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ARMIES OF THE GREAT INTERPLANETARY WAR

THE UNITED STATES ARMY The US Army was a small affair at the time of the Second Martian Attack. Consisting of Cavalry, Artillery, and several Infantry Divisions, it was spread out across America in small garrisons. As the US Army met the Martians, they did so in dribs and drabs at first and usually after a long journey by train, followed by a long march. They literally were ground up piece by piece under the superior machines of the Martians. In fact, the Martians chose to stop at the Mississippi. They werent really stopped by the US Army. This proved to be the chance that America needed. It plunged purely and fully into rushing new war materials and recruits to the Front. Fortunately, the Martians spent severa l months consolidating in the West. This gave the Americans just enough time to fortify the Mississippi Line. In 1910, America runs on coal. With the largest and most advanced railway system in the world, huge coal reserves, and the petroleum industry still in its infancy in many ways, coal was the fastest resource to exploit in defending against the Martian invasion. In addition, steam engines were a well-developed technology. The manufacturing base (to produce more) was in place on a large scale, and it could all be done quickly. This last bit was particularly important as the American army was very tiny in comparison to the amount of territory that had to be defended and technologically ill equipped. With the exception of a few primitive trucks and steam tractors, the American Army was a horse drawn affair of towed guns, cavalry, and infantry. These forces were virtually useless against the Martians. If America had any hope of survival, it needed new weapons, vehicles, and technology IMMEDIATELY. It was both natural and logical to turn to the strengths of its current industrial base. While defensive lines of massive trench works and fortifications could slow the Martians, it certainly didnt stop them. What was needed was defense in depth and the ability to relocate resources to repel an attack at its point of origin. The War was becoming a far more mobile affair. The one advantage mankind did have was numbers. Getting enough numbers into action to absorb the Martian attacks was a key factor. This meant vehicles (and due to the appalling losses against the Martian technology), LOTS of vehicles. The automotive industry was tiny, just beyond the cottage industry level. Ford was just beginning. The biggest producers of vehicles were the railroad companies. Baldwin Locomotive Works, The American Locomotive Company, Lima and others soon started building more steam tractors that eventually became armoured to improve their survivability and then tracked to increase their mobility. Within a matter of months, it was clear that standard designs would speed production immensely. Thus was born one of the single greatest accomplishments in perhaps all of industrial history. America went from having virtually no self-propelled military equipment to assembly lines producing thousands of vehicles in the course of a single year. So there you have it. Steel and coal are the materials of choice. The great locomotive companies of the industrial East bring their expertise to production. Oil and the refining of it into suitable fuels like kerosene, gasoline, and diesel fuel is far less abundant than the vast coal fields of West Virginia and Pennsylvania and with the Martians putting tremendous pressure on Texas, supply looks sketchy. Petroleum does make it onto the battlefield in the form of internal combustion engines used for motorcycles, armoured cars, the new aeroplanes etc., but it is steam that powers the huge gun carrying vehicles with their heavy steel and ceramic armour on the battlefield. At the time of the Great Interplanetary Wars beginning, internal combustion engines simply were not advanced enough to provide the power needed for some of the larger military constructs and in America, refined oil products were in short supply compared to the need. End of the preamble!

This section of the book describes the forces of mankind specifically the army of the United States of America and some equipment used by its Canadian and British Allies on American soil. You will find a description of the various fighting formations, equipment and machines of these armies, together with game stats, rules and points values. The point values allow a player to put together an army to a pre-set value to take part in the various scenarios, or to play any points-matched game against an equal value of enemy. Adding Maxim Guns to Vehicles It has become common practice for troops to add Maxim machine guns to vehicles that otherwise lack them, including to tanks and mobile artillery, as well as to all kinds of trucks. Although largely ineffective against Martian machines, the threat from Zombie troopers has made it increasingly necessary for even non-combatant vehicles to carry such weapons. Any vehicle that lacks a machine gun is allowed to add a single machine gun at a cost of +10 points. It is not necessary that every vehicle in a unit carries a machine gun; for example, in a unit of three vehicles one, two or all three could be so armed, if desired. THE INFANTRY Recent years have seen the introduction of ever more powerful artillery as well as new weapons such as Steamer Tanks, Land Ironclads and Aeroplanes. Despite these many innovations the most important part of our fighting forces remains the ordinary foot soldier for it is he who bears the brunt of this war against the Martian invader. American, Canadian and British infantry present an almost identical appearance, all benefiting from developments that began during the period of rearmament following the first Martian invasion. The standard khaki uniform affords excellent camouflage in close battlefield conditions. Although there remain some doubts as to the visual sensitivities of the Martians, the vast majority of fighting men are convinced of the benefit. Of undeniable value is the trench helmet. The introduction of the steel helmet immediately reduced casualties from falling debris and shrapnel. The infantrymans sturdy webbing carries his backpack, dust mask, ammunition and spare magazines for his rifle, and explosive grenades. The standard infantry arm is the magazine fed bolt-action rifle: the 1903 Springfield .30 rifle in the case of American forces and the Lee-Enfield .303 in the case of the British and Canadians. Many allied units fighting in the United States have re-equipped with the Springfield rifle, as well as various other items of American equipment, to avoid problems of supply. Even well aimed rifle fire is largely ineffective against Martian war machines unless targets are already suffering damage from heavier weapons. For this reason, all infantry carry grenades powerful enough to cripple the legs and smash the extremities of a Martian Tripod. Infantry formations typically include at least a proportion of troops with more powerful explosive charges. Grappling hooks are also carried by some assault troops and used in conjunction with explosives to attack Tripods directly at close quarters. The infantrymans best defence against the Martians is undoubtedly the cover provided by fixed fortifications and battlefield debris. These all make it difficult for the aliens to identify a target, and afford some protection against the Heat Ray. The deadly Black Dust can only be countered by the use of dust masks, which are now standard issue to all troops. These allow the wearer to breath for up to an hour by filtering out the dust particulates. A separate chemical filter also provides some limited defence against the Green Gas, although prolonged exposure to dense concentrations of the gas will dissolve flesh and perish the rubber of the mask itself.

