Imperial Mars
Wargames Rules for late Nineteenth Century on Mars
by Tony Cullen (c)Copyright 2002
INTRODUCTION
Whilst I appreciate that there have been several other sets of rules dealing
with the "Steam Punk" ideas of late nineteenth century Earth nations
reaching out, by some means, onto the Planets of our solar system, I have not
yet found a set which provided the level and style of play I wanted. Therefore
these rules were born, generally by plagarising the
ideas of other excellent rule systems; "I stand on the shoulders of
giants" (either Isaac Newton or the edge of the two pound coin, take your
pick)
Okay, so enough of justification, what are these rules all about. Well they were initially designed to provide a fun system for fighting actions on Mars between the gallant British colonial forces and the strange alien creatures of the Red Planet. The rules were originally intended to focus on the late 1870's, the height of the colonial period, before automatic machine guns grew to dominate the battle field, and close enough to the Franco-Prussian and Zulu wars to provide a goodly quantity of figures.
I don't want to impose my views of Martian life on anyone and so I hope that the rules will allow you to develop your own alien races and their weapons. From the outset the limiting factor in gaming this "period" has been the limited selection of figures, particularly Martians. I had decided to use the 10mm scale as it provides that nice interface between 15mm and 6mm, giving enough detail for small actions without requiring vast detail in painting. However there is no reason that 15mm figures could not be used though the Tray size would probably need to be increased.
The
concept of "Steam Science Fiction" is not new. The basic premise is
that the British, swiftly followed by several other nations, have found their
way to Mars. The method of transport is not dealt with by these rules, but I
envisage something like Cavourite from Wells'
"First Men in the Moon".
Once on Mars the earthmen quickly come into contact with native Martians. The
historical analogy that we use in our games is somewhat like early to mid
eighteenth century
Thus the scene is set for a series of engagements between earthmen and
Martians, with sepoys and mercenary units abounding.
These rules have been developed by plagarising the work of many other excellent rule writers to whom I can only offer my apologies and thanks. They have been playtested and expanded with the invaluable help of Adrien, Chris, Spence, Sharon and the members of Staines Wargamers.
The level we have set for these actions is fairly small scale, the idea being that the transportation of large armies to the red planet is far too expensive to consider. A company of earthling infantry works out to about 24 figures, which gives a good level of playability. The Martians we use, and thus those used in the body of the rules, are either humanoid or reptilian, this is due to the selection of figures available. For simplicity I will refer to them as regular and large Martians (with or without fries!).
Whilst we cannot claim that these rules are "generic", how could they be? We like to think that the system is so simple and open ended that any "new" races or weapons can be quickly slotted in. This seems to be so simple that most of our games involve some rule modification for the scenario. Anyway I hope that you enjoy them and at least find something in them of use.
These
rules were developed initially for 10mm figures though I can see no reason why
they cannot be used for other scales. The figures used at
General
Principles:
"There is no human affair which stands so constantly and so generally
in close connection with chance as War." Clausewitz
"You Lucky, Lucky Bastard!" Life of Brian
Throughout these rules only 20 sided dice (d20) are used with scores running from 1 to 20.
Scales:
"The advantage of time and place in all martial action is half a
victory, which being lost is irrecoverable" Sir Francis Drake
"No Dougal, these are small, those are far
away!" Father Ted
|
1 Figure |
= |
1 Figure |
|
1 Move Tray |
= |
1" x 1" |
|
1" |
= |
20 yards |
|
1 turn |
= |
5 minutes-ish |
Move Trays form the basic entities of these rules. They may contain a varying
and variable number of figures. We use magnetised Trays to make adjustment and
casualty removal simpler.
Visibility:
"You can never do too much reconnaissance." George S Patton
"Watch out for the Weasel pit!" Blackadder
|
Open |
= |
900 yards |
= |
45" |
|
Dense Cover / Built up Areas |
= |
40 yards |
= |
2" |
|
Light Cover |
= |
120 yards |
= |
6" |
Troops may hide, depending upon the scenario, usually in wadis
or dry valleys. Nothing scares the overconfident colonial officer than twenty
or so stands of Martians erupting from an unknown position within 100 yards.
Hidden figures may be spotted when they move or shoot or by observers within 40
yards (2") if the terrain allows.
