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Written by Scott Bizar

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BASED oN EDGAR RICE BURRoucu'S
JOHN CARTER, Warlord of Mars"
Copyright@ 1978 EdgarRice Burroughs, Inc.
Tra d e m a r k Jo h n Ca rte r, War lor d of Mar s is
own e d bV Edgar Ri ce B u rroughs, Inc. and is
utilized by H e ri ta g e M o d e ls, Inc. under their
specific a uth o ri tY .
Dedicatedto the memoryof EDGARRICEBURROUGHS,
creatorof JOHNCARTERandthe BARSOOMstories.

Barsoomian
huttlemunuul
RULESFORADVENTUREGAMING
Writtenby ScottBizar

Basedon EdgarRiceBur-roughs,
JOHNCARTER,WARLORDOF MARSTM

@T978EDGARRJCEBI.]RROUGHS,INC.
ALLRIGIITS RESERVED

TrademarkJOHN CARTER,WARLORDOF MARSTMOwnedby Edgar


Rice Burroughs,Inc. and Usedby HeritageModels,Inc. by Permission

Heritage Models, Inc.


9840 Monroe Drive, Bldg. 106
Dallas, Texas 75220
2 t4 -3 5 1 -3708
TABLE OF CONTENTS

INTRODUCTION....,.........
Backgroundto Barsoom...

TerrainEffectson Movement ..........Paee5

Commandersand NamedHeroesor Rulen....... .. Page12

Break-Throughsand MoraleFailures......... ........,


Page15
Personality/CommandFigureswith FailingUnits............ ........Page15
Army MoraleChecks.......... Page15

Shipto GroundCombat........ .........Page


19

RacialTypesand Creatures
of Barsoom... ...........Page
22

GreenMartianHordes.......... .........,Page
24
Red Martian Nations......... Page25

MiniatureFigurineListing.......... ...Page29

INTRODUCTION.............. Page30

Sequence
Gunfire SequenceExample....... .... Page35

BasicGuidesStageTwo.... Page37

,Gu
Rapid Fire Gunsand (H) and (I) ClassShips............. Page47
INTRODUCTION
Few fictional worldshavecreatedthe interestthat hasgrown from the Marsof EdgarRice Burroughs.
As a world of constantwarfareand adventure,it is naturally of specialinterestto the wargamer.In this area
we are quite fortunatein the amount of information on military organizationprovidedby Burroughs.
Unfortunately,we do not havesimilarinformation on the relativestrengthsof the variousnationsand
empiresof the dominant Red Raceof Mars.Suchstatisticsmust be extrapolatedfrom the performanceof
thesenationsin their never-endingstrife on Barsoom.

To really get the feel for theserules,it is strongly recommendedthat the gamerread(or reread)the
Martianseries,which is currently availablein relativelyinexpensivepaperbacksfrom BallantineBooks.
Thereis a scopeand flavor to the military aspectsof the Martianbooks that cannot be capturedin a rule
booklet and the gamerwould do well to immersehirnselfin the novelson which theserulesare based.

TO BARSOOM
BACKGROUND
Barsoomis a planetwith limited water resourcesand an atmospheremaintainedonly by the huge
atmospheregeneratingplantsbuilt by the variousnationsof Red Martians.Theseplants are the only
areaon the planet to be immune to the effectsof the warlike nature of the inhabitants.A wargame
campaignshouldconsiderthe securityof theseplantsto be inviolableastheir destructionwould destroy
all life on Barsoomand would make any gainsmadein other areastotally meaningless. The water resources
areanothermatter entirely.

Whenthe oceansof Barsoombeganto dry up, the variousraceswere decimatedand were basically
meldedinto the one dominantraceon the planet,the Red Martians,who can be seenassimilarin appear-
anceto AmericanIndians.In fact, Burroughsoften refersto the the feathersof the Red Martian costume,
but all art relatedto the bookshasemphasizeda totally different look for the Red Martiansand this look
wasapprovedby Burroughsin his dealingswith suchartistsasJ. Allen St. John.

The other humanoidracesof Marswerelong consideredlost until encounteredby John Carter,


Burroughs'heroin the series.Theseraceseachmaintain a nationalhomelandat one of the polar areas
of Barsoomand they wili be coveredin the sectionof the rulesdealingwith nationalcharacteristics
and organizations.

The final raceis the GreenMartianswho arebiologicallyunrelatedto the other racesof intelligent
life on Mars.The GreenMartiansstandtwelveto fifteen feet tall and havean additionalset of appendages
which can be usedeither asextra armsor aslegswhen necessary.

Whenthe seasof Marsdisappeared, the GreenMartiansbeganto overrunthe "dead seabottoms" of


the planet and exist in a fashion much like that of the bedoirinin that they roam and control thesegenerally
arid areas.Eachtribe bases itself in and takes the nameof one of the deadcities that had lined the shoreT
of the now dry seas of Mars. The Green Martians will be dealtwith in greaterdepth in the appendixon
nationalcharacteristics.

The final note that is necessaryto understandthe Martianmilitary systemis the Martian Code of
Honor. Eachwarrior,irregardless of race,carriesa variety of weaponson his person.Theseinclude a radium
a short sword,a dagger,and often a hatchetand a radium rifle. The basiccode of
pistol, a lor.tg-sword,
conductis that one neverusesa weaponwith longerrangethan the weaponin useby an opponent.Thus
when one is facedby an oppor.rent with a long-sword,onehas the option of usinga long-sword,a short
sword,a hatchet,or a dagger.To makeuseof a radiumpistol would so greatlyoffend all in sight that the
villain who broke the code would immediatelybe setupon by all, evenhis compatriots.
BASICORGANIZATION-SCALE
The basicscaleis decimalin nature.This meansthat eachfigurecan representten,men,one hundred
men, or evenone thousandmen. This enablesthe samesystemof rulesto dealwith military operations
that vary in sizefrom smallactionsto the hugewarsof survivaloften wagedbetweenmajor cities of Barsoom
in which hundredsof thousandsof fightingmen areunder armson eachside.As the Martianmilitary
organizationis decimal,the sameunits can be usedto representformed bodiesof troopsin any scale
calledfor by the scopeof the battle scenarioor campaign.This decimalorganizationis as follows:

Designationof Unit Numberof Men Title of Commandant Modern Earthly Corresp.


Utan 100 Dwar Company
Dar 1,000 Teedwar Battalion
Umak 10,000 Odwar Division
Army SeveralUmaks Jedwar Corps
Total Force Jed or Jeddak Army or Army Group

In addition, there are ten man units commandedby Padwars(Lieutenants),so that thesesamerules
can be usedfor a 1:1 scale,though we recommendthe use of the more detailedindividualcombat rules
soon to be releasedby Heritagefor this man-to-manscaleof action.

By using the decimalmilitary system of Barsoomit is clear that a ten figure unit can representa Utan
on 1: l0 scaleor a Umak on l:1000 scalefor a really largebattle.

Troops tend to identify themselves asbeingfrom a givennumericalUtan from a namedUmak. For


this reason,we assumethat any uniforms would exist on the Umak or divisionallevel. No mention is ever
made of unit uniforms, only of the identifying "metal" on their harness.

BASESIZES
Eachtroop type shouldbe groupedin units of ten figures.This is not true of the GreenMartianswho
are discussedin more detail in the appendices.Basesizesshould be as follows:
FrontagePerFigure Depth Troop Type
20 mm 1" Red, White, Black or Yellow
MartianInfantry
25 mm 2" Red Martian Cavalry
25mm 1" GreenMartian {nfantry
30 mm 2" GreenMartian Cavalry
60 mm 4" GreenMartian Chariots

Units for racesother than the GreenMartiansfollow the standarddecimalsystemof organizationso


that a unit shouldbe composedof three3 man standsand one 1 man standfor the officer of the unit. In
the officer and the hand-pickedsub-unitdirectly
the caseof largerscaleunits, this officer figure represents
underhis command.This breakdownfor recommendedbasesappliesto Red,White, Black and Yellow
Martian Infantry and to Red Martian Cavalry.

FORMATIONS

By definition, eachunit must, at all times,be in a givenformation. The following are the possible
formationsand descriptionsof thoseformations.

Line: and all facingin the same


The unit is in a singleline with all basestouchingside-to-side
direction.

Reinforced Line: A line in which the unit is two ranks deep or where six figures are in the front rank
and four are in the rear rank.
Positional Line: A line or reinforced line that'bends slightly to conform to a terrain feature or wall
but maintainsthe base-to'basecontact of the unit.

Column: A formation that is three ranks deepwhere all figures face in the samedirection and all
basesare in contact. The singlefigure baseof the commandershould be in the front rank creating a forma'
tion with four figuresin the front rank and three figuresin the secondand third ranks.
Skirmish Line: Similar to line except that each baseis separatedfrom the other basesin the unit
line by at least one half inch and by no more than two inches.
Tiangle: A purely defensiveformation which protects the flanks of a unit aseach stand faces
outwardsand the three 3 man standsform a triangularshape.The commandfigure is placedin the center
of the triangle.This formation hasno flanks or rear.Shoulda unit be reducedto lessthan three standsdue
to losses,two standsback-to-backareconsideredto be in Triangleformation. Units redueedto single
stands(with or without officers)are too smallto form effectivetriangleformations.

MOVEMENT
All movementis part of the two phasesystemof a turn. Eachturn is dividedinto two phases,each
of which must haveits own written ordersfor eachunit, though the ordersarewritten for the entire turn
specifyingin which phaseeachaction takesplace.In a givenphasea unit may move,changefacing
direction,or changeformation. Cavalryunits (both Red and GreenMartian)may combinea changeof
formation with a changeof facingdirectionasa singleoperation.One operationcan be performedin each
phaseso that unit could move in PhaseOne and then changeformation in PhaseTwo. It could not perform
both of theseactionsin any one phase,nor could it move in both PhaseOne and PhaseTwo.

Changesof formation aremade arounda centralfigure in the front rank of the current formation
figure of the front rank of the unit's
furior to the change).Changesof face arepivoted around the central
formation. Note that it is possibleto wheelaroundthe figure at either end of the front rank of a formation
asa part of their normal movementand in addition to any change of formation or facingthat tookplace
in an earlierphaseof the sameturn.

AJImovementis simultaneousso that, in eachphase,playersreadtheir ordersand perform all ordered


operationswith all units under their command.

\'..

Move within 45 degreesmaintaining facing.


Movement is taken in a straight line or in a line within 45 degreesof either flank figure in the front
rank (seediagram).It is possibleto move at a greateranglethan this but suchmovementrequiresa change
of facingby wheelingthe unit aroundthe figure at either end of the front rank and measuringmovement
distancefrom the startingpoint of the figure on the oppositeend of the front rank. Simplemovementwithin
forty-five degreesofstraight aheaddoesnot changethe facingof the unit in rnotion.

Movementis measuredin inchesof movementpermitted during the turn. Rememberthat the unit can
only move in one of the two phasesof the turn. Movementdistancesare alsomodified by the terrain the
unit traversesduring the turn. Formation and chargingalsochangethe maximum movementdistanceof
all units. The following tablelists the movementdistancesfor all groundunits.

Unit Type Line Movement Column Movement ChargeMove Skirmish Move


9" o"
Non-GreenInf. 6" 8"
GreenInf. 8" r 0" 12" 11"
Red Cavalry t2" 15" 18" 18"
Green Cavalry 12" 15" 20" 18"
GreenChariots 12" t2" t6" to

Note that units is triangleformation cannotmove asthe formation is purely defensivein nature.

POSSIBLE ORDERS

Units must haveordersfor an operationin order for that operationto be allowedfor the unit in
question.A unit neednot haveordersfor a givenphaseor turn if the unit simply to standin placeand
take no action other than to fire sidearms.Shoulda unit haveordersto move,changefacing,change
formation, or charge-suchordersmust be written. The phasein which suchoperationsare to take place
must be specifiedin the orders.

Ordersmust indicatethe distancesto be movedand the directionof movementor new facing.


New formations,if there is a changeof formation,must alsobe specified.Chargeordersmust specify
a direction andfor the specific target of the chargein question.

Conditionalordersare only allowedin the caseof "charge-if-charged"orders.Suchordersallow


orders
the unit with the charge-if-charged to react to a chargeby an opponent.Suchordersmay be
ordersover-rideregularordersand
written in addition to normal ordersfor a turn. Charge-if-charged
the unit with suchorderswill chargein reactionto beingchargedbeforeit can obey its regularorders
for a formation or facingchangein the samephase.A unit with C-I-Cordersmay be chargedin the
secondphaseof a move in which it movednormally in the first phase.In this case,the chargedunit
may move the additionalmovement distanceallowedto it when chargingand it is treatedasa charging
unit for all chargebonusesin meleeand morale.

TERRAIN EFFECTS ON MOVEMENT

Movementdistancesaremodified by terrainfeatureswhich are traversedby the unit in its move-


ment. Eachsuchterrain featurecausesthe unit move at a givenrate which appliesonly for that part
of the turn that the unit is actuallyspendingtraversingthat terrain "obstacle".Thus, a unit which is
movingup a slopein one part of its move returnsto its normal movementrate for that portion of the
turn that it is moving on levelgroundafter traversingthe slope.
Terrain Feature Effect On Movement
Gently Slope(Hillside) All units move at half speedon slopes.
SteepSlope(Ridges,Ravinesides) Cannotbe traversedby chariots.A11cavalryand
non-skirmishing infantry move at one quarterspeed.
Skirmidringinfantry movesat one half speed.No
chargemovesor bonusesare allowedwhen a unit
must traversea steepslopein the secondhalf of its
move.

f,
Terrain Feature Effect On Movement
Canals Chariotscannot traversecanals.A11non-skirmishing
units move at one quarter speed.Skirmishing units,
both infantry and cavalry, move at one half speed.
No chargesarepermitted acrosscanals.
Low Walls Crossinglow obstacleslike walls or ruinscoststhree
inchesof movement.Chariotscannot crosssuch
walls.Chargesarenot permitted acrosswalls by
any unit except for skirmishingcavalry. Skirmishing
cavalry must crossthe wall in the first half of its
move to take advantageof the chargemovement
rate and to claim a chargeconusin melee.

SEQUENCEOF PLAY
Each turn the following sequenceof eventsis followed. Those actions listed as taking place within
ttre first phasetake place before the orders of the secondphaseof the turn are read or acted upon.

l. Orders are written for the entire turn" for PhasesOne and Two.
PHASE ONE
2. Movement (or changesof facing direction or formation).
3. Radium cannon and small arms fire.
4. Retum fire (as specifiedin rules for "return fire").
5. Morale Testscausesby fire or aggressive action in PhaseOne.
PHASE TWO
6. Movement.
7. Radium cannon or small armsfire.
8. Return fire.
9. Morale testscausedby fire or aggressive
movement in PhaseTwo.
10. Melee.
11. Postmeleemorale testsand moraletestscausedbv unit fall backsin PhaseOne and Two.
12. Breakthroughs.
13. Moraletestscausedby breakthroughs.
14. Meleecausedby breakthroughs.
15. Moraletestsdue to breakthroughmelees.

SMALL ARMS FIRE


Small armsfire is of three types: radium rifle, radiumpistol, or bow. For most gamesthe bow can
be ignored and is included here simply to offer all forms of small arms fire on the sametable as all such
fire is subject to the samerules. Each weaponhas a maximum rangeand an effective rangeaslisted
below:
WeaponType Effective Range Maximum Range
Radium Rifle )4" Unlimited
Radium Pistol 15" z+
Bow 12" 18"
As a note for painting, the barrelsof all radium weaponsare a white metal.

Small arms fire takesplace after movement and is not an operation in the samesenseasmovement or
the changingof face or formation. A unit equippedwith small armscan alwaysfire and this doesnot deny
it the usual options for other operationsin that turn. A unit may fire only once per turn and all units can
fire at any target within their maximum range(somewhatfurther restricted later in this section) after
movementin PhaseOne or after movementin PhaseTwo. Note that a unit that electsto hold its fire until
PhaseTwo will still be subjectto smailarmsfire losses(itself) in PhaseOne and n.right,therefore,have
fewer figuresfiring in the secondphasethan it wouid havehad if it had fired in the first phaseof the turn.

All fire is simultaneouswithin the phaseso that a unit losingfiguresascasualtiesin the first phasc'
would ajsobe able to fire in the first phasebeforeextractingthosecasualtiessufferedin that phase(erueption
seeretum fire later in this section).All smallarmsfire is taken at targetswithin 45 degreesof the i'ront
of the firing unit.

Eachfiring figurehas a basicpercentagechangeof inflicting a figure casualtyon an oppollent.This


basicchancevariesby weaponand range,troop type, formationof the targetunit and any coveremployed
asprotection by the target.The foilowing lists the basicpercentageof inflicting a figure casualty pcr
figure firing by range:
Basicchanceat effectiverange 10
Basicchanceat extremerange

The followingmodifiers are than appliedto the basicchanceper figure of inflicting a figurecasualty:
Firine Unit is GreenMartiansfirine Radium Rifles +10
TargetUnit is in TriangleFormation +10
TargetUnit is Mounted (or Chariots) +5
Firine Unit is Elite +5
Firing Unit is RestingFirearmson Wall (not Bows) + 2
Firing Unit hasmoved or changedface/formation
this turn - 2
TargetUnit hasmoved at least3" this turn - 2
Firing Unit is Mounted - 2
Firing Unit is Yellow Martiansw/unfamiliarweapon - 5
TargetUnit is partially covereddue to terrain - 5
Target Unit is in skirmish formation - 5
TargetUnit is behind a wall -10
Firing Unit in fall back status -10
*Note that a unit which hasmovedin PhaseOne is consideredasmovingin PhaseTwo as for all fire
calculations.

