Homebrew Monsterpocalypse Errata: Radicals
By Lester Tisdale– February 3, 2012
Its time now again to explore the infinite depths of potential (the impossible): an errata for the game of games, the glorious overhaul that I’ve self-indulgently dove headlong into. Tonight, I bring you the Radicals, the next agenda along the wheel. No fancy shmancy into here, just pure Nature-ridden Radical love.
WAIT!!! I need to explain something this time. To make it a little clearer what I’ve added or changed, I’ve listed my errata in [BRACKETS] and followed it with an (italicized parenthetical) detailing the original stats. GOT IT??
Units
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Terrasaurs
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Carnidon:
Speed: 4
Defense: 3
Brawl: 2A * 1B
[Blitz (brawl)]
Elite Carnidon:
Speed: 4
Defense: 3
Brawl: 2A * 2B
[Blitz (Brawl)]
Leadership
The most iconic awful unit, Carnidon, needed an errata more than most other figures. Its my argument that its not its terrible speed, low defense, pedestrian, and brawling-only status that needs to change; actually, what kills this unit is its vanilla status. Give this innate boosted brawler something awesome like blitz in a faction/agenda capable of generating a LOT of boost and Carnidon becomes the star it always should have been. Truly, this little Terrasaur can be called angry.
Raptix:
Speed: [7] (from 5)
Defense: 3
Brawl: 2A * [1B] (from 0B)
Anti-Air
Flank
Jump
Elite Raptix:
Speed: [7] (from 5)
Defense: 3
Brawl: 2A * [2B] (from 1B)
Anti-Air
[Flank] (not red)
Jump
Leadership
Since I’m trying to make brawling a viable option, and brawling-only units a little more decent than well-rounded ones, it seemed fitting to up this unit’s speed. High speed and flank makes it pretty decent, and I debated on giving it boost dice because then it might compete with Frontline Ape too much (capable of getting the same amount of boost vs flying targets, but with higher speed and Flank). Then, I realized, its brawling. Duh. Boost added.
Brontox:
Speed: 4
Defense: 4
Brawl: [2A] * [2B] (from 1A * 0B)
Dig-in (errata: if this unit occupies a objective space, it cannot be the target of a blast attack)
Nesting
Fortify (errata)
This is a unit that got a good bit from the errata’ed Dig-In, making it a very annoying little critter with some neat tricks. I originally added Burrow, but thought it might make the Brontox too Stealth-Ape-y, and figured maybe something else would be more interesting. Turns out, with the addition of 2 boost on brawl, many aggressive plays come alive with this Terrasaur now, like popping out an Elite Raptix, Bellower or now, probably preferably, Elite Carnidon. Maybe another ability isn’t what it needed.
Spikasaur:
Speed: 4
Defense: 4
Brawl: 1A * 1B (from 0B)
[Blast (L): 2A * 0B] (from nothing)
[Drain Life] (errata)
Hazardous
[Burrow]
I wanted to add some flavor to this unit without it getting to crazy. Its spikes jab into the monster near it, and keep that monster from healing. And it can burrow, like some other lizards can… And it’s better at brawling. I think it will be a cool addition, what with nesting and summon being on a few Terrasaur figures. It isn’t JUST hazardous anymore!
Green Fury Van:
Speed: [6] (from 5)
Defense: 2
Brawl: 1A
Blast (long): 1A
[Power Tap]
Munch (brawl)
Chain Reaction (blast)
Elite Green Fury Van:
Speed: 6 (from 5)
Defense: 2
Brawl: 1A * 1B
Blast (long): 1A * 1B
[Power Tap]
Munch (brawl)
Chain Reaction (blast)
Leadership
Just a teensy boost on speed and a cool ability I think more figures should have. More fun perhaps, may even open up some strategy. At least it will do something after it allows Tyrranix/Pteradax a munch. Red on the Elite makes it a cool nesting option for Brontox. These guys SLOOOOW YOUUUU DOWNNNN MAAAAN… Or steal your power from you…
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Empire of the Apes

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Howitzer Ape:
Speed: 4
Defense: 3
Brawl: 1A * 0B
Blast (long): 1A * [1B] (from 0B)
All-Terrain
Intensify
[Jam]
Elite Howitzer Ape:
Speed: 4
Defense: 3
Brawl: 1A * 1B
Blast (long): 1A * [2B] (from 1B)
All-Terrain
Intensify
[Jam]
Leadership
Now that’s an ape we can all get behind! More boost makes this unit a blast-champion; this is one of those units that was almost worth running, but not quite do to the superior Bellower. The abilities here make it more tempting now, and in some cases (General Hondo teaser here) the BEST option, PERIOD. Ah jam, more jam, jam is delicious, I love jam, makes people hurt, works on this dude. Concussion from his howitzer perhaps? I dig it…
Frontline Ape:
Speed: 6
Defense: 3
Brawl: 2A * 1B
Gang
[Jump]
Elite Frontline Ape:
Speed: 6
Defense: 3
Brawl: 2A * 2B
Gang
Leadership
[Jump]
DUH! Making brawlers better remember? Jump makes him AWESOME SAUCE. Nuff Said.
