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Major X17 earned its reputation in the Soulborg fighting pits as a gladiator of renowned ability. It was granted a command position in the Soulborg battlefield forces, and later went on to earn the rank of Major. Like its Gladiatrons counterparts, Major X17 uses a Cyberclaw to lock down its victims. With its immense size, it can lock down even larger opponents.

After years of refinement and expert programming, the defense mechanisms of this disciplined gladiator are rivaled by few others. It is well known that any warrior foolish enough to engage Major X17 in hand-to-hand combat is likely asking for certain defeat.[1]

Stats:[]

  • Life: 5
  • Move: 5
  • Range: 1
  • Attack: 4
  • Defense: 3
  • Point Value: 100

Abilities[]

  • Improved Cyberclaw:
    All small, medium or large opponent's figures that enter or occupy a space adjacent to Major X17 may not move. Figures affected by the Cyberclaw cannot be moved by any special power on an Army Card or Glyph.
  • Melee Defense 4:
    When rollling defense dice against a normal attack from an adjacent figure, Major X17 adds 4 dice.

Synergy[]

  • Blastatrons: Homing Device
    Being a Soulborg that follows Vydar, Major X17 is compatible with Blastatrons's Homing Device ability.
  • Sacred Band: Disciplined Army Defense Bonus
    Having a "Disciplined" personality, Major X17 is compatible with the Sacred Band's Disciplined Army Defense Bonus ability.

History[]

On Alpha Prime, Major X17 was consigned to the Zetti Combine's gladiatorial fighting pits, managing to earn a reputation and conquering enough opponents to be granted a command position on the battlefield. Major X17 would eventually earn the title of Major, and eventually, like the Blastatrons and Gladiatrons, be summoned by the Valkyrie Vydar to Valhalla.

Additional Info[]

The Gladiatron sculpts (as well as potentially Major X17) were originally destined as an expansion for another Craig Van Ness miniatures game, Battleball, a game about sci-fi football players. However, the expansion was never completed, and the sculpts were repurposed for Heroscape, with sculptor Bob Naismith adding some weapons to the existing minis.[2]

The Heroscape resource with the most information about the role that the Zetti Combine's gladiatorial fighting pits might have served in their society, as a test of strength or method to determine which programming was faulty, is sadly a first-draft webisode script which is not canon. These details would be omitted from Major Q10's backstory in the final Heroscape Mini-Movie.

FAQ's[]

  • IMPROVED CYBERCLAW: Movement Using Improved Cyberclaw
    Is Major X17 also stuck in the engagement because of Cyberclaw?
    No. Cyberclaw only affects figures that are engaged to a Major X17. Once any opponent's figures enter a space adjacent to Major X17, they cannot move. That includes movements around X17 while still staying engaged. However, Major X17 may leave the engagement if it chooses to. On a side note; if 2 opposing sides both have figures with Improved Cyberclaw, they would lock each other down. (Hasbro FAQ)[3]
  • CYBERCLAW: Units With Disengage and Ghost Walk
    Does Cyberclaw also affect a character with Ghost Walk or Disengage?
    Yes. As soon as they pass onto a space adjacent to Major X17, they are locked into the engagement. No special power on an army card or glyph can get them out of the engagement. (Hasbro FAQ)[3]

Resources[]

For further reading and strategy tips, check out the Book of Major X17 at Heroscapers.com.

25. Major X17
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