The modifiersare addedand subtractedfrom the basicchanceof inflicting a figurecasualty.The


resultis the final chancethat eachfiring figurewill inflict a figurecasultyon the targetunit. This is then
multiplied by the number of figuresin the firing unit. This total is the percentagechancethat the unit
firing will inflict a figure casualty on the target unit.

This final resultingtotal may exceedonehundred.This indicatesa onehundredpercentchanceof


inflicting a casualty(one automaticcasualty)plus a percentagechanceof inflicting an additionalcasulaty'
For example,a 120%chanceof inflicting a figurecasualtymeansan automaticfigurecasualtyand a 20%
chanceof inflicting a secondfigure casualtydue to smallarmsfire.
Note that small armsfire cannot be taken at a unit engagedin melee.

how smallarmsfire works:


The following exampledemonstrates
A unit of ten GreenMartianswith RadiumRifles restedon a wail fires on a unit of skinnishingRed Martians
who are outsideof effectiverangefor the RadiumRifles.The Red Martianshavemovedsix inchesthis turn'

The basicchanceat extremerangels 3% andthe following modifiersapply:


GreenMartiansfiring Radium Rifles +10
Weaponsfiring arerestedon a wall az
a
Targetunit hasmovedmore than 3"
Tareetunit in skirmishorder

1
This yields a total basicchanceof 8% per figure firing. This is then multiplied by ten (the number of
figuresfiring) for a final percentagechanceof 80% to inflict a figurecasualtyon the skirmishing Red
Martians.

Two percentagedice (twenty-sideddice) are then rolled and a result of eighty or lessindicatesthat
the GreenMartianshavebeensuccessful in inflicting a figurecasualtyon the Red Martiansby small arms
fire in that This would alsocause mora.lecheck(seeMorale).
phase. a

To reflect the Martiancode of honor, no unit may fire smallarmsat a targetthat is within its own
chargereach.This must take terrain obstaclesinto accountso that a unit must be able to reachits opponent
beforeit is deniedthe right to fire small armsat that opponent.This is further modified by the "return
fire" ruleswhich follow later in this section.Basically,all units will prefer to come to gripswith an
opponentif they can do so.

ln the casewherea unit can fire at a secondunit that is beyondits chargereachand the second
unit chargesthe firing unit (wherethis chargingunit obviouslyhas a greaterchargereachthan the firing
unit), the firing unit must take its fire at a point during the move when the targetunit was still beyond
the firer's chargereach.This might force the firing unit to take its smallarmsfire at extremerange,even
though the chargingunit is enteringeffectiverangefor smallarmsfire.

Example:A Red Martiancavalryunit is twenty inchesacrossflat terrain from a GreenMartian


cavalryunit. The Red MartianshaveRadiumPistols.The Red Martianscan fire on the GreenMartians
asthey cannot reachthe GreenMartiansby chargingthem. Shouldthe GreenMartianunit charge
the Red Martiancavalry,the Red Martianswould still be ableto fire but would haveto do so at a range
over 18", their own chargerange,This would be at extremerangeand they cannot waituntil the Green
Martiansenter effectiverangeas this would violate the Martiancode of honor, This is alsoan example
of passthrough-firewhich is further explainedlater in this section.

order for the Red Martiancavalrywould make fire impossiblefor


Note that a charge-if-charged
order takespriority
them asthey cannot chargeand fire in the samephaseand the charge-if-charged
overall other operationsand actions.

A unit cannot fire and chargein the samephase,and vice versa.A unit that is capableof charging
an opponentneednot do so. lt may not fire smallarmsat an opponentin chargereachunlessthat opponent
In this case,the fire of the unit with the
first firesupon them. Only in this caseis fire not simultaneous.
longerchargereachis termed"return fire" and it takesplaceimmediatelyafter that unit has receivedenemy
fire. A11casualtiesdue to enemysmallarmsfire are extractedbefore the unit can "return fire". Such a
unit, "returning fire", could chargeits opponentin the next phaseof the turn. Note that a unit charging
an opponeutcannot take "return fire" on that opponehtasa chargingunitcannot fire in the samephase
in which its chargetakesplace.

Duet o th e p e c u l i a rn a tu re o fMa rti a nfi rearms,smal l armsfi rei sonl yeffecti vei nl i ght.Theradi um
weaponsfire projectileswhich explodeon contact with 1ight.Eachprojectileis coveredwith a light-blocking
coatingwhich breaksupon contactwith any solidobjectand the projectileexplodes.The projectilescanbe
explodedby searchlights in night actionsbut suchlights are only availablein the cities of Red, Black and
WhiteMartiansand mountedon airships(explainedin the sectionon air combat.)Field battlesshould
limit the use of suchweaponsto dayligl"rthours.

PASS-THROUGH FIRE

A targetnlay passthrough the rangeor targetareaof a potentiai firing unit duringits movementin
a turn. Sucha unit that rnovesthrough the legitimatearc_ of ftre of a potential firing unit is subjectto
pass-throughfire from tl-ratfiring unit. Suchfire is taken asnormal but is taken at that point that the
targetunit waswithin rangeof the weaponbeingfired and beyond the chargereachof the firing unit.
Pass-throughfire is alsosubjectto the restrictionsof tl.reMartiancode of honor.
Such fire cannot be taken if the target unit was within chargereach of the firing unit and its
movementmoved it away from chargereach.

MELEE
Meleeis the hand-to-handfighting that occurswheneverunits comeinto base-to-base contact with
their opponents.Meleeis usuallyinitiated by a charge move by one or both of the contestingunits. The
effectivenessof a unit in meleeis determinedby the type of troops in melee,charge status'formations,
facings,and the inspiration of leadership.

The number of figuresinvolvedin a meleeis determinedby the number of figuresin base-to-base


contactin the front rank of the unit involvedin melee.One extra figureis allowedon eachflank if there
third
is an overlapin the sizesor frontagesof the units involvedin the melee' Figuresin the secondor
ranksof a formation do not directly fight in the meleebut filI in gapscreatedby losses due to melee,
which are normally assessed againstthe front rank (which is doing the actual fighting)'

All chargesmust be in a straightline for at leastthe final half of the chargemove.Carefulnote


shouldbe made of terrainin that sometypesof terrainmakechargesimpossible.Whenevera charge
occursit is important to determinewhetherthe unit chargedis contactedfrontally or in the flank or
rear. Flank and rear are defined by the diagrarnwhich follows. The anglewith which the chargingunit
strikesits targetdeterminesthe flank, rear,or frontal statusof the attack.Whenan attack is determined
to be frontal in nature,the units in meleeshouldbe adjustedso that asmany figuresaspossiblearein
contactby wheelingthe attackerand defenderinto actualcontact after the initial contact is made.
(This doesnot includelateralmovementof either unit shouldthey not meet with centralfigureslined
up againsteachother.) The sameappliesto flank attacksand rear attacksasthis leadsto greater
easein determiningthe number of figuresin melee.

FLA N K

there
As meleeon the flank or rear of a unit would play havocwith its moraleand fighting ability
and morale Note
tables. that
areminusmodi{iersappliedagainstsuchunits in both the meleetables
triangle formations have no flank or rear.
with
Shoulda unit attackedin the flank or rearpassits moraletestsand remainin meleecontact
that opponent.All casualtissf1r'!mthe meleewhich
its opponent,one standof figuresis turned to face
formation,
follows are extractedfrom t*s facingstand.This is the only time, other than in triangle
that the standsof a unit arenot all facingin the same direction'
turn to
Should this unit then alsosuryivepost-meleemoralechecks,one additionalstandmay
per additional melee round (turn) that the meleecontinuesbeforeeither sidebreaks
facethe enemy
due to morale.

A unit in line would overlapthe flanks of an enemyunit meleeingin column, The standsoi'
being
sucha unit may actuallylap aroundtheir smallerfrontageopponent'Rearranksof the unit
turn to faceper melee
lappedcan turn to face the lappingattackers.One standcan lap aroundor
meleeand
turn after the originalmeleecontact turn. Note that a freshunit may chargeinto an existing
chargea unit which haslappedaroundan oppgnent.Sucha chargemay contact what appearsto be the
flank of the overlappingstandbut it is frontal to the position of the unit as a whole. Suchattacksare
treatedas frontal attackbfor morale and meleepurposesand the overlappingstandis turned to face
the fresh attackers.Similarly,attacksto the rear of the overlappingstandsare treatedas flank attacks
asrealtiveto the unit as a whole and shouldthe morale test be passed,the overlappingstdndis tumed
to face the attackerasin any other flank attack.Seethe diagramsthat follow to make thesepoints
more easytovisualize.Units thatlap aroundopponentsmustspendthe firstphaseof the turn after.
meleehasendedin changingformationback to a legalformation aslisted under "fotmations".

FRONTAL ATTACK
AITTERLAP-AROUND
*m
FLANK ATTACK
AFTER LAP-AROUND

As all chargesare simultaneous,wheneverunits chargeeachother, their movementshouldbe pro-


rated.In other words,the distancebetweenthe chargingunits shouldbe dividedin relation to their
rglativechargespeeds.It is advisedthat the first action in the movementportion of a phaseshouldbe
the declarationof charges.The chargingunits shouldmove one half of their chargedistanceor the first
six inchesof the charge,whichevdris greater.From that point, all other movementthat may be
relevantto the chargecan be prorated.

As all chargesare declaredat the start of the movementportion of a phase,it is possiblethat target
units may be performingchangesof facingdirection or formation in anticipationof the charge.The length
of time requiredfor suchoperationsin relationto the chargenow becomesimportant. Should the unit
wishingto (and orderedto) changeface/formationbe contactedin the first quarter of the chargingunit's
chargemove it is consideredto havebeencontactedbeforeit could changefacingor formation. If con-
tact occursafter the first quarterof the chargemove,the targetunit wasableto effectivelychangeits
facingor formation.

Note that foot units cannot chargemountedunits unlessthe mountedunit is alreadyengagedin


an ongoingmelee.

A unit that chargesin PhaseOne and cannot reachits opponentis consideredto be chargingif
it is chargedin the following phases.If the unit chargingthe originalchargingunit is that original
charger'soriginaltarget,the originalchargingunit can take its additionalchargemove distanceas a
chargingunit and this portion of its move is proratedwith the movementof the originaltarget(which
is now alsocharging).Note that a unit with ordersto chargein PhaseTwo is not chargingin Phase
Oneif it is chargedor contactedby a chargingunit in PhaseOne.

The basicrneleechanceof inflicting a casualtyvariesby which raceis in meleewith which race.


The percentagechanceof inflicting a casualtyper figurein meleecan be found by finding the two races
in questionalongthe top and left hand columnsof the following table and crossreferencingtheir
reprectiverows to find this basicpercentagechange.

Yellow White Black Red Green Mtd. Red Mtd. Green


Martians Martians Ma,rtians Martians Martians Martians Martians
Yellow l0 l0 9 10765
Martians
White l0 l0 8 l0
M ar t ian s

l0
B lac k l0 1l l0 10 7 6 5
Martians
Red1 0 1 0 1 0 1 0 7 6 s
Martians
G r een 12 12 12 12 10 10 8
Martians
M t d. R e d 13 13 L3 12 l0 l0 9
Martians
M t d. G re e n 15 15 15 14 12 12 l0
Martians
Green Martianschariots are treated as GreenMartian cavalry with each of the chariot crew members
(2) counting as one cavalry figure in melee.

Units determine their basicpercentagechangeof inflicting a casualty on their opponentsper figures


in melee from the table above.They then apply the f6llowing modifiers to this basicpercentagechance:
Uphill (gentle slope) from opponent +l
Above opponenton steepslope +2
Command figure (that figure only) az

Unit is elite +2
Receivinga cavalry chargein reinforced line +2
Above opponent on wall and behind battlements +3
Jed or Jeddak(that figure only) ?J

Namedhero (that figure only) +3


Opponenthasbroken the code ofhonor +10
John Carter or Carthoris (figure only) f10
Downslope from opponent -l
a
Unit fired small arms this phase
a
First round non-Yellow foot vs. Yellow Martians
Down steepslope from opponent
Opponent on land and you are attacking from a canal -5

Unit in fall-back status -5


Opponent is aboveand on wall behind battlements -7
The following modifiers are applied in the first round of meleeonly:
r^
Non-GreenMartian infantry charging az

Red Martian Cavalrycharging +5


GreenMartian foot charging +4
GreenMartian Cavalrycharging +5
GreenMartian chariots charging +7
Attacking a flank +5
Attacking opponent's rear +7

Thesemodifiersare addedand subtractedfrom the basicfactor and the final resultis the percentage
chancefor each figure in a unit to inflict a figure casulaty on the opponents.Note that the command figures
and important personages needto be calculatedseparatelyfrom the rest of the unit. The total for the unit
is found by multiplying the final factor by the number of regularfigures and adding in the totals for any
command figures or hero types. This grand total is the final percentagechancethat the unit will inflict
figurecasualtieson opponents.The proceduesfor determiningcasualtiesat this point is identical to the
procedure for such casualty determination from small arms fire.

Cavalryunits, both Greenand Red Martian,havethe addedbonusof a first strike when charging.
infantry in the first round of melee.This reflects the forty foot lancesusedby the GreenMartians and

ll
the slightly shorterversioncarriedby their Red Martiancounterparts.After the targetof sucha charge
hasremovedits casualties, it calculatesits chancesof inflicting a casualtyon the chargingcavalrywith
the number of figuresit hasleft after taking theseinitial lossesfrom the first strike of the long lance.The
long lanceis the only weaponwhich doesnot violate the Martiancode of honor when usedin a charge.
Sucha chargecan be made only oncein a game,after which point the lanceis broken and the first strike
capability or bonusis lost for the balanceof,a givenbattie. This bonusmust be taken the first time that
a cavalryunit chargesin a givenbattle.

GreenMartianchariotsdo not get the first strike bonus,but cavalryunits that chargea chariot unit
do not receivethis bonuseither. A cavalryunit that makesits first chargeagainstanotherlanceequipped
in any later chargein the battle as
cavalryunit or a chairot unit may not claim the first strike advantage
they would havebroken their lancesin the initial chargeof the battle, eventhough therewasno bonus
for the lancein that particularcharge.

Non-GreenMartianinfantry units in skirmishorder that arechargedby cavalry(wherethe cavalry


its chargeto a targetpast the skirmishing
is not skirmishing)are ridden through and the cavalry-continues
unit. Both the chargingcavalryneedtake no pre-meleeor post-meleemoralecheckfor riding down the
skirmishinginfantry. The skirmishersmust take all normal meleemoralechecks.

COMMANDERSAND NAMED HEROESOR RULERS

Eachten figure unit has one commandfigure which represents the commanderof that unit or the
commanderand his own elite, hand-pickedsub-unit.This figure has additional bonusesin meleeand adds
to the unit's morale.Yet, in meleeit is important to determinewhen and if this figureis removedas a
figurecasualty.

Commandfiguresarepossiblecasualtieswheneverthey arein the front rank of a formation in.melee.


Whencasualtiesareinflicted the percentageof figuresin meleethat arecasualtiesmust be determined.This
percentageis then dividedin half to find the percentagechancethat the commandfigure is to be removed
asa casualty.

Example: A unit of ten Yellow Martiansin line formation hasjust taken two figure casualtiesin
meetinga chargeby mounted GreenMartians.The two figure casualtiesare twenty percentof the figures
in meleefor the Yellow Martianunit. This is then dividedin half to find that thereis a ten percentchance
that the commandfigure of the Yellow Martianunit is a casualty.Percentage dice are rolled and a roll
of ten or lessindicatesthat commandfiguremust be one of the two figuresremovedto reflect the losses
from the GreenMartiancavalrycharge.

Namedheroesand Jedsand Jeddaks(princesor kings/emperors) are alwaysthe last figure removed


asa casualtyfrom a unit with which they areserving.Suchfiguresare alwaysmounted on singlefigure
basesand may be actingasthe commandfigure of the unit or may simply be an attachedeleventhfigure
with the unit. In either case,all other figuresin the unit must be removedbeforethe namedhero or
Jed/Jeddakfigure is removedasa casualty.

BREAKTHROUGHS

Whenevera unit which hasbeenchargedbreaksdue to moralefailurein reactingto the chargeor due I


to post-meleemoralein the turn it wascharged,the chargingunit hasthe option of taking a breakthrough
move.Sucha move allowsthe chargingunit to continueits chargebeyond the initial impact point for the
balanceof its allowablechargemove plus an additionalone third extra chargemove. Shouldthis breakthrough
be taken in a path that continuesthe originalchargepath, the chargingunit still consideredchargingfor all
bonuses.Should the chargingunit wish to changethe direction of its chargeby employinga wheel to
changefacing,it may do so but it will no longerreceivethe bonusesfor chargingthat add to its meleefactor.

Breakthroughmust be written with the chargeordersto employ this option.

l2

-l
MORALE

In generalterms,warson Barsoomare fought in defenseof the army'shome city, to rescuecaptive


fellow citizens,to saveBarsoomfrom evil doers,or for honor on a planetwherehonor is more important
than life itself. With thesereasonsin mind it becomesclearwhy the moralelevelsof Martian troops are
far higher than any of their earthly counterpartswithin living memory. Yet, no matter how high the
morale of an army or unit, therecomesa time when its moraleis questionableand must be checked.