Rocket Ape:
Speed: 5
Defense: 3
Brawl: 2A * [1B] (from 0B)
Blast (short): 2A * 1B
Explosion (blast)
[All-Terrain]
Elite Rocket Ape:
Speed: 5
Defense: 3
Brawl: 2A * [2B] (from 1B)
Blast (short): 2A * 2B
Explosion (blast)
[All-Terrain]
[Coordinate]
Leadership
I’ve liked the use of all-Terrain for other apes, so I tacked it on and hoped for the best. Coolest thing about these guys is Coordinate, making the elites excellent and allowing Haldar to move for free. Goes oh-so-well with Howitzer Apes and General Hondo. Also, they can throw down some fists too!
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Monsters
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Terrasaurs

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Alpha Armodax
Speed: 6
Defense: 5
Brawl: 7A * 2B
Blast (X)
Power: 6A * 2B
Health: 6
Energy: Nature
Hit and Run (Brawl)
Shelter (errata)
[Resilience]
Super Smash
Super Stomp
The wiki article says something along the lines of “Armodax’s Ultra is as hard to kill as his Alpha is easy to kill.” I never understood what made Armodax armored in Alpha form. It’s his name for Pete’s sake. Anyway, an easy, easy change that just makes him really shine. I imagine that he is slow, not hard at all to hit, but hard to really HURT. Still nowhere near as broken as LK, but SO, so much better, especially with the changes to the hyper forms…
Ultra Armodax
Speed: 6
Defense: 7
Brawl: 8A * 3B
Blast (X)
Power: 7A * [3B] (from 2B)
Health: 6
Hyper Cost: 4
Energy Type: Nature
[Toss (Brawl)]
Resilience
[Super Rampage]
Super Smash
Super Stomp
Super Strength (errata)
Another monster who I’ve always felt was almost “there” in competitiveness, Ultra Armodax was pretty simple to fix. He really didn’t need a whole lot, just a cool way of dealing multiple points of damage (aside from smashes obviously). Super Rampage might become a little redundant amongst Radicals, but it makes the monsters work so much better, and since most of them are pedestrians, they need something like it to keep them going! Also, my errata to Super Strength makes it apply to Toss, so he can Toss the opponent up to 5 spaces away! Cool!
Mega Armodax
Speed: 6
Defense: 7
Brawl: 6A * 2B
Blast (L): 8A * 4B
Power: [6A] *[ 2B] (from 4A * 1B)
Health: 6
Hyper Cost: 5
Energy Type: Nature
Beat Back (Blast)
Atomize
[Burrow]
Resilience
Solid
[Super Smash]
Burrow just fits here, since we now know that lizards can in fact burrow. In order to justify his hyper cost of 5 he needed a movement ability. It allows for him to pocket up like he was never able to before. Also, better power attacks and Super Smash for consistency.
Alpha Terra Khan
Speed: 6
Defense: 6
Brawl: 8A * 2B
Blast (L): 5A * 1B
Power: 6A * 2B
Health: 5
Energy: Nature
[Summon]
Feeding Frenzy (Brawl)
Munch (Brawl)
Berserk
Flank
Motivator
I know that giving Alpha TK Summon isn’t the most clever thing I could do, and in fact, dampens his tech plays with Command Ape, but he needs to make Feeding Frenzy work a bit better than he currently does. There are non pedestrian monsters with freaking Weapon Master and Crunch brawls out there! TK is seen as the big daddy (mama?) of the Terrasaurs, and summon would allow for some 2+ damage short throws or bodyslams, making TK a much more aggressive monster capable of dishing out lots of damage. I mean he doesn’t fly or anything. I guess too many monsters with summon could be bad… (you’ll see).
