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Showing posts with label Horizon. Show all posts
Showing posts with label Horizon. Show all posts

Sunday, 28 December 2025

KR|Horizon Review #34: CoBoN Mark III

Toy prototype details
Name: CoBoN Mark III
Subtitle: levitating armoured battlecraft
Line: KR|Horizon
Item type: vehicle - Nº 2 in the line.

Character details
Name: CoBoN Mark III
Classification: fighting vehicle
Home: Tahron
Era: 15 years after Foundation
Affiliation: Theriom
Rank: transport.

Background
First appearance: KR|Horizon #1 - The Destructomorph legacy
Brief bio: after sustaining severe damage to its Mark II components during the final battle against Deptilion and his army, CoBoN was rebuilt into a levitating train-like vehicle. Its new form was propelled by a unique power unit, granting it enhanced mobility, access to powerful advanced weaponry, and an impressive range of defence configurations.

Concept
As explained in the CoBoN 3.0 review, this new incarnation of CoBoN is a silver-painted, levitating train-like combat vehicle with a revolutionary design, and like its previous versions, it is powered by a classified energy source and controlled by an advanced AI. Similarly to its predecessor, the Mark II, this model is composed of multiple modular units; when needed, these modules can deploy or separate as individual vehicles, each equipped with powerful jet engines and capable of transforming into other types of attack craft or even robots. There’s a clear influence here from late-70s Japanese TV shows such as Dinosaur Expedition Born Free, Dinosaur Great War Izenborg, and Dinosaur Corps Koseidon, all of which placed a strong emphasis on modular and combining vehicles.

Description
This set consists of a monorail system featuring a motorised train-like vehicle inspired by CoBoN Mark III, which runs on a track surrounding up to four Tahron playset parts. Just like with earlier versions, while this comic incarnation of CoBoN is very large and can carry many characters, the toy version is much smaller and not to scale with the KR figures, being able to only fit a few.
The system includes 13 pieces of monorail track (made slightly translucent to mimic the appearance of an energy beam), 20 support arms, and a set of four carriages connected by universal joints and designed to run along the track. The monorail track attaches to either four or five arms of each type (i.e., industrial looking blueish-grey metal, greenish-brown wood, carved gold, and reddish-grey stone) mounted on up to four towers or extension pieces. The track can also be shortened to operate around as few as one playset piece. A power unit, shaped like a pair of long, high-tech jet engines, houses a small battery-powered motor and features pivoting side guns; it can attach to any of the four modules (by default the second, which acts as the locomotive, while the others have clear passive "hangers") and powers them along the monorail track. This of course limits operation to either a series of carriages or a single carriage at a time. I wish the set had included a second power unit to allow for more play options, even if not comic book accurate. All the modules feature blocky, sci-fi shapes, with ladders, tanks, antennas and navigation lights, as well as panel lines, vents and hatches suggesting complex internal systems.

1 – Leading module
This module has been described extensively in the CoBoN 3.0 review. The toy version fatefully reproduces its basic form, except that it can only seat one figure. It features a large (spanning nearly the entire top surface of the module’s front part), partially transparent canopy (its clear panels are tinted orange and detailed with sculpted circuitry patterns) hinged at the front so it swings forward to open, while the rear section of the cockpit cover slides backward allowing a lying figure to fit inside (the two small cockpit seats serve as footrests for it). It is also equipped with wheels that enable it to function as a ground-travelling vehicle.
Additionally, the leading module can connect to the top of the ground base station, attaching to the augmented robot’s forward-tilted head with its rear/side section deployed as a gunner drone, forming an even larger turret.

2 – Locomotive
Positioned behind the leading module, this unit includes, from top to bottom, the engine room (i.e., the above-mentioned power unit), the bridge for crew operations, and a lower cargo area. The three sections can be separated and used in different combinations; for example, the power unit can be paired with the cargo section alone or with any other module. The bridge section features a wide, partially transparent front-facing viewport that, like the canopy on the leading module, has orange-tinted clear panels detailed with sculpted circuitry. Once the power unit is detached, we get full access to the main control area: the front window panel flips up, the side panels open, and the entire roof lifts up (and, if needed, detaches). When fully opened, it reveals seven crew spinning seats: two for drivers, four for support terminals (comms and weapons) and one for the commander, all at a much smaller scale than the KR figures. Fortunately, the set includes seven mini figures modelled after some key KR characters (Masq-Lor, Fai-Rha, Herrion, Sei-Lha, Xonedar, Mor-Rak and Sajron; each figure features ball jointed hips and shoulders, an ab crunch, hinged knees and elbows, and has magnets on the bottom of the feet, allowing you to recreate a variety of action scenes), which is a very nice touch! There's a really great level of detail in this area, with control panels on the front, as well as maps and charts along the back and side walls. It's also customisable, as the seats and handrails are movable and can be arranged in various configurations. The captain’s chair, however, is locked in place because it’s tied to a fun gimmick. The chair is normally positioned to look through a clear, blue-tinted targeting screen, but if you turn a dial hidden behind two small opening hatch doors at the very front of the module, the screen lowers and the chair raises simultaneously, presumably to give the captain a better command view. Another cool gimmick is the bridge elevator on the back wall. It has a small gate that opens and closes, and when you turn a dial at the upper back-right corner of the bridge, the elevator lowers and pops out from the bridge floor, allowing a crew member to descend into the cargo area or, if that section is detached, to venture outside and explore the surroundings; turning the dial the opposite way raises the elevator again. When the bridge section is detached from the cargo and two side wings are flipped down and extended, it can function as an independent command aircraft. Its design resembles a Cereutian ship from the KR|EoF comics and even reminds me a bit of the Marvels’ Hoopty. It can also rest on sturdy little landing stands that tuck away when it’s in full flight mode.
The lower cargo section features a large wheel-like ornament on either side, which are intended to become the shoulders/helipads of the augmented robot/ground base. These are magnetically attached, allowing them to rotate, which adds another layer of playability. This section can be used independently of the upper bridge section to transport a single lying regular figure or other “cargo” by opening a barred door hinged at the front, just above the joint with the leading module. It includes a trigger mechanism (i.e., a radar dish-shaped rear tab that rotates 90 degrees upward from a horizontal rest position and can swivel in either direction) which, when engaging with an apposite hook clipped to the track, opens the bottom door to drop its contents.
Additionally, the combined upper and lower sections can connect to the front port of the ground base station by opening the two upper-torso hatch doors, lifting the chest reactor that functions as a locking tab to secure the unit in place, and lowering the lower-torso hatch door to serve as a support. Once attached, the unit transforms into the base’s bridge (although it's not comic book accurate), and opening the bow doors reveals, as before, two floors: an upper control area and a lower cargo area. The front door of the cargo room can drop and extend to form a hinged platform that lowers to the level of the base's front runways, allowing for cargo loading.

3 – Snowhawk transporter
This module is essentially a rectangular box topped with an orange-tinted dome on the upper right surface, which splits open when the side walls swing outward on long hinges. The large fold-out panels themselves house piping running along the length of the interior, ladders, fuelling and maintenance stations, control panels and consoles, as well as service platforms for the mini figures. In the centre, a launch track supporting a transport can be raised to a 45-degree angle. All of this brings back memories of imaginative concepts from my childhood, such as G.I. Joe Defiant and Faitus-1 from Dinosaur Corps Koseidon. This carriage can connect to either the toe or the heel of either foot of the ground base station.
The module contains a pearlescent white aircraft designed for operation in snowy environments. It features a retractable cockpit that telescopes forward to seat up to three minifigures beneath an orange-tinted clear canopy hinged at the rear. It also includes twin nose-mounted guns, a rear inverted T-shaped hydrofoil with deployable continuous tracks, and a front fin keel (or rather a centreboard, because it's retractable) with an added central monoski that allows the transport to slide smoothly along the launch track. Access to the three-seat cockpit is provided by a pair of boarding ladders, which fold upward to become small front wings equipped with laser guns at their tips. At the rear, a pair of folded wings expose impellers as well as racks for two bombs on their undersurfaces; when folded down, these wings reveal two side-mounted hideaway missile launchers attached to the hull, which can swing up and "fire" detachable missiles. The vehicle is intended to operate either in jet mode for high-altitude bombing, with the wings extended and bombs carried for release (either bomb can alternatively be mounted under the main body) or in snowmobile mode for streamlined reconnaissance, with the wings retracted and treads and ski deployed.
Additionally, by flipping up a second U-shaped hydrofoil-like structure from the top of the main body and attaching the power unit to it, the aircraft can "fly" along the track. Alternatively, by attaching the power unit to the lower hydrofoil and rotating the aircraft upside down, the transport can function as a jetpack fighter, allowing a regular figure to lie prone with their hips resting in the newly deployed hydrofoil structure while gripping the laser guns on the smaller wings (now folded in the opposite direction), creating the impression that the figure is flying and blasting as the vehicle moves along the track. Finally, when not motorised or suspended, the aircraft can attach to the top of any one of the carriages, transforming into a sort of gun turret.