Suchmoralechecksare requiredwheneverany of the following conditionsaremet. Note that


moraletest can be taken after smallarmsfire in eachphaseand after meleeor breakthrouehsat the
end of the turn.
l. Each time a figure casualtyis inflicted by small arms fire.
2. Whenevera unit chargedor countercharged.
3. After eachround of melee.
4. Whenevera unit attackedin flank or rear.
5. Whenevera unit is passedby a friendly unitfalling back within six inches.
6. Whenevera friendly unit route past the unit within twelve inches.
7. Immediatelyupon the death or captureof the command-in-chief or Jed/Jeddak.

All units arecomposedof warlike fightingmen with a tradition of heroismand a code of honor. For
thesereasonsit is assumedthat, upon sightingthe enemy,eachunit wishesto fight and will not fall back
unlessextremelyadversecircumstances crack the will to fight of the warriorsin the unit. Thus eachunit
hasa base100%chanceof standingand remainingin good order.Wheneverone of the eventslisted above
causesa unit to test its morale,the following modifiersare addedor subtractedfrom the baseone hundred
to find the percentagechangethat unit will stand.

Pre-MeleeOnly
Unit is charging/counter-charging + 5
Unit receivinga cavalrychargeis in triangleformation +15
Unit receivinga cavalry chargeis in reinforced line + 5
Chargingunit has lost 10%to small arms fire this turn - 5
Unit is chargedor counter-charged - 10
Unit is in skirmishorder and chargedby non-skirmishers - 15
Attacked in flank - 20
Attacked in rear - 40
Red, Yellow, Black,or White Infantry chargeby cavalry 5
Red, Yellow, Black,or White Infantry chargedby GreenCav. 5
GreenInfantry chargedby cavalry 2
GreenInfantry chargedby GreenCavalry 3

In All Morale Tests


Opponenthasviolatedcodeofhonor +10
Unit is uphill of opponent + 5
Unit is on a wall and behind battlements +10
For eachsecureflank + 2
Unit commanderwith unit + 5
Army commanderis with unit or within six inches + 5
Jed/Jeddakor namedhero with unit +10
Unit is elite + 5
White Martiansin meleewith Black Martians 5
All racesin melee with Yellow Martians for first time in game - 5
Jed or Jeddakin commandof army killed this turn - 20
For eachfriend falling back within 6" 5
For eachfriend routing within 12" - 10

l3
For each figure lost thus far -5
Unit in fall back status -10
Unit in rout status -25

Post-MeleeOnly
Wnning this round of melee +10
Losingthis round of melee -10
Unit commanderkilled this turn -10

All modifiersthat arelisted under the headingof Pre-Meleeonly areusedwhenevera unit is testing
moraledue to beingchargedor counter-charged or is attackedin the flank or rear' The group of modifiers
under the heading"In all Morale Tests" areused in all moraletests.The final group of modifiers for
..Post-Meleeonly" areusedwhen a unit has just completed a round of melee.

In a given turn a unit may have to test its morale severaltimes. When it sufferscasualtiesfrom small
gun fire it takesone morale test for eachfigurecasualtyit hassufferedthat phasefrom small armsfire.
It may alsochargeor be chargedin that turn and would alsothen haveto take a post-meleecheck at
the end of the turn.

Morale is calculatedby adding and subtracting the abovelisted modifiers from the base IOO%chance
of the unit standingin good order.The resultingtotal may be under one hundred.Wheneverthis occurs,
the unit must roll percentagedice where any total lower than or equal to the final total indicates that
the unit standsand continues to operatein good order. A roll higher than this final percentagechance
to standindicatesa morale failure.

Moralefailuresresultin the unit failing,no longercontinuingto operatein good order.The unit


will either fall back to regroupor it will rout, dependinguponthe severityof the morale failure. The
following table lists the severity of morale failures by the degreeby which the unit has failed its morale
test:

FailureBy Resulting Severity of Failure

t-10 Unit falls back one chargemove, facing the enemy, and
must rally for one full turn. During the turn of rallying
it is in fall back status.
l1-30 Unit must fall back one complete chargemove distance
and must rally for two complete turns to reorgan2e.
During thesetwo turns the unit is in fall back status.

31- The unit routs at chargespeedtowardsthe rear,with


its back to the enemy.The unit is incapableof melee
or small arms fire and must be rallied to stop the rout.
The rout continuesat chargespeedtoward the base
line eachturn until the unit is able to passa subsequent
moraletest with the minusmodifier for beingin rout
status.If the unit commanderhasbeenkilled, the unit
cannot rally until somehigherlevelcommanderjoins
the unit stop the rout and allow a morale test' Units
that rally from a rout immedaitely turn to face the
enemybut must then spendtwo stationaryturns
in fall back statusbeforeresumingaction in good
order.

All fall backsare directly away from the enemyand will seekgapsbetweenfriendly units to their
rear within 45 degreesof the fall back path. Shouldno suchgapsexist, the unit falling back will half
immediatelyin front of the unit to its rear and will proceedto rally in that position,effectivelyblocking

t4
the unit it haltedupon from any effectiveaction.
paths
Routing units will rout directly to the rear and will rout through any units that block their
of rout. A1l routs and fall backsare taken immediatelyafter the failure of the morale test.

BREAK-THROUGHSAND MORALE FAILURES


Units that chargewith breakthroughordersand break or rout their opponentshavetwo options.They
may continue to charge(as their breakthrough)their fleeingor falling back opponentsand resumethe melee'
In this case,neitherunit takesa pre-meleemorale test and meleeis resumed.Both units test morale after
this secondround of melee(in the sameturn) and use the samemodifiersthey usedafter the first round
but add the modifiersfor winning or losinga meleethe secondtime and aisoinclude the modifier for
fall-backor rout status.

Should the unit with break-throughordersdecideto chargea new opponentin the break-through
portion of itsmove,it doesnot take apre-melee moraletest,thoughthe new targetunit doestakesuch
a test for the first time in the turn.

PERSONALITY/COMMAND FIGURES WITH FAILING UNITS

Unit commandfiguresaccompanytheir units when theseunits suffer moralefailures.Arnty commanders,


Jeds,Jeddaks,and namedheroesmay leavethe failingunit at any time after the initial fall-backor rout trrove
join any other unit
is measured.Thesefigurescan then move normally asfiguresof ftheir own types lo
they wish.

Shouldhigh levelcommandor namedhero figureswish to stay with routing units to attempt to rally
them or to add to their moralelevelin hopesof rallyingthem, they may do so and still departfrom that
unit on any later turn beforethe moraletest to rally the unit is taken.However,shouldsucha figure
unit
remainwith a routing unit until the last minute, the final turn when a continuedrout would take that
not return for
off the table, the figure in questionmust then leavethe table with the routing unit and may
the balanceof the battle beingfought. If the figurein questionis one that would causean army morale
check on his death,suchchecksare taken at this point asif the figure wasa casualtyin that leavingthe
under
battlefieldis so much a violation of the honor of Martianwarfareas to harm the morale of the troops
his commandin:a fashionidenticalto the deathof the commander'

ARMY MORALE CHECKS

In the caseof smallactionsnot directly affectingthe safetyof the army'shome city, eacharmy will
if
take an army moralecheckupon reaching30% casuilties.Eachunit will immediatelycheckmorale as
series of moralechecks, it is up to the cornmanderhim-
the commander-in<hiefhad beenkilled. After this
good order.The Martian
self whether or not to stay on the field or to retreatwith the forceshe hasleft in
code of honor will not permit the troops that remain in good order to fall back without ordersfrom this
point unlessthey suffer unit morale failures.No further army-wide checks are made'

SIEGES
of walled Martian
Much of Martiancombat involvesthe attackingand sackingof cities.The storming
a difficult thing to simulatein wargameterms' Fortunately' this is not
cities,at first glance,appealsto be
the case.
on Air Combat'
Citiesarestormedwith the aiclof air fleets,which are fully coveredin the section
the city. Air superiority
The walls arebreachedand gatesdestroyedand then the besiegingforce storms
stormingof a city. The walls of the Red Martian cities were
is an obviousnecessttyfor the successful
totally lacking in air ships.
built to stop the hordesof GreenMartiansand the GreenMartiansare

l5
The rubble of breachesin the walls or fallgn gatesis treated as a steepslope for all meleepulposes.
Tropps stationed on intact portions of the walls can continue to direct fire on attackersas thesecannot
chargethe attackersfrom their position atop the walls. This is not aviolation of the Martian code of
honor. Should the attackersenter the pity itself they would be forced to dealwith enemieswithin the
buildingsof the city.

Though we recommendthe use of the more detailedindividual combat systemin our forthcoming
role playing rules for such actions within the city, it is possibleto continue to use this rule system.Treat
all stairwaysasgentle slopesbut chariots cannot ttaversethem. Radium weaponsfire from within buildings
from windows is treated as fire from battlements so that such firing figures are treated as figures behind
battlementson wallswhen they are fired upon in turn.

The cannonmounted on the walls of Martiancities are fully explainedin the Air Combat section.
Thesecan be employedagainstattackersassaultingthe breachesin the wallsof the city. Cannoncrews
aretreatedasfiguresbehind battlementswho are in skirmishorder'

GreenMartiansmay attempt to storm a city but if they areunableto destroyall defendersalong


of the air fleet of a
Without the assistance
a givenportion of defensivewall, their attemptsareuseless.
friendly power the hordesof the GreenMartiansarestoppedcold by the walls of a Red Martian city.

Once the walls of a city have been breachedand the attackersare within the city, the defenders
will usually surrender.They would prefer to fight outside their city and spareit the ravagesof warfare.
Thus, if they have been forced to attempt to fight from the city walls they are heavily outnumbered by
their attackersand unable to hope for victory in an open battle. Once the adventageof the walls hasbeen
negatedby attacking air fleets the defenderswill only continue to fight if the attackersare making
unreasonable or unacceptablesurrenderterms.Suchtermswould generallyinclude the surrenderof a
popularJeddakto the attackers.In caseslike this, the defenderswill continue to fight through the street
of their city or until the Jeddakhimself ordersa surrender'

AIR COMBAT

The most important part of the military forcesof a Red Martiannation is its Afu Fleet. This is
the force that givesit superiority over the physically superior GreenMartian hordes and enablesit to
defendits city when attackedby other Red Martianstates.Navelcrewsare well trained fighting men
and arefully capableof land action.Thus, as the cornerstoneof Martianmilitary strength,the air
fleets must have their influence on the outcome of all but the smallestbattles.

The air ships of the Martian nationsvary in sizefrom tiny one-manunarmed scout flyers to huge
aerial battleshipswith crews of ten thousandmen. Thq basicfront-line fighting ship for air naval actions
is the battleshipwith a crew of one thousand.A few of the super-battleships might be presentwith such
a fleet, but they are few and far between. Only major powers would have such ships and they might only
serveasflagships.

The srnallestship of importanceto purely air battlesis the 100-manCruiser.Wth regardto


gound cor.nbat,the smallestship capableof effectingeventsin the l: l0 scaleis the smallten-man
Martiancruiser.Smallerchipssuchas one man flyers,two-manscouts,etc. are of importanceonly
to the role playing rulesand readersareencouragedto refer to them for smalleractions.

AIR TO AIR COMBAT

Martian airshipsarecapableof speedsin excessof 1000milesper hour. They are alsoable to hover
overa givenpoint and to maneuverfar more readily than earthly aircraft.This is becausethey float in
the air by the power of the eighth Barsoomianray and they neednot maintainingspeedto stay airborne.

The one hundredman cruisershavea singlebattery of rapid fire radiumcannonmounted at the

l6
World War One battle-
bow. The one thousandman battleshipscan best be comparedto flying versionsof
shipswith gun batteriesat both bow and stern'

The gunson Martian airshipscannot be depressed enoughto fire on targetsdirectly beneaththe ship'
At the sametime the keels of such ships are heavily armored'
or decelerate
Speedsof airshipsaremeasuredin inchesper turn of movement.Shipscan accelerate
can changespeedat
at a ruteof three inchesper turn for all shipsexcept for Heliumite airshipswhich
accuraterepresentative
twice that rate.The rnu*i*u* speedof all airshipsis far too greatto aliow for an
on a wargametable,much like modernjet fighter-bombers'They would
get to make a singlepassovel
if they weremoving
the field at top speedand then get to return over the field after the battle was over
tabletop for the airshipsof Barsoom'
at top speed.Thus, there is no top speedfor miniaturesbattleson ihe
and decelerate at the appropriate
tt.y .nt., the table at a statedand written speedand may accelerate
rates.
MPH while
For campaigngamesit should be noted that airshipscan travel at speedsin excessof 500
Helium have shipswith the Heliumite engine
Helium's shipscan all travel at 750 MPH. The alliesof
in
gearingand can attain similar speeds.Helium alsohas someultra'modern shipswhich reachspeeds
excessof 1000 MPH, but theseshould be few at the start of any campaign.
The
Along with speed,the aititude of any ship must be consideredin terms of Aerial combat'
yards and all changes of altitude must be in one hundredyard increments'
altitude of all shipsis measuredin
altitude by climbing or "diving" at one hundred yards per
Ships of all powers except Helium can change
powels closely
tum. Heliumite shipscan climb of "dive" at two hundred yards per tuln' ln a campaign,
(such asPtarth) might be allowed the same capabilities as Heliumite Ordersmust
vessels.
allied to Helium
or climb occurs as airships take half movement in each phase.
specify in which phasethe "dive"
and
weaponry on Martian airstripsis of three kinds. The rapid fire gunsof the 100 man cruisers
ofthe
secondardybatteriesofthe largebattleshipsare the first type. Secondis the largeradium cannon
type is the metal dissolvingray weapons of the airshipsof Jahar (seenational
battleships.The third
characteristicsunder Jahar) which are recommendedonly in campaignsituations.
playability
Each weapon type has a fire factor and a maximum rangewhich has beenmodified for
on the aerial battle'
on a wargametaUte.ttre longest rangeweaponis the large radium cannonsmounted
shipsand on the walls of many Martian cities.
there
The rapid fire gunsand rays ofJahar havefar shorterranges.It shouldalsobe noted that
on the wal1s of cities to make the radium projectiles
are searchlightsmounted on thelarger airshipsand
gunsto illuminate
explode at night. The searchlightscan be sightedwith the radium cannon or rapid fire
explode when contact is made and the light-blockingcoatingis
thetarget areaand causethe 'ishells"to
broken.
cut to lengthsof
For air combat a variety of basesare requiredto representaltitude.Dowel rodscan be
base (and one at the bottom of
two, four and six inches.Atop eachdowel ro.dcan be mounteda simpleflat
various altitude levels for air combat'
the dowel rod is too narrow to standupright). Thesebasesrepresentthe
Pieces ofcolored paper areplaced
Eachlevel ofbase height representsa four hundredyard altitude range.
placed on top of the colored paper- The lowest
on the baseto indicate.*u.t ultitudrs and airshipmodelsare
visuallyindicated by placing the airship model on
levelis one hundredyards abovegroundlevel.This is
a piece of red paper.Two hundred yard altitude is
the two inch dowelbaseand placingon the base
pieceof paperand
indicatedby usinga yellow pieceof paper.Threehundredyard altitudeuse a biue
piece oipaper..The next foul hundred yard altitude range is coveredin the
four hundredyards of white
pup.. on the four inch dowel rod Altitudes
bases. of over eiglrthundredyards
samemethod rvith colored
one hundredyard
arecoveredwith the six inch tall dowel basesusingthe samecolor codesystemfor the
intervals.
yellow piece
Example: An atrshipflying at six hundredyardsin altitude would be mounted atop a

t7
of paper on a baseon a dowel rod four incheshigh. This systemmakesaltitudes easyto seevisually and
greatlysimplifiesthe recordkeepingoncethe color systemhasbeenmemorized.

Ship batteries fire after either phaseof the movementportions of the turn. They cannot changefacing
but must gradually turn while in motion. Turning is accomplishedby moving one half of the movement for
the turn, changingdirection by up to 45 degrees,and then finishing the balanceof the move by moving in
the new direction. Shipsmoving at gteatspeedswill have difficulty in maneuveringto remain over the
playingsurface.

WeaponsRapgesAre As Follows:
Rays of Jahar 18"
Rapid Fire Radium Cannon 15"
Large Radium Cannon 30"

The following are the basic fire factors for the radium.weapons:
Rapid Fire Radium Cannon 5
LargeRadium Cannon 15
The ray weaponsof Jahar automatically destroy any ship that comeswithin rangethat is hit.

Weaponsthen must be directed againsttarget ships.The percentagechangeof hitting a target ship


is determinedby adding the following modifiers to a base5O%chanceof scoring a hit.
Target Shipsis within lrLrange +20
Target Ship has not turned this turn +10
Each successtleturn firing on the sametarget ship +10
Heliumite crew or flagshipcrew firing +20
Crew is from Jahar or is White Martian - 10
Target ship has turned this turn - l0

Thesemodifiers will adjust the basechanceof scoring ahit so that the final adjustment for speed
relationshipsof the firing and target shipscan be made. Add the speedsof the two shipsin inches together
and multiply by two. The result is subtractedfrom the modified chanceof scoring a hit to give the final
percentagechanceof scoringa hit with the weapon.A hit scoredwill inflict damagepoints to the target
ship equal to the fire factor for the weaponbattery firing. Each type of ship can absorba set number of
damagepoints aslisted below.

