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Humanity has been fighting for its very existence since the This book is your guide to the rules, armies of miniatures and
Second Martian Invasion. Ultimately, this incursion will be background for the Second Martian War. You will learn how to
known as the first stage of the Great Interplanetary War. Across organize your armies, how each machine or troop type works,
the world, Martians have taken possession of vast territories, but special rules governing ambushes, fighting in buildings, scenarios
they are meeting fierce resistance in North America. for battle and more.

ACKNOWLEDGEMENTS
Concept Vehicle Design & Mastering Team
Ernest Baker Will Torres, Berhle Hubbock, Ernest Baker

Fiction & Background Plastics Team


Ernest Baker & Rick Priestley Michael Creighton, Ernest Baker

Rules Manufacturing Team


Alessio Cavatore, Rick Priestley, Iron Wind Metals, Creative Castings,
Ernest Baker, Jeff Hall Robot Peanut Studios

Art Model Painting & Scenery


Anthony Ackland, Will Torres, Ernie Baker, Ed Spettigue
Alyn Spiller, Andy Walsh, Daniel Carly,
Joshua Landis, Elizabeth Porter, Chris Walton Play Test Team
Miles Reidy, Mike Marchant,
Maps & Organization Diagrams Samuel Yates, Ed Spettigue, Nick Simmerson,
Sven Lugar Carl Brown, Jeff Hall, Tim Colonna, Michael Kirby

Layout & Graphics THANK YOU!


Dylan Owen, Andy Walsh
to 1001 Kickstarter supporters
Photography for believing!
Barb Baker, Karen Kuespert
A Very special thank you to Miles Reidy for his unwavering
Proof-reading support and a special thanks to Michael Noe at Ironwind.
Tracie Walsh, E. Skye Chaney
This book was produced under contract with
Figure Sculpting Team River Horse (www.riverhorse.eu)
Alan Marsh (courtesy of Eureka Miniatures),
Darren Greenaway, David Summers This book is dedicated to YOU, the purchaser for being
brave enough to try something NEW. Thank you!

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Contents
A WORLD AT WAR .............................................................................. 6 Other Mechanical Units ..........................................................103
Static Defenses ...........................................................................112
THE COURSE OF THE MARTIAN WAR ....................................16 The Martian Invaders .................................................................114
Martian Pod Organization Chart ...........................................115
GAME RULES .....................................................................................30 Choosing an Army for the Game ...........................................116
Basic Stuff ........................................................................................32 Martian Special Rule ................................................................116
Troop Types .................................................................................32 Martian Tripods.........................................................................117
Elements & Units ........................................................................33 Martian Infantry ........................................................................126
Dice ................................................................................................33 Other Martian Machines .........................................................128
Templates & Counters ...............................................................34 Static Defenses ...........................................................................128
Measurement ...............................................................................35 The British Expeditionary Force ............................................138
Games Stats ..................................................................................35 British Technology....................................................................132
The Turn ...........................................................................................36 Choosing an Army for the Game ...........................................133
Initiative Phase...............................................................................36 British Army Special Rules ......................................................133
Move Phase ......................................................................................37 BEF Organization Charts ........................................................134
Combat Phase .................................................................................40 The Infantry ................................................................................136
Shooting ........................................................................................40 The Artillery ...............................................................................138
Assaults..........................................................................................46 Armored Vehicles ......................................................................139
Damage Resolution Charts .......................................................48 Other Equipment in BEF Service ..........................................144
Summary of Stats ...........................................................................50
The US Army................................................................................50 PLAYING THE GAME .....................................................................148
Martians ........................................................................................52 Choose a Scenario.....................................................................148
The British Expeditionary Force ..............................................53 The Tabletop Battlefield ...........................................................149
Terrain...............................................................................................54 The Size of the Game ................................................................149
Terrain Areas ................................................................................54 Choosing Forces ........................................................................149
Terrain Charts ..............................................................................57 Arranging the Scenery ..............................................................150
Advanced Rules ..............................................................................60 Breaking the Enemy Army ......................................................150
Barrage Weapons .........................................................................60 Calculating Victory ...................................................................150
Martian Heat Rays ......................................................................62 Scenario 0 – The Encounter .................................................151
Field Commander .......................................................................63 Scenario 1 – The Outskirts ...................................................152
Transports .....................................................................................64 Scenario 2 – The Bunkers......................................................153
Hidden Units................................................................................66 Scenario 3 – The Cylinder.....................................................154
Ambush .........................................................................................67 Scenario 4 – The Harvest ......................................................156
Stealth ............................................................................................67 Scenario 5 – The Fortress ......................................................157
Traps ..............................................................................................68 Scenario 6 – The Rescue........................................................158
Reserves & Reinforcements ......................................................69 Scenario 7 – The Ruins ..........................................................159
Buildings .......................................................................................70 Scenario 8 – The Founder .....................................................160
Defense Works .............................................................................72 Scenario 9 – The Excavation.................................................161
Fortress Damage Resolution Chart .........................................73 Scenario 10 – The Redoubt.....................................................162
Martian Redoubts .......................................................................74
THE COLOR OF WAR.....................................................................164
ARMIES OF THE GREAT INTERPLANETARY WAR .............78 Painting a Tripod .......................................................................165
The United States Army ...............................................................80 Painting Tanks............................................................................166
The Army at War..........................................................................80 The Color of War – Human Forces........................................167
US Army Organization Charts .................................................82 The Color of War – Civilians & Victims ...............................168
Choosing an Army for the Game .............................................84 The Color of War – Drone Variants .......................................168
US Army Special Rules ..............................................................85 The Color of War – Big Machines ..........................................169
The Infantry ..................................................................................86 The Color of War – Buildings .................................................170
The Artillery .................................................................................90 The Color of War – Vignettes .................................................172
Steamer Tanks ..............................................................................96 Of Things to Come ...................................................................176

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A WORLD
AT WAR
★★★★★

T HE MARTIAN ATTACK of 1898 brought terrible


devastation to the city of London and set the course
of human history upon an altogether unexpected path.
argued that the Martians had expended the last of their
dying energy in a futile attempt to conquer Earth. Their
case appeared to gain credulity as the years passed.
Amongst the ruins of the greatest metropolis on Earth, Careful observation of Mars revealed no discernible signs
the Martians had – in the end – faltered and perished. of life. With the passing of time, the horrors that had
Everyone now knows that these invaders were overcome befallen London faded from memory. Fear of further alien
not by the might of Queen Victoria’s armies, but by attack was gradually displaced by the humdrum concerns
nature’s own forces of disease and decay. Against these of life and commerce.
mere microbes, the Martians’ superior minds could muster
no defense. Where mankind had failed, the smallest and It is sobering to reflect that most people were happy to
least significant of all Earth’s organisms had triumphed. accept this misguided notion, as we now know it to have
been. The threat of further Martian aggression was simply
Although the Martian invasion shocked the world and too horrific and too remote to worry about. In short, the
caused widespread panic in the days that followed, by vast majority quailed at the mere thought of a second
the early years of the twentieth century, many influential invasion, choosing to dismiss the possibility rather than
thinkers were eager to proclaim the aliens a spent force. acknowledge the potential danger. All over the world, only
These world leaders, industrialists and intellectuals a few visionaries continued to warn that the first attack
might have been a scouting foray, the precursor to a full-
scale invasion. They urged humanity to ready itself for war
or risk extermination. These men were commonly ridiculed
and all too often dismissed as alarmists and cranks.

Few even noticed the second wave of Martian cylinders


that fell to earth sometime around the end of 1908. Whether
by chance or – as now seems more likely – deliberate
intent, the invaders landed unseen in arid and far-flung
regions of the world. The Martians established themselves
secretly in places devoid of significant habitation or such
aids to civilization as the telegraph and wireless. The vast
empty spaces of the American Southwest, Africa, South
America, Australia and the Asiatic Steppes provided
ideal refuges from which to prepare an attack. As more
cylinders landed in the wilderness, the aliens slowly and
methodically began to construct their war machines. By
the time the Martian presence came to the attention of
the governments of Earth, it was already too late. The
invaders struck simultaneously from their redoubts across
the globe. The war between mankind and alien – the battle
for Earth that we now know as The Martian War – had
begun. That war continues to this day, more than six years
The Martian invaders cross the cold voids of space in metal on, as the year 1914 draws to an end and humanity looks
cylinders, launched from the surface of their world by gigantic to an uncertain and terrifying future.
cannons. As they speed through the aether, these cylinders
become extremely hot. Once they land on Earth, they must Much of the planet fell at once to the Martian attack
cool for many hours before the Martians are able to emerge. and remains entirely under their control even now.
Each cylinder carries three living occupants together with Little information comes from these blighted lands. It is
their fighting machines and the devices they need to work and impossible to know if enclaves of human resistance still
survive in Earth’s atmosphere. linger in the cities of South America, the depths of Africa,
or the coasts of Australia; however, it seems increasingly

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A World At War

The news from abroad is grim. Gone are many of mankind’s alien advance. In China, all semblance of government has broken
greatest and most densely populated cities – overrun during the down, and the Japanese have taken command of the country’s
first Martian assault in the closing months of 1908. Cairo, Peking, defense. In Russia, defeat in the east has inspired rebellion in
and Sao Paulo lie in smoldering ruins, their inhabitants scattered Moscow and St. Petersburg. In Sevastopol, the mutinous sailors
or dead. Gone too are the great jungles of the Amazon and the of the Black Sea fleet continue to defy the Tsar. The continents of
forests of Africa – burned by Martian Heat Rays and choked Australia, Africa and Central and South America must now be
beneath the all-pervasive Red Weed that grows in the wake of the considered entirely lost to the invaders.

unlikely. As far as we know, these continents are now Of the original landing sites, only North America has
entirely lost to mankind. In the regions where the invaders not fallen completely to the enemy. This is due to the
rule unopposed, the Martian Red Weed spreads across endeavors of the armies and navies of the United States
the land, choking the native vegetation and coloring and the ingenuity of American industry. Much of the
mountains, jungles and deserts a ghastly blood-red hue. southwest succumbed to the enemy during the initial
attack, dividing the country into two heavily defended
Up to this present day, Europe remains entirely free of the bastions: west of the Rocky Mountains and east of the
invaders, as do the islands of Japan, much of southern Mississippi River. The war has continued ever since. Only
Asia, and the subcontinent of India where the Himalayas following the two crucial battles of St. Louis in the spring
stand as nature’s bulwark against the alien menace. The of 1914 does the Martian assault appear to have lost its
battle lines are drawn across the steppes of Russia, the unstoppable momentum. Perhaps the Martians have
deserts of the Middle East, and the plains of China, where finally reached the limit of their resources. Maybe they
the gallant Japanese have taken a lead in the war against have retired behind the crater-like walls of their redoubts
the Martians. For reasons that can only be guessed at, to rebuild their strength for another strike. Either way, the
the Martians avoid the seas. The world’s oceans remain momentary peace is a welcome respite for the fighting
secured by human navies, affording what is – for now at men of America, and a chance to prepare for the battle to
least – a safe highway for the passage of reinforcements come. For the moment at least, after six long years of war,
and communications. all is quiet on the Martian front.

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A World At War

B ut now, with the undeniable upsurge of scientific


research, there is certainty of one thing at least.
Far away, separated by vast distance and the cold aether
of space, lies a covetous and malign intelligence: an
enemy possessed of powers once unimagined by human
science, and even now barely and only partially conceived.
Charles Scott Sherrington, Holt Professor of Physiology
Liverpool England 1901

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A World At War

the north american


theater of the martian war
Crossed swords represent these key battles:
Battle of Salt Lake – Martian Victory
Also known as the Salt Lake Massacre, there were no known human survivors
of this Martian victory.
Battle of Tucson – Martian Victory
This Martian victory saw the first confirmed appearance of an Overseer Tripod
in combat.
Battle of Calgary – Martian Victory
The Canadian Army is nearly destroyed by the Martians as they push north.
Battle of Denver – Martian Victory
The last of the US Western armies is destroyed and falls back to defend the
passes in the Sierra Madre finally stopping the Martian advance. It was known
as the Endless Retreat.
Battle of Tulsa – Martian Victory
The US army is nearly destroyed to a man in the first big resistance battle
against the Martians.
Battle of Shreveport – Martian Victory
The battle made famous for the last stand of the 91st and the closing of the
Louisiana Gap.
Battle of Memphis – Martian Victory
Memphis is destroyed as Tripods attack across the Mississippi.
Battle of St. Louis – US Victory
The US Army drives the Martians out of St. Louis. It is the first major US
victory. The effort is heavily supported by riverine operations of the US Navy.
Battle of Chicago – BEF/US Victory
The first use of Land Ironclads defeats the Martians north of Chicago near
Milwaukee and pushes the Martians back from the ruined city.

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A World At War
has two larger arms that bear either the dreaded Martian
Heat Ray or some other equally devastating weapon. The
whole machine is carried along upon three tall legs in a
manner that, once witnessed, is instantly recognizable.
For, while such an arrangement might be imagined to
result in something resembling the gawky scuttling of a
crab or some such arthropod, nothing could be further
from the truth. A Tripod proceeds with an elegance and
ease of movement as well as a speed that – at its greatest
extent – reduces the machine’s image to a mere blur.

To those familiar with the biology of earthly creatures,


the physiology of the Martians presents a combination
of the commonplace and the entirely inexplicable. The
greatest exponents of the biological sciences continue to
debate many important aspects of Martian physiology and
evolution. A picture is beginning to emerge of a race as
far from human concerns and sensibilities as it is possible
to imagine. In appearance, the closest earthly creature is
the squid or octopus – though this resemblance must be
understood to be superficial and purely coincidental.

The bulk of the Martian body is formed of a bloated bag


covered by a tough, smooth outer skin. This structure
contains the creature’s brain, which alone makes up
over four-fifths of its weight. Internal cartilaginous
compartments divide the brain into distinct globular
segments, while also providing anchorage for such organs
as exist within the body cavity, and points of articulation
for the creature’s appendages. These structures lend a
roughly ovoid shape to the body itself. The Martian has
few readily identifiable internal organs aside from its
THE INVADERS brain. It has no heart, no distinct digestive system, and
no reproductive organs recognizable as such. Its blood
Following the first invasion of 1898, the remains of vessels are diffuse and bound by thick spongiform walls,
Martian machines were studied in great detail. Many which – it is speculated – fulfill the combined functions of
aspects of alien technology came to be at least partially heart, lungs and digestive system. We now know all too
understood. As time progressed, it became possible to well how Martians feed directly upon the blood and other
make an estimation of Martian scientific capabilities. Of bodily fluids of living creatures, sucking their prey dry
the Martians themselves, and of the Red Weed that sprang and absorbing the resultant liquor into their bloodstream.
into growth around their landing sites, surprisingly little A cursory examination soon reveals that the whole
remained to be examined. However, the bodies of several Martian physiology is supremely adapted to support the
partly-decayed Martians were recovered and preserved overdeveloped brain, and little else.
for further investigation. Their dissection revealed much
about Martian physiology as well as the atmospheric and Externally, the Martian body has a pair of large, round, lidless
environmental conditions that prevail upon their planet. eyes which – lacking an iris and surrounding musculature
With the second invasion and the start of the Martian War, – maintain a fixed, death-like stare. The creature’s mouth
more specimens soon fell into human hands, affording bears some passing resemblance to a parrot’s beak, though
further and more widespread study that continues with the tissue is soft, yielding and enfolded. Martians appear
great urgency to this day. to both breathe and feed by means of this single orifice.
However, it is still unclear exactly how they breathe at
Thanks to the reporting of the war in the newspapers, all. It is possible they derive at least a proportion of the
everyone is now familiar with the appearance of the oxygen they require from the breakdown of food. To either
Martian Tripod war machines. The second wave of side of a Martian’s mouth are two pairs of coiling tentacles.
Martian invaders brought with them a variety of machines These appear to serve as a means of locomotion as well as
of differing sizes, though all similar in general appearance dexterity. The low gravity and thin atmosphere of Mars
and method of construction. The most common type means that movement there requires little in the way of
stands forty feet tall and carries a single Martian pilot strength or exertion. As a consequence, these appendages
concealed beneath an armored hood that looks much like are rendered largely ineffective on Earth with its greater
a gigantic, roving eye. Beneath this hood hangs a number gravity and denser atmosphere. Without the aid of their
of coiling appendages – tentacle-like and formed of bands machines, the Martians are reduced to hauling themselves
of metal both incredibly strong and dextrous. With these slowly and laboriously over the ground. To lift or carry
a Martian can pick up even quite small objects or push any kind of load, they must combine their efforts in short
aside obstructions. Beside these appendages, the Tripod bursts of activity that are followed by a period of stupor.

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A World At War

Operations Pod. The Martian pilot is


The armored hood encloses the pilot protected from Earth’s harsh atmosphere
and moves within the operations pod inside a sealed compartment.
like an eyeball, allowing the pilot to
survey the world around him.
Radium Engine. The secret power source of
The Martians cannot survive sustained exposure the Martians. Attempts to copy this Martian
to Earth’s dense atmosphere. Atmospheric technology led to several well-publicized accidents
converters filter out carbon dioxide and reduce air both in England and the United States.
pressure to something more like that of Mars.

Gyroscopic Stabilizers. Tripods are


The two sturdy arms carry able to remain balanced at all times
heavy objects and weapons such thanks to a system of gyroscopes like
as the Heat Ray Projector. the gimbals of a ship’s compass.

The Tripods’ tentacles are used


to pick up objects, explore, The Tripod
Tripod’s three legs allow it to
and push obstructions aside, walk along at great speed and with
much as human arms. tremendous precision and control. Tripods
can move much faster than humans on
foot and faster than most vehicles.

Green Gas Grenades shatter and release their Black Dust Launcher. The Black Dust is a
deadly contents. The gas, being denser than air, The Martians’ most deadly weapon is terrifying weapon that smothers its victims to death
forms low-lying clouds. Green gas dissolves all the Heat Ray Projector, against which – absorbing all the oxygen from the air and sucking
exposed flesh and will eat its way through organic there is practically no defense. oxygen from the bodies of those it touches. A Tripod
substances such as cloth and rubber. can carry only a limited amount of Black Dust.

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A World At War
its creators. Normally, a group of cylinders landed closely
MARS ATTACKS together, and once each had established itself, the Martians
gathered to coordinate their efforts. Within a few weeks,
The interception of the San Antonio cylinder in 1909 the original landing sites were abandoned, and a new
confirmed that the craft was identical to those used in site established and expanded into a full-sized Martian
the first Martian Invasion in Britain. Each cylinder was redoubt. Redoubts were permanent bases within which
designed to carry only three Martians, together with the the Martians constructed further machines, gathered the
prefabricated components of what are assumed to be human prisoners on which they fed, and raised defenses
three machines. The inner walls of the cylinders were that have so far proven invulnerable to attack.
themselves formed of machinery, the function of which
cannot be readily determined. This undoubtedly served It is difficult to even guess the number of redoubts
the Martians in the initial construction phase following already built, but undoubtedly many hundreds have
landing. In addition, it is worthy of note that within the been constructed beyond the original landing sites, and
San Antonio cylinder were found the desiccated corpses more are being raised in the Martian territories every
of some half dozen ape-like creatures: the mysterious day. It seems likely that individual redoubts cover a
animals known to sustain Martian crews during their network of underground tunnels that extend far below
journey through the aether. the ground and surrounding territory. Once the Martians
have begun construction, it is not long before the foul Red
From examination of the original landing sites west of Weed spreads over the surrounding land, making even
London, it is thought that the cylinders carried both war observation of their activities difficult.
and other machines, and that a group of three or more
cylinders comprised a coherent invasion force. Having From the supposed locations of the original landing sites
landed, the Martians would have quickly assembled and their subsequent activities, it appears the Martians
their Tripod machines, since they remained vulnerable have chosen to establish themselves in the least densely
until their completion. Once they had built even a single populated and most arid parts of the world. Indeed, they
Tripod, the Martians roamed at will, and they would have seem to find water and excessive dampness a great obstacle,
established a territory that was virtually unapproachable. though whether they will overcome this weakness in time
Next, the Martians began to build their various construction is impossible to say. The initial Martian attack rapidly
and engineering machines, and the crater formed by the established control of almost half the landmass of Earth
cylinder as it landed was turned into a base of operations. before its momentum slowed sufficiently for human
A mining and smelting device of some kind was likely the forces to offer any resistance. Although the Martians have
first machine built. This enabled the Martians to refine attacked and destroyed many great cities, killing untold
the raw materials needed to create more machines and to millions, they have also suffered their greatest reverses in
continue to reinforce their landing site. battles amidst the ruins of cities such as St. Louis, Cairo
and Peking. Perhaps this is the reason the Martians have
The San Antonio cylinder was unusual in that it landed chosen to expand beyond the immediate confines of
alone, and for this reason it is thought to have strayed from civilization, far away from the teeming urban regions of
its projected course due to circumstances unforeseen by the east coast of the USA and Western Europe.

resulting gash. The officer in charge told his gunners to hold their
fire while he was lowered on a rope to investigate the damage.
The recovery of functioning Martian technology is considered a
priority wherever possible, and this looked like a good opportunity
to capture at least part of the Tripod intact. Although dead
Martians had been recovered before, and the sight of the creatures
is no longer as shocking as it once was, the Lieutenant was
astonished to be confronted by a living Martian amongst the
wreckage of the machine’s controls.
The capture of the Martian presented Earth’s scientists with a
unique opportunity to examine a live specimen. Over the following
weeks, the creature gradually succumbed to its injuries, exposure
to the atmosphere and the attentions of its captors. But during that
time, much was learned or confirmed about Martian strengths,
During the first battle of St. Louis, a Martian Tripod was decoyed susceptibilities, and sensory faculties. At no time was it possible
into a pit-trap, losing two of its legs to explosive charges, which to communicate with the creature. It gave no sign of recognising
rendered it immobile. Fire from concealed Gun Tractors drove human speech or gesture, paying little attention to its surroundings
off the remaining Tripods, leaving the cripple stranded. As the altogether. As to the Martian mind, motives, and objectives, it was
artillerymen brought their guns forward to finish off the Martian, impossible to draw any conclusions. If the creature felt fear, hatred
they noticed the explosion had split the machine’s armored casing. or compassion for those who had rescued it from the wreckage of the
A faint wisp of pinkish vapor was seen to be leaking from the crippled Tripod, then it found no means to express it.

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A World At War

The pressing need to develop new weapons of war led to the rapid focused the weapon upon an individual target. The Mk II was
development of Holt caterpillar tractors for military use. Although introduced during the 1911 Martian Offensive but arrived too
versions were built with kerosene-burning combustion engines, it late to see service in the main campaigns in Kansas and Texas.
was soon decided to press ahead with steam power, regarded by However, the new tank proved its worth during the period of
the military as a more robust technology. Fears of the effects of the protracted skirmishing that followed the Martian victories of that
Martian Heat Ray upon flammable fuel, the time it would take to year. Mk II Steamer Tanks and Mobile Artillery based on the
develop a sufficiently powerful combustion engine, and the great Mk II chassis accounted for more Tripods’ destruction in the six
number of existing boiler and railroad manufacturers capable of months to the end of 1912 than did anything else. The Mk II
making steam engines were all reasons to favor a steam-driven continues to form the greatest part of the Steamer Tank Corps.
vehicle. The Mk I Steamer became known as the ‘Tumbler’ after
the popular fairground attraction, suggesting something of the Constant detail improvements to the engines and drives have
uncomfortable, jarring ride inside what was essentially a gigantic resulted in a vehicle that is extremely reliable, though hardly any
box made of armored plate. It was armed with a single cannon, more comfortable for its crews. As well as a stoker and engineer,
and carried its steam boiler outside of the armored cabin. It also who must work in the cramped lower deck area, the vehicle’s
had an external coal-chute for refuelling in action – a feature that crew includes its Captain, Helmsman, Gunnery Officer, and two
would be carried over into future designs. artillerymen to operate the cannon. Space inside is incredibly
restrictive, and the heat from the engine inevitably permeates into
The Mk II Steamer was a vast improvement with more robust the crew area despite the externally mounted boiler.
tracks, drives, thicker armor and a newly developed and more
powerful gun. Manufactured at the Baldwin Locomotive Maximum Armor Thickness: 1½” Steel Plate
Engineering works, it soon became known as the Baldwin Tank. Maximum Speed: 8 mph
The armor of the Mk 1, while good at deflecting the sweep of a Armament: 4-inch gun
Heat Ray, was seen to melt like butter as soon as an attacker Crew: 7

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A World At War
The armies that oppose the Martians along the Mississippi
AMERICA and West Colorado Defense Lines are composed of battle-
hardened troops and led by men who have been fighting
FIGHTS BACK the Martians for half a decade. In that time, the infantry
have become expert at devising ways to overcome the
Today the whole world looks to America, whose armies Martian Tripods, often by means of traps and high
continue to defy the Martians after almost six years of war. explosives, and sometimes by the simple expediency of
From American factories and workshops come weapons overwhelming them with numbers. The infantryman is
of all kinds to combat the alien menace: guns, artillery, now equipped with a dust mask to protect him against the
armored tractors and the latest designs of aircraft – some Black Dust and Green Gas. Fortresses and other defenses
capable of carrying a man more than a hundred miles are armored with heat-resistant asbestos and thick layers
in an hour. It is a rare week that passes without news of of reinforced concrete. Even the ruins of cities become
some new weapon or other wondrous device from the fortresses in the hands of human defenders, with numerous
laboratories of our great industrialists and inventors. underground tunnels and a maze of partially-collapsed
Amongst those who have turned their boundless energies buildings where troops can hide from and outmaneuver
to the defense of the nation are George Westinghouse, their alien opponents. The latest innovations include
Nikola Tesla, Thomas Edison and Henry Ford. Although asbestos armored suits and armored tractors bristling with
still to a large extent experimental, inventions such as the cannon. These are dubbed ‘tanks’ by the troops because of
latest Tesla Electronic Arc – dubbed the ‘Lightning Gun’ their box-like bodies, which resemble the water tanks that
by the newspapers – stand as a sure indication of future are such a feature of the military installations that now
victory in the war for control of the world. dominate all large American cities.

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A World At War

15
THE COURSE OF
THE MARTIAN WAR
★★★★★

1898 – The First Invasion 1898-1908 – The Preparedness Movement


The Martians launch an exploratory attack upon the Immediately following the ’98 attacks, the broken sewers,
Earth, landing west of London. In the weeks that follow, large number of unburied bodies, and general ruin of
London and the surrounding areas are devastated by the London leads to an outbreak of cholera, typhoid and other
Martians and largely abandoned. British military forces fatal diseases. Many Londoners who survive the war die
are initially swept aside, and have only just managed to in the epidemic that follows. Prominent members of the
regroup to the north of London when the Martians sicken Royal Family, government and military are amongst the
and die – overcome by the weakening effect of the Earth’s dead. The US Relief Expedition, under the command of
atmosphere and the agents of disease to which they are Colonel Theodore Roosevelt, arrives in England from
exposed for the first time. Cuba within days of the Martian collapse. The Americans
are to play a major role in the
evacuation of London and the
rebuilding work that follows.

