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Barsoom seventh ray
Barsoom seventh ray








Most ancient weapons are covered, but while they include rules for crossbows they strongly recommend against using them. Since each model represents twenty people, the Pict player removes two "castings". That means they inflict 36 casualties on the enemy. For example, a group of twelve Bossonian archers fire on a unit of Picts, rolling a "3". It's modified by situation and involves rolling one six-sided die, which is then multiplied by the number of troops in the unit to determine the percentage of casualties inflicted.

barsoom seventh ray

Movement is pre-plotted, and takes place in two phases.Ĭombat takes place simultaneously.

barsoom seventh ray

The formation a unit takes determines how far it can move. They have five formations they can assume, Line, Column, Road Column, Charge, and Forced March. Units are defined in a general way, as Light Infantry, Medium Cavalry, Heavy Chariots, etc. To simulate the time it takes for armies to ready themselves for combat, they suggest rolling a six-sided die and subtracting the result from twelve to determine how many turns the game will last. Each turn represents roughly one hour, and they recommend that games be limited to twelve turns. The scale is 1:20, with one model, or "casting" as they call them, representing 20 individuals. 1d6, which is used for combat, and "decimal dice", or d100, which are used for morale and magic.

barsoom seventh ray

These rules were written before standard dice notation came into use so dice are referred to as "an average dice", i.e. The emphasis is on playability rather than simulation. Bizar tells us the the inconsistencies in the original tales made them difficult to quantify, so some elements have been left out. Carter informs us that he is acting as the authority on the setting, basing it on REH's work but inventing details as they're needed, mainly for things like national emblems, etc. There are two introductions, one by each author.










Barsoom seventh ray