Post by Falconer on Jun 19, 2010 4:49:14 GMT -6
Maybe this has been done before, or maybe it won’t interest anyone, but I did it up for my own use anyway so I thought I’d post it. It should be pretty self-explanatory...
APTS ((Picture WM-48), Vol. III-19, WM-8, 16, 19, 21, 52)
BANTHS: The charging banth gains a +1 on its roll to wound or kill on the turn of its charge. ((Picture WM-23), Vol. III-19, WM-8, 16, 19, 21, 24, 52)
BLACK MARTIANS: The black race is perhaps the single finest type upon all Barsoom, for its members are above average in both height and masculature. They are handsome in appearance and brave beyond compare. Furthermore, their bravery is matched by their fighting ability. They claim to be the “First Born” of all Barsoomian humans, and this is what they call themselves. Others, however, know them as the Black Pirates because of their propensity for raiding and plundering. They comprise about 5% of the population. The Black Martians inhabit the underground world of Omean and the “Rift” in the northern part of the Western Hemisphere. ((Picture WM-25, 45), Vol. III-18, WM-19, 35, 36, 44, 50)
CALOT PLANT ((Picture WM-21))
CALOTS ((Picture WM-23, 48), Vol. III-19, WM-8, 16, 19, 21, 52)
DARSEEN: This is a generic name for Martian reptiles. There are small darseen, little chameleon-like lizards, and great reptiles capable of severing the head from a man in one bite. It is these latter sort which are considered in the rules. The largest mentioned is the monstrous albino lizard beneath Kadabra. The tables consider darseen to be about half again as big as a monitor lizard, and if larger ones are encountered it should be adjusted accordingly. (Vol. III-19, WM-8, 16, 19, 21, 44, 52)
GREEN MARTIANS: These strange creatures are all nomadic, roaming about the dead sea bottoms of Barsoom. There are many tribes of Green men, the largest being the Tharks, the fiercest the Warhoons. Smaller tribes are not noted on the map. They typically take their tribal name from the abandoned city which they have chosen to house their Jed or Jeddak. Of all their warlike abilities, their marksmanship with the Radium Rifle is by far the most outstanding. They are not prone to use their 40’ lances against humans, except in large battles against many times their own number of Red men for example. They do, however, employ them extensively against other Green peoples. The sword is undoubtedly their favorite weapon! There are perhaps two million Green tribesmen on Barsoom, with a total population of perhaps five million when females and children are considered. ((Picture WM-cover, 6, 15, 18, 26, 40), Vol. III-18, 19, WM-8, 9, 10, 16, 19, 20, 22, 27, 31, 38, 39, 44, 49, 50)
MALAGOR: This giant bird is not mentioned in the combat tables or elsewhere in the rules, for it is very rare. It is of great size with a wing spread of about 20’. It can fly at a speed of about 60 miles per hour carrying a passenger, and it can carry two persons with little loss of speed. They can fly all days without tiring, although they need a night to rest thereafter. They are hawk-like, and their disposition is quite ferocious. (WM-44)
ORLUKS: We are taking a few liberties with this monster, for ERB never really described the Orluk, other than to say it was a black and yellow striped artic-dwelling carnivor. It is weasel-like in appearance, being about the size of a jaguar. The orluk has four legs, great fangs and a lust for blood like the little Jasoomian animal it resembles in form. Although it has a keen sense of smell, it has rather weak eyes or else it would be far more deadly than it is. (Vol. III-19, WM-8, 16, 19, 21, 44, 52)
PLANT MEN: The plant man which can’t leap over its opponent loses a -2 from its dice roll to wound or kill. ((Picture WM-18, 22), WM-8, 9, 16, 21, 24, 52)
RED MARTIANS: The red race is the most numerous upon Barsoom, and its members run the gamit from the most superb fighters to the most abject cowards. It is this race which maintains most of the inhabited cities upon the planet, and, excluding the Green Martians, they account for perhaps 75% of the population. ((Picture WM-6, 13, 41, 42), Vol III.-18, WM-16, 19, 35, 36, 41, 50)
SITH: The sith has a second attack roll which represents its stinger ,and if it makes the number shown or exceeds it, the opponent is killed. ((Picture WM-21), Vol. III-19, WM-8, 16, 19, 21, 24, 52)