Years of combat experience have led to innumerable changes in the tactical role of infantry compared to that of their predecessors in the nineteenth century. It is impossible to face the Martians on an open battlefield where their Heat Rays will cut a swathe through exposed troops from long range. Effective resistance relies upon fixed fortifications, trenches and bunkers as well as improvised defences amongst ruined buildings. These measures oblige the Martians to close to a distance at which troops can employ their grenades and explosive charges. Tunnels and covered trenches are essential where movement is to be undertaken without attracting unwelcome attention. Heavy weapons, including a direct hit by artillery, can destroy Martian machines, but infantry must rely upon ambushes, pit traps and explosives. Direct assault is possible if troops can spring upon a machine from concealed positions and fix explosives to the metal legs. The recent appearance of Martian Slave Troops presents the infantryman with a new foe. Although capable of exposing the hiding place of human infantrymen, Slave Troops are vulnerable to the infantrymans weapons in the same way as ordinary human foes. Their sluggish and automaton-like movements mean they are easily cut down by well-aimed rifle fire. Overall, they present little threat as opponents, and the main challenge is to eliminate Slave Troops before they can expose ambushers and concealed traps. The mainstay of the US Army is the infantry squad consisting of fighting men armed with rifles and grenades. Although highly vulnerable to the Martian heat ray these troops are not to be underestimated. Their stealth ability enables them to move as blips whilst remaining hidden and, although not as powerful as assault troops at close-up fighting, they are capable of taking down Tripods with a little luck.

INFANTRY SQUAD Unit: 3 elements Points per unit: 30 Element Infantry Squad Weapon Rifles Grenades Type Infantry Range 15 +2 Speed 6 Armor 4 Power Weaponry Rifle, Grenades Special Stealth Special -

Assault squads are made up of volunteers and only the most courageous step forward for what is virtually a death sentence. Even if an assault trooper survives an encounter with a Tripod, he stands a good chance of being killed by his own explosive charges. As with all infantry, they have the stealth rule, which allows them to move as blips and remain hidden. They carry explosives giving them the best Power bonus of any human weaponry. However, these charges are unstable, which means an element that is destroyed can inflict damage on nearby elements because its explosives detonate. ASSAULT SQUAD Unit: 3 elements Points per unit: 45 Element Assault Squad Weapon Rifles Explosives Type Speed 6 Range 15 Assault Armour Weaponry Rifle, Explosives Special

Infantry

4 Power +4

Stealth Special Unstable

A command unit represents officers often together with telephone operators, runners, and other ancillary troops. These valiant leaders are often the first to confront the enemy, cheering their men forward, and exhorting weary troops to greater efforts. As with other infantry squads, they have the stealth rule, enabling them to move as blips whilst remaining hidden.

COMMAND SQUAD Unit: 3 elements Points per unit: 30 Element Command Unit Weapon Rifles Type Infantry Speed 6 Range 15 Armour 4 Power Weaponry Rifle Special Stealth/Command Special -

The Maxim gun is an effective weapon when it comes to shooting down Zombie Slaves, though even with armour piercing bullets, it will be extremely lucky to damage a Martian war machine. It has the advantage of the stealth rule, as for other infantry, allowing machine gunners to move as blips whilst staying hidden.

MACHINE GUN Unit: 3 elements Points per unit: 40 Element Machine Gun Weapon Machine Gun Type Infantry Speed 4 Range 20 Armour 4 Power +1 Weaponry Machine Gun Special Stealth Special -

ROUGH RIDER SQUAD When the Martian War began, cavalry still had a significant role to play as part of the US Army, as they did in other armies of the day. Cavalry performed scouting duties that couldnt be achieved by infantry or by the primitive motor vehicles then available. Cavalry were often the first troops to encounter Martian attacks. When the Martian war began, many horsemen joined the ranks and none more skilled or fearless than those from Buffalo Bills Wild West and the Congress of Rough Riders of the World. It was these cavalrymen who discovered that they could attack Tripods by using the speed of their horses to dive under the machines legs putting them out of reach of the Martians own Heat

Ray. Soon, riders were carrying explosive charges to use against the Tripods legs. Some even went as far as to use lassos or grappling hooks to latch on to the Tripods mid-section, enabling a brave attacker to climb the machine and place explosives directly underneath the armoured canopy. Within two years, the Martians developed a response to these direct assault tactics: the Green Gas. By dispensing the gas from vents in a Tripods feet, a Martian pilot was able to choke to death troops foolish enough to approach too closely. The Rough Riders were not so easily discouraged, however, swapping their horses for faster motorcycles and adopting modified dust masks with chemical filters, they were able to continue mounting direct assaults by climbing onto the Tripods and fixing their explosives. This proved even more effective than before and many new units of Rough Riders were recruited. Rough Riders are fast assault troops riding Harley-Davidson V-Twin motorbikes and primarily armed with explosives charges. Each rider carries a number of charges together with grapples, which they use to gain a purchase on a Tripod before climbing its legs and planting their charges. This involves leaping from a speeding machine, a manoeuvre that requires great skill and courage. Once he has planted his explosives, a brave rider must quickly descend his rope or simply jump for it, and hopefully escape both the deadly blast and the toppling Tripod. The casualty rate amongst Rough Riders is so great that repeated attempts have been made to disband them. This is a move stubbornly resisted by the daredevil riders themselves. The chief weakness of the Harley-Davidson is its vulnerability to the Heat Ray. In the open, a motorbike is an easy target and the only hope for a rider is to weave as fast as possible to throw off the Martians aim. If a Heat Ray hits a bike, not only is the rider killed instantly, but also the bikes fuel and all the explosives carried result in a conflagration that is likely to injure or kill any other riders nearby. A Rough Riders best defence is his machines speed and his own skill and courage.

ROUGH RIDERS Unit: 3 elements Points per unit: 45 Element Rough Riders Type Infantry Speed 10 Armour 4 Weaponry Rifle, Explosives Special Mounted

Weapon Rifles Explosives

Range 15 Assault

Power +4

Special Unstable

With their tremendous speed and hard-hitting assault, Rough Riders are scary opponents for the Martians who will often target them in preference to harder targets such as tanks and artillery. If nothing else, this will buy you time to bring more durable forces to the fore. Mounted - Mounted troops count the full movement penalties for moving over difficult ground, unlike other infantry types. Mounted troops count hard cover as soft cover in the same way as non-infantry. A mounted unit can dismount at any point in the game and counts as an equivalent infantry squad thereafter once dismounted it cannot mount up again.

