earlofwessex
June 16th, 2006, 06:51 AM
I've been working on converting my RAFM Space 1889 Martians for Heroscape play. If you don't know Space 1889, the Martians are something like E.R. Burroughs' "John Carter of Mars" Martians - an ancient race of red men who have slowly lost the knowledge of their ancestors as their planet dries up. They live in beautiful cities beside canals that bring water from the poles. If you want to see a pic of some similar figs (in a smaller scale):
http://www.blackhat.co.uk/images/gallery/More%2BImperial%2BMartians.jpg
A few notes on my philosophy. For me the most important element here is theme. I want this to feel like a Martian army - this is more important than having it "rock." The second most important thing is balance - hence the lack of really creative special abilities.
In the primary sources (old science fiction), Martian armies tend to be swarmy and VERY hero-driven. Martians with a leader do well, without a leader, their performance is lackluster. That's why I have given almost all the special abilities to the heroes, rather than the squads, so that if you kill a hero, it really hurts the Martian's performance. I'd appreciate help. Here they are. (The Hero names are a work in progress).
Martian Musketeers (3 per squad) W:1 M:6 R:6 A:2 D:1
Common Squad - Martian Soldiers - Valiant - Size 5
Cost 40
Martian Infantry (4 per squad) W:1 M: 6 R:1 A:2 D:2
Common Squad - Martian Soldiers Valiant - Size 5
Special Ability: Hedgehog: If an adjacent Martian Musketeer is attacked from a range of 1, you may switch Martian Infantry figure with the Musketeer - Martian Infantry figure receives the attack. You may not switch any figure in this way more than once in a turn.
Cost: 40
Martian Royal Guard (3 per squad) W:1 M:5 R:4 A:2 D:4
Unique Squad - Martian Guards - Valiant - Size 5
Special Ability: When MRG attack an adjacent figure, they get +1 Attack die
Cost: 55
Oordzdaz W:5 M:7 R:1 A:3 D:3
Unique Hero - Martian Warlord - Valiant - Size 5
After moving Oordzdaz, you may take a turn with any Martian common squad you control
Hero of Song: All Martian squad figures within 4 clear LOS hexes of Oordzdaz get +1 Defence die
Cost: 85
Rooksdak W:4 M:7 R:1 A:4 D:4
Unique Hero - Martian Prince - Valiant - Size 7 [He is mounted]
After moving Rooksdak, you may take a turn with any Martian common squad you control
Hero of Tale: All Martian squad figures within 4 clear LOS hexes of Roodsdak get +1 Attack die
Cost: 100
Martian Captain W:4 M:6 R:1 A:3 A:3 D:3
Unique Hero (Common?) - Martian Officer - Valiant - Size 5
After moving Martain Captain, you may take a turn with any Martian common squad you control
Special ability: Adjacent Martian squad members get +1 attack die
Cost: 80
Martian Ranger W:1 M:6 R:7 A:2 D:2
Common Hero - Martian Ranger - Valiant - Size 5
Martian figures with a range greater than one adjacent to Martian Ranger get +1 Range and +1 Attack, this does not effect Martian Rangers.
Martian Ranger only spends 1/2 a movement point for every rise in elevation.
Cost: 30
Thanks in advance.
http://www.blackhat.co.uk/images/gallery/More%2BImperial%2BMartians.jpg
A few notes on my philosophy. For me the most important element here is theme. I want this to feel like a Martian army - this is more important than having it "rock." The second most important thing is balance - hence the lack of really creative special abilities.
In the primary sources (old science fiction), Martian armies tend to be swarmy and VERY hero-driven. Martians with a leader do well, without a leader, their performance is lackluster. That's why I have given almost all the special abilities to the heroes, rather than the squads, so that if you kill a hero, it really hurts the Martian's performance. I'd appreciate help. Here they are. (The Hero names are a work in progress).
Martian Musketeers (3 per squad) W:1 M:6 R:6 A:2 D:1
Common Squad - Martian Soldiers - Valiant - Size 5
Cost 40
Martian Infantry (4 per squad) W:1 M: 6 R:1 A:2 D:2
Common Squad - Martian Soldiers Valiant - Size 5
Special Ability: Hedgehog: If an adjacent Martian Musketeer is attacked from a range of 1, you may switch Martian Infantry figure with the Musketeer - Martian Infantry figure receives the attack. You may not switch any figure in this way more than once in a turn.
Cost: 40
Martian Royal Guard (3 per squad) W:1 M:5 R:4 A:2 D:4
Unique Squad - Martian Guards - Valiant - Size 5
Special Ability: When MRG attack an adjacent figure, they get +1 Attack die
Cost: 55
Oordzdaz W:5 M:7 R:1 A:3 D:3
Unique Hero - Martian Warlord - Valiant - Size 5
After moving Oordzdaz, you may take a turn with any Martian common squad you control
Hero of Song: All Martian squad figures within 4 clear LOS hexes of Oordzdaz get +1 Defence die
Cost: 85
Rooksdak W:4 M:7 R:1 A:4 D:4
Unique Hero - Martian Prince - Valiant - Size 7 [He is mounted]
After moving Rooksdak, you may take a turn with any Martian common squad you control
Hero of Tale: All Martian squad figures within 4 clear LOS hexes of Roodsdak get +1 Attack die
Cost: 100
Martian Captain W:4 M:6 R:1 A:3 A:3 D:3
Unique Hero (Common?) - Martian Officer - Valiant - Size 5
After moving Martain Captain, you may take a turn with any Martian common squad you control
Special ability: Adjacent Martian squad members get +1 attack die
Cost: 80
Martian Ranger W:1 M:6 R:7 A:2 D:2
Common Hero - Martian Ranger - Valiant - Size 5
Martian figures with a range greater than one adjacent to Martian Ranger get +1 Range and +1 Attack, this does not effect Martian Rangers.
Martian Ranger only spends 1/2 a movement point for every rise in elevation.
Cost: 30
Thanks in advance.