A Fighting Man of Mars

Rules for recreating the action and adventure in the world of Barsoom created by Edgar Rice

An unofficial variant for use with Games Workshop’s Lord of the Rings Strategy Battle Game Written by Ed Youngstrom with assistance from Ray Rangel Version 0.5, March 2006

This supplement is not endorsed by Games Workshop Limited or , Inc. Copyrighted items used without permission. No challenge to their status intended. All Rights Reserved by their respective owners. Barsoom and the Code of Conduct

Table of Contents A Fighting Man of Mars...... 1 Table of Contents...... 2 Barsoom (Mars)...... 3 Code of Conduct...... 3 Races of Barsoom...... 4 Panthan (Red Martian)...... 4 Dwar (Red Martian Captain) ...... 4 Jed (Red Martian King) ...... 5 Jeddak (Red Martian Emperor) ...... 5 John Carter, Warlord of Mars (Man)...... 6 Thern (White Martian)...... 7 First Born (Black Martian) ...... 7 Okarian (Yellow Martian) ...... 8 Green Martian Warrior (Green Martian) ...... 9 Green Martian Jed (Green Martian King) ...... 9 Tars Tarkas, Jeddak of Thark (Green Martian Emperor) ...... 10 Plant Man...... 11 Beasts of Mars ...... 12 Apt (Martian Arctic Monster)...... 12 Banth (Martian Lion)...... 12 Calot (Martian Canine)...... 13 Woola (Martian Canine)...... 13 Orluk (Martian Elephant) ...... 13 Sith (Martian Hornet) ...... 14 Thoat (Martian Horse) ...... 14 Ulsio (Martian Rat)...... 15 White Ape (Martian Ape)...... 15 Zitidar (Martian Mammoth) ...... 15 Scenario One: The Plant Men...... 16 Scenario Two: Escape From Dor...... 18

A Fighting Man of Mars Page 2 The Barsoomian Strategy Battle Game Barsoom and the Code of Conduct

Barsoom (Mars) Barsoom is the inhabitants’ name for the world Earthmen know as Mars. The Barsoomian name for the third planet from the sun is Jasoom. What we know of this strange and violent world comes to us from two sources: teleport visits by John Carter, Gentleman of Virginia, and broadcasts via the Gridley Wave from another Earthman who teleported to Barsoom, Ulysses Paxton. Both men communicated their information to the American novelist Edgar Rice Burroughs. Once Burroughs passed away, contact was lost. Barsoom is a dying world, melding technology such as airships and radium pistols with a warrior creed that requires every male to be a fighter, always equipped with weapons and dedicated to a very strict code of conduct.

This unofficial variant of Games Workshop’s The Lord of the Rings Strategy Battle Game covers the first three books that Burroughs wrote about Barsoom. A copy of the original game rules is required to use this supplement.

Further supplements will cover books four, five, and ten (working title: Children of the Warlord), six, seven, and nine (Warriors of Barsoom), and books eight and eleven (Further Adventures of the Warlord of Mars). For those needing a list of reading, I recommend reading the books in the order published:

1. A 7. A Fighting Man of Mars 2. The Gods of Mars 8. 3. Warlord of Mars 9. Synthetic Men of Mars 4. Thuvia, Maid of Mars 10. Llana of Gathol 5. Chessmen of Mars 11. John Carter of Mars 6. The Master Mind of Mars 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, from bottom up, is: bare hands, dagger, shortsword, longsword, and then pistol. Therefore, if attacked by a warrior bearing a longsword, it is acceptable to draw one’s own dagger, shortsword, or (most likely) longsword. However, to draw a pistol 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 2, and gives the opponent one free point of Might and one of Fate. These Might and Fate points must be used in the player’s current or next turn. The increase of Fight is only applicable in combats against the violator of the Code.