Other Units in Development: UNARMED CIVILIANS Unit: Individual elements Points per unit: Free for inclusion in scenarios as objectives. Element Unarmed Civilians Type Infantry Speed 6 Armour 3 Weaponry None Special -

When Martians break through the defence lines, they often make harvesting raids into civilian areas to capture the food that they need to survive. Civilians have no fighting value and do not even enjoy the protection of the stealth rule their only hope is to run and keep running! ARMOURED INFANTRY SQUAD Unit: 3 elements Points per unit: 65 Element Armoured Infantry Weapon Pistols Explosives Type Infantry Range 5 Assault Speed 3 Armour 6 Power +4 Weaponry Pistols, Explosives Special Gas Proof

Special Unstable

Experiments with armoured suits continue apace, although field trials have so far proven disappointing. The greatest challenge to overcome is the weight of the protective armour, with even the lightest versions resembling a cumbersome diving suit encumbered by huge helmets fashioned from asbestos and glass. This makes it impossible for armoured infantry to carry rifles, and they are generally armed with pistols and explosives. Although it has been possible to produce suits that are largely impervious to both Green Gas and Black Dust, such protection amounts to nothing if the suit is torn or damaged. Gas Proof - Armoured Infantry Squads cannot be harmed by Black Dust or Green Gas.

CAVALRY SQUAD Horse power continues to provide much of the transport for the army as it does in civilian life, but horses are as vulnerable as humans to the heat rays and foul vapours of the Martians. As a consequence, new machines have mostly replaced them in combat roles, and the mounted army has been supplanted to a large extent by motorbikes and other small motor vehicles. However, there are some roles where the horse still excels as scouts and as mounted infantry especially in the disputed regions and behind enemy lines where the demand for fuel may limit the usefulness of our vehicles. The British Expeditionary Force also includes a proportion of cavalry used to fight the Martians, including the exotically attired veterans of the Indian frontier.

CAVALRY Unit: 3 elements Points per unit: 35 if armed with grenades, 45 if armed with explosives Element Type Speed Armour Weaponry Rifle, Grenades or Explosives Power +2 +4 Special

Cavalry Weapon Rifles Grenades Explosives

Infantry

8 Range 15 Assault Assault

Mounted Special Unstable

Unstable - Cavalry armed with explosives have the standard unstable rule, which can make things dangerous when they come under attack! Mounted - Mounted troops count the full movement penalties for moving over difficult ground, unlike other infantry types. Mounted troops count hard cover as soft cover in the same way as non-infantry. A mounted unit can dismount at any point in the game and counts as an equivalent infantry squad thereafter once dismounted it cannot mount up again. THE ARTILLERY Artillery, in the form of static defences, field guns, and steam-powered mobile artillery, are amongst the most powerful weapons available to the mankinds cause. The most potent of all is the new Electric Artillery developed by Nikolai Tesla, heralding an era of technological warfare upon the battlefields of America.

FIELD GUN BATTERY Field guns are amongst the most effective weapons available to the gallant defenders of planet Earth, for they are available in great quantity and are relatively simple to operate. The biggest disadvantage of these medium calibre guns is that they are very vulnerable to enemy counter-attack. Once they have fired, they are all too soon targeted and destroyed. Artillerymen, with experience of fighting the Martians, know that the most successful tactic is to lie in ambush, waiting until the Martians come within range, at which point a single salvo is fired and the gun hastily moved to avoid the inevitable retaliatory heat rays. Field guns are often seen as poor cousins to the Mobile Artillery, but they can be more easily hidden from the enemy and remain one of the most useful weapons available to mankind. FIELD GUNS Unit: 3 elements Points per unit: 80 Element Field Gun Type Artillery Speed 4 Armour 5 Weaponry Howitzer Special Heavy Gear

Weapon Howitzer

Range 60

Power +3

Special Barrage 1

Field guns are excellent ambush weapons with a long range and the ability to fire a barrage, which can potentially strike several enemies at once. They are most effective against dense enemy formations, but with a Power of +3 they are also up to the job of taking down individual Tripods with just a little luck and persistence. Special Rules Heavy Gear - Field guns are heavy gear as described under the standard special rules on pXX. This means a field gun can only act in one phase of the turn so it can either move once (in either move phase) or shoot (in the combat phase). However, note that Field gun units can be assisted by Gun Tugs, which allows them to act in two phases each turn see Gun Tugs pXX.

HEAVY GUNS Heavy artillery pieces are an important feature of the fortifications that surround our greatest cities and form the defence lines that stand between the Martians and free America. Many of these large calibre weapons were taken from our battleships during the early days of the war, and many new and even larger cannon have been installed since. Because of their huge size, these weapons are fixed into position either in open barbettes, enclosed turrets or concrete emplacements. Although by far the most powerful weapons we have, it is a sad fact that these very large cannons make easy targets for the Martians and rarely get a chance to fire more than once. HEAVY GUNS Unit: 1 element Points per unit: 50 points or 60 if in turret. Once deployed, heavy guns cannot move. Element Heavy Guns Weapon Heavy Gun Special Rules Long Range - A heavy gun has a range of many miles and for our purposes this means it can potentially hit any point on the tabletop. Bombardment - To represent the extraordinary long range and firepower of a heavy gun, a player whose army includes heavy guns can shoot them once at the start of the game before either player begins the first turn. A heavy gun can target any enemy on the table in the normal way, or any single unit in reserve, or a single unit that is on the table but otherwise impossible to target. Targets that are in reserve or that are otherwise impossible to target normally benefit from counting behind soft cover. This bombardment represents the guns firing at the approaching enemy before they reach the tabletop. Turret - Some heavy guns are mounted in turrets often these are turrets taken from battleships. If a gun is mounted in a turret it can shoot in any direction where the turret can draw a line of fire its line of sight is not limited to its front. Type Artillery Range Tabletop Speed None Power +4 Armour 5 Weaponry Heavy Gun Special Long Range Bombardment Barrage 3 Special -

MUNITIONS CARRIER It takes guns, guns, guns to stop the Martians, and certainly lots of ammunition. The Mark II Chassis with trailer can and does serve many of the hidden and dug in guns all along the front while providing modest protection for its crew. MUNITIONS CARRIER Unit: 1 Element Points per unit: 30 points. Element Munitions Carrier Type Vehicle Speed 8 Armour 5 Weaponry None Special Munitions Carrier

Munitions Carriers are Mark II tanks with a light super structure and trailer and crane for the expeditious transport and off loading of ammunition. Special Rules A unit of Artillery can include an Ammo Carrier adding a further Barrage 1 to the firepower of the unit as long as the vehicle is within 6 inches. Munitions carriers are vulnerable targets and if destroyed, create and explosion of ammunition that can damage all other units with a 6 inch radius.