4 – Tidebull carrier
Like the previous module, this one is essentially a rectangular box, this time with some orange-tinted windows on the two-seat rear side. The side panels swing open to reveal interior play features, including a repair bay with a robotic arm, a radar unit, fold-up cannons/missile launchers, coil-like electrical generators and a launch platform for a small land vehicle, while a rear wall folds down to form an extendable ramp. Again, these elements strongly evoke some imaginative play concepts I remember from childhood, particularly Diaclone Cosmo Roller and Diaclone Battle Convoy (later reimagined as Optimus Prime in Transformers G1). This carriage can connect to either the toe or the heel of either foot of the ground base station.
The included small, anthracite land vehicle is packed with features, starting with large exhaust pipes on the sides, opening gull-wing doors, a rear door that folds down, and an asymmetric windshield (the right side is recessed and fitted with a targeting scope, along with a swivelling gun mounted on the left side of the hood, which can also be opened to access the internal engine). Up front there’s a winch line with a hook, and headlights that—at least fictionally—are meant to conceal either a pair of laser cannons or launchable spiked balls on chains. A rotating roof turret carries twin cannons that pivot up and down, while a pair of rear-mounted guns, also able to pivot vertically, are positioned on the sides. The interior detailing is excellent, featuring seats for three mini figures (with the rear passenger even getting a small table), a futuristic looking dashboard and compartments for storing weapons and repair tools. Removing the turret allows a roof hatch to flip up, revealing a cluster of twelve missile launchers. In the comics, this vehicle is capable of separating into two parts: the bodywork, by flipping its left and right halves 180 degrees and deploying a flip-up propeller, becomes a jet-ski/hovercraft-style vehicle, while the chassis compresses side-to-side and front-to-back to form an attack bike, each being chock-full with weaponry. Unfortunately, this split-mode feature isn't actually included in the toy.
Finally, with the roof turret removed, the vehicle is designed to function as the lower half of a standard robotic-style figure, with the figure’s upper body intended to plug onto the roof to form a combined robot mode (if you remember the Beast Machines from Power Lords, you'll know what this looks like).

Final thoughts
Overall: this new incarnation of CoBoN is an outstanding set and a fitting highlight to wrap up the Horizon segment of the KR line. With its striking sculpted details, clever modular design and sheer play potential, it manages to feel both substantial and imaginative despite its intentionally (and necessarily) downsized scale. The sturdy build, excellent paintwork and overall versatility make it endlessly fun to play and display. It’s a welcome addition to any KR collection, especially for fans who value ambitious design and dynamic play. In short, this is a visually impressive and highly enjoyable set that feels like a true celebration of what the KR line has achieved over the last decade
Rating: ☺☺☺☺ / 5

Monday, 21 July 2025

KR|Horizon Review #33: CoBoN 3.0 (SDCC 2025 Exclusive)

Toy prototype details
Name: CoBoN 3.0
Subtitle: armoured fighting robot-base
Line: KR|Horizon
Item type: large scale figure - Nº 5 in the line.

Character details
Name: CoBoN Mark III combining mecha
Classification: mobile suit
Home: Tahron
Era: 15 years after Foundation
Affiliation: Theriom
Rank: transport component.

Background
First appearance: KR|Horizon #2 - In the eye of the storm
Brief bio: after sustaining severe damage to its Mark II components during the final battle against Deptilion and his army, CoBoN was rebuilt into a levitating train-like vehicle. Its new form was propelled by a unique power unit, granting it enhanced mobility, access to powerful advanced weaponry, and an impressive range of defence configurations.

Concept
This prototype represents only a fraction of the incredible machine that is CoBoN Mark III. Still, it’s worth taking a moment to talk about its overall appearance in the comics, especially since I wouldn’t mind seeing the full version realised as a toy someday.
This incarnation of CoBoN is a silver-painted, levitating train-like combat vehicle with a revolutionary design, and like its previous versions, it is powered by a classified energy source and controlled by an advanced AI. Similarly to its predecessor, the Mark II, this model is composed of multiple modular units; when needed, these modules can deploy or separate as individual vehicles, each equipped with powerful jet engines and capable of transforming into other types of attack craft or even robots. There’s a clear influence here from late-70s Japanese TV shows such as Dinosaur Expedition Born Free, Dinosaur Great War Izenborg, and Dinosaur Corps Koseidon, all of which placed a strong emphasis on modular and combining vehicles.

Leading module
The front section features the signature black, nose-mounted scanner bar with red and yellow patterns (i.e., two lines that sweep horizontally and a central pulsing "eye" that allows CoBoN to "see"), while the two-seater cockpit sits beneath a partially transparent canopy (the clear areas have an orange tint). Behind the cockpit, an aerodynamic structure houses large air intakes and outlets. The vehicle is equipped with four powerful jet-engine nacelles, two mounted on the sides (each ending in a pair of missile launchers on the front) and two on the underside (each terminating in an array of five guns). At the rear, a cluster of four exhausts serves as the connection point to the second module when in fully assembled mode.
After separating from the rest of the machine, the leading module transforms into a combat aerial vehicle. The front part flips upward to form a nose cone vaguely resembling a bird's head (this also includes the distinctive scanner bar), while the cockpit slides forward, extending the fuselage and triggering two winglets to swivel outward from the sides. A pair of main wings, hinged at their centres, unfold from the rear sections of the side nacelles; each wing is equipped with a launcher capable of hurling circular saw blades. At the back, the sides of the main body pivot upward to form a T-tail configuration, with a pair of rotating laser guns mounted on either side.
When necessary, the aerial vehicle can convert into an attack mech. The cockpit retracts into the bodywork, forming the robot’s pelvis. The side nacelles swing downward on double-hinged joints to become the legs, with the feet rotating 90 degrees into position and retaining their original function as missile launchers, while the wings fold at their midpoints and flip upward (maintaining the ability to deploy the circular saw blades if needed). The lower nacelles pivot forward to form the arms, while the fingers preserve their built-in weapon capabilities, doubling as gun arrays. The chest plate/viewport (originally the aerodynamic structure) slides downward as the T-tail swings back to become a pair of rear winglets (the laser guns convert into booster rockets in the process), simultaneously revealing the head (reminiscent of CoBoN 2.0's, with the black scanner bar as a visor on the upper part and a "mouth" shield below), after which the chest plate returns to its original position.
The two transformations bring to my mind some old toys of the Diaclone series, particularly Dia-Train and Dia-Attacker.

Locomotive
Positioned behind the leading module, this module houses the engine room and the bridge for crew operations, and features a lower cargo section that can be deployed, transforming into a suit of armour capable of enveloping the attack mech to enhance its power.
The transformation happens in two stages: first from the hold into a structure resembling a gigantic gun, and then from the gun into the exo-armour configuration. The upper beams flip downward and slide forward to form the dual barrels, while the rear sections pivot inward to form the gun’s grip. Then, the grip straightens, extends and splits apart to form the legs, while the dual barrels separate and swing outward to become the arms (one transforms into a standard arm, while the other becomes a cannon arm). After combining with the attack mech, a new, larger head takes shape, featuring face protectors that extend outward to form distinctive radar-like ears and long antenna-like horns.
This transformation reminds me of some old Transformers G1 toys, specifically Ultra Magnus and Megatron.

I'll cover the two remaining modules in a future post, since they're not relevant to this review.

Description
This review focuses on the toy version of the augmented robot, which is fictionally formed by the leading module and the locomotive's cargo section, and referred to by the working name CoBoN 3.0. This huge figure stands 46 cm tall (around 18'') and features articulation on par with the standard KR figure, allowing for excellent movement and a wide range of dynamic action poses. Its body is packed with fine details while remaining true to the design of the vehicle parts it transforms from. The paintwork is impressive, with silver colour used on the bodywork components, and black (along with blue accents) on the sections revealed during transformation. The articulated head is a larger, more detailed version of the attack mech’s head.