THE WORLD WATCHES AS Despite the disaster that overtakes


London, the possibility of a second
MARTIANS DEVASTATE LONDON Martian attack is not taken seri-
ously in most countries. There is
little consideration of Earth’s
I T IS IMPOSSIBLE to underesti-
mate the profound changes in the
course of human history that fol-
ultimate prize in The Great Game.
France, whose citizens had witnessed
the refugees of London pour into her
defense outside of a small circle
of scientists and forward-thinking
politicians. Their ideas establish
lowed as a result of the Martian inva- northern harbors, was the first to the Preparedness Movement in the
sion of the earth in the late summer mobilize her armies. Yet never was United States. Theodore Roosevelt
of the year 1898. At first the news any thought given to aid the plight is the leading exponent of this
that an alien invader had struck at of their neighbors across the channel. policy. When he becomes President
the greatest and most populous city French arms were mustered in order in 1901, Roosevelt initiates the
upon earth, wreaking destruction of to defend the French nation itself - for Martian Defense Program. Those
a hitherto unimagined scale upon recent rivalries in Africa culminating who oppose him argue that the
London, was met with incredulity in the Fashoda incident had brought danger posed by the Martians is
and disbelief. Indeed, scarce had the two powers to the brink of war. imaginary and the punitive cost of
reports of events in England reached In Germany, the Kaiser nursed his the Defense Program unnecessary.
the wider world than they were fol- own ambitions. Doubtless he wept few Many of Roosevelt’s measures are
compromised as a result of politi-
lowed by the news of the destruction tears on behalf of the British, whose
cal in-fighting.
of the Martians. fleets ruled the waves and who held
Not all who heard that news the balance of world power much to Meanwhile, in England, investiga-
greeted it with unqualified celebra- Germany’s disadvantage. tion of the Martian machines leads
tion. There were many amongst the No - the divided and ambi- to the rapid development of new
enemies of Britannia who secretly tious powers of Europe, though they science and technologies. Having
hoped to profit from a weakening of rejoiced at the victory of humanity, suffered such grievous damage
British power. In Russia, the forces of might perhaps have rejoiced all the from the first Martian attack, the
the Tsar massed, ostensibly to resist louder had the Martians survived British government is determined
any Martian landings in the wastes of long enough to bring about the to defend the Empire against the
Siberia, but coincidentally placed to destruction of the British Empire and threat of further invasion. These
march into India: for many years, the its fleets. preparations include the devel-
opment of fortifications, powerful
weapons, new types of aerial craft,

16
The Course of the Martian War

and bigger, more heavily-armored ships. This buildup


of armed might raises considerable distrust amongst
1908-1909 – The Second Invasion
European powers. The French and Germans in particular The Martians strike from positions established in out-
perceive British military strength as a growing threat to of-the-way regions throughout the world. Within a
their own ambitions in Africa, Asia, and the Near East. matter of weeks, they occupy much of the planet. Many
However, relations between Britain and the United of humanity’s oldest and largest cities are destroyed in
States of America enter a new age of mutual trust as both the fighting. The armies sent to defend them are swept
governments concentrate their efforts on preparing to face aside. By mid 1909, most of South and Central America
a second invasion. lies under Martian control. Rio de Janeiro, Montevideo
and Buenos Aires are the most notable cities that still hold
out. The Martians appear reluctant to press forward into
1908 – The Last Year of Peace these large and sprawling built-up areas following the
substantial losses incurred during the battle of São Paulo
Ten years after the first Martian attack, fears of further in June.
invasion are receding everywhere. In America, Roosevelt’s
Martian Defense Program is coming under increased It is a similar story in Australia, where the extensive
pressure from anti-military activists. These so-called anti- fortifications of Sydney and Adelaide are turned into
alarmists point to the political implications of maintaining refuges against Martian attack. The rest of the country is
an enlarged army, and the ruinous expense of constructing rapidly overrun. Africa falls from two Martian thrusts –
defenses around many of the country’s largest cities. one from the mid-Sahara and the other from the deserts
Elsewhere in the world, French, German and Russian of German Southwest Africa. Dakar in French West Africa
armies mass against the borders of the British Empire in holds out thanks to towering defenses recently built to
what appears to be a coordinated prelude to open war. resist the British. Cairo becomes the scene of an intense
battle lasting until August, when the city falls to Martian
Sometime towards the end of the year, the second Martian forces from Arabia. One of the largest concentrations of
invasion begins with unobserved landfalls in isolated Martians is in Siberia, from where they sweep southwards
regions throughout the world. In December 1908, the through Manchuria, laying waste to Peking. Russia comes
Martians launch a simultaneous attack across the globe. under attack from the same region, resulting in the retreat

17
The Course of the Martian War
1. The Base for Operations for the BEF
Special Services Officer T.E. Lawrence, or
popularly known as ‘Lawrence of Arizona’.
He leads clandestine activities throughout the
southwest but works with Native American
tribes, particularly the Apaches, in the deserts
of New Mexico and Arizona. They cause
considerable disruption in Martian territory.

2. The Battle of Abilene. The Texas Army


fought a major battle at Abilene as the
Martians were descending on Shreveport.
The losses on the Texas side were nearly 80%,
but the Martians eventually withdrew to the
original line in the west.

3. The Pecos Pocket. This area saw nearly


constant back and forth conflict and was
where the highest concentration of Texas
forces were located

4. This area was lightly held by the Martians


up to the Rio Grande but was also the
operating area for Pancho Villa and the
Mexican resistance.

5. This shaded area represents the territory


gained by the Martian attack on Shreveport
which eventually led to the closure of the
‘Louisiana Gap’.

of the Tsar’s eastern armies to Turkmenia, east of the and armies recruited. Raids into the Martian territories
Caspian Sea. identify the location of some redoubts. These prove to be
too well-defended to approach, let alone to attack. Attempts
In the United States, the Martians land in New Mexico at bombardment with long-range artillery are met with
Territory. The invaders quickly occupy most of the Martian sallies that quickly put an end to further efforts.
American Southwest as well as Mexico and Central
America. By the summer of 1909, the Martians reach the
Canadian border from North Dakota, effectively dividing
the United States in two. Although many towns are
1911-1912 – The Time of the Red Weed
overrun during the first phase of the attack, most of the In the early months of 1911, the Martians renew their
population is successfully removed to safety ahead of the advance from territories occupied in the previous year.
aliens’ advance, thanks to evacuation plans conceived as As a result, the last cities of Africa and South America
part of the Martian Defense Program. fall to the Martians. Australia is overrun. The Martians
press into the Middle East, southwards into China, and
westwards towards the Russian steppes. As the Martians
1909-1910 – The Phony Victory advance, the Red Weed begins to flourish once more, and
soon even human-controlled regions begin to show signs
In the final months of 1909, the Martians’ advance comes of infestation. So far, Europe remains free of the Martian
to an unexpected halt. Martian machines that had roamed menace. Many European governments are still convinced
throughout human territories during the previous months that the Martians will succumb in the same way as the first
suddenly disappear. The Red Weed, which had spread in invaders. The British are heavily engaged in the defense
the wake of the Martian advance, begins to die back and of India, and also in the Middle East, where they fight
retreat. Everywhere throughout the world, the story is the alongside the Turks.
same. It looks very much like a repeat of the earlier war
– as if the Martians are falling prey to the same biological In America, the Martians advance as far as the Mississippi
agents that overcame the original invaders. Alas, this in the east and the Rockies in the west, but their progress
proves a false hope. As human forces begin to probe is slowed significantly by the presence of fortified bastions
Martian-held areas, they are met and destroyed by metal such as Des Moines, Kansas City and Austin, Texas, where
sentinels. In fact, the Martians are retrenching: building battles rage throughout the summer and fall of 1911.
new redoubts in territories under their control. Though American troops employ ambush tactics, making skillful
none could know, the invaders are indeed dying, but in use of ruins to hide and prepare pit-traps and mines. This
the meantime they have produced a fresh generation of leads to significant Martian losses. Kansas City is declared
earth-born Martians. This second generation of Martians indefensible by September. During a lull in the fighting, the
proves far more resilient to conditions on Earth. During this city is abandoned, and most of the remaining population
period of respite, fortifications are raised, weapons built, and much of the army escape.

18
The Course of the Martian War

Battle of Edmonton
This was the first Canadian victory against the Martians. The Canadian
Defense line held as the Martians struggled with the frigid temperatures
and heavy snow fall.
Battle of Calgary
The Battle of Calgary was nothing more than a speed bump for the
Martians on their advance towards Edmonton. The Canadians knew they
were doomed and sacrificed Calgary to buy time in bolstering the defenses
for Edmonton, which proved beneficial in the end.
Battle of Thunder Bay
The Martians used a three-prong strategy in their Canadian advance,
hitting west and east simultaneously with a third force advancing up the
middle. The Defence Forces were able to hold the Martians at Thunder
Bay for six days before dwindling supplies and resources forced a retreat.
The Martians burned Thunder Bay to ash as they pushed forward and
further east.
Battle of Winnipeg
The second victory for the Canadians was a costly one, with nearly three-
fourths of the forces stationed in Winnipeg falling while routing the Martians.
Battle of Thompson
After the defeat at Edmonton, the Martians regrouped and changed
direction east toward Thompson. The devastation to the surrounding
countryside and outlying villages was massive. Thompson fell in a matter
of hours and the Martians have paused there, deciding where to strike next.

19
The Course of the Martian War
outworks come under sporadic attack for the rest of the
year and into 1913. The fortifications hold out, giving the

HOUSTON
defenders time to strengthen the bastion of Los Angeles
and begin construction of the new Southern California
Defense Line.

DESTROYED In March of 1912, British troops arrive in New York – the


first contingent of the British Expeditionary Force sent to
further the war effort against the Martian peril. It is led
Texas Falls To Martians by General Haig of Kabul, and includes many veterans of
the battles in northern India. Canadian troops are already
Only yesterday America was shaken to its founda- fighting alongside the Americans in the Great Lakes and
Missouri defense works.
tions by the news of the fall of Fort Worth and the
loss of General Frederick Funston together with the

1913-1914 – The Second


Army of Texas. Now we must add to the grim tally
of defeat the destruction of the city of Houston.
Tonight Houston burns and Martian Tripods roam Peace and Martian Offensive
at will through the blazing streets. Throughout the By the spring of 1913, the Martians enter a second phase
day, many thousands fled eastward or headed south of retrenchment: building their numbers in preparation
to Galveston from where a flotilla of crowded boats for the next big push. By this time, it is well understood
has taken many to safety. No details are known as that the Martians operate from gigantic bases commonly
yet of the fate of the Army of Texas itself, only referred to as ‘redoubts.’ Redoubts are formed within huge
that the radiotelegraph fell silent yesterday evening craters excavated into – and probably far beneath – the
after reporting the death of General Funston as he earth. Scientists observing Martian behavior suggest that
led an attack upon one of the Martian machines. the Martians progress in a manner comparable to social
insects, forming a network of ‘mother and daughter’ nests,
which are collectively dubbed ‘pods’.

Each Martian redoubt acts as the focal point in a territory


Also in 1911, a Martian foray through the Khyber Pass is much as a nest of ants. Once the territory reaches a size
met and repulsed by an Anglo-Indian Army. Although the redoubt can no longer sustain, daughter-colonies are
the Martians are few, and the incursion undoubtedly founded in the form of new redoubts, and so the pod
a scouting mission rather than a full-blown attack, the expands from the centre. Some observers speculate that
Battle of the Khyber becomes celebrated in England as the process of establishing a new redoubt includes a
the first victory over the Martian invaders. The British breeding phase, in which a new generation of Martians is
commander General Haig is dubbed Lord Haig of Kabul created. This idea is known as the ‘Martian Colonization
by a grateful nation. Hypothesis’ and it is not universally accepted. The
theory maintains that the original invaders were much
The Martians occupy Mesopotamia and the Levant, but weakened by conditions on Earth, having no natural
are successfully held at the Taurus Mountain passes by immunity to diseases and other agents of decay. This
the Turkish army in the last months of 1911. In China, the meant they soon died. In the case of the invasion of 1898,
Japanese defend the Yellow River Line as far as Xi’an. The the Martians died before they had a chance to produce a
defense of Puyang – heavily fortified by the Japanese in second generation. However, the Martians are gradually
the previous year – draws in a large portion of the Martian acclimatizing to Earth’s conditions and gaining some
forces. Just as in the ruins of Kansas City, the Martians immunity. Each new generation is stronger, more
find it difficult to adapt to the close fighting, and many numerous and longer-lived. Opponents of the theory
Tripods are destroyed as a result. Although Puyang is all argue it is inconceivable that creatures of such obvious
but flattened, its ruins remain a base of operations for the intelligence and technical ability could possibly develop
Japanese army, and the Martians withdraw in December. such acute mental skills within a life span of just a year or
two. Until more is known of Martian physiology, this will
1912 brings no slowdown in the Martian advance, which remain a topic of controversy.
continues apace in regions that are undefended or only
lightly so. In the Russian steppes, the Martians reach as The period known as The Second Peace lasts until the
far as the Caucasus in the west and Persia in the south. early fall of 1913. During these months, American
In America, attacks in the eastern sector practically cease, industrialists develop many new weapons and continue
but in the west the Martians advance through Arizona. to work on improved versions of aircraft and armored
The ruins of Phoenix (destroyed in the early months tractors. These are dubbed ‘tanks’ by the troops because
of 1909) are reoccupied by the military and turned of their resemblance to the angular metal water tanks
into an armed bastion. The Battle of Phoenix is a long that are now a common sight in the heavily fortified cities
and bloody affair that lasts until the summer, when all of America. Asbestos armor is invented which – while
communication from the beleaguered garrison ends. By not impervious to Heat Rays – provides some degree of
the fall, Tripods are seen ranging as far as the Western protection. In England, research into Martian technology
Colorado Defense Line. Troops in California’s eastern leads to the production of the first Radium Engine. By

20
The Course of the Martian War
the end of the year, the American army is better prepared defenses of the city remain intact after almost ten days
to face the Martians than ever before. In the White of fighting. It is the first unequivocal defeat of a full-
House, Roosevelt takes office for a fourth term under the scale Martian attack. President Roosevelt delivers his
provisions of the new Martian Emergency Amendment. famous St. Louis address, ending with the much-quoted
As the de facto leader of the human alliance, his standing proclamation, “The Martians can be and will be overcome!”
has never been higher. In June, the Martians renew their attack on the city, and
this time they succeed in breaching the defenses, despite
The Martian Offensive of 1913/1914 sees the greatest suffering losses almost as great as during the first battle.
concentration of Martian war machines up to that time. Their success is attributed to the use of Martian Lobototon
In Texas, General Frederick Funston is killed during the Troopers – ghastly corpse-soldiers controlled by Martian
battle for Fort Worth. The Martians attack and destroy masters. Following the fall of St. Louis, the allied army
Houston, and the defenders are driven back through retreats onto the Illinois-Indiana Defenses – a complex of
Louisiana. Further north, the Mississippi Line is breached heavily-fortified cities and towns, including Chicago and
at Memphis, and the Martians roam freely throughout Indianapolis, linking to the Wabash and Tennessee Lines.
western Tennessee. However, thanks to heavily-fortified
bastions, such as Jackson, and deep defense lines stretching Although the Martians succeed in breaching the heavily-
all the way to the Tennessee River, the Martian advance defended Mississippi, where General Pershing had hoped
is successfully contained. Many Tripods and other war to bring a halt to their advance, the prolonged fighting
machines fall to the new weapons, or are hunted down drains the invaders’ resources. The Martians make no
and destroyed by mobile Rough Rider squadrons. attempt to consolidate east of the river. As a result, the
action on the Mississippi front becomes intermittent from
Elsewhere in the world, the Martians make substantial the early summer, with regular skirmishing between
gains. The Japanese fall back to Nanking, while alien Martian and human forces, but no further attempts to
machines ravage China to the north of the Yangtze River. breach the defense lines. Throughout the world, the
The Russians are driven from the oil-rich Caspian region Martian advance comes to an end by the middle of the year,
onto the formidable Volga defenses. Millions are killed and the invaders begin to retrench once more. However,
defending the Baku oil fields. Martian losses are also unlike the periods of peace that followed previous Martian
very heavy. In India, the Martians advance as far as the offensives, this time the invaders maintain limited probing
Ganges, from which the Indian army refuses to retreat attacks into human-held territory. These incursions place
despite mounting causalities. In Turkey, sporadic fighting considerable strain on human resources, and prove a
continues throughout the eastern region of Cappadocia. serious hindrance to further construction work. There is
no doubt the Martians are beginning to understand their
In May 1914, a combined army of Americans, Canadians opponents, and are evolving strategies of their own. It is
and the British Expeditionary Force succeeds in holding a sobering thought for all who wait and prepare for the
St. Louis against a massive Martian assault. Hundreds next Martian assault that must surely come in a matter of
of Tripods are destroyed in the fighting, and the main months – if not sooner.

21
The Course of the Martian War

The Battle for Memphis


I n the early pre-dawn hours of May 23rd 1914,
outside of Memphis Tennessee, the fog over the
Mississippi River shone a strange blue from the newly
Tripod that fell to the emplaced guns along the for-
tification line, hundreds of men and vehicles were
destroyed. Sweeney himself was killed in the late
positioned arc lights of the fortifications. Alerted by a afternoon when his command bunker endured a
steady increase of waves along the eastern shore, the saturation barrage from Dominator and Grenadier
searchlights identified a huge line of Tripods wading Tripods. He was the 24th American general to lose
through the deep water. The first was spotted at mid- his life in direct combat.
stream with its hood just barely poking above the The civilian population of Memphis had
surface despite its vast height. Within minutes, the surged during the last six months of relative
shore batteries opened up, but it would be in vain. peace, busy supporting the army and assisting
The Martians were making the largest attack seen in the construction of the defense works. Unfor-
along the Mississippi Front to date. tunately, the Martians’ attack created a flood of
The US Army, under the command of General fleeing civilians that clogged the Memphis streets
Lee Sweeney, fought gallantly against the attack, and made reinforcement maneuvers extremely
but the numbers of Martians and their superior difficult for the other American forces, especially
weapons were all but unstoppable. For every the 45th Armored Battalion moving in from its
bivouac near Shiloh.
As the large number of fleeing
civilians and troops from the river
fortifications mixed with the reverse
pressure of new forces trying to reach
the breakthrough, the resulting con-
gestion became utter chaos when the
Martian Harvesters appeared. Dozens
of them waded through the burning
ruins of the city and down the crowded
avenues. Untold numbers of human
beings were gathered and processed
by the Martian machines. Within
twenty-four hours, Sweeney’s original
command was effectively destroyed
and more than three quarters of the
population of the city and its outskirts
were dead, harvested, or caught by the
Gatherer Machines.
Days later, the staccato bark of
machine-guns and the pop of rifles
could still be heard on occasion as
the last survivors battled against the
Martians amongst the ruins of the for-
tification and the city. Martian Drones,
Lobototons, and their Slaver Tripod
masters hunted them out. By the end of
the week following the attack, the only
sounds left in Memphis were the calls
of carrion birds and the humming and
clanking of Martian machines at work.
Memphis had fallen. The Martian Big
Push had come at last.

22
The Course of the Martian War
1. Martian forces are
spotted at night wading
the deep river. The tops of
the Tripods can barely be
seen as they cross under
cover of darkness. The
battle begins.

2. Intense fighting
throughout the city.
Refugees clog the main
arteries trying to escape,
hampering reinforcements
from arriving.

3. The Martian advance


stops near Jackson,
Tennessee. The Martian
forces have now managed
a large beachhead on
the eastern side of the
Mississippi.

23
The Course of the Martian War

NEW YORK HERALD M O R N I N G E D I T I O N , M O N D AY , M AY 25 T H , 1914

MISSISSIPPI are believed to be substantial, with


at least a dozen machines falling
to artillery and trap-mines as they
defense lines and prepares to face
another Martian assault. Where or
when that assault will come none
LINE BREACHED waded almost submerged across
the river. It appears the Martian
can say. Many military observ-
ers reckon the Martians too few
R ICHARD H ARDING D AVIS Tripods, normally so rapid in their in numbers to threaten Jackson’s
Here in Jackson Tennessee, the movements, were greatly slowed by mighty defenses.
early hours of a beautiful spring the deep water, enabling them to Despite the breach of the Mis-
morning were cruelly shattered by be picked out by powerful electric sissippi defense lines, the Martian
the inhuman wail of Martian sirens. searchlights in the darkness and offensive has been successfully
Heat Rays and clouds of Black Dust targeted by our guns. held west of the Tennessee river.
struck down many as they stirred According to military sources General Pershing’s strategy of
from sleep. The Martian attack hereabouts, survivors from the defense in depth, ably carried out
crossed the defenses of the Mis- Martian push continue to reach the by General Jonathan Beer, com-
sissippi Line before daybreak and eastern bulwarks from the Shiloh manding the Central Division,
overran Memphis. That beleaguered bastion as far as Clarksville, appears vindicated yet again. Pres-
city, already largely abandoned fol- where the 1st Army is reported ident Roosevelt’s faith in his young
lowing the catastrophic Mississippi making a stand. Meanwhile, here Achilles can only be strengthened
floods of March, now lies in ashen in Jackson, the battered 3rd Army by this latest encounter with the
ruin. Losses amongst the Martians Corps regroups behind the city’s Martian Menace.

24
The Course of the Martian War

THE GREEN Eyewitnesses to the


attack bring reports of a new

DEATH
Martian weapon: a glowing
green cloud of gaseous acid
that dissolves everything it
touches. In the early hours of
R ICHARD H ARDING D AVIS May 24th, the Martians used
In Jackson, more survi- this gas to overcome front-line
vors of the fighting along the fortifications and breach the
Mississippi continue to reach outer defenses of the Missis-
the city by the hour. Yet, as our sippi Line.
brave military prepares to face One unsubstantiated ac-
Martian attack, even the weari- count tells how an entire bat-
est find time to attend services talion of Rough Riders was
and to thank the Lord for the observed advancing into one
deliverance of so many feared of these green clouds. Those
lost during yesterday’s battles. men were never to be seen
The military here are again. If true, this is a de-
claiming losses suffered during velopment that our scientists
the Martian breakthrough may will no doubt wish to study
not be as great or as damaging at first hand. The wreckage
as at first estimated. Many of several Tripods destroyed
are putting this down to the by the 1st Army during the
new respirators and dust-suits retreat from Memphis has al-
issued to front-line troops, and ready been brought into Jack-
to the asbestos armor plating son where, no doubt, it will
now used as standard in the be examined for clues as to
construction of bunkers and the nature of this latest and
other defense works. deadly weapon.
New York Herald, Final Edition, May 25 1914
th

NEW YORK HERALD E V E N I N G E D I T I O N , W E D N E S D AY , J U LY 1 S T , 1914

MARTIANS are claimed destroyed by means of


the new and much vaunted Tesla
Electric Arc.
on the Mississippi front, now aban-
doned to the invaders. Though
it may be too early to be cer tain of
MOVE NORTH This is the latest wonder
weapon developed by the resource-
Mar tian intentions, developments
over the last few days suggest a
R ICHARD H ARDING D AVIS ful Mr. Nikola Tesla and has been strong nor thwards thrust behind
Today’s news from Jackson is dubbed the ‘lightning gun’ by its the Mississippi, threatening to cut
that the bulk of Martian forces crews. By all accounts the destruc- off the for tresses of the Central
have now moved northwards, tive energy of the astonishing Mississippi region. If so, there
though small formations of enemy weapon exceeds even the expec- now seems little likelihood of
machines continue to roam east tations of its creator, blasting its holding the Mar tians south of St.
of the Mississippi and throughout target to incandescent vapor in a Louis itself.
Western Tennessee. fraction of a second. With the fall of Memphis the
Isolated Martian Tripods Mar tians are repor ted as whole Mississippi line may yet
have been en-gaged by 3rd Army having successfully forced a prove indefensible and – if so – the
reverses from behind the Tennes- crossing of the Ohio at Paducah, implications for the defenders of St.
see Line, and no fewer than three a major supply base for operations Louis are grim indeed.

25
The Course of the Martian War

SHREVEPORT AND THE CLOSING


OF THE LOUISIANA POCKET
“Remember the 91st!” has become the battle cry of the value of Shreveport and convinced his commanding
forces of the Southern Command. The fighting spirit of officer, Central Division Commander General Jonathan
the Lone Star State, now the Republic of Texas, received Beer, that immediate and intensive steps should be taken
much justified attention during the early years of the to fortify the city. After twelve months of construction on
war. The free parts of the US heard numerous reports a speed and scale never before seen in any southern state,
of the daring and bravery of the Texas forces fighting the the Shreveport Redoubt was completed.
Martians. In the last, major unoccupied territory west
of the Mississippi, the Martians faced stiff resistance, A massive work of reinforced concrete bunkers, trench
but calculated that cutting off Texas from the rest of the lines, minefields, underground barracks, ammunition
human armies was the best strategy to defeat Texas. storage facilities, and fire resistant warehousing were
This battle for territory became known as the Louisiana constructed. Miles of the new Edison electrified wire was
Pocket. While ultimately the Martians achieved their aim strung. Protective pits for the rapid emplacement of steam
of cutting off Texas from any form of land transportation, tanks and other heavy weapons were dug and reinforced
the Last Stand at Shreveport will undoubtedly be everywhere throughout the area. Miles of completely
remembered as the most valiant last stand in American buried tunnels and shelters were constructed below the
and, indeed, human history. city itself. One of its many marvels was a rail marshaling
yard, dug below the surface of the ground and covered
Shreveport, Louisiana was, in essence, a typical small with steel and concrete. In more peaceful times it would
southern town before the war, but once the attacks began, have been recognized as one of the greatest engineering
it became vitally important as a rail transportation hub achievements since the Panama Canal. The Shreveport
and staging area for supplies of men and materiel being Redoubt seemed invincible. No less than six armored
forwarded to the Texas Theater. In 1911 the Southern battalions, which represented half of the Southern Districts
District Commander, General Charles St. Clair, saw the armored vehicle resources, were based there.

When the Martians started pushing down toward


Shreveport, General St. Clair took personal command
of the redoubt and most of the civilian population was
immediately evacuated by train eastward. The same trains
coming to collect the civilian refugees arrived loaded with
additional ammunition and several newly trained and
formed battalions as reinforcements, one of which would
later become the now famous 91st.

The Martians reached the Shreveport Redoubt on the


afternoon of June 7th, 1914. Their attack began with a
massed bombardment of Black Dust and high explosive
barrages. The redoubt had been well conceived and well
constructed. The very thickness of the walls resisted the
worst of the high explosives. Massive ventilation fans and
the anti-gas equipment of the troops kept the Black Dust
casualties to a minimum. The bombardment lasted for two
full days and while the sheer awe of it caused casualties
due to “Martian Shock”, the fighting resistance of the
redoubt was relatively unaffected.

The Martians followed the bombardment with a heavy


assault at key points of the defenses with waves of Assault
Tripods. The mine fields, Edison wire and pit traps slowed
the Martian advance down, and the massive guns of the
American forces started to take their toll on the Martian
machines. After three failed attempts, the Martians pulled
back with great loss. The bombardment began again. For
the next couple of days, the assault continued with little
real effect. The US forces were beginning to feel that the
Martians were incapable of defeating the defenses, just as
General St. Clair had proclaimed upon their completion.

26
The Course of the Martian War
1. The Siege of Shreveport.
This battle is famous for
the last stand of the 91st.
All the US forces were
destroyed, but it stopped
the main Martian thrust
long enough for forces to
consolidate and for the navy
to get assets in place on the
Mississippi and along the
Gulf Coast.

2. Battle of Natchez.
Riverboats and hastily
built fortifications stopped
the Martians on the
Mississippi. Land Ironclads
lent heavy support from the
Mississippi side.

3. The Bayou Battle. The


combination of the swamps
and off-shore naval support
stopped the Martian
approach to New Orleans.
Civilian volunteers using
elaborate visual signal
relays help direct the naval
fire from hundreds of tiny
boats in the bayou.

4. The Gulf Fleet gathered


and bombarded the
Martians along the coast
for three days, ultimately
driving them back beyond
the range of the big guns.

Then, on June 12th, the bombardment stopped and To General St. Clair, it was crushing news. The redoubt,
silence fell across the entire redoubt. An Overseer Tripod despite all the effort, the planning, the bravery of the
appeared on the horizon. The defenders held their breath. forces, was going to fall. A withdraw plan would
After a few moments, it turned away and disappeared. have to be created. With careful consideration, it was
Cheers started to ring out all along the fortifications, determined that the only path of retreat was to lead as
church bells, and mess bells began to ring. It seemed many men as possible out through the underground
the humans had held out. The Martians were giving up. rail yard tunnel towards the east. A rearguard action
Then a dark line appeared. A mass of small objects was would have to be fought within the city and redoubt
gathering in a complete circle around the entire redoubt. itself to get as many men through the tunnel as they
The cheers and bells gradually fell silent as the mass of could. Colonel Daniel Dempsey, commander of the
moving objects could be seen and word spread. The dark new 91st armored battalion, volunteered his unit for
mass was closing in and it wasn’t long before the powerful the duty.
telescopes and binoculars of the command towers could
determine what this new threat was – Martian Drones and Of the thousands of men occupying the Shreveport
Lobototons, the living dead “infantry” of the invaders. Redoubt, in the end, only a few hundred managed to
They were in numbers unseen before and they just kept escape. Many of them, the last to make it out, tell of how
coming from all directions. the survivors of the 91st, with Dempsey and St. Clair
commanding them to the last, battled the Lobototon and
The mines and the pits killed many. The hundreds of Drone hordes to the last man.
machine-guns fired and fired and fired. Flame turrets –
“heat guns”- spat walls of fire at the advancing horde. The The fall of Shreveport was, of course, a mighty blow to the
Lobototons and Drones died in droves but yet they kept Southern District. Half of the army was lost, but due to the
coming. In several places along the walls, the bodies of heroic efforts of all the men there, especially the 91st and
the machines and the dead began to pile up and up, until St. Clair himself, the Martians were delayed long enough
eventually the piles reached the tops of the walls. More and for the navy to gather its forces along the Mississippi and
more kept coming and used the ramps of the dead to reach stop the Martian advance – the Louisiana Pocket had been
the top – the Martian foot troops were breaking through closed. Texas was cut off, except by sea, from the rest of
here and there, overwhelming the defenders. Just as the the unoccupied east, New Orleans remained untouched,
first drones and Lobototons made it past the outer defenses, and the Martians had been ultimately stopped. The 91st
the Assault Tripods appeared again, striding forward over and the Last Stand at Shreveport would inspire millions to
the dead and living attackers without restraint. continue to resist.

27
The Course of the Martian War

I
t is doubtful if America would have survived the early years of the war without the extraordinary leadership
and boundless energy of the man who has championed the fight against the Martians since the very first:
Theodore Roosevelt.
Roosevelt learned of the Martian invasion of England whilst in Cuba fighting the Spanish. He took ship with a
rapidly organised contingent of U.S. troops. Amongst these troops were the famous Rough Riders - the victors of
San Juan Hill - under their commander Leonard Wood. Another young officer and veteran of San Juan Hill was First
Lieutenant John Pershing. His gallantry in that battle had impressed all who witnessed it. The improvised U.S. relief
force did not arrive in London until the end of the immediate crisis, but it was to play a vital role helping to restore
order to a stricken nation whose government and most vital institutions had been all but destroyed. During these
months, Roosevelt witnessed at first hand the devastation wrought upon England by the Martians. The American
troops stayed for many months, enduring the outbreaks of cholera and typhus that killed many who had survived
the Martian attack itself. Everywhere Roosevelt went he impressed with his selfless energy and determination.
Roosevelt’s experience in England did much to convince him of the need for all of the governments of Earth to work
together to defend the planet against further attack. When he returned to America, he campaigned for re-armament
as well as the development of new weapons to fight a potential Martian attack. Few foreign governments paid
much heed to the lesson of London – preferring to imagine the Martians a spent force. The British and Americans
were almost alone in recognizing the danger. From these foundations an alliance was formed between the British
Empire and the United States: an alliance that was unthinkable only a few short years before.

