You are on page 1of 5

REVISION 1.

0 -Errata and FAQ


Edited and formally compiled by Jonathan Davidson
This document is split in to two sections. The first, the errata, is a list of changes to the published rules in
the rulebooks. The second, the Frequently Asked Questions section, expands and clarifies the existing
rules, as well as responding to questions not covered by the rulebooks.
Rules in the errata section below supersede the rules in the rulebooks. Where a conflict is found to exist
between the rules and examples in the rulebooks and any rule found here, then the rule given here takes
precedence. All page references are for the main rule book.

Errata
E1) Army List / Reference chart discrepancies
There is a discrepancy between unit costs and vehicle /
weapon stats in the quick reference charts and the army
lists. The army lists are correct (pg 78-145): the quick
reference charts (pg 50-53) are not.
Note: all official published PDFs supplant the book
entries and previous charts.
E2) Tripods crossing Infantry (see pg 38)
When moving Tripods can cross over infantry units,
though they cannot stop on top of, or within 1 of, the
units at the end of their move. This is an exception to
the general rule on page 38.
E3) Hotchkiss Gun range (see pg 51, 99, 102)
The range of a 1.65-inch Hotchkiss Gun is 20". It is
incorrectly stated on pg 99 and 102.
E4) Artillery moving and firing (see pg 65 & 91)
The last sentence on page 65 should read However, as
guns can only move or shoot, and redeploying counts as
a move, there is rarely any benefit to doing so..
Both the Heavy Field Gun and the Anti-Tripod Gun
Batteries should also have the Field Gun (pg 91) rule at
the top of the page.
E5) Mobile Artillery & Mk IV armor (see pg 92)
The Mk II Mobile Artillery Steamer has an armor value
of 6. The value of 7 in the chart is incorrect.
E6) Super Heavy 12-inch Gun (see pg 108 & 111)
This states that it rolls a combined damage score of
2d10. This is incorrect. It should read: This gun rolls
2d10 on the Damage Resolution Chart (for targets with
a chart). This is step 3 of the damage resolution process
and no Power bonus is added to the roll.

E7) Experimental Tripods (see pg 119)


A change to paragraph Experimental Machine:

If the Martian force includes one or more Scientist


Tripods, a single Assault Tripod for every Scientist
Tripod in the Martian force can be rated as an
experimental model with improved performance. Roll a
die at the start of the game to determine which
enhancements have been built into each experimental
tripod:
E8) Indirect Fire by Tripods (see pg 120)
Both the Grenadier and Dominator tripods may fire at
targets illuminated by the Scouts Targeter without the
need for the Grenadier or Dominator to have Line of
Sight on the target themselves.
E9) Half-pounder Coil Gun power (see pg 140)
The Pdr Coil Gun fitted to the Imperial Main Service
Tank, has a power of +4. The charts on page 53 and 140
are incorrect.
E10) Cardigan cost (see pg 142)
The Cardigan Infantry Carrier is 90 points for a single
vehicles, and 180 points for a unit of three. The cost on
pg 142 is incorrect. Also note that the Cardigan stats
block is incorrectly labelled, it should be the Cardigan
Infantry Carrier.

Frequently Asked Questions


Q1) Number of models on an element base (see pg 33)

Q6) Regrouping from rout (see pg 44)

Is the number of models on and element ever relevant?

Can command units cause a rally attempt (i.e. reroll a


failed morale test) in future turns or is the only
mechanism to rally on table by spending an order chit.

(A) No, but visually it may not look good to deviate


too far from the suggested figure counts and
bases sizes.
Is this expected to be constant going forward?
(A) For Tournament play it will be specific to the
book listings but we will make some allowances
for base sizes.
Q2) Initiative bonus for Tripod 11+ armor (see pg 37)
When rolling for initiative the Human forces get a
bonus for a kill that has 11+ armor, do they get this
bonus from an enemy that started the game with 11+
armor, but the armor was reduced over the course of the
game?
(A) No
Q3) Tripods moving over Infantry (see pg 38)
Can tripods walk over infantry?
(A) Yes, but they cant stop on top. A tripod
walking over infantry is an exception to units
moving through each other as described on
page 38.
Q4) LoS and intervening terrain (see pg 41)
Intervening terrain that completely obscures a unit,
blocks line of sight, but which categories of terrain does
this include?
(A) If you can see them you can shoot them!
They will get a cover bonus as per the rules on page
56 depending on the amount of the unit that is
behind cover.
Bend down next to your rifleman, feel his fear and
smell his nervous sweat. Can you see the Martian
drone in the cornfield? If you can, shoot for all
youre worth
In other words, use actual line of sight as much as
possible in our games. When this isnt possible, lay
a tape measure on edge. If it can touch both models
(not bases) without anything intervening, then line
of sight exists between models. Use good judgment.
If you want to be more specific, you will have to
establish the height of models with your opponent
prior to a game.
Q5) Tanks firing HMGs and Guns (see pg 43)
Can tanks fire both their main guns and their HMGs in
the same firing phase?
(A) Tanks can fire either their cannon or their
HMGs but not both in the case of all Mk II
and Mk III Variants. HMG only armed tanks
can fire all their HMGs at once within normal
shooting rules (line of sight, etc.).