Action feature, weapons and accessories
Apart from large faux tank treads beneath its feet, which conceal functional rolling wheels, its armament includes the following (listed in the order they appear in the comic book battle scene with the Combining Goblin):
  1. a rotary-barrel cannon emerging from the lower torso through an opening (by flipping down) front hatch;
  2. two three-clawed, grappling hook-shaped assault drones launched from the sides of the lower legs, each equipped with a laser rope (represented by an additional flexible, neon-green string) capable of ensnaring targets; the front of the lower legs features two multi-barrel cannon assemblies, with each barrel capable of rotating independently from fully lowered and flush with the leg, to fully raised to target a threat;
  3. two laser cannons that deploy from the pivoting horns on its head when the face protectors are shut, accompanied by a gold-coated visor (to protect against the intense laser radiation, which is kind of hilarious when you think about it) that lowers via a lever during operation;
  4. a punch-support thruster integrated in the left forearm for additional melee functionality;
  5. a deployable freezing ray blaster housed in the left arm’s fist, which pops up and rotates into position, and features a light-piping effect; the hand itself is fully articulated, with individually jointed fingers and thumb (plus splaying index and little fingers) and can detach via a side-mounted release button;
  6. four missile launchers concealed within the upper torso, revealed by two hatch doors that flip open above the shoulders; each rocket is shaped like a drill bit, featuring a blade-like tapered screw thread, and partially ejects revealing a blast effect extending from its tail when pulled (it can also be fully removed for play or display); a subtle light pipe shoulder detail adds visual depth to the chest reactor placed between the two pairs of missiles;
  7. a powerful, massive plasma cannon replacing the right arm and featuring a sliding ribbed panel that extends the barrel tip and a number of side hatches; an integrated light-piping feature gives the appearance of it "firing" when deployed.
Furthermore, in the comics, following an intense battle, the augmented robot (or rather the full CoBoN vehicle) must recharge using geothermal, solar and wind energy before it can resume operations. To achieve this, the robot transforms into a ground base station, allowing the other modules to connect and collectively gather sufficient energy. This transformation is also replicated in the toy and unfolds through multiple steps.
First, each leg splits from the knee down into front and back sections as the robot lowers itself into position, deploying some sturdy support stands (which are supposed to be geothermal probes) near the central hinge. The front panels on the thighs swing forward to form ladders leading to the two multi-barrelled cannon assemblies that rotate side to side (with each barrel independently able to tilt up and down) on the front sections of the lower legs. Additionally, the unfolded feet can deploy two tunnelling drones (each consisting of an included tracked body connected to one drill-missile and resembling the side modules of CoBoN Mk2) through opening hatch doors: each foot has two side doors that swing outward (each revealing six red-painted missiles on its inner side), while a front tab flips downward to complete the play feature. The sides of the lower legs are also equipped with the above-mentioned rotating grapnel-drones, each mounted on a side hatch that flips up to reveal two 3×3 missile clusters pointing sideways, along with a front-and-rear rotary gun system. Alternatively, the lower legs can unfold to create dual runways for the two grapnel-drones, which are detached and converted into jets with a few twists (two variable-sweep wings, each equipped with a hook at its tip, are formed by flipping down the sides and swivelling the attached flukes outward, while the top fluke swivels backward to form a sort of tail; this design is slightly reminiscent of the central module of CoBoN Mk2). Each cannon array must be rotated backward, after which the runways (originally folded in half) are unfolded; the cannons are then slid beneath the runways to lock them in place. A dial under each runway activates a flight deck lift system, allowing the drones to be stored and deployed from internal hangars. The rear sections of the lower legs feature two aft hangars, each with a heel-mounted door that opens downward and has a ramp that slides outward to allow another tunnelling drone deployment.
The upper limbs reconfigure by rotating the arms backward and bending the forearms 180 degrees forward. In this configuration, the shoulders function as helipads for the two grapnel-drones converted into helicopters (this time, the side flukes swinging back to form the tail boom, while the top fluke unfolds to become the rotor), each capable of 360-degree rotation and forward-backward sliding. Each upper arm features a lift-up panel revealing an integrated hangar system that deploys or retracts a drone to and from the helipad using a tab-operated eject/retract mechanism. The left hand retracts by rotating into the forearm through an opening panel on the sleeve, while the outer punch-thruster pivots forward to reposition as a secondary cannon.
The rear features an infantry section composed of interconnected platforms, stairs, ramps, rotating guns and satellite dishes, as well as solar panels and wind turbines, all of which can fold in and out from the base's walls. A manually operated lift platform (mounted on a shaft that rests vertically against the back in robot mode and extends diagonally in base mode) raises a figure into position at the back of the head, which tilts forward, with its horns reconfigured into independently rotating twin cannons forming an anti-aircraft gun turret. The platform is normally stored in a rear compartment, accessible through a double sliding door that can be opened by pulling two tabs once the lift shaft has been positioned diagonally. In addition, when the shaft is repositioned horizontally, opening its front hatches reveals a hidden, giant rear cannon. A section of the head, including parts of its back and sides, can also be deployed as a gunner drone, with its wings formed by flipping the horns/cannons side panels upward (this small aircraft is reminiscent of both Tang-Lha's little head-spy drone and the rear module of CoBoN Mk2).
The entire robot-to-base transformation reminds me of some classic toys from the Diaclone series, particularly Great Robot Base and Robot Fortress X. It also appears that the slots at the front, back and top of the ground base are designed to accommodate future attachments. We'll see!

Final thoughts
Overall: I absolutely love this figure. As many know, the KR|Horizon line has been on a mecha kick with recent releases, and this one delivers in full. It's big, shiny, heavy with die-cast, and a ton of fun! Sure, it doesn't quite fit the typical KR play pattern, and even other high-tech looking figures would struggle to interact with it. Still, I see it as a key step toward the eventual release of a super-droid figure in the KR|EoF line (I know it's coming). It’s pricey (probably $500), but with a little wallet courage, I’ll be picking this up at SDCC.
Rating: ☺☺☺☺☺ / 5

Friday, 28 June 2024

KR|Horizon Review #32: Combining Goblin (SDCC 2024 Exclusive)

Toy prototype details
Name: Combining Goblin
Subtitle: bionic giant trooper
Line: KR|Horizon
Item type: large scale figure - Nº 4 in the line.

Characters details
Names: Destructomorph Goblins
Classification: bio-robotic hybrids
Sex: undefined
Home: Tahron
Era: 15 years after Foundation
Affiliation: Destructomorph
Rank: drones.

Background
First appearance: KR|Horizon #1 - The Destructomorph legacy
Brief bio: with a surge of power, the dreadful Destructomorph Goblins possessed the ability to expand to giant size and morph into terrifying insectoid behemoths, wielding immense strength boosted by their mechanised bodies.

Articulation
Standard (new scheme) plus a hinged clawed finger on each hand.

Description
As we know, the Destructomorph Goblins are insectoid, bio-robotic droids (part organic, part technological) that in the comics can merge to create larger armoured robots. These combined forms include the three-unit droid that serves as the basic figure in this set. Standing at an adequate 30 cm (approximately 12'', the same size as the Combining Cyborg), this figure boasts a remarkable construction, incorporating numerous die-cast metal parts. It draws inspiration from the design of its three individual components (one Goblin forming the legs, another one forming the torso and the arms, and another one forming the head), featuring an impeccable paintwork, with silver coating on the plate armour elements contrasting with the glossy black of the exposed organic parts beneath.
Head: the figure's silver, ball-jointed robotic head evokes the regular Goblin's visage, but with a distinctly short-muzzled appearance that deviates from the iconic Ankylosaurus skull theme. Borrowing elements from the Sangheili (Halo) head design, this portrait's most distinguishing trait is its bug-like jaw structure, which consists of a frontally compressed beak-like upper jaw and four separate lower mandibles arranged in two tiers. Each of these mandibles has a sharp edge and a number of small teeth, as well as an additional larger fang at the tip, while a series of broader teeth lines the upper jaw. Furthermore, the head is characterised by various mechanical and electrical components (including three small blue LEDs on the forehead resembling eyespots), a pair of thread-like, segmented black antennae pointing backward, a pair of menacing, shiny green compound eyes, and two horns projecting backward and down from the back of the head. Completing the look is a golden-yellow removable headgear reminiscent of a segmented hood, featuring a long silver horn atop, two holes for the antennae and a pair of large, bulbous black goggles, each displaying a red glowing horizontal slit and a central beady eyespot
Body: intricate sculpting embellishes every inch of this figure, from the strikingly designed machinery/circuitry patterns on the spiky (particularly on the thighs) metal plates protecting its body to the cracks on the shoulders and hips, the large overlapping scales on the forearms and lower legs, and the bumps on the extremities, accentuating its segmented, chitinous sections. The torso is composed of silver metallic segments that are ring-shaped and joined by seemingly flexible black membranes. The four limbs are slender and feature a pair of pincer-like grasping hands, each with two primary claw-like black fingers (one slightly longer and spiky, the other shorter and toothed) and two smaller side fingers, as well as a pair of four-digit feet ending in claw-like black toes, with one split to form a pincer in front, two on the sides, and one in back. Metallic dark-red and golden-yellow accents further enhance the figure's visual appeal, including two pairs of narrow metallic dark-red bracers with silver studs, two metallic dark-red shin guards (each adorned with a double row of silver spines and a silver spur near the lower end), a tech-inspired metallic dark-red belt with a triangular buckle, and a laminar golden-yellow crotch piece.

Action feature
The Combining Goblin comes with several additional/alternative parts. First off, one pair of bracers on his forearms can be swapped out for a pair of spiked variants, where each menacing bladed silver spike is fictionally deployed from a stud on the bracer.
Moreover, the set includes multiple extra pieces to build larger versions of the character, which are fictionally formed by the combination of up to a hundred Goblins, as seen in the comics. While not quite that large in toy form, the assembled variants are indeed taller than the standard figure. The intermediate version is created by replacing the regular head and lower legs with larger, alternate parts. The head is characterised by a scaly, glossy black hood that seamlessly blends into a silver face with an imposing look (it reminds me a bit of Bayformers Megatron). A pair of antennae emerges from between the solid green glowing eyes, lying flat against the scalp rather than projecting upward, while a wicked, broad grin shows a finely serrated upper labrum, a two-tusked lower labium, and a pair of short, segmented appendages (or palps) extending from the chin. The elongated digitigrade legs require bent knees to accommodate the feet with the heel sections high up. Each foot ends in four claw-like black toes: one massive front toe, two side toes that curve forward forming a pincer, and a single rear toe. The set also includes a metallic dark-red one-shoulder harness with golden-yellow accents. This features a single strap crossing the left shoulder (with two more passing under each arm), connecting to a chest plate adorned with a triangular, yellow glowing piece reminiscent of a reactor core and echoing the design of the belt. Completing the ensemble is a silver back armour that attaches to the rear of the harness. This impressive piece resembles a hybrid of the head shield of Marrella and the peculiar thorax protuberances of Bocydium globulare, bearing a series of elongated, curved spine-like projections (the rearmost featuring a serrated keel) adorned with globular translucent magenta appendages, fictionally capable of firing lethal spheres of lightning.
The largest version is further augmented with more additional parts. The first addition is a translucent yellow helmet that fits over the alternate head. This is characterised by a segmented texture, a pair of long, antenna-like silver horns, a frontal ornamental crest with seven small blue LEDs arranged in a star shape to resemble eyespots, and a thin, curved riveted silver visor with eye slits and nasal. Two more pairs of horns project backward and down from the back of the helmet, just below the antennae, while two heavily toothed maxilla-like cheek guards, each accompanied by a pair of black palps, descend along the sides of the face. A second harness is provided, consisting of a laminar metallic dark-red chest plate studded with golden-yellow rivets and embossed with the iconic Destructomorph emblem. The chest plate is flanked by a pair of golden-yellow box chains (i.e., made of cubed links) serving as shoulder straps, as well as a shoulder guard piece equipped with a pair of angular spikes that point forward like additional insectoid, one-clawed limbs. Completing the harness are two detachable, swivelling wings, each sporting a sharp-cornered translucent magenta membrane (creating a neat see-through effect reminiscent of solidified energy) with circuitry looking veins, and sustained by a long, blade-like silver structure shaped like a stag beetle mandible. Next, an additional torso piece, designed to fit between the upper and lower body sections after they've been detached, is included. This is painted in silver, with metallic dark-red circles on the sides and a golden-yellow opening door in the front, and its design looks a bit like a honeycomb with a densely packed hexagonal prismatic cells pattern. With this torso piece, which looks like it is held up by the chained shoulder braces, the figure also gets a swivel point of articulation on the top and bottom. When the abdominal iris diaphragm dilates (in the toy, this is recreated by opening the hinged door and removing an hexagonal translucent magenta piece at its centre), the Combined Goblin emits powerful concussive blasts (represented by an included translucent magenta plug-in effect) from a reactor in his belly, echoing a bombardier beetle's defence mechanism.

