For a ground-bound caravan, a party of infantry, or a lone hero traversing the dried seabeds (ochre moss plains), deep scarps, and shifting orange dunes of Mars, the wilderness is a brutal testing ground. Without the safety of a sky-galleon's hull, adventurers are directly exposed to predatory megafauna, tribal raiding parties, and environmental hazards unique to the dying world. This blog post picks right up from Building The Red Planet Empire - Mixing Warriors of the Red Planet (WotRP) with the Domain-level Architecture of ACKS II Rpg - d100 Random Martian Dungeons & Wilderness tables
The table below provides a d100 Land-Based Wilderness Encounter Engine designed to plug directly into the hex-clearing and travel procedures of your ACKS II / WotRP campaign.
The d100 Table of Barsoomian Land Encounters
| d100 | Encounter | Category | Description & ACKS II Mechanical Impact |
| 01–04 | Green Horde Scouting Party | Faction | $1d6+2$ Green Martian warriors riding Thoats. They are hunting for meat and metal. If they outnumber the party, they demand all weapons and pack beasts as tribute or attack instantly. |
| 05–08 | Wild Thoat Stampede | Wildlife | A herd of $3d6$ riderless, eight-legged beasts thunders across the moss plains. The caravan must succeed on a Group Saving Throw vs. Paralysis to avoid being trampled, which causes $2d6$ damage to mounts and loses $1d4$ stones of gear. |
| 09–12 | Ochre Moss Sinkhole | Hazard | The seemingly solid orange moss carpet hides a cavernous limestone collapse. The lead scout or pack beast must make a Find Traps or Saving Throw vs. Paralysis or plunge 30 feet down into a dark, unmapped fissure. |
| 13–16 | Lone Panthan (Mercenary) | NPC | A displaced Red Martian duelist seeking a new master or a city-state to hire their blade. They possess the Sword-Mastery proficiency and will join the party for standard mercenary wages + 1 shares of loot. |
| 17–20 | Banth Stalkers | Beast | $1d3$ hairless, ten-legged Martian lions track the party’s scent trail from the parallel dune ridges. They attack during the third watch of the night, ignoring campfires. |
| 21–24 | Dead Sea Bed Caravan | Commerce | A nomadic Red Martian trade train pulling heavy, low-slung repulsor carts. They act as a temporary Class V Market, willing to trade Radium Fuel Cells for fresh water at a 20% premium. |
| 25–28 | Radium-Charged Dust Devil | Hazard | A localized twister glowing with a violent static green hue. It sweeps through the hex; characters caught in its path take $1d8$ radiation damage and all electronic or radium-powered weapons are shorted out for $1d4$ turns. |
| 29–32 | Ancient Glass Road Ruins | Salvage | A section of a pre-cataclysm highway made of vitrified green glass emerges from the sand. Searching the roadside way-stations yields $1d6 \times 100$ gp value in scrap metal and ancient structural components. |
| 33–36 | Calidon Hunt | Wildlife | A massive, slow-moving herd of tusked, multi-legged game animals. A successful Tracking or Hunting check provides the party with fresh meat rations, preserving $2d6$ days of standard caravan rations. |
| 37–40 | Jeddak’s Outrider Patrol | Faction | A well-equipped cavalry unit ($2d6$ Red Martians on domestic racing thoats) representing a nearby city-state. They interrogate travelers to ensure they aren't spies, runaway slaves, or smugglers. |
| 41–44 | Psychic Echo Zone | Weird Science | The party enters a valley where an ancient battle took place. Mentalists or characters with high Wisdom suffer intense telepathic static, imposing a -2 penalty to all Initiative and Proficiency throws while in the hex. |
| 45–48 | Abandoned Air-Skiff | Salvage | A light, civilian one-man flier sits crashed nose-first into a sand dune. The engine is ruined, but a Scientist can salvage a pristine Targeting Matrix HUD or $1d4$ usable radium ammo cells with 1 turn of work. |
| 49–52 | White Ape Ambush | Beast | $1d2$ four-armed, semi-intelligent Albino Great Apes leap down from a rocky canyon overpass. They attempt to grapple characters, dragging them away into the high crags to feed. |
| 53–56 | Atmospheric Plant Failure Vent | Hazard | A nearby regional air pump suffers a pressure drop, causing a sudden pocket of unbreathable, thin air. All land travelers without active oxygen apparatuses suffer $1d6$ suffocation damage per round until they clear the zone. |