28
The Course of the Martian War

The Philadelphia Inquirer


VOL 85 NO 185 SATURDAY, JULY 4TH, 1914 ONE CENT

VICTORY AND renewed their attack upon the city the army withdrew, abandoning
and this time drove our forces the ruins to the conquerors. Yes
DEFEAT IN ST. LOUIS eastward across the Mississippi – the Martians may have won the
All of America and many and deep into Illinois. The loss of battle – but in doing so they have
around the world celebrated the St. Louis, coming so soon after the gained nothing but desolation. Sig-
Great Victory at St. Louis in May earlier victory, came as a blow to nificantly, the Martians have not
of this year and with good cause. many who had hoped to contain advanced in any number beyond
Future historians will undoubt- the Martian Menace west of the the river.
edly remember President Roos- Mississippi defences. Yet even the The lands between the Western
evelt’s speech, on the very edge of Second Battle of St. Louis cannot Tennessee defenses up to the Great
the battlefield under the burning be counted a disaster. The city had Lakes remain a kind of no man’s
Martian Tripods, as a key turning long since been abandoned to the land. This can only be attributed
point in this Martian War. For the military, its population dispersed to the destruction of so many Mar-
first time in this bloody conflict, eastward and its streets and houses tians along with their machines at
American armed forces, together turned over to fortifications, the two battles of St. Louis. Surely,
with our British and Canadian trenches and bunkers. some credit must be given to
allies, inflicted a shattering and In concentrating their forces General Christopher Crossley, the
unequivocal defeat upon the against this mighty bastion of commander of the brave defenders
Martian invaders. This First Battle humanity, the Martians walked of the city.
of St. Louis was without doubt the unknowingly into a trap – a trap As the President so famously
most significant victory ever to be where hundreds of their machines proclaimed, the Martians can be
won in pursuit of human liberty. were destroyed by well-armed and will be overcome. In the end,
Within a month of this and determined defenders. As the human will and human ingenuity
monumental battle the Martians Martian’s closed around the city, will triumph over the alien.

29
It is the dawn of the Twentieth Century, and the Martians that humanity can muster on the other. Two armies clash
have invaded the Earth for a second time. Everywhere over a tabletop turned into a battlefield by the addition of
mankind is fighting for survival: upon the steppes of model terrain, fortifications, and alien constructions, from
Russia, across the sands of Egypt, amongst the foothills of mysterious Cylinders to towering redoubts.
the Himalayas, and most fiercely in the United States of
America. All Quiet on the Martian Front puts you in command The complete range of All Quiet on the Martian Front
of the embattled armies of humanity and their implacable miniatures and vehicles as well as much of the terrain depicted
adversaries, the Martian invaders. These opposing forces in this book are available for purchase at Alien Dungeon. All of
are represented by models of alien Tripod war machines on our models come as kits of plastic, resin or metal parts for you
one side, and all the infantry, artillery and other weaponry to assemble and paint.

30
31
Scout
Tripod

TROOP TYPES
The game distinguishes between the following types of troops.

Infantry
This includes human infantrymen as well as Martian Lobototon
slaves. Infantry models are mounted onto bases as shown below.
The number of models on a base varies depending on the kind
of troops depicted; this is usually five per base in the case of
troopers on foot. Humans riding motorbikes or horses are also
classified as infantry.

Slaver
Artillery Tripod
This includes field guns and emplaced cannons, including their
crews. The fortifications that stretch across America incorporate
thousands of artillery pieces as part of their static defenses. Field
guns are usually mounted onto a base, as shown below. Larger
guns are likely to form part of an emplaced position, fortification,
or similar fixed-defense work, in which case no base is necessary.
Tripods
Vehicles/Tanks Tripods are the ultimate Martian war machine and chief weapon
This category includes armed vehicles such as tanks and mobile in the aliens’ war of conquest. Tripods carry a deadly Heat Ray
artillery. It also includes all other unarmed, or lightly armed, projector or, in some cases, more exotic weapons such as the
vehicles employed by the human forces, including flivvers, cargo Black Dust launcher and Green Gas grenades.
steamers and minelayers. In the rules, these shall be referred to as
either tanks or vehicles, whichever is most appropriate.
Exceptional
One further category exists to cover very
Machines unusual or specific elements that don’t
Some large mechanical constructs are categorized as machines. easily fit into any of categories already
This includes Martian Constructor Engines of various types as well described. These are categorized as
as human Goliath tanks and Land Ironclads. Machines have their exceptional. For example, the Martian Infantry
own special rules and abilities. static defenses called Sentinels. Command

Rough Tanks
Riders

Artillery
Machine-gun and crew Infantrymen

32
ELEMENTS AND UNITS
For purposes of explaining how the game works,
each individual vehicle/tank model, each machine,
each Tripod, each artillery piece with its crew, and
each base of infantry is referred to as an ‘element.’
The element is the basic ‘piece’ in the game.
A ‘unit’ consists of one or more elements that move
and fight together – most commonly these are elements
of the same type. For example, a unit could be a squadron of
three tanks, a platoon of three infantry bases, a battery of three
field guns – and so on. Tripods and machines commonly form
units on their own, in which case one element is also one unit.
During play it is usual to move and resolve attacks with one A unit of three steamer tanks
‘unit’ at a time.

UNIT FORMATION DICE


When a unit includes more than one element, these elements Ten-sided polyhedral dice
must remain in a group or rough line with no element separated numbered 1 through 10 are
by more than a set distance, as shown below. This is referred to as used to moderate combat and to
a ‘formation’ and the elements are said to be ‘in formation.’ When determine various outcomes and
a unit moves, each element can be moved as permitted by the events during the game. These
rules, and once the whole unit has completed its movement, all of dice are referred to in the text as D10s – short for dice with ten
its elements must be in formation. sides. A number of dice will be needed during play, ideally about
a dozen. You can get by with fewer dice simply by rolling the
Type Formation Distance same dice repeatedly to generate the number of results required.
Infantry 2"
Artillery 2" No other dice are used in this game – so whenever you are
Tanks/Vehicles 3" directed to roll a die, it always means a D10.

Tripods and machines generally form units on their own, Note that many ten-sided dice are actually numbered 0-9 with a 0
but should it prove necessary in the future we’ll use the same in place of the 10, and where this is the case any roll of 0 is simply
formation distance as vehicles, i.e. 3" counted as a 10.

A unit of three infantry elements

33
TEMPLATES AND COUNTERS A) Hidden unit ‘blip’ counters
The game employs a number of templates to represent the effect
of different kinds of weapons, including artillery barrages, Black B) Rout markers
Dust attacks, and Heat Ray projectors. There are also ‘blip’
counters to represent hidden troops, ‘order’ markers to represent C) Barrage template
interventions by commanders, and ‘damage markers’ to indicate D) Immobilized markers
damaged units. All of these templates and counters are available
in the Core Game Box and separately from Alien Dungeon. You E) Damage markers
can, of course, make your own if you prefer, using the templates
available on the Alien Dungeon website. F) Heat Ray sweep template

A) B) C)

D) E)

F)

34
MEASUREMENT
During play it will be necessary to measure range when weapons
shoot, to determine distances when troops move, and sometimes
to check distances between individual elements – for example to
make sure they are ‘in formation.’ To measure distances you will
need a measuring tape marked in inches.

Players are free to measure distances before undertaking an


action, for example when moving and when checking for range
before targets are declared.

All distances for infantry are measured from the element’s base.
Where artillery pieces have bases, distances are also measured
from the base in the same way as infantry. Distances for other
types of troops are measured from the model itself.
Mk II Steamer Tank
Measuring distances between models is inevitably prone to The Mk II Steamer Tank is the most common tank in
some degree of imprecision during play. For this reason, you service with the US Army and has a proven record of
will sometimes find it practically impossible to tell whether combat effectiveness in the face of the Martian invaders. Its
a shot is just in or just out, or whether the distance between steel plate armor is over an inch thick and is supplemented
opposing units is just enough to mount an assault or just a little by a layer of chrysotile asbestos to protect the crew against
too far. Heat Ray attack. The tank is driven by a Baldwin steam
engine and has a coal-fuelled boiler capable of propelling
In such marginal cases, the only fair way to resolve the matter is the vehicle at speeds of up to eight miles an hour. The tank’s
to put it to a dice roll: roll a D10 and on a score of 1-5 the answer armament is a single front-mounted 4-inch gun, which fires
is ‘no,’ and on a 6-10 the answer is ‘yes.’ an armor-piercing projectile.

Element Type Speed Defense Armor Special Weaponry


Mk II Steamer Tank Tank 6" 4 8 – 4-inch gun
GAMES STATS
Different elements are assigned differing game statistics to reflect
their troop type, speed, armor, weapons and special abilities
where these apply. Taken as a whole these are referred to as the
element’s ‘game stats’ or just ‘stats.’ Armor
This is the minimum number on a D10 needed to convert a hit
into damage against the element. In most cases, an element is
Type destroyed outright if it suffers damage. For example, a typical
This simply states whether the element is infantry, artillery, a infantry unit has an Armor stat of 4, which means that any dice
vehicle/tank, machine, Tripod or exceptional. roll of 4 or greater will destroy it.

If an element has an Armor stat greater than 10, it can only be


Speed damaged by a weapon with a Power bonus or by a ‘lucky strike’ as
This is the distance in inches that the element can move at a described later.
time. Most elements can move twice in a turn, once in each
move phase, although a few move only once a turn. Bear in mind,
if an element moves twice, its Speed is the distance it moves Special Rules
each time. For example, an element with a Speed of 6" could This final column indicates where special rules apply, as
potentially move 12" during the turn if it has two moves: 6" in the defined in the description of the unit in the Armies of the Great
first move phase and 6" in the second move phase. Interplanetary War section.

Defense Weaponry
This is the minimum number on a D10 needed to score a This is a list of the weapons carried by that element. Each weapon
hit against the element when attacking it. The Defense stat has its own characteristics and fighting values, as explained in the
represents how easily an element can be targeted, and is a ‘Weapons’ section of the rules.
combination of size, mobility, and the target’s ability to dodge,
duck, and evade incoming attacks. For example, a typical infantry Most elements have one weapon, but if an element has two, three
unit has a Defense of 5, which means that any dice roll of 5 or or more weapons of the same kind this is indicated as ‘2x, 3x, 4x’
greater will hit it. and so forth.

35
THE TURN INITIATIVE PHASE
The All Quiet on the Martian Front game is played in turns. During The turn begins with the Initiative phase, when the players decide
a turn, one side gets to move and make attacks with his army, and which side ‘has the initiative’ that turn – in other words which
then the other side gets to move and make attacks with his army, side is going to be ‘A’ and which side ‘B.’ To find out who has the
after which the turn is over. Depending on the scenario being initiative, both players roll a single D10 and compare the scores.
played, a game can last for a fixed number of turns, or until one side In the case of a tied initiative roll, re-roll the dice and keep re-
achieves its objectives, as described in the section on ‘Scenarios.’ rolling further ties until you get a result.

The turn proceeds as noted below. The player with the higher scoring die can decide whether
to be ‘A’ or ‘B’ that turn – whether to go first or second. In
1) Initiative Phase The initiative phase establishes which side most situations it is better to go first, but often at the start of
is side ‘A’ and which is side ‘B.’ a game it is better to go second, and to force your opponent
to reveal his moves while your troops remain hidden or out
2) Side A’s Turn First Move phase of range.
Combat phase
Second Move phase
INITIATIVE MODIFIERS
3) Side B’s Turn First Move phase The following initiative modifiers are applied to reflect the
Combat phase ebb and flow of battle as troops experience the exhilaration of
Second Move phase success and the despair of defeat. These modifiers do not apply
to Martian armies. Martians are devoid of such frail human
4) End Phase The turn is complete. Begin another turn sentiments as despair or elation, and will therefore keep on
starting with the Initiative phase and so on. fighting with unerring efficiency regardless of events.

36
Losses incurred during one turn modify the initiative roll for the Moves are always calculated from the center of an element’s front,
next, making it possible for a player who does well to exploit an as shown on the diagrams below. The element can move in any
opportunity in the following turn. direction or orientation you wish, and can change direction, or
pivot, any number of times as it moves. The distance moved is
The following initiative modifiers are common to all games calculated from the center front point of the base or model.
except where a scenario specifies otherwise. Some scenarios will
introduce further modifiers, as well as special rules for units in When a unit moves, its elements can move freely through each
some cases; however, these are exceptions and need not concern other, and they can move freely through any other friendly units.
us for the moment. The common modifiers are summarized here It is assumed they would flow around or through each other as
for convenience. Remember, these apply only to the human side necessary. However, an element cannot end its move on top of
– the Martian player always rolls an unmodified D10. another element – all of a unit’s elements must clear the positions
of friends when they move through them.
Initiative Modifiers Chart Once a unit has moved, all of its elements must be in formation
Each enemy unit destroyed in the previous turn . . . . . . . . . . . . . . +1 (see page 33). Where possible, the unit must also be more than 1"
from any other friendly units.
Extra for each unit destroyed with an Armor value of 11+ . . . . . +1

Each friendly Command unit destroyed in the previous turn . . .-1

Command units are Command squads and comparable units as


indicated in the Armies of the Great Interplanetary War section.

MOVE PHASE
A player has two opportunities to move his units during a turn:
the first move phase and the second move phase. These phases
are separated by the combat phase, during which units get a
chance to attack the enemy. Most troops can move in both move
phases, which means they can advance to the attack and then
retreat again in the same turn, if desired. Some units can only
move in one move phase, limiting their mobility compared to
An infantry unit moves forward – measure the movement of each element
other troops. Units that are restricted in this way are indicated
from the center of its front.
with a special rule, as explained in their entry in the Armies of the
Great Interplanetary War section.

Aside from units limited as noted above, a player can move


any or all of his units in each move phase, or he can choose to
leave them where they are. Move one unit at a time, until every
unit that you want to move has done so. Once a player begins
to move a unit, he is not permitted to go back and change the
move of units moved previously. In other words, starting a
unit’s move means the move of the previous unit is now over –
so no going back!

MOVING UNITS
Each element has a Speed stat that determines how far it moves
over open ground. Some types of terrain slow down movement
or make it impossible to move altogether; this is described in the
rules for terrain (see page 54). To begin with we’ll just consider
units moving over open ground.

When you move a unit, you can move each of its elements up
to the maximum permitted distance as shown by that element’s A tank unit moves forward – measure the movement of each element from
Speed stat. Most units comprise elements of the same Speed, but the center of its front.
a few combine elements that move at different rates.

37
When a unit moves, its elements cannot move through an enemy
element at any time, not even when it is making an assault.
MOVE, COMBAT, MOVE AGAIN
Don’t forget, in your turn you get two chances to move your Double Moves
units: the first and second move phases. These move phases are Some special rules allow units to momentarily double their
separated by the combat phase, during which you get a chance move distance – effectively to double their Speed stat for one
to make attacks with your units: shooting attacks at range, and move phase. In all of these cases, the maximum value attainable
assault attacks in cases where your units are touching an enemy. is double the unit’s stat value: it is not permitted to combine one
Just remember – move, combat, and move again! double bonus with another to go four times as fast!

Moving Off The Table


If any element in a unit crosses a table edge, even if only by a
If it is not possible to comply with the 1" distance rule, friendly fraction, the entire unit is considered to have moved off the
units can be placed closer together, but note that this can lead table and to have left the battle. In some of the game scenarios
to units panicking and running away in some situations, as described later, units must attempt to leave the battle by one
explained under Panic on page 44. of the table edges. Except where a scenario or rule specifies
otherwise, units that leave the battle do not return. They are
When a unit moves, its elements cannot move within 1" of any not casualties, unless they have left the table in rout without
enemy elements unless the unit is initiating an assault. A unit regrouping; however, they take no further part in the game.
is only allowed to make an assault in the first move phase, and Bear in mind, there are some specific situations where the
never in the second. When a unit makes an assault, it moves rules do allow units that leave the table to return – for example
into touch with an enemy unit as explained later (see Assaults, routing units that regroup can potentially re-enter the game as
page 46). reinforcements (see Check Morale, page 43).

38
VOL 38167
The LONDON, TUESDAY, OCTOBER 29TH, 1907
Times PRICE: 2d

THE LESSON OF LIVERPOOL All that remains is a massive the mighty armies and machineries of
crater, filled in part by the eternal sea. destruction they are now building. They
By the Honourable Reverend G. Hardincott
The conflagration that arose that day fear an England armed with such hor-
The scientific exploitation of levelled homes, trees and the country- rible power as that seen at Liverpool,
Martian machines left in England after side for miles in its fiery breath. Many and it is their right, nay all men’s right,
the Invasion has had both moments of are still blind from the brilliant flash to fear it.
triumph and horror. The well-known of the explosion. Others continue to All good Christian men and
incident in Liverpool is probably the die from the horrible wasting disease women of this country should call for
best example of a Martian related that has struck the local remnants of the immediate stop to all Martian
accident and is certainly the greatest in the population as well as those unfor- studies and for the utter destruction of
terms of human tragedy aside from the tunate enough to be downwind of the all that they left behind before it is too
war itself. enormous mushroom-shaped cloud that late. If not, Satan, at the invitation of
In 1904, just six years after the consumed the city. man’s arrogance, will walk upon this
Martians were defeated, the University Many that saw that cloud claim it earth again. I urge you to contact your
of Liverpool was chosen as the site to took the form of an immense Martian MP forthwith.
study and understand the Martian Ghost – the ghost of hysteria I dare say, The Times does not endorse the
“engine” which powered their Tripods. but indicative of the Devil’s influence views expressed by Reverend Hardincott
In the first year the studies seemed to upon the mind of the simple man. The in the following column, but has pub-
be going well enough. The preliminary crater at Liverpool and much of the lished this article in respect of the many
and unclassified initial reports in the countryside that surrounds it are still people of London Society who do.
newspapers spoke of the potential of off-limits to the general
“radium” motors powerful enough that populace as the myste-
just one could provide all the electricity rious disease caused by
for London. Much was made in the Times the explosion persists.
of how the Martians seemed to have The lesson to be
mastered the very structure of matter, learned here is that
and that decoding that knowledge could Man is not ready, nor
free man from his dependence on coal will ever be ready, to
entirely. Then, in 1906, The University tamper with the very
of Liverpool announced that they had forces of Nature and
successfully removed the engine from a God. Nature is the
Tripod and were going to use it to power domain of God, and
the laboratory where the research was even the Martians with
being conducted as an experiment. their devilish devices
The press was invited, and the were defeated in the
crowds gathering to see the device in end by His Will. God
operation were enormous according has ended the Martians,
to the telegraphed reports of the day. and Man must end his
The device was to be switched on at obsession with their
precisely 10:00 am, Friday the 22nd machines. Man should
of August. No one knows what hap- leave the science of the
pened, though there have been reams of Devil to the Devil.
written speculation. Suffice it to say, all If Britain followed
that was once the great seaport of Liv- through with this funda-
erpool, with its university, its attendant mental belief, perhaps
shipyards, and all that lived there, was France and Germany
destroyed at 10:02 am by the largest would not fear her so
explosion ever seen on Earth. and stand down from

39
COMBAT PHASE DAMAGE
It is useful to remember, for units of infantry, artillery,
During your side’s combat phase your units have a chance to vehicles and tanks, that one point of damage equals one
attack the enemy by shooting or by making an assault. Note element destroyed – almost all human units fall into these
that units can either shoot or assault – they never do both in categories. For Tripods and machines, a unit suffering one
the same combat phase. Shooting takes place at distances up to or more points of damage must test to see what happens by
the maximum range of the weapons employed. Assaults take rolling on its Damage Resolution Chart. Because Martian
place with the opposing units touching each other, representing armies mostly comprise Tripods, this is the usual result
situations such as infantry fixing explosive charges, or attacking of attacks against Martian targets. Human armies can also
the enemy with grenades at close quarters. include machines, but these are far less common; many
human armies will have no machines at all.
During the combat phase, shooting and assaults are resolved
one unit at a time, in the order chosen by the player whose
turn it is. Note that this means there is no need to work out
shooting before assaults, or assaults before shooting: units can
attack in any order desired, either making an assault or shooting, Step 3) Roll a die for each weapon that has line of sight to the
as appropriate. The only exception is when several units are target. Each die that rolls equal to or greater than the
assaulting the same enemy, in which it is necessary to resolve the target’s Defense scores a hit. Dice that fail to score hits
attacks of every unit involved to get a result. are misses and are ignored.

The rules for shooting at a distance will be considered first, as this Step 4) Roll a die for each hit scored on the target. Each die that
is the most common kind of combat. Assaults will be dealt with rolls equal to or greater than the target’s Armor scores a
in due course (see page 46). point of damage. Dice that fail to score damage have no
effect and are ignored.

Step 5) For most targets, one element from the target unit is
SHOOTING destroyed for each point of damage scored, i.e. one
point of damage ‘kills’ one element, and that element
The basic procedure for shooting is as follows. Some weapons is removed. However, in the case of larger and more
operate slightly differently, or confer bonuses at one or more durable targets, such as Tripods and some machines,
stages; however, it is not necessary to worry about these for now. rather than removing one element for each point
of damage, a further test is made using the Damage
Step 1) Pick a unit to shoot with, and nominate an enemy unit Resolution Chart for the target (see page 48).
as its target.
Step 6) Check the morale of the target unit at the end of
Step 2) Check the range and line of sight for each element in the the combat phase. See page 43 for more about how
shooting unit. to do this.

Lady Sharpshooters Ready To Confront Martians


MISS ANNIE OAKLEY Sharpshooter Battalion. pense, these gallant Ladies
– the darling of Buffalo Oakley – who is to will take their place in
Bill Cody’s Wild West become Colonel of this the firing line against the
show – has finally won latest addition to the Martian invader.
her long battle against fighting forces of America Says Colonel Oakley
the US Army. Today, – has long championed herself, ‘I should like to
fifty Lady Sharpshooters the rights of the Women’s see every woman know
donned khaki skirts and Volunteer Corps. how to handle firearms
regulation corsets as the Until now, armed and as naturally as they know
first recruits into the 1st equipped at their own ex- how to handle babies.’

A Lady Sharpshooter

40
1) PICK A TARGET An infantry element has line of sight to the target if you can draw
The player simply indicates which of his own units is going to an imaginary straight line from the center-front of the element’s
shoot, and nominates an enemy unit as the target. One of your base to at least one element in the target unit. In the case of other
units shoots at one of your opponent’s units. Remember that you types of element, calculate line of sight from the center-front
can measure distances before deciding which unit to shoot with, of the model’s body. In practice you will have to lean over the
and/or before nominating a target. battlefield and try to check line of sight from the ‘model’s eye
point of view’ – which is to say looking as closely as possible
Most elements have only one weapon, and so make one attack from the position of the models themselves. This is not always
against the chosen target. Some elements have more than one possible because of terrain features, and much will depend on the
weapon, in which case each weapon that is shooting gets its own kind of model terrain used. However, in principle, line of sight is
attack against the same target. There are some exceptions to this always determined visually, as described. In some marginal cases,
rule, mostly covering very large machines that have multiple you might not be sure whether an element has line of sight to
turrets, and which are allowed to shoot at more than one target at another – if this happens, roll a die, and if you score a 6 or more
once. There are also a few restrictions, most notably the Vehicle the element is in sight.
Machine-Gun rule noted later; however, these need not concern
us for now. Shooters have an uninterrupted line of sight to the target so long
as this imaginary line lies to the front of the firing element, and
does not pass through other non-infantry elements or terrain
2) LINE OF SIGHT AND RANGE when viewed from the model’s eye point of view.
A unit can only shoot where at least one shooting element has
line of sight to the target, and if the target is within range of the In the case of terrain, it is possible to draw a line of sight through
weapon fired. Weapon ranges are indicated on the summary some kinds of terrain, although this affects the chance of scoring
charts at the end of this rules section (see pages 50-53). You will a hit because the target is considered to be within or behind
find it convenient to check line of sight and measure distance at cover. Rules for terrain and cover are dealt with later in a separate
the same time. section (see page 56).

In the case of intervening elements, line of sight may always cross


Line of Sight infantry elements belonging to either side without penalty. In
The troopers, weapon or vehicle crews represented by the other words, shooters are always allowed to ‘see’ through – or
element can only shoot at an enemy unit they can see. This is over – infantry as if they were not there. This is because, in reality,
called ‘line of sight.’ A shooting element must have a line of sight individual troopers are dispersed over the area represented by the
to at least one element in the target unit in order to shoot. element’s base, and will be keeping low to avoid being hit.

Mark IV Tank

The US player is about to check the line of sight for his Mark IV tank – fire at will!

41
of shooters, shots against the unit can potentially destroy other
elements that would otherwise be out of sight or out of range.
This doesn’t matter – the troops must be imagined as in constant
motion where shooting might potentially occur at any point
A tape measure is a very useful tool for determining line during movement. Just remember, if a shooter can see one
of sight. You can use the edge. If it touches something element, it can ‘see’ the entire unit.
between the shooting element and the target, you will
need to consider the effect of obstacles, terrain and
intervening models. 3) ROLL TO HIT THE TARGET
Roll a die for each shooting element that is within range and
which has line of sight to the target. To score a hit, a die must roll
equal to or better than the target’s Defense stat. So, if the target
has a Defense of 6, any die roll of 6, 7, 8, 9 or 10 will hit. Dice that
Later on, such refinements as turrets and weapons directed to fail to hit have no effect and are ignored.
the sides and rear of a vehicle will be introduced, where line of
sight does not necessarily have to lie to the front of the shooting If an element is able to bring more than one weapon system to
element. For now, bear in mind that where tanks have turrets or bear, roll a die for each weapon (for example, if a Tank has three
side sponsons, they are able to shoot either all around or from guns it can bring to bear, roll three dice, if a unit of three Tanks
the side, in which cases both range and line of sight are calculated have three guns each, roll nine dice, and so on). In most cases,
from the center of the model’s side or rear accordingly. These vehicles with multiple weapons can shoot with all of them at the
exceptions need not concern us for the moment, and specific nominated target, so long as they are within range and have line
instances are detailed in the Armies of the Great Interplanetary
War section of the book.

Range
An element can only shoot at a target unit that is within range of RAPID FIRE!
its weapons. Industrialized warfare has created the most devastating
weapon of modern times – the rapid firing machine-gun.
Range is measured from the center-front of the shooter’s base, or The machine-gun fires so rapidly that when it shoots,
center-front of the model, to the closest part of the closest enemy rather than just one die, three are rolled. So, when a unit of
element it can see in the target unit. As this is essentially the three machine-guns shoots, a total of nine dice is rolled to
same as for determining line of sight, both line of sight and range represent the hail of bullets. This is noted as a special rule for
can easily be checked at the same time. If the shot is within the machine-guns Rapid Fire 3 – the ‘3’ indicating that you roll
weapon’s range, the element can shoot at the unit. three dice instead of one. Some other weapons are also rapid
firing, in which case they also have the special rule together
Bear in mind that shots are always worked out against an enemy with the number of shots; e.g. Rapid Fire 2, and so on.
unit as a whole rather than against individual elements. So,
even where only one enemy element is visible or within range

The range for the Tripod’s weapons is measured to the center front of the closest visible element in the unit it chooses to target.

42
big and resilient to be destroyed automatically by a single point
of damage. Instead, a further damage resolution roll is made
VEHICLE MACHINe-GUNS to determine what happens. In the case of machines, the effect
varies from one type of machine to another, and specific rules are
If a tank or other vehicle unit has machine-guns in addition given for each kind of machine together with its game stats and
to its other weapons, including advanced machine-guns other details. In the case of Tripods, refer to the Tripod Damage
such as the Vickers Gun, then you can shoot with either the Resolution Chart on page 48.
machine-guns or the other weapons. You cannot shoot with
both at the same time. Machine-guns are useful weapons An exceptional target – which is to say a target that doesn’t fit
to have because they are good at tackling massed targets, into the usual troop-type categories – is sometimes treated the
such as Martian Drones and Lobototons, when the crews same way as infantry (removed when damaged) and sometimes
are called upon to man the machine-guns instead of their as machines (damage resolution roll when damaged). This is
regular positions. Note that this rule only applies to vehicles explained in the rules for the unit, together with game stats and
and tanks, and excludes larger machines such as Ironclads, other details. See the Armies of the Great Interplanetary War
which shoot their weapons independently, as described in section for details.
the rules for these monstrous machines.
6) CHECK MORALE
Units that suffer casualties can lose heart and rout, abandoning
their weapons and fleeing for their lives in blind terror. Martians
of sight, but there are some exceptions, most notably the Vehicle and their Lobototon Slaves are unfeeling creatures that do not
Machine-Gun rule noted above. suffer from this human weakness. Martian units need never check
their morale.
In some situations, a bonus is applied to a target’s Defense stat.
This is typically because the target is within, or behind, cover. Ignoring Martians, if a human unit loses one, or more, elements
Cover is dealt with in the rules for terrain (see page 56). during a phase (normally an enemy Combat phase), surviving
elements must check their morale at the completion of the phase.
It is not necessary to check the morale of units that have been
4) ROLL TO DAMAGE THE TARGET wiped out – they are dead and beyond such considerations. To
For each hit scored upon the target, a further die is rolled to check a unit’s morale, roll a die and deduct 1 from the result for
determine if the hit causes damage. So, if you have scored three each element the unit has lost during that phase.
hits, you will roll three dice ‘to damage.’ For each die that rolls
equal to or greater than the target’s Armor stat, the target suffers • If the modified result is 5 or greater, the unit has passed its
one point of damage. If a die scores less than the target’s Armor, morale check and continues to fight on as normal.
that shot fails to score damage, and there is no further effect.
For example, if three shots have scored hits against a target with • If the modified result is 4 or less, the unit has failed its morale
Armor of 7, roll three dice for damage. If the dice rolls are 3, 7 check and is Routed (see overleaf).
and 9 this inflicts two points of damage: one for the 7 and one
for the 9.

