Author: Adam McCombs
Battle For Eternia – the board game

Written by Adam McCombs. All game images courtesy of Øyvind Meisfjord
The Battle For Eternia board game was released in 1986. Unlike many Masters of the Universe board games, it was created in-house at Mattel, and appears in the 1986 Mattel dealer catalog. In fact, the image below seems to show more characters than were actually released in the game:

The name Battle for Eternia was actually used earlier for a three-figure gift set released in 1983, featuring Man-E-Faces, Panthor and Skeletor:

Internally at Mattel, the toy design team also worked on a Battle For Eternia as a game concept. This July 13, 1984 concept by Ed Watts shows a concept for a game that involved little toy cannons and cardboard dioramas of Snake Mountain and (presumably) Castle Grayskull. It looks like the point was to earn points by shooting projectiles through the holes in your opponent’s diorama.

The actual game (trademarked on March 21, 1986) that Mattel produced really had nothing to do with the Ed Watts concept. Instead it was a more traditional turn based board game with some fun extra elements.
The cover of the board game features some amazing artwork by William George, depicting He-Man and Skeletor (in their Battle Armor costumes) rooting for the kids playing the game. Ultimately the point of the game was to travel on a perilous journey, confront Skeletor, defeat him, and rescue He-Man.




Here is the text version of the above instructions, which were printed on the underside of the lid:
MASTERS OF THE UNIVERSE
BATTLE for ETERNIA
Contents:
1 He-Man Playing Figure
1 Skeletor Playing Figure
8 Evil Warrior Playing Figures
4 Heroic Warrior Playing Figures
14 Plastic Stands for Figures (can be used to hold either the Playing Figures (included) or your own Masters of the Universe® Action Figures included).
8 Plastic swords
8 Path Sections including:
3 Chambers (square)
4 Corridors (rectangular)
1 Evil Lair (raised platform)
1 Fright Zone Trap with Trigger Mechanism & Randomizer Disk
3 Special Dice: 1 White, 1 Red, 1 Purple
1 Spinner
1 Piece of Netting
1 Assembly Sheet (Trap Assembly, Game Layout, Spinner & Stands)
Object of the Game:
Be the first player to travel the path to the Evil Lair and defeat Skeletor in a dice-rolling sword fight. If you succeed, you rescue He-Man and win the game!
Getting Ready to Play:
Lay out the path by placing the 8 sections in the correct order. To do this, begin with the corridor section which has START on one end and simply match up the creature on the other end (a butterfly) with the same creature printed on the corner of one of the chamber sections. Continue matching the creatures on the rest of the sections in this way to finish lay- ing out the path. See figures 1 and 2 on Assembly Sheet for possible layouts.
Choose one of the Heroic Warrior figures as your playing piece and insert it into a plastic stand (see figure 4). Then put your playing piece near the START area but not on it until it is your turn.
Insert the 8 Evil Warrior figures into plastic stands. Place them on the purple footprints along the path so they face the same direction as the footprints.
Insert the Skeletor and He-Man figures into stands and place them on the Evil Lair (the raised platform). Put Skeletor on top of the Skull symbol and the captive He-Man in the “Pit” covered by the net.
NOTE: You can substitute your own Masters of the Universe® Action Figures for some or all of the cardboard Playing Figures included in the game. The same stand will hold either one. See figure 4.
Place one Plastic Sword on the stand at the foot of each Evil Warrior.
Assemble spinner as shown in Figure 3.
Assembling the Trap:
Referring to figure 5 on the assembly sheet, attach the plastic Plate (A) to the side of the Trap Board (B) which says “MOUNT PLATE HERE.” Be sure to line up tabs on the Plate with the 4 holes on the Board. Slide the Plate to the left to lock in place. Once it is properly locked in place, the two holes on the bottom of the Plate will be lined up with the two holes on the Board.
Snap the Trap Board and Plate firmly into the Trap Base as shown. Be sure the side of the Board with the Plate mounted on it is facing the Trap Base.
Attach the Randomizer Disk to the pin on the Trap Base and be sure it snaps into place. NOTE: It if doesn’t snap into place, try turning it over.
Snap the Trigger into place on the Trap Base as shown on the assembly sheet.
Stand the Trap Board upright so it locks (see figure 6) and place it in the first Trap Position along the path as shown in the layout diagram. Be sure the trap is facing the path as shown in figure 1. NOTE: During the game the Trap will move to a second position.
Playing the Game:
All players spin to see who goes first. The player with the highest spin starts followed by the person to their left and continuing in a clock- wise direction.
In your turn, place your Heroic Warrior Figure on the START area, spin the Spinner again, and move the number of spaces shown. NOTE: The START space itself does not count when you move for the first time.
Two Heroic Warriors cannot occupy the same space at the same time. If your spin would land you exactly on a space occupied by another Heroic Warrior, move ahead to the next open space.
Combat:
