Rory Hinnen

rory@hinnen.us


4,200 words











Legends of Dying Mars


by Rory Hinnen

























Chapter 1

Introduction


What's all this, then?

Long ago, I worked to create a modification of Legends of the Old West that supported Barsoomian adventures. It was fun work, but distance and time conspired against me. I didn't get to play the game very often.

Still, it sparked good memories. I enjoy the thick atmosphere of Barsoom, it's heroism and dark alleys, the vistas that remind me of the desert where I grew up.

Legends of the Old West have passed out of popular gaming. Games Workshop pulled it long ago, so that the game itself became a legend, and the rules something you could only find in dust piles in the used section of a local gaming store, an institution that is itself rapidly disappearing.

While there was much I enjoyed about Legends of the Old West, there was also a sense that the rules themselves were from another time. The strict I-go-You-go turn sequence, the lack of surprise made it feel very much a part of the wargaming style of the 80's. 

I decided that I would come up with my own skirmish rules. Here they are.

I recognize that they're currently a work in progress, but so far they're playing nicely for me. There's a real tension as my warband tries their best, and a romantic association with the characters. 

That said, these rules are still very incomplete. I'm working on making these feature complete and turnkey, but expect a certain amount of homegrown for the foreseeable future.

Finally, if for some reason you feel compelled to give these rules a try, I would really appreciate it if you would give me a heads up and some feedback.

















Chapter 2

Setup


Setup

Overview

The game is now ready to play.


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Each player starts with 200 tanpi with which to build a warband. Tanpi is the currency of Barsoom, a gold coin that is roughly equivalent to a US dollar in the 20's.

Warbands must be composed of characters within the same grouping. With very few exceptions, mixing between different races is very rare. 

A warband has a minimum and maximum number of characters that can join it. That number can be found on the page that defines the war bands. In addition, each of the characters have limitations. You can't have a warband composed exclusively of chieftains, for instance. The limitations on characters are listed with the individual characters.

In addition to hiring the member of the warband, you can also purchase equipment for the members of the warband. The weapons have to be assigned to a particular character.

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The activation controls which character is allowed to spend actions. Only the active character, or a character reacting to an active character, is allowed to take an action. 

Each character who is in any warband gets a marker of some kind. It can be a slip of paper with his name, an identifiable card, a marble. Any generic thing that can be drawn randomly, and still represent that character. All of the markers are put into a container, along with one extra marker that is unique. This unique marker indicates the turn is over. 

This container is put to the side, and used to activate characters randomly. There is an iOS app that I've written that you can also use as an activation pot.

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Scenery selection is typically defined by the scenario. This doesn't mean that players can't add scenery as they desire. Scenery can also be purchased as an asset of the warband. If the scenery is purchased as part of the warband, the player places them as if they were a character.

In general, players should take turns placing scenery elements.

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Character placement is generally specified by the scenario. 

If not outlined, then players take turn placing characters on the board. When a character is placed on the board, whatever weapons or armor he is currently using is specified.














Chapter 3

Rules


Turn Sequence

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Action Points

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The point of the game is to hurt the other guys more than the hurt you take. Each point of damage that's not dodged or blocked removes one wound from the character. If a player takes more damage than they have hit points, that character is out of the game. They may or may not be dead, that's determined after the game, but they cannot recover during the current session.

If a character is reduced to exactly 0 wounds, there is a chance they can recover during the current game session. Leave his activation card in the pile. When his activation turns up, he can spend all of his action to roll for recovery. Roll a d6. On a roll of 1, he has recovered from his shock and gains one wound.

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Shoot


The cost of taking a shot is dependent on the weapon, and those costs are listed with the weapon. In order to shoot, a character must have enough action points to cover the cost of the shot.


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Attack

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Move

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Move 1" over dry, stable terrain 1AP

Difficult terrain get's a multiplier.

Slippery X2

Rough X2

Shallow pools X2

Deep pools X3

Difficult climbs X3

Open/close a door 1AP

Change the current weapon 1AP

Climb 1" over a stable surface (I.e., stairs or a ladder) 1AP

Block/dodge a melee attack 1AP

Dodging and Weaving 1AP

Reload a weapon 1AP

Shoot Determined by weapon

Hit Determined by weapon



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Big Men

These are larger than life characters, who inspire and lead a band of men. Some characters start out as big men. Some characters are elevated to the status of big man by circumstance. There must always be at least one big man in each warband.