Some weapons add a bonus to the die score rolled. This is


indicated by the weapon’s Power stat. For example, a 4-inch
tank gun has a Power of +2 so when you roll for damage add +2 Tough LUCK & LUCKY STRIKE
to the result. There are also situations where a unit can claim
a bonus to its Armor stat because it is protected by cover or Regardless of the relative strengths of attacker and target, or
fortifications. These cases are dealt with in the rules for terrain of any modifiers that apply, there is always a chance of failing
(see page 56). to hit or failing to cause damage. Likewise, there is always a
slim chance of hitting or causing damage. This is called the
‘tough luck’ and ‘lucky strike’ rule.
5) APPLY DAMAGE
Each point of damage scored against an infantry unit, artillery When rolling to hit or to damage, a roll of 1 on the die is
unit, or vehicle/tank unit destroys one element. The owning always a fail – tough luck! Regardless of any modifiers that
player chooses which elements to remove; however, he must do apply, a roll of 1 always fails.
so without breaking the unit’s formation if possible. Note that
it does not matter if removed elements are out of range of the When rolling to hit or to damage a target that is otherwise
shooter, or even if elements are out of the shooter’s line of sight impossible to hit or damage, a roll of 10 on the die allows
– regardless of these circumstances, one element is removed for you to roll a second die. If this second die also rolls a 10,
each point of damage scored against the unit. then you have scored a lucky strike, and the target is hit or
damaged regardless of its Defense or Armor.
If damage is scored against a Tripod or machine, then the
element is not removed automatically. These things are much too

43
ROUT unit can re-enter the battle as a reinforcement from the player’s
Routed troops are reduced to quivering wrecks, barely able following turn, as described in the rules for reinforcements. See
to stand, let alone fight, gripped by the horrors they have page 69. If unsuccessful in its attempt to regroup, the unit leaves
witnessed and with no thought but to flee from danger in blind, the battle as a casualty.
unreasoning terror. To represent this, the following rules apply to
routed units: • At the end of the game, all routed units that have not
successfully regrouped are considered to be casualties –
• If a unit is routed within 3" of the enemy, it is immediately i.e. they count as units that have been destroyed.
removed as a casualty. The routing troops quail before their
enemy; some take to hiding in shell holes, others scatter and
make their way as fast as they can from the battlefield. Vehicle
crews abandon their guns, bail out and run. Grown men break
down and weep incontinently. Routed units within 3" of an Commanders
enemy are therefore simply removed as if they had been killed.
Command units can step in to save a unit that has failed a
• In their own turn, a routed unit farther than 3" from the enemy morale check by using their Rally rule. This allows units
may not do anything other than move, assuming they are within 6" to retake the test. Field Commanders can also use
otherwise able to do so. Routed units can also move where the their Order tokens to save units that are routing, as described
rules direct them to do so in either player’s turn, for example to in the rules for Orders.
‘dodge’ a Sun Gun attack.

• At any time, if a routed unit moves to within 3" of the enemy, or


if an enemy unit moves to within 3" of a routed unit, then the
routed unit immediately becomes a casualty, as described above.

• If a routing unit loses another element for whatever reason, PANIC!


then all surviving elements immediately become a casualty,
as described above. It has already been explained that friendly elements from
different units must keep more than 1" from each other
• Routed units can leave the battlefield by moving into contact where possible. In cases where this is not possible, and
with their own rear table edge. As soon as the routed unit leaves friendly units find themselves within 1" of each other for
the battlefield, take a morale check for the unit. If successful, whatever reason, if one unit is either wiped out by the
the unit is regrouped and is no longer routing. The regrouped enemy, or fails its morale check and routs, all friendly units
within 1" must immediately check their morale as well.

TRANSPORTS AND TOWS In ROUT EXAMPLE OF SHOOTING


If a unit of infantry or artillery is being transported or towed, A unit of three Mk II Steamer Tanks advances towards the enemy
any morale check taken covers both the transport and its in its first move phase, bringing it within range of a three element
transported unit. Both units will either pass or fail the check. Lobototon Squad that is probing the human defenses.
If different morale bonuses or values apply to the two units,
use the most favorable for the test. The player first checks range and finds that the closest Lobototon
element is within a 30" range of all three tanks – 4-inch tank guns
Where you have routing transports and carried infantry, or having a range of 30" – and all three tanks also have a clear view
routing tows and towed artillery, treat the routers as a single of the Lobototons as they shamble forward over open ground.
unit as long as they remain in rout. So, any hit on the routers
will destroy both the transport and any transported unit, The player rolls three dice, requiring a 4 or more to score a hit
and vice versa. Similarly, if either the tow or towed artillery because Lobototons have a Defense of 4. The dice roll 2, 5 and
should come within 12" of an enemy, then both units 9, which equals two hits! Now the player rolls two dice – one for
become casualties. each hit – and needs to roll 6 or more to score damage because
Lobototons have an Armor of 6. However, a 4-inch tank gun has
If the routers get a chance to regroup, make a single a Power of +2, adding a bonus of +2 to each die roll. The dice roll
morale check (use the most favorable value where there 4 and 7, scoring 6 and 9 with the +2 bonus, which equals two
is a difference) and either both units regroup, or both points of damage.
fail to. Both units can be regrouped automatically with a
single Order token from the Field Commander (see Field As Lobototons are infantry types, one point of damage equals
Commanders page 63). one casualty, so, in this case, two Lobototon elements are
removed. Lobototons are mindless slaves of the Martians, so no
morale check is required – leaving the last element intact.

44
The New Mobile War
T he Martians have brought the Age of Machine
Warfare to the forefront, and the Forces of His
Majesty have responded in kind. Unlike previous wars,
Guns, guns, guns are of critical importance – but
rather than towed by the affable work horse, they must
be bigger and move faster than anything from the last
war in the Machine Age is a mobile affair. While the two hundred years. The armour and cross-country
romantic dash of the Cavalry fills the minds of many performance of our new tanks like the Imperial are
with its colourful display of heroics, the marching unmatched in history.
rate of our lads in Khaki carefully measured by drill These armoured cars, infantry carriers and tanks
instructors everywhere, and teams of horses draw give the army of today’s British Forces the strength
colourful trains of ceremonial artillery through our city to defy all. The creation of these machines and their
streets in parades of civic pride, the New Mobile War is manufacture has brought countless jobs to England,
much different than the conflagrations of the past. fuelling its recovery from the great Catastrophe of the
Today, the dashing charge of the cavalryman has First Martian Invasion.
been replaced by the dashing charge of the Armoured To the average Englishman, I say this – The NEW
Car. Speedy, accurate and reliable, these machines take British army is more strongly armed, better armoured,
over the former role of the cavalry – scouting, harassing, and most importantly, mobile enough to resist this new
and even on occasion charging our enemies. Our brave second Invasion of the Martian Monsters.
infantry, still the backbone of our army, travel to battle
in Cardigan Infantry Carriers, protected from enemy From General Clive Dudley, 5th Royal Tank Corp.
fire and moving far faster than even a man on horse. Reprinted for our readers from the Military Almanac of 1909

45
ASSAULTS
Only troops armed with assault weapons can make an assault.
Assault weapons are weapons that are used at extremely close
ranges, such as hand grenades, explosive charges, tow cables, steam
clamps and – in the case of Martians – reaper tentacles. Units that
are not equipped with assault weapons cannot make an assault.
Assault weapons are indicated along with other weapon details.

A unit wishing to make an assault must move into touch with


an enemy unit during the first move phase. It is then in position
to make its assault attack during the combat phase, when all
shooting and assault attacks are worked out. In the combat phase,
the player whose turn it is can resolve attacks in any order he
wishes. For example, you might want to start by shooting with
a unit, then work out an assault, then shoot with another unit,
then work out another assault, and so on. This is why assaults
are always initiated in the first move phase – they are worked out
alongside other attacks in the combat phase that follows.
The first infantry unit assaults the Tripod – two elements manage to
MOVE TO THE ASSAULT move into contact and one element moves into support position.
When a unit moves into an assault, the rule preventing elements
from moving within 1" of enemies is suspended. To make an
assault an element must move so that its center-front position
contacts the target, as shown in the diagram, top right. Depending
upon the physical size of the target, one or more elements will be
able to move into touch in this way. Elements able to move into
touch as described will fight, elements unable to move into touch
will not fight, unless they are supporting as noted below.

If the assaulting unit is infantry, then additional infantry


elements, from the same or a different unit, can join in the assault
by moving directly behind a touching element, as shown in the
diagram on the bottom right. These elements are described as
supporting infantry. Additional supporting elements will assault
the target just as if they were touching.

WORK OUT ASSAULT ATTACKS


An assault attack is worked out in exactly the same way as already
described for shooting. Elements can only attack if they are
touching the enemy, or if they are supporting infantry fighting as
noted above. Note that only the side making the assault attacks:
the side that has been attacked does not fight during an assault.
The second infantry unit assaults the Tripod – no elements
As there is no need to measure range or check for line of sight,
have enough movement to make it into contact with the enemy,
the assault is worked out as follows.
but one element manages to move into support.
Step 1) Roll a die for each element that is fighting. Each die
that rolls equal to or greater than the target’s Defense
scores a hit. Dice that fail to score hits are misses and removing one element for each point of damage, a
are ignored. further test is made using the Damage Resolution Chart
for the target (see page 48).
Step 2) Roll a die for each hit scored on the target. Each die that
rolls equal to or greater than the target’s Armor scores a Step 4) Check the morale of the target unit at the end of the
point of damage. Dice that fail to score damage have no combat phase. See pages 43-44 for more on morale.
effect and are ignored.
As with shooting attacks, bonuses and exceptions to this basic
Step 3) For each point of damage scored on the target unit, procedure apply to some weapons and troops, but these need
remove one element as a casualty. In the case of larger not concern us for the moment. These cases are covered in the
and more durable Tripods and machines, rather than various special rules for the armies themselves.

46
SHOOTING INTO AN ASSAULT TOUGH lUCK AND LUCKY STRIKE
Because you are allowed to draw a line of sight and shoot over The tough luck and lucky strike rules already described for
your own infantry, it is possible to shoot over the heads of shooting also apply during an assault. Rolls of 1 always fail to
infantry fighting an assault in order to shoot at the enemy unit hit or score damage regardless of modifiers that apply, while
that is being assaulted. This is allowed, but it is considered a units otherwise unable to hit or damage their target will do
risky thing to do because you are likely to hit your own men! so on a roll of 10 followed by another 10.
In this situation, it is usually preferable to resolve the assault
first, because the enemy may be destroyed by your assault,
avoiding the need to risk killing your own troops.

If you decide to shoot into an assault, then you must also roll
to hit each friendly fighting unit that you draw line of sight
through or over. Roll to hit the friendly unit exactly as if it
were the target, with the same number of dice as the used
when shooting at the target itself. This means the attackers Remember, shooting and assaults are the two kinds of
actually shoot multiple times: once at the actual target and attacks. You can work out these attacks in any order you
once at each friend it shoots through. wish. When you make an assault, remember that if you
don’t kill your enemy, you must retreat from the fight in
your second move phase, which might result in the enemy
shooting at your unit, or even assaulting it, in his turn.
ENDING THE ASSAULT
If the assault attack results in the target unit being entirely
destroyed, or if it is routed and becomes a casualty, the assaulting separating the opposing units and ending the assault. As with
unit is free to make its move during the second move phase. The all units, they must end their move more than 1" from any
unit can move in its normal fashion. enemy. Note that this means opposing elements never remain
in contact from turn to turn. Units that make an assault but
If an assaulting unit fails to destroy its target during the assault, fail to destroy their target always move out of contact in their
it must use its second move phase to move out of contact, following move phase.

47
DAMAGE RESOLUTION CHARTS
Tripods and most machines that form single element units are
not automatically destroyed when they are damaged by shooting
or assault. Instead, regardless of the number of damage points Don’t forget that the rules for multiple results, recording
inflicted by the attack, roll one die and consult the appropriate damage, and cumulative armor damage apply to all units that
damage resolution chart for the target. Because Tripods are utilize a damage resolution chart – not just Tripods!
common Martian units, the Tripod version of the chart is
presented here to illustrate the rules. The rules for multiple
results, recording damage, and cumulative damage are included
for convenience; remember that these rules apply to all units that
suffer damage in this way, and not just to Tripods. The charts for scored. For example, if a Tripod were to suffer 2 points of damage
other machines are included together with other gaming details from an enemy unit’s attack, roll a die and add +1, if it suffers 3
in the Armies of the Great Interplanetary War section. points of damage add +2, and so on. This often happens where an
attacking unit has multiple shots, for example a unit of 3 Mk III
If the target has suffered more than one point of damage from the Steamer Tanks each with 3 shots could potentially score as many
attack, add +1 to the die roll for each additional point of damage as 9 points of damage – though this is rather optimistic!

TRIPOD DAMAGE RESOLUTIOn CHART


Score Result 8 The Tripod is badly damaged. The Tripod’s Armor stat is
1-5 The Tripod is lightly damaged. The Tripod’s Armor stat is permanently reduced by the score of a D10. If this reduces the
permanently reduced by 1, but otherwise it is unaffected. Tripod’s Armor to zero or less, the Tripod is destroyed as described
in 9 below.
6 The Tripod is damaged and crippled. The Tripod’s Armor stat is
permanently reduced by 1. In addition, every time the Martian 9 The Tripod is destroyed. It crumples to the ground in a heap of
player wishes to move the Tripod, both players roll a die, and the tangled metal!
highest scoring player can move the Tripod anywhere up to the
number of inches equal to the combined score rolled. For example, 10+ The Tripod is destroyed and explodes in a spectacular fashion! If there
if the Martian player rolls 3 and the human player rolls 7, the are any other units within 6" of the destroyed Tripod, from either side,
human player moves the Tripod up to 10". If both players roll the these are all caught in the explosion. Each unit suffers 3 hits with a
same, the Tripod does not move. Power level of +2. Work out the results of these attacks immediately.

7 The Tripod is damaged and its weapons are disabled. The Tripod’s
Armor stat is permanently reduced by 1. Multiple Results
Sometimes a target will suffer the same result for a second or
In addition, every time the Martian player wishes to shoot with subsequent time. For example, a Tripod that is already crippled might
the Tripod, both players must roll a die. Whichever player rolls the be crippled again. In these cases, there is no additional effect other
highest score can shoot with the Tripod: this means that sometimes than the reduction of the Armor stat value.
the Martian player will shoot and sometimes the opposing player
will be able to shoot with the Tripod instead, representing the Tripod
firing blind and out of control. The shooter chooses a target, which Recording Damage
must lie within a range no greater than the sum of the players’ initial It is necessary to record armor reductions and other damage on units
die rolls combined and doubled. For example, if the Martian player that suffer hits without being destroyed. Use the damage markers to
rolls a 3 and the opposing player rolls a 7, the opposing player can indicate armor reduction, or – if you prefer – use any convenient chit,
shoot (because he has the highest score) up to a range of 20 inches marker, an ordinary six-sided die placed on the unit’s stand, or make a
(3+7 = 10, x 2 = 20). In any case, the range cannot be greater than note with pencil and paper.
the weapon’s maximum range, of course.

The target must lie within this range and within line of sight of the Cumulative Armor Damage
Tripod, but otherwise any unit from either side can be selected If the target’s Armor stat is reduced to zero or less as a result of
as the target. If no target presents itself, then the Tripod does not cumulative armor reduction, it is immediately destroyed as described
shoot. If both players roll the same, the Tripod does not shoot. for a result of 9 on the chart. There are a few very large machines
and Tripods where this is not the case, and where Armor cannot be
reduced to a value of less than 1; however, these are exceptions, and
are noted in the rules for these enormous and powerful machines.

48
THE WEATHER
Fair and colder; Winds
westerly.

Elsewhere
VOL LXII...NO 20566 NEW YORK, DATE – MONDAY, MARCH 17TH, 1913 ONE CENT In Greater New York City,
Jersey City and Newark TWO CENTS

WESTINGHOUSE ‘Steam provides significant


and inarguable advantages over
Mar tian Heat Rays has long been
considered a possibility, ever since
ENGINES TO POWER other forms of power,’ says Benja- it was found that venting steam
NEW LAND IRONCLADS min Lamme, Westinghouse’s Chief
Engineer, in a short statement
provided an effective means of
countering the deadly Black Dust.
It was announced today that made this morning in response to Military sources remain tight-
the army’s new Land Ironclad is to the news. ‘It is a stable and reliable lipped on this matter.
be propelled by the power of steam technology that is ideally suited to The Land Ironclad’s arma-
following the US Military’s decision mass-production. It makes use of ment, rumored to be a new weapon
to award the engine contract to the water and coal, or even wood, and developed by Edison and Tesla,
Westinghouse Corporation. isn’t dependent on the availability is even more potent than Tesla’s
The news comes as a fitting of processed fuels such as kerosene Lightning Gun. Tesla’s Lightning
memorial to George Westinghouse, or oil. It also offers significant Gun gained fame after wreaking
whose death last week so saddened advantages in combat: the ease such destruction upon the Mar tian
the nation. Westinghouse long with which volatile kerosene fuel invaders at St. Louis earlier this
trumpeted the power and efficiency catches fire and explodes, resulting year. What is beyond doubt is that
of his steam turbines, which have in the destruction of the vehicle it the Land Ironclad will shor tly
been successfully propelling ocean- powers, being one.’ join the airplane and electric
going craft for more than a decade. Details of the Land Ironclad’s arc in the new armories of
Recent developments in kerosene capabilities are still classified, humanity, weapons unimagined
engines, most conspicuously those but the retention of steam power a few years ago, and shining
that power the new airplanes, had had led many to assume the examples of the kind of American
led many to imagine the army machine will feature some form ingenuity that will one day win
would abandon its traditional reli- of ‘cloud defense’. The concept this war and destroy the Mar tian
ance on steam. of using steam to dissipate the Menace forever.

49
SUMMARY OF STATS General Fred Funston, the most senior US General at the
time of the Martian invasion, was the chief advocate of
attacking the Martians before they had a chance to establish
themselves. He died in the gallant defense of Fort Worth in
Texas. Major Douglas MacArthur had the task of bringing
The following pages summarize the stats for the most common
this news to the president. He records the following words
fighting units of the Martian Wars. Each army summary is in his memoirs: “Had the voice of doom spoken, the result
followed by a separate list of the various weapons carried could not have been different. The silence seemed like that
together with their stats. of death itself. You could hear your own breathing.”

THE US ARMY
Element Type Speed Defense Armor Weaponry Special Points
Infantry Squad Infantry 6" 5 4 Rifle, grenades Stealth 30
Forlorn Hope Infantry 6" NA NA Grapple + explosives Forlorn Hope +15
Command Squad Infantry 6" 5 4 Rifle Stealth, Rally, Field Commander 30
Machine-Gun Infantry 4" 5 4 Machine-gun Stealth 40
Rough Rider Motorcycle Squad Infantry 10" 7 4 Rifle, tow cable, Courageous, Mounted, 45
+1 machine-gun Tow cable, MG –1 to hit
US Cavalry Squad Infantry 8" 6 4 Rifle, grenades or explosives Mounted 35
Armored Infantry Squad Infantry 4" 5 5 Heavy rifle, grenades Stealth, Gas Proof 65
Unarmed Civilians Infantry 6" 4 3 None –
Field Gun Battery Artillery 4" 5 5 Howitzer Field Gun 80
Heavy Field Gun Battery Artillery Tow only 5 5 Heavy howitzer Field Gun 160
Anti-Tripod Gun Artillery Tow only 5 6 A-T Gun Heavy Field Gun 160
Heavy Artillery Battery Artillery None 3 5 Heavy howitzer, Fixed Position, 50
(10 in turret) barbette/turret (optional)
Holt Mobile Artillery Steamer Vehicle 6" 4 6 Light howitzer 160
Mk II Mobile Artillery Steamer Vehicle 6" 4 7 Howitzer, machine-gun (optional) 220
Tesla Electric Artillery Steamer Vehicle 6" 4 7 Lightning gun Special Fuel Tender 320
Mk I Land Steamer Tank 4" 4 7 3-inch gun 150
Mk II Steamer Tank Tank 6" 4 8 4-inch gun 240
Mk III Steamer Tank Tank 6" 4 8 3x 4-inch guns Sponsons 280
Mk IV Steamer Tank Tank 4" 4 9 5-inch gun, 6x 4-inch guns, Turret, 190
2x machine-guns or 1.65-inch guns Shoot in any direction
Mk IV Steamer Tank ‘Monitor’ Tank 4" 4 9 7-inch gun, 6x 4-inch guns, Turret, 190
2x machine-guns or 1.65-inch gun Shoot in any direction, Fire from Halt
Mk IV Flame Tank Tank 4" 4 9 Flame gun, 2x 4-inch guns Shoot in any direction, 180
Explosive Combination
Mk IV Command Tank Tank 4" 4 8 2x 4-inch guns, 2x machine-guns Command Tank +220
Clamper Tank Tank 6" 4 8 Steam clamp Steam Clamp 100
Cargo Steamer Fuel Tender Vehicle 6" 4 7 None or machine-gun Refuel 15
Cargo Steamer Munitions Carrier Vehicle 6" 4 7 None or machine-gun Extra Munitions 30
Mk II Minelayer Vehicle 6" 4 7 None or machine-gun Tesla Mines 150
Flivver Transports Vehicle 10" 5 4 None or machine-gun, Transport, Road Vehicle 15/60
or light howitzer
Flivver Ambulance Vehicle 10" 5 4 None Medic, Road Vehicle 15
Holt Gun Tractor Vehicle 6" 4 6 Machine-gun 25
Mk II Wrecker Vehicle 6" 4 7 None or machine-gun Wrecker 60
Workshop Truck Vehicle None 2 4 None Workshop, Static 60
Mk IV Steam Tank Goliath Machine 4" 4 10 12-inch gun, co-axial machine-gun, Turret, Super Heavy Gun, 375
machine-gun Shoot in any direction, Turbine Blower
Land Ironclad – Destroyer class Machine 4" 3 12 12-inch gun, 7-inch gun, Fully Independent Targeting, 750
4x 5-inch gun, 4x 4-inch guns, Limited Maneuverability Lay,
8x machine-guns Steam, Ironclad, 5 Critical Hits
Armored Turret Exceptional Static 3 10 Varies Field Fortification 25+
Command Tower Exceptional Static 3 8 2x 4-inch guns, 1x machine-gun See below 50

50
US ARMY WEAPONS
Weapon Range Power Special Weapon Range Power Special
Rifle 15" – 4-inch Gun 30" +2
Heavy Rifle 10" +1 5-inch Gun 30" +3
Machine-Gun 20" +1 Rapid Fire 3 7-inch Gun 40" +4
Light Howitzer 60" +2 Barrage 1 8-inch Gun 60" +5
Howitzer 60" +3 Barrage 1 1.65-inch Hotchkiss Gun 20" +1 Rapid Fire 2
Heavy Howitzer Tabletop +4 Long Range, Bombardment, Flame Gun 15" +3 Rapid Fire D5
Barrage 3 Grenades Assault +2
Anti-Tripod Gun 30" +3 Barrage 1 or AT Shell Grapples + Explosives Assault +3
Tesla Lightning Gun 40" X Dice Lightning Gun Explosives Assault +3
3-inch Gun 30" +1 Tow Cable Assault/Special
Steam Clamp Assault/Special

51
MARTIANS
Element Type Speed Defense Armor Weaponry Special Points
Assault Tripod Tripod 8" 6 11 Heavy Heat Ray / Black Dust 200
launcher or Green Gas grenades
Grenadier Tripod Tripod 4" 6 10 2x Launcher 100
Scout Tripod Tripod 10" 6 10 Medium Heat Ray 150
Harvester Tripod Tripod 8" 6 11 Medium Heat Ray, 4x Reaper Tentacles 150
Gatherer Tripod Tripod 6" 6 11 None 50
Slaver Tripod Tripod 6" 6 10 Medium Heat Ray Controller 100
Scientist Tripod Tripod 4" 6 10 Medium Heat Ray Controller, Experimental Machine, 80
Lobototon Converter
Dominator Tripod Tripod 8" 6 12 2x Heavy Heat Ray, guided missile pod Multiple Targeting 350
Founder Tripod Tripod 4" 6 13 None –
Overseer Tripod Tripod 10" 6 12 3x Heavy Heat Ray, Sun Gun Drone Carrier, Controller 860
Drones Infantry 6" 6 7 Light Heat Ray & Reaper Tentacles 60
Flying Drones Infantry 6" 6 7 Light Heat Ray & Reaper Tentacles Fly 70
Lobototon Squad Infantry 4" 4 6 Blasters or Slicers Lobototons 20
Constructor Engine Machine 4" 6 10 None Repair, Build/Mine 50
Sentinel Exceptional Static 3 10 Heavy Heat Ray Static Defense 25
Detector Exceptional Static 3 10 None Static Defense, Detector 25
Power Node Exceptional Static 3 10 None Static Defense, Power Node 25
Heat Ray Fencing Exceptional Static 3 10 None Static Defense, Heat Ray Fencing 10

MARTIAN WEAPONS
Weapon Range Power Special Weapon Range Power Special
Heavy Heat Ray 30/15" +3/+2 Sweep Launcher - Shock 50" +2 Shock, Inaccurate
Medium Heat Ray 20/10" +2/+1 Sweep Launcher – Black Dust 50" +1 Inaccurate, Barrage 2, Black Dust
Light Heat Ray 10" +1 Sun Gun 60" +6 Sun Gun, 3x Damage Resolution
Black Dust Launcher 10" +1 Barrage 4, Black Dust Reaper Tentacles Assault Reaper Tentacles
Green Gas Grenades 10" +2 Barrage 2, Green Gas Blasters 10" +1
Guided Missile Pod 25" +1 Rapid Fire 4, Guided Missile Slicers Assault +1

52
THE BRITISH EXPEDITIONARY FORCE
Element Type Speed Defense Armor Weaponry Special Points
Infantry Squad Infantry 6" 5 5 Rifle, grenades, coil gun Stealth 35
Command Squad Infantry 6" 5 5 Rifle Stealth, Rally, Field Commander 25
Vickers Machine-Gun Infantry 6" 5 5 Vickers gun Stealth 50
Cavalry Squad Infantry 8" 6 5 Rifle, grenades Mounted 55
Assault Squad Infantry 6" 5 5 Experimental rifle, explosives Stealth 60
2lb Heavy Coil Gun Artillery Tow only 5 4 2lb heavy coil gun Fixed Position, Heavy Field Gun, 90
Heavy Coil Gun
Spector Armored Car Vehicle 10" 5 6 Vickers gun Turret 55
Defiant Armored Car Vehicle 8" 5 7 6-pounder gun Turret 55
Imperial Main Service Tank Tank 7" 4 8 17-pounder gun Turret 270
or ½lb coil gun, Vickers gun
Mono Tank Tank 8" 6 6 2x 2-pounder repeaters Mono Tank 160
Kitchener Tank Tank 7" 4 8 Tri-barrel, Vickers gun Turret 115
Cardigan Infantry Carrier Vehicle 7" 4 7 5x Vickers guns, 2-pounder repeater Crewed Weapons, Tow/Transport 175
Lloyd Command Carrier Vehicle Vehicle 7" 4 Vickers gun Command Carrier 175
Wicket Special Purpose Tank Tank Vehicle 7" 4 Glue gun, Vickers gun 150
Thunderchild II Machine 4" 3 12 4lb coil gun, 24-inch bombard, Fully Independent Targeting, Ironclad, 1,200
4x 5-inch gun, 12x Vickers guns 5 Critical Hits, Limited Maneuverability,
Spector Carrier, Spotters.

