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Evil Cosmonaut
Spirit, Fury
Rank: Experienced Cabal: No Cabal
Points: 40 Plot Twists: +0
Collectors #: Lab-053 Rarity: 3
Type: Monster Status: Active
Sculptor: Brian Dugas Painter: Chris Hart
SIDE A
Ghost - This monster automatically breaks away and ignores the effects of hindering terrain, monsters, portals, victims, and walls for movement purposes.
Assassin -  Damage the attack deals to vulnerable monsters is penetrating damage.
Grave - When this monster kills a monster, turn this monster’s dial to the green starting line.
SIDE B
???
Errata: None
FAQ: None

Review: by Tamlin

Unlike most Spirits, the Experienced Evil Cosmonaut has Ghost without any Hourglasses. So you can move it through walls, difficult terrain, opposing monsters... then leave it lurking in interesting places without worrying about losing Ghost in X turns. This makes it an excellent victim chaser and ambusher.

Despite its move of 5, it makes an excellent victim chaser since they have to move around obstacles, monsters... while it can simply move through them. Since it retains Ghost for 2 clicks of damage, it can shrug off damaging Twists and keep on going. A victim hiding in a room with a locked portal or opposing monster blocking the only exit is no problem since Evil Cosmonaut can simply Ghost into the room, kill the victim, survive a click of damage from an upset monster Frenzying on it, then auto breakaway, Ghost out of the room, and repeat.

Once blooded, you can then move it close to a melee then leave it safe behind a wall waiting for an opposing monster to become Vulnerable. It may then Frenzy through the wall and try to deliver a penetrating point of damage to the vulnerable monster. Next turn, you can decide to wallop the opposing monster with 3 damage or auto breakaway in search of easier prey. Against already wounded monsters, its slightly below average attack and average defence won't really affect it. This makes it an excellent ambusher as well.

After taking 3-5 Clicks of damage, Grave kicks in allowing it a chance to completely heal if it can kill an opposing monster. True, it slows down after losing Ghost, but most of the time it will already be in Melee when that happens (because it can simply Ghost away as soon as a ranged monster moves into line of sight) so it really doesn't matter that it can't move far.

As long as you don't try to use it as a front line fighter, you'll find the Experienced Evil Cosmonaut will serve you well.

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