Troop
Classification:
"It is not big armies that win battles; it is the good ones"
Maurice de Saxe
"The Host of
All troops are classified by the following criteria:
|
|
Men or |
Large Martians |
|
regular Martians |
|
|
|
Rifle & Bayonet |
4 |
- |
|
Mounted Lance |
6 |
- |
|
Mounted Sabre |
5 |
- |
|
Spear/Halberd |
5 |
6 |
|
Sword |
3 |
4 |
|
Fire Stick |
- |
6 |
|
Mounted Fire Stick |
- |
7 |
|
Improvised |
1 |
2 |
Organisation
and Basing:
"I detest war. It spoils armies" Grand Duke Constantine of
"Who gets out of the Wooden Rabbit?" Monty Python and the Holy
Grail
Troops
are formed into Companies/Troops and may vary their formation by altering the
number of Figures on each Movement Tray as follows:-
|
4 Figures per Tray |
= Close Order Infantry |
|
3 |
= Open Order Infantry |
|
2 |
= Extended Order Infantry/ Open Order Horse |
|
1 |
= Extended Order Horse |
Each movement Tray is 1" square. We use magnetised Trays, or steel trays
with magnetised figures to make formation adjustment easier.
Experience
has shown that about 24 figures in a Colonial Company is about right; believe
me volley firing drilled troops are VERY deadly.
Therefore melee weapon armed Martians should have bigger units, 30 or more strong.
Officers:
"It is in the minds of the commanders that the issue of battle is
really decided" B.H. Liddell Hart
"What's needed at this stage of the war is a futile gesture, and you're
just the man to do it." Beyond the Fringe
Officer
figures represent Captains and above. Their principle functions are to issue
orders to troops under their command, assist in maintaining Morale and Rallying
Troops and make suitably pompous and "stiff-upper-lipped" comments at
appropriate times.
Officers and Runners have 5 Action Points.
Turn
Sequence:
"It is even better to act quickly, and err than to hesitate until the
time of action is past" Clausewitz
"Then count thou to three, let three be the number of the counting.." Monty Python and the Holy Grail
Orders:
"The British soldier can stand up to anything except the British War
Office" George Bernard Shaw
"Frow him to the floor wuffly
Centurion!" Life of Brian
Orders are issued to Officers by the Commander in Chief. Officers should then use the Units under their command to accomplish these orders. Orders should only be influenced by the knowledge of the issuing officer. Runners may be used to dispatch orders. There is no formal Command and control system in these rules, it is assumed that each unit will have its own junior officer to control it throughout the action.
Charges:
"Hard pressed on my right. My centre is yielding. Impossible
to maneuver. Situation excellent.
I am attacking." General Foch, battle of the
"Oh-ya, Oh-ya, Wiggi Wiggi Wiggi,
Plun-jarrr Plun-jarr!"
Units
must declare any charges at the beginning of the Turn. Charged Units should
then test their Morale, if they are still Steady they
may counter-charge if they are Horse or Foot against Foot, or they may stand
and shoot, or shoot and charge, if Action points and time (segments) allow.
Alternatively, following a bad morale check they may flee into the red desert
screaming "we're all going to die!".
Movement:
Formations:
"Troops who march in an irregular and disorderly manner are always in
great danger of being defeated." Vegetius
"In a Bunch! In a Bunch!"
Monty Python
The following formations are possible:
Once a unit is in a defensive position each stand may be positioned as
required.
Terrain:
"A general should possess a perfect knowledge of the localities where
he is carrying on a war." Niccolo
Machiavelli
"Incidentally my Lord that is how we now know the Earth to be banana
shaped." Monty Python and the Holy Grail
Specific Terrain types may be designated as affecting movement and/or providing cover. Movement may be affected by either a fractional reduction in movement distances or an increase in Action point requirements.
Movement
and Manoeuvre:
"It is better to be on hand with ten men than to be absent with ten
thousand." Tamerlane
"Straight is great! Curvy is Purvey!"
All
movement and manoeuvre is done in segments, which are paid for each turn by
Action Points. Each unit has a number of action points available to it each
turn determined by its training. The unit may carry out as many actions as it
wishes provided it has the points to pay for them.
A unit with the available action points may perform the same action more than
once. Note that second or third movement segments in a turn cost differing
numbers of action points and that the third movement segment is only available
to march columns, Officers and Runners.