Weapons and accessories
In the comics, the Combining Goblin possesses the ability to generate deadly weaponry from his hands. To mimic this weapon augmentation power, the figure features detachable hands that can be swapped with a variety of included golden-yellow armaments, namely a buzz-saw axe, featuring two broad, spined blades that spin around an axis perpendicular to the arm (each blade is reminiscent of a mole cricket's foreleg), a ball-and-chain flail with a striking head covered in spikes that resemble scorpion telsons and connected to a "handle" by a length of box chain (a retracted, solid ball version of this weapon can fit to the end of the handle by popping off the ball-and-chain attachment), and a barbed, sting-like lance.
Finally, the figure also comes with a shield that clips to either forearm. In its normal form, this shield resembles a beetle with folded wings - the golden-yellow disc forms the body, while two large silver forewings (detailed with intricate tech-mech designs) overlap it. When needed, these forewings swivel to reveal a secondary set of smaller, silver hindwings (marked with dark-red veins), which also swivel outwards, significantly expanding the shield's defensive area.

Final thoughts
Overall: the Combining Goblin is a phenomenal figure that fans will surely want to add to their collection. It is tons of fun and looks great on display! With perfect articulation and a menacing look, this figure is easily one of this year's best prototypes, and really shows that PoliganToys has definitely put some real time and thought into it
Rating: ☺☺☺☺☺ / 5

Friday, 22 December 2023

KR|Horizon Review #31: Horizon Expansion Kit for Tahron

PoliganToys sent me their prototype of the fourth expansion kit for the epic Tahron playset/game. This kit is inspired by the KR|Horizon line, which was presented back in 2020. DekropolisTM Tower finally gets an upgrade and, at the same time, the Dekropolis Skyship makes its debut in toy form for a new great playing experience!

Description
The KR|Horizon Expansion Kit includes:
• 24 booster tokens for the game
• An additional Dekropolis Skyship vehicle with many features and accessories, including the possibility to transform some of its parts into additional sections for Dekropolis Tower
• A bag with 75 translucent blue chips that are shaped like Antikythron crystals (or rather SpawnCrystals shards, as they are now referred to).

Except for giving an exhaustive description of the Dekropolis vehicle/playset, I'm not going to detail these components and the game rules with the expansion pieces. You can find all this information in my post about the Origin Expansion Kit. I only need to remark that besides the usual properties, i.e., class, faction, strength, agility, and in some cases a special ability or limitation, each expansion piece is also characterised by a particular era (in this case Horizon) and a number of accumulable credits. The credit-chips included in this expansion kit are translucent blue, and spending 40 of them allows a player to capture any rival’s piece that has previously conquered the paying player’s wall, and move it onto the rival’s wall. In limited cases (i.e., primary era variants), expansion pieces present no credit, but are characterised by additional strength values and/or different agility patterns compared to their primary counterparts.

List of Horizon expansion pieces and their properties.

List of possible primary pieces variants in the Horizon Expansion Kit (only one piece is included in the kit).

Dekropolis Tower additional sections / Dekropolis Skyship
Although this set comes in the form of a fortress that flies through the sky, the original concept is for four new towers to complement the main building that came with the Tahron playset. To make things clear, let's check out the process through which the five-tower decommissioned shipyard transforms into a skyship in the comics. The central tower is interconnected with the four surrounding smaller towers through metal grated bridges, forming a cruciform structure that kind of reminds me of Voltron's Castle of Lions. When the transformation begins, the four outer towers compress vertically, their levels merging to form four roughly disc-shaped power-source structures. The elevator shaft of each tower, initially positioned beneath the power-source, moves to the external side through a double hinge mechanism to assume the form of an engine nacelle, which generates either vertical lift force for take-off and landing or, by eventually swivelling horizontally, thrust for forward flight. The entire construction lifts off and, subsequently, the central tower's middle section divides radially into four sectors, revealing two pairs of additional nacelles at the sides and allowing the remaining portion of the tower to pivot into a horizontal position. As the central tower turns and the middle section recompacts, the four power-sources plus bridges also rotate from their front-and-rear layout to an over-and-under, X-Wing-like configuration, while maintaining their individual horizontal orientation. This synchronised movement transforms the static structure into a powered skyship, ready to take flight. The primary propulsion system uses a confined magma chamber located at the rear of the skyship, whose activation is indicated by an array of glowing portholes on the tail section, followed by an explosive thrust that propels the vessel forward. I wonder whether the worm-like creature originally inhabiting the magma reservoir beneath Dekropolis could withstand the ignition process! Manoeuvrability is ensured by the eight engine nacelles strategically located at the wing bases and tips. During normal flight, these thrusters are positioned horizontally and the four movable wings are spread open in a distinctive X-shaped configuration, with stabilising energy arcs connecting the pairs of power-sources on either side, maximising stability and lift. However, when engaged in combat, the wings can be locked into a closed attack position, transforming the skyship into a formidable strike aircraft. With a 90° rotation, the eight thrusters acquire a vertical orientation, granting the skyship VTOL capabilities as well as the ability to hover in mid-air. When taking off, landing or remaining in one place in the air or on the ground, the four power-sources and wings/bridges once again align in a front-and-rear configuration. Now, let's take a closer look at the toy.
Skyship - exterior: stretching from stem to stern, the massive (did I mention that it's big?!) metallic light-blue and pearlescent white skyship features a vessel-like hull that bears a front-facing, emerald-hued viewport reminiscent of a watchful eye, surmounted by a fairly long prow similar to a bird's neck (this detail reminds me of the Serenity spacecraft from Firefly). Four pairs of small wing-like retractable structures, resembling oars, adorn the ship's sides, while a saucer-shaped midsection houses the crew's quarters and control centre. A commanding bridge rises from behind the midsection, providing an elevated vantage point for the crew to direct their operations. Completing the skyship's imposing form are a powerful propulsion system at its rear (covered with a number of glow-in-the-dark portholes), and four main wings plus power-sources, each mounted on an additional engine nacelle attached to the midsection. The whole exterior of the ship is covered in sculpted tech-mech details, giving it a sleek and futuristic look: the upper side is adorned with multiple light defence turrets and sensing systems, while the underside boasts an array of small propulsors and GITD thrusters. The skyship's overall design is a cool mix of elements that obviously draw inspiration from iconic sci-fi vessels, like the above-mentioned X-Wing Starfighter and Serenity, plus some other neat ones such as The Gunstar from The Last Starfighter and The Odyssey from Ulysses 31.
Skyship - interior: after removing the five exterior panels on the top of the skyship to reveal the aircraft’s awesome interior, one is immediately struck by the seamless integration of the building's original features into the now airborne vessel. The front section of the ship showcases a cockpit with a seat (which is actually sculpted like two adjacent seats but can only accommodate one figure, whose face aligns with the narrow windshield at the front of the prow) positioned in front of a raised platform, on which a figure can stand to direct operations from behind the pilot. An elliptical floor observation window provides an unobstructed view of the ground and is topped by a 360° rotating, translucent holographic map of Tahron. A roundish double sliding door, once possibly a passage between floors, now serves as a transition point between the main front room and the command centre nestled within the mid-section, which is adorned with intricate sculpted details, including a network of pipes and cables as well as up/down pivoting control panels on consoles along the sides (these enable the deployment of hidden cannons on the ship’s remaining top exterior on the sides). This area also gives access to two smaller armouries flanking the cockpit, which are equipped with folding doors and store an arsenal of included weapons and accessories such as three golden-yellow swords that double as guns (reused from the Enmity Expansion Kit for Tahron) and three red parachute backpacks. Two side doors that once seemingly provided access to the exterior have been converted into floor panels that can be lifted for "maintenance" of the mechanical systems below, fictionally offering convenient entry points to the lower levels of the ship. Moving further into the ship, we encounter a jail cell located towards the rear of the vessel. It has a sliding prison door with clear yellow-green horizontal bars (probably made of energy) and functional shackles (with clear yellow-green energy effects twisted around their length) on the wall to keep captives secure, while its floor, once the main overhead gate, can serve as a posterior ramp that lowers to deploy an army of Destructomorph Goblins. Finally, the swinging walls that once defined the main building's defence system have been repurposed as storage compartment hatches on either side of the rear ramp, for stowing both explosives (with a sliding mechanisms to drop a set of two-plus-two included bombs on unsuspecting Therioms below) and the two assault vehicles that came with Dekropolis Tower.
Additional towers: the gimmick for this vehicle/playset is that all the bits of the wings, power-sources and thrusters come apart and then can be reassembled in the form of four towers, which can be joined to Dekropolis Tower from the Tahron playset by means of the four metal wing/bridge pieces. It has to be said that this configuration doesn't look fantastic and there's not really a lot to it in terms of playing use.
Each tower consists of four levels: a cruciform base, a mezzanine floor, a first floor equipped with lifting side panels, and a top turret. In its raised position, one side panel serves as a support for one of the bridges, which is loosely connected to the main tower at its opposite end; a finger-operated mechanism can cause the panel to close abruptly, leading to the collapse of the bridge. Without the turret, the tower's top surface can serve as a landing pad for some vehicles (it is indeed a slot for a flight stand on which, for example, a Rotakord can perch). Furthermore, each tower features several plug-in accessories, including a two-bladed, wind mill-like rotor, which also functions as a sort of radar antenna, as well as ventilation apparatuses attached to the front and back of the two upper floors, and a pivoting three-gun cannon that attaches to the top of the first floor. A semi-functional elevator (or rather a small goods lift) slides within the central shaft and is driven by a string and held by a hook. The mezzanine and first floors are additionally connected by two vertical stabilizing panels that also serve as tech-looking ladders. According to the comics, in the past these four towers featured multiple facilities for the shipyard staff, including sleeping quarters, a holodeck interface for advanced simulations, a medical wing, a canteen with a fully stocked kitchen, and a recreation deck equipped with training and leisure amenities. So, on the inner borders of the four mezzanine floors, we find different stickers that remind us of the original facilities that once occupied these spaces.
Transformation of the towers into the skyship wings: when disassembled, the central shaft of each tower transforms into two side jet engines housed in nacelles that are equipped with front-facing turbines derived from the ventilation apparatuses. The three main levels (the base, the mezzanine, which is equipped with wheels on the bottom, and the first floor) combine to form the casing of the power-source, which features rear and side storage compartments. The cargo bay on the back is accessible through a rear hatch and can be used to store the elevator cabin. The lifting side panels provide access to additional storage areas for the stabilising panels/ladders. The top turret attaches to the front of the power-source, forming a tapered nose with an opening panel that reveals a hidden missile launcher (alongside an included separate missile). The front rotating radar antenna attaches to the top, becoming an overhead rotor. The three-gun cannon can be reconfigured into three separate components: a main gun that can be attached to a slot on the front top of the power-source's casing, and two smaller side guns that can be mounted under the nose's two winglets. Finally, one thruster attaches directly to the power-source externally, while the other fastens to the side of the main ship and then connects to the corresponding power-source via a metal bridge/wing piece; the thrusters can be attached either horizontally (with over-and-under wings) for flight mode or vertically (with front-and-rear wings) for VTOL/hovering mode. The flight mode setup is finalised with two translucent yellow-green energy arcs joining the pairs of power-sources on either side as well as with a wheeled (seemingly tracked) landing gear piece plugged into the undercarriage of the ship's main body, to enable it to move smoothly over a flat surface. The VTOL mode is completed with five explosive thruster stands, four plugged in the outer nacelles and one in the ship's underside, to display the skyship as it begins to take flight or land (they can also be used as jet effects in the outer thrusters and in the main propulsion system with the ship in flight mode).