A Fighting Man of Mars Page 3 The Barsoomian Strategy Battle Game The Races of Barsoom

Races of Barsoom

Panthan (Red Martian) Panthans are the common fighting men of the dominant red nations of Barsoom. Well-trained, loyal, and courageous panthans are dedicated to their nations and the code of fighting conduct.

Point Value Move F S D A W C 10 6 5/4+ 3 3 1 1 4

Wargear The base profile for a panthan includes a longsword, shortsword, and dagger. A panthan can be given additional items at the following cost:

Radium Pistol 5 pts Radium Rifle 10 pts Thoat 25 pts

Dwar (Red Martian Captain) A dwar usually commands an utan (in English, a company) of up to a hundred panthans. However, dwar is also used as a term analogous to “captain” in such phrases as “captain of the guard.” These dwars represent the unnamed leaders in the countries of Barsoom.

Point Value Move F S D A W C M/W/F 45 6 5/4+ 4 4 2 2 5 2/1/1

Wargear The base profile for a dwar includes a longsword, shortsword, and dagger. A dwar can be given additional items at the following cost:

Radium Pistol 5 pts Radium Rifle 10 pts Thoat 25 pts

A Fighting Man of Mars Page 4 The Barsoomian Strategy Battle Game The Races of Barsoom Jed (Red Martian King) Jeds are the rulers of small countries, or sometimes the crown prince or other major nobleman of larger countries.

Point Value Move F S D A W C M/W/F 60 6 5/4+ 4 4 2 2 6 2/1/1

Wargear The base profile for a jed includes a longsword, shortsword, and dagger. A jed can be given additional items at the following cost:

Radium Pistol 5 pts Radium Rifle 10 pts Thoat 25 pts

Jeddak (Red Martian Emperor) Jeddaks are the proud rulers of large, powerful countries. Ranking higher than a jed, a jeddak is roughly equivalent to an Earthly emperor. But jeddaks cannot rely solely on birth; they must be mighty fighting men themselves or risk the contempt of their own people.

Point Value Move F S D A W C M/W/F 75 6 6/4+ 4 4 2 2 6 2/2/1

Wargear The base profile for a jeddak includes a longsword, shortsword, and dagger. A jeddak can be given additional items at the following cost:

Radium Pistol 5 pts Radium Rifle 10 pts Thoat 25 pts

A Fighting Man of Mars Page 5 The Barsoomian Strategy Battle Game The Races of Barsoom

John Carter, Warlord of Mars (Man) Gentleman of Virginia, Greatest Swordsman of Two Worlds, and husband of the incomparable of Helium, John Carter literally arrived naked on Barsoom, and fought the length and breadth of the world to claim his princess. Inciting fanatical loyalty in his followers and undying hatred from his enemies, John Carter is the epitome of the warrior on the planet of war.

Point Value Move F S D A W C M/W/F 300 10 9/5+ 8 5 3 3 6 3*/3/3

Wargear The base profile for John Carter includes a longsword, shortsword, and dagger. The Warlord can be given additional items at the following cost:

Radium Pistol 5 pts Radium Rifle 10 pts Thoat 25 pts Woola 75 pts

Special Rules *Warlord. John Carter is a mighty hero -- the Warlord of Mars. He may expend 1 point of Might per turn without reducing his Might store. Any additional points of Might expended during his turn will reduce him Might store as normal. Greatest Swordsman of Two Worlds. 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. Jasoomian. John Carter’s Earthly muscles endow him with stupendous strength on Barsoom’s lower gravity. Already reflected by his Move value, a Jasoomian does not have to make rolls for jump tests of less than 20 feet (4”/10cm). Woola. Woola is John Carter’s loyal Martian calot. See separate entry under “Beasts of Mars” for information.

A Fighting Man of Mars Page 6 The Barsoomian Strategy Battle Game The Races of Barsoom

Thern (White Martian) Therns are descendants of the original white-skinned race on Barsoom, the Orovars. Now serving Issus, Goddess of Life Eternal, the therns dwell in the Golden Cliffs in the Valley Dor.

