“I fell almost directly in the center of the fierce combat, among warriors who had not seen my approach so busily were they engaged in life and death struggles. The men were fighting on foot with long-swords, while an occasional shot from a sharpshooter on the outskirts of the conflict would bring down a warrior who might for an instant separate himself from the entangled mass.” (PM XXV)
……………….….Defending…Unit . . . . . . . . . . . .
..........…..RW…RT…GT….TW....BP...YM.....RANGE
WEAPON
Javelin.….5.…..6…...6…....5…....5…...5.........7"
Bow......….4.…..5…...5…....5…....4…...4........12"
Pistol....….4.…..4…...5…....5…....4…...3........12"
Rvlvr.…....3.…..4…...4…....4…....3…...2........10"
Rifle....…...3.…..4…...4…....4…....3…...2........36"
GMR....…..2.…..3…...4…....3…....2…...2........99"
.
Melee combat is the preferred method of conflict upon Barsoom as
“Few red men are good shots, for the sword is their chosen weapon.” (TMM, IV)
To a lesser extent, large scale or army size combat is also governed by the code of arms; however, the unit with the lesser weapon has to attack first, before being attacked in ranged combat by the unit with the more advantageous weapons.
Javelins are used by Yellow Martians
Bows are used by ancient white Martians or isolated red Martian nations such as Manator.
Pistols are equivalent to revolvers and used by red warriors.
Revolvers are used by therns and black pirates and red Troopers.
Rifles are used by therns, Red troopers, and red kadars/ guards.
Green Martian rifles (
GMR) are used by the 15' green troopers.
“Thar Ban reached the side of his mount he snatched his long radium rifle from its boot, and, wheeling, poured three shots into the oncoming red men. Such is the uncanny marksmanship of these green Martian savages that three red warriors dropped in their tracks as three projectiles exploded in their vitals.” (TMM IV)
The attacker rerolls all 1s if he is on higher terrain such as a hill, battlement, flier, etc. .
Saving throws are allowed if the defender/ target has cover. Chance of avoiding injury (d6) is based upon target’s cover - - >
a ‘6’ if light cover; smoke, brush, etc.,
a ‘5’ or ‘6’ if medium cover; trenches, walls, ruins, small flier, etc.,
a ‘4’, ‘5’ or ‘6’ if heavy cover; battlements, forests, battleship, etc..
This bonus is increased
An additional one in six if night combat, and/or
An additional one in six if elite or crack unit, and/or
An additional one in six if rapidly moving target, and/or
An additional one in six if target is at long range (twice that listed).
Regardless of defender’s cover and circumstantial modifiers, the defending unit or target always fails its saving throw on a natural one on the d6 throw.
art work by Thomas YEATES