|
Action |
Points Cost |
|
1st Movement Segment |
1 |
|
2nd Movement Segment or square |
2 |
|
3rd Movement Segment * |
1 |
|
Retiring (facing enemy) |
1 |
|
Wheeling at Full Speed (1 segment) |
4 |
|
Wheeling at Full Speed (1 segment) |
3 |
|
Wheeling in March Column |
01 |
|
Shooting |
2 |
|
Going Prone |
1 |
|
Standing Up |
2 |
|
About Face |
0 |
|
Interpenetrating Friends ** |
2 |
|
Reacting to being charged |
1 |
|
Rallying |
3 |
|
Issuing an Order |
2 |
|
|
3 |
|
Join Units |
3 |
|
Formation Changes:- |
|
|
To Line |
3 |
|
To Double Line |
3 |
|
To Square (or to maintain Square) |
2 |
|
To Column |
3 |
|
Change Organisation by 1 per Tray |
2 |
|
Artillery:- |
|
|
Limbering/Unlimbering |
2 |
|
Firing Breech Loading Artillery / MGs |
2 |
|
Firing Muzzle Loading Artillery |
3 |
|
Assembling Pack Artillery |
4 |
* March Column, Officers & Runners only
** both units involved
Movement
Distances:
"Movement is the safety valve of fear." B.H.Liddell
Hart
"Run Away!" Monty Python and the Holy Grail
|
Troop Type |
Move Segment Distances |
Charge Bonus |
|
Infantry |
4" |
1" |
|
Infantry - Armoured |
3" |
1" |
|
Horse |
6" |
2" |
|
Riding Lizards etc. |
5" |
1" |
|
Horse Limbered Artillery |
4" |
- |
|
Manhandled Artillery (Light & MG) |
2" |
- |
|
Manhandled Artillery (Medium & Heavy) |
1" |
- |
|
Wagons etc. |
3" |
- |
The Charge Bonus is only available on the Move segment which would bring a unit
into contact with the enemy.
Units may exceed their Action points in a turn , but
collect 1 Disruption Marker for each extra Action Point used.
Shooting:
A few Words about Martians;
Here I'd better make a few more comments about Martians and their equipment.
Martians have available to them three types of missile weapons.
a. Bows: used by all Martian types.
b. Firearms: Of all types obtained by theft, looting, capture,
gifts from unscrupulous earth governments or gun runners.
c. Fire sticks: A native chemical combustion weapon with a restricted range but
devastating effect, these are generally only available to Large Martians as
personal weapons, but used as heavy weapons, "Fire Launchers" by
regular Martians.
Martians
also make use of a form of ceramic based armour. This is of little use against
firearms, but may turn the tide in Melee.
These are just a few ideas which we use for our Martians, and are generally
incorporated into these rules. Please feel free to ignore them and make up your
own characteristics.
Small
Arms:
"Nothing is more exhilarating than to be shot at without result."
Winston Churchill
"Lets not argue about who killed who." Monty Python and the
Holy Grail
Units
may shoot as many times as they have action points to pay for it.
Units shooting are restricted as to their target by the following priorities:-
An Officer attached to the Unit may Overrule these
priorities.
Shooting
is done by the movement tray, with one d20 being thrown for each Tray shooting.
The Shooters accumulate factors (Weapon and Tactical), then cross-reference
against the Small arms Shooting Table to determine what dice scores are
required to inflict casualties. The Target unit will lose figures for the
casualties inflicted all casualties should be removed from one tray at a time,
the remaining trays retaining their Organisation.
Note: Infantry trays with only one figure may not shoot.
|
Weapons Factors |
|
|
|
|||
|
|
Dist |
Factor |
Dist |
Factor |
Dist |
Factor |
|
BL rifle |
5" |
6 |
12" |
4 |
30" |
2 |
|
BL Carbine |
5" |
6 |
10" |
4 |
20" |
2 |
|
ML rifle |
5" |
5 |
10" |
4 |
24" |
2 |
|
ML Carbine |
5" |
5 |
8" |
4 |
16" |
2 |
|
Musket |
3" |
4 |
8" |
3 |
14" |
1 |
|
Large Martian Fire Stick |
2" |
8 |
6" |
7 |
12" |
4 |
|
Large Martian Bow |
5" |
4 |
10" |
3 |
20" |
2 |
|
Regular Martian Bow |
4" |
3 |
8" |
2 |
18" |
1 |
|
Tactical Factors:- |
|||
|
Target |
Firer |
||
|
In light cover |
-2 |
Mounted |
-2 |
|
In hard cover |
-4 |
In Extended Order |
-2 |
|
Is Artillery/ MG |
-3 |
In Close Order |
+2 |
|
Is Officer/Runner |
-6 |
Volley Firing * |
+2 |
|
In Extended Order |
-2 |
|
|
|
Prone |
-2 |
Non Firearms |
|
|
In Close Order |
+1 |
Light Armour |
-1 |
|
Large Martians |
-1 |
Heavy Armour |
-2 |
|
*Only Stationary Standing Steady Drilled Troops may Volley Fire. |
|||
|
Small Arms Shooting Table |
||
|
Factor |
1 Hit |
2 Hits |
|
-5, -4 |
19 |
- |
|
-3, -2 |
18 |
- |
|
-1, 0, 1 |
17 |
- |
|
2, 3 |
16 |
- |
|
4, 5 |
15 |
20 |
|
6, 7 |
14 |
19 |
|
8, 9 |
13 |
18 |
|
10+ |
12 |
17 |
Machine Guns and Volley Guns.