There are limits to the number of big men you are allowed to take with a warband. 


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Equipment

Ranged weapons can also be used in melee (you can always use a pistol like a club). When rolling to shoot, Ranged weapons use Shoot to determine if a hit is successful. When used as clubs, ranged weapons use Bludgeon. Obviously, ranged weapons do not use ammo when used in melee.

Rifle

Pistol

Sword

Dagger

Hands














Chapter 4

Characters


Heliumite Red Men

"The dominant race in whose hands rest the progress and civilization--yes, the very life of Mars--differ but little in physical appearance from ourselves. The fact that their skins are a light reddish copper color and that they are oviparous constitute the two most marked divergences from Anglo-Saxon standards."

A Fighting Man of Mars


Warband

A Red Men unit must take at least 3 models. You may spend tanpi 200 to recruit and arm a Red Men unit. One character must be a Leader. The number of a Red Men Warband can not exceed 15 characters. The number allowed of each type is listed with the character, the exception being the Than, you may select as many of those as you wish.


Code of Conduct

The Barsoomian fighting men follow a very strict code of conduct. Violating it is almost unheard of. The basic code is that a defender may only choose a weapon equal to or lesser than his attacker's weapon. The hierarchy is: pistol, longsword, shortsword, dagger, bare hands. Therefore, if attacked by a warrior bearing a longsword, it is acceptable to draw any lesser weapon. Drawing a pistol in this situation would bring contempt or even death from any other warrior of Barsoom.

In game terms, any warrior that violates the Code of Conduct causes an immediate increase in his opponent's Fight score by 1, and a single free Fame point. The Fame point must be used in the player's current or next turn. The increase of Fight is only applicable in engagements against the violator of the Code, it doesn't apply against other characters.


Equipment


All Red Men come with a Radium Rifle, a Shortsword, & Dagger. They may select these additional items for the following cost: 


Item Cost

Longsword 5

Radium Pistol 10

Thoat 25


Than (Soldier)

Available: 0-15

Shoot: 4

Strength: 4

Fight: 3

Dodge: 3

Wounds: 2

Actions: 6

Cost: 9


Panthan (Mercenary)

Available: 0-5

Shoot: 3

Strength: 4

Fight: 3

Dodge: 3

Wounds: 2

Actions: 6

Cost: 10


Padwar (Lieutenant)

Available: 0-3

Shoot: 4

Strength: 4

Fight: 3

Dodge: 3

Wounds: 2

Actions: 6

Fame: 0

Cost: 10

Big Man


Dwar (Captain)

Available: 0-2

Shoot: 4

Strength: 4

Fight: 3

Dodge: 3

Wounds: 2

Actions: 6

Fame: 1

Cost: 12

Big Man


Jed (King)

Available: 0-1

Shoot: 4

Strength: 3

Fight: 3

Dodge: 3

Fame: 1

Wounds: 2

Actions: 6

Fame: 2

Cost: 30

Big Man

Jed's Bodyguard

A Jed must take one Than as bodyguards. They must remain with 6" of the Jed, and do not count against the number of models comprising a Warband.


Jeddak (Emperor)

Available: 0-1

Shoot: 4

Strength: 3

Fight: 3

Dodge: 3

Fame: 2

Wounds: 2

Actions: 6

Fame: 2

Cost: 32 

Big Man

Jeddak's Bodyguard

A Jeddak must take two Padwar as bodyguards. They must remain with 6" of the Jed, and do not count against the number of models comprising a Warband.


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Green Men

"...terrific incarnation of hate, of vengeance and of death. The man himself, for such I may call him, was fully fifteen feet in height and, on Earth, would have weighed some four hundred pounds. He sat his mount as we sit a horse, grasping the animal's barrel with his lower limbs, while the hands of his two right arms held his immense spear low at the side of his mount."

A Princess of Mars


Warband

A Green men unit must take at least 3 models. You may spend tanpi 200 to recruit and arm a Green Men Warband. At least one character must be a Leader. The number of the the Green Men Warband can not exceed 12 characters. The number allowed is listed in parenthesis next to each type of fighter. The exception is the Green Warrior, of which you may recruit any number.


