WARRIOR RACES OF MARS
INTRODUCTION
Wargame. Set piece battles. Simulates battles between the six main
warrior races of Mars during the Era of Discontent. During this
turbulent period, factions of all races fought with and against
each other. Welcome to Mars.
MAP
Use a hex map.
Before the battle determine the terrain type in all of the hexes.
HEX TERRAIN TYPE
D10 TYPE NOTES
1-3 Barren
4-6 Impassable Units cannot move into or through these spaces
7-9 Beneficial Roll on Beneficial terrain type table
10 Settlement Roll on Settlement type table
BENEFICIAL TERRAIN TYPE TABLE
D10 TYPE NOTES
1 Flats Units in this terrain get +1 Speed
2 Forest Units in this terrain get +1 Small Arms
3 Swamp Units in this terrain get +1 Surprise
4 Hills Units in this terrain get +1 Hand to Hand
5 Caves Units in this terrain get +1 Armor
6 Mountains Units in this terrain get +1 Artillery
7 Jungles Units in this terrain get +1 Numbers
8 Psiwell Units in this terrain get +1 Psionics
9 Desert Units in this terrain get +1 Morale
10 Settlement Roll on Settlement type table
SETTLEMENT TYPE TABLE
D10 TYPE NOTES
1 Fortifications Units in this hex get +5 Armor, +2 Artillery
2 Dojo All of your units get +1 Hand to Hand
3 Vehicle Factory All of your units get +1 Speed & Armor
4 Weapons Factory All of your units get +1 Small arms & Artillery
5 Training Grounds All of your units get +1 Surprise & Morale
6-7 Farms All of your units get +1 Numbers
8 Temple All of your units get +1 Psionics
9 City Recruit units during Initiative Phase
10 Ruins Units in this hex get +1 to a random attribute
Notes: Use the Race Determination Table to figure out the race of a
city. Some settlements give an attribute bonus to all of your
warbands in play. These settlements must be occupied to get the
bonus. Otherwise they become neutral.
UNITS & CHITS
There are two basic unit types: Warbands & Leaders.
Units are represented by cardboard counters called chits.
The color of the chit corresponds to the race of the unit.
Leader units are marked with an "L".
GREEN MARTIAN WARBANDS
The Green martians are tall, 4-armed, fierce, desert nomads.
Their 4 arms & great strength make them powerful swordsmen.
They are few in number due to dueling & interclan warfare.
They are expert marksmen.
They are masters of tactics and surprise.
Their technology is poor.
They use animal mounts and have little use for artillery.
They do not fear death.
RED MARTIAN WARBANDS
The red martians are technologically advanced.
They rely on great hovering battleships.
Their vessels are heavily armored & bristling with artillery.
Individually they are not impressive fighters without their ships.
WHITE MARTIAN WARBANDS
The white martians are a spartan, honor-bound race of warrior-monks.
Many of the females are also warriors & do not bear children.
Their technology is very poor.
Their small arms consist of bows & thrown weapons.
They are disciples of the sword.
Armor & artillery are not honorable.
It is very honorable to die in battle.
Their meditation & training have awakened psychic powers in some.
BLUE MARTIAN WARBANDS
The blue martians are born psychics & telepaths.
They are tall with large, translucent brain cases.
They mature slowly & can have few children due to difficult labors.
Their technology is extremely poor.
Their attacks & defenses are psychic.
They use their powers to gain surprise with illusions & invisibility.
They travel by levitation & teleportation.
YELLOW MARTIAN WARBANDS
The barbaric yellow martians are primitive but industrious tribes.
They breed in great numbers.
They are eager to fight but will flee at the first sign of trouble.
Some gifted shamans have psychic powers.
Their hordes are well armed with spears & axes.
Their small arms consist of bows & thrown weapons.
Their artillery consists of giant catapults.
They have some knowledge of gunpowder, steam power, & rocketry.
They get around on a variety of animal mounts & war machines.
BLACK MARTIAN WARBANDS
The black martians are clawed, egg-laying, subterranean dwellers.
Their bodies are covered with a hard exoskeleton.
Their technology is relatively high.
They have special vehicles that can tunnel through the earth.
They use this ability to surprise their opponents.
Prisoners are slowly eaten alive.
ATTRIBUTES
Warbands have 9 attributes: Speed, Small Arms, Surprise, Hand to Hand,
Armor, Artillery, Numbers, Psionics, and Morale.
All of these attributes have a numerical value between 0-6+
Notice each type of warband has 24 points worth of Attributes.
