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The Book of Gladiatrons

dnutt99

Well-known member
The Book of Gladiatrons
Zanafor's Discovery - Collection 4 - "Soulborgs and Elves"​

ZCHX4mE.jpg
Spoiler Alert!
If you cannot see the Army Card graphic, check Hasbro's Unit Page for stats and special powers, plus "character biography" and other non-game unit info.

Character Bio: The Gladiatrons come from the flatland region of Alpha Prime. Originally, they were constructed as scouts for their Blastatron counterparts. Since being called to Valhalla, they have evolved into their own deadly killing squad. Beware the approaching Gladiatrons: once engaged, they can focus their energy, allowing their defensive powers to enhance. Their Cyberclaw locks most opponents down, and enemy warriors unlucky enough to be thusly immobilized can do little more than pray for a miracle to survive the attack. (Hasbro)
_________________________________________________________________
-Rulings and Clarifications-
  • - CYBERCLAW : Gladiatron Movement Using Cyberclaw
    Are the Gladiatrons also stuck in the engagement because of Cyberclaw?
    No. Cyberclaw only affects figures that are engaged to a Gladiatron. Once any opponent's figures enter a space adjacent to a Gladiatron, they cannot move. That includes movements around the Gladiatron while still staying engaged. However, the Gladiatrons can leave the engagement if they choose to. On a side note; if 2 opposing sides both have figures with Cyberclaw, they would lock each other down. (Hasbro FAQ)

    - CYBERCLAW : Units With Disengage and Ghost Walk
    Is a character with Ghost Walk or Disengage also affected by Cyberclaw?
    Yes. As soon as they pass onto a space adjacent to a Gladiatron, they are locked into the engagement. No special power on an army card or glyph can get them out of the engagement. (Hasbro FAQ)
_________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Received
  • - BLASTATRONS : Gladiatron Movement Bonding
    As Gladiatrons, the Gladiatrons may benefit from Blastatrons’ GLADIATRON MOVEMENT BONDING synergy.

Synergy Benefits Offered
  • - BLASTATRONS : Homing Device
    * Being Soulborgs that follow Vydar, Gladiatrons may aid Blastatrons with their HOMING DEVICE attack bonus.

- SACRED BAND : Disciplined Army Defense Bonus
  • * Having a Disciplined personality, Gladiatrons may aid the Sacred Band with their DISCIPLINED ARMY DEFENSE BONUS.
    *NOTE: See The Book of Sacred Band for proper application.
C3V and SoV Custom Synergies
Spoiler Alert!
_________________________________________________________________
-Strategy, Tactics and Tips-

  • - TBA

_________________________________________________________________
-Heroscapers Community Contributions-

Power Rankings

Jexik: Gladiatrons- Highly mobile and potential for crazy-high attacks help the G-Trons compete with the best. A

OEAO: A

Cleon: Tier 9 (26/208)

dok (VC inclusive): A

Master Index
MKSentinel said:

Unit Strategy Review
  • - TBA
 
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Few synergies and bonding? Maybe....but what they have is pretty darned hot. If you draft them with the Blastatrons, you will probably never have to put an order marker on them, and they'll boost all your attacks. That's pretty sweet.
 
Oh! I totally forgot about the movement bonding. I guess I thought they were not good because I can never build a good enough army to win and that they're hunters. Forget about what I said earlier.

They are a great 4-squad with the bastatrons! And they're cool/great sculpts.
 
These guys are great with the Blastatrons! Use the Gladiatron movement bonding first and surround your enemy with them then attack with the Blastatrons! If you get all 4 around the same figure you get 5 attack, it's even better if your Blastatrons have height advantage or 2 squads of Gladiatrons!
These guys Cyberclaw is great for holding a target in place!
 
So Raelin and her kyrie ilk can fly over figures without becoming engaged, but can she fly over gladiotrons without becoming cyberclawed? I'm inclined to say no because the card says, "enter or occupy a space" but I can also see the other argument.
 
The gladiatron must be engaged to claw you. As long as you fly over without touching down in any of the spaces adjacent to a gladiatron, you keep out of engagement and avoid The Claw.
 
But the card says "enter or occupy a space" and not engagement. While Raelin does not get engaged when she flys, she does enter a space. Since Ghost walk is negated, I can see why flying would be negated. Other cards (Nakitas) also make special mention of engagement. The gladiatron, in effect, could grab the figure out of the air with the cyberclaw-tractor beam thing.
In any case, it makes a BIG strategic difference if gladiatrons can halt the movement of flying units. I can't find anything in Hasbro or our FAQs.
 
ASmiles said:
From a personal email with Rob Daviau, Feb '06:

Flyers do not become adjacent when passing over a figure and, therefore, are not affected by the cyberclaw.

To that end, flying figures don't actually enter or occupy any spaces during their move except their starting and ending spaces (assuming they are flying for their entire move).
 
rdhight said:
Can you choose to release an enemy figure from the cyberclaw?

this thread's first post said:
Are the Gladiatrons also stuck in the engagement because of Cyberclaw?
No. Cyberclaw only affects figures that are engaged to a Gladiatron. Once any opponent's figures enter a space
adjacent to a Gladiatron, they cannot move. That includes movements around the Gladiatron while still
staying engaged. However, the Gladiatrons can leave the engagement if they choose to. On a side note; if 2
opposing sides both have figures with Cyberclaw, they would lock each other down. (Hasbro FAQ)

This seems to indicate that the Gladiatrons can voluntarily release the cyberclaw.
 