The KR|Horizon Expansion Kit is fully compatible with the previous Tahron board game sets, including the KR|Origin, KR|Enmity and KR|Dimness Expansion Kits. Overall, this awesome set combines the coolness of a vehicle with the fun of a playset. The imposing skyship is the star attraction, and while it has a few minor imperfections, its impressive scale makes it a standout display piece. The transformation feature adds an extra layer of playability, but the towers could benefit from some improvements in their playing use. Still, this is a great set that's worth getting for the ship alone.
Fun fact: in the KR|Echoes of Future series, Silef's waterfront laboratory (which strongly resembles the Black Diamond library building in Copenhagen) is located at the very spot where Dekropolis will be built by the Therioms roughly 560 years later.

Happy holidays!!!

Friday, 28 July 2023

KR|Horizon Review #30: Combining Cyborg (SDCC 2023 Exclusive)

The Combining Cyborg made its debut in the first issue of the KR|Horizon comic book series as a transitional character, introducing fans to the mecha-centred atmosphere of that line. When combined, the Cyborg itself takes on the appearance of a mecha and consists of three individual characters: Xonedar, Tang-Lha and Wrapthur.

Now, fast forward to the present time, when PoliganToys has decided to release a large-scale Combining Cyborg action figure at SDCC 2023! Up until this point, we only had the three separate figures I mentioned earlier (with only a few Horizon-accurate alternative parts for Xonedar). Having put my hands on this new figure, I can honestly say it is i-n-c-r-e-d-i-b-l-e!

Toy prototype details
Name: Combining Cyborg
Subtitle: hyper-technological giant warrior
Line: KR|Horizon
Item type: large scale figure - Nº 3 in the line.

Characters details
Names: Xonedar, Wrapthur and Tang-Lha
Classification: partially humans
Sex: males and female
Home: Tahron
Era: 15 years after Foundation
Affiliation: Theriom
Rank: colonel and lieutenant colonels.

Background
First appearance: KR|Horizon #1 - The Destructomorph legacy
Brief bio: two former Troopers who had displayed unwavering loyalty to Senior Minister Tir-Hing, Tang-Lha and Wrapthur were among the most valuable members of the Theriom Armed Forces thanks to their intelligence and incredible fighting skills. Always eager to carry out their mission without question, the two soldiers were seriously injured and almost killed during the first battle of Ra-Hal. They were eventually healed by their mentor and, in a way, adoptive father Colonel Xonedar, who transformed and grafted their bodies with cybernetic parts by encasing each of their cells into a microscopic robotic structure, a technology previously invented by and applied to Xonedar himself. By adjusting the properties of those techno-elements in their bodies, Tang-Lha and Wrapthur gained the ability to shape their physical forms into a plethora of highly advanced devices for use in battle. Equipped with multi-optic visors that could effortlessly see through any structures and a wealth of built-in capture weaponry that could subdue any adversaries, the two warriors were soon back in the forefront of the defences of the Republic of Tahron, now providing an outstanding service to Senior Minister Desion. When confronted by particularly tough opponents, Tang-Lha and Wrapthur could even merge with Xonedar to form a towering mecha endowed with tremendous robotic strength, which would allow the Therioms to win in any combat situations.

Articulation
Standard (new scheme).

Description
With an adequate height of 30 cm (approximately 12''), this figure displays an extraordinary construction that incorporates numerous die-cast metal parts. Its articulation is equally remarkable, allowing for seamless movement and posing to recreate a wide range of dynamic battle scenes, giving the figure a lifelike appearance.
Speaking of meticulous attention to detail, this figure takes it to a whole new level. Every inch of its body is adorned with intricate sculpting and impeccable paintwork. From the amazingly designed circuitry patterns on its limbs to the prominent bolts accentuating its shoulder and elbow articulation, this figure captivates the eye with its awe-inspiring look. It faithfully replicates the appearance of the three individual figures that serve as its components (a detailed description of how they combine is in my review of Tang-Lha & Wrapthur), featuring armoured forearms, thigh pads and lower legs complete with knee guards. The paint job is also exceptional, with metallic red coating on its legs, glossy black on its abdomen and arms, and metallic blue on its head and chest. The addition of silver accents throughout (mostly on the mid torso, hips and the above-mentioned armoured parts) further enhances its visual appeal, adding a touch of brilliance to this already impressive masterpiece.
The figure's ball-jointed head draws inspiration from the iconic mouth-shielded face of Xonedar, but with a more mecha-like twist. Borrowing elements from CoBoN's robotic head design, this portrait exudes a coolness factor, complete with a crown of silver horns that make a bold statement.

Action feature
In my previous review, I described how the three cyborg characters, Tang-Lha, Wrapthur and Xonedar, combine to create this ultimate mecha warrior (their fusion reminds me a lot of Saikyo Robo Daioja). When they merge, their respective chest reactors are placed in unique positions: Wrapthur 's reactor finds its place on the waist/groin area, Tang-Lha's one is split into two parts, positioned on the inner sides of the feet, and Xonedar's one dominates the chest region, its appearance enhanced by its larger size. The real showstopper, though, is the amazing light-and-sound feature embedded within this large chest reactor. Powered by a battery and activated by a button on the back, the Combining Cyborg comes alive with dazzling red-and-green lights and futuristic blasting/whirring sounds. For those who prefer a different experience, the cyborg comes with the option to replace the LED chest reactor with an inactive one, featuring a lenticular sticker instead. The process is simple - by detaching the chest plate, you'll unveil an internal arrangement of colourful non-moving parts such as gears, turbines and tubes, and will be able to disconnect the electronic assembly and attach the alternative piece.

