Winter/Spring/Summer Miniatures Review: The Martian and the Marsh-Man
Since my last miniatures review I've finished painting two things. I've assembled, fixed, touched up or started painting a lot more, notably getting very close to finishing a certain big creature I discussed in my first ever post. But what can you do? Life gets in the way. I'm pretty pleased with these two.
1: Samual van der Stultus, 5th Lord Macclemere
- Stats as human noble.
- Weapon: cane (or sword-cane).
- Is a plant, not a human.
- Can talk to other plants.
- Rootlike appendages can all be used as manipulators, and fit through spaces as small as 2" wide.
- If killed and the body is not dessicated, burned, or dissolved, it sinks into any soil in which it rests within a day
- sprouts a new Lord Macclemere after 3 months.
- New version has same stats but an outlook more in line with the political zeitgeist.
- Motivated by money, power, and the normal games of the realm
- But his subjects are plants and his lands a swamp.
- Might be quite useful to a monarch who desires really ABSOLUTE power.
- The genteel manners of a Victorian gentleman; lives on shit and slimy water.
- Very keen on traditional holidays.
2: The Fighting-Machine
Silly model! Deeply silly model! I love it so much!
WDYM 18cm tall lump of resin and metal balanced on legs made from two white metal rods superglued at the kneessssss??? This thing came apart so many times whilst I was making it it is not remotely funny. But of course it is funny, and awesome, much like Correa's tripod art, and because for some reason those tripods have both knee-joints and flexible legs, I was free to do as much bending as needed to make something that would ultimately stand upright. And frankly, no matter how hard it was to assemble, if the entire thing were made of Finecast resin, I'd still have bought this, so no actual complaints - just a warning for those less keen on spindly boi than me.
Would you believe I painted it using metals? The hood is slightly brassy per the book description, but for the most part it is a big flat surface with no reason to decorate it.
Making Rules for it in Warhammer
The chances of anything coming from Verdra
Were a million to one, they said;
The chances of anything coming from Verdra
Were a million to one...
Yet still they come
Whilst they're Sci-Fi, the Martians have an expiration date. They work best in a setting that can approximately parallel the technology of 'the last years of the nineteenth century', because the terrifying technology that they have was written in that context. Furthermore, I submit they do not really make much sense to use in a TTRPG that isn't based around them, because the ways they're presented in the text are as annihilating whole armies and toppling empires. Thus, wargame stats, and Warhammer: the Old World is a game I know reasonably well and which has a surprisingly high-tech main power (rockets! Machine guns! Steam engines in semi-regular use! Let's not even get started on the Skaven!) So let's do that.
It's a pretty core belief of mine (and seemingly a popular talking point at the moment) that the WHFB fanbase needs to keep its homebrew ethos in the TOW age. I also, less ardently, feel that it needs to retain the open silliness of some of its earlier materials, without giving up on being a fairly grim and dark setting at times. In the spirit of both of these, have some rules for playing as War of the Worlds' Martians Verdran invaders in your Old World games!
Universal Special Rules
Telepathic Union: The Command Range of models with this rule is infinite. However, the range at which allies being destroyed forces them to make a Panic test is also infinite.
The Verdrans Emerge: When a unit with this rule is destroyed in close combat, the unit that destroyed it suffers one Strength 3 hit per model in base contact with the destroyed unit.
Heat Ray: A Heat Ray is a special Verdran weapon. When it is fired, trace a line 60" across the table. Every model under the line suffers one hit, as if for a cannon bounce.
R S AP Other Special Rules
60" 8 -3 Heat Ray firing (see above), Multiple Wounds (D3), Flaming Attacks, Cumbersome
Black Smoke: Launched from cylinders, black smoke is a toxic gas that lingers until cleared by a fighting-machine. It is initially fired as a stone thrower, with the following rules:
R S AP Special Rules
36" N/A (4) N/A Horribly Toxic, Lingering Cloud, Stone Thrower (Large Round Template), Reliable Fire, Cumbersome
Horribly Toxic: Only make a normal wound roll against a model under the centre of the template. For every model under the template, make a Toughness test. On a failure, the model suffers a wound, with no armour or regeneration saves allowed.
Lingering Cloud: after the Black Smoke attack has been resolved, leave the template or a suitable marker on the table. It blocks line of sight. Additionally, any model that moves into the cloud or starts its turn there must make a Toughness test as per Horribly Toxic, above. In each Start of Turn phase, roll a d6 for each such cloud of smoke on the table. On a roll of 1-2, it is removed. It is automatically removed if it ever comes into contact with a Verdran model.
You may wish to allow magic which affects the winds to disperse the Black Smoke.
Reliable Fire: If a Misfire is rolled, the Black Smoke canister does not release the smoke. Resolve the attack only against the model under the central hole.
Red Viridian Weed: Viridian weed spreads in the wake of the Verdrans, clogging the landscape with thick, poisonous growth. It can rise to six feet high, dense and spiny. At the beginning of play, the Verdran player may place a free forest of up to 8x6" anywhere within their deployment zone.
Units
Tactical-Machine (Hero)
Fighting-Machine (Core) - 1200 pts
8" 4 6 8 9 9 4 6 9
Equipment: Heat Ray, Black Smoke
Verdran Invasion Force
1 Tactical-Machine per 3000 pts
0-2 Fighting-Machines per 3000 pts
Design Notes
Heat Ray: Stats like a regular cannon (swapping Armourbane 2 for a point more AP) without Move or Shoot or a misfire chance, and rather than hitting a 0-10" section along a 48" line it's the whole of a 60" line - so approximately 12x more potential hits, of which probably only half will be usable if the enemy is being careful. So say 6x more effective? Bearing in mind that it can't make you explode. Given that, it'd add about 600 pts. Which, sure, TOW isn't that deadly and this is!
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