| 57–60 | Feral Sith Attack | Wildlife | A giant, predatory Martian hornet swoops down to paralyze a pack beast with its stinger. If successful, it attempts to fly off with its prey, threatening the caravan’s logistical supply capacity. |
| 61–64 | Escaped Slave Group | NPC | $1d8$ starved, exhausted runaways from an obsidian quarry. They beg for water. Harboring them builds a permanent negative reputation with the pursuing bounty hunters who arrive in $1d6$ hours. |
| 65–68 | Ancient Boundary Marker | Weird Science | A polished chrome pillar stands in the desert, humming softly. A Scientist or a character with Ancient Lore can interface with its interface panel to instantly map all adjacent hexes on their wilderness chart. |
| 69–72 | Desert Nomad Holy Site | Faction | A ring of carved stone pillars surrounding a deep oasis well. A tribe of nomadic zealots guards it. Drinking or watering beasts without offering a valuable weapon or relic as tribute triggers a tribal blood-feud. |
| 73–76 | Scavenger Pit-Trap | Hazard | A concealed netting trap laid by desert outlaws. The front rank of the party must make a Find Traps check or be hoisted 20 feet into the air, initiating a surprise round ambush by $1d6$ bandits. |
| 77–80 | Precious Lifewater Seep | Salvage | A tiny fissure in a ruined stone canal pipe is weeping fresh water into a rocky basin. The party can completely refill all water canteens and supply barrels for free, boosting crew morale. |
| 81–84 | Mad Scientist’s Automaton | Automata | A rogue, silver-plated clockwork warrior stumbles out of a canyon, its targeting array corrupted. It attacks the largest target present with integrated arm-blades until destroyed or deactivated via Mechanics. |
| 85–88 | Yellow Martian Assassin | NPC | A cloaked agent from the northern polar rifts hiding via optical camouflage. They are tracking a specific NPC or player character, waiting for a camp sequence to strike with a poisoned needle. |
| 89–92 | Ornate Burial Mound | Salvage | The tomb of a legendary Green Warlord, marked by crossed longswords. Digging it up yields $1d4 \times 1,000$ gp in ancient bullion, but triggers an automatic Morale Check penalty for any hired guides who fear the curse. |
| 93–96 | Phasing Dunes | Hazard | Local magnetic anomalies cause the sand dunes to shift and liquefy rapidly like quicksand. The caravan movement speed is reduced to zero for the day as characters labor to winch out heavy repulsor carts. |
| 97–100 | The Jeddak of Jeddaks | Faction | An extraordinary sight: A massive horde army ($1d4 \times 1,000$ Green Warriors) marching to lay siege to a rival metropolis. The players must hide successfully or face capture and mandatory recruitment as vanguard scout units. |
Mechanical Land Rules (ACKS II Integration)
Running a ground campaign across the Barsoomian wastes changes several base fantasy survival assumptions:
Water Scarcity: Unlike standard fantasy settings where foraging for water is a routine survival check, water must be explicitly managed. A standard man requires 1 gallon of water per day in the thin air. Foraging in a standard "Dead Sea Bed" hex carries a base 1-in-6 success chance unless an oasis or canal is explicitly listed on the hex map.
Mount Management: A Thoat is an incredible land asset. It requires no water for up to three days due to its alien metabolism, and its eight padded feet allow it to travel across the shifting sand dunes at full operational speed without incurring the standard terrain movement penalties that bog down wheeled or repulsor-based carts.
When your players need to fence hot sky-galleon salvage, purchase forbidden radium isotopes, or hire low-morale panthans without the prying eyes of a Jeddak’s secret police, they leave the pristine spires of the city-states and seek out a Martian Outlaw Market.
In ACKS II, these lawless hubs are fluid, treacherous commercial zones. They do not have fixed Market Classes like imperial capitals; instead, their economic power fluctuates based on recent raids, local warlord protection, and the proximity of imperial patrols.
Here is how to mechanically integrate Outlaw Markets into your ACKS II / WotRP campaign.
1. Structural Class & Fluctuation
An Outlaw Market usually occupies a transient or hidden location: a hollowed-out canyon rift, a decommissioned atmospheric pumping station, or a permanently grounded cloud-leviathan hull.
