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.
- Life: 1
- Move: 5
- Range: 1
- Attack: 2
- Defense: 3
- Point Value: 80
- Figures Per Squad: 4
All small or medium opponent's figures that enter or occupy a space adjacent to any Gladiatron may not move. Figures affected by the Cyberclaw cannot be moved by any special power on an Army Card or Glyph.
- Melee Defense 1:
When rolling defense dice against a normal attack from an adjacent figure, a Gladiatron adds 1 die.
- Blastatrons: Gladiatron Movement Bonding
As Gladiatrons, the Gladiatrons may benefit from the Blastatrons’ Gladiatron Movement Bonding ability.
- Blastatrons: Homing Device
Being Soulborgs that follow Vydar, Gladiatrons may aid the Blastatrons with their Homing Device ability.
- Sacred Band: Disciplined Army Defense Bonus
Having a "Disciplined" personality, the Gladiatrons are compatible with the Sacred Band's Disciplined Army Defense Bonus.
Keep in mind that no figure can escape from a Cyberlock unless the Gladiatron moves away (unlikely) or is destroyed. A good strategy is to Cyberclaw an evasive figure like Agent Carr and then attack him with Blastatrons. This works well as Cyberclaw negates Carr's Ghost Walk ability. The only way for him to escape is to attack each Gladitron, one at a time. The Blastatrons can then use their Homing Device power to boost their attack and hopefully finish him off.