"Whatever happens, we have got the Maxim gun and
they have not." Hilaire Belloc
These
are treated in the same manner as Small Arms with the addition that they fire
as an equivalent number of Infantry Trays, that is the
number of dice to throw.
|
MG Factors |
|
|
|
No of |
Jam |
|||
|
|
Dist |
Factor |
Dist |
Factor |
Dist |
Factor |
||
|
Hand Cranked MG |
5" |
6 |
12" |
4 |
26" |
2 |
3 |
3/8 |
|
Automatic MG |
5" |
6 |
14" |
4 |
36" |
2 |
4 |
2/5 |
Each turn in which an MG fires it must roll an additional 1d20 to determine if
it jams, if the Jam Number or less is rolled the MG is jammed until cleared.
The second number after the slash applies to a second round of shooting in the
same turn. UnJamming is attempted at the end of the
turn by rolling 1d20, a score of 8 or more being required.
Artillery Fire.
"Artillery without targets is in a fair way to
become a target itself." Major General Orlando
Ward,
"Sir, they've fired a field gun at us. What did they hit?. A field!" I'm Sorry
I'll Read That Again
Artillery
may be Breech or Muzzle Loading, Rifled or Smooth Bore. As only Field guns are
considered, these are divided into 3 types:
|
Light |
1 - 2 Pounders |
|
Medium |
3 - 6 Pdrs |
|
Heavy |
6 Pdrs or bigger |
And may fire Shell, Solid Shot or Canister. Normally
only Smooth Bores can fire Canister.
There
are three types of target:
|
Formations; |
Troops and limbered Artillery |
|
Objects; |
Unlimbered Artillery, deployed MGs, Special Weapons |
|
Armour; |
Armoured Vehicles, Specified Buildings or Terrain Features |
First
you must find out if the gun has hit its target. To do this
roll 1d20 to equal or beat the sum of the factors (Weapon &
Tactical). The Weapons factors are shown in the table below. The figure before
the slash is for Smoothbores, that after the slash for Rifles.
|
Artillery Factors |
||||||
|
Smoothbore/Rifle |
Range |
|||||
|
|
120 yds |
300 yds |
500 yds |
1000 yds |
1500 yds |
2000 yds |
|
Type |
6" |
15" |
25" |
50" |
75" |
100" |
|
Light |
5/5 |
11/9 |
18/15 |
-/- |
-/- |
-/- |
|
Medium |
6/6 |
12/9 |
15/13 |
19/17 |
-/- |
-/- |
|
Heavy |
7/7 |
11/9 |
14/11 |
16/13 |
18/15 |
20/17 |
|
Tactical Factors |
|||
|
FIRER |
TARGET |
||
|
|
+4 |
Moved 2 or more segments |
+2 |
|
Under fire last turn |
+2 |
Stationary |
-2 |
|
Irregular |
+1 |
Formations v solid shot |
-2 |
|
Moved this turn |
+4 |
|
|
|
Drilled |
-1 |
|
|
|
Canister at close range (6" or less) |
-1 |
|
|
Effect:
Against Formations: Roll 1d20 and modify as follows:
|
Target in Close Order |
+2 |
|
Target in Extended Order |
-2 |
|
Target in cover |
-2/-4 * |
|
* The level of cover should be determined before the start of the battle. |
|
Then
consult the following table requiring to equal or beat
the indicated value to cause the number of casualties shown by the column.
|
Gun Type |
1 Hit |
2 Hits |
3 Hits |
|
|
Canister |
All |
2 |
10 |
18 |
|
Shot |
Light |
8 |
20 |
- |
|
Medium |
6 |
18 |
- |
|
|
Heavy |
4 |
16 |
- |
|
|
Shell |
Light |
6 |
18 |
- |
|
Medium |
4 |
16 |
22 |
|
|
Heavy |
2 |
12 |
20 |
|
Against
Objects: Roll 1d20 and consult the following table
|
|
1 Hit |
2 Hits |
Destroyed |
|
Shot |
8 |
17 |
18 |
|
Shell |
6 |
12 |
16 |
Against
Armour: Armour is defined as being one of four levels, either
Weak, Protective, Strong or Citadel.