(A) When a routing unit reaches the table edge


they receive a single chance to rally. The unit
making the morale check gets one instant
opportunity to reroll if it is within range of the
command unit.
Outside of this, the only other way to rally a unit is
by issuing an Order (page 63) which allow the unit
to rally automatically without taking a morale
check.
Q7) Destruction of routed units (see pg 44)
Do enemy units have to end within 3" of a routed unit to
cause destruction, or do they destroy if any part of their
move is within 3", even if continue moving away.
(A) The units do not need to end their move, it is a
simple manoeuvre to reach out and crush any
fleeing troops on the way to their destination.
Q8) Which Tripod weapon damaged (see pg 48)
If the Martian Tripod has multiple weapons can the
Martian player choose which weapon is damaged?
(A) This is all weapon systems on the Tripod and is
not damage to the weapon per say but the
targeting system.
Q9) Damaged Tripod shooting (see pg 48)
If a Martian Tripod has lost control of its shooting
If the Tripod has two weapons, who picks which weapon
is being fired?
(A) The Martian player decides which weapon will
fire before the dice are rolled
Is the Martians opponent is required to pick a target,
even if only the opponents units exist as targets?
(A) No. Its assumed in this case the tripod fires off
into the air.
Q10) Damaged Tripod movement (see pg 48)
If a Martian commander uses an order token on a tripod
that has damage and a roll is needed to move the Tripod,
do the players dice-off in both movement phases, or just
once?
(A) Every time a damaged Tripod is moved it must
be rolled-off. This includes the use of an order
token.
Does the winning player get to use the order token?
(A) The Tripod has been ordered to move and it
does so regardless of who controls it so the
Order is used up.

If the tripod is move off board under their opponents


control what is this Tripods status and how is it scored?
(A) The tripod is considered destroyed and scored
in favor of the opponent.

(A) Only an entire dead unit may be resurrected


as reinforcements.
The US Industrial Might rule is important for
balancing long turn count games.

Q11) Heat Ray Templates Placement (see pg 62)

Q24) Field Modifications (see page 85)

How far from the "normal" can a template swing and


still meet the conditions of step 2, on page 62?

Are the Field Modification costs per unit or per model?

Could you put the straight edges at right angles to the


tripod, move it back a degree and have that as an arc
away from the tripod.
(A) Tracing a line from the center of the template,
perpendicular to the straight edges, back to the
tripod should be sufficient for representing the
available angles.
In your example, this line would fall well away from
the tripod and thus be an illegal placement. To put it
another way, two lines drawn straight back from the
inside corners should contain part of the tripods base.
Q12) Command unit moral reroll (see pg 63)
Can a command unit re-roll its own failed morale check
and/or can it use its own order token to rally itself?
(A) No
Q13) Movement in buildings (see pg 70)
How do elements move vertically in buildings (i.e. floor
to floor)?
(A) Measure the distance between floors and use
that as the total movement amount plus any
horizontal movement before or after the
climb.
Does the vertical movement just use difficult terrain
rules or is there something more to it?
(A) Nothing more.
Is this limited to infantry or can vehicles and artillery
do so as well?
(A) Just infantry. Vehicles and artillery cannot
move vertically.
Q14) Destroying buildings (see pg 70)
How much damage can a building sustain before it is
destroyed?
(A) Each successful attack on the building will
inflict a number of points of damage equal to
the weapons Power rating. When the building
sustains an amount of damage equal to its
armor value, it will collapse regardless of its
physical size.
Q15) Industrial Might (see page 85)
Under the Industrial Might rule, can any three dead
tanks (from different units) be resurrected as a new
reinforcement unit?

(A) Those costs are per element (model).