BEF WEAPONS
Weapon Range Power Special Weapon Range Power Special
Rifle 15" – ½lb Coil Gun 30" +3 Coil Gun
Coil Gun 15" +2 Coil Gun Tri-Barrel Gun 30" +2 Rapid Fire 3, Tri-Barrel Gun
Experimental Rifle 15" +1 Glue Gun 10" Special Barrage 4, Glue Gun
Vickers Gun 20" +1 Rapid Fire 3 4lb Super Heavy Coil Gun 80" +6 Ironclad Mounted,
2lb Heavy Coil Gun 60" +4 Fixed Position, Heavy Field Gun, Super Heavy Coil Gun
Heavy Coil Gun 24-inch Bombard 60" +4 Barrage 4, Bombard,
2-pounder Repeaters 15" +2 Rapid Fire 2 Ironclad Mounted
6-pounder Gun 20" +2 Grenades Assault +2
17-pounder Gun 30" +3 Explosives Assault +3

The Sable Foxes


T o the American Generals, grateful as they were for assis-
tance from the British Empire, some of the wonders of
the BEF were looked upon with a skeptical eye. An early
resistance almost immediately. A withdraw was ordered.
The Martian machines were far faster than the US forces, and
would overwhelm any standard rearguard action. Davidson
example was the British armored cars. With few vehicles immediately volunteered the Sable Foxes. As the American
of that type in the American forces, the US military ques- columns of steam tanks and flivvers pulled back along the
tioned the effectiveness of such contraptions as soon as they poor roads, Davidson’s forces dashed from cover to cover
caught sight of them on the loading docks in New York in their Defiants and Spector armored cars, harassing and
and Baltimore. They looked far too light to stand up to the constantly delaying the Martian advance on the retreating
horrific weapons of the Martians and not as nimble or easy columns for an entire day. Finally, as the forces of the probe
to produce as the motorbikes of the US Rough Riders. came within range of the supporting guns of the Chicago
An American counter-attack and line probe mission redoubts, the Martians withdrew. The Martians had lost two
were planned against the Martians outside of Chicago. The Assault Tripods to the armored cars, and the losses for the
BEF committed Major Jonathan Davidson, commanding Sable Foxes were only seven machines.
the 14th Royal Armored Car Squadron. These fellows were After this incident, the US senior command quietly put
better known as the Sable Foxes and had a history of intense in a request to the War Industrial Board for the development
action in India. The American line probe mission, one of the of American armored cars, and no further comment about
first of its kind on a large scale, met heavy and sustained the usefulness of the British machines was heard again.

53
TERRAIN
The rules governing the size and shape of terrain are
Much of the Martian war is fought over the ruins of America’s towns formulated to make matters as clear as possible. For that
and cities, and over the defense works of fortifications such as the reason, the dimensions of the model terrain must be defined,
Mississippi and West Colorado lines. When obliged to meet the and the kinds of terrain represented must be limited to a
Martians in the open countryside, human forces always make the number of broadly defined types. All of this can be ignored
most of high ground such as ridge-lines, canyons, or heavily-wooded if both players agree to do so, and choose instead to rely on
areas where men can easily hide. Troops caught in the open make their natural creativity and willingness to interpret the rules
easy targets for the Martians and stand little chance of survival. for themselves. This enables players to create battlefields that
are entirely forested, vast areas of ruins, twisting canyons
towering over a river running from one side of the table to
another, and so on. These extreme kinds of terrain will tend
TERRAIN AREAS to favor specific types of troops, and will often give one side
a considerable advantage. However, they make for really
For purposes of playing the game, the tabletop is considered to interesting, attractive, and challenging games, and can be
be open ground and areas of terrain are arranged upon it. The great fun for those willing to make the extra effort.
best size for areas of terrain is approximately square and about
8" x 8", roughly circular and 8" across, or oblong, triangular or
irregular with dimensions bounded within a 12" by 5" block.
Each area of terrain should ideally conform to these dimensions
and should be separated from adjoining terrain by at least 4", a piece of felt cloth or colored card, and say, ‘that represents an
unless you are deliberately creating large areas of building, forest, area of ruins.’ Either method is perfectly fine in terms of playing
marsh, and the like, in which case feel free to abut as many areas the game, and it is left up to the players to arrange these matters
together as you require. Leaving space between terrain areas to their satisfaction.
allows for larger vehicles to maneuver around the terrain and
enables infantry to hop from one terrain feature to another. Whatever method you choose to represent terrain, it is necessary
to delineate each distinct terrain area in some fashion. This
When it comes to representing terrain on the tabletop, many can be done by modeling a feature onto a separate board, or by
players like to create attractive scenes using model railway arranging individual model trees, rocks, buildings, etc, to mark
materials, or similar miniatures of trees, rocks, buildings and the perimeter of the terrain. As long as the players can tell where
ruins. Other players are happy to delineate an area, perhaps with a terrain feature begins and ends, it doesn’t really matter.

A collection of terrain – dense woods, a farmhouse and a field of crops.

54
IMPASSABLE TERRAIN When an element moves partly in the open and partly through
Some kinds of terrain are simply impassable to troops on the ground, difficult ground, double the distance moved over the difficult
whether they are human or Martian. If terrain would be impassable ground and measure movement over open ground as normal.
in real life, then it is impassable to our armies, too. Examples include
deep water such as a big river or oceans, steep cliffs, and sheer
canyon sides. Conceivably, such terrain might be crossable by boats
in the case of water, or by airplanes flying overhead; however, to the
troops that form our armies, these features are normally considered
impassable. No units can move into impassable terrain, and units
cannot be deployed into impassable terrain at the start of the game
unless a scenario specifically allows this. If you choose to represent terrain with highly-detailed scenic
models, for example of buildings, ruins, or trees, then you
will probably find it physically impossible to move elements
DIFFICULT GROUND on top of the house models, ruined walls, individual trees,
Aside from impassable terrain, all terrain features are considered and so on. This is why it is important to arrange scenic
to be difficult ground, as noted on the terrain chart below. This models in a way that allows for tanks, and other vehicles,
means that movement is slowed down for all troop types other to move, leaving sufficient space for infantry to deploy
than infantry. Infantry suffer no restriction from difficult ground, and for artillery to set up. Some players are happy to treat
and can move across these kinds of terrain as if they were moving entire areas of terrain abstractly, considering that a model
in the open. tree merely denotes that the indicated area is wooded, and
it is therefore perfectly acceptable to move individual tree
For other troops types, when measuring a move across difficult models to allow for the passage of troops. While in real
ground, double the measured distance. So, a tank with a Speed life trees don’t just get out of the way, everyone will agree
of 6" can move only 3" across an area of rubble, for example. As that real men can move through a wood; they don’t have
measurements for movement are made from the center-front of a to deal with the inconvenience of being attached to a large
model’s base or body, the distance moved across difficult terrain base or being made of rigid metal or plastic! This is really an
will be the distance moved by the center-front, ignoring the rest aesthetic choice, rather than a matter for the rules, and it is
of the model. In other words, a tank that is moving over difficult left to the players to deal with as they find most practical.
ground is no longer moving over difficult ground once its center-
front is clear.

55
COVER
Different kinds of terrain offer different levels of cover to units
positioned within it. The bonus varies depending upon the size and SHOOTING FROm COVER
type of cover and, to some extent, upon the size and type of the A shooting element can draw line of sight through cover it
unit. These values are given on the Terrain chart on the next page. is occupying without this conferring a bonus to the target
for intervening cover. Each element must still be able to
see the target to shoot, but its own cover does not count as
WITHIN COVER intervening cover: it does not get in the way! It is assumed
To count as ‘within cover’, at least half of the base area of the that troops arrange themselves so they are able to see out of
entire unit must be within the terrain in question. In the case of their cover, taking up positions that offer the best field of fire.
units that consist of a single model, this is easy to establish: the
model is in cover if at least half of it is within the terrain. In the
case of units that consist of more than one element, the entire
unit is in cover if at least half of the total base or body area of the
unit is within terrain. This is regardless of whether all elements As with units within cover, there will be occasions when it is
are half within terrain, or if some are totally within and some impossible to tell whether a unit is obscured by intervening cover
totally outside. As you will see, cover always applies to entire or not, in which case a die is rolled to decide, as described above.
units, and never to individual elements, even where individual
elements may appear to be in cover or not.
DEFENSE AND ARMOR BONUSES FROM COVER
Note that there will always be the odd situation where it’s The chart below shows the bonuses that apply to different
impossible to tell whether a unit is within cover or not, in which kinds of unit in different kinds of cover. The bonus applies if
case the fairest solution is to roll a dice for it: 1-5 is no cover, and the target is within cover, and also where the target is partly
6-10 is in cover. obscured by intervening terrain of that type, as noted above.
In the case of intervening topography that doesn’t otherwise
count as cover, such as hills, the bonus is +3 Defense, as shown
COVER FROM INTERVENING TERRAIN on the terrain chart.
Intervening terrain can sometimes completely obscure an enemy
unit from sight, in which case there is no line-of-sight to the unit If a target is both within cover and partly obscured by a separate
and it cannot be shot at. For example, it might be on the opposite area of intervening terrain, then apply both bonuses and add
side of a hill, or it might lie entirely behind a tall building. them together. However, note the Shooting out of cover rule,
which allows shooters to draw a line of sight through cover they
In some situations, a target unit will be partly out of sight of an occupy without penalty.
enemy unit, because intervening terrain obscures a portion of
the target unit but not all of it. The target counts as behind cover If a target is partially obscured by two or more areas of
if at least half of the target unit’s base, or body area, is obscured intervening terrain, then only apply a single bonus. If the terrain
from at least half of the shooting elements. If a lesser portion of concerned is of differing types, apply whichever bonus is the
the target is obscured, it does not count as behind cover from the greatest. For example, apply whichever Defense and Armor
intervening terrain. bonus is most beneficial to the target.

56
The Lobototons could
fire against unit A or B.
Unit A
Unit A is in cover
behind two different
types of intervening
terrain, so the best one is
used, which is the rocky
crag, for a total bonus
of +3 Def and +1 Arm.
Unit B is in cover
Unit B behind two different
types of intervening
terrain, but it’s also
within cover, so the
best bonus from the
intervening terrain is
used (+3 Def, +1 Arm),
added to the bonus for
the terrain the unit is in
(+3 Def, 0 Arm). That’s
Lobototons a total bonus of +6 Def
and +1 Arm!

TERRAIn CHART
The following chart summarizes the effect of different kinds of terrain typical of the battlefields of the Martian War. Note that further rules for
buildings and fortifications, including human fortresses and Martian redoubts, are given in the Advanced Rules section. Exceptional kinds of
units – such as Martian Sentinels – count as vehicle targets if they are destroyed by a single point of damage, and machine targets if they have
their own Damage Resolution Chart.
Target/Cover
Vehicles Machines
Terrain Infantry Artillery & Tanks & Tripods Movement
Deep water such as lakes, sea and deep rivers. None None None None Impassable
Sheer drops such as chasms, escarpments, cliffs
and canyon sides.
Marsh, swamps shallow water, or boggy None None None None Difficult ground to
or muddy ground all except infantry
Light woodland, orchards, Red Weed, Def+2 Def +1 None None Difficult ground to
scrub, cactus or a field of crops Arm 0 Arm 0 all except infantry
Dense woodland, forest, jungle. Def+3 Def+2 Def +1 Def +1 Difficult ground to
Arm 0 Arm 0 Arm 0 Arm 0 all except infantry
Boulder-strewn, rocky, craggy, steep, Def +3 Def +2 Def +1 Def 0 Difficult ground to
heavily cratered or pitted ground Arm +1 Arm 0 Arm 0 Arm 0 all except infantry
Low ruined or partly ruinous Def +3 Def +2 Def +1 Def 0 Difficult ground to
areas of building or rubble Arm +2 Arm +1 Arm 0 Arm 0 all except infantry
Towering ruins or large buildings Def +4 Def +2 Def +1 Def +1 Impassable to all
Arm +2 Arm +1 Arm 0 Arm 0 except infantry
Fortifications, trenches, fox holes, gun pits, Def +4 Def +4 Def+1 Def 0 Difficult ground to
bunkers and earth-works Arm +2 Arm +2 Arm+1 Arm +1 all except infantry
Defenders only Defenders only Defenders only Defenders only
Intervening topography Def+3 Def+3 Def+3 Def+3 Hills count as open
(target partly obscured by hills, ridges, etc) Arm 0 Arm 0 Arm 0 Arm 0 ground for movement

57
Another Letter of
Honourable Service
Y ou had to take care not to touch the bare metal of
the cabin walls. The outer deck plate got so hot you
could fry an egg on it – as George occasionally did just
as they accelerated away. It is hard to understand what
possesses a man to ride a motorized bicycle: harder still
to know what makes a man volunteer for the Steamer
to prove the point. Inside a running tank, it was always Tanks. At least a tank offers a little protection from the
hot, what with the firebox and the steam cylinders infernal Martian Heat Rays. Those Rough Riders were
all encased by steel armor. To make matters worse, sitting ducks as soon as the Martians showed up.
the main steam line of Lazy Lillie had sprung another My gaze followed the cloud of dust kicked up
leak. Inside the tank, we sweltered as if we were in a by the riders. Then I saw the sudden gleam of metal.
steam bath. Scalding water ran down the metal plates Those motorcycles had gone and done it! A Martian
and puddled on the floor. I was grateful to get the Tripod was coming over the hills toward us. I pulled
hatch up. Through the opening I could just see Captain the steel hatch down with a clang and threw the lever
Michael Kirby on the deck, sweeping his brow with shut, plunging the cabin into near darkness. We were
a rag and smearing grime around his pale blue eyes. one of three tanks waiting in ambush: Lazy Lillie, Little
He was starring intently at the low hills in front of us. Annie and Lucky Seven. Carr’s crew in Little Annie, off to
According to the latest dispatches, the Martians were the right and behind the fallen trees, broke cover and
on the move again and coming our way. As usual, if we fired straightaway. It was too soon. All three tanks were
fired first and moved fast we had a chance. Moving fast supposed to fire on queue. The shell plowed into the
was down to me – Lazy Lillie’s helmsman. I checked the ground ahead of the Martian sending up a plume of dirt
pressure gauges to make sure we were ready to shift on and smoke. Missed! It was the worst thing that could
command. All good. All hot to go. happen in an ambush.
The other two crewmen were at their stations. The Martian swung its Heat Ray projector in our
George was in the engineer’s seat next to mine, ready direction. The weapon gave a sudden shriek and the
to brake the left track as soon as we needed to turn out air between the Tripod and its target hissed and boiled,
of the firing pit. Two men are needed to steer a tank striking Little Annie before swinging to its left and hitting
properly – one man to brake each track – but a strong the third tank, Lucky Seven. It was a sweep hit rather than
helmsman can just about manage using the con-rods a sustained burn, but powerful enough to cook both
that link the brakes together. Smitty was shoveling crews in an instant. With all hope of surprise now gone,
coal into the firebox at the back of the cabin. If any Captain Kirby fired the gun sending a shot flying wide of
firing started, the burly stoker would drop the shovel the Tripod. As soon as the shell was away he yelled the
and start loading shells. It takes at least seven men to order to reverse. I released the brake and took my foot
operate a tank properly. We were down to four. Double from the valve to pump steam into the drive cylinders.
duty was tough and would slow us down. Yesterday, On my left I could see George had let his brake go. The
our last artilleryman, Jenson, near tore his arm off in the flywheel spun in its bearings as steam hissed and boiling
main drive gear. We pulled him out and sent him back water spat from the fractured line.
to Jackson on a flivver – but it didn’t look good. Fighting The noise of the pounding machinery and escaping
the Martians was bad enough without bad luck like that. steam all blended into one terrific roar as the tank heaved
The brass hats aren’t much interested in casualties from out of the camouflaged pit. The machine clanked slowly
accidents and machine failure. I guess the Martians are backward, clearing its position just in time to avoid the
killing so many a few more hardly matter. impact of a second blast from the Martian’s Heat Ray.
I still had the deck hatch open when a dozen Rough Logs and soil were hurled into the air and the wooden
Riders rode by to the left of Lazy Lillie, following the old revetment burst into flame. But we were free!
farm track toward the front line. The engines of their The tank was now steaming in full flight from the
machines made a low throbbing noise that rose to a growl advancing Martian – running backwards at five miles

58
an hour! We were driving blind, with the
Captain shouting directions through the
speaking tube and George following my
movements on the left track brake. Above
the Captain’s voice I could just about hear
Smitty curse as he heaved another shell
toward the breach. All I could see was
the Martian Tripod striding towards us,
gaining ground with every step, moving
between the tall trees like a man strolling
through a cornfield.
We must have hit something in
the road then – perhaps a fallen tree or
even a deep rut – because though we
were keeping a straight line the tank
suddenly lurched to one side. A loud
bang rang through the cabin and I knew
at once what had happened. One of the
side rods had seized and a piston had
pulled free, jamming the track drive on one side. As out from the edge of the woods. The Tripod staggered
Lazy Lillie skewed to a halt, I heard the sound of the as one of its legs gave way beneath it, causing it to reel
broken piston flailing uselessly against the steel floor from side to side like a gigantic drunkard. A platoon
like the pounding of a gigantic drum – beating slower of mobile howitzers had fired at the Martian machine.
and slower – and stopped. Unknown to us, Lazy Lillie’s flight had drawn the Tripod
George and I hurried to unfasten the canvas seat into a trap. The howitzers were the most powerful
straps that prevented us getting thrown about as the mobile guns we had – six-inchers – and now they fired
tank pitched and yawed. No sooner had we freed again. This time a shell struck the vulnerable spot where
ourselves than I threw the top hatch open and George the front piece of the Martian Tripod meets the metal
climbed through onto the upper deck. A plume of white hood. The explosion lifted the Tripod’s top off like the
steam rose from the hatchway as I scrambled after him. lid of a bully beef tin. Smoldering, the Tripod swayed
The side hatch was open on the gun box and I could briefly and toppled over, plummeting through the trees
see there was a figure lying on the gunroom floor. It and crashing to the ground.
was Smitty. His eyes were glazed and his mouth hung Later, back at Jackson, I was to learn that three
open and limp. Standing over the dead body, Captain Tripods had been brought down that morning, after
Kirby was loading a shell into the gun’s breech. His blue which the Martian probe against the front line stopped.
eyes were fixed upon the towering Tripod, so close its Losses for the US Army amounted to 16 tanks lost,
shadow fell over the wreckage of Lazy Lillie. I slipped 157 men dead and 389 wounded. I counted amongst
down the crew ladder and followed George toward the the wounded – badly burned, half-cooked and half-
nearest stand of trees. blind – but still alive. According to the record, it was
The Martian must have spotted us because the next a decisive victory that caused the Martians to turn
thing I knew the air rippled with the bow-wave of a Heat back from Western Tennessee, bringing an end to
Ray and I threw myself to the ground. I rolled over and the Mississippi Offensive. The telegram that Captain
over as the flames engulfed me – burning the uniform Kirby’s mother received many weeks later, outlining
from my back and the hair from my head. But I was not her youngest son’s Honourable Service to his country
the target of the Heat Ray. The Martian’s searing beam and fellow man, said that he had played a key part in
had sliced through the trees and cut down George before securing victory and was a hero. Perhaps he was too.
sweeping over Lazy Lillie. The tank exploded, its ammu- Perhaps they were all heroes. All I know is they are
nition instantly ignited by the touch of the Heat Ray. dead and I survived.
As the Martian Tripod turned away from the
twisted iron plates of Lazy Lillie, a salvo of shots rang From ‘Memoirs of a Steamer Helmsman’

59
BARRAGE WEAPONS
Some weapons have the special rule Barrage indicated in their
stats: all howitzers for example. Barrage weapons are designed to
plaster an area with intense fire. In the game, a single shot from a
This section of the book is called Advanced Rules because you barrage weapon represents a whole barrage of actual shots, aimed
really need a grasp of the basic game to understand how the in the general direction of the target in the hope of hitting as
following rules work. Some of the rules in this section are only many enemies as possible.
relevant to specific scenarios, and won’t be used all that often.
Other rules are actually very common, such as the Barrage When you shoot with a unit armed with barrage weapons, instead
Weapons rule and rules for Heat Rays, but because they work of rolling to hit the target as described in the rules, a special template
slightly differently from other types of attack, their explanations is used: the barrage template. The barrage template is marked with
have been left until this point in the rules. Don’t be put off by the concentric circles of 1", 2", 3" and 4" diameters – it is effectively four
term ‘advanced,’ as most of the individual rules are easy enough different-sized templates in one. Depending upon the number and
to understand in themselves. type of weapons shooting, the unit uses one of these templates from
1" (the smallest) to 4" (the largest). This works as follows:
Note that many units have special rules that apply only to
them, and those rules are described in the Armies of the Great Step 1) Pick a unit to shoot with and nominate an enemy unit as
Interplanetary War entries for those units. For example, rules for its target.
Forlorn Hope is included together with the description and stats
for Forlorn Hope in the US Army section. However, some rules Step 2) Take the barrage template. Each shooting element has
are common across a whole number of different units and even a barrage value indicated on its stat line, e.g. barrage 1,
armies, and these are described here in order to save constantly barrage 2, and so on. The unit uses the template size
repeating them throughout the unit descriptions. equivalent to all of its elements added together, up to a
maximum of 4" (the largest). For example, a Howitzer has
barrage 1, so a unit of three Howitzers firing at a target has
a combined barrage value of 3 and the 3" template is used.
A Martian Tripod shooting with a Black Dust launcher
has a barrage value of 4, so the 4" template is used.

Step 3) Nominate the enemy unit you wish to shoot at, and
check range and line-of-sight in the usual way. So long
as one shooting element can see the target, the entire
unit shoots, and the barrage template appropriate for
the entire unit is used. The template must be placed
wholly within range of whichever element is selected for
calculating range and line of sight. For example, if the 2"
template is being used, the whole 2" template area must
lie within the range of this element. The template must
be placed so that it lies over at least one element in the
target unit, but otherwise it can be placed as you wish.

Step 4) Once the template is positioned, it might conceivably lie


over one, two or more elements from one or more units.
It might even lie over units from both sides. Each element
under the template, whether wholly or only partially
covered, is a target. Roll one die to ‘hit’ each element
under the template. This is worked out in the same way as
other shooting, so different dice rolls may be required for
different targets if they have different Defense values. If
an element is hit, roll for damage, and once again different
scores may be required where elements have different
Armor values. Hits from Barrage weapons ignore Defense
and Armor cover bonuses from intervening terrain
(bonuses from being within cover apply normally).

Step 5) Apply damage. Elements that become casualties are


removed from the unit and the player takes any morale
check required in the same way as for other shooting.
Tripods and machines with Damage Resolution Charts
make the appropriate roll.

60
Some especially powerful units are capable of firing
a barrage with a greater barrage value than 4, but the
maximum size template is 4". In this case, we add +1 to
the Power of the barrage for every barrage value over 4. So,
for example, a barrage value of 6 would use the 4" barrage
template, but with an extra +2 Power bonus.

The 3" barrage template is placed so that it hits both the Tripod (its
EXAMPLE original target) and two of the Lobototon elements screening it.
A battery of three Mk II Mobile Artillery shoots at a Martian
Tripod that is advancing behind a screen of Lobototons. The
Mobile Artillery is armed with Howitzers (Barrage 1) and there
are three shooting, so the unit uses the 3" barrage template. The target. Cheers go up from the American lines – well, from the
Tripod is within range and line-of-sight, so no problems there. player anyway!
The template has to be placed over the Tripod, but it can also be
placed so that it lies over the Lobototon unit in front of it. This Next, the shooter gets to roll to cause damage. The Lobototons
is a good idea, as the more units you can hit with the barrage, have taken two hits, so roll two dice for damage. Lobototons need
the better. a score of 6 or more to be damaged, and the dice roll 4 and 9, but
the Howitzer has a Power value of +3, so adding the Power value
The shooter makes two rolls to hit the Lobototons, and one roll to the scores we get to 7 and 12 – easily enough to splatter both
to hit the Tripod. The Lobototons are relatively easily hit on a Lobototon elements. The Tripod is a much tougher proposition
4 or better – largely because they are ambling about mindlessly with Armor of 12, so even with the Power +3, the shooter will need
and take no pains to conceal themselves or avoid danger. Two to roll a 9 or 10 to score damage. The die reveals a miserable 2; so
rolls of 5 hit the Lobototons. The Tripod is a harder target and no chance this time around. Never mind – two Lobototons isn’t a
requires a 6 to hit, but a roll of 8 indicates the barrage lands on bad bag – and we certainly gave the Martian player a nasty scare.

THE MARTIAN WAR COUNCIL


At the beginning of the Martian War, President
Theodore Roosevelt instigated the formation
of a body of politicians, military leaders,
industrialists and scientists to direct the course
of hostilities.
The Martian War Council is led by the President
and includes such household names as the
industrialist and inventors Thomas Edison
and George Westinghouse, the electrical genius
Nikola Tesla (pictured right), the oil tycoon John
Davison Rockefeller, financier John Pierpont
Morgan, and steel magnate Andrew Carnegie.
The government and military detachment
includes the Secretary of War William Howard
Taft, the Army Chief of Staff Leonard Wood,
and Alfred Mahan, Secretary of the Navy. The
British Ambassador, Sir Cecil Spring-Rice, is
commonly in attendance.

61
MARTIAN HEAT RAYS
The Heat Ray is the most commonly-seen weapon of the Martian
invader. Most Tripods and Drones carry a Heat Ray of some type,
with larger machines able to bear larger and heavier versions. Its
unearthly shriek is often the last thing a brave doughboy or gallant
tanker hears as his flesh is incinerated from his bones and his blood
is boiled away to nothing. Even the lightest sweep of a Heat Ray is
sufficient to burn a man to a crisp. A tightly focused blast can easily
melt metal or blast forests and buildings into an explosive inferno.

When you shoot with a Heavy Heat Ray or a Medium Heat Ray,
there is a choice of two different fire types: a focused blast or a
sweep. A Light Heat Ray can only make a focused blast. If you
make a focused blast attack, work out the shot exactly as you would
any other shot, using the stats for the weapon shown below.
Weapon Range Power Special Step 2) Take the Heat Ray sweep template and check range and
Heavy Heat Ray 30" +3 – line-of-sight to the target in the usual way. The template
Medium Heat Ray 20" +2 – must be placed wholly within range of the Heat Ray in
an arc facing away from the shooter, as shown in the
Light Heat Ray 10" +1 – diagram. The sweep template must be placed so that
it lies over at least one element in the target unit, but
Heavy Heat Rays and Medium Heat Rays, but not Light Heat otherwise it can be placed as you wish.
Rays, can alternatively make a sweep attack. Sweep attacks have
less Power but can affect more targets as the beam sweeps over a Step 3) Once the template is positioned, it might conceivably
broader area. A sweep attack is worked out slightly differently to lie over one, two or more enemy elements, and it might
a normal attack, and utilizes the special sweep template as shown even touch units from both sides. Each element beneath
below. The general method is the same as described for barrages. the template is a target, even if only partially so. Starting
This works as follows: at one end, roll a die to ‘hit’ each individual element
under the template. If an element is hit, roll to see if it
Step 1) Pick a unit to shoot with and nominate an enemy unit as takes damage, as you would for other shooting.
its target.
Step 4) Apply damage. Remove elements that have become
casualties, and take any morale check required. Tripods
and machines with Damage Resolution Charts make
the appropriate roll.

When you make a sweep attack, the stats for Heat Rays are as
shown below. Basically, range is reduced to half that of a focused
attack, and Power is reduced by -1. Light Heat Rays do not make
sweep attacks.
Weapon Range Power Special
Heavy Heat Ray 15" +2 Sweep
Medium Heat Ray 10" +1 Sweep

A Heat Ray cannot sweep onto an element where the line of


sight is blocked for whatever reason. For example, it will not
sweep through a hill to reach an element on the other side – the
hill blocks the line of sight and therefore also blocks the Heat
Ray. If the line of sight to an element is blocked in this way, the
The sweep template is placed so that it hits both the tank (its Heat Ray cannot harm it even where the template passes over it.
original target) and two of the infantry elements next to it.

62
FIELD COMMANDER these bonuses together to move faster than double speed. Double
speed is the fastest you can go! Note that units that are otherwise
Every army must include a unit to represent the most senior unable to move for whatever reason can’t benefit from an order.
commander in the game – the human (or Martian) officer who Units have to be able to move to start with!
is in charge of the player’s army: its Field Commander. An army
can include more than one Command unit, but it can only have
one Field Commander. Think of the Field Commander as the Using Orders to Regroup Routing Units
embodiment of the player himself – the player’s own miniature Every turn, at the start of the player’s first move phase, the player
avatar on the tabletop. can take any of the order tokens from his Field Commander’s
stack and place them next to any routing units, with one token
per unit. These units automatically regroup immediately, and can
ORDERS move and fight normally from that turn onwards.
Field Commanders can issue orders during the game, allowing
units to perform additional moves as described below. For every
full 200 points in your army, the Field Commander begins the FIELD COMMANDERS BECOMING CASUALTIES
game with 1 order token. So, in a force of 1,250 points, he starts If a Field Commander unit becomes a casualty, another
with 6 orders; in a force of 2,000 points he has 10, and so on. At command unit automatically takes over his role – assuming there
the start of the game, take the number of tokens appropriate for is one. The player immediately appoints another command unit
the size of your force and place them in front of you so that both as his Field Commander, and any remaining order tokens pass
sides can see them. on to the new Field Commander. If there is no command unit to
take over the Field Commander’s role, all remaining order tokens
are lost.
Using Orders for Extra Movement
Every turn, at the start of the player’s first move phase, the player
can take any of the order tokens from his Field Commander’s ARMY RULES
stack and place them next to any individual units, one token per Although every army has a Field Commander, differences in
unit. When the unit moves, it can move at double speed during communication methods and technology mean that additional
that move phase. Once the unit has completed its movement, the rules often apply. Both US and British Field Commanders have
token is removed and discarded. Each order token can only be to live with a few restrictions as to how they give orders. Martian
used once per game, so deciding when to use your orders will be Field Commanders – insofar as the invaders have any conception
an important element in your strategy. of such a thing – suffer no such restriction, although exactly
how these creatures communicate, whether through the power
Units can only double their speed once in a move phase. of some yet undiscovered ray or merely by the power of their
Although there are various special rules that sometimes allow minds, remains unknown. These variations are covered in the
units to move at double speed (See Fuel Tenders page 103 and special rules section for each army in the Armies of the Great
Clamper Tank page 101 for examples), units cannot combine Interplanetary War part of the book.