To penetrate the Armour roll 1d20 and equal or beat the following score:
|
Gun Type |
Weak |
Protective |
Strong |
Citadel |
|
|
Shot |
Light |
8 |
12 |
18 |
- |
|
Medium |
4 |
8 |
14 |
20 |
|
|
Heavy |
0 |
4 |
10 |
16 |
|
|
Shell |
Light |
4 |
8 |
16 |
20 |
|
Medium |
2 |
6 |
12 |
18 |
|
|
Heavy |
0 |
3 |
8 |
14 |
|
A
non-penetrating hit is treated as a Small Arms hit.
If a vehicle is penetrated, then roll 1d20 against the Significant Damage
Level, if it is equaled or beaten then the vehicle is
Out of Action.
The Crew can normally be ignored as either killed or dispersed. Any transported troops must roll 1d20 to determine the percentage of their number to escape the destroyed vehicle.
|
1-2 |
0% |
|
3-5 |
25% |
|
6-10 |
50% |
|
11-19 |
75% |
|
20 |
100% |
Melee.
"Thrice armed is he that hath his quarrel just;
And four times he who gets his fist in fust." Artemus Ward
"What are you going to do, bleed on me?" Monty Python and the
Holy Grail
Melees are fought between units which are in base to base contact, they are fought Tray to Tray. Unengaged Rear ranks and Flanking Trays may provide support if they have up to one less figures than the fighting Tray they are supporting. One dice is rolled for each Tray to determine how many casualties it inflicts on the Tray against which it is fighting. The casualties are removed immediately from the target Tray. The result of a melee is determined by how many casualties each Unit receives.
After each round of Melee Rear Ranks may feed forward one figure on to the Tray to their front they were supporting. No Tray may ever contain more than four foot figures or two Mounted figures.
For
Each Tray roll 1d20 and add/subtract the following Factors:-
|
+? |
Combat Strength |
|
+2 |
Mounted |
|
+1 |
Drilled |
|
+2 |
Charging Foot / following up |
|
+4 |
Charging Horse |
|
+2 |
Uphill |
|
+2 |
Per Figure more than opponent |
|
+1 |
Per Supporting Tray* |
|
+2 |
Defending cover |
|
+4 |
Defending Works |
|
-2 |
Irregular |
|
-4 |
Per Disruption Marker |
|
-6 |
If Prone |
* one to each flank and one to the rear.
Trays may receive support from other, unengaged, Trays which are in contact
with them and not in contact with the enemy. Trays may receive support from one
Tray to either flank and one to the Rear. Supporting
Trays may only support one fighting Tray a turn.
Once
both sides have calculated their respective melee totals compare them. One
Casualty is inflicted on the lower scoring Tray for every Five
full points difference.
The Overall result (Win/Lose) is calculated at Unit Level by summing the casualties
for all Trays involved. The Side with the fewest Casualties
Wins.
The losing Unit must immediately take a Morale Test.
Prone figures are assumed to be standing after a round of melee
Risk
To Officers.
"The Gattling's jammed and the Colonels
dead;" Henry Newbolt
"The first decent battle since puberty, and I'm going to miss it!"
Blackadder
If
an Officer is attached to a unit which suffers any casualties from either
shooting or melee roll 1d20:
|
1 |
Dead |
|
2-3 |
Wounded; must leave the field if possible. |
|
4-5 |
Scratch; Carry on valiantly, it will look good in the papers. |
|
6+ |
no effect. |
Morale
"The morale of the soldier is the greatest single factor in war and the
best way to achieve a high morale in wartime is by success in battle."
Montgomery of Alamein
"I'm so Happy!, I'm so Happy! I think I'll go
for a walk.. You're not fooling anyone you know."
Monty Python and the Holy Grail
A
Unit's Morale condition is represented by the number of Disruption Markers (DMs) it has.
