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monpoc2:ares_mothership

Ares Mothership

Martian Menace

The Ares Mothership is a large Martian vehicle propelled by unknown means, and it represents the first extraterrestrial construct to enter Earth’s atmosphere in recorded history. Its powerful lasers immediately answered the question of whether alien intelligence would be friendly or hostile. As the vanguard of the Martian invasion of the planet, Ares Mothership prosecutes a campaign of destruction across the globe, securing valuable resources that it can transform into new Martian assault craft.

Stats


Alpha Form Attacks Linked Abilities
Speed 7 Brawl 6 + 3 Manufacture
Defense 8 Blast [3] 6 + 4 -
Health 11 → 6 Power 5 + 4 -
Hyper Form Attacks Linked Abilities
Speed 7 Brawl 6 + 4 Manufacture
Defense 8 Blast [5] 6 + 5 Hit & Run
Health 5 → 0 Power 5 + 4 -

Abilities


Alpha Form Description
Action: Abduct [4]

This model can spend one Action Die to perform an Abduct action during your Monster Activation. If this model is adjacent to an enemy unit with DEF X or less, return the enemy unit to your opponent's unit reserves.

Action: Transport

This model can spend one Action Die to perform a Transport action. Take one allied unit with the Cargo special rule from your unit reserves and place it play adjacent to this model.

Flight

This model can end it's movement on impassable terrain and is immune to hazards except when colliding with them.

High Mobility

A model with High Mobility can move through other models and treats all terrain as open terrain. A model with High Mobility is immune to hazards except when it ends its advancement on a hazard, but it still suffers all effects as a result of colliding with hazards and other models. A unit with High Mobility cannot end its movement on impassible terrain.

High Mobility is denoted by the following symbol on a card:

Manufacture

If this attack hits an enemy unit, immediately after the attack has been resolved replace the enemy unit hit with a Faction unit from your unit reserves. The replacing Faction unit cannot participate in an attack this activation.

Mechanical

This monster is mechanical.

Steady

Enemy monsters do not roll Boost Dice when making body slam power attacks against this model.

Hyper Form Description
Flight

This model can end it's movement on impassable terrain and is immune to hazards except when colliding with them.

High Mobility

A model with High Mobility can move through other models and treats all terrain as open terrain. A model with High Mobility is immune to hazards except when it ends its advancement on a hazard, but it still suffers all effects as a result of colliding with hazards and other models. A unit with High Mobility cannot end its movement on impassible terrain.

High Mobility is denoted by the following symbol on a card:

Hit & Run

If this model hits a target model with this attack, immediately after the attack is resolved advance this model up to 3 spaces even if this model has already advanced this turn.

Manufacture

If this attack hits an enemy unit, immediately after the attack has been resolved replace the enemy unit hit with a Faction unit from your unit reserves. The replacing Faction unit cannot participate in an attack this activation.

Mechanical

This monster is mechanical.

Spotter

Enemy models within two spaces of this model have their DEF reduced by 1 against blast attacks made by allied models, to a minimum of 1.

Steady

Enemy monsters do not roll Boost Dice when making body slam power attacks against this model.

Tactical Command

While this model is in play, Faction units' blast attacks gain Hit & Run.

Playstyle

Ares is a finesse piece with a very strong alpha form and a weaker hyper form, so use Flight, Manufacture and Transport to preserve her alpha for as long as possible. If hypered, Ares will have to rely on her speed, mobility and her partner to win the day.

  • Abduct is a defining part of Ares' playstyle and the first part of her 1-2 punch. Enemy monster hiding behind a screen? Fly up to it, Abduct the screen, step into alignment with monster and you're set for a power attack.
    • 1 action dice to remove even a crawler without a die roll is stunningly consistent and efficient.
    • Abduct removes Meat Slaves without proccing Incubator. There are few abilities like it currently in the game.
  • Transport is the second part of Ares' 1-2 Punch. If you're careful you can make an aggressive move and protect yourself from retaliation by dropping a Power Pod.
    • Always bring a couple of Power Pods along with Ares so has plenty of ammo for Transport.
  • Ares is currently the only Destroyer monster with Flight. Make the most of it.
  • For now, Mechanical essentially means “can heal by brawling Power Plants.” In a pinch, this can help you maintain Ares' powerful alpha form.
  • Steady alone won't save your life, but it does force your opponent to pay extra resources to get the job done.
  • Manufacture is a trap. Brawling units with a monsters is generally a waste of a monster turn, there's almost always more impact options out there. That said, the best use of Manufacture is replacing an enemy on a power zone with one of your units.
  • Spotter and Tactical Command may suggest that hyper Ares is a unit general but don't be fooled. These abilities frankly don't match up to those possessed by other unit buffing monsters, and Martian blasters are no Strike Fighters.
  • A range 5 gun and Hit & Run on blasts make hyper Ares slippery, but they're no replacement for abilities that increase her damage potential like Rapid Fire, Weapon Master or the like.
    • Like Manufacture, Hit Run on a Martian unit can allow you to kill an enemy on a power zone and then swoop in to claim for Mars.

Pairings

N/A

Gallery

monpoc2/ares_mothership.txt · Last modified: 2021/03/15 23:48 by boxymd