Mechanically, treat an Outlaw Market as a Dynamic Class IV or V Market, but apply the Scavenger Premium:
| Current Status | Market Class | Cash Cap | Tech Component Availability | Market Stability Modifier |
| Booming (Post-Raid) | IV | 5,000 gp | 75% chance; high influx of sky-ship salvage. | +1 to all Trading Throws |
| Lean (Patrols Nearby) | V | 1,500 gp | 40% chance; fences are hoarding resources. | -2 to all Trading Throws |
| Busted (Raided/Moving) | VI | 500 gp | 10% chance; basic survival bartering only. | Banned (Barter Only) |
The Moving Market Rule
Outlaw markets are highly mobile. Every month during the Domain Phase, the referee rolls a Stability Throw (10+). On a failure, the market has been tipped off to an impending imperial fleet strike and packs up. It vanishes from its current hex and relocates $1d6$ hexes away into the deep desert. Players must use a Streetwise or Tracking proficiency check to relocate it.
2. Underworld Commercial Rules
Because there is no central banking system or judicial law, the baseline ACKS II mercantile procedures are heavily modified.
High-Risk Liquidation (Selling Tech)
Fences in outlaw markets don't care about imperial licenses, but they operate on thin margins and high personal risk.
The Cut: Fences buy ancient technology and contraband at a flat 30% of its baseline gp value (compared to 40% in a standard city-state black market).
The No-Tax Benefit: However, because the gold is already completely outside the Jeddak's banking grid, players do not pay the 15% Money Laundering Tax to convert this wealth into Character XP. It counts as clean adventuring loot the moment it changes hands.
Barter & Weapon Exchange
Outlaw markets frequently refuse currency if the local city-state’s coin is currently devalued. Fences prefer Hard Currency: Radium Ammo, fresh water cylinders, and slave labor contracts.
The Barter Rate: Trading functional weapon systems or Radium Fuel Cells grants a +20% value bonus when bartering directly for sky-ship repairs, fuel, or information.
3. Black Market Complications (The Edge)
There are no city guards to maintain order; peace is kept entirely by hired mercenary muscle or the local warlord’s personal hit squad. Any transaction involving items worth more than 1,000 gp requires the seller to make a Reaction Roll with the buyer, using their Charisma modifier and any Streetwise or Bribery bonuses.
[REACTION ROLL RESULT]
├── 2-5: Immediate Ambush / Double-Cross in the back alleys.
├── 6-8: The "Outlaw Tax" — Buyer demands a 15% cut for the local Warlord.
├── 9-11: Standard Transaction goes through smoothly.
└── 12+: Flawless Deal — Buyer offers an underworld hook or rumor tip.
4. Unique Outlaw Market Mercenaries
When recruiting henchmen or mercenary units using the ACKS II Subjugation and Recruitment tables within an outlaw market, swap standard troops out for these specialized planetary archetypes:
| Troop Unit | Cost / Month | ACKS II Stat Chassis | Special Outlaw Traits |
| Savage Panthan (Red) | 12 gp | 1st Level Fighter | High Morale (+1), brings their own traditional longsword and leather harness armor. |
| Horde Outcast (Green) | 20 gp | 2 HD Green Martian | Four-armed skirmisher. Disdains sky-ships; prefers fighting on foot or from a thoat. |
| Radium Fixer | 45 gp | 1st Level Scientist | Non-combatant specialist. Reduces the repair time of damaged sky-ship engines by 25%. |
5. Sample Location: The Rust-Grip Market
To drop an outlaw market directly into your campaign map, use this pre-detailed hub:
[ THE RUST-GRIP RIFT ]
|
┌──────────────────┴──────────────────┐
V V
[THE CRASHED FLIER] [THE REFUELING VATS]
- Sola-Varn's Foundry - Radium Line Siphons
- Heavy Salvage Fencing - 1d4 Scout Skiffs Docked
Location: Hex 1408 (A deep obsidian fissure in the South Dead Sea Bed).
The Anchor: Built around the split-open chassis of a downed Imperial Dreadnought flier. The central market plaza sits inside the empty cargo bay shield network.
The Boss: Controlled by Jeddak-Varn, a scarred, cybernetic outcast who charges a flat 5% "protection fee" on all incoming sky-ship berths. If anyone draws a radium blaster inside the hull without his explicit permission, his personal squad of 10 automated clockwork drones terminates the offenders instantly.
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