63
TRANSPORTS
Some vehicles are capable of transporting infantry across the
battlefield: these vehicles are termed transports and include such
things as Flivvers and Cardigan Infantry Carriers. Most transport If an infantry unit has more elements than the transport
units consist of up to three vehicles, but some are just a single unit that carries it, multiple transport units are allowed to
element where one vehicle is one unit – as described in the operate as one where this enables the infantry to be carried
Armies of the Interplanetary Wars section. at full rather than half speed. For example, a unit of three
infantry elements could be carried by a unit of one Flivver
Transportation of troops in the game is achieved as follows. One and another unit of two Flivvers – making three Flivvers
transport unit can pick up and carry one non-mounted infantry in all. When transporting an infantry unit in this way, the
unit. Mounted infantry units, as indicated in the Armies of the transports must move into formation with each other and
Great Interplanetary War section, cannot be carried as long as must remain in formation while they carry the same infantry
they remain mounted. If there is at least one transport vehicle unit. This is an exception to the normal rules for formations
for each element in the transported unit, the transports can carry and unit distances.
troops at full speed. If there are fewer transports than there are
elements in the transported unit, the transports move at half
their normal speed. This represents either the transports being
overloaded or possibly ferrying troops and equipment in batches.
Units that remain onboard a transport at the end of the first move
If a transport unit is within 6" of a unit of infantry at the start of any phase cannot normally shoot during the combat phase, but note
move phase, it can pick up the infantry when it moves, as long as that in the case of the Cardigan Infantry Carrier a transported
the infantry have not moved already. Once infantry have moved, unit can operate its side-mounted machine-guns (see page 142).
they cannot be picked up in that phase. The unit that is being
carried can either remain onboard its transport at the end of the The enemy cannot shoot at a unit that is being transported,
phase, or disembark to a position within 6" of the carrying vehicle. because it cannot see it, but if the transporting unit is destroyed,
Each carried element must be within 6" of a carrying vehicle once the unit it carries must immediately deploy within 6" as already
the unit has disembarked. If the unit disembarks, this counts as its described. The unit itself is unharmed; however, in this case the
move for that phase. A disembarking unit can make an assault if it transported unit is not allowed to make an assault as it deploys.
can reach an enemy unit as it does so. If a unit remains on board This is because it is actually the other player’s turn – but it is easy
once its transports have moved, temporarily remove the infantry to imagine how troops wouldn’t be fit for anything much except
models from the tabletop and put them aside until needed. dragging themselves from the wreckage!

64
If two or more transport units have joined up to carry the same
unit of infantry, troops automatically transfer to surviving
transport units if one transport unit is destroyed.

Note that it is perfectly acceptable to board and leave a transport If an artillery unit has more elements than the transport unit
each move phase, effectively catching a ride and redeploying that tows it, multiple towing units are allowed to operate as
each phase. If you choose to remain on board throughout your one where this enables the guns to be carried at full rather
own combat phase, you lose the opportunity to shoot with your than half speed. This is essentially the same as described for
infantry, although in the case of the Cardigan Infantry Carrier transport units and infantry. When towing an artillery unit
you can use the infantry to fire the Cardigan’s machine-guns, in this way, the tows must move into formation with each
which is often a better option. Should you remain onboard a other and must remain in formation while they tow the same
transport throughout your opponent’s turn, your infantry gain artillery unit. This is an exception to the normal rules for
some protection because they cannot be targeted until their formations and unit distances.
transport is destroyed, but this is a fairly risky strategy if better
cover is available close by.

TOWS unharmed. If two or more tow units are pulling the same unit
Towing artillery is essentially the same process as described of artillery, and one tow unit is destroyed, guns automatically
for transporting infantry. Some vehicles are capable of towing transfer to surviving tow units.
artillery across the battlefield: these vehicles are termed tows
and include such things as Holt Gun Tractors. Cardigan Infantry A unit of towed artillery can still be shot at by the enemy as a
Carriers and Flivvers can also act as tows instead of troop separate target, as long as the enemy can see the guns rather than
transports. Some tow units consist of up to three vehicles, but just the towing vehicles. If artillery elements are lost, or units
others are just a single element where one vehicle is one unit – as destroyed, this does not affect towing vehicles.
described in the Armies of the Interplanetary Wars section.
Note that it is perfectly acceptable to pick up, move and
Towing artillery in the game is achieved as follows. One tow unit deploy guns in each move phase, effectively catching a ride and
can pick up and tow one field artillery unit or, in some cases, one redeploying each phase. However, because guns can normally
heavy field artillery unit. Only the sturdiest of towing vehicles only move or shoot, and redeploying counts as a move, there is
can pull the weight of a heavy field artillery piece, so not all tows rarely any benefit to doing so.
are up to the job. If there is one tow vehicle for each element in
the towed unit, the tows can pull the guns at full speed. If there
are fewer tows than there are elements in the towed unit, tows
pull the guns at half of their normal speed. This represents either
the tows being overloaded or possibly moving guns, munitions
and crews in batches. Place the gun models directly behind
the towing vehicles to show they are being towed. If there are
LATEST ANTARCTIC
more guns than tows, simply arrange the guns one behind the
other like train carriages, or – if this proves too cumbersome
DISCOVERIES
– temporarily remove some of the guns and place them aside. THE SCOTT-AMUNDSEN expedition continues its
However, you must leave at least one gun in place to show the exploration of the Ross Ice Shelf around the crater
unit is being towed and to present a target for the enemy!
that marks the descent of the only Martian cylin-
If a tow unit is within 6" of a unit of artillery at the start of any move der so far known from the Antarctic continent.
phase, it can pick up the artillery unit when it moves, and as long Ice caves, abandoned boreholes and the remnants
as the artillery has not moved already, assuming it is able to do of what appears to be a tunnel through the ice
so. Once an artillery unit has moved, it cannot be picked up that are all that remains to be seen of Martian activi-
phase. The unit that is being towed can either remain attached to its ties in the region. Of the cylinder’s inhabitants or
tow at the end of the phase or it can redeploy to a position within their machines no trace has yet been found. These
6" of the towing vehicle. Each towed element must be within discoveries in the frozen wastes are analogous to
6" of its towing vehicle once the unit has redeployed. If the unit those reported by Robert Peary at the North Pole
redeploys, this counts as its move for that phase (where it has one). two years ago, which were widely discredited at
the time. However, it becomes increasingly clear
Units that remain towed at the end of the first move phase cannot that the freezing temperatures amid the barren
shoot during the combat phase, but note that in the case of the ice fields do not daunt the Martians as was once
Cardigan Infantry Carrier a transported unit can operate its side-
mounted machine-guns (see page 142). thought. Martian activities in the polar regions
must now be counted amongst the threats pre-
If the towing unit is destroyed, towed artillery must immediately sented by the alien invader.
deploy within 6" as already described. The towed unit itself is

65
HIDDEN UNITS move in the second move phase and never in the first move
phase. Blips always have a speed stat of 6" regardless of the unit’s
In some scenarios, human units are allowed to set up as hidden units. actual speed. Blips that move must end its move more than 3"
The scenario specifies where troops can be set up in this way. Hidden from other blips and deployed units – this is to allow sufficient
units are not placed on the battlefield at the start of the game. Instead, space for units to deploy once they are revealed. Blips, whether
hidden units are deployed as ‘blips.’ A blip is a counter. The presence decoys or actual infantry, move as if they were infantry units.
of a blip indicates to the opposing player that something is there – Note that blips cannot benefit from the proximity of other units
but it is impossible for them to tell exactly what. that would normally confer a bonus of any kind; for example,
blips cannot benefit by using transports or medic units.
All blip counters are numbered on one side, and to deploy a
unit as a blip, the human player secretly writes down which Blips are revealed for what they really are when one of the
unit is number 1, which is number 2, and so on. Once this is following happens:
done, the player places the blip where he wishes to position
the corresponding unit. Blips must be placed at least 3" apart • An enemy unit moves to within 6" and has line of sight to the blip.
and at least 3" from units that are not hidden – this is to allow
space for the units to deploy once they are revealed. Place the • The unit represented by the blip shoots (or uses a special rule
blips so the opposing player cannot see the numbers. Blips can that forces it to give away its position, for example because you
be positioned anywhere in the player’s deployment area where have to measure the range to the element to use that rule).
the corresponding unit could normally move; they cannot be
placed in terrain that is impassable. Blips do not have to be placed • The unit represented by the blip moves, other than as noted
behind terrain or within cover; they can be placed in the open. above for ‘stealth’ infantry and decoys.
Blips placed in the open are assumed to be keeping low or to have
camouflaged or disguised themselves in some manner. • The enemy shoots at and inflicts at least 1 point of damage
on the blip. For this purpose, all blips have a Defense of 5 and
For every blip representing an infantry unit, the player can add Armor stat of 4, the same as ordinary human infantry squads,
up to a further two decoy blips. These are ‘free’ and don’t cost any and count the full benefit of any cover as if they were infantry,
points. Decoy blips represent troopers advancing ahead of infantry regardless of whether they are infantry, decoys or other kinds
squads to distract the enemy by making a noise, disturbing the of units. Shooting at a blip in this way can reveal the unit it
undergrowth, or otherwise leading the enemy astray. Write down represents but does not cause any actual damage.
which numbers represents decoy blips, for example ‘decoys 5 to
12.’ Decoy blips can be deployed anywhere within the player’s When a blip is revealed, the player turns the blip over to show its
deployment zone as if they were actual infantry units. The enemy number and declares what the unit is or if it is a decoy.
will have no idea whether blips are real or decoys. So far as the
enemy is concerned, all blips are targets and can be engaged as if If the blip represents a real unit, it must be placed on the battlefield
they were actual units. as soon as it is revealed. Place one element on top of the position
marked by the blip, and place any other elements in formation.
Once the game begins, blips can only move if they represent
infantry units with the ‘stealth’ special rule or if they are decoys. If the blip is a decoy, it is simply removed when it is revealed. The
Blips representing other units, such as artillery or tanks, cannot men it represents have long gone, scampering back to their units,
move without first revealing themselves. Mobile blips can only or perhaps they have paid the ultimate price for their heroism.

66
AMBUSH are hiding. Ambushers revealed by a Detector are placed on the
table as soon as this condition is met (see page 129 for more
In some scenarios, human infantry units are allowed to set up in about these Martian machines).
ambush. If a unit sets up in ambush, it is not deployed onto the
battlefield at the start of the game, either openly or as a hidden Otherwise, ambushing units can be placed on the battlefield by the
unit. No ‘blips’ can be deployed on its account – either a ‘blip’ player at the beginning of any of his first move phases. The player
representing the unit itself or decoys (See Hidden Units for more must reveal his written instructions for the units he is placing as
about this). he positions them. The player places all the unit’s elements within
the indicated terrain area, making sure that each element is entirely
Instead, while the army deploys, the player chooses a terrain within the area, and the unit itself is in formation and more than
area where he wishes the unit to set up in ambush. The scenario 1" from any enemy. Once deployed, the unit can act normally.
will specify where ambushing units are allowed to deploy – for For example, in the player’s own turn, ambushing infantry could
example, either within the player’s own half of the table or immediately emerge, make a move and assault an enemy.
anywhere on the table. When the player has decided where to
place his ambushing unit, he must write this down, clearly listing Note that it is perfectly possible for an ambushing unit to lie low
the unit and the terrain feature where it is placed. The terrain and allow enemies to move right over them, popping up behind
area chosen for the ambush must lie at least partially within the the enemy lines later on. No enemy, barrage, or other activity can
area specified for ambush deployment, but it does not have to lie reveal an ambush, except for a Martian detector, as already noted.
wholly within this area: a terrain feature that partly lies within the
permitted deployment area can be used for ambush. You can set
up only one of your units in ambush in each area of terrain.

Ambushers remain unseen, waiting; concealed in pits, tunnels,


STEALTH
or otherwise so well disguised that even the presence of enemy The stealth rule affects the movement of hidden units as
troops within the terrain area does not reveal them. The only explained in the rules for Hidden Units. It is a common rule for
thing that can reveal an ambushing unit is a Detector placed human infantry and allows them to move around the battlefield
within 12" of the center-point of the terrain feature where they as blips without being identified. See page 66.

67
TRAPS
In some scenarios, a player is allowed to set up traps at the start
of the game. Traps consist of covered pits rigged with explosives,
mines, bear claws, and steel trip-wires that detonate shells or high Note that traps can be set up in the same terrain areas as
explosive charges. Traps are laid in terrain areas and will most ambushing units – the ambushing units are aware of the
likely include a number of individual booby-traps or pits. traps, having most likely laid them – and are only waiting for
the enemy to stumble into the snare before they pounce.
To lay a trap, the player secretly indicates the terrain area, writing
down the trap’s location at the start of the game. The scenario
will usually specify where traps can be placed; for example, either
wholly within the player’s half of the table or anywhere on the
table. You can place only a single trap in an area of terrain. interrupts the normal sequence of play. Elements that survive the
trap can complete their move.
Friendly units ignore traps because they know where they are
and can avoid them. Friendly units can deploy into terrain Roll 1 attack for each element in the enemy unit. It does not
that includes traps, and can move through these areas without matter how many individual elements move into the terrain
hindrance. However, elements from the opposing side trigger feature where the trap is set – roll 1 attack for each element in the
traps as soon as they move into a terrain area where traps are entire unit. Traps have a ‘to hit’ and Power bonus of +4, and no
set. The player who has set the traps must indicate that they cover bonuses apply to units affected by traps.
have been triggered when the enemy unit moves into the terrain
feature, as soon as the first element in the enemy unit makes Once a trap has been activated, it has no further effect during the game
its move and crosses into the terrain feature, even if it does so – either all of the traps in the area have been set off, or the enemy is
only partially. The effect of traps is worked out immediately and now alerted to the presence of traps and will not be caught by them.

The Dallas Star


36TH YEAR DALLAS, TEXAS, MONDAY, OCTOBER 21ST, 1914 PRICE, 3 CENTS

WITH LAWRENCE action of resistance from horseback


and with motorbikes in the desolate
around helplessly trying to escape,
the Apaches under the direction of
OF ARIZONA places of the South West. Lawrence peppered it with rifle fire
This reporter, braving the and the spray of machine-guns until
R EPORTED B Y E D S PETTIGUE
hazards of the Occupied territo- its formidable armor was finally
Across the deserts of Arizona, ries, recently travelled with Law- whittled down and the machine
New Mexico, and as far north as rence of Arizona, as he is now ceased to function. The Apaches
Utah and Nevada, the Martian Red known, on a mission to trap and then rapelled down the canyon walls
Weed has crept, and the machines kill one of the Martian Tripods and after much effort retrieved the
of the monsters crawl about the deep in their own territory. Martian occupant from his protected
landscape as a plague. They do not, On this particular mission, I cabin. The warriors then proceeded
however, do so without risk. They witnessed recklessly brave Apache to destroy the Martian in a ritualis-
never know when brave men will warriors risk all by fleeing from a tic killing requiring all the warriors
spring a trap and destroy them if hunting Tripod down one of the to dash toward it with only knives
they wander alone or far afield from many box canyons of this beautiful and tomahawks.
their strange Martian redoubts. but harsh land. The retreat was a Many young warriors from
Many tales of daring do come feint of course, similar to what the various tribes have undergone these
from the Occupied territories, but Apache did to our own cavalry forces kinds of rituals to become warriors.
the young officer, T. E. Lawrence not so long ago. Once in the box What these new warriors will do
of the BEF, is becoming justifi- canyon, other Apaches along its rim if the US government fails to meet
ably famous. Allied with ruthless used dynamite to create an avalanche Lawrence’s promises of a free Indian
Apache, Arapahoe, and Comanche sealing the only exit from the canyon nation after the war is anyone’s guess,
warriors, T. E. Lawrence and his and the fate of the Martian machine but for now, the only foes that need
allied Indians fight a desperate at the same time. As it roamed fear them are the hated Martians.

68
RESERVES AND REINFORCEMENTS
REINFORCEMENTS Reinforcements are troops that are on their way to the
battlefield but which may still be some way off. Whereas
In some scenarios, players are given the option of keeping a reserves will automatically deploy when and where they are
portion of their forces in reserve at the start of the battle. In needed, reinforcements must make a test to determine when
some instances, they are obliged to do so. Reserves can enter the and if they arrive.
battlefield from the second turn onwards.
Units that are held back as reinforcements must test from the
In other scenarios, a portion of units must be kept back from second turn onwards to determine when they arrive at the
the battle as reinforcements. Reinforcements can only enter the battle. Test separately for each unit at the start of each turn until
table when a suitable test is made, and may or may not turn up it arrives.
at all.
Units enter the tabletop along the player’s own edge in the first
move phase of the turn they arrive, measuring their movement
RESERVES from the table edge. Units can enter at any point along the
Reserves are troops positioned just behind the battlefield, ready player’s own table edge. Note that reinforcements cannot
to move onto the tabletop when and where they are needed move onto the table along the side-edges, while reserves can as
during the game. Units placed in reserve can enter the tabletop described above.
along the player’s own edge from the second turn of the game
onwards. They can enter in either move phase and measure their At the start of each of the player’s turns after the first, roll a die for
movement from the table edge. Units can enter at any point along each unit held back as reinforcements.
the player’s table edge. It is not necessary to bring all reserves on
at the same time, or to bring them on in the same place. Each unit Score Result
can be brought on when and where it is needed. 1-5 No show – the unit does not arrive that turn. Test again
next turn.
Units brought on from the third or subsequent turn of the game
can also move on to the tabletop from any point along the side 6-8 The unit can move onto the table as normal that turn
edges of the player’s own half of the table. This represents units but cannot make an attack.
that have moved around the edge of the battlefield, possibly
outflanking enemies already taking part in the fighting. Note that 9-10 The unit can move onto the table and make an attack
these outflanking units cannot enter the table any further forward that turn if it is otherwise able to do so. This means the
than the table’s halfway line, i.e. not in the other player’s ‘half ’ of unit can shoot or even mount an assault if it can reach
the table, and cannot therefore be used to bypass, for example, an enemy.
defenses in the Fortress or Redoubt scenarios.
Reinforcements that fail to arrive before the battle is over do not
Reserves that have not entered the table by the final turn of the count as casualties. Note that this is different to reserves, which
game count as casualties. do count as casualties, as described above.

69
in New York was planned to be the tallest building in the world at
700 feet, but construction, intended to begin in 1909, was halted
while materials were diverted to the war effort.

The cover value of large buildings is given in the terrain chart, and
repeated below for convenience.

Note that buildings are impassable to all units other than


infantry, although artillery can be set up inside buildings in some
scenarios, i.e. emplaced. Once positioned in this way, artillery
cannot be moved. The cover values for vehicles and machines
are included in the chart to take account of intervening buildings
in situations where targets are partly obscured, such as when a
Tripod is lurking behind the corner of a building.

Substantial buildings are eligible targets for attack, and can be


shot at, or assaulted, as if they were enemy units. This allows
buildings to be damaged and reduced to rubble. Buildings that lie
beneath barrage templates, or sweeping Heat Ray attacks, are also
treated as separate targets, in the same way as units of troops.

Buildings have a Defense value of 2. It is – admittedly – hard to


miss a building! Note that a building doesn’t provide cover for
itself – only for troops inside it.

Buildings have an Armor value that varies depending upon


the building’s construction. Although these rules are mostly
concerned with substantial buildings constructed from steel,
stone and concrete, account is also taken of sprawling, low-
level workshops and factories, which might be made of flimsier
materials such as wood, sheet metal or brick.

BUILDINGS Building
Wooden or sheet metal,
Armor

Buildings are included in the terrain charts as a general terrain or single story brick building 5
category; this section introduces additional rules for substantial,
large buildings – the sort of construction that covers at least Multi-story brick building 6
one entire terrain area, and potentially more. At the turn of the
twentieth century, large, multi-story buildings are relatively rare, Steel-framed stone or
but thanks to the use of the steel-framed ‘Chicago skeleton,’ it concrete clad multi-story building 7
is now possible to build upwards ten or even more stories. Such
tall and sturdy constructions make ideal strong points in the war To simplify matters, a further value is allocated to each building
against the Martian invader, as during the battle of St. Louis, to indicate how much damage it can take. For a building that
where the dogged defense of the ten-story Wainwright Building, stands upon a single terrain area, the standard value is 5, rising
built in 1891, saw some of the most intense fighting of the whole to 6 if the building covers two such areas, 7 if three, and so on.
war. These new kinds of buildings are restricted to America’s If a building is hit and damaged, place damage markers on the
largest cities, most notably Chicago and New York. The latter building to indicate how much damage it has taken.
city is home to the famous Fuller, or ‘Flatiron’ Building, towering
over the surrounding district at no less than twenty-two stories Once a building has taken as much damage as it can, it is reduced
tall. The proposed Metropolitan Life Insurance Company Tower to rubble, and it counts as a rubble terrain area.

Target/Cover
Vehicles Machines
Terrain Infantry Artillery & Tanks & Tripods Movement
Large substantial buildings Def+4 Def +2 Def +1 Def +1 Impassable to
Arm +2 Arm +1 Arm 0 Arm 0 all except infantry

70
MARTIAN SLAVE TROOPS
Extract from diary of Professor James Herrick – 14th May 1913

T he first cadavers of the Martian Slave Troops were


delivered to Cook County Hospital Morgue early this
morning amidst much official secrecy. Lt. Col. Ireland is
some apparatus – something like the innards of a wireless
receiver – some means by which the Martians are able
to exert control over their Slaves. Whether the electrical
determined to keep the story out of the newspapers as long experts can make anything of how these masks work, I
as possible. The cadavers arrived sewn into sacks by the don’t know. They were carefully packed away and dis-
field teams. Even the soldiers who brought them in weren’t patched to the Edison laboratories where Tesla himself is
supposed to know what was going on. Just another routine preparing to examine them – or so the Lieutenant Colonel
autopsy of the kind we’re getting used to in this war. That’s tells me. ‘Like puppets without strings’ was how one of the
the cover story at any rate. You could tell by the way the witnesses describes these things in the briefing notes. How
soldiers looked at each other they knew something was up. those strings work, whether by electrical impulses, radio
I suppose they’d heard the rumors the same as the rest of waves, or some subtler power of the mind alone I – for one
us – or worse. – find myself unable to say.
It’s true that you get used to the sight of human bodies By tomorrow the last of the tissue tests will be complete
broken by war, ruined by the gases and death rays of the and Lieutenant Colonel Merritte Weber Ireland – assistant
Martians. There’s a part of every pathologist that under- to Major General William Gorgas, Surgeon General of the
stands the structure of muscles, bones and organs with all United States Army – will have full details of the autopsies.
the hardheaded clarity of science, and which remains neces- No doubt the newshounds will be fed like they always are
sarily indifferent to the suffering of the human soul. Even so, – I don’t envy Ireland that job one bit.
I must have started when the first cadaver was cut from the
sack because several of the interns also gasped and suddenly
stepped back, and a few blanched and averted their eyes.
The autopsies were surprisingly straightforward in the
end, though what to make of it all is still a mystery. At least
the basic facts are established beyond question. The Slave
Soldiers are not ‘the walking dead’ as the rumors suggest
but living, breathing human captives. The cadavers had
all suffered mortal injuries that would have killed any
ordinary men: gun shot, blast, and shell. In fact, aside from
the alien masks enclosing their heads there was nothing
to suggest these were anything but ordinary soldiers. Two
of the cadavers had military tattoos that enabled us to
identify the units to which they once belonged.
It was impossible to extract the masks without dis-
turbing a great deal of the brain. The casing of the mask
concealed a network of metallic fibres forming a kind of
mesh within the brain tissue. A large portion of the cerebral
cortex – notable the frontal and temporal lobes – had been
removed together with corresponding portions of the
frontal and parietal bones. Exactly how this was done is
a mystery. What horrors these men endured is unimagi-
nable – and perhaps best left unimagined too. In all cases
the inner mask material directly behind the faceplate corre-
sponding to the position of the cadaver’s eyes was drawn
out into two long spiked probes, piercing the eyes and
brain right through to the occipital lobes.
Having learned a little of what use the Martians
make of these poor wretches, I was expecting to find

71
DEFENSE WORKS The scenarios describe the types of fortification present and
indicate where fixed weapons, such as gun turrets, are included.
The rules distinguish between two types of defense works. These These scenarios represent battles where one side is defending
are: field fortifications and fortresses. prepared positions against enemy attack (usually, humans
defending against Martians). In these cases, individual areas
The rules for field fortifications cover the majority of field-defense of fortification represent a network of trenches, foxholes,
works, from simple foxholes and slit trenches to machine-guns bunkers, firing pits and whatever features the players wish to
nests, firing pits, barbettes, emplaced gun turrets and concrete model. These are typically either 4-inches square or 4-inches by
bunkers linked by underground tunnels. These kinds of defenses 6-inches deep – i.e., large enough for a single infantry element
form a part of all the major defensive lines across America. to fit across the width.

The rules for fortresses cover the huge defensive walls raised Units from both sides can move over field fortifications,
behind the major rivers of the United States and around the largest which count as difficult ground to all troops except infantry.
cities. These are far more formidable than field defenses and Fortifications always belong to one side. This is always the human
present a massive physical barrier to the enemy, as well as serving side in the scenarios described in this book. The cover benefits to
as a base of operations for the troops stationed within them. Defense and Armor count for the side they belong to, but do not
count cover at all to the opposing side. Cover benefits are given
on the Terrain charts and are repeated below for convenience.
FIELD FORTIFICATIONS
Field fortifications are treated as a special kind of terrain area. Field fortifications often include armored turrets or raised turret
This area can include any of the following: earthworks, trenches, towers armed with guns. These static units do not benefit from
foxholes, bunkers and fixed emplacements of one kind or cover bonuses because they are conspicuous by nature and
other. Note that this includes things like gun pits and barbettes positioned to give them a clear field of fire. These turrets have
for artillery and firing pits for tanks that are ‘dug in.’ Field standard stats as follows.
fortifications can be substantial, such as armored turrets in fixed
emplacement and concrete blockhouses and bunkers. Element Type Speed Defense Armor Weaponry Special
Armored Turret Exceptional Static 3 10 varies Field
Some of the scenarios described later include field fortifications, Fortification
either for free or at an optional cost for the defending force.

Target/Cover
Vehicles Machines
Terrain Infantry Artillery & Tanks & Tripods Movement
Earthworks, fox holes, gun pits, bunkers, Def+4 Def +4 Def +1 Def 0 Difficult ground to
and other fortifications Arm +2 Arm +2 Arm +1 Arm +1 all except infantry
Defenders only Defenders only Defenders only Defenders only

72
M illions of tons of concrete and steel, vast
armies of labor, and the unbreakable deter-
mination of the American people have raised the
FORTRESS DAMAGE RESOLUTIOn CHART
If a fortress wall section suffers damage from an enemy unit’s
most formidable defense works ever conceived shooting or an assault, it is not automatically destroyed. Instead,
by man. These mighty walls stretch for hundreds roll a die and consult the following chart. If the fortress wall has
of miles, and the longest and most heavily armed suffered more than one point of damage from the attack, add +1
of all stands east of the Mississippi river. Behind to the die roll for each additional point of damage scored. For
steep walls of concrete are hundreds of miles example, if a fortress wall were to suffer 2 points of damage from
of galleries and barracks; home to thousands of an enemy unit’s attack, roll a die and add +1. If it suffers 3 points of
troops. Within the walls are set gun positions, damage add +2, and so on.
armored turrets mounting the latest weapons,
and sturdy bastions encased in thick concrete. Score Result
Similar works lie around all of America’s greatest 1-5 The fortress wall section is damaged. Its Armor value is
cities, concentric rings of defenses, each stronger permanently reduced by -1.
than the next. Even small towns have been
turned into heavily defended bastions where 6-9 The fortress wall section is badly damaged. Its Armor value is
local human populations can take refuge against permanently reduced by -1. In addition, each unit on the wall
the invaders. From these bases, the military can section suffers one attack per element from the weapon that
launch daring strikes against the Martians and scored the damage – work this out immediately.
their murderous machines.
10 The fortress wall section is breached. It no longer counts as a
fortification for cover, but as an area of ruins. Remove the wall
section and replace it with ruins or rubble terrain covering the
same area (a scatter of rubble will do). In addition, each unit on
FORTRESSES the wall section suffers one attack per element from the weapon
The Fortress scenario on page 157 features a long defensive that scored the damage – work this out immediately.
fortress wall which the Martians must attempt to breach.
Fortress walls are assumed to have plentiful firing positions
built into them, including turrets or other emplacements
for artillery, and firing pits for tanks. The fortress wall is
represented by a series of linked wall sections. Each section upon the fortress wall can also affect units positioned on the wall,
is treated as a separate target with a Defense value of 2 and an as noted on the Fortress Damage Resolution chart below.
Armor value of 14.
A fortress wall cannot be crossed until it has been breached as
Enemy units can target the fortress wall itself or any enemy units described above. An unbreached wall is impassable to the enemy.
positioned on the wall. Units positioned on the wall receive the Friendly units, including vehicles and tanks, cannot cross the wall
same bonuses for cover as units in field fortifications. Attacks either, but can move along it, or up onto it from the other side.