Ship Type Armament Armament Location DamagePoints


10 Man Cruiser Rapid Fire bo* 15
100 Man Cruiser Rapid Fire Bow & Stern 30
1000 Man Cruiser Large Radium Cannon Bow & Stem
Rapid Fire Port & Starboard 75
10000 Man Battleship Iarge Radium Cannon Bow & Stem
large Radium Cannon Port & Starboard 150

When an airship takes damageequal to its total allowable damagepoints, the ship is destroyed and
literally disintegratesin midair. All hits by the ray weaponsof Jaharimmediately causethis result'

In addition to the possibledestruction of an airship, there is the strongpossibility that a ship will I
be severelydamagedby any hit. This is a possibility that is dealt with in the following tables.A11fire from
above:by shipsthat are at leasttwo hundredyards abovethe target,is treatedas deck damage.Fire
from within one hundred yards of the target shipsaltitude is consideredhull damage.Damageinflicted
from below, either from the ground or from shipsat least two hundred yards below the target ship, is keel
damage.Roll percentagedice againstthe appropriate damagetable to determine the chanceof special
damage.

l8
DECKDAMAGETABLE:
Die Roll' SpecialDamage
l- 50 No specialdamage.
51- 60 Port secondaryarmamentsdestroyed(if any).
6t- 7s Bow armamentsdestroyed.
76- 85 Starboardarmamentsdestroyed(if any).
86-100 Sternarmamentsdestroyed.

HULL DAMAGETABLE:
Die Roll SpecialDamage
1- 70 No specialdamage.
71- 90 Damageto Bouyancytanks.*
9l -100 Damageto steeringmechanism-nofurther turning
allowed.

KEEL DAMAGETABLE:
Die Roll SpecialDamage
1- s0 No specialdamage.
51- 80 Damageto Bouyancytanks.*
81- 95 Damageto Steeringmechanism-no further turning
allowed.
96-100 Criticalhit on magazine-entireship explodes.
Thesedie rolls are modi{ied by a minus ten if the firing weapon that scored the hit is a Rapid Fire
battery.
* Damageto bouyancy tanks indicatesthat the eighth Martian ray will begin to escapeand that the
ship will lose altitude at a rate of one hundred yards per turn. The ship will drop till it reachesthe ground
and it must attempt to slow down to land safely.

Crew membersare lost in ratio with the damagepoints on the ship ascomparedwith the maximum
damageit can take. Shipsthat land can releasetheir crewsfor groundcombat or defenseof the ship but
suchcrew membersare treatedasunits in fall back statuson the turn they land and are disembarked.

Shipscannot fire on enemy airshipsthat arebeyondtheir arc of fire. The arc of fire for eachbattery
on a bow or sternof a ship is 90 degrees.to the left and right, up to straightup at shipsabove,and limited
againstshipsbelow. Secondary batterieshave an arc of60 degreesto right and left. Shipsbelow the firing
if
ship can only be hit they are two inches away from the firing ship for eachonehundredyards they are
below the firing A11
vessel. fire from ground based cannonmounted on wallsof citiesis treatedas fire on
the Keel.

SHIPTO GROUND COMBAT

Air to groundcombat is consideredon severalscales.The shipsbeingproducedby HeritageModels


can be usedto fill the variousscalesituationsin that they arenot to 25mm scale.The scaleof the ground
actionbecomesimportant in gaugingthe sizeshipsto use to representthe variousairshiptypes on Barsoom.
Bearin mind the number of crew membersthat a ship carriesand comparethis to the figure ratio on the
ground.On the I : 10 groundfigure scale,a one thousandman ship would appearlargeenoughto carry one
hundredfiguresin its many decksor it would be roughly five incheslong. This samesizeship would
representone of the super-battleships with a 10,000man crew when the groundactionis on the 1:100
scale.

Eachship modei usedin conjuction with a groundaction represents one tenth the number of ships
in men.
that a figure represents Thus, when the ground scaleis I : 100, eachship model representsten ships.
ln actionslargeenoughto employ the 1: 1000 scaleon the ground, few shipssmallerthan battleships

l9
would be presentin the strike force air fleet of either side.Suchbattlesshouldnot usedshipssmaller
than battleshipsto fire on groundunits.

Airship movementis dividedbetweenthe fire and secondphasesof movementand is simultaneous


in
with groundmovementin thosetwo phases.Turning takesplacebetweenthe two.phasesand changes
altitudemust specifyin which phase the altitude change takesplace.A11 rules for air-to-aircombat are in
effect for movementand fire, which can take placeafter movement in either phase of the turn. Fire on
groundunits is treatedasfire at targetsbelow the firingvesseland the samerulesapply here as for
air-to-aircombat.

Fire from shipsto walls is treated the sameway as fire from ship to ship except that the wall is
alwaysa stationary target, which makestargetingeasierfor the firing airship. When firing on a portion of
wall mounting a Radium Cannon, all of which are treated aslarge Radium Cannons,ro11on all hits as
for a deckhit and any specialdamageresult that destroysarmamentsdestroysthe wall mounted guns.
point of
Wallsare dividedinto two-inch targetsectionsfor suchfire and eachsuchsectioncan sustain100
damagebeforebeingbreachedby airshipfire.

City gatesare strongly reinforced skeel(an incredibly hard Martian wood) and can sustain damage
points equi to the solid stonewalls.The gatesshouldbe at leasttwo incheswide and up to four inches
wide in the 1:10 scale.
there is
Radium rifles can attempt to fire on airships,butunlessthe firingunitis GreenMartials,
little chanceof doing significant damage.Airships flying at altitudes of five hundred yards or lower are
potential targetsfor fire from radium riflei. Such fire would have far greater impact upon small scout
flyers than upon the warcraft discussedin theserules. Once again,we urge those interestedin this subject
to seethe individual figure and role playing rule booklet from HeritageModels'

The keelsof battleship classairshipsare heavy enoughto be almost immune to fire from radium rifle
fire. Airshipsmay havetheir bouyancytanks or steeringmechanismdamaged'In addition, the deck crews
of all airshipsarepossiblecasualtiesfrom the fire of Radium Rifles'

Fire from Radium Rifles on airshipsis handled in the following fashion:


l. The airshipis treatedas a targetat extremerangeand its lateral distancefrom the firing unit cannot
exceedthe effectiverangeof radium rifle (24")'
2. Airshipsare then fired upon as any other targetusingthe smallarmsfire table'
3. The percentagechanceof inflicting a casualtyis treatedasthe percentagechanceof inflicting a figure
.uruulty upon the crew. Thus,in the I : 100 scale.an 88%chanceof inflicting a casualtyon the ship
would destroyone crew figure (100 men) on a loll of lessthan or equalto 88.
4. Shouldthe roll for casualtiesbe lessthan twenty percentof the percentagechanceof inflicting a
casualty,damageis causedto the bouyancytanks of the targetairshipmodel. This figure is divided
in half for shipslargerthan cruisers.For example:the unit mentionedabovewith the 88% chance
of inflicting a figurecasualtyon the airship'screw would havean 18%chanceof damagingthe
buoyancy tanks of a cruiser anda 9% chanceof damagingthe bouyancytanks of a battleship.There
is no chanceat all of damagingthe bouyancytanks of a super-battleship'
In all casesof such Radium Rifle fire by Green-Martianunits there is a simple l% chanceof destroying
5.
the steenngmechanism of the airshipwheneveraunit of more than five figuresfiresupon the ship. i
Radium Cannoncan alsofire upon units on the ground.The cannonmounted on the walls
of cities +
for fire on ground units close
can alsobe usedin this fashion,though they arenot designedto be depressed
ground units within twelve inchesof the cannon
to the city,s walls.Cannonmounted on wallscannot fire on
and below the cannon.

Whenemployingthe air-to-groundfire rules(usingboth air rulesand ground rules) the rangesof


treat groundunits
RediurnCannonsare treatedasunlimited, asis the casewith Radium Rifles.Air units

20
astargetsbelow them for arc of fire limitations.Units on the groundmust be targetedand reductions
on targetingpercentages due to speedarestill employed.The shipsspeedis addedto 0 for the ground
unit for suchspeed modifications to the targetingpercentages. In addition,if the groundunit hasnot
movedat leastthree inchesthat turn, the targetingpercentage is increasedby +10' Movementof at
least3" by the groundunit reducestargetingpercentages by -10. Rememberthat units which have
moved in the first phaseare treated ashaving moved throughout the turn. Units which will move in the
secondphaseare treated as stationary in the first phase,as with small arms fire.

All hits recordedon groundunits will causeone fire factor'sworth of damageon the ground unit
from fire by the aerial battery. Casualtiesare determinedby dividing the number of fire factor points
by ten. Thus a unit hit by a battery of heavy Radium Cannonwould suffer 15 points of damageor
1.5 casualties. (This is identicalto a 150%chanceof inflicting a casualty).Eachwhole number is a
fu11casualty and each decimalnumber (fraction) is multiplied by ten for the percentagechanceof
inflicting a casualty.The fifteen fire factorsjust mentioned would inflict one automatic casualty and
there would be a fifty percent chanceof inflicting a secondfigure casualty.

Airships can also land troops for action on the ground. This can be accomplishedin two ways
and both methods deliver only infantry to the battlefield. Transport of cavalry is discussedin the
section on campaigns.

The first method is by simply landingthe ship.It shouldbe noted that most Martiancities (except
where noted in the appendix on national characteristics)maintain defenseswith towers to irnpede the
landing of enemy airships.The ship can land on any flat arealarge enoughto contain the airship model'

Note that in siegesthe airshipscannot land within the city being attacked so they will first land their
troops and then will engagethe city and its air fleet after becomingairborne once again.

During the turn that an airship is landing (this is a final altitude changeto ground level at a speed
of no more than 3 " per turn) the crew figuresbecometargetsto ground fire with smallarms(treat as
figures on a wall behind battlements). On the turn following the landing the troops on the airship can
disembarkand move normally but must fire or Meleeas troops in fall back status as they should spend
one turn on the ground organizingtheir formations. Such troops can disembarkat a ftte of one half
the crew sizeper turn.

EXAMPLE: On the 1:100 scalea one thousandman battleshiprepresents ten suchships.It


In
is treatedasone ship with 1000 crewmenor ten figures. the l:100 this
scale, ship could land 500
men or 5 figuresper turn.

Figureslandedfrom shipswould disembarkin the first phaseand remainstationaryin that phase.


They may stand and organizeor move (or charge)in the secondphaseof the disembarkationturn. Troops
disembarkingare treated as troops on the ground when calculatingfire upon them by small arms or
Radium Cannon.In addition to the crewsofsuch airships,the aerialdreadnaughts can carry up to four'
timestheir crew sizeof land troops as Mounts
transports, for cavalry (seeThoats in the appendixon
National Characteristics)must be carried on transport
special vesselswhich are discussed in the Campaign
Rules.

Airships on the ground take fire from a wall basedand aerial Radium Cannonbatteries as
stationarytargets.Aerial fire on them is treatedasfire from above(usedeck chart for specialdamage)
while watrlmountedbatteriesuse the hull chart for specialdamage.

It takesa full turn for the airshipto regainan altitude of one hundredyardsand it must gain
speedat the usualaccelerationrates.

The secondmethod of landingtroopsis to cometo an altitude of lessthan fifty feet and slow
down to a speedofno greaterthan threeinchesper turn. Troopsto be landedcan climb down ropes

2l
to reachthe ground and form up after reachinggroundlevel.In suchcases,the airshipneedneverbecome
a completelystationarytargetfor radium weaponfire but all other fire rulesare as for landedairships.

Troopslandedin this fashionland in skirmishorder and reachthe groundin the first phaseafter
the turn the ship has reachedlandingaltitude.The troops must spendthe following phaseforming up
and are treatedastroops in fall back statusfor that entire turn. No movement-rr chargesis permitted
to units on the turn they havelandedrn this fashion.

Rate of debarkationis 25% of crewsizeper turn or half that of a landedship.

CAMPAIGN
By usingthe map in the centerof this rule book it is easyto beginto organizea campaign.National
strengthsand organizationsareincludedin the appendixon nationalcharacteristics which follows this
section.Completecampaignrulesarenot within the scopeof this set of rulesbut somerought guidelines
arein order.

Red Martianarmies,and thoseof the Yellow, Black, and White Martiansall move at a rate of
twenty-fivemiles per day on the ground.GreenMartianraidingparties,hordes,and armiesmove at a
rate of forty miles a day as all troops aremounted.Averagespeedsfor air transportsarein the areaof
five hundredmiles per hour or 12,000milesper day. It is for this reasonthat Martian armiesare trans-
ported by air wheneverpossible.

To transportinfantry troops on war vessels


that nation in questioncan carry up to four thousand
infantry on a one thousandm1n battleship.Twice this numbercan be carriedon a super-battleship with
a 10,000man crew. Shipssmallerthan battleshipsdo not carry land troops in a transportcapacity on a
scaierelevantto theserules.Thoats or mounts for cavalrymust be carriedon specialtransportvessels.
Thesevessels.Eachsuchtransportvesselcould carry in the areaof one thousandThoats.It takesa full
day to embarkor disembarkthe Thoatsof a cavalryunit from a transportso that this operationcannot
be carriedout on a battlefield.

At leasthalf of the manpowerof any Red Martiannation livesalongthe canalwaterwaysin the


regioncontrolledby the capitalcity. Thus, the manpowerand economicresourcesof a nation can be
severelydamagedwithout actually takingthe cities of the nation or empire.Suchsmallcommunitiesof
agriculturalpeoplesalongthe canalshavefortified settlementsfor eachgroup of familieswhich are
surroundedby low walls.

Martiannationalpopulationsand strengthsare statedat their theoreticalmaximum asthe culture


of Marsdependsupon warfareto keep the populationsof eachnation at theselevelsin that the limited
water resourcesof the planetcan supportno largerpopulationsthan theseexistingnumbers.Campaign
garnesthat wish to encourageplayersto be peacefulin hopesof buildingup manpowerreservesshould
carefully readthe national descriptionofJahar to learn the fate ofnations that attempt this tactic.

RACIAL TYPESAND CREATURESOF BARSOOM


This sectionis not intendedto be an all inclusivedescriptionof all creatureson Barsoomasit
will only dealwith thoseracesand creaturesof importanceto military campaigns.A more detailed
list of creaturesis containedin the role playingrules.

Thoats: The riding llounts of all Barsoomiancavalry.All are descended from the wild Thoatsusedby
the GreenMartians.The domesticatedThoatsof the Red Martiansare smallerand easierto handlethan
their wild brothersof the Dead Seabottoms.The wiid Thoat is ten feet tall at the shoulderand has
eightlegs.It is hairlessand slategray in color. The coloringbecomeswhitish at the belly and yellow at
the feet. The Thoat has a paddlelike tail that is held straightout when charging.The domesticated
Thoatsof the Red Martiansaresignificantlysmaller.Both breedsare directedtelepathicallyso that no
bridle is neededand it is possibleto useboth hands(or two of four for the GreenMartians)to use a
RadiumRifle while in the saddleand movins.

22
The propensityof most wargamersto paint white horsesfor their commandersneednot totally be
dispensedwith as the Jeddakof Ptarth (ThuvanDihn) is describedasriding a rare white Thoat. Such
beastswould be scarceand would probably be reservedfor the useofJeds and Jeddaks.

GreenMartians: The raceon Marsthat roamsthe Dead Seabottoms and is organizedin largehordesor
tribal bodies.Eachsuchhorde takesthe name of a deadcity which housesthe "court" of the lribal
Jeddak.Sub-tribesbasethemselves in other citieswithin the territory of the horde.

GreenMartiansstandfrom twelveto fifteen feet tall and havean extra set of limbs that can be
usedaseither arms(usual)or legs(though explained,this neveroccurswithin the Martianseries).They
havehugewhite tusksand red irisesto their eyes.The skin coloringof GreenMartiansis a deepolive
greenfor mature malesand somewhatlighter for their young and women.The young compriseonly
a smallproportion of their total populationwhich is in the areaof five million on the planet.They are
dividedinto innumerablesmalltribes,many of which arenoted on the map. The Tharks,Warhoonand
Tarquasare describedin the national descriptions.

Among the GreenMartiansthe women can fight if the home city is attacked.lf not, the male
adultsform the fighting troops and all servein a mountedcapacity,unlessthey havebeentransported
by their alliesairshipsor dismountedfor sometacticaipurpose.They are adeptin ti.reuseof their forty
foot lancesand with radium rifles.In addition,GreenMartiansusuallycarry long-swords,short swords,
hatchets,daggers, and radium pistols.

Red Martians:This is the dominant raceon Barsoom.They aregenerallysimilarto Arnericanlndiansin


physicalcharacteristics carry the 'inetal" or
with copper or tan complexionsand black hair. Harnesses
omamentsof their home cities,which is the only uniform of the Red Martianwarrior.Though nruch of
the recentart generatedfrom the Barsoomianmystiquehasshownhehnetson the Red fighting nren,
this is quite unusualand only officersor commandfiguresmight havemetal helmetswhich would be quite
omate.

The Red Martiansare dividedinto a numberof nationswith larsewalledcities.Thesenationsare


describedin the areaon nationalcharacteristics.

White Martians: The White Martiansor Thernsinhabit the areaof the Valley Dor near the South Pole
of Barsoom.They havecomplexionssimilarto earthly Caucasians without exposureto the sun.All
Thernsarebald and they affect the wearingof long blond wigs.As a singlenation, the Thernsare
describedin greaterdetail in the sectionon nationalcharacteristics.

Black Martians: The Black Martiansor First Born inhabit the areaaroundthe undergroundseaof Korus,
calledthe Omean.This is at the South Poleof Marsand until recenl timesit wasthou'rht that the "Black
Piratesof Barsoom" actuailylived on Thuria, one of the moons of Mars.

The First Born arean almostuniversallyhandsomeracewith ebony coloredskin and black hair.
They usea curvedswordin placeof the commonlong-sword of Barsoom.Furtherdetailson their
military abilitiescan be found in the sectionon nationalcharacteristics.