MARTIAN WARBAND ATTRIBUTE TABLE
ATTRIBUTE Green Red White Blue Yelow Black
Speed 3 4 3 5 3 1
Small Arms 5 3 2 1 2 3
Surprise 4 1 3 6 3 4
Hand to Hand 5 2 6 1 4 3
Armor 0 4 0 2 2 5
Artillery 0 5 0 0 2 3
Numbers 2 3 2 1 5 3
Psionics 0 0 2 5 1 0
Morale 5 2 6 3 2 2
RANDOM MARTIAN RACE DETERMINATION TABLE
D6 RACE
1 GREEN
2 RED
3 WHITE
4 BLUE
5 YELLOW
6 BLACK
RANDOM ATTRIBUTE DETERMINATION TABLE
D10 ATTRIBUTE
1 Speed
2 Small Arms
3 Surprise
4 Hand to Hand
5 Armor
6 Artillery
7 Numbers
8 Psionics
9 Morale
10 Reroll
TURN SEQUENCE
Initiative Phase
High Initiative Move Phase
High Initiative Battle Phase
Low Initiative Move Phase
Low Initiative Battle Phase
INITIATIVE PHASE
Each player rolls 1D10 & adds the number of leaders they control.
Reroll ties.
The highest total takes his Move & Battle phases first.
The next highest takes his phases second & so on.
Each player rolls 1D10 for every City they occupy.
A roll of 1 recruits a fresh warband of the same race as the city.
MOVEMENT PHASE
Roll 1D10 per 10 Units you control rounding up.
Add to this the number of leaders you control.
The total is your Command Points.
Spend one command point to move one of your warbands one space.
Any command points left are wasted. They cannot be saved.
You may stack 2 or more of your warbands together in the same space.
Only one stack per hex.
Your warbands cannot enter or pass through
spaces occupied by enemy units.
Your units cannot enter or pass through impassable terrain spaces.
A single warband can move a maximum of 3 spaces in one turn.
Leader units can piggyback with one warband unit per turn.
Leaders must be attached to a warband.
A warband may have more than one leader attached.
They can attach to any Warband in a stack.
Leaders cannot move on their own.
BATTLE PHASE
A Warband may attack an enemy warband in an adjacent hex.
Only the warbands on the top of a stack can attack or be attacked.
The order in the stack may be rearranged by its owner.
Roll D10 on the Random Attribute Determination Table.
This attribute is the key factor that determines who wins the battle.
The Warband that has the higher score in that attribute wins.
The other warband is destroyed.
If both have equal scores than both are destroyed.
A warband can only attack once per turn.
If a attacking warband is destroyed, the next warband in the
stack may attack.
SAMPLE COMBAT
A Blue warband attacks An adjacent White warband
The Attribute roll indicates Hand to Hand. Blue has 1, White has 6.
Blue is slain. There is a Yellow warband stacked beneath the Blue.
Yellow attacks White. The key attribute is Artillery.
Yellow has 2 and White 0. White is destroyed.
LEADERS
Each leader has a special ability.
Determine the special ability at the beginning of the game.
Roll once on the Random Attribute Determination Table.
All Warbands stacked with that leader get +5 in that attribute.
If two or more leaders are in the same hex, only one may
contribute his bonus to the stack that battle phase.
The choice of which leader is in charge is made before
the key attribute is randomly determined.
If all the warbands in a stack are destroyed then all the
leaders are too.
SCENARIO SETUP
In a 2 Player Game each player gets:
5 Leaders & 10 Warbands from 3 different races.
In a 3 Player Game each player gets:
4 Leaders & 10 Warbands from 2 different races.
In a 4 Player Game each player gets:
2 Leaders & 8 Warbands from 2 different races.
Players setup up on opposite sides or corners within 3 hexes of
the edge of the map.
VICTORY
Either occupy several key locations such as settlements
or destroy the enemy completely.
VARIANT WARBANDS
The Attribute stats listed for the different races describe
the basic warband.
From 1 to 6 points may be shifted to create variant warbands.
For example:
Red Commandos: Armor -4, Artillery -2, Surprise +2, Small arms +2,
Hand to Hand +2
Yellow Wasp Riders: Speed +2, Numbers -2
Blue Mob: Numbers +2, Surprise -2
Black Warlocks: Psionics +3, Morale +2, Armor -2, Artillery -3
Green Beetle Tanks: Armor +2, Artillery +3, Speed +1, Hand to Hand -4,
Small arms -2
The variant type of Warband must be indicated on the chit.
Other martian races exist on other continents.
When designing scenarios, all units are worth one Recruit Point each.