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Martian Movement distances (cm) Weapon ranges (cm)

Troops Line Open March Weapon Range (cm)

Empires Infantry
Cavalry
15
25
Order
20
30
Column
20
30
Earth rifle
Earth carbine
Martian rifle
30cm
20cm
30cm
Foot Artillery 5 – 15 Giant Martian rifle 40cm
Wargames rules for the WARS
Horse Artillery 5 – 20 Artillery 80cm
BETWEEN MARS AND EARTH Characters 60 – – Special weapons Varies
Giant Martians – 30 –
For full explanations see the main Martian Empires rules, which Giant Martian Cavalry – 45 – Units that are in square or in buildings halve their weapon ranges
take priority over the playsheet. Martian Empires is copyright Fliers Varies – –
2007 Mike Lewis and Oozlum Games. Tripods Varies – –
Large scale fliers Varies – –
Playsheet version 1.01 Firing modifiers
Turn sequence Orders modifiers –1
–1
if firing unit is disordered
if firing at fliers
Player 1 is the phasing player: –1 if target is unlimbered artillery
–1 if any units ordered are within one move of the enemy
–1 if target is charging rocket troopers
–1 for each successive order issued to the same unit or brigade
1 Orders and movement –1 if target is in soft cover
–1 for each multiple of the character’s command radius
2 Fire combat –2 if target is in hard cover
–1 if any unit being ordered is in dense terrain
3 Close combat +1 for every two stands in the firing unit’s front rank
–1 if any unit ordered to advance on units causing fear
4 Character actions +1 if at short range (under half range)
–2 if infantry ordered to advance on cavalry
5 Rally and repair +1 if stationary infantry or cavalry and not disordered
+1 if a character is attached
+1 if firing on a unit’s flank
+1 if both the attached character is inspirational and the order is
Player 2 is the phasing player: +1 for each rank of target behind the first if artillery
to advance
firing
6 Orders and movement +1 if firing at a large target
Characters can order individual units or brigade to advance, retire, deploy or
7 Fire combat +2 if artillery or vehicle firing at a square
manoeuvre.The net result of all modifiers is applied to obtain the character’s
8 Close combat modified Command Factor. A character can have a maximum modified
9 Character actions A unit has a maximum modified Fire Factor of 10 and a minimum modified
Command Factor of 10, and a minimum modified Command Factor of 2. Roll
10 Rally and repair Fire Factor of 2.To hit, the unit must roll less than or equal to the modified
two six-sided dice (2D6): the order succeeds if the result is less than or equal
factor on 2D6.The difference between the required and actual rolls is the
to the modified Command Factor. Orders always fails on an 11 or 12.
11 Turn ends number of hits inflicted. An extra hit is caused if a 2 is rolled

Weapons failure table Vehicle failure table


Die roll Result On a roll of 11 or 12 when ordering a vehicle, roll 2D6 and consult the table below:
2-3 Weapon fires twice. Roll again, making two attempts
to hit the target Die Roll Walker Tracked Flier
2-3 Vehicle charges out of control towards Vehicle charges out of control towards Vehicle flies straight ahead until repaired*
4-5 Weapon jams. Make a repair roll at the end of each nearest enemy until contact is made* nearest enemy until contact is made*
turn to unjam it 4-5 Vehicle reverses for 1 turn out of control Vehicle reverses for 1 turn out of control Vehicle reverses for 1 turn out of control