Weapons and accessories
Similarly to its smaller counterparts, the Combining Cyborg also includes multiple silver-coloured (with a dark sheen) interchangeable weapon attachments that can replace its left hand. These consist of a rocket-shaped cannon, a grabber with four gripping jaws arranged in an X shape, and a cylindrical drill bit. It also comes with two handheld weapons such as a sort of trident-halberd, which is made up of a long dark-blue shaft and a double bitted silver battle-axe topped with a silver spear spike, and a round, fan-like laser shield with a mostly translucent yellow disc, which is seemingly produced by the unfolding silver blade of a machete-like sword. All these accessories are reminiscent of some of the weapons that came with Tang-Lha & Wrapthur, but they are of course much larger and more detailed.
Last but not least, there's an alternate faceplate that bears an exposed steel mouth, i.e., without the regular mouth shield. Replacing the faceplate is a piece of cake, but popping off the head from the ball joint takes a bit of effort. Even though all these pieces are included, most of them are never seen in the comics.

Final thoughts
Overall: this is an exceptional toy, a true marvel of engineering and design. Standing tall and boasting awesome articulation, sculpt and paint job, the Combining Cyborg is a must-have for any KR collector or fan. This figure seamlessly combines the best of three characters into a masterful creation. The light-and-sound feature elevates the play experience to another level, and the ability to switch to an alternate chest reactor is a thoughtful addition. Update: I heard rumours that there may even be a rare chase variant with switched colours of the chest and legs (inspired by the incorrect colour scheme appearing in a concept design), making this collectible even more desirable!
Rating: ☺☺☺☺☺ / 5

Thursday, 1 December 2022

KR|Horizon Review #29: Muvaran (Extra Armoured Forms)

Toy prototype details
Name: MuvaranTM (Extra Armoured Forms)
Subtitle: warring sorcerer
Line: KR|Horizon
Item type: large scale figure (dual figure) - Nº 2 in the line.

Character details
Name: Muvaran
Classification: the reanimated corpse of a human
Sex: male
Home: unknown
Era: 15 years after Foundation
Affiliation: Destructomorph
Rank: sorcerer priest.

Background
First appearance: KR|Horizon #2 - In the eye of the storm
Related character(s): Muvaran.

Articulation
Both figures have the standard articulation.

Description
In the comics, the mummy form of Muvaran controls a human-sized armour made of metal (these were the two figures I reviewed back in 2020). Moreover, each time he needs more power, Muvaran jumps into an additional larger coffin-like armour made of painted wood; for maximum-strength amplification, he can further enclose himself in an even larger sarcophagus-like armour made of carved granite. These are the two items included in this new set, and both have a similar appearance to the metal-armoured form. Although it's not possible to place one armour inside the other, the two figures are in scale with each other and with the older figures: the wooden version is 23 cm tall (around 9''), while the stone version is 30 cm tall (around 12'').
Heads: each head sports a helmet painted/carved with intricate details, which is seemingly composed of a sculpted headcloth (covering the ears and the nape of the neck) and a ceremonial headgear: an atef feathered crown in the wooden armour, and a hemhem crown in the stone armour. The atef combines a tall bulbous hedjet with curly blue-painted ostrich feathers on each side of the crown (the feathers are identified as ostrich from their curve at the upper ends and a slight flare toward the base). The hemhem is an elaborate triple atef set on top of a pair of long spiral ram's horns and ornamented with various feathers, a cobra on either side of the crown and three bronze sun discs on the top. The face slightly resembles the mask of Tutankhamun, with chiselled details such as a pair of evil wadjet-like white glowing eyes and a spiky false beard. In the wooden version, the mouth area is covered by layers of plastered scraps of linen decorated with geometric shapes and runes, while the stone version appears to have a sculpted mouth guard
Bodies: the limbs (specifically the upper arms, hands, thighs and knees) are covered in hieroglyph-like ornamental inscriptions with mysterious or magic significance. In the wooden version, such inscriptions are painted on plastered scraps of linen, while in the stone version they are engraved on the surface. Each figure wears four bands (made of silver in the wooden version, bronze in the stone one) around the upper arms and the thighs
Wearables: each figure displays a wesekh-like broad pectoral, two large spiked, reinforced spaulders, a sort of apron, two bracers with spikes sticking out of the sides, two sandal-boots with fan-shaped tops, a belt with a triangular buckle, and a short shendyt painted/carved with four-pointed stars all the way around (and seemingly fringed edges in the stone version). Many details, namely the torso underneath the pectoral/apron, the bracers and the sandal-boots, show sculpted ornaments imitating criss-crossed straps, while the few inlays in the pectoral/apron, the spikes on the spaulders and bracers, and the belt buckle are made of silver in the wooden version and bronze in the stone one.

Weapons and accessories
Muvaran's armoured forms have no action feature and don't come with any proper weapons, but the set includes an awesome accessory - the mummy's "unwrapped" bituminous inner body that in the comics is capable of shapeshifting powers, including the ability to form spikes or expand his size. This item has no articulation whatsoever and comes in the form of a demonic dark-taupe bust emerging from a puddle of tar mixed with some loose ecru bandages. This piece is smaller than the standard KR figure, but has a pair of outstretched arms ending with ghoulish, large clawed hands.

Final thoughts
Overall: of all the KR|Horizon figures that were missing from the original wave (we still need quite a few mecha characters...), I was looking forward to Muvaran's extra armoured forms the most, and now that they're in hand, I can happily say they do not disappoint. I could make a few minor nitpicks about the paint, but otherwise these figures are excellent. In either case, the sculpt is great, the colours are beautiful, and the figure is loads of fun to pose and play with
Rating: ☺☺☺☺☺ / 5

Wednesday, 1 June 2022

KR|Horizon Review #28: Nemhetra (Robotic Avatar Forms)

Toy prototype details
Name: NemhetraTM (Robotic Avatar Forms)
Subtitle: battling leader
Line: KR|Horizon
Item type: large scale figure (dual figure) - Nº 1 in the line.

Character details
Name: Nemhetra, aka Iron-Face
Family name: AmhalgaardTM
Classification: uncertain, seemingly human
Sex: female
Relationships: daughter of Demo-Rha and Ir-Ash, cousin of Desion (Masq-Lor), Herrion, Rhadiel (Fai-Rha) and Mor-Rak, half-sister of Sei-Lha
Home: Tahron
Era: 15 years after Foundation
Affiliation: Destructomorph
Rank: chief marshal.

Background
First appearance: KR|Horizon #3 - The last horizon
Related character(s): Nemhetra, Destructomorph Goblins.

Robatar mode
Description
In the Horizon comics, it is revealed that each prodigious helmet holds a sample of liquid alloy, which was hidden by Galamars after forging the enchanted artefacts. When the liquid metal is combined with a tiny amount of the helmet wearer's blood, a small ball lightning (which in Nemhetra's case is magenta and not cyan, probably due to her blood being purple) arises and creates a statue (called totem and made of the same material as the helmets and halberds) of a creature, behind which there is a sort of chair. When the helmet wearer introduces their halberd into a slot on the side of the totem, and sits in the chair with their hands and feet positioned on apposite rests, a connector automatically inserts into the helmet's socket, i.e., the hollow left after extracting the liquid alloy vial. The wearer appears to lose consciousness, when in fact their consciousness is relayed into a robotic avatar (called robatar) that forms from the totem moments later.
Nemhetra's totem is a monstrous spider-reptilian demon hybrid (it reminds me a bit of Spider-Mohawk in Gremlins 2) and her robatar, which is the first figure included in this pack, can be described as a giant mechanical spider, whose abdomen carries a large machine-like, demonic skull on top; two mechanical arms are attached to the sides of the skull and each arm ends with a large chela-like pincer that can open and close for capturing enemies. The silver-coloured (with a dark sheen) robatar has plenty of tech-mech details (including several boosters with magenta glowing propulsion effects on the underside) and all the limbs (the eight legs plus the two arms) are swivel-hinged at various points, so the range of motion for each limb is pretty good. The spider head bears a black visor with eight magenta glowing eyes, two steel chelicerae and two large mechanical pedipalps, which have pear-shaped ends.

Action feature, weapons and accessories
In the comics, this fearsome robotic creature can both knock down opponents by stomping its legs and ensnare prisoners with its powerful pincers, to whip them around and around with a wild, whirling action. The toy is able to grab and hold effectively on to two figures at a time thanks to the claws being articulated with spring hinges that snap closed, while the skull section can rotate 360 degrees.
Additionally, to simulate the retractile laser-like fangs seen in the comics, a long magenta glowing blade can snap into each chelicera. Finally, the pedipalps can transform into a pair of vicious ball-and-chain flails by disconnecting the bulbous pieces from the ends of the appendages and replacing them with an alternative pair of chained striking spheroids covered in spikes.