When your Heroic Warrior lands by exact count on a space with an Evil Warrior facing it you must do battle with him right away before your turn ends. Turn your playing figure toward the Evil Warrior and roll the Red and White Sword Dice. The White Die represents your Heroic Warrior while the Red one represents the Evil Warrior. There are 4 possible results from rolling these dice:
a. 2 Blank Sides OR 2 Swords are rolled: tle, your turn continues and you are still in combat. You must roll the dice again.
b. 1 Red Sword, 1 White Blank: you lose this battle and your turn ends. You must fight the Evil Warrior again in your next turn.
c. 1 White Sword, 1 Red Blank: you’ve defeated the Evil Warrior and have won his SWORD. Pick it up (to use later) and remove the Evil Warrior from the board. Your turn is now over
NOTE: You will only be able to continue on your mission to rescue He-Man after you have defeated the Evil Warrior in combat by rolling a White Sword and a Red Blank.
On your first turn after defeating an Evil Warrior, turn your Heroic Warrior back around so it faces in the direction of movement and spin to move again. NOTE: If the Evil Warrior you have just defeated was blocking a SECRET PASSAGE, you will now be able to take a short cut (See below).
Secret Passage:
There are special SECRET PASSAGES in both the first and third cham- bers which are blocked by Evil Warriors at the beginning of the game. If you land on one of these spaces by exact count or if you are forced to land on it, you must defeat the Evil Warrior in a dice-rolling battle before you can pass (follow the arrow). You can’t go through the passage until your first turn after you win the battle. If there is no Evil Warrior guarding the passage when you land there by exact count, simply move through it on your next turn. NOTE: The part of the passage where your Heroic Warrior lands and the Evil Warrior stands guard are in fact only one space when moving through the SECRET PASSAGE.
Trap:
In front of each trap position on the path are two spaces with pictures of HORDAK. If the Trap is In position when you land on one of these spaces by exact count, then in that same turn you must spin the Randomizer Disk on the Trap and press the Trigger to see if it goes off. BE SURE TO LET THE RANDOMIZER DISK STOP SPINNING BEFORE PUSHING THE TRIGGER. NOTE: The random-action Trap will only go off some of the time. You won’t know if it will spring until you push the Trigger.
If the Trap goes off when the Trigger is pressed, it will fall forward and any Heroic Warriors who are standing on the three spaces in front of it. Every Warrior who is hit by the falling Trap must go back to the nearest unoccupied SAFE space, starting with the player whose Warrior actually set it off. Other Warriors who were hit by the Trap are then moved back to a SAFE space according to the order of the players’ turns. If all SAFE spaces are occupied, the Warrior must be moved back to START.
After the Trap has sprung, and all the Heroic Warriors who were hit have been moved back to SAFE spaces, reset it by pushing the board back upright and locking it into place. Now it is ready to trap other victims who land there.
If the Trap does not go off when the Trigger is pressed, you are safe for the moment. However, you still might set off the Trap on your next tum, or you could be hit if someone else springs it while you are still within range.
In the middle Chamber there is a space with a SENSOR beam across the path. If you are the first player to land on this space or to pass through it, you cause the Trap to move to the second TRAP POSITION (see layout diagram). When you pass through the SENSOR, you must pause while the Trap is moved to its new position and set. You can then finish your turn if you have more spaces to move.
EXAMPLE: If you spin a 5 and land on the SENSOR after 3 spaces, you must pause, move the Trap, and be sure it is set. Once the Trap is in its new position you can move your last 2 spaces.
After the SENSOR has been triggered and the Trap has been moved, the HORDAK spaces in front of the first TRAP POSITION are safe for the rest of the game. Now if someone lands there nothing happens. Once the Trap has been moved the SENSOR is also a normal space.
Fighting Skeletor:
When you enter the Evil Lair, you must immediately engage him in battle. Roll your White Sword Die and his evil Purple Die. When fighting Skeletor, there can be no ties: you either win (by rolling a White Sword and Purple Blank) or lose (by rolling 2 Swords, 2 Blanks, or a Purple Sword and White Blank).
If you lose the dice battle to Skeletor, one of two things can happen:
a. You can stay in the Evil Lair by surrendering a SWORD that you won earlier by defeating an Evil Warrior. To do this, put the SWORD back on the stand of one of the defeated Evil Warriors and place the Warrior back in the game on the open space with purple footprints closest to the Lair. From then on, other Heroic Warriors who land on that space must defeat the Evil Warrior to get his SWORD and move ahead. Once the Evil Warrior and SWORD are in place your turn ends, but your Warrior will still be in the Evil Lair to challenge Skeletor again on your next turn. NOTE: An Evil Warrior can only be put on a space that doesn’t already have a Heroic Warrior on it.
b. If you lose your dice battle to Skeletor and do not have a sword, you must retreat to the first unoccupied SAFE space and your turn ends.
If you throw a winning roll and DEFEAT Skeletor, you free He-Man and win the game!