Q25) Entangled Tripods breaking free (see page 88)
Does it take the entire movement phase for an entangled
(by Rough Riders) Tripod to break free?
(A) No: if the Tripod successfully makes the roll to
break free it is no longer immobilized and can
move as normal in the same movement phase.
Note: A tripod can attempt to break free in any of
its movement phases, or it may elect to stay
entangled and not risk failure.
Q26) Assault Tripods and assault (see pg 117)
Why cant Assault Tripods Assault?
(A) They would be too powerful in the starter set
and in many games make infantry even
tougher to utilize.
In the fluff, the Martians at first just didnt see
human infantry as a threat to the bigger tripods.
That Martian view evolved.
Note: In the near future we will be producing rules
for Veteran Assault and Scout Tripods that will
have Reaper Tentacles and some other
enhancements.
Q27) Non-Rulebook tank designs (see pg 85)
Can I build my own design tanks using the Mk II/III
Steam Tank sprue?
(A) The variants in the Rulebook and Steam Tanks
PDF are official and based on real tanks in
the AQMF world.
If you use the vehicle modifications rules and build
your own tanks thats fine, that is what the rules
are for, but its not guaranteed they will balance
point wise.
You can build combinations that never really
existed: a Mk II with three cannon or a Mk III
with 4 cannon, for example. In our reality those
chassis could not bear that many guns nor contain
the crew to man them. We do encourage you to do
what you want though. In the end, Official
Tournament Rules for AQMF will be more
stringent for competitive play, but for your games
its up to you!
This excerpt from the Steam tank PDF is worth
restating here:

Q31) Moving artillery and firing (see pg 90-91)

Extra Machine Guns


American forces love to put machine guns on
every vehicle they can. Lots of these are
scrounged from destroyed vehicles and, in
some cases, procured. These are rarely
official, but what the rear desk jockeys dont
know wont hurt them! As per the Field
Modification rules on page 85 of the Main
Rule book, you can add extra machine guns to
your tanks.
Please note that whether an extra HMG is
added to the stats of a vehicle as listed in this
supplement or as an add-on to a vehicle in the
main rules, you must pay the additional
points for it. Note that extra guns added to a
vehicle but not listed in the stats for that
vehicle cannot be fired in addition to the
vehicles weapons but can be fired instead of
those weapons. An example would be an Mk
II tank. It has a 4-inch gun. If you added an
HMG on the top of the tank, then you can
then fire either one of the weapons, but NOT
both. These extra guns require extra crew that
is not available. In fact, most vehicles are
under crew strength due to battle losses
anyway!
So if the weapon is listed on the chart for the
vehicle, you pay no additional cost for it. If it
is not you may add it and take the additional
point cost under the Field Modification rules.

Field guns have a rule which prevents them moving and


shooting. Should the heavy field gun and anti-tripod
gun have the same rule?
(A) Field guns cannot move and shoot in the same
turn. They can be moved by manhandling.
Larger guns like Heavy Field guns, anti-tripod,
coil guns, etc., cant shoot and move in the same
turn either. They also cant be moved unless towed.
See the section on towing on page 65. While there is
a lot of leniency in moving and towing guns, it still
not possible to move and fire them in the same turn.
Q32) Tesla Lightning Gun Artillery (see pg 94)
Can the Tesla tank shoot itself?
(A) No a Tesla tank doesnt shoot itself.
If it has a Mk II Cargo Steam Fuel Tender (which
count as a unit) can it be shot?
(A) It is possible; if the tender is out in front of the
Lightning Gun.
Does the Tesla Gun arc from element to element or unit
to unit?
(A) It arcs from unit to unit; but the measurement
for the nearest unit is made from the nearest
element.
Q33) MK IIIs and the extra turret mount (see pg 97)
Mk IIIs are normally armed with 3x 4-inch guns, so
why is there is an extra weapon mount on the front?
(A) We did better with the plastic design than was
expected during the rules writing.
See the Steam Tank PDF for examples of how it is
used.

