Thank you, Nate, for posting your proposed errata. I cannot express how excited it makes me to see that people are thinking about these things, let alone sharing them with such rapid success! Perhaps, the post-Moncon fever has everyone reeling, foaming at the mouth for their beloved kaiju game, and asking questions like “WHY, PP, WHY DOES LEVIATHRON HAVE TO SUCK SO BAD?”

I’ve long wondered what could have prompted PP to make such awful figures and useless abilities. I could understand if the game had some sort of limited format where rarities meant something, so you wouldn’t want everything to be broken, but this game is not one of those types. It is becoming a board game, where the pieces don’t change and new ones don’t come around to supplement them. And this concept does not at all bother me… if the figures were all created equal.

And that’s where we come in. I posted a while back about how Monpoc was in urgent need of errata, to “save the game.” My opinions have changed. Monpoc doesn’t truly NEED a massive errata; it could use some small things, sure, but honestly, I still love playing the game. That being said, it would be COOL to see how far this game could be taken, even within the limited number of figures and abilities already represented in the game.

What I’m proposing today is a more light-hearted and friendly version of what I considered “of utmost importance” before, that is, that we create an Errata Team, multiple people who are all willing to see this game blossom out of the seedling ideas that PP set before us, and who will work together to experiment, theorize, and most importantly, play-test their changes for a single outcome: a new Vassal mod that makes every figure worthwhile.

I cannot wait to see how you guys respond.

For the past several months, I’ve been posting my proposed errata agenda-by-agenda. To kick this thing off, I’d like to post WHAT I HAVE (which is by no means perfect) for Invaders. Everything is up for debate, as always, in fact, I welcome it! Please, please, please post a comment below on ANYTHING you see in this blog!

Thanks guys (and gals), for being such an amazing community, and keeping this game VERY MUCH ALIVE!

Lester.

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No fancy editing this time: I gots work to go to!

Invader Units

Hunter

Speed: 6
Defense: 2
Blast (long): 3A

[Quick]
Sniper (errata: addition clause: If this figure did not advance this turn, add 1 boost to its attack)
Flight

 

Elite Hunter

Speed: 6
Defense: 2
Blast (long): 3A * 1B

[Quick]
Sniper (errata: addition clause: If this figure did not advance this turn, add 1 boost to its attack)
Flight
Leadership

 

Reaper

Speed: 5
Defense: 3
Brawl: 2A * [1B] (from 0B)
Blast (short): 1A

Energy Cycle (red)
Penetrator
Climb (errata: if this unit is adjacent to a building, it may attack figures with flying)

 

Elite Reaper

Speed: 5
Defense: 3
Brawl: 2A * [2B] (from 1B)
Blast (short): 1A * 1B

Energy Cycle (red)
Penetrator
Climb (errata: add: if this unit is adjacent to a building or allied monster, it may attack figures with flying)
Leadership

 

Despoiler

Speed: [6] (from 5)
Defense: 3
Brawl: 1A * 0B
Blast (long): 2A * 0B

[Countermeasures]
Climb (errata: if this unit is adjacent to a building, it may attack figures with flying)
Sniper (errata: If this figure did not advance this turn, add 1 boost to its attack)

 

Elite Despoiler

Speed: [6] (from 5)
Defense: 3
Brawl: 1A * 1B
Blast (long): 2A * 1B

[Countermeasures]
Climb (errata: if this unit is adjacent to a building, it may attack figures with flying)
Sniper (Red) (errata: If this figure did not advance this turn, add 1 boost to its attack)
Leadership

 

Steel Shell Crab

Speed: 4
Defense: 4
Brawl: 2A * 1B

Dig In (errata: If this unit is occupying an objective space, it cannot be the target of a blast attack)
Burrow
Reach

 

Elite Steel Shell Crab

Speed: 4
Defense: 4
Brawl: 2A * 2B

Dig In (errata: If this unit is occupying an objective space, it cannot be the target of a blast attack)
Burrow
Reach [(Red)]
Leadership

 

Spiral Relay

Speed: 6
Defense: 4

Sprint (Red)
Synchronized Move (Blast) (Red)
[Power Tap]
Hover

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Invader Monsters

Pretty much all of them needed something…

Alpha Ares Mothership

Speed: 7
Defense: 5
Brawl: 6A * [2B] (from 1B)
Blast [(L)]: 6A * 2B (from short range)
Power: 5A * 1B
Health: 6

Abduct (errata: Crush adjacent enemy unit; Gain 1 p-die.)
Transport
Manufacture
Power Sink
Flight
Steady

 