Yellow Martians:The Yellow Martiansinhabit the nation of Okar at the North Poleof Barsoom.They
had beenlong thought extinct until recenttimesand renewedcontactwith the world.

Yellow Martianshavelemon yellow skin and are the only peopleon Marswith beards.They universal-
ly haveblack hair and beards.In addition,the Yeilow Martiansdiffer from the other Martiansin their
weaponary.They fight with a set of two swordsand a smalicup-shaped shieldon their left anns.No other
shieldsareusedin combat on Barsoom.One of their two swordsis hook-likeand is usedto grab the
opponentsswordsor sword arm. SomeOkariansalsouseshortjavelins.Seethe nationalcharacteristics
under "Okar" for further details.

23
NATIONAL CHARACTERISTICS
In the following sectiondealingwith nationaldescriptionscertaininformation is taken directly from
the Martianseries.Somedescriptionshaveto be extrapolatedand numbersestimated.All suchestimates
are so described.Little information on the "metal" of the various nations is availableand all such informa-
tion here presentedis directly from Burroughsor from his originalartist, J. Allen St. John and approved
by Burroughs.ThoughBurroughsconstantlyrefersto the colorsof the bannersof the variousnations f
of Barsoom,he neverindicateswhat thesecolorsare.
,t
GREEN MARTIA,N HORDES

The standardGreenMartianmilitary organizationis basedupon the community. Eachcommunity


is ruled by a Jed who is junior in authority only to the tribal Jeddak.From one thousandto fifteen hundred
GreenMartiansmake up a community. The percentagebreakdownfor troop typesin eachcommunity
is as follows:
Maturemounted warriors s0%
Mountedyouths (meleeasregulars) 2s%
GreenMartian femalesin chariots 2s%
Eachcommunity would field sevenunits of mounted GreenMartianmaleswhereeachunit contains
8-12 figureson the 1: l0 scale.Therewould alsobe five units of five chariotson the samescale.Each
chariot is three wheeledand pulled by a Thoat. Chariotcrewsaremadeup of one femaleand one youth.
Womenand youths can fight virtually aswell as the men but they will only be involvedin the defenseof
their home cities. Raidingpartiescan includeno more than five units of 8-12 mounted GreenMartians.
Largerforcesaremadeup by combiningthe forcesfrom severalcommunitisin the sameor allied tribal
nations.

Thark: The Tharksnumbersomethirty thousandGreenMartiansand are the largestsingleunit of Green


Martians.They are centeredin the deadcity of Thark which is the permanentbasefor somefive thousand
of them. Sub-tribalunits of one thousandeachoccupy other citieswithin the territory of the GreenMartians
of Thark. Their leader(Jeddak)is TarsTarkas,certainly a namedhero in the Martianseries.We know
the "metal" of the Tharksis white they havea mirror like omamenton their backsat the center of their
harness.

Warhoon: The Warhoonare the deadlyenemiesof the Tharks.They are dividedinto two separatehordes,
the Northern and SourthernWarhoon.Eachof thesegroupsnumbersometwenty thousand.The Warhoon
Jeddakof North is Dak Kova'
are known for their savageryand for the wearingof skullson their humesses.
South is Kab Kadja.

Torquas: The horde of Torquasis basedin the deadcity of that nameand probably numbersfrom ten to
twenty thousandin population'The Jeddakis Hortan Gur.
There areinnunterablesrnallertribes of GreenMartiansand someof thesecan be allied to the major
tribes.In his alliancewith John Carterof Helium,TarsTarkaswasableto fie1dover 250,000Greenwarriors
fronr one hundredhordesand one thousanddifferent communities.This alsoindicatesthat roughly 25%
of the manpowerof a givencornmunitywill go off with a war party or invasionforce.

THE FIRST BORN: The black Martiansare describedasskillful fighterswith a largeair fleet, which includes
vesselsof Heliulretic designand manufacture.Nothing is known of their "metal" or harnessornamentation.
They areall easilyrecognizable asall Black Martianscomposea singlenation.
The First Bolr of Barsoontcan field roughly one million fightingmen in their fleet of about one
thousandbattleships(1000 man crew) while they alsopossess number of smallershipsfor raiding activities
againstthe White Martians.They areled by princescalled Dators. Ten percentof their battleshipsshould
be allowedthe sane bonusesas Heliumeticships Their Jeddak is Xodar. (Also see"minor powers" under
"Kamtol".)

24
THERNS: The White Martians are composedof regularfighting men or LesserTherns and the ruling I
classof Holy Them which providesthe officer corps.It is known that the Holy Thernswear scarletto
gem
indicate their high ofiice and higher ranking Holy Therns wear a gold circlet on their headswith a
set abovethe foreheadof the wearer. No other information on their "metal" is The
available. Thems
can field one million fighting 6sser Thernsasinfantrl' to defendtheir long walls on the outer slopes
i of the Mountainsof Otz. This infantry is alwaystreatedasprotectedby coverin that their Radium Rifles
arefitted with shields.The Thernsalsohavean airfleetof sometwo thousandbattleships(1000 man
t crew) but they are not aswell trainedasmost of their opponents.Thems often violate the code of
honor.
The ruler of the Thernsis the Holy Hekkador,Fatherof Therns,Matai Shang.

OKAR: The Yellow Martiansmakeuse of the unusualarmamentsdescribedin the last section.This


unfamiliarweaponssystemhasthe affect of disorientingenemiesuntil they can becomeaccustomed
to Okariancombat techniques.However,the Okarianshaveno airshipsor Radium weapons.Air attack
on the nation of Okar is totally futile in that in the centerof the capitalcity, Kadabra,is a large
magnetic spire which will attract airshipsand pull them to their destruction in crashesagainstthe
monolithic tower. Thus, the Great Power(magnetism)defendsOkar from air attack'

Okarianwarriorswear garmentsof orlu hide to protect them from the cold of their nation at
the pole. Orluk hide is black and yellow striped.

Marentina: In somecampaignscenarioswhich take placebeforethe overthrowof the evil Salensus Oll,


Jeddakof Okar, it is necessaryto includethe rebelliousprovinceand city of Marentinaand its ruler
(later Jeddakof Okar), Talu. The Yellow Martiansof Marentinadiffer from the common Okariansin
that they wear garmentsof apt hide which is a pure white fur'

Okar can field an estimatedone million fightingmen, rougtrlytwenty percentof whom are with
the faction of Marentina.

RED MARTIAN NATIONS


The Red Martiansdependupon their air fleetsasthe main striking force of war. Ground troops are
predominantlyinfantry and thoat mountedcavalrywill seldommakeup more than 10-25%of a Red
Martianfield army. The few nationsthat areexceptionsto this generalrule areindicatedwhere the
nationalarmy is described.

Helium: The major empireon Barsoomwherethe capitol is actuallymadeup of the twin cities of
Greaterand LesserHelium,which arewalledcitiessomeseventy-five rnilesapart.Other major cities
the
in the empireinclude Hastorwhich is an airshipbuildingcenter.GreaterHelium is identifiedby
scarlettower that risesat its centerwhile lesserHelium hasa yellow tower. The two cities arelinked
by undergroundpublic transport.The Jeddakof the Empireis TardosMors who rulesfrorn Greater
tielium. Hi, ,on, Mors Kajak,is Jed or princeof LesserHelium.The Heliumeticair fleet is by far the
largestand most powerful on the planet.Helium'screwsare consideredto be elite in firing all Radiurn
Weaponsfrom airshipsand the shipsthemselves are fasterand more maneuverable than thoseof other
suchfleetson Barsoom.The fleet includesat least 8,000 large cruisers and battleships' solneof which are
ofthe super-battleshiptype. This hugefleet doesnot act as a single body but is broken into battle
fleetsthat rangefrom five hundredto two thousand ships per fleet'

In addition to the manpowerneededto crew theseships(eight million fightingmen) we know that


Helium can recruit one million from the canalareas(not evenrecruitingin the cities)so that thesemen's
absencewill not evenbe noted. Thesemeansthat Helium can probably field at leastfive timesethat
numberof men in addition to the air crews.This leadsto an estimatedmilitary manpowerof between
ten and fifteen million men. As thesemen rely on the air fleet for rapid transportationthe vastmajority
of them serveasinfantry. It is estimatedthat no more than 25% of Helium'sground forcesarecavalry

25
and few mounted troops servein campaignsaway from the empiredue to transportdifficulties.Helium
capableof transportingup to four thousandThoats
doeshavea transportfleet of at least250 vessels
apiece.The "metal" of Helium is gold..

Kaol: A small but powerful empirewithin one of the few forestsof Barsoom.The capitol city is Kaol
and the Jeddakis Kulan Tith. The city is walled and somewhatprotectedfrom air attack by the forest
that surroundsit. Kaol hasno air fleci bur is closelyalliedto Ptarth,which can provideair protection
when necessary. By the end ol the Martianseries,Kaol hasapparentlygainedan air fleet but this should
not be assumedat thc beginningof any wargamecampaign.

Nothing is known of the Metal of Kaol but we do know that it can field over one million fighting
men. Up to 33% of groundtroopsmay be mounted.

Ptarth: Probablythe secondmost powerful nation on Barsoom,the military organizationof Ptarth


dependsupon its large(2nd largeston the planet) air fleet and largegroundforces,which include a high
proportion of mounted troops.Ptarth is the only Red Martiannation that appearsto arm its mounted
troops with Radium Rifles.Ptarth is an empireof severalcities.
Ptarth has at leastthree thousandaerialbattleshipsand an army of severalmillion ground troops. These
groundtroops can be up to 50%mounted.The cavalryis well trainedand important enoughto the nation
that the Jeddak,ThuvanDhn, commandscavalryunits and ridesa rarewhite Thoat.
The three greatpoweruof the EasternHemisphereare Helium,Ptarth, and Kaol.

Zodanga: An enemy to Helium but not nearly aspowerful, hasa fleet that numbersroughly two thou-
sandvessels. The ground forcesaresimilarto the Heliumitesin makeupand numberin the areaof two
million, in addition to the two million men who crew the air fleet.
The metal of Zodangais silver.The Jeddakis Than Kovis.

Jahar: Until recentlylittle wasknown of this empire(which wasthe intention of its Jeddak,Tul Axtar).
Tul Axtar has attemptedto build a military forcescapableof conqueringBarsoomand hasencourages
populationgrowth in excessof his nation'sability to supportsuchnumbers.Entire provinces,notable
U-Gor,haveresortedto cannibalism.Thoughhe hasraiseda ground army, all foot, of severalmillion,
thesetroops are quite busy in keepingtheir capitol safefrom the ravagesof the starvingmassesof the
countryside.
The airfleet ofJahar is dependentupon the power ofthe disintegratingrays solelyavailableon the
battleshipsand cruisersof Jahar.Any hit scoredby theseray weaponsinstantly disintegrates all metal
on oppositionairships,but theserayshavea far shorterrange than do the radium cannon of the other
Barsoornianair fleets.In addition, the air crewsof Jahararenot as well drilled as the crewsof other
major powers.Eachairshipof Jaharis painteda ghastlyshadeof blue which is a coatingto repel the
effectsof the disintegratingrays.The total numberof shipsin the airfleetof Jaharis approximately
two thousands.

Dusar: A fairly powerful ernpirewith a capitol city of the samename.It fields a respectable
air fleet
of an estiuratedone thousandshipsand an army of an estimatedone million fightingmen in addition to
the air crews.The Jeddakof Dusaris Nutus.

Gathol: A smallbut incredibly wealthycity stateruled by an independentJed,Gahan.The city has


ruraintained its independencedue to the terrain aroundit and the braveryof its fightingmen. Cliffs
surroundthe city rnakingair attack of conventionallandingsall but impossible.The surroundingarea
is a salt rnarshpopulatedby herdsmenwho serveasmountedtroops for Gathol and make land invasion's
extremelydifficult.
The air fleet of Gathol includesseveralhundredwarcraft and the crewsarewell trained.The ground
forcesnumber an estilnated250,000of whom up to fifty percentcan be mountedcavalry.
The rnetalof Gathol is platinum. Thougha wealthy city wherethe warriorstend to haveornate
in time of war tirey areknown for the plain and durablenature of theirharnesses.
harnesses,

26
Manator: A long unknown empirewith a capitol of the samename.It alsoincludesthe cities of Manatos
and Mantaj.Due to long separationfrom the mainstreamof Barsoomianculture, Manatorhasno air fleet
and no air defenses.The groundtroops are of excellentquality and includeup to fifty percentmounted
troops.The fighting men of Manatorareunique in the wearingof featheredand elaborateheadgear.The
total manpowerof Manatoris in the areaof one threehundredthousandfightingmen. Severalsitutations
are possiblein any campaigninvolving Manator. Should A-Kor be the Jeddak, all cities are loyal to him.
The secondpossibilityis before A-Kor assumes power. In this casethe Jeddak,O-Tar,rulesbut faces
rebellionby the Great Jed of Manatos,U-Thor.U-Thor has roughly 25% of the troops of the empire.

Panar: An empireat the North Polarregionof Barsoomwith a capitol at Pankor.The Jeddakof Panar,
Hin Abtol, has found a way to freeze.captured warriorsin a stateof suspendedanimationand thaw theur
out for usewhen neededin his army. His forcescan includeup to one million suchfighting rnen,but
they will suffer a minus 20 percenton all moraletestsin cornbat.The regularground forcesof Panar
probably numberno more than two hundredthousand.Al1 ground forcesserveon foot.
The air fleet of Panarismadeup of capturedshipsfrom everyconceiveable nation on Barsoom.
It numbersroughly one thousandshipsand the crewsare poorly trained.All crewsin airshipsof Panar
take a minus twenty on all fire in air-to-airor air-to-groundaction. Roll for eachship beforea battle
wherea percentagedice roll ofunder fifty percentforcessuchshipsto changealtitude at half the
normal rate and to be allowedto turn no more than 30 degreesper turn.
Officerswear Orluk fur garmentsand regulartroops wearapt fur.

MINOR FOWERS
In more caseslittle is known of the following minor powersand their strengthin military tenns
is far lessthan the power of the nationsalreadylisted.

Amhor: An independentcity stateruled by a Jed,Jal Had.Thereis a small air fleet and the ground forces
numberlessthan one hundredthousand.Thesecan includeup to fifty percentmounted troops asAmhor
specializes
in breedingthe domesticThoatsusedby all Red Martiannations.

Duhor: An independentcity stateruled by a Jeddak,Kor San.It hasan air fleet but little elseis known
of its martial resources.

Hotz: Long thought to be a deadcity, Horz is the home of the Orovars,the last remnarltof an ancient
racewhich had beenconsideredextinct. The Orovarshaveno air fleet but do maintain an excellentforce
of infantry, all of whom arebow armed.This is the only regularuseof the bow by any regularMartian
fighting force. Their numbersareunknown but they do includeat leastseveralUtansof fighting men.
The Orovarshavetan complexions,blondehair, and blue eyes.Their Jeddakis Ho Ran Kim.

Kamtol: l,ong unknown city stateof Black Martianswhich haslittle contactwith the rest of the planet.
At times,they will cooperatewith the First Born of the Polarregionin joint raids.The total population
is 200,000,which includes65,000 fightingmen. Theseincludeat leastsomecavalry,the only mounted
First Born, who usethe combat factorsof mountedRed Martians.The smallair fleet is mostly small
raidingcraft, but it doesinclude four battleships.The Jeddakof Kamtol is Doxus.Noblesof Kamtol
alsousethe title of "dator" as do the First Bom of the Polarregion.

Kobol: A smallcity stateruled by an independentJed who is known to havebeen,at one time, in


oppositionto Helium.

Phundahl: A city stateruled by a Jedarra,Xaxas.It maintainsan extremelysmallair fleet and conven-


tional groundforces,apparentlyall foot.

Raxar: A smallcity statewhich at one point wassackedby Panar.This is the only indication we have
ofits relativesizeand strength.

27
conventional
Tjanath: An independentcity stateruled by a.Jed,Haj Osis.Thereis a small air fleet and
ground forcesinclude cavalryand infantry.
No mention
Toonol: A small city state that maintains a small air fleet and conventional ground forces.
griginalhome of Ras
is made of any mounted troops so there shouldbe no cavalry.Bestknown asthe
Thavas,the mastermindof Mars.The Jeddakis Vobis Kan'

Helium.
Zo'' Asmallcity stateabout which little is known exceptthat it hasbeenopposedto

THE POINT SYSTEM


wargame.
In non-campaignsituations a point systemis required to build a balancedscenariofor any
The following point costsper figure areintendedto fill this need'

Yellow Martian Infantry 4th


lnfantry (Red, Black or White Martian) 5
GreenMartian Infantry 7
Red Martian CavalrY 7
Martian Cavalry 8
*Green
In addition to the basiccost per figure,the following extra costsshouldbe assessed.
Radium Rifle
Elite Training (not availableto Panaror Jahar)
pistol (or bow
Eachfigure is assumedto come equippedwith a long'sword,short'sword,radium
dagger. Yellow Martians have the special weaponry already
where appropriate for the Orovars),and
come with the curved long-sword of their preference. Yellow
describedfoi Okar and Black Martians
pistols and are somewhat less expensive than other figures for this
Martianscome without radium
set t]reir scenario at a time after the Yellow Martians have adopted the
rea[on. If the players wish to
airships, they may do so by simply charging five points for Yellow Martian
use of radium weaponsand
infantry.

