Planet Apocalypse: Lord Asmod
Planet Apocalypse: Lord Asmod Rulebook
Table of Contents
Table of Contents
Lord Asmod Card
Code name: Ladon. Identified as Francisco Bonilla.
Toughness 6. Attack 6d10.
Under Asmod's Power: A hero under Asmod's power may retreat on their turn. If they do not, his attack must target another hero (chosen by the captain).
Speaking in Tongues: After Asmod attacks, each player rolls 1d12. The hero who rolls highest is now under Asmod's power, and any previously controlled hero is released. On a tie, no one is under his power.
The Asmod-controlled hero cannot help other players, nor do any of their gifts apply. The hero can use their troopers to absorb damage (if attacked by Asmod or minions).
Menace: Each hero must roll 1d12. The hero who rolls highest falls under Asmod's power. On a tie, no one is under his power for the first round (See Asmod's abilities for details).
Reward: A hero who falls under Asmod's power immediately gains 1 luck.
Hit point track on the card: the 20 mark is the 4-player value, as stated on page 70. The small player-count labels on the track are not legible in the printed scan, so only the page 70 values are given.
Components, as printed on page 12: 1 Lord card, 1 Lord (Asmod) figure.
Lord Asmod
Asmod's menace is to force all the players to roll 1d12 apiece. Whoever rolls the highest falls under Asmod's power, and fights on the demon's behalf. If you're lucky enough to roll a tie, no one falls under the Asmod's control.
Asmod has an attack of 6d10, toughness 6, and 20 hit points for 4 players. This is about average for a Lord, but his ability to take over a player makes up the difference.
Normally, in each round of combat a hero gets to choose whether he retreats or stays to fight. A hero under Asmod's control retains enough self-will to be able to retreat instead of fighting. Of course this loses his services for the rest of the battle. And each turn, that 1d12 is rolled again so someone else might be controlled. If you're lucky, it's someone with a comparatively weak attack.
The controlled hero must attack the other heroes. His target is chosen by the captain. He still attacks during his turn in the hero part of the turn. When the demons attack, the captain can still have them target the controlled hero. Asmod obviously, is not loyal to his slaves.
Asmod becomes one of the tougher lords due to this. It's easy to see why. Imagine a 4-player game. Each turn, only 3 players get to attack Asmod. Plus Asmod has an extra attack coming in from one of those heroes. Even though a hero's attack is generally much weaker than a demon's, it is still nothing to sneer at.
Asmod's difficulty, however, changes with the number of players. In a 3-player game, he is far more dangerous than in a 5-player game. Three players are much less likely to roll a tie (and thus avoid Asmod's power), for one thing. Also when they fall victim, it's a third of their number instead of a fifth. I decided that players are smart enough to figure this out for themselves. And even in a 5-player game, Asmod is no pushover. But if you manage to beat him with two or three players, you should feel even more proud than when you do it with a full team push.