MARK II MOBILE ARTILLERY STEAMER The first kinds of mobile artillery were simply conventional field guns mounted onto Holt Tractor chassis. Wheeled versions were produced to meet the immediate needs of war. These were followed by the first caterpillar tracked Holt Gun Tractors which mounted a 4-inch naval gun on top of an open deck. The crew were protected by a heavy gun shield, but were otherwise exposed to the elements and in particular to the deadly effects of Martian heat rays. Most of these early types of mobile artillery have now been replaced in service by a 6-inch mobile artillery piece built on the chassis plates and drive of the Mk II Steamer Tank. This vehicle is therefore known as the Mk II Mobile Artillery Steamer. There is no Mk I the Mk II designation simply refers to the base vehicle: the Mk II Steamer Tank. The 6-inch naval gun is too large to fit inside the sponsons or gun box of a tank. It is the largest weapon that can be successfully mounted into the Mk II chassis. The original tanks armoured top plate is replaced with a gun deck where three artillerymen are required to work the gun. The stoker acts as a reserve loader where required. The front cabin has room for the helmsmen and engineer. The Captain usually rides in the open gun compartment and directs fire from that position by observing through the minimal Gun Shield. Three types of ammunition are carried: high explosive, armour piercing, and smoke shells. Dense smoke has been found effective at reducing the range and power of the heat ray aside from hiding

human troop movements from sight. Since the appearance of Martian Slave Troops, crews of open vehicles such as the Artillery Steamer have taken to carrying a Maxim gun in the cabin. Cabin armour is the same as the Mk II Steamer Tank as is the drive train and other construction details. Overall performance is comparable to a standard steamer tank as the weight of the reduced armour and superstructure is more than met by that of the 6-inch gun and ammunition. In frontline service, Mobile Artillery Steamers are supported by Mk II Munitions Carriers Steamers which replace the main gun with additional storage space and tow a trailer with small crane. Maximum Armour Thickness 11/2 Steel Plate Maximum Speed 8 mph Armament 1 x 6-inch gun Crew 7 MARK II MOBILE ARTILLERY STEAMER Unit: 3 elements + 1 optional Ammunition Steamer element Points per unit: 220 plus a further 30 points for the Ammunition Steamer Element Mobile Artillery Steamer Ammunition Steamer Weapon Howitzer Type Speed Armour Weaponry Special

Vehicle Vehicle

6 6 Range 60

6 6 Power +3

Howitzer None

Ammo Carrier Special Barrage 1

The Mobile Artillery Steamer carries the heaviest fully mobile artillery in the human forces. This howitzer can outrange even Martian weapons, and with its Power bonus of +3 stands a good chance of knocking down a Tripod. The main drawback of the Mobile Artillery is its open structure, which makes it vulnerable to attack giving it an Armour stat of a mere 6. The howitzer is a barrage weapon which means it uses the barrage template and can potentially target more than one enemy. This is very effective against closely packed enemy formations. Special Rules The Mk II Munitions Carrier has extra ammunition allowing the Mobile Artillery to maintain a rate of fire over a longer period. A unit of Mobile Artillery Steamers can include an Ammo Carrier adding a further Barrage 1 to the firepower of the unit.

Other Units in Development: HOLT GUN TRACTORS Unit: 3 elements Points per unit: 160 Element Holt Gun Tractor Weapon Light Howtizer Type Vehicle Speed 6 Range 60 Armour 5 Power +2 Weaponry Light Howitzer Special Special Barrage 1

Holt Gun Tractors have mostly been replaced in frontline service by the more substantial Mobile Artillery Steamers. Being converted from commercial tractors they are not armoured and carry a lighter gun in an improvised mounting. Note that because a light howitzer fires a shell with a reduced charge we give it a Power rating of only +2 compared to a normal howitzers +3. GUN TUGS TBD

TESLA LIGHTNING GUN ELECTRIC ARTILLERY STEAMER Since the beginning of the war, the greatest minds in America have striven to develop ways to overcome the Martian invaders. Perhaps the very greatest of all is Nikolai Tesla that master of electricity, whose genius outshines even that of the renowned Thomas Edison. Now, these two giants of American technological enterprise are working together to create new weapons to defeat the Martian menace. Whilst the investigation of captured Martian technology continues behind closed doors, the newspapers have made much of the latest Wonder Weapon: the Tesla Electric Arc or to use the name endowed upon it by the press and popularised by the troops - Lightning Gun. The principles behind Teslas fearsome weapon derive from his own investigations into the transmission of high-voltage electricity. Turning these principles into a workable weapon took years of development, but eventually bore fruit in the form of a gun suitable for static defence: the Tesla Electric Arc. The weapon was enormous. This was partly due to the number of Tesla coils needed to generate sufficient voltage within the guns resonant electric circuits. An even more telling reason was the sheer size of the electric generators needed to power the new gun. Three of these early Lightning Guns were installed along the Mississippi defences at Memphis in June of 1912, and a further three were added into the Western Colorado Defence line by the end of the year. Unfortunately, although well emplaced in armoured bunkers, the spectacular discharge and very slow rate of fire of the Lightning Guns made them easy for the Martians to spot and then destroy with focussed Heat Rays. As a result of the weapons poor performance during battles along the Western Colorado defences, it was decided to abandon plans to install more static Lightning Guns and concentrate instead on developing a mobile version. The first mobile Lightning Guns were about half the size of the original emplaced weapons and mounted onto railroad cars. Adjoining carriages carried electric generators as well as teams of engineers and copious spares to keep the machinery operable. It was these Lightning Guns that saw action in Western Tennessee following the fall of Memphis and subsequent Martian breakout. The new weapons were obviously restricted to the railroads, but their ability to move from point-to-point finally gave the crews a chance to shoot and shift position to avoid retaliation. Unfortunately, the generators were still huge, heavy, and unreliable. The weapons rate of fire remained very slow, with up to fifteen minutes needed to build up enough power to trip the array of resonant circuits. For this reason the armoured trains would typically include conventional artillery cars as well as a Lightning Gun car, providing some defence during periods of power build-up. Twelve of these rail-mounted guns continue in service, and the fast pace of rail movement makes them a valuable asset to the US army. Even before the first rail-mounted Lightning Guns rolled off the production line, Tesla began work on a compact version that could be mounted onto a Steamer Tank chassis. Because there was insufficient room for an on-board generator, this would be towed behind the tank. When it came to building a generator small enough to provide the power needed, Tesla turned to the Westinghouse Company whose engines already drove the armys Land Steamers. The resulting mobile turbine generator was inevitably less powerful than the huge, static versions, but careful recalibration of the gun resulted in a serviceable weapon. The resulting weapon, mounting the Tesla Arc with towed generator, was adopted by the army as the Electric Artillery Steamer. These were organised into new Electric Artillery Battalions that included their own mobile engineering workshops and supply vehicles. Consumption of coal proved to be prodigious. In action, Tesla Lighting Guns are supported by MkII Cargo Steamers carrying coal. Maximum Armour Thickness 11/2 Steel Plate Maximum Speed 8 mph Armament 1 Tesla Lightning Gun Crew 7