Ultra Terra Khan
Speed: 8
Defense: [6] (from 5)
Brawl: 9A * 4B
Blast (S): 7A * 2B
Power: 7A * [3B] (from 2B)
Health: 6
Hyper Cost: 4
Energy: Nature
Lightning Attack (Brawl)
Disrupt (Blast)
Explosion (Blast)
Weapon Master (Power)
[Jump]
This form always seems so good, until you play with it. All it needs is some simple changes and it becomes very decent and versatile. Having Jump is the most important of its changes, and would severely increase the effectiveness (and playability) of this monster. It’s also great for flexing, gaining jump just to get around. Again, makes it a much more fun monster overall.
Mega Terra Khan
Speed: 8
Defense: 5
Brawl: 9A * 2B
Blast [(L)] (from S): 6A * 1B
Power: 8A * 3B
Health: 6
Hyper Cost: 4
Energy: Nature
Chain Attack (Brawl)
[Chain Attack (Blast)]
Charge
[Juggernaut]
Super Rampage
Terrify
This monster took me a very long time to settle on, but I ended up stealing my own idea again (this time from my design of Quantum Incinerus) and it makes Mega TK an absolutely terrifying force to deal with. A reliable 2 damage option is wonderful, and I think since pedestrian monsters usually get the short end of the stick, Mega TK could use an extreme boost, like a reliable 3 damage option. Low defense and not-super stats make up for TK’s high damage output potential.
Alpha Rakadon
Speed: 6
Defense: 6
Brawl: 6A * 3B
Blast (S): 5A * 0B
Power: 6A * 2B
Health: 6
Energy Type: Nature
Hit and Run (Brawl)
Munch (Brawl)
[Fling (Brawl)]
Berserk
Flank
I felt like Alpha Rakadon just needed something cool that matched his sculpt. He is by far my favorite of the Terrasaurs (sculpt-wise) and always reminded me of a creep who likes to sneak up on children and go “BOOGA BOOGA BOO!” and run away. I really just wanted to give him something to do with that Hit and Run / Munch that would be unique. Shazam! A fun and quirky/creepy dino!
Ultra Rakadon
Speed: [7] (from 6)
Defense: 7
Brawl: 8A * 3B
Blast (S): 6A * 1B
Power: 7A * [3B] (from 2B)
Health: 6
Hyper Cost: 4
Energy Type: Nature
[Abduct] (errata)
Hit and Run (Power)
Armored
Berserk
Flank
[Cloak]
Speaking of creepy, this forms color and sculpt together make it one of the creepiest little dudes out there. I knew one thing about this full-ped crap-heap: he likes to power attack (Hit and Run + Armored). So I made him better at Power Attacking, giving him a descreen. And that problem pedestrian monsters have with getting close? Fixed with Cloak. If they want to hurt you with a blast, they have to get close. When they do, you can probably finagle a power attack and retreat, giving them NO options. This is what pedestrians need! Behold the power!!! (ok, so he is probably not as good as I think he is, but I would play the CRAP out of this monster!).
Mega Rakadon
Speed: 6
Defense: 7
Brawl: 8A * 3B
Blast (S): 7A * 3B
Power: 8A * 2B
Health: 5
Hyper Cost: [3] (from 4)
Energy Type: Nature
Beat Back (Brawl)
Following Fire (Brawl)
[Munch (Blast)]
Berserk
Flank
[Burrow]
Gotta give em a way to get to his cool trick attack! Also gave him something neat to do after the beatback: heal himself on a nearby enemy unit. Its a silly 2 damage option if it deals 1 to him and he can’t heal it off in the same monster turn or subsequent unit turn. Another really fun figure! Hoorah! Now we can play something other than the Quantum… Not to say this or the ultra are BETTER than the Quantum, but that they can hold their own (I hope).