6-9 Weapon fuses solid and stops working. Out of action 6-8 Vehicle’s engine damaged, moves at Vehicle’s engine damaged, moves at Vehicle’s engine damaged, moves at half-speed for rest of
for the rest of the game half-speed for rest of game half-speed for rest of game the game
9-12 Vehicle stops until repaired Vehicle stops until repaired Vehicle stops until repaired. Lands 10cm forward of present
10-12 Weapon explodes.Treat as a firing attack with a Fire position for each band of height
Factor of 7 on each unit within 10cm (roll separately
for each unit) *Vehicles move one advance move per compulsory movement
Force back modifiers (firing) Vehicle damage table
–1 for each stand lost this turn Die Roll Walker Tracked Flier
+1 for each undisordered unit in support 2 Engine explodes, killing crew and causes Engine explodes, killing crew and causes Engine explodes, killing crew and causes damage as though
+1 if unit is in more than one rank and undisordered damage as though being fired upon damage as though being fired upon being fired upon (Fire Factor 7) to all units within 20cm
+1 if a character is attached (Fire Factor 7) to all units within 20cm (Fire Factor 7) to all units within 20cm (roll for each unit separately)
(roll for each unit separately) (roll for each unit separately)
+1 if an inspirational character is attached
3 Crashes and is immobilised, but weapons Crashes and is immobilised, but weapons Crashes and is immobilised, but weapons can still fire
can still fire can still fire
A unit passes the test if it rolls less than or equal to its modified
Morale Factor. A unit that fails is disordered and is forced back
5cm for each hit (less reductions for cover) 4-5 One weapon damaged beyond repair. Cannot One weapon damaged beyond repair. Cannot One weapon damaged beyond repair. Cannot fire that
fire that weapon (if more than one, select at fire that weapon (if more than one, select at weapon (if more than one, select at random).Vehicle must
random).Vehicle must make one compulsory random).Vehicle must make one compulsory make one compulsory retire move each turn

Close combat modifiers


retire move each turn retire move each turn
6-7 Steering damaged. Moves in random direction Steering damaged. Moves in random direction Steering damaged. Moves in random direction until
until repaired until repaired repaired
–1 if disordered
–1 if engaged with a feared opponent 8-9 Cannot move until repaired Cannot move until repaired Flier leaves the table for rest of game
–1 if attacking uphill
–1 if attacking an opponent in hard cover
–1 if engaged with charging rocket troopers
–2 if a cavalry unit vs infantry in square 10-12 Hit bounces off, scratching the paintwork Hit bounces off, scratching the paintwork Hit bounces off, scratching the paintwork
+1 for every two stands in first two ranks of the unit
+1 if charging into combat (first round only)
+1 if multiple combat and more units than enemy
Random directions: Roll 2D6 to determine in which direction a vehicle moves each turn during Compulsory Moves. The vehicle turns through 45 degrees
(applies to each unit)
clockwise for each point on the dice before advancing its full move. For example, a result of 2 means the vehicle turns through 90 degrees to the right and then
+1 if irregular troops in dense terrain
advances its full move. A result of 7 means it turns through 315 degrees (or 45 degrees anti-clockwise) before advancing; on a 12, it about faces (see main rules,
+1 if leader attached
page 30 for diagram)
+1 if inspirational leader attached
+2 if undisordered cavalry vs infantry not in square
+2 if attacking in flank
+3 if attacking to the rear

A unit can have a maximum modified Combat Factor of 10, and


Terrain effects table
a minimum modified Combat Factor of 2.A unit potentially Terrain Infantry Cavalry Artillery Notes
inflicts hits equal to the difference its roll and its modified Gentle Slopes Half move Half move Half move
Combat Factor. Steep Slopes Quarter move Quarter move Quarter move
Broken Ground Full move if irregulars Impassable Impassable Impassable to infantry that is not irregulars
Woods Half move Half move Impassable Fliers unaffected
Rivers/Stream (if fordable) Half move Half move Quarter move All but fliers and hover tanks stop on contact

Rallying modifiers
Low Hedges/walls Half move Half move Impassable All but fliers and walkers stop on contact
High Hedges/walls Move to other side Impassable Impassable All but fliers and walkers stop on contact
Shallow Ditches Full move Full move Impassable All but fliers, walkers and hover tanks stop on contact
–1 for each stand lost during the game Deep Ditches Half move Impassable Impassable All but fliers, walkers and hover tanks stop on contact
–1 if within two moves of an enemy Difficult Terrain Impassable Impassable Impassable Fliers unaffected
+1 if secure flanks Bridges Full move Full move Full move Must be in march column to cross a bridge
+1 if a character is attached Buildings (march column) Full move Full move Full move Artillery cannot unlimber in buildings
Buildings (other formations) Half move Half move Half move Unlimbered artillery cannot enter buildings
+1 if an inspirational character is attached
The effect of terrain on vehicles varies according to the type of vehicle, see individual terrain definitions. Units that encounter a change in terrain move at a rate
A unit rallies if a roll of 2D6 is less than or equal to its modified
appropriate to that terrain for the remaining part of their move. For example, an infantry column moves 10cm in the open up to an orchard; it can then move up
Morale Factor
to 5cm, half its remaining move of 10cm, into the orchard.

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