Will T said:
rdhight said:
Can you choose to release an enemy figure from the cyberclaw?

this thread's first post said:
Are the Gladiatrons also stuck in the engagement because of Cyberclaw?
No. Cyberclaw only affects figures that are engaged to a Gladiatron. Once any opponent's figures enter a space
adjacent to a Gladiatron, they cannot move. That includes movements around the Gladiatron while still
staying engaged. However, the Gladiatrons can leave the engagement if they choose to. On a side note; if 2
opposing sides both have figures with Cyberclaw, they would lock each other down. (Hasbro FAQ)

This seems to indicate that the Gladiatrons can voluntarily release the cyberclaw.
No it doesn't. Cyberclaw says the opponent's figure can't move. It never once places a restriction on the Glad's own movement. Moving the Glad away has nothing to do with whether or not you're "releasing" the Cyberclaw. We'd need a ruling about whether or not Cyberclaw is optional if you were able to voluntarily release it.
 
My guess is it's optional, but I went ahead and submitted it--it's come up for debate several times now so we might as well see what they say.
 
tsukifu said:
My guess is it's optional, but I went ahead and submitted it--it's come up for debate several times now so we might as well see what they say.

I think so too, but it's good to know for sure these days, because it's already come up more than once on the Book of Marcu thread.
 
This never occurred to me before, but when Cyberclaw states that "Figures affected by Cyberclaw cannot be moved...", what effect does that have on special powers that mention movement in their descriptions?

For instance, Cyprien Esenwein's Life Drain uses the wording "after moving and before attacking..." as a condition of using his power. If he cannot move, can he still use the power?

I understand that, under normal circumstances, someone may choose to move zero spaces, and that that still counts as moving for purposes of using powers-- but this is a wording that specifically eliminates the ability of someone to move at all.

I'm not trying to be a rules lawyer, and I've never used the power this way, but it's an interpretation that seems like it could be valid, and it would make the gladiatrons a smidgeon more valuable, particularly with the rise of the vampires.

Any thoughts?
 
These guys will be Isamu's kryptonite. Not that a 10 point figure really NEEDS kryptonite.
 
Cavalier said:
CYBERCLAW IS OPTIONAL!

Thanks. That was the answer I wanted.

LilMoochie said:
These guys will be Isamu's kryptonite. Not that a 10 point figure really NEEDS kryptonite.

Actually, I'm looking forward to bringing these guys against any of the high-move Marvel figures.
 
Elginb said:
This never occurred to me before, but when Cyberclaw states that "Figures affected by Cyberclaw cannot be moved...", what effect does that have on special powers that mention movement in their descriptions?

For instance, Cyprien Esenwein's Life Drain uses the wording "after moving and before attacking..." as a condition of using his power. If he cannot move, can he still use the power?

I understand that, under normal circumstances, someone may choose to move zero spaces, and that that still counts as moving for purposes of using powers-- but this is a wording that specifically eliminates the ability of someone to move at all.

I'm not trying to be a rules lawyer, and I've never used the power this way, but it's an interpretation that seems like it could be valid, and it would make the gladiatrons a smidgeon more valuable, particularly with the rise of the vampires.

Any thoughts?

No, it doesn't matter whether you choose not to move or are unable to move. The phrases "after moving," "before attacking," etc, simply refer to phases of your turn, not actual actions. There could be other reasons besides Cyberclaw that a figure may be unable to move, and none of those would negate any "after moving" powers either.

Cavalier said:
CYBERCLAW IS OPTIONAL!

It should be, yes.
 
Okay, I sent this question in to WotC and got the following response. They didn'ty understand the question the first time around, but I asked again. My guess is this will stir up more debate about WotcC than the Gladiatrons themselves, but here it is:

Paul at WotC said:
Thanks for the quick answers. We didn't quite get to what I was asking about Cyberclaw, though.

What I'm asking is: is Cyberclaw *mandatory* or *optional*?

In other words, if an opponent's figure moves next to my Gladiatron, he can't move. But could I decide to let him move? In effect, I'm asking if I can elect not to engage Cyberclaw, for whatever reason. As the controller of the Gladiatron, could I choose to release the opponent's figure from Cyberclaw if I wanted to? I don't mean if I wanted to move away--I mean if I wanted to let my opponent's figure move away from me.

Basically: can I turn Cyberclaw off and on? Or is it always on?

Thanks again.

Sorry about the confusion. Cyberclaw is not optional, it is always on. Please let me know if you need anymore help!

Good Gaming!

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I'm not crazy about that--mostly because of situations where temporary alliances exist. This might be a question to put to Craig directly at Gen Con.
 
I'm not seeing where it's optional unless there's something in the rulebook from the masterset I'm not taking into account. Where's everyone getting that? I'm sure it's something I have missed.
 
hex706f726368 said:
I'm not seeing where it's optional unless there's something in the rulebook from the masterset I'm not taking into account. Where's everyone getting that? I'm sure it's something I have missed.

From the FAQ, Chomp is worded with no indication that it is optional, yet it was ruled to be an optional ability. That sets a precedent that any power that doesn't indicate whether its optional or mandatory should be conidered optional until ruled otherwise.
 
Ah, thanks. I see where it's coming from now. I knew it was me. ;-)

I still see a slight difference just based on the way the powers are worded. Chomp is something Grimnak does, cyberclaw is something that happens to other figures. But I don't think the difference is enough to even make a debate out of it.

/ducks into the optional camp
 
netherspirit said:
hex706f726368 said:
I'm not seeing where it's optional unless there's something in the rulebook from the masterset I'm not taking into account. Where's everyone getting that? I'm sure it's something I have missed.

From the FAQ, Chomp is worded with no indication that it is optional, yet it was ruled to be an optional ability. That sets a precedent that any power that doesn't indicate whether its optional or mandatory should be conidered optional until ruled otherwise.

That was what I was basing my guess/preference on-- no "must" in the text, so it must be optional. Oh, well. Here's hoping someone at Gencon can appeal this one to the Supreme Court.
 
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