THOATS: The Thoat and the Zitidar gain a +2 on the dice roll to kill on any turn which they charge into combat. ((Picture WM-cover, 13), Vol. III-19, WM-8, 9, 16, 19, 21, 24, 52)
WHITE APES: These are terrible monsters with a cunning almost equal to human. Many seem to have a rough tribal organization, and those that do always use stone (or some other form of) clubs. Because of this glimmering of true intelligence apes will not always behave as a typical animal. They infest the abandoned cities of Barsoom, and they are also found in many other places. The strength of a white ape seems to be about double that of a Green man. The white apes with a club has a +1 on its roll to wound or kill. ((Picture WM-47), Vol. III-10, 15, 19, WM-8, 16, 19, 21, 24, 44, 52, 53)
WHITE MARTIANS: This category includes the almost extinct Orovarions who have blonde or auburn hair and the bald Therns who wear yellow wigs. Although the latter are somewhat ignoble, both types are among the staunchest of fighters. They regard all races as beneath them, although they are somewhat in awe of the First Born. All Therns are not of equal ability, the best of the type being awarded the title of Holy Therns. These latter constitute perhaps a third of the type. The white race comprises perhaps 10% of all Barsoomian population, with the Orovarions having only about 3%. Orovars are found only in lost cities; Therns inhabit the Valley Dor at the South Pole and some colonies within Red Martian cities. ((Picture WM-25, 46), Vol. III-18, WM-19, 22, 44, 50)
YELLOW MARTIANS: These sturdy, black-bearded men are known as Okarians. They live in domed cities scattered about the northern polar region. As a race they are exceptionally capable fighters. Their chief weapons are the javelin, the long sword, the “cup shield”, and hook sword. Any fighter engaging an Okarian with sword, hook sword, and cup shield would not violate the Barsoomian Code if he were to counter with the long sword and short sword. The Yellow men comprise about 10% of the total population. ((Picture WM-43), Vol. III-18, WM-19, 26, 44, 50, 56)
ZITIDAR: The Thoat and the Zitidar gain a +2 on the dice roll to kill on any turn which they charge into combat. ((Picture WM-20), WM-8, 16, 19, 21, 24, 52)
APTS ((Picture WM-48), Vol. III-19, WM-8, 16, 19, 21, 52)
BANTHS: The charging banth gains a +1 on its roll to wound or kill on the turn of its charge. ((Picture WM-23), Vol. III-19, WM-8, 16, 19, 21, 24, 52)
BLACK MARTIANS: The black race is perhaps the single finest type upon all Barsoom, for its members are above average in both height and masculature. They are handsome in appearance and brave beyond compare. Furthermore, their bravery is matched by their fighting ability. They claim to be the “First Born” of all Barsoomian humans, and this is what they call themselves. Others, however, know them as the Black Pirates because of their propensity for raiding and plundering. They comprise about 5% of the population. The Black Martians inhabit the underground world of Omean and the “Rift” in the northern part of the Western Hemisphere. ((Picture WM-25, 45), Vol. III-18, WM-19, 35, 36, 44, 50)
CALOT PLANT ((Picture WM-21))
CALOTS ((Picture WM-23, 48), Vol. III-19, WM-8, 16, 19, 21, 52)
DARSEEN: This is a generic name for Martian reptiles. There are small darseen, little chameleon-like lizards, and great reptiles capable of severing the head from a man in one bite. It is these latter sort which are considered in the rules. The largest mentioned is the monstrous albino lizard beneath Kadabra. The tables consider darseen to be about half again as big as a monitor lizard, and if larger ones are encountered it should be adjusted accordingly. (Vol. III-19, WM-8, 16, 19, 21, 44, 52)
GREEN MARTIANS: These strange creatures are all nomadic, roaming about the dead sea bottoms of Barsoom. There are many tribes of Green men, the largest being the Tharks, the fiercest the Warhoons. Smaller tribes are not noted on the map. They typically take their tribal name from the abandoned city which they have chosen to house their Jed or Jeddak. Of all their warlike abilities, their marksmanship with the Radium Rifle is by far the most outstanding. They are not prone to use their 40’ lances against humans, except in large battles against many times their own number of Red men for example. They do, however, employ them extensively against other Green peoples. The sword is undoubtedly their favorite weapon! There are perhaps two million Green tribesmen on Barsoom, with a total population of perhaps five million when females and children are considered. ((Picture WM-cover, 6, 15, 18, 26, 40), Vol. III-18, 19, WM-8, 9, 10, 16, 19, 20, 22, 27, 31, 38, 39, 44, 49, 50)