Mega Tyrranix
Speed: 6
Defense: 6
Brawl: 8A * 3B
Blast (S): 8A * 2B
Power: 8A * 3B
Health: 5
Hyper Cost: 5
Energy Type: 5
[Summon]
Rage
Radial Attack (Brawl)
[Multishot (Blast)]
Weapon Master (Power)
Terrify
Yes, I added something to Mega Tyrranix. Yes it makes him nuts. Summon = minimum 3 damage bodyslams (if you aren’t screened); Multishot is yet another way for him to gather p-dice (usually a minimum of 4). It won’t keep him from Swatting all game, the sculpt just really looked like it wanted to breathe fire. Summon gives him a different sort of game than his Ultra. Where the Ultra is all about going back to back, the Mega (though still able to go back to back thanks to Rage/Radial Attack/Multishot) has less health and costs more p-dice, so I wanted it to push the limit on damage output. Perhaps a bad idea. The other option was sacrifice or something that healed it, but that felt instantly like OSH and perhaps a bit broken. Dunno. This is one figure I really don’t care about too much since its Ultra is so broken good. I feel this way about most of the morphers; really, their less played hyper forms DON’T need help, they are good enough, but are totally outshined by their other forms (most of the time) and could therefor use a little boost.
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Empire of the Apes

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Mega Gakura
Speed: 6
Defense: 7
Brawl: 7A * 3B
Blast (X)
Power: 7A * 3B
Health: 5
Hyper Cost: 3
Energy Type: Nature
Beat Back (Brawl)
[Blitz (Brawl)]
Jump
Motivator (errata)
Resilience
Anyone ready for another top-tier monster? This guy would be CRAZY good. I feel like the form needed something, and I couldn’t decide on anything other than Blitz. It made the monster feel whole, giving him some synergy with his Alpha and making his Resilience that much more important. To tell you the truth, it feels so much like XXX its not funny. Oh, except it can jump, and doesn’t do the Juggernaut thing. Ok. So different. And the beatback into self for 2 is so, so much better when the form has Resilience. I kind of want to add Demolish to it as well… Too much, too much… Oh, errata to Motivator makes it useful (sort of) YAY!
Ultra King Kondo
Speed: 6
Defense: 5
Brawl: 7A * 3B
Blast (X)
Power: 7A * 3B
Health: 6
Hyper Cost: 5
Energy Type: Nature
[Munch (Power)]
Riot (Power)
Adaptable
Climb
Super Swat
I know everyone’s problem with Kondo is his defense (mostly), but how about if he was always munching while doing his 2 damage thing? Awesome yes? Who cares about that 5 defense anymore? He can also DOUBLE MUNCH from SO FAR AWAY, then RIOT for p-dice!!! OMG OMG OMG I would play him SO MUCH. Doesn’t really need much else does he?
Mega King Kondo
Speed: 7
Defense: [7] (from 5)
Brawl: 7A * [4B] (from 2B)
Blast (X)
Power: 9A * 4B
Health: [7] (from 6)
Hyper Cost: [3] (from 5)
Energy Cycle
Power Gorge (Power)
Riot (Power)
Climb
Super Rampage
[Volatile]
As I’ve said before, some monsters are challenging to make good and unique simultaneously if they don’t have much to offer and little room for added abilities to make them better. I could have just given this form Crunch (Power) or something like that, but it would have been too similar to the Ultra and Quantum. Instead, I opted to make this a unique back-to-back form with a pseudo-2 damage option that doubles as a defensive ability (Volatile). To compensate for its lack of a 2-damage ability and real mobility, I gave him something no other monster has: 7 defense and 7 health. It makes his nearly infinite turn domination even more devastating. He’s hard to hit, hard to kill, and punishes Bodyslams, brawls, and close throws. He limits options, while going on forever. Hopefully a fun and unique form others can get behind.
Alpha General Hondo
Speed: 6
Defense: 5
Brawl: 7A * [3B] (from 2B)
Blast (X)
Power: 7A * 2B
Health: [6] (from 5)
Energy Type: Nature
Follow Through (Brawl)
Armored
Force Field (errata)
[High Impact]
Shock Wave (errata)
[Riled] (not red)
Finally, an ape that really needed a major overhaul. Not only did this monster benefit from multiple errata, I added a number of things to make it more competitive. I’ll talk about the most notable differences. High Impact (Blue), in a faction that really wants it, more so with the new errata of the Howitzer Ape. It makes Hondo feel more like the unit “general” that his name implies. Riled is red, fun fun, but more importantly, Force Field gives monsters the defense boost too, which gives him better chances versus units and blasty-type monsters, which is the weakness of any low defense monster, especially a pedestrian. Shock Wave is better too, in a way that I doubt will come up often, but might occasionally. An extra point of health makes him last a bit longer, and makes armored feel like a big deal in many games.