Ultra Ares Mothership

Speed: 7
Defense: 6
Brawl: 6A * [4B] (from 3B)
Blast (L): 6A * 3B
Power: 6A * from 2B
Health: 6
Hyper Cost: [4] (from 5)

Abduct (errata: Crush adjacent enemy unit; Gain 1 p-die.)
Manufacture [(Red)]
Power Sink
Flight
Force Field (Blue) (errata: applies to monster as well)
Negation (errata: cannot be Beatback or Tossed)

 

Mega Ares Mothership

Speed: 8
Defense: 6
Brawl: 8A * 3B
Blast (L): 5A * 2B
Power: [7A * 2B] (from 5A * 1B)
Health: 6
Hyper Cost: 5

Abduct (errata: Crush adjacent enemy unit; Gain 1 p-die.)
Manufacture
Marker
Flight
Resilience
[Livewire (Blue)]

 

Alpha Deimos-9

Speed: 6
Defense: 6
Brawl: 7A * 2B
Blast (S): 4A
Power: 6A * 2B
Health: 5

[Follow Through (Brawl)]
Power Drain (Brawl)
Hit & Run (Blast) (Blue)
Power Gorge (Blast)
Penetrator

 

Ultra Deimos-9

Speed: 6
Defense: 6
Brawl: 8A * 3B
Blast (S): 4A
Power: 7A * [3B] (from 2B)
Health: 5
Hyper Cost: 3

Lightning Attack (Brawl)
Siphon (Brawl)
Hit & Run (Blast) (Blue)
Power Gorge (Blast)
[Adaptable]
Penetrator

 

Mega Deimos-9

Speed: 6
Defense: 6
Brawl: 8A * 4B
Blast (S): 4A
Power: 5A * 2B
Health: 6
Hyper Cost: 3

[Rage]
Chain Attack (Brawl)
Disrupt (Brawl)
Vampirism (Brawl)
Climb
Low Flyer (Blue)

 

Alpha Phobos-7

Speed: 6
Defense: 6
Brawl: 6A * 1B
Blast (L): 6A * 3B
Power: 6A * 2B
Health: 6

Marker [(Red)] (not red)
Disintegrate (Blast)
Multi-Shot (Blast)
[Logistics]
Radar (Red)

 

Ultra Phobos-7

Speed: 6
Defense: [7] (from 6)
Brawl: 6A * 1B
Blast (L): 9A * 4B
Power: 5A * 2B
Health: 5
Hyper Cost: 3

[Demolish (Blast)]
Disintegrate (Blast)
Fling (Blast)
Lightning Attack (Blast)
[Logistics]
Radar (Blue)

 

Mega Phobos-7

Speed: 6
Defense: 6
Brawl: 7A * 3B
Blast (S): 9A * 3B
Power: 5A * 1B
Health: 6
Hyper Cost: 3

Lighting Attack (Brawl)
Follow Through (Blast)
Hit & Run (Blast)
Armor Piercing (Red)
[Cloak (Red)]
Radar (Blue)

 

Mega Tharsis-5

Speed: 6
Defense: 7
Brawl: 6A * 2B
Blast (S): 6A * 2B
Power: 9A *[4B]  (from 3B)
Health: 5
Hyper Cost: 3

[Following Fire (Power)]
Energy Sap (Blast) (Blue)
[Decoy]
Flight
Super Smash
Super Strength

 

Ultra Galaxius-4

Speed: 7
Defense: 7
Brawl: 8A * 4B
Blast (L): 7A * 3B
Power: 8A * 2B
Health: 5
Hyper Cost: 3
Energy Type: Radioactive

Fission
Overload (Brawl)
Radial Attack (Brawl)
Lightning Attack (Blast)
[Countermeasures (Red)]
Flight

 

Mega Galaxius-4

Speed: 6
Defense: 6
Brawl: 7A * 2B
Blast (S): 8A * 3B
Power: 7A * 2B
Health: 5
Hyper Cost: 5

Telekinesis (Blue)
Vampirism (Blast)
Beatback (Blast)
[Disrupt (Power)]
[Power Tap (Blue)]
Flight

 

Alpha Anglax

Speed: 7
Defense: 6
Brawl: 7A * 2B
Blast (S): 5A * 2B
Power: 7A * 3B
Health: 5

Command
Leach
[Feeding Frenzy (Blast)]
Jam
Super Rampage

 

Ultra Anglax

Speed: 6
Defense: 6
Brawl: 8A * 3B
Blast (S): 6A * 2B
Power: 8A * 4B
Health: 5
Hyper: 4

Command
Leach
High Impact (Blue)
Jam
[Massive] or [Volatile]
Weaken

 