MALAGOR: This giant bird is not mentioned in the combat tables or elsewhere in the rules, for it is very rare. It is of great size with a wing spread of about 20’. It can fly at a speed of about 60 miles per hour carrying a passenger, and it can carry two persons with little loss of speed. They can fly all days without tiring, although they need a night to rest thereafter. They are hawk-like, and their disposition is quite ferocious. (WM-44)
ORLUKS: We are taking a few liberties with this monster, for ERB never really described the Orluk, other than to say it was a black and yellow striped artic-dwelling carnivor. It is weasel-like in appearance, being about the size of a jaguar. The orluk has four legs, great fangs and a lust for blood like the little Jasoomian animal it resembles in form. Although it has a keen sense of smell, it has rather weak eyes or else it would be far more deadly than it is. (Vol. III-19, WM-8, 16, 19, 21, 44, 52)
PLANT MEN: The plant man which can’t leap over its opponent loses a -2 from its dice roll to wound or kill. ((Picture WM-18, 22), WM-8, 9, 16, 21, 24, 52)
RED MARTIANS: The red race is the most numerous upon Barsoom, and its members run the gamit from the most superb fighters to the most abject cowards. It is this race which maintains most of the inhabited cities upon the planet, and, excluding the Green Martians, they account for perhaps 75% of the population. ((Picture WM-6, 13, 41, 42), Vol III.-18, WM-16, 19, 35, 36, 41, 50)
SITH: The sith has a second attack roll which represents its stinger ,and if it makes the number shown or exceeds it, the opponent is killed. ((Picture WM-21), Vol. III-19, WM-8, 16, 19, 21, 24, 52)
THOATS: The Thoat and the Zitidar gain a +2 on the dice roll to kill on any turn which they charge into combat. ((Picture WM-cover, 13), Vol. III-19, WM-8, 9, 16, 19, 21, 24, 52)
WHITE APES: These are terrible monsters with a cunning almost equal to human. Many seem to have a rough tribal organization, and those that do always use stone (or some other form of) clubs. Because of this glimmering of true intelligence apes will not always behave as a typical animal. They infest the abandoned cities of Barsoom, and they are also found in many other places. The strength of a white ape seems to be about double that of a Green man. The white apes with a club has a +1 on its roll to wound or kill. ((Picture WM-47), Vol. III-10, 15, 19, WM-8, 16, 19, 21, 24, 44, 52, 53)
WHITE MARTIANS: This category includes the almost extinct Orovarions who have blonde or auburn hair and the bald Therns who wear yellow wigs. Although the latter are somewhat ignoble, both types are among the staunchest of fighters. They regard all races as beneath them, although they are somewhat in awe of the First Born. All Therns are not of equal ability, the best of the type being awarded the title of Holy Therns. These latter constitute perhaps a third of the type. The white race comprises perhaps 10% of all Barsoomian population, with the Orovarions having only about 3%. Orovars are found only in lost cities; Therns inhabit the Valley Dor at the South Pole and some colonies within Red Martian cities. ((Picture WM-25, 46), Vol. III-18, WM-19, 22, 44, 50)
YELLOW MARTIANS: These sturdy, black-bearded men are known as Okarians. They live in domed cities scattered about the northern polar region. As a race they are exceptionally capable fighters. Their chief weapons are the javelin, the long sword, the “cup shield”, and hook sword. Any fighter engaging an Okarian with sword, hook sword, and cup shield would not violate the Barsoomian Code if he were to counter with the long sword and short sword. The Yellow men comprise about 10% of the total population. ((Picture WM-43), Vol. III-18, WM-19, 26, 44, 50, 56)
ZITIDAR: The Thoat and the Zitidar gain a +2 on the dice roll to kill on any turn which they charge into combat. ((Picture WM-20), WM-8, 16, 19, 21, 24, 52)