Code of Conduct

The Green fmen follow a very strict code of conduct. Violating it is almost unheard of. The basic code is that a defender may only choose a weapon equal to or lesser than his attacker's weapon. The hierarchy is: pistol, longsword, shortsword, dagger, bare hands. Therefore, if attacked by a warrior bearing a longsword, it is acceptable to draw any lesser weapon. Drawing a pistol in this situation would bring contempt or even death from any other warrior of Barsoom.

In game terms, any warrior that violates the Code of Conduct causes an immediate increase in his opponent's Fight score by 1, and a single free Fame point. The Fame point must be used in the player's current or next turn. The increase of Fight is only applicable in engagements against the violator of the Code, it doesn't apply against other characters.


Equipment

All Green Men come with a Radium Pistol, Longsword & Dagger. They may select these additional items for the following cost:

Shortsword 5

Radium Rifle 10

Lance 15

Thoat 25


Dead Eye


Warrior 

Available: 0-12

Shoot: 4

Strength: 4

Fight: 4

Dodge: 3

Fame: 0

Wounds: 4

Actions: 7


Jed (Chief)

(0-1)(Big Man)

Shoot: 5

Strength: 4

Fight: 4

Dodge: 3

Fame: 1

Wounds: 4

Actions: 7

Jed's Bodyguard

A Jed must take one Warrior as a bodyguard. He must remain with 6" of the Jed, and do not count against the number of models comprising a Warband.


Jeddak (Emporer)

(0-1)(Big Man)

Shoot: 5

Strength: 4

Fight: 5

Dodge: 3

Fame: 2

Wounds: 4

Actions: 7

Jeddak's Bodyguard

A Jeddak must take two Warriors as bodyguards. They must remain with 6" of the Jed, and do not count against the number of models comprising a Warband.

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Holy Therns

Warband

A Thern unit must take at least 3 models, and at most 20. The number allowed is listed in parenthesis next to each type of fighter.


Equipment

Therns come with a Shortsword & Dagger. They may select these additional items for the following cost:

Longsword 8

Radium Pistol 5

Radium Rifle 10

Thoat 25



Red Men Slaves

Available: 0-20

Shoot: 4

Strength: 4

Fight: 3

Dodge: 3

Wounds: 2

Actions: 6

Cost: 9

Religious Zeal

When within 6 inches of a Thern, Fight and Dodge becomes 4.


Holy Thern

Available: 0-3

Shoot: 4

Strength: 4

Fight: 3

Dodge: 3

Wounds: 2

Actions: 6

Big Man

Sneaky

Holy Therns are above the simple social conventions of lesser Barsoomians. If they violate the Code of Conduct, they gain an extra action. This represents their complete lack of morals, and the fact that breaking the Code of Conduct is something that doesn't cause them a moment of doubt.


Hekkador

(0-1) (Big Man)

Available: 0-3

Shoot: 4

Strength: 4

Fight: 3

Dodge: 3

Wounds: 2

Actions: 6

Big Man

Sneaky

Holy Therns are above the simple social conventions of lesser Barsoomians. If they violate the Code of Conduct, they gain an extra action. This represents their complete lack of morals, and the fact that breaking the Code of Conduct is something that doesn't cause them a moment of doubt.


Thern Bodyguard

The Hekkador must take three Holy Therns as bodyguards. They must remain within 6" of the Hekkador, and do not count against the number of models comprising a Warband..

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First Born (Black Pirates of Mars)

Warband

A First Born unit must take at least 3 models, and at most 15. The number allowed is listed in parenthesis next to each type of fighter. The exception is the Than, of which you may recruit any number.


Gladiatorial Slaves

Martians who are kidnapped by the First Born from the Therns are often used in Gladatorial combat. The rate of attrition is astounding, but some manage to survive and even thrive under the harsh life of the Arena. No First Born war band may consist solely of Slaves, there must be at least one First Born.