Super-Robatar mode
Description
When Nemhetra's silver mask is activated, the evil robatar metamorphoses into the torso of an even larger super-robatar, whose body is completed by the addition of several Destructomorph Goblins. This figure is 30 cm tall (around 12'') and has as much articulation as the standard KR figure. The different body parts have some moving details (such as small wings) and can even detach to mimic the assembling process seen in the comics. Actually, the best way to describe this figure is to sum up the way the robatar mode fictionally transforms into the super-robatar, and to appreciate all the cool details:
  1. The skull-abdomen slides forward revealing a robotic, skeletal bust lying face upwards (with the head being the "tail" of the spider)
  2. The spider's eight coxae pivot up and back and connect to the robot's back
  3. The robot's bust rotates face down, while the skull's mechanical arms fold and compress
  4. With the robot's bust in upright position and facing forward, and the skull-abdomen positioned on the robot's lower back and facing upward, the spider's legs swivel and combine together two by two, forming four larger arthropod-like arms that project from the back
  5. The skull-abdomen opens and spreads out, and swings upward and forward to envelop the robot's bust: the back of the skull covers the back of the robot, the front of the skull covers the chest of the robot, and the sides (with the collapsed arms) of the skull connect to the sides of the robot, to become its shoulders
  6. Ten transformed Destructomorph Goblins merge with the robot, to produce its limbs: two pairs form the upper and lower arms, while two triplets form the upper and lower legs, and the feet
  7. The monstrous visor on the robot's head moves up to reveal the super-robatar's humanoid, bright-eyed face, which strongly resembles Nemhetra's visage.
Action feature, weapons and accessories
In addition to two pairs of interchangeable hands (two fisted, one weapon gripping and one splayed open), there are two sets of not-spiked and spiked arm bracers for the four articulated arthropod limbs (the latter type can fictionally spin). Then there's her arms - each one of the eight silver nubs on her gauntleted forearms pops off and can be replaced with a long, forward-protruding magenta glowing blade called "hand-slicer".
Furthermore, to mimic her ability to fire energy tentacles from her chest and energy orbs from her additional arms, the figure comes with two bundles of threadlike magenta glowing flexible appendages, which plug into the skull's eye sockets and fictionally stretch out, twine round and grasp her opponents, as well as two magenta glowing spheres, which can be placed between the tarsi of each pair of arthropod arms (these fictionally generate charges of extremely high voltage that are discharged and shot as spherical bolts of lightning).
Finally, the package includes a huge tech-mech version of Nemhetra's halberd (fictionally dispensed by the unfolding back armour) as well as an equally large weapon composed of the four halberds joined together, which is meant for the three heroic siblings' super-robatar.

Final thoughts
Overall: this set is, in a word, insane! My review only began to scratch the surface of this amazing toy, because the playability aspect of it is pretty high. The two large scale figures were created for the passionate KR fan, one who wants to recreate - in precise detail - every possible mode, pose and action of the last Destructomorph chief marshal in her robotic avatar forms. This set delivers on all accounts with two toys worthy of a legend
Rating: ☺☺☺☺☺ / 5

Thursday, 10 December 2020

KR|Horizon Review #27: Kentadon

Toy prototype details
Name: KentadonTM
Subtitle: bionic insectoid warrior
Line: KR|Horizon
Item type: action figure - Nº 22 in the line.

Character details
Name: Kentadon (sometimes alternatively spelt KentadronTM)
Classification: bio-robotic hybrid
Sex: undefined
Home: Tahron
Era: 15 years after Foundation
Affiliation: Destructomorph
Rank: commandant of the Destructomorph Goblins.

Background
First appearance: KR|Horizon #2 - In the eye of the storm
Brief bio: originally an archetype of the Destructomorph Goblins created during Nemhetra's diabolical evolutionary experiments, the bio-robotic insectoid Kentadon was eventually abandoned in a dumping site, because driven by an ungovernable truculent instinct. It was salvaged by Muvaran, who by Mohrdax's command infused the creature with part of his magical powers, to exploit it as a ruthless hunter of prey when set loose upon Tahron. Later, Psadimyr augmented Kentadon with bionic parts using his own evil combination of science and sorcery, in order to boost its abilities even further and transform it into the ultimate war machine. Its vicious and malevolent enhanced nature attracted the attention of Nemhetra, who quickly recruited it to serve as an enforcer in her ranks and help her defeat the Therioms. Rising as the leader of Nemhetra's military defences, the vile Kentadon was tremendously fierce and surprisingly brainy in battle, making the heroic Therioms extremely cautious while confronting it.

Articulation
Standard.

Description
Head: characterised by a scaly glossy black hood that surrounds and merges with an android-like silvery face; it displays a pair of short thin biramous black antennae pointing backward, a pair of fairly large red glowing compound eyes, three smaller light-green glowing eye spots on the forehead and a wide (stretching almost as wide as his eyes) human-looking mouth bearing two vampire-like, finely serrated black fangs, as well as two heavily toothed ivory-coloured spikes protruding from the chin and flanked by a pair of short black segmented appendages (or palps)
Body: his four main limbs (mostly reused from the Destructomorph Goblins) are characterised by a slender, segmented black chitinous appearance (bearing numerous details along their length, such as cracks, bumps and reddish-brown stripes) and is protected by a number of silver metallic plates, which show some spikes and machinery/circuitry patterns, and act as shoulder guards, rerebraces and thigh guards. The arms feature two giant silver robotic pairs of shears, which have a lot of sculpted tech-mech metallic purple details, such as wires and gears, and are articulated with a hinge joint on each partially toothed blade, so they can open and close. Each of his four-digit feet bears three massive claw-like black toes in front and one in back. It is worth noting that under the removable armour, the torso is the same tech-mech piece used for the Goblins, with identical dials, sliders, buttons, knobs and rectangular lenticular sticker at the centre of the chest (which gives an illusion of coursing sound waves)
Wearables: a metallic purple armour with light-green details, two metallic purple bracers, two blocky metallic purple boots (each with a triangular light-green ornament on the shaft and with the dark claws protruding outward), a grooved metallic purple belt with a buckle that looks like the Destructomorph symbol (i.e., a square-shaped spider whose back slightly resembles a demoniac face), and a laminar light-green crotch piece that is split in the middle. The rear surfaces of the armour and of the crotch piece feature seven sockets in total, while the chest armour carries two pairs of light-green robotic appendages similar to small arthropod-like arms, which extend from the sides of the abdomen and terminate in single tiny silver claws.

Kentadon's stylised armour.

Action feature
As a precursory Destructomorph Goblin, Kentadon hatched from the egg-like corpse of a poligavoidTM with an insect-derived bionic armour, prehensile mouthparts, 26 limbs, and a pair of large chopping hands. In the comics, Kentadon eventually enters into a pupa-like stage and emerges from his bio-metallic cocoon as a flying creature, with an overall smaller body mass, fully formed antennae, eyes and wings, and glands used to secrete a poisonous substance that can be injected into an opponent's body by firing sting-projectiles.
In his pre-metamorphosis form, the figure's lower jaw is equipped with a large extensible bio-robotic organ, which in the comics is termed as a "mask" (as it is normally folded neatly and held before the face and the chest) and can be struck out at great speed to grasp enemies. The tech-mech silver double-hinged (i.e., near the chin and in the middle) piece can extend forward and retract, and terminates in a crushing weapon composed of two claw-like reddish-brown moveable palps with cutting edges and a number of small teeth. This mask fits on the head perfectly and stays put thanks to two small notches on the figure’s TMJs. Also, a silver carapace piece (which is covered in ridges where different metallic surfaces join, and has a sort of spine-like structure topped with a tall collar) is attached to the back armour. Finally, an extra millipede-like abdomen piece is attached to the back of the crotch and is characterised by silver metallic segments that are ring-shaped and joined by seemingly leathery black skin armed with tufts of spiny reddish-brown bristles. The first segment bears an additional pair of fully articulated legs that are identical to the main legs (except for having metallic purple calf protectors -each bearing a double row of spines and a silver spur near the lower end- instead of boots, and completely black feet), while each of the remaining five segments has a pair of ball hinged double-leg parts (each part is composed of two small arthropod-like reddish-brown legs terminating in single black claws). The abdomen piece ends in a long segmented, hooked silver ball jointed telson.
In his post-metamorphosis form, the figure loses the mouth mask, which can be removed by gently pulling its sides, and acquires an elaborate silver helmet with light-green highlights. This separate, removable headdress is characterised by a segmented structure and a pointy, spiky shape that is kinda reminiscent of a Queen Alien's crest embellished with rhinoceros/stag beetle-like protrusions in the middle and at the sides. It also displays a pair of long, thread-like forward-pointing silver antennae with multiple joints, and a pair of large bulbous purple compound eyes (which meet at the top of the helmet), each with a blue glowing horizontal slit plus a beady-eye spot in the centre. Additionally, the figure is deprived of the carapace and of the extra abdomen piece (except for the telson, which plugs into the back of the crotch piece), and obtains six new ball hinged appendages on his back, namely a secondary pair of arms and two pairs of dragonfly-like wings. The additional pair of arthropod-like reddish-brown arms, each terminating in a bulbous silver structure with an arched translucent light-green poisonous detachable sting-missile, project from the back of the shoulders, while the four large transparent (with a purplish tinge) wings are patterned with numerous circuitry-looking veins.

Weapons and accessories
Apart from his pre- (face mask, carapace and millipede abdomen) and post- (helmet, stinger-arms and pairs of wings) metamorphosis pieces, Kentadon does come with a couple of cool accessories: his giant poundin’ war hammer and an alternate head. The battle hammer has a great looking sculpt and lots of good metallic green paint. The large, bulky sledgehammer head has two thick, solid polls with equally spaced grooves that make them similar in appearance to honey dippers, while the long haft has a wicked looking spear-like barbed spike on the opposite end. Kentadon's shear blades are sculpted with holes (one in each hand), to hold the weapon in a variety of one- and two-handed poses - the handle can split into up to three sections, the two furthermost of which can be pushed into such holes, and reassembled afterwards.
Interestingly, Kentadon has a separate portrait depicting his helmet posed in a different way. While the standard head has a removable helmet that enhances his vision, the alternate head has the helmet permanently attached in a raised position, so you can see Kentadon's red eyes underneath.