TESLA LIGHTNING GUN ELECTRIC ARTILLERY STEAMER Unit: 1 element + optional fuel tender Points per unit: 320 + a further 30 points for the fuel tender Element Electric Art Steamer Cargo Steamer Weapon Lightning Gun Type Vehicle Vehicle Speed 6 6 Range 40 Armour 6 6 Power ?Dice Weaponry Lightning Gun None Special Fueller Special Lightning Gun

The Electric Artillery is potentially the most potent weapon the humans can field, but it is slow to operate and less reliable than conventional weapons. Special Rules Lightning Gun - The Lightning Gun is a unique weapon that always forms a unit of one element or two if accompanied by a Cargo Steamer. We calculate shooting a little differently to normal. In the human turn the player can, if he wishes, either move (in one or both move phases) or generate electricity to feed the Lightning Gun. He does not have to do either of course, but he cannot move and generate electricity in the same turn. To generate electricity he places a die next to the model at the end of the second move phase. Subsequently, in any Combat phase of the human turn, the human player can use electricity already generated to shoot the Lightning Gun. A Lightning Gun can continue to build electricity in turns when it doesnt move up to a maximum of three dice. This doesnt stop the Electric Artillery Steamer moving once electricity is generated, but it cannot move and generate electricity in the same turn. A lightning gun can shoot in the players Combat phase if it already has one or more dice of electricity stored up. If the Lightning Gun shoots in the Combat phase it cannot also generate electricity that turn, even if it remains stationary. If the Lightning Gun already has three dice at the start of the players Combat phase then he must either shoot the gun or lose all of the dice already generated as the resonant circuits can no longer hold the charge. To shoot the gun, nominate the target and work out line of sight and range in the normal way. The total damage value of the shot is the equivalent of all the dice already generated so roll all the dice and add the results together to get a total score. So, with three dice it would be possible to score anywhere from 3 to 30, for example. Note this is the total score do not add a further D10 roll as you normally would when making an attack. If you roll a treble when making an attack (three 1s, three 2s, etc) then work out the damage caused as normal. The Lightning Gun cannot fire again its delicate mechanism has broken down. The Lightning Gun is not destroyed, but it cant be used further in the battle.

If the Lightning Gun damages its original target then roll again to see if the arc jumps to another target. Roll a die, and if there are any elements, friend or foe, within the number of inches rolled, the electric arc strikes the one nearest the original target with the same number of dice damage as before. Roll again for damage. If this second target is also damaged, roll again for distance to determine if a further target is hit, and continue in this fashion until a target is not damaged, or until there are no new targets within range. If any damage roll results in a treble the Lightning Gun ceases to work. Note that the electric arc wont bounce back to an element that has already been struck but which wasnt destroyed outright it will only bounce to a new target. FUEL!!- The MkII Tender carries extra coal burned in huge quantities by all the steamdriven vehicles of the US Army. If an Electric Artillery unit includes a fueller then it generates two dice of electricity instead of one in any turn that it begins with no electricity already generated. This obviously makes it quicker to generate a lethal charge.

MARK II STEAMER TANK With the introduction of the improved Holt Land Steamer in 1911 the designation Steamer Tank was officially adopted by the US Army. The original Holt Steamer was retrospectively renamed the Mk I Steamer Tank with the new model becoming the Mk II. However, amongst the crews themselves it remained common to refer to both machines as tanks, tumblers, and steamers. The Mk II retains the same basic layout as the earlier tank with the back mounted boiler served by external coal-chute to facilitate rapid refuelling. Coal and water capacity were both increased giving the

new tank a slightly improved range, whilst the drive shafts, rods and most engine components were substantially strengthened to improve reliability. The tracks are of a more robust design, overcoming one of the Mk Is chief faults: its tendency to throw a track in a tight corner. Armour was thickened to 1 along the top and front, the most common targets, and to compensate for th e increased weight the rear armour was reduced to only with the addition of coolant vanes and improved ventilation. The front, top and box armour was augmented with asbestos sheeting to deflect heat rays a common field modification of the Mk I henceforth carried over into all production models. The Mk II entered service during the 1911 Martian Offensive but arrived too late to make a significant contribution to the fighting. It proved its worth in the protracted skirmishes that followed the Martian attack, and quickly gained the favour of crews re-equipping from the earlier two-gun tank. The extra gun increased the crew size by two artillerymen, but many crews preferred to fight under strength to increase space inside the cabin, considering it easier to serve three guns with two well-trained crews rather than overcrowding the cramped interior. The Mk II remains the most numerous Steamer Tank in service with the US Army and its hull and superstructure have leant themselves to numerous variants including mobile howitzers, unarmed field tractors, engineering tractors, and armoured wireless tractors. Numerous Mk II Steam Tanks have been supplied to the Edison Company for use as experimental weapon mounts. Maximum Armour Thickness 11/2 Steel Plate Maximum Speed 8 mph Armament 2 x 4-inch guns Crew 6-9 MARK II STEAMER TANK Unit: 3 elements Points per unit: 240 Element Mk II Steamer Tank Weapon Tank Gun Type Speed Armour Weaponry Tank Gun X2 Special

Tank

6 Range 30

8 Power +2

Special -

The Mk II Steamer is a good all round tank and probably the most versatile and effective weapon available to the human forces. Its armament of three tank guns gives it considerable firepower and its armour of 8 means it stands a reasonable chance of surviving attack.