|
0 |
Steady |
The Unit will continue to carry out orders. |
|
1 |
Disorganised |
The Unit may not advance on known enemy, but may shoot. |
|
2 |
Dismayed |
The Unit may not advance, and it may not shoot unless shot |
|
3 |
Disrupted |
The Unit must retire (at least 1 Segment) and may only shoot if shot at. |
|
4 |
Dispersed |
The Unit will Rout 3 move segments each move. |
Morale Tests will be taken when:-
To take the test roll 1d20 then add/subtract the following factors:-
|
|
Men |
Regular Martians |
Large Martians |
|
A Class |
+3 |
+3 |
+3 |
|
B Class |
+1 |
+1 |
+1 |
|
D Class |
-1 |
-1 |
-1 |
|
E Class |
-3 |
-3 |
-3 |
|
Per 20% Lost |
-2 |
-2 |
-3 |
|
Under MG/Artillery Fire |
-2 |
-3 |
-3 |
|
Per DM |
-2 |
-2 |
-1 |
|
Routed Enemy This move |
+2 |
+3 |
+2 |
|
In Works/Defences |
+2 |
+2 |
+1 |
|
Officer with Unit |
+2 |
+3 |
+2 |
|
Charged In Extended Order by |
-2 |
-2 |
-1 |
|
Charged in Flank/Rear |
-2 |
-2 |
-2 |
|
Per casualty more than enemy lost in Melee |
-1 |
-1 |
0 |
|
Vehicle morale effect |
? |
? |
? |
Results:
|
10+ |
No Effect |
|
5 - 9 |
1 DM |
|
1 - 4 |
2 DMs |
|
-5 - 0 |
3 DMs |
|
less than -5 |
4 DMs |
Routers:
"The winner is asked no questions - the loser has to answer for
everything" Sir Ian Hamilton, 1920
"Suddenly and dramatically Sir Robin Changed his tactics; 'He's Buggered
off!'" Monty Python and the Holy Grail
Routers Immediately Rout 1 Move Segment, and will continue to rout until either leaving the table or having at least 1 DM rallied off.
Rallying:
"If I advance, follow me! If I retreat, kill me! If I die, avenge me!"
Comte de la Rochejaquelin, 1793
In
order to rally off DMs a unit must be over 200 yards
(10") from the enemy.
Roll 1d20 and modify as follows:-
|
Class A |
+4 |
|
Class B |
+1 |
|
Class D |
-1 |
|
Class E |
-4 |
|
Officer with unit |
+3 |
Results:
|
14 or less |
No Effect |
|
14-18 |
Lose 1 DM and Rally Back - Retire 1 Segment immediately |
|
19 or more |
Lose 1 DM and Rally on the spot |
If a 'Natural' 20 is rolled then 2 DMs are lost.
Pursuers:
"Next to victory, the act of pursuit is the most important in
war." Clausewitz
All
Units may pursue any enemy broken in melee. Victorious troops should roll as
for Rallying immediately on routing their opponents and before movement each
turn until rallied, with these additional modifiers:-
|
Mounted |
-3 |
|
In Works |
+3 |
Results:-
|
10 or less |
will pursue |
|
10-15 |
will pursue 1 segment then rally |
|
16 or more |
will rally immediately |
Special Weapons.
"Nothing's too good for the Army, and that's what
they usually get" Military saying
"We could build a wooden badger!" Monty Python and the Holy
Grail
Vehicles:
The advent of interplanetary transport has acted as a great boost to the
inventive nature of the military mind and many divers, generally steam powered,
vehicles have found their way onto the battle field from steam tanks to steam
lorries.
All
vehicles should have the following characteristics defined for them:-
|
a. |
Movement segment distance |
As per all troops. |
|
b. |
Armour Level |
This may be Weak, Protective, Strong or Citadel. |
|
c. |
Morale effect |
This value is the effect on morale the vehicle causes if operating within 200 yds (10") and within sight; it acts as a plus to friends morale and a minus to foes. |
|
d. |
Significant Damage Level |
If the vehicle is penetrated by artillery; Roll 1d20, if the SDL is equaled or beaten the vehicle is out of action. |
|
e. |
Threshold hits level |
Small arms hits on a vehicle can cause it to breakdown. The Threshold hits Level is the number of hits by small arms or non-penetrating artillery required to force a breakdown roll. |
|
f. |
Breakdown level |
Once a Breakdown test is required, roll 1d20, if the throw is equal or less than the BDL the vehicle breaks down and is abandoned. |
|
g. |
Additional Notes |
Other pertinent information such as number of troops carried. |
Vehicle
examples:
|
|
The Watt-Rippon Ambulatory Redoubt |
|
Movement |
4" |
|
Armour |
Strong |
|
Morale |
2 |
|
SDL |
5 |
|
THL |
4 |
|
BDL |
5 |
|
Weapons |
MG or Light Artillery |
|
Landcruiser |
The Partington Armoured Caisson |
|
Movement |
3" |
|
Armour |
Citadel |
|
Morale |
1 |
|
SDL |
7 |
|
THL |
8 |
|
BDL |
4 |
|
Weapons |
MG & Light Artillery piece |
|
Transport |
The Royal Ordinance Military Carriage |
|
Movement |
5" |
|
Armour |
Weak |
|
Morale |
0 |
|
SDL |
2 |
|
THL |
3 |
|
BDL |
4 |
|
Weapons |
none |
Fire
Launchers:
These Weapons are the regular Martians Heavy Weapon version of the Fire Stick.