Point Value Move F S D A W C 12 6 5/4+ 3 3 1 1 3

Wargear The base profile for a thern includes a longsword, shortsword, and dagger. A thern can be given additional items at the following cost:

Radium Pistol 5 pts Radium Rifle 10 pts

Special Rule Servant of Issus. The therns serve as the priests and priestesses of Issus, Goddess of Life Eternal. As such, they have no regard for the lower orders as they regard the other races of Barsoom. Therns are not bound by the Code of Conduct, except against another thern.

First Born (Black Martian) Descendants of the original Tree of Life, the haughty First Born inhabit the underground Sea of Omean beneath the south pole. Also known as the Black Pirates.

Point Value Move F S D A W C 12 6 5/4+ 3 3 1 1 4

Wargear The base profile for a First Born includes a curved sword, shortsword, and dagger. A First Born can be given additional items at the following cost:

Radium Pistol 5 pts Radium Rifle 10 pts

Special Rule Black Pirate. The Black Pirates do not produce anything. They live completely by plundering other races. They have developed such a fearsome reputation even on warlike Barsoom that they strike Terror in the hearts of red, white, and yellow warriors.

A Fighting Man of Mars Page 7 The Barsoomian Strategy Battle Game The Races of Barsoom

Okarian (Yellow Martian) The third race of Barsoom, after the First Born and the white-skinned Orovars, the Okarians eventually withdrew into the ice-clad regions of the north pole, setting up domed cities against the elements and cutting off all contact with the rest of the world.

Point Value Move F S D A W C 15 6 5/4+ 3 3 1 1 4

Wargear The base profile for an Okarian includes two swords, a dagger, and a shield. The swords are between the length of a longsword and a shortsword. One of the two is hooked, and if an Okarian can catch his opponent with the hook, will draw the victim in for a death thrust. To combat this hook, each Okarian is also equipped with a small, cup-shaped shield to ward off the hooks of adversaries. An Okarian can be given additional items at the following cost:

Radium Pistol 5 pts Radium Rifle 10 pts

Special Rule Hooked Blade. The Okarians hooked blade is a fearsome weapon. If an Okarian fails to wound an enemy model, he may re-roll. If the opponent is equipped with an Okarian shield, or is using a second weapon (such as a longsword and shortsword), this special rule does not apply. In order to be considered using the second weapon, the model must be equipped with one in its Wargear section, and to draw it. If already engaged this turn, roll a dice and on a 1, 2, or 3 the figure was able to draw the second weapon.

A Fighting Man of Mars Page 8 The Barsoomian Strategy Battle Game The Races of Barsoom

Green Martian Warrior (Green Martian) Towering up to fifteen feet tall, with huge curved tusks and four arms, the wild green tribes are the terrible barbarians of Barsoom. They inhabit the ancient dead cities of the extinct Orovars or roam the dead sea bottoms. Constantly at war among themselves, between their tribes, and against the red men, the green hordes lead a savage, emotionless existence from the time they hatch from their eggs.

Point Value Move F S D A W C 30 8 6/4+ 6 6 3 3 4

Wargear The base profile for a green warrior includes a longsword, shortsword, and dagger. A green man can be given additional items at the following cost:

Radium Pistol 5 pts Radium Rifle 10 pts Giant Thoat 25 pts

Green Martian Jed (Green Martian King) Occupying the same relative position as a red Barsoomian jed, a green jed achieves his position in only one way: by slaying his predecessor in single combat.

Point Value Move F S D A W C M/W/F 60 8 7/4+ 7 7 3 3 4 2/1/1

Wargear The base profile for a green warrior includes a longsword, shortsword, and dagger. A green man can be given additional items at the following cost:

Radium Pistol 5 pts Radium Rifle 10 pts Giant Thoat 25 pts

A Fighting Man of Mars Page 9 The Barsoomian Strategy Battle Game The Races of Barsoom

Tars Tarkas, Jeddak of Thark (Green Martian Emperor) The greatest green warrior, the most terrible in battle, and yet the only one to know his mother and to show emotion, Tars Tarkas has the skill to defeat all his opponents and the stature to unite the quarrelling tribes of green men into a single army under the banner of the Warlord.

