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monpoc2:blastikutter

Blastikutter

The overlords of the Subterran Uprising are capable of melding flesh and metal in ways that only the most diabolical human engineers have ever considered before. Their mad science has peaked in the creation of Blastikutter, a creature that can literally view any challenge from multiple angles. Blastikutter's two heads each control part of its nervous system and are capable of trading control of various parts of the creature as needed. Since there has been no attempt at communication from the Subterrans and the language of any creatures captured in battle is indecipherable to humanity's most gifted linguists, the soldiers who first encounter a new member of this mole-like race usually coin the name used to refer to the creature in the future. Blastikutter's name came easily enough to his first opponents since one of his arms bears a cruel mechanical cutting implement and the other arm ends in a cannon capable of blasting large holes out of any target.

Stats


Alpha Form Attacks Linked Abilities
Speed 6 Brawl 5 + 4 Cut Power
Defense 8 Blast [5] 5 + 4 -
Health 11 → 6 Power 5 + 4 -
Hyper Form Attacks Linked Abilities
Speed 6 Brawl 7 + 6 Cut Power Follow Through
Defense 8 Blast [5] 7 + 6 Follow Through
Health 5 → 0 Power 7 + 5 -


What is Monster Rating?

Abilities


Alpha Form Description
Action: Blitz

During your Unit Activation, this model can spend one Action Die to perform a Blitz action. Advance an allied unit adjacent to this model up to it's SPD, even if it has already advanced this turn.

Action: Extinguisher

This model can spend one Action Die while adjacent to a debris tile to perform an Extinguisher action. If the tile is a hazard, flip it to the rubble side.

Cut Power

If this attack hits an enemy monster, that monster's controller loses one Power Die for each super strike in the attack roll.

Double Duty

This model can perform two different Actions during an activation.

Earthworks

Allied Faction units gain +1 DEF against Brawl attacks while within three spaces of this model.

High Mobility

A model with High Mobility can move through other models and treats all terrain as open terrain. A model with High Mobility is immune to hazards except when it ends its advancement on a hazard, but it still suffers all effects as a result of colliding with hazards and other models. A unit with High Mobility cannot end its movement on impassible terrain.

High Mobility is denoted by the following symbol on a card:

Hyper Form

Hyper Form Description
Action: Extinguisher

This model can spend one Action Die while adjacent to a debris tile to perform an Extinguisher action. If the tile is a hazard, flip it to the rubble side.

Cut Power

If this attack hits an enemy monster, that monster's controller loses one Power Die for each super strike in the attack roll.

Earthworks

Allied Faction units gain +1 DEF against Brawl attacks while within three spaces of this model.

Follow Through

If this attack hits, after the attack is resolved this model can immediately make a X*. An attack generated by Follow Through cannot generate another attack.

Note:
X* is a Blast attack if Follow Through is an ability tied to the Brawl stat on a monster.
X* is a Brawl attack if Follow Through is an ability tied to the Blast stat on a monster.

Energy Cycle

If you roll two or more Action Dice on an attack made by this model and the attack hits an enemy model, after the attack is resolved you can move one Action Die from your Unit Pool to your Monster Pool.

High Mobility

A model with High Mobility can move through other models and treats all terrain as open terrain. A model with High Mobility is immune to hazards except when it ends its advancement on a hazard, but it still suffers all effects as a result of colliding with hazards and other models. A unit with High Mobility cannot end its movement on impassible terrain.

High Mobility is denoted by the following symbol on a card:

Playstyle

N/A

Pairings

N/A