Compared to the MOTU Pop-Up Game (1982), this one is much more complicated! I don’t actually own this game – all images of it come courtesy of my friend Øyvind Meisfjord. First, here are the playing figures, dice, and swords mentioned in the instructions. The “figures” are based on the cross sell art, sometimes modified to remove or reduce the size of their weapons. The swords are interesting – they are full versions of the action figure Power Sword, as opposed to the half version sword that came with the He-Man and Skeletor figures. Some people use these with their Thunder Punch He-Man figures due to the gold color.








The stands also include foot clips so you can put your actual Masters of the Universe figures on them:









Here are the rest of the sections of the board and paths, as well as the Fright Zone Trap and spinner. All of the artwork on this game is a lot of fun, but the Fright Zone Trap stands out the most! The Horde look like nightmares from a horror movie. Note in the illustration that Grizzlor has the all yellow harness, which was a feature of the prototype version that appeared in some catalogs. Also note Hordak is carrying Skeletor’s Havoc Staff, just like on Hordak’s cardback artwork.



















I can’t personally give a review of the gameplay since I haven’t played it, but it looks like a lot of fun and everything from the artwork to the character pieces to the swords looks really well done.
Special thanks to Øyvind Meisfjord for all of the images he shared for this article!
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The Meteorbs: Comet Creatures that Transform! (1986)

Written by Adam McCombs. Many thanks to Joe Amato for his assistance with images on this article!
Names: Cometroid, Ty-Grrr, Astro Lion, Comet Cat, Tuskor, Dinosorb, Crocobite, Rhinorb, Orbear, and Gore-Illa
Faction: Heroic or Evil Meteorbs
Approximate US release date: October 11, 1986
I have a vague memory of seeing or even playing some of the Meteorbs as a kid, but I’m fairly certain I never owned any of them. The concept of them is certainly familiar enough for any kid from the 1980s. From GoBots to Transformers to Rock Lords to Mask, it seemed like everything had a transforming gimmick at one point or another.
The Meteorbs were unique in the Masters of the Universe line in that they were were originally sold by Bandai as Tamagoras before Mattel decided to license them and sell them with new names and new color schemes. The Tamagoras were marketed as transforming eggs, but for the Masters line the egg form was reinterpreted as a “meteor” form. This Japanese blog has information about the original figures, including pictures of the pre-MOTU Tamagoras. Bandai manufactured the Meteorbs for Mattel, as well.












For Mattel, these figures would fill out another price point in the line – I’ve seen them advertised in an old newspaper ad at a “regular price” of $3.49. Normal figures in Masters of the Universe would usually sell for $4-$5 (in the US), so these were a little more accessible, perhaps priced as a kind of impulse buy item.
Figures & Packaging
There were ten Meteorb figures, divided into factions of evil and heroic characters. They came on smaller than normal cards, featuring character art on the front and a custom Meteorbs logo. The back of the packaging gave a general origin for all the Meteorbs:
COSMIC ORIGIN OF THE METEORBS —
The meteor shower that brought the Comet Warriors also brought the Meteorbs. Both good and evil, they possess extraordinary powers! The Meteorbs restore their energy while in the orb form — when they can roll into battle and bowl over enemies!
The top of each cardback showed how the figure in the package would transform, and also cross sell photos of each of Meteorbs was included.
Astro Lion
“The heroic lion with amazing brute strength!”



Comet Cat
“Heroic panther is the fastest of the Meteorbs!”



Cometroid
“Heroic Meteorb with mechanical might!”



Crocobite
“Evil crocodile with crushing jaws!”



Dinosorb
“Evil dinosaur stomps to start quakes!”