Point Value Move F S D A W C M/W/F 90 8 8/3+ 8 7 3 3 4 2/2/1

Wargear The base profile for Tars Tarkas includes a longsword, shortsword, and dagger. Tar Tarkas can be given additional items at the following cost:

Radium Pistol 5 pts Radium Rifle 10 pts Giant Thoat 25 pts

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The Races of Barsoom

Plant Man Plant men are ten or twelve feet in height when standing erect; their arms are very short and fashioned after the manner of an elephant's trunk, being sinuous; the body is hairless and ghoulish blue except l2 0 broad,

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Beasts of Mars

Apt (Martian Arctic Monster) An apt is a huge, white-furred creature with six limbs, four of which, short and heavy, carry it swiftly over the snow and ice; while the other two, growing forward from its shoulders on either side of its long, powerful neck, terminate in white, hairless hands, with which it seizes and holds its prey. Its head and mouth are more similar in appearance to those of a hippopotamus than to any other earthly animal, except that from the sides of the lower jawbone two mighty horns curve slightly downward toward the front. Its two huge eyes extend in two vast, oval patches from the center of the top of the cranium down either side of the head to below the roots of the horns, so that these weapons really grow out from the lower part of the eyes, which are composed of several thousand ocelli each.

Point Value Move F S D A W C 100 10 6/- 6 5 2 2 4

Wargear Teeth and claws (count as hand weapon).

Banth (Martian Lion) A banth is a fierce beast of prey that roams the low hills surrounding the dead seas of ancient Mars. It is almost hairless, having only a great, bristly mane about its thick neck. Its long, lithe body is supported by ten powerful legs, its enormous jaws are equipped with several rows of long needle-like fangs, and its mouth reaches to a point far back of its tiny ears. It has enormous protruding eyes of green.

Point Value Move F S D A W C 10 /-

Wargear Teeth and claws (count as hand weapon).

Special Rule Terror. Paralyzing Roar. At the beginning of a turn,

A Fighting Man of Mars Page 12 The Barsoomian Strategy Battle Game The Beasts of Barsoom

Calot (Martian Canine) The calot is the Barsoomian equivalent to a dog, but about the size of a Shetland pony with ten short legs. The head bears a slight resemblance to that of a frog, except that the jaws are equipped with three rows of long, sharp tusks.

Point Value Move F S D A W C 8 12 3/+ 4 4 1 1 2

Wargear Teeth and claws (count as hand weapon).

Woola (Martian Canine) A calot originally set by the green men to guard John Carter, Woola was won over by the affectionate treatment of John Carter. Ever after, Woola was John Carter’s devoted companion and loving pet. Imagine, if you can, a huge grizzly with ten legs armed with mighty talons and an enormous froglike mouth splitting his head from ear to ear, exposing three rows of long, white tusks. Then endow this creature of your imagination with the agility and ferocity of a half-starved Bengal tiger and the strength of a span of bulls, and you will have some faint conception of Woola in action.

Point Value Move F S D A W C M/W/F 75 12 5/+ 6 5 2 3 3 1/3/1

Wargear Teeth and claws (count as hand weapon).

Special Rule Terror. Bodyguard. At the beginning of the game, choose one Jasoomian or red Hero among those in your force for Woola to protect. If John Carter is present, you must choose him. As long as this Hero is on the table, Woola automatically passes all Courage tests he may have to take. If the Hero is killed or leaves the table, Woola reverts to the normal rules for Courage.

Orluk (Martian Elephant) A black and yellow striped arctic monster, little is known of this elephantine beast of prey except that its fur is highly prized by the Okarians.