Ultra General Hondo
Speed: 6
Defense: [6] (from 5)
Brawl: 8A * 3B
Blast (X)
Power: 8A * [4B] (from 3B)
Health: [6] (from 5)
Hyper Cost: [3] (from 4)
Energy Type: Nature
Chain Attack (Brawl)
Power Gorge (Brawl)
Armored
Force Field (errata)
Juggernaut
Shock Wave (errata)
Since I couldn’t add any abilities to this form, I had to make the stats more appealing. This form is tough to hurt with blast attacks and power attacks that result in building collisions. Nearly everything was boosted to some degree, and plays well with the new alpha. Hopefully the combination of the two will make it playable enough to be good, though, it more than likely won’t be played as often as the new Mega…
Mega General Hondo
Speed: 5
Defense: 6
Brawl: 8A * [4B] (from 3B)
Blast (X)
Power: 8A * 4B
Health: 5
Hyper Cost: 4
Energy Type: Nature
Armored
Shock Wave (errata)
[Crunch (Power)]
Power Gorge (Power)
Riot (Power)
Force Field (errata)
Running all over the city has always been this ape’s strategy, but was always counter-productive because it never had a good 2-damage option. After the city is leveled, Hondo’s power attacks will still retain their super-damage punch. Early in the game, he can trade up for awesome damage while using armored to deny his opponents an equal return, using riot to keep steamrolling, much like Tectomoc only clunkier, but with potentially limitless p-dice. It’s easy to see how awesome this monster is now!
Alpha White Dajan
Speed: 6
Defense: [7] (from 6)
Brawl: 7A * [3B] (from 2B)
Blast (X)
Power: 8A * 2B
Health: 5
Energy Type: Nature
[Hoist]
Climb
[Reach]
Riot (Brawl)
Power Drain (Power)
Synchronized Move (Power)
For me, White Dajan was always the ape I wanted to play, but every time I did, I just lost horribly. There are a number of things wrong with this monster in my opinion, mostly the lack of flavor (and playability) surrounding that big mean icicle he wields. I immediately think Hoist, Reach, Fling. Of these abilities, I think Hoist is the best, but Reach has its merits on any nature monster, let alone one with Riot. Dajan really wants to power attack, especially swat, but I didn’t want to make another swat-focused monster, so Hoist seemed a natural fit to make for some hazardous shenanigans. Since this figure had low health with no immunities/defensive abilities and only climb for movement, I figured it could use 7 defense.
Ultra White Dajan
Speed: 6
Defense: 6
Brawl: 7A * [3B] (from 2B)
Blast (X)
Power: 9A * 3B
Health: [7] (from 6)
Hyper Cost: 3
Energy Type: Nature
[Hoist]
Sprint
Lightning Attack
Power Strike (Power)
Synchronized Move (Power)
Climb
I wanted Dajan to sort of mirror Pteradax a bit with the stats here, but have a different and eclectic skill set to set him apart. Out of Hoist and Reach, it was a bit tougher of a decision than it might seem to choose Hoist. Yes, Hoist is superior in the short-term, but Lightning Attack with Reach AND Sprint seems like a pretty cool combination. I feel like the inclusion of Power Strike seals the deal though, as it sets up the opponent to lose out on a fair amount of p-dice from time to time. Also, the higher health will keep the Lightning Attack pressure on, and the threat of an incoming power attack with little retribution high.
Mega White Dajan
Speed: 7
Defense: 7
Brawl: 8A * 4B
Blast (X)
Power: 7A * [4B] (from 3B)
Health: 6
Hyper Cost: 5
Energy Type: Nature
[Hoist]
Beat Back (Brawl)
Synchronized Move (Brawl)
Hit & Run (Brawl)
Jump
[Reach]
All I did here was be consistent with my new Alpha, and the addition of Reach and Hoist make this form a much more formidable figure. Hoist a Hazardous unit closer, Reach brawl opponent, hit and run out of the way, synch move now within-distance unit into path, beatback into xyz. Hard for this golden ape to run out of options when it comes to close combat. It jumps, it dances, it sings… Well worth the hyper cost now.
