There can only be one John Carter of Mars. There is only one Tars Tarkas. If you are taking a hero, make sure you're not taking the same hero as your opponents. This is Barsoom, not the Multiverse.
(Hero) (0-1) | |
---|---|
Shootin' | 5+ |
Fightin' | 6 |
Strength | 5 |
Guts | 6 |
Wounds | 2 |
Attacks | 3 |
Pluck | 6 |
Fame | 2 |
Fortune | 3 |
Move | 12 |
Cost | 19 |
John Carter comes with a Dagger, Short sword and a Long Sword. He may select these additional items for the following cost:
Radium Pistol | Tanpi 5 |
Radium Rifle | Tanpi 10 |
Thoat | Tanpi 25 |
John Carter is a mighty hero -- the Warlord of Mars. He is the only man on Barsoom able to bring together the different races of the planet to fight together. Using John Carter allows the player to build a unit of any composition.
When John Carter is faced with overwhelming odds a red haze overtakes him and he enters a state of perfect concentration.
When involved in hand-to-hand combat and fighting with a sword, he is granted an extra attack for each adversary over two that he faces. He cannot be trapped.
John Carter is the best swordsman on both Barsoom and Earth. John Carter never needs to roll more than 4+ to score a wound, regardless of the opponent's Defense (this rule has no effect against targets that have Batter Points instead of Wounds). His rolls to wound can be modified by using Might as normal.
John Carter has a lethal punch. When engaged in Hand-to-Hand combat, he stands a chance of delivering a stunning punch to the jaw. On a role of a natural 6, John Carter delivers an automatic wound.
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 Fightin' score by 1, and an additional Fame & Fortune point. The violator also loses 1 Guts. These Fame & Fortune points must be used in the player's current or next turn. The increase of Fightin' is only applicable in combats against the violator of the Code.
Their 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).
(Hero) (Leader) (0-1) | |
---|---|
Shootin' | 3+ |
Fightin' | 5 |
Strength | 4 |
Guts | 3 |
Wounds | 2 |
Attacks | 3 |
Pluck | 4 |
Fame | 3 |
Fortune | 2 |
Move | 8 |
Cost | 50 |
Tars Tarkas comes with a Dagger, Short sword and a Long Sword. He may select these additional items for the following cost:
Radium Pistol | Tanpi 5 |
Radium Rifle | Tanpi 10 |
Thoat | Tanpi 25 |
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 Fightin' score by 1, and an additional Fame & Fortune point. The violator also loses 1 Guts. These Fame & Fortune points must be used in the player's current or next turn. The increase of Fightin' is only applicable in combats against the violator of the Code.
Characters who accompany Tars Tarkas are inpired. Tars Tarkus' Pluck value may be used for Pluck tests taken on behalf of any friendly character within 8". If a Head for the Hills test is called for, Tars Tarkus' Pluck value must be used even if his is not the highest in the Warband.
LotOW, pg. 90
(Villain) (Red Man) (Leader) (0-1) | |
---|---|
Shootin' | 5+ |
Fightin' | 5 |
Strength | 3 |
Guts | 3 |
Wounds | 2 |
Attacks | 1 |
Pluck | 5 |
Fame | 2 |
Fortune | 1 |
Move | 6 |
Cost | 32 |
Sab Than comes with a Dagger, Short sword and a Long Sword. He may select these additional items for the following cost:
Radium Pistol | Tanpi 5 |
Radium Rifle | Tanpi 10 |
Thoat | Tanpi 25 |
A Troublemaker can never be included in a Heroic party.
Sneaky characters do not lose 1 point of Guts if they violate the Code of Conduct. Their opponents still get the additional Fame, Fortune & Fightin' point.
LotOW, pg. 90
Sab Than 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.
(Villian) (Thern) (Leader) (0-1) | |
---|---|
Shootin' | 5+ |
Fightin' | 3 |
Strength | 3 |
Guts | 4 |
Wounds | 1 |
Attacks | 2 |
Pluck | 3 |
Fame | 1 |
Fortune | 2 |
Move | 6 |
Cost | 48 |
Matai Shang comes with a Dagger. He may select these additional items for the following cost:
Short Sword | Tanpi 5 |
Long Sword | Tanpi 5 |
Radium Pistol | Tanpi 5 |
Radium Rifle | Tanpi 10 |
Thoat | Tanpi 25 |
A Troublemaker can never be included in a Heroic party.
Sneaky characters do not lose 1 point of Guts if they violate the Code of Conduct. Their opponents still get the additional Fame, Fortune & Fightin' point.
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..