Q28) Placement of tank weapons (see pg 85)


If a tank is configured with the same number of
weapons, but they aren't in the same place, is this still
"legal'?
(A) You could switch things around if you like, but
see Question 27 above.
Q29) Adding an Extra MG (see page 85)
Can all tanks add a MG for +10 points?
(A) See the Steam Tank PDF and the answers to
Questions 27 and 30.
Q30) Replacing a tank gun with a MG (see page 85)
If you replace a 4" gun with a MG can it fire at the same
time as other guns as it has a dedicated firing position
with a dedicated crew to man it (the previous 4" gun
crew).
(A) No, see Question 5 and its answer

Note: if a MG is placed here it will not be able to


fire at the same time as the other guns (see Question
5)
Q34) US Super Heavy Gun damage (see page 108/111)
Do you add +7 to the US 12-inch Guns 2d10 Super
Heavy Gun roll and automatically destroy things on a
combined roll of 10+?
(A) It has +7 to penetrate armor (do damage) and
then does 2d10 damage on the Tripod and
Vehicle damage resolution tables. You do not
add the +7 Power to the damage roll but roll
two d10s instead.
Note: Against units that require multiple Critical
Hits to destroy (for example a Martian Overseer), a
10+ would be a Critical Hit not an instant kill.
The Martian Overseer can take three Critical Hits
before it is destroyed, so it is the only Martian (to
date) that is not automatically destroyed by a 12inch Gun.

Q35) Overseer vs Ironclad or Goliath kill (pg 108/111)


Which takes precedent, the rule that the Land Ironclad
and Goliath can instantly kill on a 10+, or that an
Overseer can only be killed via 3 critical hits?
(A) The Overseer only can be destroyed after 3
Critical Hits regardless of what weapon strikes
it.
Note: This may also affect the Cylinder in Scenario
3. The Cylinder rules should be read as stated, so its
possible for a 12 inch gun to blown one open

Can he also attempt to repair heavy damage (Movement


or Shooting)
(A) No. A Power Node only restores armor damage.
Q43) Kitchener Tank (see pg 141)
Is the cost on the Kitchener correct compared to a Mk
III?
(A) The Cost is 115 per tank.
Note: It is faster than a Mk III and has a Vickers
as well as its main gun, and a radio. The cost is
subject to review following further testing.

Q36) Assault Tripods dual weapon use (see pg 117)

Q44) Lloyd Command Carrier (see pg 142)

If a Martian Assault Tripod is armed with Green Gas or


Black Dust as well as a heat ray, can it fire both in one
turn?

Does this include a Command Squad, and if it does will


they appear, as passengers do, when the vehicle is
destroyed?

(A) It can fire one or the other but not both.


Q37) Scientist Tripods movement (see pg 118)
Is the Scientist Tripod meant to move slower than the
Slaver?
(A) Yes.
Q38) Experimental Assault Tripod (see pg 119)
Is one experimental Assault Tripod allowed per army
for every Scientist, or is it one per army period?
(A) One per scientist. See Errata 7.
Q39) Scout Targeter (see pg 120)
If a Scout fires a targeter, does this count as the unit
with Line of Sight, allowing the Grenadier to fire
indirect?
(A) Yes. That it is the role of the targeter with
indirect fire weapons. It is a laser designator
that warheads rather than the firing unit
utilize.
Can an element be targeted by several Targeters to give
additional bonuses?
(A) No.
Q40) Overseer Tripod Multiple targets (see pg 122)
Can the Overseer Tripod target multiple targets with its
Heat Rays.
(A) Yes, it can target multiple targets.
Q41) Lobotons (see page 127)
How many Lobotons elements are in a unit?
(A) There are 3 Lobotron elements in a unit.
Q42) Repairing Tripod heavy damage (see pg 129)
If a Tripod is heavily damaged and it is within 6" of an
energy node, can the Martian attempt to repair the
armor?
(A) Yes.

(A) It does include a command element and they


will appear if the vehicle is destroyed.
The lack of a radio would mean the Command
Squad could no longer issue orders to units other
than those within line of sight, as per US
command.
Note: The Command Squad cannot dismount
voluntarily since the commander relies on the use
of radio, maps, etc., that are carried by the Lloyd to
be effective.
Note: Infantry Command Squads have manportable low-power radios which are not carried by
Lloyds.
Q45) Use of US equipment by the BEF (see pg 144)
BEF rules state that you can use anything except US
land Ironclads and Mark IVs. Do we pay the cost in the
US list?
(A) Yes
Is there a limit on how many we can take?
(A) Not at this time.
Do these use American or BEF command rules?
(A) BEF command rules apply. Tommy tanks have
radios and other appropriate vehicles would be
re-equipped as well.
Q46) Thunderchild IIs Coil Gun damage (see pg 144)
Should the BEF Thunderchild II Super Heavy Coil
Gun roll 2d10 for damage resolution the same as noncoil Super Heavy guns?
(A) No: it is just a +6 Power weapon as described
on page 145.

You might also like