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I hope everyone has as much fun with my second installation of my homebrew monsterpocalypse errata as you did with my first one. Please, feel free to let me know what you think about any of these errata and show us some of your own. Even if you want to hem and haw about the validity of these errata or any such errata, feel free to flame/complain/troll away.
Your friend, erratasmith, and comrade in word-arms…
Lester.


I also like Rakadon so much and wish the Ultra was more playable. Thanks for giving me a dream!
I also like the Raptix fix, and think it’s different enough from Frontline Apes that there would be a decision to make there. Gang is what makes the Frontlines special—along with the blue Berserk that almost half of the Radicals monsters have, they can bring a ridiculous number of B-Dice. Even your revised Raptixes (Raptices?) will always be behind the Frontlines in B-Dice, but will be able to make other, comparably valuable, contributions. IMHO.
As much as I would love it, High Impact for Radical blasters would just be too much.
Well, technically just the apes would get the High Impact, and I do think it would be ridiculous, but not so much that Hondo would be the “best” or “most played” of the Radicals. I’m upping the bar here guys!
“Truly, this little Terrasaur can be called angry.”
That made me chuckle, though a part of me wishes it was a more alliterative “Truly, this tiny Terrasaur….” I’ll try to get ALC to say something this weekend.
As for the errata, some I like, some not so much. I’d like to see some other option besides Blitz on the Carnidons, maybe Demolish (Brawl) to make him a building destruction specialist.
Raptix change makes Carnidons again obsolete except for the trigger, the speed increase alone without the B-dice boost would make him great against flying units.
One of the things I wanted to see on Spikasaur or Brontox was a support ability for P-dice generation… Red Rage, perhaps. Radicals are the only agenda who doesn’t have something kind of bonus P-dice generation on units, so Power Gorge or Rage would be nice.
Frontline Ape shouldn’t be hitting flying units, and I don’t think it fits here… Perhaps consider the downgrade to Climb.
Mega Armodax is a boss, even without Burrow. I like super smash, but drop the Burrow. I want to make that already awesome blast even better, maybe Power Strike.
Not much to say much else, just some of my random 2 cents.
Actually, I did want to give the carnidon Demolish, and it was a tough call to give it Blitz. The main reason, I suppose, is that it negates the splash of Razor Beetle. I want to make the game more Agenda and Faction centric, not necessarily punishing for a splash, but making it less appealing. That doesn’t mean each agenda will get Fling (Blast), but they will get some sort of multi-target attack like Blitz or the new Flak. Honestly, I really do love Demolish there a bit more, but I might then make it’s speed 5. That would just about do it there. It would be an awesome addition, really. I also see your point about Armodax, but I avoided Power Strike and Radar because it makes him too similar to other monsters, and I don’t think that Burrow makes him too good. As much as I would love to see more Power Strike, I just couldn’t bring myself to do it! Then again, perhaps it would be more “fair” and super, super good.
Lester, it feels like I’ve been waiting FOREVER for you to continue your errata series. Glad you chose to my favorite agenda for this installment. It really makes the wait worthwhile.
Keeping in mind your basic idea for your errata of equalizing the monsters by having them all turned up to “eleven”, I really like most of what I see here and I think that I’d dig playing these adjusted monsters/units. But as a player who frequently plays monsters considered lower tier, I wounder if I’d be frightened and confused at the prospect of not having some monster to handicap myself with.
While I dig most of what you did here, I’ll add my 2 cents. Ultra Rakadon – I too, would play the crap out of this monster. Mega Terra Khan – I think this monster could also benefit from having 6 def. Mega Kondo – Really like your additions to him except for 1 thing. I don’t like the Volatile that you’ve added. One of this monster’s strengths is it generates so much power while it smashes buildings and enemy units. With Volatile, every time he gets plinked, he will lose lots of potential power dice.
So, Rakadon has a spiked frog’s tongue? That would easily explain the munch on blast.
Also, remember that White Dajan is the yeti monster. He really should be more focused around the nastiness that ice can do, but I don’t really agree with your reach choice for flavor reasons. Yes, I know White Dajan takes up 5 spaces on the board, but it doesn’t justify him being the long arm of the apes. Hoist is also a bit of the odd one out here. The biggest challenge any designer has for this game is what makes sense in terms of abilities and fluff combining. I’d never give a dinosaur blue teleport, for example. You just need to justify, fluff-wise, why these guys do this.
Please keep making these.
My group may be willing to give lots of them a try.