The desperate times of the Martian Invasion and the first years of the Great Interplanetary War in general called for desperate acts of valor. If Assault Troops with their grappling lines were the Forlorn Hope of the infantry, then surely the volunteers manning the clamp takes were just as brave. Clamp tanks have a special steam reservoir on top. This gives them the burst of speed they need to spring from ambush and try to clamp on to the leg of a tripod. This cripples the Tripod and makes it a much better target for the rest of the force. Clamp Tank crews typically bail out once the clamp has been successfully engaged. Losses in men and tanks with these kinds of tactics are high 100 Point **Other Specific in Development**

The Human forces have tried high density mine fields to try and stop the tripods but not to great effect. Large magnetic naval mines were tried, but Martian metal has a very low ferrous content. Tesla introduced the proximity mine that somehow keys off of electrical fields. Unfortunately human tanks and vehicles can and often do set them off as well making them very dangerous. The Mark II is used as a carrier for the mine laying equipment. 150 Points **Other Specific in Development**

MKIII BALDWIN STEAM TANK The success of the MK II Steamer Tank led to successive detail improvements, but attempts to increase the tanks firepower continued to be limited by the size of the chassis. Experiments with a lengthened chassis the so-called long-steamer proved a disappointment, indicating that an entirely new design was called for. This became the Mk III Steamer Tank also known as the Heavy Steamer Tank which only began to arrive at the frontline in the summer of 1914. The intermittent skirmishing of the latter half of the year saw the new machines committed to battle for the first time, where their considerable firepower was to prove extremely effective. None the less, as an all-new design, the Heavy Steamer soon gained a reputation for breakdowns. In August it was reckoned almost three quarters of the tanks were unavailable for front-line service, having been withdrawn to the regimental workshops for essential modifications to their engines. Several were lost attempting to cross bridges that proved unable to bear their weight. To top it all fuel consumption was over double that of the Mk II over the same distance, reducing the machines operational range to a mere six miles at maximum speed. Despite these problems, the Mk III answers the Tank Corps often stated need for a heavily armed and armoured vehicle that is both more resistant to heat ray attacks and which carries more guns than a standard tank. Whilst it is unlikely the Mk III will entirely replace the Mk II, it forms a hard-hitting support weapon that can fight alongside the lighter machines providing extra firepower where needed. Space inside the Heavy Steamer Tank remains cramped despite its size. Much of the interior space is taken up by internal stowage for ammunition. Nine crew members are usual, including captain, helmsman, stoker, engineer, gunnery officer, and four artillerymen. The artillerymen can also act as stokers whilst the stoker doubles as an extra loader. The captain and gunnery officer manage the upper gun position. Because of the vehicles weight, it is necessary for the engineer to act as a second helmsman, breaking the left track from the port steering position. The Mk III has a twin boiler steam-turbine engine that is normally coal powered but which can also burn wood with some reduction in performance. The basic layout is similar to the Mk II, with the

forward steering position at the front of the tank and the boiler and engine mounted outside the armoured cabin for maximum heat dissipation. The double opposed sponsons carry two 4-inch guns each one forward firing and one rear firing, but both capable of covering a considerable portion of the area to the tanks flank. The fifth 4-inch gun is mounted in a gun box similar to the Mk II and is positioned to fire forwards. All the guns fitted to the Mk III are designed to a more robust pattern than earlier weapons, allowing the use of more powerful shells as well as conventional ammunition. This gives the gun a longer range and improved accuracy. Unfortunately the greater recoil from this ammunition means the improved guns are not suitable for fitting into the smaller Mk II sponsons. The Mk III is sometimes called the steam box on account of the large box superstructure housing the tanks third gun. The Heavy Steamer Tanks armour is 2 thick along the front and upper deck plates, the side sponsons and gun box are 1 thick, whilst the rear and side plates are 1 down to . The front, upper deck, sponsons and gun box are further protected by asbestos plating which is proof against glancing heat ray damage. The weight of armour means the tanks maximum speed is no greater than the old Mk I at 7 miles per hour. Range is 12 miles at an operational speed of 4 miles per hour, reducing to a mere 6 miles flat out. Maximum Armour Thickness 2 Steel Plate Maximum Speed 7 mph Armament 3 x 4-inch guns in opposed side sponsons and 1 x 4-inch gun in box mount Crew 9 MARK III BALDWIN STEAMER TANK Unit: 3 elements Points per unit: 280 Element Mk III Steamer Tank Weapon Heavy Tank Gun Type Speed Armour Weaponry Heavy Tank Gun X3/X2 Special Opposed Sponsons Special -

Tank

4 Range 36

9 Power +2

The Mk III is well armed and its armour is better than the smaller and lighter tanks, but it is also extremely slow which can cause it to miss the action at critical moments. That said, in the right kind of battle it is the best tank the human forces have. The chief distinguishing feature of the Mk III is the provision of a third 4 gun in a fixed box superstructure mounted high on the tanks deck. The addition of a gun above the main decking was intended to overcome the chief drawback of the sponson mounted guns: their inability to elevate sufficiently to hit the body of a Tripod at ranges under two hundred yards. This often resulted in crews unable to bring their weapon to bear on a closing Tripod, leaving them no option but to bail out. The Captain and Gunnery Officers positions were moved up into the box to give them a much better view Captains of Mk I tanks having been known to stand on the open deck to direct fire.

