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MARS AND VENUS: Using Fantasy Rules! 3 
  in Edgar Rice Burroughs’ Worlds

The following are not official Chipco rules, but are meant as general suggestions for integrating rules typical of science fantasy into the Fantasy Rules! format. Any material mentioned that is a trademark or copyright remains the trademark or copyright of its owner, and its inclusion is not intended as, nor should be interpreted as, a challenge to those copyrights or trademarks.

ERB’s RED PLANET:

ERB’s concept of Martian warfare changed from a Jules Verne fantasy, honor bound warfare (sort of based around an idealized American Civil War South), to a more hard bitten, realistic warfare (with advances such as trench warfare and radio) toward the last books. This probably had a lot to do with the fact that he was a WW2 war correspondent. If you are fighting some of the bigger battles toward the end of the series, use more fortifications, artillery and rifles than the earlier books.

ADVANCED CITIES:

Martians were mostly organized into city states of a single race. After coronation of a Warlord or Jeddak of Jeddaks, there can be alliances between city states and between races. Some city states are advanced technologically; they have fliers and radium weapons. Some have only radium weapons.

MARTIAN CODE OF HONOR:

Most nations strictly adhere to the Martian code. A soldier (or unit) could not use a weapon that was superior to a weapon with which they were attacked. Every soldier wanted to come within sword range of the opponent. For the scale in which FR! exists, the only time this make a difference is when radium weapons are involved.

These rules do not apply when fighting units that are not alike. S&P / Militia / HW / Ranger / Spear when fighting S&P / Militia / HW / Ranger / Spear and Cavalry when fighting Cavalry have to adhere to the code.

Use the following rules for nations that adhere to the code.

CHARACTERS:

Characters can be generals, sub commanders, heroes and superheroes. For example, the Warlord might be a general/superhero/warlord with exceptional weapon. Characters can buy army standards, bodyguards, exceptional armor, and exceptional weapons. All other abilities/items are army specific.

MONSTERS:

There are three types of Large Monsters, they cost 90 points, and have the following special characteristics at no additional cost:

RADIUM WEAPONS:

Use of Radium weapons is governed by the Martian code of honor. Advanced nations (and some others that stole the Technology) have Radium weapons. Projectiles have a protective coating that comes apart when the projectile hits the target, exposing a radium core. When exposed to light, the projectiles explode with devastating effect. If fighting at night or inside or underground, radium weapons have the same effect as normal weapons of their type. If fighting in the daytime, the following bonuses apply:

Sword and Pistol, pistol armed Cavalry and Rifle units’ daytime bonus:

Napoleonic Artillery units’ daytime bonus:

RED MEN

Red men are the dominant race on most of Mars. Some cities adhere to the code, some do not. Some are advanced, some are not.

Advanced Cities

Allowed units:

Note: all Sword and Pistol, Rifle, and Artillery are armed with Radium weapons and cost 10 points more for Sword and Pistol, and 20 points more for rifle and artillery than normal units of their type.

Characters and Magic:

Special Rules:

Non Advanced Red Men

Characters and magic

GREEN MEN

Strictly adhere to Martian code of honor. Some hordes have radium weapons, some do not. No fliers.

All green men units cause fear against Red Men (except HC), Black Pirates, Yellow Men, and get Barbarian/Fearless for free. Large monsters, blobs and Synthetic Men cause fear against Green Men infantry units (not Knights or Battlewagons).

Allowed units for Advanced Hordes:

Note: all Sword and Pistol, Rifle, and Artillery are armed with Radium weapons and cost 10 points more for Sword and Pistol, and 20 points more for rifle and artillery than normal units of their type.

Characters and Magic

Allowed units non Advanced Hordes:

Characters and Magic

SYNTHETIC MEN

Synthetic Men are made by a Mad Scientist. They are misshapen copies of men, usually coming from a Vat. They do not adhere to the code of honor. Synthetic Men are treated as Undead. However there are some living units (mostly synthetic brains put into the skulls of living men).

Allowed Units:

Characters and Magic

YELLOW MEN

Yellow men do not adhere to the code. Yellow Men are not advanced. Because of their defensive way of fighting, all Yellow Man units get a +1 RF modifier.

Allowed Units:

Characters and Magic

Special Rules:

If the battle takes place in the Yellow men’s territory, then the enemy can not have any flying units (except non-mechanical units (Synthetic men or Pew Mogul’s White Apes on birds, Red men on Wasps).

THERNS

Therns do not adhere to the code. Therns are advanced. Therns cause fear in Red, Yellow, and Green Martian units the first time those units are contacted.

Allowed Units:

Note: all Sword and Pistol, Rifle, and Artillery are armed with Radium weapons and cost 10 points more for Sword and Pistol, and 20 points more for rifle and artillery than normal units of their type.

Characters and Magic

BLACK PIRATES

Black Pirates adhere to the code. They are advanced. Black Pirate units cause fear in all Thern units the first time those units are contacted.

Allowed Units:

Note: all Sword and Pistol, Rifle, and Artillery are armed with Radium weapons and cost 10 points more for Sword and Pistol, and 20 points more for rifle and artillery than normal units of their type.

Characters and Magic

Special Rules:

If the Black Pirate’s are losing, they may choose to "break the code" against any "inferior" army but another Black Pirate army. They then lose their rally bonus, but can fire their weapons at will, etc.

LOTHAR

Lothar does not adhere to the code and is not advanced.

Allowed Units:

Characters and Magic

ARMIES OF PEW MOGEL

Pew Mogel does not adhere to the Code of Honor. Semi Advanced.

Allowed Units:

Note: all Artillery are armed with Radium weapons and cost 20 points more for artillery than normal units of their type.

Special Rules:

Pew Mogel is a 0,1 general, and must be attached to the Leviathan (if the Leviathan is used)

Special Rules:

The Leviathan is immune to all missile weapons, artillery, magic and melee (any demoralization or destroy result has no effect). It can only be defeated by a successful boarding action by a Marine in a flying assault craft with a character model attached. If the boarding action is successful, the character fights Pew Mogel. If the character kills or captures Pew Mogel, the character gains control of the colossus, and makes the colossus leave the battlefield. If Pew Mogel is still on the colossus and escapes, fight another melee with the character, and if Pew Mogel wins (and is the only surviving character), he regains control of the colossus.

These flying small monsters fear rat swarms (if the rats are parachuted out of fliers), or if both are on the ground. This fear is so great; the flying small monsters are automatically demoralized, and then take a fear test as normal. Treat the rat swarms as mines from fliers, and apply the above as well as the effect from normal mines.

Author: Curtis Wright, Game Developer for Chipco
Fact Checker: Bruce Bozarth, erblist.com webmaster