Little in the way of sophisticated communications is ever shown in the novels, with some exceptions. These include the Gridley Wave radio, telescopes capable of seeing a blade of grass upon the Earth, and a device which John Carter encountered among the Yellow Martians which could photograph, measure, and weigh an individual all at once, and then transmit the likeness to other cities.
There is virtually no sophisticated detection equipment used on Barsoom, and even the largest cities and wealthiest families use armed guards.
Nothing heavier than radium guns and gravity bombs are typically used in the novels, and these are generally only used by battleships on each other. Evidently the Barsoomian code of honor is such that these weapons are not used against infantry, for in A Princess of Mars, the Heliumitic Navy, having just defeated the Zodangans, landed their transports to dismount the Tharks, and then appeared to leave the battle to their infantry. In A Fighting Man of Mars, a missile is created which has a disintegration ray capable of disintegrating any metal to which it has been attuned, but this weapon is destroyed by the end of the novel, so that is not considered here in any detail.
The Barsoomian medical prowess is indeed impressive, and is effectively TL 8 for game purposes. As is often said in the novels, "Give a Martian woman a chance, and Death must take a back seat". In addition, it should be noted that the Barsoomians have a variety of psychological study which can glean impressions from the minds of those recently killed.
As a rule, people on Barsoom carry very little in the way of personal equipment or goods. Even clothing is quite limited, except for the harness of warriors and the metal ornaments worn by both men and women to identify their nationality. Most men carry their personal weapons (see below), while many women carry a small concealed dagger, often worked into their metal ornamentation.
Warrior's Harness and Gear
The following items are carried and utilized by the majority of races upon the face of Barsoom. Please note that all weapons are generally considered to be of fine quality, and that the +1 damage has already been added in the charts which follow.
The following items are generally used by one or more races, but are not commonly seen among them all. The race in parentheses after the item's name indicates the race which commonly uses these items.
If the attacker wins, the defender drops his or her weapon, while if the defender wins, there is usually no effect. If the attacker loses by five or more, however, then he or she drops the hooked sword. On any weapon parry involving the hooked sword, either as attacker or defender, the wielder may try to disarm with a quick contest, as outlined above. In any case, the hooked sword is useless against a flexible weapon, and has trouble against two-handed weapons. In the latter case, the wielder of the two-handed weapon gains a +2 in his or her Quick Contest roll.
Melee Weapons:
Weapon | Type | Amount | Reach | Cost | Weight | Min ST | Notes |
---|---|---|---|---|---|---|---|
40' Lance | Imp. | Thr.+4 | 7 | 200 | 21 lbs. | 15 | 2 Hands, 1 turn to ready |
Long Sword | Imp. | Thr+2 or Swing +2 | 1,2 | 1,250 | 3 lbs. | 7 | 1 turn to ready after cut |
Hook Sword | Imp. or Cut. | Thrust or Swing + 2 | 1 | 650 | 3 lbs. | 10 | Can be used to disarm using the Jitte/Sai skill or strike with the Broadsword skill (see above) |
Ranged Radium Weapons:
Weapon | Type | DMG | SS | Acc | 1/2D | Max | Wt | RoF | Shots | ST | Rcl |
---|---|---|---|---|---|---|---|---|---|---|---|
Pistol | Cr. | 2d-1* | 10 | 3 | 500 | 5K | 3.25 | 3~ | 6 | 10 | -2 |
Rifle (Red) | Cr. | 3d* | 13 | 7 | 3K | 300K | 7 | 3~ | 40 | 11 | -2 |
Rifle (Green) | Cr. | 3d+2* | 14 | 15 | 10K | 500K | 18 | 3~ | 50 | 13 | -5 |
* The listed damage is for solid slug ammunition, which is generally used only at night. Barsoomians typically use radium ammunition during the day, which contains a small portion of radium in a brittle, opaque casing. When the bullet hits a target the casing cracks or breaks, and the radium is exposed to light. This causes the bullet to explode, which then damages the target further. In game terms, the damage is reduced by 1 point per die, and the DR of the target is doubled. In addition, there is 1d of explosive damage added to the listed amount. If the armor stops the damage, then the target takes regular blunt trauma damage (1 pint of damage per 5 or 6 rolled on a damage die) through the armor. If the damage penetrates, then the explosion multiplies the penetrating damage by five.
As an aside, when radium ammunition is used at night, the damage is still reduced but the ammunition will not explode. When the sun rises, however, unexploded ammunition which is exposed to the sunlight will explode at the discretion of the GM.
The Barsoomian transportation system is a curious mix of the modern and the ancient, including massive aircraft, travel tubes, and domesticated animals. Most men and women know how to ride a thoat, and this appears to be the major form of transportation in rural areas. On the other hand, city travelers in Helium can ride from one of the twin cities to the other in seconds through a travel tube. In addition, nearly every modern nation of red men maintain an aerial navy, ranging from fast, one-man scout fliers to massive battleships which hold thousands of men. Interestingly enough, the Okarians of the north use "ground fliers," which are essentially cars pushed by large propellers.