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BRITISH BRIEFING
It is August 1880 and the flashes from Mars have stopped, but a number of
cylinders are reported to have landed across the whole of Britain.
A hastily convened force met the first cylinder to land in your area at
Horsell Common, near Woking, but that force is reported destroyed. The
intelligence reports talk of a giant walking tripod machine that was created
within the cylinder.
You know of two other landing sites in your vicinity and have been given a
large force to attack those sites and contain them. Your primary aim is to
prevent the building of any further tripods and to try to eliminate the tripod
threat.
Army Leader
2 Commanders
5 units of Infantry
3 units of cavalry
2 Artillery Batteries
1 Gatling battery
MARTIAN BRIEFING
Three of your vehicles have landed close to each other and one has
successfully built a walking machine. You need to defend the other two sites
until further walking machines can be built and the domination of this
Blue-Green planet begins.
You start the game with 1 tripod built and have the ability to build 2 more
tripods.
SETUP
Set up a mix of woods, hills and rough terrain on a 6' x 6' table.
The Martian player first rolls for the location of his landing sites. For
each site, roll 2 D6, counting 1 as a measurement along the table and the
other as a measurement down the table. Thus, 2 and 5 would be 2' along
and 5' down the table. Once the location is determined, the Martian
Player can move the location by up to 6" in any direction.
The British player then deploys his forces, no closer than 30cm to any Martian
Landing site and up to 35cm from his table edge.
The Martian Player's forces all start deployed in the cylinder landing
pits, which count as soft cover and are initially Hidden so have to be spotted
by the British troops to be fired upon.
Starting with Turn 2, at the beginning of each of the Martian turns he rolls
2D6 for each landing spot that has not produced a tripod, providing he still
has forces in contact with the landing spot. To build the tripod, a roll of
2 is required on Turn 2, increasing by 1 each turn (i.e. 3 or under on turn 3,
etc).