Gore-Illa
“Evil ape with monstrous muscle power!”



Orbear
“Evil grizzly bashes enemies with claws!”



Rhinorb
“Evil rhino with horrible ramming horn!”



Tuskor
“Heroic mammoth busts force-fields with tusks!”



Ty-Grrr
“Heroic cat with super leaping power!”



Cartoons & Comics
Two Meteorbs appear in one episode of the Princess of Power cartoon, “Assault on the Hive.” In the story, He-Man and She-Ra encounter Comet Cat being chased by two Dinosorbs out in space. He-Man punches out the evil Dinosorbs and then catches a ride on Comet Cat. In the cartoon, the Meteorbs were quite large, although the actual toys were pet-sized compared to the Masters of the Universe action figures.


The Meteorbs also appear in the Star Comics Masters of the Universe series issue #2 (“Falling Stars”). In this story the evil Meteorbs and Rokkon crash to earth. Rokkon had been wounded in a battle with them. Our heroes show up to investigate and defend Rokkon until Stonedar and the heroic Meteorbs arrive to help.




Artwork & Advertising
There was a rather nice Dutch combined ad/poster/booklet that told a bit of a story about the Meteorbs. Unfortunately I don’t know who did the artwork:




Earl Norem did an excellent Meteorbs poster for the US Masters of the Universe Magazine, Summer 1986 issue.

That same issue also had a riddle activity page featuring some of the Meteorbs:

There was a nice Italian ad for them as well, as shown below:

There was also this ad sheet, directed at buyers (retailers) announcing the Meteorbs. Also note the announced carrying case that was, to my knowledge, never released.

They also appeared in this 1986 MOTU action figure checklist poster:

To date the Meteorbs have never been remade in any modern Masters of the Universe toyline. Perhaps it’s due to the legalities of having to license them from Bandai again, or the amount of new tooling involved in producing some rather obscure characters. It would be nice to have them available again in some form, but at the same time I don’t see a lot of people clamoring for them.
I’d just like to note that this completes the toy features for the entire vintage Masters of the Universe line. It only took me ten years to get through them all!
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Mondo Sky Sled (2025)

Written by Adam McCombs
Until recently I have avoided collecting any of Mondo’s 1/6 scale Masters of the Universe figures. It’s not because I don’t like the way they look – to the contrary, they look amazing. But like most collectors, I have plenty of things I’m collecting currently and I really didn’t want one more thing competing with that.
That all changed when the Sky Sled was revealed. The Sky Sled is, of course, the front half of the Battle Ram. As anyone who is at all familiar with this site already knows, I am obsessed with the Battle Ram. Even better, it’s the 10th anniversary of Battle Ram Blog and this foot-long Sky Sled just happens to be coming out! It’s fate, right? I imagine Pixel Dan might feel similarly if Mondo were to come out with a Mosquitor figure on the 20th anniversary of his channel.
Initially I thought I might get the Sky Sled but just leave it at that. But of course I wanted to review it for the Battle Ram Blog, and what’s a Sky Sled without He-Man to ride it? Anyone who is a collector of action figures knows this internal dialogue and where it leads.
History
Since this blog is more toy history site and less toy review site, I thought it would be appropriate to dig into the history of the Mondo Sky Sled before getting into the review. So let’s start with Mondo toy designer Emiliano Santalucia.
Emiliano Santalucia

Emiliano is a long-time MOTU historian and a founding member of The Power and the Honor Foundation. As frequent readers of the Battle Ram Blog know, I am constantly referencing the work of the Foundation on this site. Emiliano has worked as an illustrator for Masters of the Universe comics, DVD covers and posters, and he has also done packaging art for the MOTU NECA statues and for Super7. He assisted with design work on the MOTU Classics line, and went on to be a toy designer for Hasbro and recently for his own startup, Formo. He has also been a Mondo designer for the past eight years or so. I recently shot him over some questions and he was kind enough to answer them for me.
Adam: Okay, so I remember back from our Power-Con “MOTU Historians” panel, someone in the audience asked what we would want to see made into toy form. I mentioned I’d love to see a prototype Battle Ram made into a toy. At the time you mentioned that I would probably get to see that, at least the Sky Sled. I think it was at the same time your Sky Sled concept art was being teased by Mondo.
I definitely see some of that prototype in the new Mondo Sky Sled, as well as bits from the vintage vehicle, the box art, and even a little bit of Filmation. Am I reading that accurately? What were your major influences in creating this updated interpretation?
Emiliano: LOL, I didn’t remember that, but judging by the timing, you’re probably right, I had already designed the Sky Sled by the time of the panel. My main influences, other than the original toy of course, where the well known prototype we’ve seen in archival photos (I have a ton of those at home) and in the minicomic drawn by Alfredo Alcala.


