TEXT: JOHN CARTER FOR SWORDPLAY 
  © 2012 ED TEIXEIRA – TWO HOUR WARGAMES  
  QRS 
  JOHN CARTER FOR SWORDPLAY 
  Swordplay is the free downloadable man to man skirmish 
  game for sword fighting fantasy and historical games. Here 
  are some quick and easy rules to adapt Swordplay to the 
  John Carter of Mars world. 
  These are not the definitive rules but instead a free entry 
  level version to Mars gaming. 
  STARS AND GRUNTS 
  In addition to the normal Star Abilities, John Carter has 
  the following abilities and stats: 
   
  John Carter uses the Noble QRS. 
   
  Rep 6 
   
  Normal movement of 12”. 
   
  Fast move auto pass up to 24”. This reflects his 
  innate jumping ability. When John Carter exceeds 
  16” in movement he is making a leap that will 
  allow him to rise above all enemies and 
  consequently allow for others with LOS over 
  intervening figures to have an In Sight Test. 
   
  He is a trained Swordsman so receives one auto-
  success when in Melee.  
   
  He also wears a heavy off-arm bracelet allowing 
  him to count as if AC 4 when in melee to reflect 
  its parrying ability. 
   
  He is armed with one Radium Pistol with three 
  reloads. 
  Other Stars can be Red Martians (Soldier QRS), Green 
  Martians (Warrior QRS) or White Apes (Warrior QRS). 
  In addition players can choose to use Co-Stars to assist 
  their Stars but these Co-Stars must be no greater than one 
  Rep lower than the Star. Co-Stars have all Star Abilities.  
  RED MARTIANS 
  Count as normal human beings. 
  GREEN MARTIANS 
  Count as Trolls. Are allowed to roll 1d6 more when in 
  melee if have more than two arms. 
  WHITE APES 
  Count as Greater Orcs. 
  EARTH MEN 
  Earth Men will always count as using a Two Handed 
  Melee Weapon even when using a On Handed Melee 
  Weapon or even if Unarmed. 
  WEAPONS 
  The following Ranged Weapons can be used. 
  RANGED WEAPONS TABLE 
  TYPE 
  IMP 
  RANGE 
  2H 
  RELOAD 
  Axe, throwing 
  3 
  6 
  — 
  - 
  Crossbow 
  3 
  24/12 
  Y 
  Y 
  Dagger 
  1 
  4 
  — 
  - 
  Hand Crossbow 
  2 
  12 
  — 
  - 
  Radium Pistol 
  3 
  12 
  Y 
  Special 
  Radium Rifle 
  4 
  24 
  Y 
  Special 
  Short Bow 
  2 
  24/12 
  Y 
  Y 
  Shorter listed range for crossbow and short bow is for when 
  firing while mounted. 
  RADIUM GUNS 
  When firing a Radium weapon roll one off colored d6. If 
  doubles occurs the weapon is out of charge. It takes one 
  turn to reload. The weapon only has three reloads ever 
  before it runs out. It is possible to switch reloads between 
  weapons. 
  ARMOR AND SHIELDS 
  Red Martians have may be wearing a Metal Woven Vest 
  (1-2) which makes them AC 4. Green Martians and White 
  Apes are always considered AC 4 instead of AC 2 and can 
  (1-2) be upgraded to AC 6 metal armor. 
  Red Martians can wear an ornamental heavy bracelet on 
  their off-arm allowing them to count as if AC 4 when in 
  melee reflecting their parrying ability. 
  John 
  Carter 
  of Mars 
  FYI – John Carter is the property of Edgar Rice Burroughs, 
  Inc. http://www.johncarterofmars.ca/. This document is in no 
  way to be considered a threat to the rightful owners of said 
  property. It’s a homage to a childhood hero. 
  
  JOHN CARTER FOR SWORDPLAY 
  © 2012 ED TEIXEIRA – TWO HOUR WARGAMES  
  QRS 
  SUBSTITUTIONS 
  The following tables replace those normally used in 
  Swordplay. 
  CHARGE INTO MELEE 
  2              CHARGE INTO MELEE 
  (Taken versus Rep)  
   
  CHARGER IS:   
  MODIFIER  
  Green Martian, White Ape or Earthman 
  +1d6 
  Cavalry 
  +1d6 
  Charging onto the Rear  
  +2d6 
  Charging together and outnumber targets 3 
  to 1 or more 
  +1d6 
  TARGET IS: 
  MODIFIER  
  Fanatic, Troll or Greater Ogre 
  +1d6 
  Cavalry  
  +1d6 
  Missile needing to reload 
  -1d6 
  In cover 
  +1d6 
  CHARGE RESOLUTION TABLE 
  #D6  
  PASSED  
  CHARGER 
  TARGET 
  2 or more 
  than 
  opponent 
  Target Runs Away. 
  Charger occupies 
  the spot that the 
  target vacated.  
  Target fires. 
  Charger Halts in 
  place and takes 
  appropriate 
  Reaction Tests. 
  1 more than 
  opponent 
  Target fires. 
  Charger moves into 
  melee. No Reaction 
  Tests taken.            
  Target fires. 
  Charger moves into 
  melee. No Reaction 
  Tests taken.            
  Same 
  number as 
  opponent 
  Target fires. 
  Charger moves into 
  melee. No Reaction 
  Tests taken.               
  Target fires. 
  Charger moves into 
  melee. No Reaction 
  Tests taken.                  
   
   
  REP              MELEE COMBAT  
  (Looking for successes) 
   
  A score of 1, 2, or 3 is a success 
   
  MELEE WEAPON   
  MOD 
  Unarmed  
  -1d6 
  Improvised weapon or Missile troops 
  0d6 
  One Hand Melee Weapon (e) 
  +1d6 
  Two Hand Melee Weapon 
  +2d6 
  CIRCUMSTANCE 
  MOD 
  Evenly Matched - Attacking an 
  enemy that scored a result of evenly 
  matched this turn during a melee.   
  +1d6 
  Mounted - Mounted attacking non-
  mounted enemy 
  +1d6 
  Prone - Attacking a prone enemy 
  +2d6 
  Shielded - If being attacked to the 
  front while using a shield. (1)    
  +1d6 
  Trained Swordsman 
  +1 auto success 
  (e) Earthmen always count as if using a two hand melee weapon 
  even when using a one hand melee weapon. (1) Using two swords 
  counts as using a shield. If wearing heavy decorative arm 
  bracelet on the off arm counts as shield. 
  1                 MELEE DAMAGE  
  (Read result as rolled) 
   
  CIRCUMSTANCE 
  MODIFIER   
  AC 6 Target 
  Count as scored one success lower (1) 
  AC 2 Target (2) 
  Count as scored one success higher  
  (1) If reach zero then count the melee result as Evenly Matched 
  (2) Red Martian wove vest counts as AC4. 
  SCORE 
  RESULT 
  Score more 
  successes than 
  opponent 
  Roll 1d6 versus the number of 
  successes scored more than opponent. 
   
   “1”:  Opponent Obviously Dead. 
   
  Equal to successes more but not “1”: 
  Opponent Out of the Fight. 
   
  Score higher than more successes: 
  Opponent knocked down and 
  immediately takes Recover From 
  Knock Down Test. 
  Same number of 
  successes as 
  opponent 
  Evenly matched. Remain in melee and 
  when active may either break off the 
  melee or continue the melee. 
   
  
SOURCE: textdata/thevault/Two Hour Wargames (THW)/Pulp/John Carter for Swordplay (2012).pdf