It has a Range of 20". to hit roll 1d20 and equal
or beat the distance to the target in inches. For effect
treat as canister against troops and light shell against others.
Old
Ones Weapons
These weapons are those available, usually to the Martians, from ransacking the
burial mounds of the ancient Martians who "walked among the stars when man
was still wearing skins and living in caves". These weapons are
devastating and dangerous, but also delicate and decayed. They are equally as
deadly to shooter and target.
Old Ones weapons are usually abbreviated, quite significantly, to OOW!
a.
Combat Strength: in melee the Old Ones Weapons provide the following combat
factors:
|
|
Men/Regular Martians |
Large Martians |
|
Foot |
3 |
4 |
|
Mounted |
4 |
5 |
b.
Shooting.
Old Ones Weapons may be fired at one of three settings increasing in severity
and danger. The owning player must determine which setting he/she is firing at
before rolling.
|
Weapons Factors:- |
||||||
|
Setting |
|
|
|
|||
|
|
Distance |
Factor |
Distance |
Factor |
Distance |
Factor |
|
Setting 1 |
5" |
6 |
10" |
5 |
16" |
4 |
|
Setting 2 |
6" |
8 |
12" |
6 |
18" |
4 |
|
Setting 3 |
7" |
10 |
14" |
7 |
20" |
5 |
c.
Radioactive Overload
The Old Ones weapons are very unstable, thus when firing if the setting number
or less is rolled on the "to hit" dice for a Tray a weapon on that
Tray has overloaded and vapourised, taking all the
figures on the Tray with it. If The weapons are fired
twice in the same turn the chance of Overload is doubled for the second shot.
d.
Morale: The following factors are deducted from units taking Morale tests
whilst being shot at by Old Ones Weapons.
|
|
Men |
Regular Martians |
Large Martians |
|
Under Old Ones Fire |
-3 |
-4 |
-4 |
e.
Vehicles
Each hit on an armoured vehicle caused by an Old Ones
Weapon is counted as two normal Small arms hits.
Flying
Things
Alexander Graham Bell
Things
that fly on Mars come in two forms; Living Creatures and Machines. The means by
which these airbourne units achieve flight is not
discussed here other than to say it may be by wings, gas or some other method
of defying gravity. Each different entity should be defined as detailed below.
We have not choosen to integrate a standard method of
providing lift, as other rule sets have. This is principly
because we believe that and "easy" method of gaining flight would fundementally change the form of combat on the Red Planet
and we didn't want that.
However, as with all things in these rules, don't let our vision block yours.
If you want fleets of flying Barsoomian warships then
by all means have them.
Generally flyers will be on single bases, as vehicles.
Movement:
The following factors need to be defined:
|
a. Speed |
The distance each segment of movement will carry the flyer. Here too can be defined the ability of the flyer to hover by specifying a minimum movement distance (stalling speed). |
|
b. Altitude |
There are five height bands; |
|
|
1. Very Low |
|
|
2. Low |
|
|
3. Medium |
|
|
4. High |
|
|
5. Very High. |
|
|
Each flyer will need its maximum height band defined along with the maximum number of bands it may climb and dive in a move and any lost of speed due to climbing a band. |
|
Taking off and landing |
Any speed and high gain/loss restrictions which apply to the flyer when taking off or landing will need to be defined. |
Action
Point Examples:
|
Action |
Points Cost |
|
1st Movement Segment* |
1 |
|
2nd Movement Segment |
1 |
|
3rd Movement Segment |
1 |
|
Wheeling at Full Speed (1 segment) |
2 |
|
Wheeling at Full Speed (1 segment) |
1 |
|
Shooting |
2 |
|
Rallying |
3 |
|
Issuing an Order |
2 |
|
|
3 |
|
Join Units |
3 |
|
Formation Changes:- |
|
|
To Line |
3 |
|
To Double Line |
3 |
|
To Column |
3 |
*flyer must move at least 1 segment, unless are capable of hovering.
|
Move Segment Distances |
|
|
Very Fast flyers |
6" |
|
Fast Flyers |
4" |
|
Slow Flyers |
3" |
Protection
Flyers may have levels of protection, similar but not as strong as Vehicle
armour. The levels are:
1. None
2. Light
3. Partial
4. Armoured
Shooting Firing from
the air at ground targets is done in the same manner as normal shooting. No
additional bonus is gained from firing from above, indeed each level which the
flyer is shooting down adds 1 to the required To Hit
number.