73
MARTIAN REDOUBTS • If an element begins its move on the crater rim and wishes to
move that phase, make a test before the unit moves to see if the
The huge bases built by the Martian invaders are generally unit is affected.
referred to as ‘Redoubts.’ Redoubts take the form of a crater.
Behind the wall-like rim of the crater lies an underground • If a unit moves onto a crater rim, halt each element as soon as
complex and secret inner-works hidden from human eyes. The it has moved entirely onto the rim, or as soon as it reaches the
rim consists of the heaped spoil of Martian excavation, and forms mid-point of the rim if the model is very long, and make a test
an outer barrier that is both steep and difficult to ascend because to see if it is affected.
it consists of loose soil and rubble.
A test is made as follows. Make just one test for the entire unit; all
The Redoubt scenario on page 162 features the rim of a Martian of its elements moving over the crater rim are affected. Roll a die.
base, which the humans must attempt to break through. The rim Add +3 if the element is infantry other than mounted troops on
is represented by a length of crater rim stretching across the table motorbikes or horses.
from one side to the other.
Score Result
The crater rim is treated in a similar way to a long ridge or 1-5 Stuck Fast! The element cannot move further that
hill stretching across the table. Because it consists of loose turn and must test again next turn if it wishes to move,
rubble and soil, it is very difficult for troops or vehicles to deducting -3 from the result.
cross, although Martian Tripods and other machines can cross
without great difficulty. 6-8 Bogged Down! If the element is infantry, it can only
move in one move phase that turn, and if testing for its
Tripods and other Martian machines treat the crater rim as difficult second move phase it cannot move if it has already done
ground, reducing speed to half pace, but are otherwise unaffected. so that turn. If not infantry, the element cannot move
further that turn.
All other elements treat the crater rim as difficult ground and
also risk becoming either bogged down or stuck altogether when 9-13 Keep Going! The unit continues to move normally over
they attempt to move over it. Note that this includes Martian the crater, counting it as difficult ground (half speed).
Lobototons as well as human infantry and other units.

74
75
NEW YORK HERALD MORNING EDITION, SATURDAY, AUGUST 1ST, 1914

THE WAR IN THE AIR - CHICAGO DEFENDED BY BRAVE AVIATORS


BY FLOYD GIBBONS ‘You’ll need to stand and lean into the green of woodland but the revolting red
slipstream to get the camera into posi- of Martian Weed.
How many have gaped in wonder at tion,’ he explained. ‘But you can lean I twisted round so that I could see
the latest realization of man’s long-held forward quite a long way. You can brace Lieutenant Taliaferro. His gloved hand
dream of flight, and pictured themselves yourself against the air pressure so long gestured in the direction of the red
aloft amongst the clouds, buoyed upon as we keep level.’ vegetation. The Curtiss pusher made a
wings of wire and canvass? To the troops ‘What happens if we don’t keep level?’ gentle turn westward heading toward
defending Chicago, America’s latest I ask. the darkest patch of weed. As we
weapon in the Martian War, the aerial ‘Then you hunker down out of the turned, the left wing dropped a little
observer, has become a common sight slipstream and hold on as tight as you and the ground appeared to tilt toward
above the trenches. General Pershing can. Leave the rest to me,’ he said with me in the most alarming fashion. As I
himself has praised the ‘far-seeing eyes all the daredevil insouciance I’d come recovered my composure I noticed the
of the army’ as he recently described the to recognize as a trademark of aviators other airplane some little distance to
brave aviators of the Signal Corps new everywhere. our right: Captain Foulois’s machine.
Aeronautical Division. Twenty-three minutes later and I was Of the third airplane in our flight
Until now, those reporting upon this grateful for all the scarves, socks, gloves I could see no sign. Only later was I
war have been reduced to doing so from and wool-lined leather with which I’d to learn its engine had failed shortly
the perspective of the earthbound. When been burdened. If – like me – you had after take off. The pilot had made a
invited to accompany a scouting flight imagined peace and serenity amongst landing no more than fifty miles west
of the 1st Aero Squadron, the reader the clouds, let me dispel that notion of Rockford. The machine was wrecked
will hardly be surprised to learn that I at once. The first and most enduring as it careered into a tree. The observer
seized upon the chance with great eager- sensation is of noise and bustle from died in the impact, but luckily the
ness. Mine was to be the first official the roaring engine. The second is the pilot, Lieutenant Byron Jones, escaped
flight of any war reporter. It was a privi- growing chill that seeps through clothes, without injury and was rescued by a
lege that was not without its hazards, as flesh and eventually to the very bones. patrol of Rough Riders.
I was made all too aware upon arrival at Before very long my hands and feet Captain Foulois’ machine drew into
Moore’s Field south of Rockford in the ached with cold. Numb fingers strained line with our own as we approached the
dark hours of the early morning. to secure the camera in my lap. red-clad hills. I could see the observer
‘We’ll take off in the dark and climb to The icy wind and rapid pace of our in the other airplane as he rose and
5,000 feet. Then we’ll drop down over the progress soon forced me to huddle braced himself against the flimsy
target area,’ explained Captain Benjamin below the fuselage where I found it fuselage. Likewise I secured myself
Foulois commanding officer of 1st Aero just about possible to shelter from against the cockpit’s narrow edge
Squadron. ‘Our course will take us west the relentless buffeting of the freezing and felt at once the exhilarating rush
close to the old Upper Mississippi Line.’ air. It was only now that the Lieuten- of wind as the Curtiss sped through
Minutes later, engulfed in thick ant nosed the airplane gently down- the air at almost a hundred miles an
leather coats, we made our way through wards and the engine pitch settled to hour. Seeing that I was ready to begin,
the darkness towards the awaiting a regular patter. I readied the heavy Lieutenant Taliaferro throttled back
airplanes. The machines were bathed camera – the first plate safely loaded the engine and the airplane seemed to
in the light of kerosene lamps as the on the ground – and struggled from the settle upon the air.
squadron’s engineers busied themselves flimsy canvas seat. I began to work the Eastman and had
with last minute intricacies in readi- It is wondrous thing to see the earth exposed three plates before we passed
ness for the dawn patrol. as through the eyes of a bird upon the the crest of a hill and found ourselves
‘These are Curtiss pushers,’ explained wing. The fields and woods, rivers and suddenly suspended above a crater
Lieutenant Taliaferro, the pilot whose roads lying like the faded pattern of a that filled the camera’s optic. We had
machine would take my trusty Eastman distant Turkey carpet. The morning uncovered a Martian redoubt – or at the
quarter-plate camera and I into the air light revealed the bright glimmer of least what was plainly the beginnings
for the first time. ‘You’ll take the forward water some way to my left, without of one. I was so startled that the plate
observer’s position in front of me. You’ll question the Mississippi itself. To my I was about to load slipped from my
get a good view of the ground from there.’ right and the east was a patchwork of cold-deadened hands and I scrambled
An affable Kentuckian, the Lieuten- greens and browns, scarred with the to uncover a fresh one. In the time it
ant helped me into the tiny bucket at blackened ruins of what must have took to do so the air was rent by the
the nose of the airplane and showed been part of the defense lines of 1913. shriek of Martian Heat Rays. The little
me how to attach the safety straps that Ahead I could see hills rising in a series Curtiss pitched violently from side-
would prevent me falling out, ‘if things of gentle undulations towards the north, to-side. Fortunately, our altitude was
get choppy’. the far peaks clad not in the native sufficient to dissipate the worst of the

76
deadly rays, though the Martian’s fire Quick as a flash I stood up and, His right cheek was dark with the flash
was hot enough to haze the air. The steadying the camera against the side of a Heat Ray. Otherwise nothing about
whole aircraft seemed to shimmer as of the fuselage, took a picture of the his calm, reflective manner suggested
we plunged toward the ground. I must Martian Redoubt as we left it behind he had been battling for his life scant
confess all thoughts of my camera were us. In that hellish image you can see hours before. We had yet to receive
banished from my mind in that moment splashes of light from Heat Rays and news of the third pusher crew whose
of terror. Hunkered down in the cockpit the long shadows of a dozen Tripods. fate was very much on all our minds
and hanging on to the leather rail with Beyond the pit’s rim, tunnels and as we spoke.
all my strength, I thought only how my borings hide shining machines exposed ‘More pilots, better and bigger air-
life now lay in the hands of Lieutenant by the fire flashes. It is the first photo- planes!’ agreed Foulois. ‘The Martians
Taliaferro. graph ever taken of a Martian Redoubt haven’t found a way of countering our
For what seemed a great age, but from the air. Had the construction been aircraft yet. In hot weather their Heat
which I know to have been no more than further advanced I think it unlikely we Rays have the range to bring down the
a minute and a half, Taliaferro weaved would have survived to report its exis- old pushers, though any dampness in the
and looped the little Curtiss as Heat tence. air reduces the weapon’s effectiveness.’
Rays hissed and shrieked around us. ‘These pushers are good enough By nightfall Captain Foulois, Lieu-
Once I heard a loud crack and fearing machines in the hands of an experi- tenant Taliaferro and the men of the
the worst raised my head above the enced aviator,’ Captain Foulois confided 1st Aero Squadron lay far behind as
fuselage to see the Lieutenant wres- nearly an hour later back at Moore’s the Flivver carried me back through
tling with the controls as he fought to Field. ‘We’re getting the first deliveries the Chicago defense lines and home. It
master the airplane. One of the wing of the new tractors in a few weeks,’ he had been an honor and a privilege to
struts had snapped and splintered, not said – referring to the new kind of air- witness the aviators of America at war
battle damage from the Heat Ray but planes with the engines mounted at the against the alien invader. Never again
the stress of our pilot’s acrobatics. With front rather than at the back. ‘The latest will I hear the drone of a distant air-
one last fizz of boiling air the airplane engines are more powerful and the con- plane without thinking of those brave
steadied and we soared free of the trols better thought out and stronger.’ men of the Aeronautical Division who
crater. Captain Foulois’s machine fol- ‘We need to train more pilots and everyday risk their lives in the battle for
lowed closely behind. quickly,’ added Lieutenant Taliaferro. the skies.

77
The Second Martian Invasion has brought conflict to every world, seeing the possibilities in the Martian Machines, are
place on Earth. In the Far East, Japan, protected by the ocean, making huge strides in metallurgy, power supply, chemistry
arms and ponders defense and taking the war to the Martian and more. For most of the world, the very survival of the
occupied lands to gain territory. All the many peoples of human race is at stake. These new machines and the nature of
Russia not under the red weed work in the armament factories the threat itself are changing the way that armies organize and
night and day. Europe, untouched by the invaders so far, arms fight everywhere.
with new scientific wonders and builds huge armies not only
for defense from Martians but also as a bulwark against the This section details the armies involved in the conflict
new tremendously advanced army of the British Empire. Even in North America. The Martians rightfully assessed the
the Martian threat has not quelled all the European dreams of industrial might of America as a key threat to their plans
an empire that closed the 19th century. Elsewhere, beyond of conquest. Their machines, modified from the more
Earth, things stir on other orbs besides Mars and Earth. mundane construction and transportation engines of their
home world, are fighting hard against fierce resistance from
New technology, drawn from the wrecked machines of the the Americans, the Canadians, and the recently arrived
first invasion, is changing everything. Scientists all over the British Expeditionary Force.

78
79
This section of the book describes the army of the United States It is now believed the Martians chose to stop at the Mississippi.
of America. As well as background information covering the They weren’t really stopped by the US Army, but nonetheless this
development of the army since the Martian invasion, you will hiatus was the chance that America needed. The nation plunged
find a description of the various fighting formations, equipment fully into rushing new war materials and recruits to the front.
and machines, together with game stats, rules and points values Fortunately, the Martians spent several months consolidating in
to represent them on the tabletop. the West. This gave the Americans just enough time to fortify the
Mississippi Line.

THE ARMY AT WAR In 1910, America ran on coal. With the largest and most
advanced railway system in the world, huge coal reserves, and the
petroleum industry still in its infancy, coal was the most efficient
resource to exploit in defending against the Martian invasion. In
addition, steam engines were a well-developed technology. The
The US Army was a small affair at the time of the Second Martian manufacturing base was in place on a large scale, and it could all
Attack, consisting of Cavalry, Artillery, and several Infantry be done quickly. This last bit was particularly important, as the
Divisions. It was spread out across America in small garrisons. American army was very tiny in comparison to the amount of
As the US Army met the Martians, they did so in dribs and drabs territory that had to be defended, and technologically ill-equipped.
at first, and usually after a long journey by train followed by a With the exception of a few primitive trucks and steam tractors,
long march. They were ground up piece by piece by the superior the American Army was a horse-drawn affair of towed guns,
machines of the Martians. cavalry, and infantry. These forces were virtually useless against

80
New York Evening Post
FRIDAY, JULY 4TH, 1913 LATE CITY FINAL 2 CENTS

ADVANCES IN Rapid firing guns in numer-


ous calibers adorn these metal
nauts piloting the latest Curtiss
flying machines. Readers famil-
MILITARY SCIENCE behemoths, endowing them with
a destructive power greater than
iar with the sight of Alexander
Graham Bell’s famous Silver Dart
A REVIEW FOR OUR READERS OF THE that of a whole regiment of troops will be astonished to see the sleek
NEW WONDERS OF THE MACHINE WAR from the turn of the century. and swift craft that are now able
AND REASONS TO TAKE HEART IN
Cordite charges and the latest to observe the enemy’s movements
OUR ULTIMATE VICTORY steel cannons now propel vast from the safety of the clouds.
The First Mar tian Invasion projectiles for many miles and Heat resistant armors of
marked a new age in human with great accuracy. Even the chrysotile asbestos have been
history: the age of New Science tallest and most soundly con- created to counter the deadly
inspired by the study of alien structed buildings are reduced to Mar tian Heat Ray. These are
technologies. The needs of this a smoldering crater if struck by now used routinely to protect
Second Mar tian War have led our such a weapon. our for tifications and the newest
scientists to increase the pace of Nikola Tesla and Thomas Dreadnoughts. Armored suits are
research tenfold. From an unlikely Edison vie with each other to beginning to arrive at the front
conception in catastrophe and war, unveil the latest and most dev- for the use of our brave men in
the achievements of mankind have astating electrical weapons – the trenches.
advanced to an ex tent undreamed unleashing the power of nature This relentless pursuit of New
of only a few shor t years ago. itself against the Mar tian invader. Science has but one purpose – to
New Land Ironclads emerge Armored railroad cars carry our defeat the Mar tians and drive
from the factories every day. newest electro-cannons into them from our world forever.
Internal combustion motors battle beyond the Tennessee line. These latest achievements give us
fuelled by gasoline and oil now Thanks to the pioneering work yet more cause to celebrate Inde-
supplement the latest steam tur- of the Aerial Experiment Associa- pendence on this special holiday.
bines developed by Westinghouse tion, the skies over the trenches are American victory – and ultimately
and Parsons. now the domain of human aero- human victory – is inevitable.

the Martians. If America had any hope of survival, it needed new speed production immensely. Thus was born one of the single
weapons, vehicles, and technology immediately. It was both natural greatest accomplishments in all of industrial history. America
and logical to turn to the strengths of its current industrial base. went from having virtually no self-propelled military equipment,
to assembly lines producing thousands of vehicles, in the course
While defensive lines of massive trench works and fortifications of a single year.
could slow the Martians, it certainly didn’t stop them. What was
needed was defense in depth, and the ability to relocate resources Steel and coal are the materials of choice. The great locomotive
to repel an attack at its point of origin. The War was becoming companies of the industrial East bring their expertise to
a far more mobile affair. The one advantage that mankind had production. Oil – and the refining of it into suitable fuels like
was numbers. Getting enough numbers into action to absorb kerosene, gasoline, and diesel fuel – is far less abundant than the
the Martian attacks was a key factor. This meant vehicles, and, vast coal fields of West Virginia and Pennsylvania, and with the
due to the appalling losses against the Martian technology, lots Martians putting tremendous pressure on Texas, supply looks
of vehicles. The automotive industry was tiny, just beyond the sketchy. Petroleum does make it onto the battlefield in the form of
cottage industry level. Ford was just beginning. The biggest internal combustion engines used for motorcycles, armored cars,
producers of vehicles were the railroad companies. the new airplanes, etc., but it is steam that powers the huge gun-
carrying vehicles with their heavy steel and ceramic armor on the
Baldwin Locomotive Works, The American Locomotive battlefield. At the time of the Great Interplanetary War’s beginning,
Company, Lima and others soon started building more steam internal combustion engines simply were not advanced enough
tractors, which eventually became armored to improve their to provide the power needed for some of the larger military
survivability, and then tracked to increase their mobility. Within constructs, and in America, refined oil products were in short
a matter of months, it was clear that standard designs would supply compared to the need.

81
While these charts reflect official regulations, attrition and conditions in the field have a considerable effect on their actual execution. Supply problems and
specific missions often call for temporary remixing of forces. In addition, at various times, experimental weapons and units have been available and tried in
combat. These include Heavy Infantry battalions where all of the infantry were equipped with heavy battle suits, Heat Gun Mark IV tanks, Clamp tanks,
Mine Layers, and so on.

82
83
CHOOSING AN that is your desire – as long as the total points value of the army
does not exceed that agreed for the game.

ARMY FOR THE GAME


Note that some scenarios impose specific restrictions on
the units available to one or sometimes both sides; these are
indicated in the section on scenarios.

We will not concern ourselves with choosing armies for official


tournament play, where it may be necessary to impose restrictions
In the All Quiet on the Martian Front game, players are free upon the size and exact composition of armies to facilitate running
to choose their armies to whatever agreed points value they tournament-style games. Instead, details of official tournament play
wish, aside from the stipulation that every army must include will be made available online, as this provides a more flexible means
one Command Unit to act as the army’s Field Commander. of arranging tournaments and allows formal competition games to
Otherwise, armies can include whatever units you wish, and can be developed in more varied and interesting ways in the future.
include further Command units, although no more of these may
be Field Commanders. Note that the organization charts given in the introductory
background are intended to provide an idea of how the forces are
The points values provided allow a player to put together an army organized in the actual armies of the Martian Wars as we imagine
to a preset value to take part in the various scenarios, or to play them. They are provided for the benefit of those players who wish
any points-matched game against an equal value of the enemy. to recreate the historical basis behind the game. Players need not
You can field as many Goliaths and Land Ironclads as you want if follow the organizational charts if they prefer not to.

84
US ARMY Optional Rule: State Militias

SPECIAL RULES
State Militias are the rebirth of the old regimental system
that preceded the formation of the National Guard by the
Militia Act of 1903. It was found that more volunteers would
step forward, and, just as importantly, it was found easier to
raise money for equipment purchases by returning to the old
locally based militia systems. This practice was particularly
COMMAND AND CONTROL embraced in southern states.
With few radios, the US Army relies on couriers, semaphores,
and land lines for communications, to issue orders, and to send Any units can be designated as militia units, up to the entire
and receive intelligence reports. army. Militia fighting beyond the confines of their state
boundaries suffer a -1 penalty when checking their morale.
To represent this limitation, the US Army Field Commander In this case, the point value of militia units is reduced by
unit can only issue orders to units within its line of sight, or to 10%, rounding up to take into account their extra fragility.
those units that can trace a path to the Field Commander unit via On the other hand, militia units fighting within their home
fortifications or field works, which are equipped with telephone state automatically add +1 to their morale checks. Militia
lines. For example, if a Field Commander is positioned at one fighting in their home state pay 10% extra points, rounding
end of a trench system, any troops occupying trenches, bunkers up to represent this improved fighting spirit.
or other defense works that are a connected part of the system
can be issued orders even if the Field Commander unit cannot Example: the 31st Alabama receives a +1 on all morale roles
see them. See the Field Commander rules page 63. when fighting within the state of Alabama, but receive a -1
penalty if fighting far from home, like Michigan.
FIELD MODIFICATIONS State Militias provide an opportunity to paint your units in
The US army has become proficient at adapting the equipment special colors, especially for infantry with home-sourced
it is issued to meet the ever-evolving needs of modern warfare. uniforms. These units look great when adorned with a state
Many vehicles have been modified to carry alternative weapons, flag emblazoned with a suitable motto.
or additional ones, a practice made easier by the development of
universal weapon housings that readily accommodate different
kinds of machine-guns and cannons of various sizes.

To represent this adaptability, model vehicle weapon mountings to send for reinforcements at the start of any of his turns.
designed to take one of the universal weapon types can be re- Reinforcements can be drawn from any of the player’s units that
fitted to take a different weapon. This allows for vehicles to be have already become casualties. A maximum of one unit may
customized or prepared for specialist roles, if desired. Simply be ordered as reinforcement each turn. A unit worth up to 200
remove the standard weapon and deduct the cost indicated, and points can be ordered as a reinforcement for 1 Order marker,
add the new weapon and add back the cost for that. Weapons that a unit worth up to 400 points requires 2 Order markers, a unit
can be fitted to standard mounts are as follows. worth up to 600 points requires 3 Order markers, and so on.
Once a unit is ordered as a reinforcement,
Weapon Cost it is treated exactly as a unit placed in
4-inch gun 25 points reinforcement at the start of the
game, and a die roll is made each
Machine-gun 10 points turn to see if it enters the battle,
1.65 Hotchkiss gun 15 points starting on the player’s next
turn. See page 69.
INDUSTRIAL MIGHT
United States industry is the most productive in the entire world.
Practically all the main industrialized regions remain firmly under
human control. Now, those factories are churning out tanks,
guns, and innumerable other weapons for the war. Furnaces burn
night and day; the coalfields are worked continuously as never
before; foundries work around the clock – as one shift finishes,
in comes the next to pick up their tools. No other nation upon
Earth can match the industrial capacity of America.

To represent the extraordinary industrial output of the United


States, the US Field Commander may expend his Order markers Munitions Carrier

85
THE INFANTRY The infantryman’s best defense against the Martians is undoubtedly
the cover provided by fixed fortifications and battlefield debris.
These 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
Recent years have seen the introduction of ever more powerful issue to all troops. These allow the wearer to breathe for up to an
artillery, as well as new weapons such as Steamer Tanks, Land hour by filtering out the dust particulates. A separate chemical filter
Ironclads and airplanes. Despite these many innovations, the also provides some limited defense against the Green Gas, although
most important part of our fighting forces remains the ordinary prolonged exposure to dense concentrations of the gas will dissolve
foot soldier – for it is he who bears the brunt of this war against flesh and perish the rubber of the mask itself.
the Martian invader.
Years of combat experience have led to innumerable changes
The standard khaki uniform affords excellent camouflage in the tactical role of infantry, compared to that of their
in close battlefield conditions. Although doubts remain as predecessors in the nineteenth century. It is impossible to face
to the visual sensitivities of the Martians, the vast majority the Martians on an open battlefield where their Heat Rays will
of fighting men are convinced of the benefit. Of undeniable cut a swathe through exposed troops from long range. Effective
value is the trench helmet. The introduction of the steel resistance relies upon fixed fortifications, trenches and bunkers,
helmet immediately reduced casualties from falling debris as well as improvised defenses amongst ruined buildings. These
and shrapnel. The infantryman’s sturdy webbing carries his measures oblige the Martians to close to a distance at which
backpack, dust mask, grenades, and ammunition and spare troops can employ their grenades and explosive charges. Tunnels
magazines for his rifle. and covered trenches are essential where movement is to be
undertaken without attracting unwelcome attention.
The standard infantry arm is the magazine-fed 1903 Springfield
.30 bolt-action rifle. Even well-aimed rifle fire is not always The appearance of Martian Lobototons presents the infantryman
effective against Martian war machines, and for this reason all with a new foe. Although capable of exposing the hiding place
infantry carry grenades powerful enough to cripple the legs and of human infantrymen, these mindless animated cadavers
smash the extremities of a Martian Tripod. Infantry formations are vulnerable to the infantryman’s weapons in the same way
typically include at least a portion of troops with more powerful as ordinary human foes. Their sluggish and automaton-like
explosive charges. Grappling hook launchers are also carried by movements mean they are easily cut down by well-aimed rifle
brave volunteers known as the Forlorn Hope, who use ropes and fire. Overall, they present little threat as opponents, and the main
grapples in conjunction with explosives to attack Tripods directly challenge is to eliminate the Lobototons before they can expose
at close quarters. ambushers and concealed traps.

US Infantry Squads advance, supported by covering fire from a Machine-Gun unit.

86
US INFANTRY SQUAD If an Infantry Squad that includes a Forlorn Hope moves to
The mainstay of the US Army is the infantry squad, consisting within 6" of an enemy unit in its turn’s first move phase, the
of fighting men armed with rifles and grenades. Although highly Forlorn Hope can immediately emerge and then move again to
vulnerable to the Martian Heat Ray, these troops are not to be assault the enemy. Whether it does so is up to the player – the
underestimated. In the game, their stealth ability enables them Forlorn Hope can remain secreted within the unit if preferred,
to move as blips while remaining hidden. Infantry squads can unless the whole unit makes an assault – in which case, the
also include Forlorn Hope, volunteers equipped with grapple Forlorn Hope emerges automatically.
launchers and explosives, capable of taking down Tripods – with
a little luck. To launch the assault, the player reveals that his unit contains
a Forlorn Hope and places the element onto the enemy target.
The assault is worked out in the combat phase, just like other
US Infantry Squad assaults. Once the assault has been worked out, and regardless
Unit: 3 elements of the result, the Forlorn Hope is removed as a casualty. This
Points per unit: 30 (+ 15 pts if Forlorn Hope included) means a Forlorn Hope gets to make just one attack, after
which its troopers are either slain by the enemy, blown up
Type Speed Defense Armor Special
by their own explosives, or too badly injured or exhausted to
Infantry 6" 5 4 Stealth
fight on.
Weaponry Range Power Special
Rifles 15" – – The loss of the Forlorn Hope does not count as a casualty on the
Grenades Assault +2 – Infantry Squad, and no morale check is required as a result.

Include Forlorn Hope


Up to half the infantry squads in the US army can include a single US COMMAND SQUAD
Forlorn Hope element at an additional cost of +15 pts. A command unit represents officers together with telephone
operators, runners, and other ancillary troops. These valiant
Stealth leaders are often the first to confront the enemy, cheering their
A unit with the Stealth special rule can move while hidden, as men forward, and exhorting weary troops to greater efforts. As
described in the rules for hidden units. See page 66. with other infantry squads they have the stealth rule, enabling
them to move as blips while remaining hidden. The army can
include any number of command squads, and must include at
least one. One command squad must be nominated as the army’s
FORLORN HOPE TEAMS Field Commander.
Forlorn Hope teams are made up of volunteers and only the most
courageous step forward for what is virtually a death sentence.
Concealed amongst the regular doughboys, Forlorn Hopes are US Command Squad
specially-trained assault troops. If they can get close enough, Unit: 1 element
these heroic lads launch their grappling lines onto Tripods. Points per unit: 30
They then climb, braving the Tripod’s lashing tentacles and the
whirling gyrations of its motion. If they make it, they fasten Type Speed Defense Armor Special
explosive charges on vulnerable points and take their chances Infantry 6" 5 4 Stealth, Rally,
when their charges blow. Field Commander
Weaponry Range Power Special
Rifles 15" – –
Forlorn Hope
Unit: Secreted inside Infantry Squads
Points per unit: See Infantry Squads
Stealth
A unit with the Stealth special rule can move while hidden, as
Type Speed Defense Armor Special
described in the rules for hidden units. See page 66.
Infantry 6" – – See below
Weaponry Range Power Special Rally
Grapples & Explosives Assault +3 – If a friendly unit is within 6" of a command element, it can re-roll
a failed morale check, including a check induced by panic.
Forlorn Hope Field Commander
Forlorn Hope elements are not placed on the table when units Only the command unit representing the army’s field
deploy. Instead, they are secretly included within units until such commander has the Field Commander rule.
time as they are ready to make their assault. The player must note
down which infantry squads include a Forlorn Hope element For the rules governing field commanders, see the rules section
at the start of the game. If a unit is destroyed before its Forlorn on Field Commanders on page 63 and the special US Army
Hope is revealed, the Forlorn Hope also becomes a casualty. Command rule on page 85.

