NAME = ANTI-MONITOR
SPECIES = ENTITY
UNIQUENESS = EVENT HERO
CLASS = DESTROYER
PERSONALITY = MALEVOLENT
SIZE/HEIGHT = HUGE 20
LIFE = 30
MOVE = 4
RANGE = 6
ATTACK = 6
DEFENSE = 6
POINTS = 1600
MASTER OF TIME
If you win initiative and at least one Order Marker is on this card, you may immediately remove one unrevealed Order Marker from one Army Card of each opponent at random.
ERASE FROM EXISTENCE
Once per round, after moving and instead of attacking, you may roll the 20-sided die once for each enemy figure within 3 clear sight spaces of Anti-Monitor. If the figure is a Squad figure and you roll 8 or higher, destroy it. If the figure is a Hero figure and you roll 20 or higher, destroy the Hero.
MASTER OF SPACE
After you complete a turn with any figure you control, if an unrevealed "X" Order Marker is on Anti-Monitor's card, you may reveal it and immediately take a turn with Anti-Monitor. During this turn, instead of moving normally, you may place Anti-Monitor on any unoccupied spaces within 10 spaces of Anti-Monitor. When Anti-Monitor moves with Master of Space, he will not take any leaving engagement attacks.
SUPER STRENGTH
FLYING
Spoiler Alert!
Design Notes:
Basically, my vision of this guy is to test the upper limits of what a Heroscape figure is capable of. The proposed Event Hero status is part of that. Basically, having a 1,000+ point figure taken out with a single D20 roll just cannot fly.
He's decently hard to wound, but not impossible. He's just going to take a long time to kill with wounds - hopefully long enough to earn back his points.
In order to facilitate that further, there are some fun time/space manipulation powers here to let him maximize his turns in a round and minimize those of his enemies.
And before anyone asks - yes the figure does fit on two hexes (see the mini photos).
I look forward to reading your thoughts!
9/27 the range on Erase From Existence is dropped from 6 to 3.
9/27 adjusted the wording on Master of Space to clarify that you can only use the power after you take a turn, not after an opponent takes a turn (to avoid turn interruption with bonding units).
9/28 Event Hero rule added under clarifications and a line added preventing opposing players from taking temporary or permanent control over him, since both of these things would automatically end 1,600 point games on D20 rolls.
10/1 Updated the Event Hero rule, changing it from this:
SPECIAL RULE (EVENT HEROES): Event Heroes cannot be destroyed by any terrain rules or special powers on any Army Card or Glyph that do not cause wounds. You may never take temporary or permanent control of an opponent's Event Hero.
to this:
EVENT HEROES
Event Heroes are never destroyed without first taking enough wounds to be destroyed. If a terrain rule or a special power on any Army Card, Glyph, or Destructible Object would automatically destroy an Event Hero, that terrain rule or special power instead inflicts 4 wounds on that Event Hero. Players may never take temporary or permanent control of an opponent's Event Hero.
10/12 Talked to Griff on the phone and for the sake of clarifying some turn order issues, added an "immediately" to Master of Time and removed the Order Marker and no movement restrictions from Erase from Existence.
10/13 Erase From Existence capped at once per round to alleviate some of Griffin's concerns. I ran two additional army tests with him either way and found no discernible differences in results, so I'm fine with this change.