Flyers may need restrictions defined for them as to available angles of
downward fire.
Air
to Air Combat
This is a pretty basic method. Shooting is carried out
as usual. Each height band higher which the target flyer is increases the range
by 6". Each height band lower which the target is increases the required
To Hit number by 1.
Effect
of Hits
To penetrate the Armour and force the target down roll 1d20 and equal or beat
the following score:
|
Gun Type |
None |
Light |
Partial |
Armoured |
|
|
shot |
light |
8 |
12 |
18 |
20 |
|
Medium |
4 |
8 |
14 |
18 |
|
|
Heavy |
0 |
4 |
10 |
16 |
|
|
Shell |
4 |
8 |
12 |
16 |
|
|
Rifle Fire |
16 |
18 |
20 |
- |
|
|
Other |
18 |
20 |
- |
- |
|
Bombing
Bringing them down
Shooting at flyers is done in the same manner as against vehicles. However each
level of height the flyer has adds 6" to the range.
Artillery with restricted elevation (i.e. most field guns) cannot fire at a
flying target that is at a closer range band than the number of height levels
it.
E.g. a rifled heavy gun firing at a High (4) flying target at a range of 750
yards (about 36") has the targeting range adjusted to (36 + [4 x 6"]
= 60") 1200 yards. Thus requiring 15 to hit.
Note if the flyer had been closer than 500 yards - 25" (unadjusted range)
then the gun would not have been able to target the flyer.
Models
This section contains a few ideas about figure availability and as such is
pretty much an advert for Pendraken Miniatures. The
gamers of Staines Wargamers have devised a system of
Martian races which, to an extent, are echoed in these rules. However, that
said it seems that every time we play the game new Martian races appear to
threaten out gallant British Boys (or French, or Prussian, or
??.)
Regular
Martians:
We now have three races of regular Martians, blue, yellow and red. Regular
Martians are basically humanoid, but different colours. This allows us to use
historic and fantasy figures from pretty much any period, armed with virtually
any weapon. From the Pendraken ranges we have used
English Civil War, Marlburian, Spanish Civil War,
Mediaeval and American Civil war figures.
The one difficulty we have is cavalry. Clearly Martians cannot ride horses, but
we have managed to get round this in several ways. A good example is using
Chariot Miniature's 15mm Sabre Tooth Tigers as mounts. The joy of collecting
Martians is that it forces you to look at each new release of 10mm figures with
a more "lateral" view.
Large
Martians:
Large Martians only exist in these rules because of the excellent Pendraken Fantasy ranges. My Large Martians are green
(naturally) and I use Dave's Lizardmen and Orc ranges. I cannot recommend these highly enough.
Vehicles:
Well, here you can go wild. All "Imperial Mars" vehicles are going to
require a certain amount of modeling, but not too
much. The examples given in the rules are based on models we use. The Walker
was created simply by taking the Larger Pendraken SF
range Walker, discarding the arms and fitting a gun at the front and a Funnel
to the top (don't forget to add that wisp of smoke from the funnel for that
perfect effect). The Landcruiser and Steam Transport
were built from vehicles from Pendraken's Spanish
Civil War range, with a few bits from an ironmongery shop stuck on. Let your
imagination run wild.
One warning, We have found from experience that the excellence of the figures, their cheapness and ease of painting has led us to collect far too many. The temptation to get these all on the table at the same time is hard to resist, as is an arms race more energetic than any in history.
Modifying
the Rules
The intention with these rules, whilst not being truly
generic was to provide a simple framework within which new races and weapons
could be quickly slotted. Here are a few suggestions on how to approach this
task.
Troop
Classification:
i. Training: Action point allocation may be amended,
but be very wary of allowing more than 5 or at the most 6 points to a unit.
ii. Morale: You may wish to include extra morale modifiers, or change when
morale should be tested for certain races or types, but beware of
"invincible" units.
iii. Combat Strength: This is an obvious target for manipulation. Use the basic
table as a guide.
Organisation
and Basing:
The size of models is a guide as to whether you need to restrict a race's
organisation.
Movement
and Actions:
i. Formations: You may wish to restrict the formations
available to a new race, but this should generally be left to the players to
mess up.
ii. Movement Distances: Clearly a non-humanoid, non-large Martian race may need
its speed defined.
iii. Actions: If a race or piece of equipment has some strange or unique
function or method of operation you may need to define additional actions and
their associated action point cost.
Shooting:
Any new weapons will need to be defined, either by comparison with other small
arms, or if completely off the wall, in their own right.
Melee:
The changes to Combat strength should take care of this, unless you can think
of anything else.