Ground Mounted Radium Cannon 50


A11cannonscome with two crew membersincluded'
Airships:
10 man cruisers 40
100 man cruisers 80
'1000man battleshiPs 225
I 0,000 man super-battleshiPs 350
five points per clew
In addition to thesebasecosts,all shipsmust pay for their clews at the rate of
the figure scale.Thus, on the 1:100 figure scale,the 1000
member.Rememberthat the ship scaleis 1110
ten shlps.As figures landed are at the same scale as figureson the table top
rnanbattleshiprepresents
per model for landingpurposes, the crew is treated as one thousand
and the ship is treatedasone ship
is fifty points. Thus, the final cost of a 1000 man battleship
men or ten figures.The crew ,ott h.t.
(ten shipsin the air and one for landings)on the l:100 scaleis 275 points.

DESIGNERSNOTES
rulesyou havejust read'
The basicrnilitary tradition of Marsis the model usedin the simulation
beenomitted' Examplesof this
There are exceptionsto thesegeneralruleswhich haveintentionally
land troopsin the assaulton Gathol
are the use of equilibrimotors(BuckRogersstyle flying belts) to
carter, who waswarlord of Mars,
by Panar.This was an unheardof meansof attack that surprisedJohn
and it was3nsuccessful. Another suchtactic was the use of bombsdroppedby airships'This is
later
pfimslily,mentionedin connectionwith the terror attacksof the First Born on the Thernsand

28
wasemployedby the air fleet of Panar.All other accountsof aerialcombat and airshipsattacking
ground forcesdependupon the radium cannonof the airships.Severalsmallnationshavebeen
omitted as they are best resewedfor role playinggames.ExamplesareBantoom(home of the Kaldanes),
Lothar. and the cities of Invak and Onvakwhereinvisiblewarrion constatlyattackeachother but have
no contact with the rest of Barsoom.The nationsof Thuria (the nearermoon of Barsoom)and the
Morgorsof Jupiter havealsobeenomitted herein that they do not affect the usualmilitary campaign
on Barsoom.

As a final note, eachnation of Barsoomgoesthroughchangesin the Martianseriesand a given


point in its history had to be chosenfor its descriptionfor the purposesof this rule book. In most cases
the nationsare describedat the time of their oppositionto Helium for it is at suchtimes that we have
the most information on their military resources.The rulen listed for eachnation are those from this
period.

The following figures are availablefrom HeritageModels for use with theserules. The figures
havebeen designedafter careful study of the Martian Seriesand are all approvedby Edgar Rice
BurroughsIncorporated. We feel sure that they will fulfill your expectations.

r1514 Green Martian Thark Swordsman


JOHN CART ER- WARL ORD OF MA R S r1515 Green Martian Warhoon Warrior
7 5 M M COL L ECT OR F IGUR IN E S r1516 GreenMarti an w /R adi um R i fi e
1 5 0 0 Jo h n Ca r te r ,Wa r lo r d o f M a r s @ $i 0.95 r 1517 Black Piratesof Barsoom-The Firstborn
1 5 O1 De ja h T h o r is, Pr in ce sso f M a r s@ $19.95 (3ea. of 2 typesl
1 5 O2 T a r c T a r ku s, Je d d a k o f T h a r k @ $19.95 r1518 Y el l ow Marti ans-The Men of Okar
@ $2.95 each (3 ea. of 2 typesl
2 5 m m GAM ING D]ORAM A SE TS r1519 Whi te Marti ans-The H ol y Therns (3 ea.
@2.95 each of 2 typesl
.-IN ITIA L R E LE A S E -
r 1503 John Carter, Warlord of Mars-Dejah Thoris,
Princessof Mars & Kantos Kan Plus Dior' 152O Kaldanesof Barsoom-lndividuat & Upon
ama Nameplate R ykorc
r 15(X John Carter Mounted on Thoat w/Deiah r 1521 Synthetic Men of Mars (3 ea. of 2 types)
T h o r is & Wo o la 1522 Orovars-Horz & Lotharians w/Bowmen
r l 5O5 Tars Tarkus, Jeddak of Thark 1523 The Masena(Catmenl of the Thurian Moon
r 1506 Ca th o r iso f He liu m & T h u via , Mai d of Mars 1524 Morgors (Skeleton Men) of Jupiter
w/Gahan & Llana of Gathol 1525 Red Martians Mounted on Domestic Thoats
r 15o7 lssus,Goddessof Death upon her throne & 1526 Green Marti an Thoat R i der
[-l
M a ta i Sh a n g ,F a th e r o f T h e r n s w /the H ol y 1527 Green Marti an (Gi ant) Thoat
Alta r o f Do o m 1528 P l ant l t4enof the V al l ev D or
1529 B anth & A pt
El 'tsoe Ras Thavas, Mastermine of Mars & Princess 1530 Malagor w/Synthetic Man Rider
Tara of fle-liUm w/Ulysses Paxton & Valla
r 1531 White Ape of Barsoom
Dia
1532 Zitadar w/Red Martian Mahout
E'tsog So lo n o f Oka r & Da to r T h u r id of the E l ack
1533 Green Marti an C hari ot (C art) for Zi ti dar
Pirates wffhan Kosis, Jeddak of Zodanga &
T u l Axta r o f Ja h a r 1534 Gi ant Marti an Li zard
rsrQPh o r T a k, M a d Ja h a r ia nScie n ti st-l nventor 1535 Great BarsoomianSader
fl , * 1536 R api d-Fi reR adi um Gun w /Opera tor&
o f th e F lyin g De a th & Ur Ja n , Assassi nof
Mars w/two Mercenarv Panthans R adi um C annon w /C rew
I 1511 Red Martian Swoidsmen of Mars 1537 Ten-ManS cout Fl yer
I flr MA R TIA N A IR S H IP S
(3 ea. of 2 tvpes)
r 538 S cout Fl yers (V ari ousS i zesl
i ff, rsrz Red Martians w/Radium Weapons
1539 C rui sers(Li ght & H eavy)
I ( 3 e a . o f 2 tvp e s)
1540 B attl eshi os& B attl ecrui sers
f-l .1 513 Ma.rtian Command Group (2 officers,
M Dreadnaughts& Transports
fla g & b u g le )
+tndi catcsWhi te \l etal ('tsti ng
*lndicalcs Availiability for Shipment

29 j

i
xi
INTRODUCTION
One of the major sourcesof unbridled adventurein the Barsoomseriesis flyer combat.The Barsoom-
ian sky's periodically ragedwith enorrnousbattles asmighty fleets poured storms of 'shot and shell' into
eachother for the honor of their respectivenations. The best way for you to imagine this would be to think
of greatfleetsof earthly navalvesselsglidingmajesticallythrough the air at an altitude of around 5,000 feet.
Give theseships a few of the characteristicsof earthly urcraft, and you have the completed picture.
As earlierthere wereshipsof all typesin the variousnaviesof Barsoom.The first part of the rules
combat, fleet actionsor squadronactibns.
will be concentractedon large-scale
I recommendmasteringfleet action beforemoving onto the smallervesselsand encounters.These
rulesare desigredto graduallygiveyou a feel for Barsoomianair-to-aircombat.Thereare two categories
for theseguidelines,one basic,and one advanced.The basicrulesarejust that-basic. They are designedto
giveyou that feel of combat without burying you with gamemechanics.
BasicStageOne is a very simplegame.It doesnot, however,lack accuracyof detail or content. It
contains all the rules which are necessaryfor beginners.Play theseand be familiar with them before you
move onto StageTwo Eachadditionalstagewill increasethe complexity of play so be sureto mastereach
separatelybefore advancingonto more completestages.This appliesto the experiencedadventuregfiners
also.There are many occasionswhen time or situation will call for a gamethat is accurate,quick and
easyto play.
Before readingtheseguidelinesfor play, it is strongly recommendedthorougkrlyreadingthe chapter
on Flyers.This will giveall the generalinformation neededto understandair-to-aircombat, and why
the mechanicsof the gameare structuredin this way.
An now for StageOne. . . .goodgaming.

SHIP TYPES

Thereare severalstandardtypes of air ships.Theseshipswill be different in someways from navy to


Pereachship listed,there wiil be a class(shown
navy on Barsoom,but they will still fit into basiccategories.
asa capitalletter in parenthesissuchas(A) the "type" suchas 'Dreadnaught'),and a brief descriptionof
that kind of ship.

Class Type Description


(A) Dreadnaught This hugefighting ship, a veritablemountain of
destructionis the largst of all Barsoomianair ships.
(Upwardsof 600-750feet 1ong,heavily'a'rmoredall
around,mounting 4-6 very heavyguns,12-18medium
guns,18-30light guns,and 12-16rapid fire guns.It
weighs15,000tons plus.) Crewconsistof about
3,000 uren.It carriesa very largecornpiimentof one-
man flyers.The weightmakesit the bestprotected
flyer, and alsothe slowestand leastmaneuverable.
Its primary combat function is tb pulverizeenemy
shipswith massivegunfire.This ship is found in first
rate navies,only asa flagship.

(B) Battleship The major fighting ship of Barsoomianfirst and second


rate navies.The only major differencesbetweenit and
the Dreadnaughtlie in the number of gunsand the
armorprotection.It may be the samelength asthe
Dreadnaught,but armor protectionis less,and it
mounts4-8 heavyguns,8-12 medium gons,16-24

30
light gunsand up to 20 rapid fire guns.Crew is
around2000-2500men. It alsocarriesa largenumber
of one-manflyers and is very slow and ponderous.
ft may serveas the flagship for third rate navies,or
frontier naviesof major Powers.

(c) BattleCruiser The 'battle cruiser'is actuallya smallerbattleship,


generallyof an older desigrand construction.It could
be comparedto eartlrly WWI shipsused in the early
part of WWII. Except for useon frontiers,this type
is no longera frontline ship in first or secondrate
naviesasneither the armor nor the fire power truly
belongin a modernbattleline.This is the standard
main battleshipof third rate navies.It is about 400
feet long with 2-4 heavy guns,up to 10 medium guns,
24lidnt guns,and 20 rapid fire guns.It carriesa large
complimentof one-manflyers.The deck armor is
markedly inferior to modern battleshipsas is the hull
arnor. Keel armoris comparable.It is quite slow, with
sluggishmaneuverability.Crewcan be up to 2000 men.

Class Type Description


(D) ArmoredCruiser The armoredcruiseris a memberof the classthat per'
forms more roles than any other capitol ship class.
Cruisersare also the most numerousbecauseof their
lower cost of construction,and their greaterspeed.
They areusedfor patrol duties,and escortfor convoys,
charting the air currents, and other scientific duties.
The armoredcruiseris the strongestof this class.It is
usedprimarily as a squadronleader for regularcruisers.
It is usually found only in first and secondrate navies.
It is up to 500 feet in length with adequatekeel armor,
but very little deck or compartmental armor. It will
mount up to 2 heavyguns,up to 10 medium guns,18
light guns, and 24 rapid fire guns.It carriesmany one'
man flyers,and a crew of 1500 men.

(E) Cruiser Generalcharacteristicsare silne as the armored cruiser


above.No deck or compartmentalarmor,upto l0
medium guns, 12 light guns,24 rapid fire guns.It
carriesmany one-manflyers,crew of up to 1250men;
up to 500 feet in length.

(F) Light Cruiser This type doesnot really belong with the major warships
as it has no arnor and no suitable guns.The ship is an
excellentheavy scout leader and is usually found in the
advancescoutline. The lack of armor and weaponry
arecompensatedfor partially by the increasedspeedand
maneuverability. Weightis around 5000 tons;up to 4
medium guns,l2light guns,20 rapid fire guns.It will
carry one-manflyers,and a crew of 700 men. Largest
sizefor margorspacecraft.

31

n
NO T E { < *' rT h e re a re th re e a d d i ti o n a l c l assesofai rshi p:(G),(H ),and(I).Thesearenotbattl el i neships. They
representheavyscout and patrol boats ofvarious sizes.Crewsrangefrom 250 or so to 50 men.
Theseareusedasadvancedscouts,message boats,or crew transfervesselsduringcombat. Due to
their lack of heavy weaponry and armor they areusedin combat only in desperationor as an
irritant to the enemY.
For playingpurposes,(G), (H), and (I) classshipsshouldbe drawn on a cardboardmarker with
two (G) shipson a marker the sizeof an (F) classship;three (H) classships;and a (I) classships.
They will be usedin stagethree and with adventureguides.

Theseare all of the ship types that will be usedin BasicStageOne.As theseshipsrepresentthe only true
line of battleshipsof Barsoom,they are ali that is necessary.
NOTE*** From this point on, when a ship is mentionedin theseguidelinesit will be by the ship classsymbol
only. For example:(A) for Dreadnaught.

The purposeof this game,no matter what the scenario,is to eliminateenemyships'This guidewill give
you someideason how to go about doingjust that.
The chart below is the SHIP DIRECTORY chart. It will giveyou all the information you need to recreate
a navalbattle. The explanationsfor thesecategorieswill be givenafter the chart.

SHIP DATA CHART

Movement Gun Range To Eliminate

N C L D VT N Shor t M ed. Long (A)(B)(c)(D)(E)(F) fr;3i3,


(A) J I 0-3 4-6 7-12 l 1 10 7 6 ^
Y A 10

(B) 3 1 2 0-3 4- 5 6-10 12 11 10 8 7 5 B 8

(c) J 2 I o-2 J-) 6-l 0 IJ t2 n 8 6 C 7

( D) 5 2 2 2 o-2 5-+ 5-8 17 t6 15 u 10 8 D 5

(E) A 2 J J 0-2 J-a 5-8 t7 16 15 l 3 11 9 E A

(F) 7 3 q G,1 z-3 4-6 t8 t7 t6 14 t2 l1 F 2

(2-10) Q-7) (2-s)


To Hit

to the 'The chart"


NOTE*** In all future referencesthe aboveShip Data Chart will be referred
the chart. Beginningwith the left
Look at the chart. As can be seen,there arefour different areason
hand side and goingto the right hand sidethey are:

(l) Movement.This areaof the chart givesfour different kinds of movementthe ship can make
They are:
(u) I/. This showsthe maximum number of hexes the ship may move straight ahead
m one lurn.
(b) C/. This is how many levelsof altitude the ship can climb in one turn'
(c) Du. This is the maximum number of levelsthe ship can dive in one turn.
(d) Tn. Thisis the maximum number of hex facesa ship can turn through in one
IUIN.

32
(2) Gunrange.This is how far in hexesthe shipsgunsare able to fire. It is broken down into three
AIEAS:
(u) Short Range.This is the close rangeof the guns.It is at this rangethe guns are
the most deadly.Beneaththis rangeare the numbersneededto hit at this range.
(b) Medium Range.This is averagegun rangefor effectiveness. Beneaththis column
are the numbersneededto scorea hit.
(c) Long Range.This is the maximum rangeof the guns.It is also the rangeat which
they are the leasteffective.Beneaththis column are the numbersneededto score
a hir at this range.
(3) To Eliminate.This is the sectionthat is usedafter a 'hit'has beenscoredon an enemy ship to
seeif the enemyship is destroyed.Acrossthe top of the chart are the ship type letters.
(A)ithrough (F). This top line is the defender. Each defer.rder
column is read from top
to bottom. On the right hand sideof the sectionare the letters(A) through (F) running
from top to bottom. This represenlsIhe attackingor firing ship.Eachattackerline is
readfrom right to left. This will be explainedmore fully unclerthe sectionthe guides
under 'gunfire'.
(4) Boarding.This represents the strengthand number of the crew, and will be explainedmore
fully under the sectionin the guidesunder 'boarding'.

SEQUENCE
OF PLAY
A. Movement
The movement systemused in BasicStageOne is as follows:
l. In eachgirme,you will havetwo sides,SideA, and SideB. To determinewhich player is SideA, roll
two six-sideddice. The high scoreis SideA. This procedure will be performed at the beginningof
each tum, high ro11alwaysbeing Side A.
2.Movement will alternate.Side A will move at least one half of his ships.He may 'move' them from
zero speed,to the shipsmaximum,but he must moveat least orrehalf of his ships
NOTE*** It would be a good idea to mark theseshipsthat havemovedwith a smallpieceof paper, or a
penny, etc. so there will be no dispute over which shipshave alreadymoved.
3. Side B will move all of his ships.He may move them from zero speedto the shipsmaximum in that
turn.
4. Side A will move his remainingships.He may move them from zero speedto the shipsmaximum in
that turn.
5. Air shipsmust alwaysmove into the hex toward which the bow is pointing.
6. Eachhex a ship enterswill useup one movementpoint.
1. Eachlevel that a ship climbsusesup one movementpoint.
8. Each turn, moving the bow of the ship from one hex faceto an adjacenthex facecostsonemove-
ment point.
9. the speedby one movementpoint up to the limit of the ship's
Eachlevel the ship divesincreases
dive rate.
10. Any ship leavingthe playingboardis consideredto havefled combat and is eliminatedfrom piay.
11. Shipsmay not accumulatemovementfrom one turn to the next.
12. NO shipsmay movelessthan zero.(i.e. no ship may maneuverif this would bring speeddown
belowzero.)