But I also looked at the original art by Ted Mayer, from which I took some extra details. From Filmation, I took the idea of the removable panel, as seen in one of the cartoon episodes.


My main goal was to enhance certain detail that got softened up in the original toy to allow for easy molding and demolding. For example, I wanted the front cannon to be able to move and resemble more the prototype. I also wanted to define better the bottom cannons that can be barely made out in the original toy. In addition to that, I tweaked the proportions slightly, making it a little longer, kind of like the box art, but without going too far, so you don’t really notice it, yet it is less clunky and more aerodynamic.



Adam: Were there any major roadblocks you faced in the design? For instance I’m sure it’s challenging to design to a price point when there is almost zero parts reuse – other than the heads that came with the Sky Sled.
Emiliano: Fortunately, we had no roadblocks. Mondo didn’t give me a budget or a price point and let me run wild with it. I think the only thing we slightly limited was the amount of color application on the engine under the removable panel, jut to make it less difficult to produce.
Adam: The Sky Sled comes with a lot of bells and whistles, which is expected from Mondo – the removable side panels, the three laser blasts, the jet engine flame effect, and the extra heads for He-Man and Prince Adam. Is there anything you had to leave out that you really wanted to include?
Emiliano: We played with the idea of creating a base that resembled a cloud of smoke, but that was ultimately discarded. But other than that, they added even more parts that I had been requested at the beginning. For example, I didn’t know about the plan for the alternate heads until the Sky Sled was announced.
Adam: What is your personal history with the Sky Sled/Battle Ram? Was it something you had as a child?
Emiliano: I got Battle Ram during Easter holidays, I’m not sure if it was ’83 or ’84 (we were a year behind in Italy). My mom took it out of the box and tried to put it in an Easter Egg made of paper strips. It didn’t really work, but it was sweet. It was probably one of my favorite MOTU vehicles and a staple of all my playing sessions with MOTU figures. I also did a first preliminary design for the MOTU Classics version for the Four Horsemen.



Adam: What other vehicles would you want to design for this line, given the chance?
Emiliano: Of course I’d love to complete the Battle Ram. At that scale, it’s hard to make vehicles without going into prohibitive prices, but if I was given the chance, my main pick would definitely be the Attack Track!
Peer Brauner

I was also able to interview Peer Brauner, who did the original digital sculpt for the Sky Sled. Peer has worked on various brands over the years, including Star Wars, Transformers and Masters.
Adam: What is your personal history with the Sky Sled/Battle Ram? Was it something you had as a child?
Peer: Other than staring and it and crushing my nose on the toy store window, I barely have any. I never had my own. I loved the Battle Ram visually and the box art was amazing. For all the kids in the neighborhood owning one was a huge popularity boost.
Adam: Did you ever expect to be sculpting a Masters vehicle for a 1/6 scale line?
Peer: I was lucky to sculpt Roboto and Kittrina for the classics line and the vinyl Scareglow from Mondo. But I was never expecting to get to sculpt this thing. I am immensely grateful that Mondo gave me the chance to do this.


Adam: Can you tell me about your sculpting process on the Sky Sled? I assume everything is done digitally these days.
Peer: Yes the whole process is digital now. It is just so much quicker and cost effective than traditional model making.
First I get the turns (a multi-sided view in parallel perspective) from the client, in this case executed beautifully by Emiliano Santalucia. He is a long time friend and partner in toys and working with him is always a pleasure. His work makes my work easy because he understands volumes in 3D so well and his turns are very precise and true to real life. That takes a lot of guessing out of my modeling process.
I start with laying out the biggest volumes and establish all the main proportions and silhouette.
Then I work my way up to finer and finer details.
Adam: What were the major challenges with this project?
Peer: And this is where stuff can get a bit complicated… let me name two examples.
The dragon head on the side. It was really enjoyable work, but not easy to get right. In the world it is placed in this is a man-made machine right? So someone crafted it. An engineer or blacksmith, forged this piece of figurine/inlay. So it has to look like a “made and stylized” object. Organic, but fabricated. Makes sense? And getting that right took me a bit.
The engine bay. There are not only a lot of objects in there but they also overlap each other.
Getting the setup in there right and arrange everything to fit on the separate layers in depth and into each other got a bit confusing at times.
Adam: Were you happy how it came out in the end?
Peer: I am very happy how it came out, I saw it on display and I can’t wait to get it in hand to give it a close inspection.
Review
Now, on to the review! The Sky Sled ships in quite a large box, with lots of molded foam inside keeping everything safe. The artwork on the front of the packaging was illustrated by Florian Bertmer, and depicts an air battle with He-Man, Tri-Klops and Trap Jaw all piloting Sky Sleds. Buzz-Off is also shown flying in the background. Buzz-Off has already been announced for this line, but Tri-Klops has not. I wouldn’t be surprised if this were be a teaser for an upcoming Tri-Klops figure.