Available: 0-10

Shoot: 4

Strength: 4

Fight: 4

Dodge: 4

Wounds: 2

Actions: 6

Cost:


Slaves come with a Shortsword & Dagger. They may select these additional items for the following cost:

Longsword 5

Radium Pistol 5

Thoat 25


Sneaky


Than (Prince)

Available: 0-10

Shoot: 4

Strength: 4

Fight: 3

Dodge: 3

Wounds: 2

Actions: 6

Cost:


Equipment

The First Born come with a Longsword, Shortsword & Dagger. They may select these additional items for the following cost:

Radium Pistol 5

Radium Rifle 10

Thoat 25


Big Man

Sneaky

Black Pirate


Dator (King)

Available: 0-1Shoot: 4

Strength: 4

Fight: 3

Dodge: 3

Wounds: 2

Actions: 6

Cost:


Equipment

The First Born come with a Longsword, Shortsword & Dagger. They may select these additional items for the following cost:

Radium Pistol 5

Radium Rifle 10

Thoat 25


Big Man

Sneaky

Black Pirate


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Okarian

An Okarian unit must take at least 3 models, and at most 15. The number allowed is listed in parenthesis next to each type of fighter. The exception is the Green Men, of which you may recruit any number. At least one model must be a Leader.


Okarian (Yellow Man)

(0-15)


Equipment

The Okarian come with two swords, a dagger & a small shield. One of the two blades is hooked. They may select these additional items for the following cost:

Radium Pistol 5

Radium Rifle 10


Hooked Blade

If an Okarian fails to wound, he may re-roll. The re-roll is final.

If the opponent is equipped with an Okarian Shield, or is using a second weapon, this rule does not apply.

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Earthlings

There are very few Earthlings on Mars. Earthlings can be no more than one to a side, and may attach to Red Man, Green Man, Thern or First Born unit.

Jasoomian (Earthmen)

(0-1)

Shoot: 4

Strength: 4

Fight: 3

Dodge: 3

Wounds: 2

Actions: 6


Equipment

An Earthling comes with a Dagger, Short sword and a Long Sword. S/he may select these additional items for the following cost:

Radium Pistol 5

Radium Rifle 10

Thoat 25


Jasoomian

Thier earthly muscles endow them with stupendous strength on Barsoom's lower gravity. Already reflected in the Move value, a Jasoomian does not have to make rolls for jump tests of less than 20 feet (4"/10cm).

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Animals of Barsoom

Warband

Certain animals won't tolerate the presence of others. A unit of animals can be put together in any combination, as long as the animals will co-exist. Animal units do not need a Leader, however they don't benefit from experience, either. It's more likely that animals will be used as adversaries in a scenario than someone will build a warband of them.

Plant Men

(0-9)


Leaping Attack

The favorite ploy of the plant man is to leap over its prey, and slash down with their tail. The attack requires the plant man to have space on the other side of the attacked figure to land. If not, the attack cannot be made. If there is, conduct the fight normally, but the plant man must declare his leaping attack before rolling the Attack dice. A leaping Attack gets only a single Attack, but causes a single Strength 7 wound if the plant man wins the combat. No matter who wins the fight, the plant man is placed on the far side of the opponent's model, before determining which direction the loser backs away.


Great White Apes

(0-9)


Found Missiles

The great White Apes of Mars are scattered across the vast dead seas, often living in the ruins of old cities. The Apes are adept at throwing, and will grab nearly anything and fling them as deadly missiles.


Range

Damage


Rocks

6"

3

none

Calot (Martian Dog)

(0-12)


Bloodhound

TBD

Bodyguard

At the beginning of the game, choose one character among those in your force for the calot to protect. If John Carter is present, you must choose him. As long as the character is on the table, the calot automatically passes all Pluck tests he may have to take. If the character is killed or leaves the table, the calot reverts to the normal rules for Pluck.


Thoat (Martian Horse)

(0-12)


Giant Thoat (Green men Martian Horse)

(0-9)


Wild Thoat

Giant thoats are barely manageable.


Banths (Martian Lions)

(0-6)


Roar

TBD

Apt (Martian Polar Beast)

(0-9)


Ulsio (Martian Rats)


Sith (Giant Wasps)

(0-3)


Venom

Sith are armed with a stinger and terrible poison. If a Sith fails to wound, it must re-roll. The second roll is final.

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These a special heroic characters who can be added to a warband. This section is currently a work in progress.


John Carter, Jeddak of Mars, Jasoomian, Hero

Tars Tarkas, Jeddak of Tharks, Hero

Sab Than, Jeddak, Villian

Matai Shang, Last Hekkador of the Holy Therns, Villian

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These a special heroic characters who can be added to a warband. This section is currently a work in progress.


Princess

Distraction

Inspring Presence


Mad Scientist


Assassin


Cultist


Beast Master

Animal Control














Endnotes