B. Grappling

1. Any ship may attempt to grapple.

33
2. A ship may attempt to grapple only pnce per tum.
3. A ship may attempt to ungrappleonly onceper turn'
4. Shipsmay attempt to grapplein two situations'
a) when two shipsare adjacentat the samealtitude level'
b) when one ship is directly aboveanotherand separatedby no more than one altitude level.
c) in any other situations,grapplingis not permitted'
5. To determinesuccessor failure of the attempt roll two six-sideddice.
a) grapple'
a roll of 2-8 is a successful
b) a ro1lof 9-12 is a failure.
you may
you may board if you so desire.If the gapple is not successful,
6. If grapplingis successful,
not.
'/. A ship attemptingto grapplemay not fire, or bomb that tum'
8. A ship attemptingto ungrapplemay not fire or bomb that turn'

NOTE*** No ship may fire on or bomb any ship that is grappledwith another'

C. Gun Fire
the defender'
In gunfire,the ship firing is calledthe attacker.The targetis called
you must first attempt to hit the ship with your
To determineif you are ableto destroyan enemyship,
own gunfire.To find out if you are ableto hit a ship:
l. Determineif enemyship lies within your ship'sarc of fire'

\
o
p
i!
al
U

a) if the enemy ship lies totally in this arc' you may fire at it'
Ul if the enernyship iiespartially in this arc' you may fire at it'
you may not fire at it.
.j if the enemy ship is not wholly or partially within this arc
ship'
Count the number of hexes separatingyour ship from the enemy
a) count the squarethe enemyship occupies'
b) eachlevel of altitude differencecountsas onehex'

34
J. Look at theShip Data Chart under "Gun Range". The number of total hexesdifference betweeri
the attacker ship and the defendership is the gun range'
a) if the ship is beyond the maximum rangeof your shipsguns,you may not fire.
b) if the targetis within your gun range,it will fall into one of threecategories,and it may be
fired on.
c) at the bottom of eachgun langecategoryare two numbersyou needto roll with two six-sided
dice to hit the target.In this case,you must rolT2, 3, 4, or 5 to scorea hit.
d) if you scorea hit, proceedto "To Eliminate" to determineif the targetis destroyed.
if you miss,(ln ttreaboveexamplea ro11of 6,7,8, 9, 10, 1l or l2 meansyou havemissed
"j the target)play continues,but the targetvesselis unharmed'
4. Look at theShip Data Chart under'To Eliminate'. This is the table that is usedif a hit hasbeen
scoredon a targetvessel.
acrossthe top of the chart, find rhe defender ship class.This column readsfrom top to
") bottom.
b) down the right hand sideof this chart is theqttackerclass.It is readfrom right to left.
c) readacrossthe attackerline from right to left until you meet the defendercolumn coming
down. In this box will be a number.
d) roll threesix-sideddice.If this numberis equalledor you roll overthis number the target
is destroyed.If not, thereis no effect and play continues'

EXAMPLE
GUNFIRE SEQUENCE
3t us say you are a (C) classship firing on a (D) classship. The target ship, the (D) classship, is 5
hexesaway,and two altitudelevelsbelow the firing ship. 5 plus 2 is a total of 7. The targetship is 7 hexes I
(6-10).A tl ongrange,youmust
dis t ar t .T h e x e s i s th e g u n ra n g e .F o ra (C )cl assshi p,thi si sl ongrange
r olla2-5 o n tw o s i x -s i d e d d i c e .k tu s s aythatyourol l a4.A 4i sahi t(arol l of 2,3,4,or5w oul have
hit). Now you move to the 'To eliminate'sectionof the chart. On the far right hand side,find (C) and
readacrossuntil you meet (D) coming down"The resultis the number9. This is the numberyou must
equalor go overwith the roll of three six-sideddice.Iet us say that you roll a 7. A sevenis a miss.Had
you rolled a 10, the targetwould havebeendestroyedand removedfrom play. A roll of 3-8 is a miss,
a roll of9-18 is a hit.
NOTE*:F'i A ship may fire on only one targetper turn. Gunfiremay be combinedfrom severalattackers
on one defender,but eachshipsgunneryresultsarehandledseparately.
D. Bombing.The secondmethod of eliminatingenemyshipsis by bombing.All Barsoomiancapital
shipshave bombs as well asguns.
l. To be ableto bomb an enemyship,you must be directly overthe targetship,at a difference
of at leastone altitudelevel.
2. To determineif a hit is scoredroll two six-sideddice'
a) a roll of 2-7 is a miss.
b) a roll of 8-12is a hit.
3. If a hit is scored,go to the 'To eliminate'sectionof the chart and determinedestroyor miss
t just like gun fire.
4. If a missis scored,play continuesand the targetis unharmed'
I 5. A ship may fire its gunsand bomb in the sameturn'
NOTE'I<** A ship may bomb a targetand usegun fire on a secondtargetin one turn.
E. Boarding.Boardingis the third method of eliminatingenemyships.In this case,the enemyship is not
destroyed,asit is in gunfire,or bombing,but is captured'
1. To board an enemyship, the shipsmust be grappledtogether'
2. Look on the Chart on the far right hand side.Oppositeyour ship classon the right is a number.

35
This is your boardingfactor. (Ex. a (B) hasa factor of 8.
Your opponentalsodoesstep two.
4. Roll one six-sideddie and add this to your boardingfactor.
5. Your opponentalsoperformsstep four.
6. Compareyour total, the boardingfactor plus the ro11of the die, againstyour opponents.
7. If your total is higherthan your opponent's,you havecapturedhis strip.If your total is lower,
your opponentcapturesyour ship.If the totals are the same,neither sidewins, and shipsremain
grappleduntil one sideeither wins, or ungrapples.
NOTEI{,* If your ship grapplesfrom above,and you loose,you will not looseyour ship,but you may not
board againthe remainderof the game.Any ship boardingyou will automaticallywin.
8. Boardingfactorsmay be addedinto a total if more than one shipis involvedin attacking.(Ex. if
threeshipsboard one ship,the three shipsmay add their boardingtotals togetherand compare
them againstthe singletotal for the defendingship.)
9. A capturedship is removedfrom play.

OPTIONALGUIDES
Theseare optional guides.It is recommendedthat you masterBasicStageOne beforeyou include any
of theseguides.It is recommendedthat you includea// of theseoptional rulesbeforeyou move on to Stage
Two.
FIRE: The 'To Eliminate'numbermay be modified in certainspecificcircumstances
by the speedand
sizeof the tareetvessel.

TARGET SPEED TARGET SIZE


s M s M
P o I o
E D z D
E I E I
D F F
I I
E E
R R

Thesemodifiersare addedto the 'To Eliminate'numberfor both gunfire and bombing.


2. Shipsmay fire at grappledshipsthough they run the risk of hitting friendly ships.Roll two
six-sided dice:
a) a roll of 2-8 hits the enemyship.
b) a roll of 9-12 hits the friendly ship.
c) for bombing,if bombsmissthe enemyship they will hit the friendly ship.
BOMBING: For eachaltitudelevel aboveone overthe targetship,subtractone from the die roll.
NATIONAL MODIFIERS: Somecrewsare better trainedand more efficient than others.To reflect this.
nationalmodifiersareused.
El i te : + l
Av e ra g e :0
Poor: - 1
The listingsof naviesby nationalmodifierswill be found in BasicStageThree.Crack andElite
areclassedasElite in StageOne.GreenandPoor areclassedas Poor in StaeeO
BASICGUIDESSTAGETWO
In this stage,someof the guidesunder StageOne will be either alteredor changedcompletely.These
guidesthat arenot changedwill not be listed under StageTwo. Simply refer back to StageOne for these
guidesyou cannotremember.
MOVEMENT: All points remainasper StageOne.
GRAPPLING: Al1points remainasper StageOne.
FIRE: Therewill be changesunder Fire, and destructionof enemyships.

All information on the Chart under StageOne will remain the same.The oniy differencesis that new
insteadof a simple'kill-miss'system,point givento the target.Eachship classhas a certainnumber of hits
that may be taken beforethe ship is destroyed.
1. (A)1 0 (B)8 (c )7 (D )4 (E )3 (F)2
2. For eachof your shipsyou will needto constructa diagramsimilarto the one below. (This is for an
(A) classship.)
A A B C c C D E F

3. Each time your ship takes a hit you should darken a box, beginningwith the far left box and moving
through each squareashits occur to the far right square.
4. Whenall of the shipssquaresare darkened,the ship is destroyedand removedfrom play.
5' A vessel'sability to fire and bomb will alsobe affectedby damage.As you will note, all squarescontain
a ietter. This is the current fire strengthof the ship.(Ex. Irt us saythat you havean (A) ship. It has
lost four squaresthrough damage,the letter in the first unshadedsquareis (C) this is what the (A)
i
ship will fire at until either it receivesmore damageand fallsinto a (D) categoryor below, or the
gameends.) lr
NOTE*** An (F) ship that receivesonehit may not fire or bomb for the remainderof the game.
NOTE*** A ship'sgunneryand bombingability will changewith damage,but the speedandmaneuverability
will not. An (A) ship will alwaysmove like an (A) ship regardlessof damage.

BOMBING: Remainsthe sameasin StageOne.


BOARDING: The procedure for boarding and figuring the boarding total remainsthe sameas in Stage
One. The only differenceis:
1. unlessthereis a superiorityof at leastfour betweenthe boardingtotals of the
attackerand defender,the melee(Boardingaction) will continue on into the
next turn unless:
a. the shipsbecomeungrappled.
b. one ship is destroyedby gunfireor bombing.
2. aswith gunfire,asa ship losessquaresto battle damage,the ship alsoloses
boardingfactors.If a ship is reducedfrom a (B) to a (D) bV damage,its
boardingfactor will drop from 8 to 5.
I

i
i
OPTIONALGUIDES
FIRE: 1) Deletethe nationalmodifierslistedin StageOne. Usethe following: Crack,Elite, Average,
Green,Poor.
2) Critical Hits:
It often happensduring a battle of this type that a shell will do a lot more damagethan
usual becauseof where. or what it hits.

37
a) Whenrolling on the 'To Eliminate'sectionof the Chart to seeif you havescoreda hit,
you roll three dice.Roll two white, dice,and one red die. The red die will determine
if a critical hit has occurred.
b) Whenrolling thesedice,if a hit hasbeenscored,and the red die is a slx , then a
critical hit has occurred.Consultthe table below to seewhat kind of critical hit, and
the effect of this hit.
c) Mark besidethe diagramof the ship hit, the critical hit and what damage.itcauses.
This is done so you won't forget and will have it handy at all times.

CRITICAL HIT TABLE


Die Roll Description Effect
2-3 Magazineexplosion Ship's ammunition blows up and ship is destroyed
and removedfrom play. Any ships directly adjacent
receivetwo damagepoints.
4 Ready ammunitionexplosion Causesthree damagepoints.
Readyammunitionexplosion Causesthree damagepoints.
o-l Engine room hit Reducespeedby one factor.
8-10 Steeringgearhit Either propellors,rudder, or both are damaged.
Roll againfor effect with one six-sideddie.
1. no turn to left
2. no turn to left
3. no turn to right
4. no turn to right
5. no turn left or right
6. must circle only
II Bridgehit Captain and senior officers killed or wounded. Ship
may not changedirection or speedfor two turns. All
fire, bombingand boardingal a -2 for two turns. On
boarding, -2 is from die roll.
12 Magazinehit Five points damage.

On all critical hits scored,first shadein the box lost becauseof the hit, then note the critical hit beside
the ship diagram.If extra squaresarelost becauseof a critical hit, shadethem in. All critical hit damage
remainsuniil the ship is destroyed,or the gameends.

NOTE*x* Beforeeachmovementturn, checkeachship asit movesto be surethat critical hit hasnot


affectedthe ship'smovement.
NOTE*:f* On bombing,a critical hit is scoredon a roll of 5 or 6.

THE BLIND SPOT: All shipshave an areasurroundingthe ship where they are unable to bring their guns
to bear on a target.This Blind Spot is locatedon all squaresdirectly aboveor below the craft, and all
adjacentsquareson levellower in altitude.If an enemyship is in any of thesesquares,it may not be fired
on by that ship.

38
t_
BASICSTAGETHREE
In StepTwo, eachship classhad a certainnumbero{ qquares. Theserepresented, the number of hits
that cbuld be taken before the craft wasdestyoyetl.Aditlidvessellost squaresthroughdamagefrom hits,
its gunfire,bombing,and boardinglevelwas alsoreduced.Eachhit, at leastsomewhat,reduceda ship's
combat effectivenessand survivability.
This conceptwill not changein StageThreealthoughthe method of carryingit out will be expanded
considerably.Listed below are all of the airshipsand their tital statistics'.Explanationsof what the diagrams
representwill be given at the end of the ship listings.
A

G{IT-TTI

1 " fm
:$| *rrrrrn now --+
---,
nf C C C C C c C C c c
c c c C C C C C C C

IEFFTCI "f[rrTl
J

"il-rn
IH
f
I

-El r[TTT-I]]"
* - ls l "f t rMil ,l 1|J
I'[[TT]'o* STERN

HI - .lH+ffi
.rr-t-T-nl"
c{ rrn J

t TC
"frrn "{rTTl
'{il-rrn "i[ffT.l . E Hl
,_EI"{
[T]-[l"o* ,l[r-T-l rh-,F,:JFi['
t--t-Jl
ivFl | | l-
' ,,
"{[T-nTl " [| -l -rn
"l[rn "[rTTl .l
I
39
D
T t
trtr ffi
MF

Fl;FTil S , [iFl MF
I
.-EI fBf*|BI FIPFl MF

MF
FFFI;f;l
J lTTHTuTglr r lTTr'-l MF

I?TI I;TEI ffi


Bow I
{,
I
STERN

? fE
m tr MF

lrTilTfrls Etr MF
FIffi]
EEE]"o* Etr MF

Ii,TNTil'I
' m MF

MF

Etr trt MF
ffi
t
t
tr MF

MF

FFI' Est MF FI;I


to* [|,,"* fJ-r MF

ffi MF

I-HT;I P
[]r MF

MF
FFFT"I
ET
G
f Mr, s
Etr *El-'FFl
tr E ETil
BOW STERN

40
H orl

EE
As you can see,eachship is broken down into a numberof letteredsquares.
1. 'H'squares.Thesearehull squares,they representthe structuralstrengthand armor protection
of the ship.
2. 'G'squares.Theserepresentthe number of gunsor the firepowerof the ship. Gunsaremounted
on the sidesof the ship facingout. On somecapitalships,there arealsogunsmounted on the
bow or sternthat fire either aspart of the broadside,or straightto the front of their position.
3. 'B'squares.Theseare the buoyancytanks of the craft. Thesetanksenablethe ship to remain
in the air.
4' 'MF'squares.Theseare the movementfactor of the ship.The total of theserepresentsthe
craft's maximum speed.
5. 'C' squares.Thesesquaresrepresentthe number of men in the crew.
6. 'b' squares.This is the bomb lead of the craft.
Look at the ship diagramagain.You will note that all of thesesquaresareplacedin two separate
areas.The areaon the leftis the ship'sbow, Itcontains'H'squares,'G'squares and'B'squares.Thearea
on the right representsthe ship'ssternand containsthe samesquaresthoughnot necessarilythe same
amount.
Look at the 'bow' area again.Init you will seethat the bow is broken down into two sub-areas.
The
top sub areacontainsone iine ofgun squaresand oneline ofhull squares.Eachofthese linesis calleda
section.Both top sectionsmake up the right, or starboardsideof the bow. The sternis dividedthe same
way. . .port and starboardsub-sections.

NOTET<*{<
Buoyancytanksarenotpart of theport or starboardhullsub-areas,
but aremerelyin the
bow and stetnarea.
NO T E x t' i < ' M F ' s q u a re s a re n o ta c tu al l yapartoftheshi p.Theymerel yrepresenttheamountofp ower
the enginesareputting out to move the ship and are there to giveyou an easyway to keep
track ofspeedlossbecause ofbattle damage.

MOVEMENT:
Sameas BasicStageOne except:
1) EvadeMove.This is a violent maneuver,or seriesof maneuvena ship may make in atrempt to
avoidenemyshellfire.
The evademove is madein the first squaremoved to and costsfour additionalmovementpoints.
At the end of the evademovein the turn, the shipmay be placedfacingout of any hex sidethe
commanderchooses.
NOTE*<{'* The evademove will reduceenemygunfireeffectiveness
againstthe evade.
GRAPPLING:
Grapplingremainsasin StageOne except:
1) For a successfulgrappleagainstan enemyship that still hascrewsquares,roll two six-sidedclice.
A scoreof 2-8 is a successful
grapple.A scoreof 9-12is unsuccessfui.
2) Modifier to grapplingattempt.The part attemptingthe grappleis theattacker.The part attempt-
ing the thwart of the grappleis the defender.

4l
D G-I DEFENDER
G U A 0 0 +l TI +2 TJ LA

R N
A U B 0 0 0 +l +1 TL +3
P R I 0 0 0 +l
C rt az
P A
L P D 1 I 0 0 0 +l a!,

E P ') 0 U n +I
D
L
E F -3 -z I 0 0 0

(ATTACKER) G- I
A
-3 -2 0 0

3) To attempt an ungrapple,use the samechart for modifier and die roll;party attemptingto
ungrapplewill be the attacker.
4) Modifier to Ungrapple:For eachship aboveone that you attempt to removea grapple,-2 to
the die roll.
NOTEi'*{' The abovechart is usedfor one attackervs. one defenderfor eachattackeraboveone, add +1
to modifier.

COMBAT:
Shown below is the Basic Guide StageThree Combat Charl Beneaththe chart will be explanations
listedon the chart.
ofall the categories
From now on in thesesuides,it will be referredto as the Chart,or the CombatChart.

t
i
l

COMBAT CHART

Target Range Target Size TargetSpeed Evade (Range)

N o. Gu n s I z 3-4 5-6 t- | z A,B ,C n tr F,G H ,I 0 1-2 3-5 6-8 9+ 1-3 4-6 7+ No. G uns

+6 +5 +4 +2 +2 0 +z az 0 -2 -+ -J -2 10- 9
1 0 -9 TI

0 A -2 8-6
8-6 +5 +4 +'l +2 0 +l +3 fz -2 -3 "z
-z

0 -2 a
-2 1 5-4
5-4 +4 +2 +l +n TZ +1 0 0 tz TI 'z -?