Another panel on the box gives a little bit of a “bio” for the vehicle and credits the design team that worked on it:

The vehicle itself is 8.5 inches tall and 12.5 inches long. It was given a “distressed” paint job, with sculpted nicks and silver paint “wear” from battle, as well as streaks of dark airbrushing indicating heavy use. Every sculpted detail is brought forward with multiple hits of paint, for a movie-realistic look.



One of my favorite accessories for the vehicle is the two-tone translucent exhaust effect that plugs into the jet engine nozzle. Also in the image below, you can see that a “leather” seat has been incorporated into the design. All of the control surfaces are sculpted and have multiple hits of paint.

Taking a closer look at the back, you can see some airbrushing on the jet engine which simulates metal discoloration from the heat of the exhaust:

If you take the Sky Sled off of its included stand, you can check out the detail that’s present on the bottom of the vehicle:

Another fun detail is the handles, which come sculpted with controls for (I assume) firing the cannons and accelerating the vehicle:

The central cannon on the front has the ability to pivot left and right as well as up and down. There is also a yellow transparent “light” piece on the steering column, which was influenced by geometric shapes present on Ted Mayer’s original concept art.

The steering column can turn left and right, and the handles and rotate up and down. The rotating handles are necessary to allow He-Man (or most any other Mondo figure) to hold on while riding it.

One of the most fun features is the removable panel on the left side of the Sky Sled, which reveals the engine parts within.

Here is is the Mondo Sky Sled compared to three others made by Mattel over the years:

The set also includes two bonus figure heads: one for Prince Adam and one for He-Man. They feature windswept hair and help sell the illusion of speed when either figure is riding the vehicle.


Speaking of riding the vehicle, let’s check out how He-Man looks when piloting it! In order to really ride it, the handles need to be tilted forward, allowing him to hang on while keeping his feet anchored on the Sky Sled.

That brings me to the final accessories – the Sky Sled comes with three translucent energy blasts that connect to the vehicle’s three cannons. They’re quite long, too long for my little glass case. I love the colors on them though. If you are not keeping your Sky Sled behind glass, I’d recommend not displaying them, really. I can imaging if this were displayed on an open shelf, it might be easy to walk by and catch the energy blast effects with your clothing, causing some immediate heartache.

Now, if you want He-Man to sit on the actual seat, it gets tricky. He can do it, but I haven’t found a way to do so without having his feet dangling under the vehicle. The Mondo male buck has pretty long legs and a limited range of motion at the hips. I wasn’t able to get mine to sit with his feet up, but maybe you’ll have better luck.

Final Thoughts
All in all as a die-hard Battle Ram fan, I’m very pleased with the Mondo Sky Sled. It’s a wonderful tribute to a classic Masters of the Universe vehicle, and it’s a pleasant surprise to see it show up in a 1/6 scale collector line. My example seems to be flawless, so I don’t have any criticisms per se. I suppose it might have been interesting to include a snake head to transform it into the evil War Sled/Doom Buggy version of the vehicle, but then that version was supposed to be green, not blue. Still, the extra figurehead would have made it more versatile for use with both Heroic and Evil Warriors.

My one criticism would really be for the windswept He-Man head, which has somewhat purple lips. They look fine from a few feet away, but up close they look a little odd. Speaking of He-Man, I’d love to see a more rough-looking (ie less handsome) face sculpt for him in this line, more similar to the original 1982 toy, but translated into the highly detailed Mondo style. I’ll get into that when I review my Mondo He-Man figure.
Many thanks to Mondo for sending me this review sample, and thanks to Emiliano and Peer for taking the time to answer my questions. A super big thank you also to Oz and Tommy!
Thank you to the following individuals who are current Patreon supporters or Facebook subscribers!
- Adam A.
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