Final thoughts
Character value: ♦♦♦♦ I was super-pumped when PoliganToys announced that they would produce a prototype of this character and I couldn't wait any longer for Kentadon to make his debut in toy form in the ranks of my favourite faction, the Destructomorphs
Articulation: ♥♥♥♥ All the joints and articulation on my figure are intact and cause no issue
Sculpt and paint: ♣♣♣♣♣ I’m really happy with how this figure looks - the bulkier armour gives it the width that makes it more intimidating. The paint is pretty clean and nothing seems to be prone of being rubbed off
Accessories: ♠♠♠♠ While a character like this shouldn’t rely on a weapon, I think it’s cool to envision it using that giant hammer to hit his enemies and then go in to slash or poison them when they’re down. Yes, the way it is held looks very impractical, but I'm a fan of this weapon, because it's a unique and well-designed piece; it’s also great to see some extra paint on it to make it pop more
Playability: ♪♪♪♪♪ All the extra pieces just pop off of pegs, fit really well and are easy to swap with no concerns about breakage
Overall: ☺☺☺☺ I love this figure - not only does it add an awesome character to my collection, but it is also great looking with a really unique set of display options. This is the final figure prototype of 2020. It is not the final KR item to close the year out, but it's the last character of the KR|Horizon line, definitely the best series in the Key Raiders universe so far!

Tuesday, 1 December 2020

KR|Horizon Review #26: Tarmann

Toy prototype details
Name: TarmannTM
Subtitle: kicking officer
Line: KR|Horizon
Item type: action figure - Nº 21 in the line.

Character details
Name: Tarmann
Classification: monotreme mammal
Sex: male
Home: Tahron
Era: 15 years after Foundation
Affiliation: Theriom
Rank: officer cadet (he is eventually promoted to second lieutenant for replacing Alyptro).

Background
First appearance: KR|Horizon #3 - The last horizon
Brief bio: a member of a legendary group of duck-billed, beaver-tailed, otter-footed humanoids inhabiting small streams and rivers in the eastern wetlands, during his childhood Tarmann was saved from the attack of a horde of insectoid invaders by a young Mor-Rak while on a hiking trip with his father Gax-UhrTM. Although none of such elusive creatures had ever passed through Theriom City's gates before, Gax-Uhr recognised the bond between his son and the orphaned child, and welcomed Tarmann within the walls of their residence for being adopted by the AmhalgaardTM family. From then on, he became Mor-Rak's closest companion and despite his natural timorous disposition, he could be brave whenever his friend fell into danger. Growing up, along with the courage gradually came the talent for combat and the two friends discovered that their bond gave them an almost supernatural awareness of each other's thoughts, aiding them in training and granting Tarmann a tremendous cunning in contrast to his innate clumsiness. Years later, when Mor-Rak learnt to master the power of the AntikythronTM, Tarmann, resenting his lack of bravery when he was young, in turn became a mighty soldier, proving that even a fearful child can still flourish into a courageous warrior.

Articulation
Standard, excluding hinged abdomen (the figure has a hinged flap instead), and with the addition of a ball hinged tail.

Description
Head: covered with a dense reddish-brown furry hood that surrounds a fairly elongated snout; the latter is covered in grey skin, forming a pliable bill shaped like that of a duck. The nostrils are located on the dorsal surface of the snout, while a pair of small dark eyes is located in a mask-like area (similar to that of a raccoon) covered with short greyish hair and set just between the furry forehead and the snout; a pair of slightly rounded ears are also bordered by greyish fur
Body: covered with a dense fur (reddish-brown on the upper parts of the torso and of the limbs, and greyish on the lower parts), webbed grey-skinned hands and feet (the latter are much larger than the former) with sharp black claws; furthermore, each forearm/calf is equipped with a cream-coloured, horny venomous spur. He also has a broad, beaver-like flat tail covered with alternating wide reddish-brown and narrow greyish bands of fur on the dorsal surface, and grey scales on the underside
Wearables: a dark-blue partially removable armour with metallic light-green details, two studded dark-blue wrist guards, two dark-blue shin guards, a double belt (i.e., a smooth matte dark-blue band with a lozenge-shaped buckle, above a studded metallic dark-blue piece with short tassets) and a ridged metallic light-green groin protector. His back is covered with cream-coloured horny spines, but it's unclear whether these are attached to the armour or to his body; the second hypothesis is more likely, since the armour looks to be only comprised of a front portion (covering the chest and abdomen) attached to a collar and to a pair of armholes. The overall theme of the armour seems to be "faces": the breastplate is sculpted like a kind of robotic beast face, with a very angular, stern expression highlighted by two small light-green teeth pointing up toward two menacing light-green eyes on his chest. Even his greaves appear to have distinct eyes and a nose above a tiny pair of fangs. The bracers on his forearms don't have any sort of faces, but the overall effect is "get near me and I'll tear you to pieces".

Tarmann's stylised armour.

Action feature
In the comics, Tarmann's most distinctive feature is perhaps his broad, flat tail, which has multiple functions: it acts as a prop when he balances on it to powerfully kick his opponents with his large feet, and sometimes it is also used as a striking weapon for attack. The figure's tail can move up and down as well as rotate on a ball-hinge at its base.
He also has a spur on each limb, which fictionally delivers a non-lethal venom with the ability of causing an opponent to become partly or wholly incapable of movement for a limited period of time.
Additionally, his beast-themed chest plate (from the "brow" to the "upper jaw") can rise and shrink to become a curved face guard on top of his armour, which is designed to conceal his head, giving him some realistic facial protection during combat, and to enhance his ability to sense his opponents through electrolocation. This is achieved thanks to two swappable breastplates, one normal and one with the raised faceplate, which swap fine and clip securely onto the collar and armholes sculpted on his torso piece. Based on his description in the comics, Tarmann has a distinctive quacky voice, which becomes deep and authoritative when the faceplate that protects his head is lifted - this might be due to what looks like a speaker box or mouth grill below the plate's sculpted upper lip. Other details that distinguish the extended armour piece from the standard one are the two glowing green eyes on the faceplate and a Theriom emblem (i.e., a seven-pointed golden star with the two side points elongated) on the underlying breastplate.
Finally, we’ve got an opening abdominal receptacle, in which Tarmann carries the ammunition for his crossbow-like weapon. The abdomen piece representing the beast face's lower jaw is actually a hinged flap that swivels open, allowing us to plug an included curved metallic light-green magazine (seemingly containing a fan-shaped reservoir of blueish-grey titanium bolts) in a vertical position into a revealed slot. The panel opens smoothly and snaps shut pretty tightly, fitting seamlessly when closed.

Tarmann's stylised armour with raised faceplate; the circle at the centre of the underlying chest plate represents the Theriom symbol.

Weapons and accessories
Apart from the alternative breastplate and bolt magazine piece, Tarmann comes with his signature repeating multi-shot dart launcher that can clip onto his wrist. The weapon consists of two bow-like blueish-grey stacked assemblies (a single-bolt one on top of a dual-bolt one, with their limbs slightly resembling the two pairs of wings of a dragonfly) mounted horizontally on a metallic light-green main frame with three blueish-grey darts sculpted on it, a side slot for attaching the above-mentioned bolt magazine in a horizontal position, a metallic light-green top-mounted binocular sight, and a blueish-grey dagger-bayonet fixed to the front of the main frame for close-quarters combat.
Additionally, before being finally redesigned for this non-technological warrior styling, Tarmann was originally conceived as a cyborg-like soldier (as his empty abdominal cavity may suggest) built by Mor-Rak. So, as a nod to this early robotic concept, the figure includes two pairs of blueish-grey clip-on biceps and thigh pads that show raised plating with sculpted electronic circuitry and what appear to be various rivets holding such armoured plates together.

Final thoughts
Character value: ♦♦♦ I believe Tarmann has the potential to be a very polarizing character. I love almost all the characters in the KR|Horizon line, but this one does grate on my nerves a bit and gives me some Jar Jar Binks-y feelings. I think the end of the comic book in which he appears really salvages him as a character though 
Articulation: ♥♥♥ As has been the case with most KR prototypes for quite a few years now, the articulation is awesome for the main part. It's durable, plentiful and tight. While he lacks the hinged abdomen that most other male figures have, it's not a huge loss considering he has the belly flap for the bolt magazine to "hide" in
Sculpt and paint: ♣♣♣♣ Say what you want, but Tarmann is not a bad looking character, I think. While there might not be much potential love for this kind of slaptsticky character, he still has a very nice looking design. And what does he reuse? His furry biceps and thighs are standard, that’s it. Everything else is brand new! Does this clash with the normal KR style? Maybe, but so do a lot of other characters. His paint job is more complex than you’d think. The one aspect to his paint that really threw me at first was the bright green on his armour and groin - it clashes with the blue, but in a good way that makes the figure stand out
Accessories: ♠♠♠♠ His armour pieces (including the breastplates and the four tech-looking pads) fit on Tarmann's body pretty well, while his weapon looks great with its weathered paint job and removable magazine
Playability: ♪♪♪ Although the tail joint allows for a few poses, I think having more articulation would have been nice. I also wish the hands were set up a bit better to hold the dart launcher more properly, but that's not a deal breaker for me
Overall: ☺☺☺ While I can't imagine a ton of KR fans will be desperate to run out and grab a Tarmann figure, there is an odd charm to this toy and one might want to consider adding it to their collection at some point. He's colourful and well sculpted, and I really like that he comes with a badass armour and weapon. This guy is a good entry in the line.