Point Value Move F S D A W C 45 8 3/- 7 5 1 5 2

Wargear Teeth and claws (count as hand weapon).

A Fighting Man of Mars Page 13 The Barsoomian Strategy Battle Game The Beasts of Barsoom Sith (Martian Hornet) Bald-faced and about the size of a Hereford bull, a sith has frightful jaws in front and mighty poisoned sting behind. The eyes, of myriad facets, cover three-fourths of the head, permitting the creature to see in all directions at one and the same time.

Point Value Move F S D A W C 50 12 5/- 6 6 2 3 3

Wargear Teeth and stinger (count as hand weapon).

Special Rule Fly. A sith moves by flying. It can fly over the top of any models or terrain without penalty. It cannot enter woods, buildings, or other terrain that has been deemed impassable, but can land on top of any of these if the players so agree at the beginning of the game. Siths cannot be used in subBarsoomian areas. Venom. A sith’s sting is heavy with deadly venom. If a sith fails to wound an enemy model, it must re-roll the dice. If the second roll fails, do not reroll again.

Thoat (Martian Horse) There are two types of thoat on Barsoom. The first stands ten feet high at the shoulder, with four legs on either side; a broad, flat tail, larger at the tip than at the root which it holds straight out behind while running; a mouth splitting its head from snout to the long, massive neck. It is entirely devoid of hair and is of a dark slate color and exceedingly smooth and glossy. It has a white belly and the legs are shaded from slate at the shoulders and hips to a vivid yellow at the feet. The feet are heavily padded and nailless. This giant thoat is the mount of the green men, while a smaller but identically colored and formed species is used by the red men. Only green men and John Carter may ride giant thoats; only red, white, yellow, or black men may ride regular thoats.

Point Value Move F S D A W C 10 10 0 3 4 0 1 3 20 10 4 5 4 1 1 3

Wargear Teeth and kick (count as hand weapon; giant thoat only).

A Fighting Man of Mars Page 14 The Barsoomian Strategy Battle Game The Beasts of Barsoom

Ulsio (Martian Rat) Ulsios are many legged and hairless, their hide resembling that of a new- born mouse in repulsiveness. Their eyes are small and close set and almost hidden in deep, fleshy apertures. Their most ferocious and repulsive features, however, are their jaws, the entire bony structure of which protrudes several inches beyond the flesh, revealing five sharp, spadelike teeth in each jaw, the whole suggesting the appearance of a rotting face from which much of the flesh has sloughed away. Ordinarily they are about the size of an Airedale terrier, but can grow to enormous size under certain conditions.

Point Value Move F S D A W C 3 5 2/- 3 4 1 1 1

Wargear Teeth and claws (count as hand weapon).

White Ape (Martian Ape) White apes are creatures about ten or fifteen feet tall, standing erect, and, like the green men, have an intermediary set of arms or legs, midway between their upper and lower limbs. Their eyes are close together and non-protruding; their ears high set, but more laterally located than those of the green men, while their snouts and teeth are strikingly like those of an African gorilla.

Point Value Move F S D A W C 95 8 7/- 7 7 3 3 3

Wargear A cudgel.

Zitidar (Martian Mammoth) Zitidars are Mastodonian draught animals.

Point Value Move F S D A W C 200 8 4/- 9 7 3 10 2 0 0 12 184.44.17999 212402.2601 Tm ( )Tj ET EMC /P <<4 198.78 0.332001 0.48001 r 146.34 198.78862 5.48001 r4 re f 465.14 198.78862 5.4803667.201 r 146.398.78862 5.48001 r4 re f 465.198.1 r4 862 5.480581 0.48001 r 146.30002 198.78862 5.48001 r4.34 re f 403.527332r4 862 5.48079624.48001 r 146.31999 198.78862 5.48001 r4.34 re f 403.531r4 862 5.48077 18001 r 146.31998 198.78862 5.48001 14.34 re f 465.134674598.78862 5.48000903.48001 r4373.5 198.78862 5.48001 r4.34 re f 403.53798 198.78862 5.48000910.48001 r 146.37999 198.78862 5.48001 r4.34 re f 403.579995678862 5.48016212001 r 146.37999 198.78862 5.48001 14.34 re f 465.14389 678862 5.48028.02001 r 146.37999 198.78862 5.48001 14.34 re f 465.14999 198.78862 5.48001 14.3401 r 146.3/MCID 66 >>BDC BT /TT0 1 Tf 12 0 0 Tw 12 0 0 12 57.60001 215.8172.9( )Tj ET EMC /P <>6DC BT /TT0 1 T2 0.0005 Tc -0.000 12 57.60001 215.81581.4895W Scenarios