+1 0 0 +z +l 0 -z 1 -2 1 1 3-?
3-2 tz +1 +0 1 'z
a
0

1
1 +l +0 1 'z fl 0 0 1 +1 0 0 I 1 1 1 I

42
ATTACKERSTATUS
C R E WR A TIN G
Each Each Mi n .
No. G uns Fir e List Bridge Crew Crack Elite Ans. Green Poor

1 +3 +2 0 'l -2
10- 9 -2 -3 -3

8-6 I -2 -3 -3 +2 +2 0 1 -2

5-4 -2 -3 -3 +2 +1 0 I I

3-2 1 1 -2 -2 +2 +1 0 0 1

1 1 -t -2 1 +1 +1 0 0 1

Begin with the left edgeof the chart. In capital letters acrossthe top of the chart is the word 'Target'
This is used becausethe first, second,and third areason the chart dealwith the target slip only.
1) The first areaof the chart is 'TargetRange'. To determinethis distance;
a) count the number of hexesseparatingthe firing ship up to and including the target ship.
b) count the number of levelsof altitude difference betweenthe firing ship and the target
ship.
c) add thesetogether for the total 'Rangeto Target'.

I*vel7

Level 10
A

For Example. . . .ship A is five squaresaway from ship B. Ship A is three squaresaboveship B.
Total rangeofeight hexes.
As you can see,the rangeshave been increasedin amount. Short, Medium, and Long rangeshave
been done away with. In their place are five different ranges.Beneatheachrangecategory is the
modifier to the dice.
2) TargetSize: The smaller a target ship is, the harder it will be to hit. Acrossthe top of the chart
arrangedinto four different areas.A,B,C, D, E, F, G, and H,I.
arelisted the variousship classes
Ben-eaththem are the modifiers to dice.
3) TargetSpeed.' This representsthe actual number of hexesmoved by the target vessel.Beneath
this column is the modifier to the dice.
Turns and climbin$ do not count ashexesmoved.
4) Evade: This is the violent evasivemaneuveringperformed by the target ship tp throw off
enemy fire. Beneaththis is the modifier to the dice at eachrange.Th$ is given at three different
rarges.

43
The remainder of the areason the chart pertain directly to the firing ship only.
1) The first areapertainsto'Crew Quality'. This representsthe trainingand abilitiesof the crew.
Crewsrangefrom Crack,to poor. Beneatheachof theseis the modifier to the die ro11.
2) EachFire: This representsany firescausedby enemyhits that are burning on the attacking
ship.A minus is givenfor eachfire becauseit is assumedthat a portion of the crew would be
away from their stations fighting the blaze and the smoke from the fire will partially obscure
the gunnerssighting.Beneathit are the modifiersto the die roll.
3) Zlsf; This representsa ship that has suffereddamagedbuoyancytanks and the ship is begin-
ning to sink to one side.The best way to picture this is to imaginea ship on water sinking.
Listing makesgood gunneryvery difficult becauseof the anglethe gunsmust fire at. Beneath
it are the modifiersto the dice.
4) Bridge: This representsa hit on the bridgeor fire control. Fire control coordinatesthe ships
gunfire.Becauseof this hit, this coordinatignis lost. Beneathit are the modifiersto the dice'
5) Minimum Crew: This simulateswhen,either throughbattle losses,or when the majority
of the crew is engagedin a boardingaction or defense,or havebecomecasulties,the crew of
the ship is reducedto the bareminimum to operatethe ship and the guns.Beneathit are the
modifiersto the dice.

GI.]NFIRE:
To determinethe amount of damagecausedby gunfireif any:
1) count the number of hexesseparatingthe attacker,and the targetasin StageOne.
2) count the number of guns that are able to fire at the target from the attackingship.
NOTE*'F'1.Fire may be concentratedon one targetby more than one attackerin a turn' However,eachship
is handledand fired separatelyat the defender.Shipsmay neveradd their gun factors together.
3l On the far left hand sideof the CombatChartlocateyour total gunsfiring under No. Guns.The
line beginningwith this number and going to the right will contain all of the information you
needit to determineyour gunfire factor, and under what 'hit'column your fire will fal1.
4) Add all of the factorsin the boxesto the right of your'numbet of guns'that apply to your
ship, and the targetshiP'
Ex. (l) 8 guns(2) at arange,of4 hexes(3) firing on a (4) (C) target(5) moving 3 hexes'Your
crew is (6) elite and you haveone fire (7), and a list (8). The factorsare:
(1 ) + 3 , (2 )+ 2 , (3 ) 0 , (4 ) +2,(5)' 1,(6) -2. Total factors:+ 4'
5) Now look on lhe Gunfire ResultsTabte. Thbreare six columnsof figuresnumbered3-18. Across
the top of eachcolumnare twonumbers 0-1 on the fust,2-3 on the second,etc' Thesenumbers
arcgun factor totals.
6) In the example above,the gunfire effect was a +4. Look acrossthe top of the gunfire results table
until you discover4. It is abovethe third column, and this is the column you will roll on to
determinehow much, if any,damage is causedby your gunfire on the enemyship.

44
GI.JNFIRE RESULTSTABLE

No. Factors
0-l 2-3 4-5 6-7 8-9 l0+
D
3) 2** 3** /** 5** 6* * 8*8
I
E
X X X X X X
R
o s) X X X X X
L
L 6) x X X X

X X 1
X

X I 2 )
X

e) X X I 2 2 3

10 X I z 2 -)
A
a l0

1l X 2 J .J 5 l1

t2 I I J J 4 6* l2

l3 2 4 4 6x l3
I J

t4 I
2 + 4 5 J* l4

15 2 J 4 5 6* 8* 15

t6 2 J 5 6* 7x l 0* l6

17) 2 4 6* 7* g{< l2* t7

l8) 5 7* 8* [0** l4** l8

7) To determinelheexact numberof hitsyou scoreon the target,roll threesix-sideddice, one


red and two white. Let us continue with the examplegivenearlier.Your factor is a +4. +4 is
under the third column. Let us saythat you roll a 74 to determinenumberof hits. Look down
the third column until you come to the number 14. Acrossfrom this will be a number,in this
case,the numberis 4. This is the number of hits you havescoredon the enemy'
'X'. This is a miss.
8) Irt us say that after totallingall of your numbersfor gunfireeffectiveness on the Combat
Chart your total is -2. In this caseyou would usethe first colurnnon the Gunllre Results
Table and would subtract 2 from the dice roll.
Ex. Gunfire factor is -2, a twelve is rolled on the Gunjire Results Tqble. Sublracting two
from twelvegivesa resultof ten. l0 is a miss.Had the roll been 15, two would have
beensubtracted,givinga resultof 13. l3 is one hit.
e) If you count the number of factors on the CombatChart and your total is 12, then you would
use the l0 or last column under GunJireResults and would add 2 to the die roll to determine
numberof hits. If you roll 11, and add2,the resultis 13. 13 is 5 hits.

45
10) kt us sayyour gunfirehasinflicted 4 hits on the enemy.Now we must determinewhereyour
hits will land on the targetship. To do this, you must use the Hit Locstion Chart below:
2) Hull, Fire 9) Gun
3) Gun, Crew r0) Hutl
4) Crew 11) Crew
5) Gun 12)Cun, Fire
6) Hull
7) Crew
8) Hull
I l) To determinewherea hit occursroll two six-sideddice and look at the table above.Let us say
y ou ro l l a 6 .Aro l l o f 6 i s a h u l l h i t. A roi l of l l i sacrew hi t.A rol l of 5i sagunhi t.A rol l
of 2 is both a hull hit and a fire.
12) Roll the dice, two six-sided,oncefor eachhit that you havescoredon the enemy.
13) Wherethe mark hits. If the ship firing is on ihe right or starboardsideof the target,all hits
aremarked on the starboardsquaresof the ship'sdiagram.If on the left orport side,damage
is marked on the left sideof the shipsdiagram.If fire is from aboveor below, hits may be
placedanywhere.
All hits on the bow 'rake'areplacedon the bow.
All hits on a stern 'rake' areplacedon the stern.
To 'rake' a ship, the attackermust be at a 90 degreeangleto the defendingship.

€>
3.-:,
..>J
-+
V't DEFENDER
ATTACKER -

Damageis noted by marking out the appropriatesquareson the ship'sdiagram.Ex. 3 hull hits,
two part one starboard,1 crew hit, I gun hit, port; 1 MF (movementfactor);

14) Effectsof Damage:


a) Hull Hits:
1) Mark off one hull squarefor each-hullhit suffered.If all of one sectionis eliminated
all additional hull hits to that section are treated as buoyancy hits.
2) If all hull squaresin a sectionareeliminated,all remaininggun squares,in that
sectionif any, are alsoeliminated.
b) Crew Hits:
l) Mark off one crew squarefor eachcrew hit received.
2) rine'when
rosses thisrine'theshipis
crosses
:;ii1,ilffizin;;;:;:y,brack
c) Gun Hits:
1) Mark off one gun squarefor eachgun hit taken.
2) Whenan entire gun sectionis eliminated,all further gun hits to that sectionare
treated ashullhits.
d) CRITICAL HITS:
1) Criticalhits occur in two situations:
a) when a six is rolled on the red dice when rolling on lhe Combat Results Table.
b) when a numberis rolled on the Combat ResultsTdble that has an * besideit.
A number with two ** meansthat two critical hits havebeenscored.
2) Whena critical hit occurs,roll two six-sideddice and consult the table below.

Die Roll Description


z MagazineHit. Wi$ a violent thud, and a blinding flash,the remainsof your ship exits the
game.
J Roll againon the 6-l factors table on the Combat ResultsChart. Apply thesehits to either
bow or sternby rollingone die: 1,2,or 3 is bow;4,5, or 6 is stern.
4 Enginehit reducespeedby one half. Round all fractionsdown and mark off appropriate
number of MF squares.If this hit is received,speedis reducedto zero.
Steeing damaged.RolI one six-sideddie:
I ot 2 no tum to left for remainderof game.
3 or 4 no turn to right for remainderof game.
5 must move straightfor remainderof game.
6 must circle for remainderof game.
If this critical hit receivedagainwith the sameresult,it is countedinsteadas two stem hits.
6-8 B u o y a n c y ta n k h i t.Markoffonebuoyancytanksquare.Lossofanenti resecti ono f
buoyancy
tankswill causethe craft to fall towardsthe ground.Roll one six-sideddice again:
I lose one level of altitudeper turn.
2 lose two levelsof altitudeper turn.
3 lost threelevelsof altitudeper turn.
4 losefour levelsof altitude everyturn.
5 lose six levelsof altitudeper turn.
6 plummet like a rock.
9 Engine l[if. Reducespeedby onemovementfactor.
10 Fire. Mark on your ship diagramthat a fire has started. Rememberthat a ship suffers a gun-
fire penalty for eachfil.e.
1l Bidge Hit. Captainand senior officers killed or placed temporarily out of action. Ship may
not altercourseor speedor altitude.for two turns and suffersa penalty for no fire control
for two tums.

Die Roll Description


12 Magazineftir. Roll againon the 8-9 factors column onthe Combat ResultsTable
Apply thesehits on either the bow, or the stern.At leastone half must be gun hits.
Roll one six-sideddie:
l-3 bow, 4-6 stern.

AND (H) AND (r) CLASS SHrpS


RAPID FrRE GT.JNS
(l) All capitol shipshavevaryingnumbersof rapid fire gunsof a smallerclibre than the main
battle guns.Usually a capitol ship will not fire its main gunsat a small flyer, but will use
theserapid fire guns.
(2) Rapid fire gunshavea rangeoffre hexes.Thereis one hex for eachrangecategory.Ex. A range
to target of five hexesgoesunder the 7-10 column on target rangeo\ the Combat Chart.
(3) Usethe normal number of gunsof the firing ship asyour numberof rapid fire guns.Ex. 8 main
battery gunsis also8 rapid fire guns.
(4) A singlehit will eliminate a class(H) or (I) ship.
(s) If there is more than one (H) or (I) strip in the target hex, apply the full number of hits against

47
them. For exarnple: five (I) shipsare in ahex that receivesthree hits. Three (I) ships are elimin-
ated from that hex.
(6) (H) and (I) shipshave one gun and may causecrew casualtses
only. All other hits registeredare
misses.
(7) Rapid fire gunsmay be used against([I) and (l) shipsonly.
NOTE**{<The "Blind Spot" is stjll used.

BOMBING:
A11capitol ships(A) through(F) havebombs.The number of bombsthat may be droppedis represented
by the "b" squareson the ship diagram.

How To Bomb:
(1) To bomb an enemyvesselyour ship must be directly over the targetvesselwith at least one
altitude level differencebetweenattackerand target.
(2) You must statehow many bombsyou are goingto salvothe turn you drop them.
(3) You may drop some,all, or none of your bombsin a giventum.
(4) When any number of bombs are dropped, darken the samenumber of "b" squareson the ship
diagramto show that thesebombs are gone.
(5) Whenall boxesare shadedyou may no longerbomb,.asbombshaveall been dropped.

Computing Hits and Damage:


(1) Count the number of bombsdroppedasnumber of gunsfired on the Combat Chart. Ex.5 bombs
droppedcounts as 5 under 'numberof guns'.
(2) Use the appropriateline for remainder of factors. In the casegiven above,the '5' line.
(3) Count 'Rangeto Target' as eachlevel separatingthe bomber and the target inclusive of targets
level.Ex. Bomberat level 10 and targetat level 7. The rangeis threehexes.
(4) Read Target Rangefrom left to right in eachcategory as one level, two levels,three levels,etc.
to 5+ levels.
(5) Use all other appropriate factors in the 1ine.
(6) Apply this factor total Io the Gunfire Results Table to determinehit or rnissin the usual fashion
using three six-sideddice.
(7) Critical ftits. With gunfire, a critical hit iqscored if the red die rolled is a six, or if a number with
a n * i s ro l l e d . In b o mb i n g th e re ddi ei si ncreasedtoaS ora6foracri ti cal hi t.The* i sal soa
critical hit.

BOAR-DING:
l) Shipsmust be grappledtogether,either sideby side,or one abovethe other.
2) Each player will write down secretly the number of crew squareshe will use for boarding attack
and or defensefor the next turn.
3) Eachplayerwill lightly draw a line in pencilthroughall squaresinvolvedinboarding attack or boarding
defense.This is done to determineif the crew falls to minimum strength for gunfire purposes.
This will be erasedafter boardingaction ceases.
4) More than one ship may be involved in a singleboarding action at one time.
5) Shipsr4ay combinetheir boardingfactorstogetheragainsta singledefender.
6) A singJeship may board more than one enemy ship at one time.

48
7) Use the CombatChart for computing"Gun" Factors.
8) involvedin boarding.This total is'calledthe
Countthe total numberof the attackersquares
BoardingFactor.
9) Convertthe numberof guns to boardingfactols on a one-for-onebasis.Ex. 20 Boarding
Factorsbecomes2OGunfactors on The Chart.
10) If there aremore than l0 BoardingFaclorsinvolvedmerelyusethe reinainderasmultiples of
10, or asabovein stepNo.9 until all areused.
Ex. 14 BF's is numberof guns 1O,numberof guns4.
Ex. 32 BF's is numberof guns 10 (resultis tripled) numberof guns2.
11) Modify factorsby nationalmodifierof crew.
12) Usegunfireresultstable to computecasualties.
13) An * indicatesthe captainhasbeenkilled or wounded.Treat asBridgeHit for fire and movement,
apply MINUS to Boardingalso.
14) The defenderfollows this sameprocedure.
15) If all of one side,either defenderor attackeris eliminatedin one turn boardingis over.
16) Whena defendingparty is eliminated,the ship surrenders.
17) Whenan attackingparty is eliminated,severalthingscan happen:
a) attackerchoosesto ungrappleand pull away.
b) attackerchoosesto form anotherboardingparty and attack againon the next turn.
c) Defenderchoosesto attack on the next turn.
d) defenderelectsto attempt to ungrappleand pull awaynext turn.
e) etc.

l8) If both crewsfrom attackingparties,thesewill fight againsteachother until one is eliminated,


or hand-to-handis broken off by ungrapplingbeforethey meet any defendingparty.
19) Any number of crew squaresmay be addedto the attackingor defendingparty or removedat
the beginningof the phasewhen the crew squaresarecommitted.
20) A crew can be put aboarda capturedenemyship and can useit in combat.

Transfer of Crew:
1) At the end of any turn, friendly shipsmay transfercrew squaresfrom one ship to another.
2) At the end of any turn,crewsquarescan
be transferred
to acapturedenemyship.
3) Under the circumstances
can therebe more crew squareson any ship than the normal number
for that ship.
4) A capturedor derelictshipmay mo'rethe turn afterit is crewed.

PLAY RETURNSTO MOVEMENT

CREWQUALITY RATING
CRACK Helium,First Born
E LI T E : Ga th o l ,Pta rth ,D u s a r,H a stor
A V F . RA Gh : D u h o r,T h e rn sK
, a o l ,Z o danga,Tj anth,Morgors
G I T E HN Phundahl,Jahar,Anrhor,Toonol
I ' O O R: Parrars: all srrall,rernotenations;all shipsinrpresscdlioln conquerored
nations.

49
JOHN CARTER, WARLORD OF MARSTM
Miniature figurines for Adventure Gaming

are availablefrom

HERITAGE MODELS,INC.
9840 MONROE,BLDG. 106
DALLAS,TEXAS 75220
2t4l3sl-3708
For a completecatalog,send$.50

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