TANK (FUEL) TENDER The army consumes vast quantities of coal and water, both of which must be carried along with fighting units that need to constantly re-fuel during action. Although rail transport supplies the bulk of material to the war zones, all supplies must be delivered by horse-drawn or road transport, and carried into action by vehicles that are sturdy enough to keep pace with the tanks and mobile artillery. The Mk II Armoured Tender is the armys standard frontline water carrier. It is based upon the chassis of the Mk II Steamer Tank and has proven a reliable and effective means of keeping steam-driven vehicles in action as long as possible. Maximum Armour Thickness 11/2 Steel Plate Maximum Speed 8 mph Crew 4 TANK (FUEL) TENDER Unit: 1 element Points per unit: 15 Element Mk II Tender Special Rules Tender - If a steam driven vehicle unit begins any move phase within 6 of a Tender it can double its speed that move phase. A unit that doubles its speed in this way cannot also shoot that turn and is unable to double its speed if it has already shot. Each time a unit uses a Tender to increase its speed roll a die, on the score of a 1 the Tender is out of water and can no longer be used in this way. A Tender is allowed to consume its own water doubling its own speed but must then make the same test to determine if it is out of water. Type Vehicle Speed 6 Armour 6 Weaponry None Special Tender

MARK IV STEAM TANK A truly lumbering beast of a machine, the Mark IV chassis has only been on the Front the last few months. This picture shows the Monitor Version packing no less than six 15 pound guns, a twin machine gun on a turret cupola, and a massive anti-tripod main gun. This is one of the first turreted vehicles. The original design was a hand cranked turret, but it was so slow to traverse, one of the new Westinghouse motors was soon installed. The main gun is very large and has a side breach, yet the very rear of the gun still sticks out the turret. When the gun is fired, it actually recoils through the turret itself. While it sports many guns, ammunition supply is scant, as even at its massive size, there is little interior room left. To save interior space, the side rods are outside the track sponsons for the front drive wheel. The tracks are driven by powered wheels both front and back. This tricky design problem was ultimately resolved with the help of Ephraim Shay, who invented an all new drive system for it. The Mark IV Chassis in many of its configurations also lacks range, due to the small size of its water tank. Some vehicles have been equipped with towed water tenders to extend their range. The maximum speed of the heavily armoured Monitor version is 7 miles per hour. Rules in development but The double opposed sponsons carry two 4-inch guns each one forward firing and one rear firing, but both capable of covering a considerable portion of the area to the tanks flank. Interestingly the Production of the Mark IV has brought a new concept to Steam Tank Development- interchangeable weapons positions or :hard points. This concept has been heavily pushed and support by Henry Ford. Maximum Armour Thickness First US vehicle with tri-level armour- ceramic/asbestos/ steel Maximum Speed 7 mph Armament, Monitor Version: 4 x 4-inch guns in opposed side sponsons, 2 4 inch guns in front deck mount, HMG on turret, Turret armed with 12 Inch Naval Gun Crew 9

190 Points **Other Specifics in Development**

Mark IV Heat Gun or Flame Tank Envious of the incredibly powerful and versatile Heat Ray of the Martians, the Army wanted an equivalent weapon. After much study and some experimentation, the best the Ordnance Department could do was the Heat Gun mounted on a Mark IV chassis. The Dupont Chemical Company developed a special two part fuel for the weapon. These fuels are mixed at the same time a pressurized system drives them out of the nozzle and into the igniter. The resultant mixture is highly combustible and burns at a temperature of nearly 2000 degrees Fahrenheit. Early experimentation found the chemicals could not be stored premixed as they were both to unstable and corrosive when combined. Even with the large electrically powered pump on the main tank, the resultant stream of heavy liquid has a disappointing range. To make the weapon effective against tripods, it had to be elevated and thus was born the version shown in the picture. The vehicle is still relatively stable as the upper works and turret are relatively thin plate. These weapons are just entering combat, and while effective when close enough to get direct strikes, they have proven very vulnerable to the Heat Rays. Heat Ray puncture of any of the chemical storage tanks often results in a spectacular and wide spread explosion of sticky burning fluid. 180 Points **Other Specifics in Development**

Mark IV Command Version A rare variant of the Mark IV Chassis, the Senior Command Version features a very tall observation and communications tower. Designed as a mobile command bunker for senior field commanders (mostly three star generals and above), only a few dozen have actually been built. It is typically armed with two 15 pound cannons and two machine gun turrets for self-defence but is not meant as a combat vehicle. Many Generals have seen fit to refit the armament to their own tastes after deployment. The vehicle is equipped with a signalling platform on the back (frequently used to address gatherings of troops as well) and they are all equipped with the new 75 watt radio sets. This gives them a communication range out to 200 or more miles depending on weather conditions. The towers are covered with thin armour plate, suitable for defence against small arms and even some light cannon, but not very effective against most Martian ranged weapons or even terrestrial big guns. To date, only one of these vehicles has been lost. It occurred when the Martians broke through the Shreveport Gap, cutting Texas off from the rest of the Free US in the process. General Samuel Yates, the commander of the 5th Corp defending the gap was killed along with his staff when several Assault Tripods sliced his command vehicle up with their Heat Rays. This model is a Kickstarter Exclusive and will be given special rules for its use in due time. 170 **Other Specifics in Development**

FLIVVER TRANSPORTS Flivvers are light Model-T Ford trucks with gasoline or ethanol fuelled combustion engines. They are used as transports by all kinds of units, and many are employed as ambulances, supply trucks, and even as mounts for machine guns and light artillery pieces. They are very flimsy vehicles and utterly useless over difficult terrain, but tremendously valuable when it comes to ferrying men and materials to the battlefront. Many cars and trucks now carry additional machine guns as defence against Zombie attack. FLIVVER TRANSPORTS Unit: 3 elements of the same type Points per unit: 15 for transports and 60 for Gun Carriers Element Flivver Vehicle Weapon Light Howitzer Type Speed Armour Weaponry None or Light Howitzer Power +2 Special Transport, Road Vehicle Special Barrage 1

Vehicle

10 Range 60

Transport - If an infantry unit begins its move within 6 of a Flivver unit then it can double its speed that move phase. A unit that doubles its speed in this way cannot also shoot that turn and is unable to double its speed if it has already shot. Note that is doesnt matter how many Flivvers there are in the Flivver unit, even a single Flivver can ferry an entire unit of infantry if necessary. Any number of infantry units can use the Flivvers during the turn, so long as they are within 6 at the start of their move. Road Vehicle - Flivvers are really road vehicles and not good at tackling difficult terrain. So, instead of counting the distance covered over difficult ground as twice the distance, Flivvers multiple the distances covered by four: so 1 travelled counts as 4.