Scenario One: The Plant Men At the beginning of the second book, The Gods of Mars, John Carter found himself in a completely different part of Barsoom than he had ever before experienced with a scarlet sward, tall trees, and water shimmering in the distance. Various strange man-shaped figures were to be seen. Carter, puzzled, was about to step from behind cover and introduce himself when a party of green men appeared on the scene.

The figures, which turned out to be plant men and white apes, attacked the green men. Carter watched the battle for a short time, watching all but one of the defenders go down. Determined to aid the surviving green man who was putting on an incredible display, Carter (who was completely naked, having just teleported from Earth) dashed out to one of the bodies, seized a longsword, and joined the brave warrior.

Historical Note: When they had dispatched the nearest warriors, the green man turned to John Carter and revealed himself as none other than Tars Tarkas, Jeddak of Thark.

PARTICIPANTS

HEROES John Carter (see Layout) Tars Tarkas 5 green men

VILLAINS 12 plant men 4 white apes

POINTS MATCH - ALTERNATIVE FORCES

A Fighting Man of Mars Page 16 The Barsoomian Strategy Battle Game Scenarios LAYOUT The scenario is played on a board 48” by 48”. A forest of very wide-boled trees fills in most of the area between the river bank and the Golden Cliffs.

STARTING POSITIONS The green men start at the center of the river bank. John Carter is hiding behind cover just off the map on either end of his choice. Deploy the plant men in three groups of four plant men. Each group must be within 4” of each other, and no member of one group may be closer than 6” to any member of any other group. The white apes are kept in reserve and will be available later in the game.

OBJECTIVES

SPECIAL RULES

A Fighting Man of Mars Page 17 The Barsoomian Strategy Battle Game Scenarios

Scenario Two: Escape From Dor Escaping from the therns, John Carter, Tars Tarkas, and Thuvia of Ptarth, along with the dozens of banths set free by Thuvia, made it to the open just as a First Born fleet was raiding the Golden Temple. In the melee, the First Born airships are unattended, and John Carter proposes seizing one for their escape.

To successfully escape, the party need only evade the therns, evade the First Born, not get eaten by a banth maddened by the noise of battle, and make it to a flier.

Historical Note: When they had dispatched the nearest warriors, the green man turned to John Carter and revealed himself as none other than Tars Tarkas, Jeddak of Thark.

PARTICIPANTS

HEROES John Carter (see Layout) Tars Tarkas Thuvia of Ptarth

VILLAINS 12 therns 12 First Born 6 banths

POINTS MATCH - ALTERNATIVE FORCES

LAYOUT The scenario is played on a board 48” by 48” that represents the gardens of the Golden Temple. A large number of low shrubbery, walkways, and benches fills in most of the area between the.

A Fighting Man of Mars Page 18 The Barsoomian Strategy Battle Game Scenarios STARTING POSITIONS The.

OBJECTIVES

SPECIAL RULES Undying Enmity. The therns are defending their temple against the Black Pirate raid and the escaping party are not their main concern. Any thern or Black Pirate within 4” of a figure from the opposite race must charge that figure. If multiple figures are within 4” it is the owning player’s choice as to which figure he charges.

A Fighting Man of Mars Page 19 The Barsoomian Strategy Battle Game