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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 1.0 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

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