Primal instincts awaken. The beast within cannot be contained. Laglor's broad chest rises and falls; a faint whistle escapes from his wide nostrils as the great Primadon pulls in a mouthful of air and releases it in a snort. His eyes narrow, a wicked grin spreading wide across his shaggy face.
Laglor's mind summons the stories of his youth, stories told by the Primadon Elders, of a time on Marr before the Marro Infestation threatened to snuff out all other life on the planet. A time when the Primadon's growing technology was used for the advancement of peace, rather than just the preservation of it.
Laglor can contain it no longer. With a guttural howl he leaps high into the air, letting loose the beast within him. His thick arms flail, grasping at hanging vines. Snatching one out of the sky, he swings low over the swampy terrain and uses his right foot to grab hold of the skull of a Marro Stinger. Releasing the vine, Laglor soars through the air, catching hold of a branch which he nimbly pulls himself up onto. With a quick twist and snap, he disposes of the Marro Stinger and tightens his grip around the trigger handles of his autoloader, using it to fire down upon the swarming Marro that enclose Vydar's agents below.
Looking up, the agents see Laglor bearing the mark of Vydar high above. Using the distraction he's created, they regroup and take aim upon their enemy with a heightened precision and range.
- Life: 6
- Move: 5
- Range: 7
- Attack: 3
- Defense: 3
- Point Value: 110
- Vydar’s Range Enhancement Aura:
All friendly figures with a range of 4 or more who follow Vydar and are within 4 clear sight spaces of Laglor add 2 spaces to their Range number. Vydar’s Range Enhancement Aura does not affect Laglor.
- Autoload Special Attack:
Range 7. Attack 3.When attacking with Autoload Special Attack, you may roll Vydar Valkyrie Dice. If you roll at least one Vydar symbol, you may attack again using Autoload Special Attack.
- Vydar’s Range Enhancement Aura:
Ranged Vydar Units
• Agent Carr
• James Murphy
• Krav Maga Agents
• Major Q9
• Major Q10
• Microcorp Agents
• Nakita Agents
• Evar Scarcarver
Behind the Game
- Friendly Figures:
What figures are considered friendly?
Per the Master Set rules (page 9) friendly figures are your own figures and teammate’s figures. All figures you control are always considered friendly. Whenever you are allied with a teammate at the beginning of a scenario, any figures you both control are considered friendly. A temporary alliance between opponents during a battle doesn’t change anything. Remember, alliances can always change (unless stated at the beginning of a scenario), so even when you have a temporary truce with an opponent, that opponent’s figure is never considered friendly. (Hasbro FAQ)
Using Laglor with Deathwalker 9000 to boost an array of Blastatrons turning a shooting range into a killing field. Eleven(11) spaces is nothing to sneeze at, even if the Blastatrons are only rolling one attack. Throw in some Gladiatrons to charge out and engage the enemy while you get yourself settled as high as possible . . . then relax and see who can survive your death field with the Gladiatrons boosting your Blastatrons . . . if anyone gets through to you they will likely be considerably weakened by the constant Blastatron barrage. This army works pretty well as a Castle defense setup. Throw in some Deathreavers and you've got additional obstacles to slow down invaders, giving you time to perfect the setup and get in a few extra shots before they manage to kill the Gladiatrons or outflank you. Watch out for fliers though . . . they can bypass the Cyberclaw wielding Soulborg troops pretty easily and pose a real threat if they take out any of your support units. Try to position your Trons so that they have no place to land without being pinned down.