FLIVVER AMBULANCE The Martian War has reaped a terrible cost in lives broken and destroyed by the dreaded Martians, but how much greater would that cost have been were it not for the gallantry and expertise of the Medical Corps and its frontline Doctors and Nurses. Field dressing stations operate as closely to the lines as possible, for speed is of the essence and only by rapid and expert action can lives be saved. Often lightly wounded men can be treated immediately and returned to their units, ready to confront the Martian menace once more. FLIVVER AMBULANCE Unit: 1 element Points per unit: 15 Element Flivver Ambulance Type Speed Armour Weaponry Special Road Vehicle, Medic

Vehicle

10

None

Flivvers are used by the Medical Corps and often serve as field bases for dressing stations. Flivvers with medics and stretcher-bearers often brave the fierce fighting to rescue stricken soldiers. Medic - If an infantry or artillery unit is within 6 of a Flivver Ambulance then it can potentially recover elements that fall casualty during the enemys Combat phase. If any infantry or artillery element within 6 of the Flivver Ambulance is destroyed roll a die: on the score of a 1-7 the medics fail to rescue any of the stricken soldiers, on a roll of an 8-10 the medics make all the difference and the element is restored and does not fall casualty. Road Vehicle - Flivvers are really road vehicles and not good at tackling difficult terrain. So, instead of doubling the distance covered over difficult ground, Flivvers multiple the distances covered by four: so 1 travelled counts as 4.

The Goliath The Goliath is an experimental vehicle of which only 6 have been built. Carrying a Tripod blasting Naval Gun, it is actually a precursor design to the larger Land Ironclads. The vehicle is designed to serve a single purpose- get a gun powerful enough into range of a tripod and hit the target on the first or second shot. A single hit from its large gun can destroy a Tripod. Its very size gives it some survivability against the heat ray, but its also so heavy and ponderous its hard to move over long distances and across water obstacles. 375 **Other Specifices for this Vehicle are in development**

THE LAND IRONCLAD (MIL 1914) The huge Land Ironclad is no mere weapon of war it is a potent symbol of human ingenuity and American industrial might! These towering vessels were first built in the Norfolk Naval Shipyard in Virginia, utilising the methods and skills employed in ship construction to produce what many have dubbed land battleships. The popular press have so far been denied access to complete details of the Land Ironclads armament and defensive systems, but such information as has been revealed speaks of

a weapon as superior to the existing steam tanks as those mighty machines are superior to a mere infantryman. Owing to the use of naval facilities and personnel it became a matter of some controversy whether the new Land Ironclads would fall under the command of the army or navy. As the first machines were built with watertight hulls the navy considered them to be ships. Sea trials indicated that, though capable of transport by water, lacking a proper keel the Land Ironclads were unstable in anything but the calmest waters. The first Ironclads were delivered to the US Army and were still officially undergoing land trials when they encountered Tripod Raiders in Western Tennessee. On that occasion a flotilla of three Ironclads was about to steam for home, having completed a test of its primary gunnery systems, when it ran into a force of more than a dozen Tripods. The Tripods swept the vessels with their heat rays causing only superficial damage thanks to the dense asbestos plates that shield the Ironclads metal armour. The Ironclads responded by laying steam as a precautionary defence and engaging the tripods with their 6-inch guns. Four Tripods were destroyed or crippled with the first salvo and the remainder quickly withdrew, leaving the Ironclads very much the victors of this first encounter in this new war of the machines. Maximum Armour Thickness: Classified Maximum Speed: Approximately 4 mph in trials Armament: 2x 6-inch guns mounted in front turret, 2x 6-inch guns mounted in rear turret, 2x 6 inch guns mounted mid-ships. Rumoured to carry new Electric Cannon as yet unconfirmed. Crew: At least 30 LAND IRONCLAD Unit: 1 element Points per unit: 750 Element Ironclad Type Machine Speed 4 Armour 12 Weaponry HowitzerX2/X4/X2 Machine GunsX3/X6/X3 Special Ironclad, Lay Steam, Multiple Armament

Weapon Howitzer Machine Gun

Range 60 20

Power +3 +1

Special Barrage 1 -

RICKS RULES NOTES ONLY Multiple armament: the Land Ironclads turrets allow it to train its weapons to its front, sides, or rear but it can only shoot each weapon system (howitzers and machine guns) in one direction in any turn training the weapon system to face predominantly in one direction. When shooting to the side, calculate shots from the mid-point of the Ironclads side; when shooting from the rear, calculate shots form the mid-point of the rear. Note that Machine Guns can be fired in one direction at one target, and Howitzers can be fired in another direction at another target if you wish. A Land Ironclad can shoot up to 2 Howitzers either to its front or rear, or up to 4 howitzers to its side. A land Iron clad can shoot up to 3 machine guns either to its front or rear, or 6 machine guns to its sides. Lay Steam. An ironclad can lay steam in any move phase whether it moves or not but cannot shoot in the same turn it lays steam (as it cannot see!). An Ironclad that lays steam is invulnerable to Black

Dust and Sweeping Heat Rays. Focussed Heat Rays are reduced to Power +2. All weapons are limited to a maximum range of 24 against the Ironclad. The effect lasts until the beginning of the Ironclads following turn. Ironclad. An Ironclad can take 5 destruction damage before it is destroyed as if it were a unit of 5 individual vehicles. Record each destruction damaging hit as it is inflicted. As a score of 10+ is required on the damage table to score a destruction damaging hit this means that Ironclads are very difficult to knock out. If an Ironclad suffers one or more points of damage from shooting or assault then it is not automatically destroyed, instead roll a die and consult the following chart. If the Ironclad has suffered more than one point of damage add +1 to the die roll for each additional point of damage scored. For example, if an Ironclad has taken 3 points of damage roll a die and add +2. 1 to 5 The Ironclad is partially damaged and its Amour value is reduced by -1 6 The Ironclads boiler is damaged and it is reduced to half speed and can no longer lay steam. Its Armour value is reduced by 1. 7 The Ironclads steering mechanism is damaged. When the Ironclad moves roll a dice. 1 -3 move directly ahead. 4-5 move directly towards the enemy table edge. 6-7 move directly towards the table side edge to the players left. 8-9 move directly towards the table side edge to the players right. 0 move directly toward the players own table edge. Its Armour value is reduced by 1. 8 The Ironclads armament is hit. Reduce the number of Howitzer and Machine Gun shot by 1 in each direction. Its Armour value is reduced by 1. 9 The Land Ironclad is immobilised. It can no longer move and cannot lay steam. Its Armour value is reduced by 1. 10+. The Land Ironclad takes 1 destruction damage. .An Ironclad can take 5 destruction damage in all. Once an Ironclad has taken 5 destruction damage it is destroyed.

Note in the above chart the term destruction damage probably needs replacing but Im sure you get the idea

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