follow after the Ares Mothership and continue the process of harvesting resources while expeditiously dismantling Earth’s defenses. Impacting initially in a compact spherical form, it unfolded to reveal its long legs and extending manipulator appendages, proving it could swiftly cross any terrain as it focused on urban centers. Deimos-9 has shown the capability of reaping vast amounts of energy in minutes, and it seems to prefer to prey on power plants, solar grids, and other high-energy locations. Its grappling manipulators and limbs are made of advanced Martian metals and polymers, being extremely strong and durable despite a fragile appearance.

ALPHA Form Stats Special Rules
Speed 6  
Defense 8  
Brawl 7A 4B  
Blast 4A 3B (RNG 3) Power Gorge
Power 6A 4B  
Health 11 - 6  
Inherent Abilities   Flank, Grappler, Mechanical

 

HYPER Form Stats Special Rules
Speed 6  
Defense 8  
Brawl 8A 5B Fling
Blast 4A 4B (RNG 3)  
Power 7A 5B  
Health 5 - 1  
Inherent Abilities   Energy Cycle, Flank, Grappler, Lightning Attack, Mechanical

 

RULES NOTES:

  • A model is always considered allied with itself, so Deimos-9 will always get the benefit of its own Flank.
  • For the second roll of an attack caused by a Fling trigger, that roll does not have an attack type. This means it is not affected by Flank and it will not heal Deimos-9 if the second target is a Power Plant.
  • A monster must complete all of its attacks before attacking with a second monster. This means you cannot Brawl with Hyper Deimos-9's Lightning attack, attack with another Monster, then attack with Deimos-9 again.

STRATEGIC NOTES:

  • Deimos-9's greatest strength is tipping the dice economy in your favor. His efficient attacks and strong crowd control game in hyper, combined with Grappler forcing high mobility enemies to take extra steps, means that over the course of the game you'll be spending significantly fewer white dice than your opponent to accomplish the same goals.
  • Hyper Deimos-9's brawl can be used as an effective screen-breaking tool. The combination of Flank, Energy Cycle, Lightning Attack, and Fling all synergize together, often allowing the Deimos-9 player to destroy two enemy units for only a single a-die investment.
  • Don't overlook Deimos-9's blast attack, especially in Alpha! While you may be tempted to go for other attacks because of the blast's middling stats and range, it can still be used to open up a path for your partner monster relatively cheaply, thanks to Power Gorge.

NOTE: All images are sourced from Privateer Press's official site unless otherwise noted.

 

Navigation: Mon-wiki | Martian Menace

Agenda: Destroyer

Faction: Martian Menace

Released: Reach Out and CRUSH Someone

 

Version Grunt Elite






 
Energy N/A N/A
Speed 5 5
Defense 3 3
Brawl 2A + 2B 2A + 3B
Blast N/A N/A
Cost 1 2

 

Grunt abilities - Power Gorge (brawl)

Elite abilities - Power Gorge (brawl), Commander: Chomper

 

Navigation: Mon-wiki | Martian Menace

Agenda: Destroyer

Faction: Martian Menace

Released: Reach Out and CRUSH Someone

 

Version Grunt Elite






 
Energy N/A N/A
Speed 5 5
Defense 3 3
Brawl 2A + 2B 2A + 3B
Blast N/A N/A
Cost 1 2

 

Grunt abilities - Power Gorge (brawl)

Elite abilities - Power Gorge (brawl), Commander: Chomper

 

Navigation: Mon-wiki | Martian Menace

Agenda: Destroyer

Faction: Martian Menace

Released: Reach Out and CRUSH Someone

 

Version Grunt Elite






 
Energy N/A N/A
Speed 5 5
Defense 3 3
Brawl 2A + 2B 2A + 3B
Blast N/A N/A
Cost 1 2

 

Grunt abilities - Power Gorge (brawl)

Elite abilities - Power Gorge (brawl), Commander: Chomper

 

Navigation: Mon-wiki | Martian Menace