Mega Anglax

Speed: [7] (from 6)
Defense: 6
Brawl: 6A * 2B
Blast [(L)]: 8A * [4B] (from Short Range, 3B)
Power: 7A * 3B
Health: 6
Hyper Cost: 4

Multi-Shot (Blast)
Siphon (Blast) [(Blue)]
Vampirism (Blast)
Distract
Jam
Weaken

 

Alpha Krakenoctus

Speed: 5
Defense: 6
Brawl: 7A * 2B
Blast (L): 8A * 3B
Power: 6A * 1B
Health: 6

Tow
Riled
[Fling (Blast)]
Munch (Blast)
Reach

 

Ultra Krakenoctus

Speed: 6
Defense: 5
Brawl: 9A * 4B
Blast (S): 6A * 3B
Power: 7A * 2B
Health: 5
Hyper: 4

Tow
Fling (Brawl)
Following Fire (Brawl)
Munch (Brawl)
[Feeding Frenzy (Blast)]
Reach

 

Mega Krakenoctus

Speed: 5
Defense: 5
Brawl: 7A * 2B
Blast (L): 9A * 4B
Power: 7A * 2B
Health: 6
Hyper Cost: [4] (from 5)

[Following Fire (Blast)]
Fling (Blast)
Negation (errata: Cannot be moved with Beatback or Toss)
Reach
Super Swat

 

Alpha Crustaceor

Speed: 5
Defense: 5
Brawl: 7A * 2B
Blast (S): 5A * 2B
Power: 5A * [2B] (from 1B)
Health: [7] (from 5)

Hoist
Crunch (Brawl)
Demolish (Brawl)
[Charge (Blue)]
Reach

 

Ultra Crustaceor

Speed: 6
Defense: 6
Brawl: 8A * 3B
Blast (S): 6A * 3B
Power: 6A * 2B
Health: 6
Hyper Cost: 3

Crunch (Brawl)
Power Strike (Brawl)
[Charge (Blue)]
[Force Field (Blue)]
Jump
Reach

 

Mega Crustaceor

Speed: 7
Defense: [7] (from 5)
Brawl: 7A * 3B
Blast (S): 7A * 2B
Power: 6A * 3B
Health: 5
Hyper Cost: [4] (from 5)

Hoist
Hit & Run (Power)
Synchronized Move (Power)
Crunch (Power)
[Charge (Blue)]
Reach

 

Alpha Leviathron

Speed: 7
Defense: [6] (from 5)
Brawl: 6A * 3B
Blast (S): 7A * 2B
Power: 7A * 2B
Health: 5
Energy Type: Nature

Pathfinder (Errata: Crush target enemy unit within 2, then roll the a die used for this action. If at least a strike is rolled, advance this figure up to 2 spaces, even if it advanced this turn. Then, if a superstrike was rolled, you may crush another enemy unit within 2 spaces and if this figure is a monster, roll the die again.)
Power Cycle
Power Drain (Power)
Radial Attack (Brawl)
Armored
[Jump]

 

Ultra Leviathron

Speed: 7
Defense: [7] (from 5)
Brawl: 6A * 2B
Blast (L): 8A * 3B
Power: 9A * 3B
Health: 5
Hyper Cost: [3] (from 4)
Energy Type: Nature

Pathfinder (Errata: Crush target enemy unit within 2, then roll the a die used for this action. If at least a strike is rolled, advance this figure up to 2 spaces, even if it advanced this turn. Then, if a superstrike was rolled, you may crush another enemy unit within 2 spaces and if this figure is a monster, roll the die again.)
Power Drain (Power)
Radial Attack (Power)
Armored
Hasten
Super Strength

 

Mega Leviathron

Speed: 8
Defense: [6] (from 5)
Brawl: 6A * 2B
Blast (L): 9A * 3B
Power: 8A * [4B] (from 3B)
Health: [7] (from 5)
Hyper Cost: 4

Ignite (Errata: Flip an adjacent rubble tile to its hazard side. Units on the tile suffer the effects of the hazard as if the unit had ended an advance on the hazard. If this figure is a monster in it’s hyper form, deal one damage to one monster on the hazard tile.)
Pathfinder (Errata: Crush target enemy unit within 2, then roll the a die used for this action. If at least a strike is rolled, advance this figure up to 2 spaces, even if it advanced this turn. Then, if a superstrike was rolled, you may crush another enemy unit within 2 spaces and if this figure is a monster, roll the die again.)
Radial Attack (Blast)
Shelter (Red)
Riled [(Blue)] (not originally Blue)

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Thanks again for reading. Please respond below. Gotta run!

(PS. I want to thank Nate for bringing this stuff up again; it makes me so excited! Also, shout-out to Max as well. If it weren’t for him, I would not be doing this at all!)