87
MACHINE-GUN
The Maxim gun is an effective weapon when it comes to shooting Rough Rider Motorcycle Squad
down Lobototons, though even with armor-piercing bullets it Unit: 3 elements – 1 of which is armed with a motorcycle-mounted
will be extremely lucky to damage a Martian war machine. It has machine-gun.
the advantage of the stealth rule, as for other infantry, allowing Points per unit: 45
machine-gunners to move as blips while staying hidden.
Type Speed Defense Armor Special
Infantry 10" 7 4 See below
Machine-gun Weaponry Range Power Special
Unit: 3 elements Rifles 15" – –
Bike MG 20" +1 Rapid Fire 3, MG -1 to hit
Points per unit: 40
Tow Cable Assault – See below
Type Speed Defense Armor Special
Infantry 4" 5 4 Stealth
Weaponry Range Power Special Courageous
Machine-gun 20" +1 Rapid Fire 3 Rough Riders are uncommonly courageous individuals, ready to
sacrifice themselves to overcome their hated enemy. Therefore,
regardless of casualties or other modifiers than might apply,
Stealth Rough Riders always pass their morale check on any die roll of 2
A unit with the Stealth special rule can move while hidden, as or greater. They only fail on a roll of 1.
described in the rules for hidden units. See page 66.
Mounted
Rapid Fire Unlike troops on foot, mounted troops count the full movement
Machine-guns have the rapid fire rule – so each time a machine- penalties for moving over difficult ground. A mounted unit can
gun fires roll three dice ‘to hit’ rather than just one. dismount at any point in the game, and counts as an equivalent
infantry squad thereafter. Once dismounted it cannot mount
up again. Dismounted motorcycle troops must abandon their
machine-gun because it is attached to the motorbike.
ROUGH RIDER MOTORCYCLE SQUAD
When the Martian War began, cavalry still had a significant role Rapid Fire
to play as part of the US Army, as they did in other armies of the In a unit of three Rough Rider elements, one element is armed
day. Mounted troops performed scouting duties that couldn’t with a motorcycle-mounted machine-gun. Machine-guns have
be achieved by infantry or by the primitive motor vehicles the rapid fire rule – so each time a machine-gun fires, roll three
then available. Cavalry were often the first troops to encounter dice to ‘hit’ rather than just one.
Martian attacks. When the Martian war began, many horsemen
joined the ranks, and none more skilled or fearless than those MG -1 To Hit
from Buffalo Bill’s Wild West and the Congress of Rough Riders Motorcycles are unstable platforms from which to shoot a machine-
of the World. It was these cavalrymen who discovered that gun, so all shots made by this element suffer a –1 penalty ‘to hit.’
they could attack Tripods by using the speed of their horses to
dive under the machine’s legs, putting them out of reach of the Tow Cable
Martian’s own Heat Ray. Soon, riders were carrying explosive Tow cables can only be used to assault Tripods and can only be used
charges to use against the Tripod’s legs. Some even went as far by mounted units. For each hit struck against the Tripod during the
as to use lassos or grappling hooks to latch onto the Tripod’s assault, do not work out damage. Instead an immobilized marker is
midsection, enabling a brave attacker to climb the machine and placed next to the Tripod. If a Tripod has one or more immobilized
place explosives directly underneath the armored canopy. markers it cannot move unless it first breaks free. As long as it remains
immobilized, all shooting against the Tripod gets a special ‘to hit’
Within two years, the Martians developed a response to these bonus of +1 for each immobilized marker. For example, if a Tripod
direct assault tactics: the Green Gas. By dispensing the gas from has four tow markers, add +4 to the ‘to hit’ roll when shooting at it.
vents in a Tripod’s feet, a Martian pilot was able to choke to An immobilized Tripod cannot move at all, and if obliged to move
death troops foolish enough to approach too closely. The Rough for any reason – for example because of a damage result – it topples
Riders were not so easily discouraged, however. Swapping their to the ground and is destroyed. An immobilized Tripod can attempt
horses for powerful Harley-Davidson V-Twin motorcycles and to break free at the start of any of its own move phases if the player
adopting modified dust masks with chemical filters, they were wishes. The player does not have to try and break free, but the Tripod
able to continue mounting direct assaults using strong tow cables will remain immobilized as long as it has one or more tow cable
to entangle and topple Tripods. This proved even more effective markers on it. To try and break free, roll a die and deduct the number
than before, and many new units of Rough Riders were recruited. of immobilized markers the Tripod has from the score. If the result is 6
or more, the Tripod breaks free – remove all the immobilized markers
Rough Riders assault Tripods by ‘firing’ their long tow cables at immediately; the Tripod is no longer immobilized. If the result is less
the legs of the Martian machines using grappling-hook launchers. than 6, the Tripod’s frantic struggles only succeed in causing itself
Once a rider has a firm hold on a tripod he races around and around, damage – roll on the Tripod Damage Resolution Chart. Remember –
entangling the tripod and hopefully trapping it or tripping it over. if a result indicates the Tripod must move, it is destroyed instead.

88
US CAVALRY SQUAD explosive grenades and large caliber, heavy rifles adopted by the
Horse power continues to provide much of the transport for Armored Infantry are highly effective against all Martian targets.
the army, as it does in civilian life, but horses are as vulnerable The suits themselves have proven largely impervious to both
as humans to the Heat Rays and foul vapors of the Martians. Green Gas and Black Dust under normal battlefield conditions.
As a consequence, new machines have mostly replaced them
in combat roles, and the mounted arm has been supplanted to
a large extent by motorbikes and other small motor vehicles. Armored Infantry Squad
However, there are some roles where horses still excel – as scouts Unit: 3 elements
and as mounted infantry – especially in the disputed regions Points per unit: 65
and behind enemy lines, where the demand for fuel may limit
the usefulness of vehicles. The British Expeditionary Force also Type Speed Defense Armor Special
includes a portion of cavalry used to fight the Martians, including Infantry 4" 5 5 Stealth, Gas Proof
the exotically attired veterans of the Indian frontier. Weaponry Range Power Special
Heavy Rifle 10" +1 –
Grenades Assault +2 –
US Cavalry Squad
Unit: 3 elements
Points per unit: 35 (+ 15 if armed with explosives instead of grenades) Stealth
A unit with the Stealth special rule can move while hidden, as
Type Speed Defense Armor Special
described in the rules for hidden units. See page 66.
Infantry 8" 6 4 Mounted
Weaponry Range Power Special Gas Proof
Rifles 15" – – Armored Infantry Squads are gas-proof. Black Dust and Green
Grenades Assault +2 – Gas cannot harm them.
Explosives Assault +3 –

Mounted UNARMED CIVILIANS


Unlike troops on foot, mounted troops count the full When Martians break through the defense lines, they often make
movement penalties for moving over difficult ground. A harvesting raids into civilian areas to capture the ‘food’ that they
mounted unit can dismount at any point in the game and need to survive. Civilians have no fighting value and do not even
counts as an equivalent infantry squad thereafter. Once enjoy the protection of the stealth rule – their only hope is to run
dismounted, it cannot mount up again. and keep running! Civilians are included here because they are
an integral feature in the scenarios described later. They don’t
form part of the United States armed forces.
ARMORED INFANTRY SQUAD
Experiments with armored suits continue, although field trials Unarmed Civilians
have so far proven disappointing. The greatest challenge to Unit: One individual element
overcome is the weight of the protective armor, with even the Points per unit: Free – for inclusion in scenarios as objectives
lightest versions resembling a cumbersome diving suit laden with Type Speed Defense Armor Special
huge helmets fashioned from asbestos and glass. Finally, a design Infantry 6" 4 3 –
by Westinghouse proved to be light enough for effective field use. Weaponry Range Power Special
This suit provided increased armor and protection against gas None – – –
weapons, while still allowing for mobility and weapon use. The

Rough Rider Motorcycle Squads ride into action.

89
THE ARTILLERY considerable weight of gun and ammunition, these mobile
artillery vehicles are unable to carry quite as much armor as a
tank. With their long range and considerable hitting power they
are primarily support weapons, able to pick out targets at a great
distance or disperse enemy formations with a barrage of shells.
Artillery in the form of static defenses, field guns, and steam-
powered mobile artillery are amongst the most powerful The most potent of all the artillery available to the human cause
weapons available to the human cause. Many of the weapons is the new Electric Artillery developed by Nikola Tesla. This
deployed by the United States and allied armies are modern, development heralds an era of technological warfare upon the
recoiling breech-fed artillery pieces firing explosive and armor- battlefields of America, opposing the Martian threat with all the
piercing shells. These are potent long-range weapons easily resources that human science can muster.
capable of destroying a Martian machine with a direct hit. The
biggest guns are also vulnerable to attack because they are large,
static targets, and all too often a cannon’s first shot also turns out
to be its last. FIELD GUN BATTERY
Field guns are excellent ambush weapons with a long range and
Field guns are amongst the most effective weapons available to the ability to fire a barrage of high-explosive shells which can
the gallant defenders of planet Earth, for they are available in potentially strike several enemies at once. They are most effective
great quantities and are relatively simple to operate. The biggest against dense enemy formations, but they are also up to the job of
disadvantage of these medium-caliber guns is that they are taking down individual Tripods. Most of the weapons currently
very vulnerable to enemy counter-attack. Once they have fired, in service are of the 3-inch type or US-built variants of French 75
they are all too soon targeted and destroyed. Artillerymen with mm guns imported before the Martian invasion.
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 Field Gun
moved to avoid the inevitable retaliatory Heat Rays. Field guns Unit: 3 elements
are often seen as poor cousins to the Mobile Artillery, but they Points per unit: 80
can be more easily hidden from the enemy and remain one of the
Type Speed Defense Armor Special
most useful weapons available to humanity.
Artillery 4" 5 5 Field Gun
Mobile artillery now fulfills most of the functions of traditional Weaponry Range Power Special
artillery on the battlefield. These are heavy guns mounted onto Howitzer 60" +3 Barrage 1
mobile chassis and powered by steam engines. Because of the

A Heavy Field Gun Battery preparing to fire. The Flivver and Munitions Carrier in the background provide vital battlefield support.

90
Field Gun
Field Guns require a great deal of effort to move about and prepare OVER DRESSED OVER PLAID AND OVER HERE!
for operation. A Field Gun can only do one thing per turn. It can
move once in either move phase or it can attack in the combat British officers were amongst the thousands of troops to
phase, but it cannot do any two or three of these things. This means enjoy the hospitality of New York last night as America cel-
an artillery piece will be able to move or shoot, but not both. ebrated the defeat of the Martians at St. Louis. Amongst the
glittering uniforms that have so captivated the attentions of
New Yorkers, none have drawn more admiration or curios-
ity than the kilted officers of the Highland regiments. Every
HEAVY FIELD GUN BATTERY Stuart, Campbell and Mac in New York has been quick to
While lighter field guns have proven highly effective, they lack shake hands with his long-lost cousin, whilst Highland reels
the range and punch of heavier artillery, and for this reason and Scottish dances have become the latest fashion amongst
a number of larger guns have been developed. They lack the
the city’s top set.
mobility of smaller howitzer – which can be manhandled by
their crews if necessary – but the range and devastating barrage
of these heavier guns are a great advantage. These weapons
typically have a caliber of five or six inches and are served by
a mechanical hoist, which is necessary to haul the huge shells ANTI-TRIPOD GUN BATTERY
into the gun’s breech. The extremely large AT (Anti-Tripod gun) is a 90 mm caliber
high-velocity cannon of German design, numbers of which
where imported into the United States at the start of the Martian
Heavy Field Gun War. Many more have been manufactured under license, and the
Unit: 3 elements original design has evolved in the light of combat experience. In
Points per unit: 160 particular, due to the large size of the gun, it was found necessary
to provide the crews with extra protection in the form of a large
Type Speed Defense Armor Special
gun-shield, known as the Whitaker shield after its inventor.
Artillery Tow only 5 5 Heavy Field Gun
This shield combines layers of hardened steel, asbestos and clay,
Weaponry Range Power Special which offer the best resistance to Heat Ray attack. The shield is
Heavy howitzer 150" +4 Fixed Position (unless also angled to deflect as much energy as possible. In US service
towed), Bombardment, the weapon is often referred to as the 3.5-inch gun. Due to the
Barrage 3 high-velocity and substantial recoil, it is not suitable for vehicle
mounting, but its pinpoint accuracy and armor-piercing shells
provide the surest methods of destroying a Tripod with a single
Fixed Position hit. A high-explosive shell is also available, giving the battery the
A heavy artillery piece cannot move of its own volition, ability to fire a barrage when required.
not even to point in a different direction. A heavy artillery
piece cannot change its forward-facing position unless it is
repositioned by a tow. Anti-Tripod Gun
Unit: 1 element
Bear in mind a gun can draw its line of sight anywhere to its front,
Points per unit: 80
just like other elements, so this restriction is not too problematic.
It is assumed the crew can turn the barrel to face targets to the Type Speed Defense Armor Special
gun’s front. Artillery Tow only 5 6 Heavy Field Gun
Weaponry Range Power Special
Bombardment A-T Gun 30" +3/+4 Barrage 1, AT Shell
To represent the extraordinary long range and firepower of a
heavy howitzer, a player whose army includes heavy howitzers
can shoot them once at the start of the game before either Heavy Field Gun
player begins the first turn. A heavy howitzer can target any Heavy Field Guns cannot move at all unless there are towing
enemy on the table, or any single unit in reserve if the heavy vehicles available to move them.
howitzer’s range is sufficient to reach the opposing player’s table
edge; normal line-of-sight is not required for a bombardment Barrage/AT Shell
as the guns are firing using map references. No modifiers are An Anti-Tripod Gun Battery can
applied ‘to hit’ – the ‘to hit’ roll is always made against the shoot with either high-explosive
target’s basic Defense value. This preliminary bombardment shells, creating a barrage with
represents the guns firing at the approaching enemy before they a Power of +3, or a solid
reach the tabletop. Anti-Tripod shell tipped
with hardened steel,
Heavy Field Gun which gives each gun a
Heavy Field Guns cannot move at all unless there are towing single shot and Power
vehicles available to move them. of +4.
Anti-Tripod Gun

91
HOLT MOBILE ARTILLERY STEAMER
The first kinds of mobile artillery were simply conventional Holt-type mobile artillery based on pre-war tractor designs have been
field guns mounted onto Holt Tractor chassis. Wheeled replaced in frontline service by the more substantial Mk II Mobile
versions were produced to meet the immediate needs of Artillery Steamers. Being converted from commercial tractors, they
war. These were followed by the first caterpillar-tracked are not armored and carry a lighter gun in an improvised mounting.
Mobile Artillery Steamers, which mounted a 4-inch naval A few still survive in militia and training units, while some have been
gun on an open deck. The crew were protected by a heavy relegated to static defense roles around America’s cities.
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 Holt MA Steamer
been replaced in service by a 6-inch mobile artillery piece Unit: 3 elements
built on the chassis plates and drive of the Mk II Steamer Points per unit: 160
Tank. This vehicle is therefore known as the Mk II Mobile
Artillery Steamer. There is no Mk I – the Mk II designation Type Speed Defense Armor Special
simply refers to the base vehicle: the Mk II Steamer Tank. Vehicle 6" 4 6 –
Weaponry Range Power Special
The 6-inch naval gun is too large to fit inside the sponsons Light Howitzer 60" +2 Barrage 1
or gun box of a tank. It is the largest weapon that can
be successfully mounted into the Mk II chassis. The
original tank’s rearward cabin is replaced with a gun deck, Light Howitzer
where three artillerymen are required to work the gun. Because a light howitzer fires a shell with a reduced charge, it has
Ammunition is loaded into the breech with the assistance of a Power rating of only +2 compared to a normal howitzer’s +3.
a steam hoist driven by the rear-mounted engine. 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. MARK II MOBILE ARTILLERY STEAMER
The Mobile Artillery Steamer carries the heaviest fully mobile
Three types of ammunition are carried: high explosive, artillery in the human forces. This howitzer can out range even
armor-piercing, and smoke shells. Dense smoke has been Martian weapons, and with its Power bonus of +3 stands a good
found effective at reducing the range and power of the Heat chance of knocking down a Tripod. The main drawback of the
Ray in addition to hiding human troop movements from Mobile Artillery is its open structure, which makes it vulnerable
sight. Since the appearance of Martian Lobototon Troops, to attack, giving it an Armor stat of a mere 6. The howitzer is a
crews of open vehicles such as the Artillery Steamer have barrage weapon, which means it uses the barrage template and
taken to carrying a Maxim gun in the cabin. can potentially target more than one enemy. This is very effective
against closely-packed enemy formations.
Cabin armor 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 Mobile Artillery Steamer
the weight of the reduced armor and superstructure is more Unit: 3 elements
than met by that of the 6-inch gun and ammunition. Points per unit: 220 points (Any Mobile Artillery Steamer may be armed
with a machine-gun at +10 points each.)
In frontline service Mobile Artillery Steamers are supported
by Mk II Ammunition Steamers which replace the main gun Type Speed Defense Armor Special
with additional stowage space. Vehicle 6" 4 7 –
Weaponry Range Power Special
Maximum Armor Thickness: 1½" Steel Plate Howitzer 60" +3 Barrage 1
Maximum Speed: 8 mph Machine-gun 20" +1 Rapid Fire 3
Armament: 1x 6-inch gun
Crew: 7
HEAVY ARTILLERY
Heavy artillery pieces are an important feature of the static
defenses that surround our greatest cities, standing between the
Martians and free America. Many of these large-caliber weapons
were taken from our battleships during the early days of the war,
and many new and even larger cannons have been installed since.
Because of their huge size, these weapons are fixed into permanent
positions either in open barbettes, enclosed turrets or concrete
emplacements. Although by far the most powerful weapons we
Mk II Mobile Artillery Steamer 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.

92
Bombardment
Heavy Artillery To represent the extraordinarily long range and firepower of a
Unit: 1 element heavy howitzer, a player whose army includes heavy howitzers
Points per unit: 50 points (+5 points if mounted in a barbette, +25 points can shoot them once at the start of the game, before either player
if mounted in an armored turret (increase Armor to 10)) begins the first turn. A heavy howitzer can target any enemy on
Heavy guns can only be included in a defending force that is able to set up the table, or any single unit in reserve if the heavy howitzer’s range
guns into gun pits, field fortifications or a fortress at the start of the game. is sufficient to reach the opposing player’s table edge; normal
Type Speed Defense Armor Special line-of-sight is not required for a bombardment as the guns are
Artillery None 3 5 – firing using map references. No modifiers are applied ‘to hit’ – the
Weaponry Range Power Special ‘to hit’ roll is always made against the target’s basic Defense value.
Heavy howitzer 150" +4 Fixed Position (unless This preliminary bombardment represents the guns firing at the
turreted), Bombardment, approaching enemy before they reach the tabletop.
Barrage 3, Turret (if turreted)
Barbette/Turret
A heavy gun can be mounted in a barbette for an additional +5
Fixed Position points or a turret for an additional +25 points. Often these are
A heavy artillery piece cannot move or change its forward-facing turrets taken from battleships. If a gun is mounted in a barbette or
position unless it is in a barbette or turret (a barbette is an open turret, it can shoot in any direction where the gun can draw a line
turret – a revolving platform that allows the gun to be brought to of fire; its line of sight is not limited to its front. Guns in turrets
bear upon a target). have an Armor value of +5 (i.e. 10).

93
TESLA ‘LIGHTNING GUN’ It was these Lightning Guns which saw action in Western
ELECTRIC ARTILLERY STEAMER Tennessee following the fall of Memphis and subsequent Martian
Since the beginning of the war, the greatest minds in America breakout. The new weapons were obviously restricted to the
have striven to develop ways to overcome the Martian railroads, but their ability to move from point to point finally
invaders. Perhaps the greatest of all is Nikola Tesla – that gave the crews a chance to shoot and shift position to avoid
master of electricity whose genius outshines even that of the retaliation. Unfortunately, the generators were still huge, heavy,
renowned Thomas Edison. Now, these two giants of American and unreliable. The weapons’ rate of fire remained very slow, with
technological enterprise are working together to create new up to fifteen minutes needed to build up enough power to trip
weapons to defeat the Martian menace. While the investigation the array of resonant circuits. For this reason, the armored trains
of captured Martian technology continues behind closed doors, would typically include conventional artillery cars as well as a
the newspapers have made much of ‘the latest Wonder Weapon’: Lightning Gun car, providing some defense during periods of
the Tesla Electric Arc or – to use the name endowed upon it by power build-up. Twelve of these rail-mounted guns continue in
the press and popularized by the troops – Lightning Gun. service, and the fast pace of rail movement makes these a valuable
asset to the US army.
The principles behind Tesla’s fearsome weapon derive from his
own investigations into the transmission of high-voltage electricity. Even before the first rail-mounted Lightning Guns rolled off the
Turning these principles into a workable weapon took years production line, Tesla began work on a compact version that
of development, but eventually bore fruit in the form of a gun could be mounted onto a Steamer Tank chassis. Because there
suitable for static defense: the Tesla Electric Arc. The weapon was insufficient room for an on-board generator, this would be
was enormous. This was partly due to the number of Tesla coils towed behind the tank. When it came to building a generator
needed to generate sufficient voltage within the gun’s resonant small enough to provide the power needed, Tesla turned to
electric circuits. An even more telling reason was the sheer size the Westinghouse Company, whose engines already drove the
of the electric generators needed to power the new gun. Three of army’s Land Steamers. The resulting mobile turbine generator
these early Lightning Guns were installed along the Mississippi was inevitably less powerful than the huge, static versions,
defenses at Memphis in June of 1912, and a further three were but careful recalibration of the gun resulted in a serviceable
added into the Western Colorado Defense line by the end of the weapon. The resulting weapon, mounting the Tesla Arc with
year. Unfortunately, although well emplaced in armored bunkers, a towed generator, was adopted by the army as the Electric
the spectacular discharge and very slow rate of fire of the Lightning Artillery Steamer. These were organized into new Electric
Guns made them easy for the Martians to spot and destroy with Artillery Battalions that included their own mobile engineering
focused Heat Rays. As a result of the weapon’s poor performance workshops and supply vehicles. Consumption of coal proved to
during battles along the Western Colorado defenses, it was decided be prodigious. In action, Tesla Lightning Guns are supported by
to abandon plans to install more static Lightning Guns and MkII Cargo Steamers carrying coal.
concentrate instead on developing a mobile version.
Maximum Armor Thickness: 1½" Steel Plate
The first mobile Lightning Guns were about half the size of the Maximum Speed: 8 mph
original emplaced weapons and mounted onto railroad cars.
Adjoining carriages carried electric generators as well as teams Armament: 1 Tesla Lightning Gun
of engineers and copious spares to keep the machinery operable. Crew: 7

A Tesla Electric Artillery Steamer (rear), accompanied by several Mk II Steamer Tanks, a Mk IV Monitor (left flank) and a Mk III Steamer Tank (front).

94
The Lightning Gun hits and
damages the Tripod. Then
the lightning arcs to the
Lobototons. They are also
damaged, so the lightning
jumps to the nearest target that
it has not struck yet, which is
the US infantry unit.
Luckily for the player, the
damage roll against the
infantry unit is a treble, so the
lightning stops before reaching
the Tesla steamer itself – phew!

To shoot the gun, nominate the target and work out line of sight
Electric Artillery Steamer and range, then roll ‘to hit’ in the normal way. The total score to
Unit: 1 element damage is the equivalent of all the dice already generated – so roll
Points per unit: 350
all the dice and add the results together to get a total score. For
example, with three dice it would be possible to score anywhere
Type Speed Defense Armor Special from 3 to 30. Note this is the total score – do not add a further
Vehicle 6" 4 7 See below D10 roll as you normally would when making an attack.
Weaponry Range Power Special
Lightning Gun 40" x dice Lightning Gun If you roll a treble when making an attack (three 1s, three 2s,
etc), work out the damage caused as normal, but the Lightning
Gun cannot fire again – its delicate mechanism has broken
down. The Lightning Gun is not destroyed, but it can’t be fired
Lightning Gun further in the battle.
The Lightning Gun is a unique weapon that always forms a unit
of one element – or two if accompanied by a Cargo Steamer. If the Lightning Gun damages its original target, roll again to see
Shooting is calculated a little differently to normal. In each move if the arc jumps to another target. Roll a die, and if there are any
phase, the player can either move as normal, or remain still and elements, friend or foe, within the number of inches rolled, the
generate electricity to feed the Lightning Gun instead. He does electric arc strikes the one nearest the original target with the
not have to do either, of course, but he cannot move and generate same number of dice damage as before. Roll again for damage.
electricity in the same phase. To generate electricity, he places If this second target is also damaged, roll again for distance to
a die next to the model instead of moving. Subsequently, in any determine if a further target is hit, and continue in this fashion
Combat phase of his turn, the player can use electricity already until a target is not damaged, or until there are no new targets
generated to shoot the Lightning Gun. A Lightning Gun can within range. If any further damage roll results in a treble, the
continue to build electricity in phases when it doesn’t move, Lightning Gun is not broken (breakdowns only occur on the
up to a maximum of three dice. This doesn’t stop the Electric original damage roll), but the arcing finishes at that target. Note
Artillery Steamer from moving once electricity is generated, but that the electric arc won’t bounce back to an element that has
it cannot move and generate electricity in the same phase. already been struck but which wasn’t destroyed outright – it will
only bounce to a new target.
A lightning gun can shoot in the player’s Combat phase if it
already has one or more dice of electricity stored up. If the Fuel Tender
Lightning Gun shoots in the combat phase, it cannot generate If a Lightning Gun has a Fuel Tender Cargo Steamer within
electricity in the second move phase of that turn, even if it 6" then, instead of using the tender to make an extra move, it
remains stationary. can be used to generate extra electrical power. If an Electric
Artillery unit has a fuel tender within 6", it can generate two dice
If the Lightning Gun already has three dice at the start of the of electricity instead of one in any phase that it begins with no
player’s Combat phase, he must either shoot the gun or lose all of electricity already generated. This obviously makes it quicker
the dice already generated – as the resonant circuits can no longer to generate a lethal charge. See Cargo Steamers for more about
hold the charge. these useful vehicles.

95
STEAMER TANKS Now known officially as the Mk I Steamer Tank, a number of
vehicles remain in frontline service, although they have been
mostly withdrawn to reserve and training units wherever
possible. Various improvements have been made in the field
to improve the Steamer’s reliability, crew comfort, and vision.
Following the Martian invasion of 1908, the Holt tractor Many of these improvements were initiated by the crews
company proposed designs for a number of steam-powered themselves, with occasionally disastrous results that included
tractors with the new caterpillar tracks. These would enable boiler explosions and structural collapse. This led to a ban on
artillery pieces to be towed into action. These tractors soon unsanctioned modifications with the introduction of the Mk II
proved their worth, and military observers were quick to see the Steamer Tank in 1911.
potential for further development. The first Holt Gun Tractors
mounted artillery pieces and were protected by an armored The Mk I Steamer Tank is armed with a 3-inch gun adapted from
shield, but were otherwise open and their crews exposed. a standard field gun. Its armor consists of hardened boiler plate
Meanwhile, Holt continued working on prototypes for fully- up to 1-inch thick and is mildly resistant to sweeping Heat Rays.
enclosed vehicles that would offer their crew some protection The coal-fired boiler is capable of providing sufficient power
against Heat Rays. This was to result in the adoption of the first to propel the tank at 4 miles per hour for almost twenty miles
Holt Land Steamer in 1910 – retrospectively known as the Mk I without re-fuelling or taking on water – this drops to less than ten
Steamer Tank following the introduction of the miles at the tank’s maximum speed of 7 miles per hour.
Mk II in 1911.
Max. Armor Thickness: 1" Steel Plate
Max. Speed: 7 mph
Armament: 1x 3-inch gun
MARK 1 LAND STEAMER ‘THE TUMBLER’
Crew: 7
The Holt Land Steamer became known as the ‘Tumbler’ by
its crews after a popular fairground attraction of the time. This
suggests something of the uncomfortable, jarring and noisy
ride experienced by its operators. The basic form is that of an Mk I Steamer Tank
elongated box of armor plate, with a single front-mounted gun, Unit: 3 elements
and a steam boiler mounted at the rear behind the armored cabin. Points per unit: 120
Space inside the cabin is extremely limited for the crew including Type Speed Defense Armor Special
captain, helmsman, stoker, engineer, gunnery officer, and two Tank 4" 4 7 –
artillerymen. Heat from the boiler becomes intolerable once the
Tumbler is closed for action. Many vehicles have been modified Weaponry Range Power Special
in the field to include extra ventilation, at the expense of some 1x 3-inch gun 30" +1 –
slight increase in vulnerability.

Mk II Steamer Tanks advance into battle alongside a Mk III Steamer Tank (front right), a Fuel Tender (rear centre) and a Clamper Tank (rear right).

96
MARK II STEAMER TANK OR BALDWIN TANK MARK III STEAMER TANK
With the introduction of the improved Holt Land Steamer The success of the Mk II Steamer Tank led to successive detail
in 1911, the designation ‘Steamer Tank’ was officially improvements, but attempts to increase the tank’s firepower
adopted by the US Army. The original Holt Steamer was continued to be limited by the size of the chassis. Experiments
retrospectively renamed the Mk I Steamer Tank with the new with a lengthened chassis – the so-called ‘long-steamer’ –
model becoming the Mk II. However, amongst the crews proved a disappointment, indicating that an entirely new design
themselves it remained common to refer to both machines was called for. This new design would eventually become
as tanks, tumblers, and steamers. Mk IIs are also known as the Mk IV. In the meantime, Baldwin Locomotive Company
Baldwin Tanks after one of their main manufacturers: the engineers decided to adapt the basic Mk II chassis by adding
Baldwin Locomotive Company. side sponsons and building up the superstructure to create
an armored box. This became the Mk III Steamer Tank – a
The Mk II retained the same basic layout as the earlier tank compromise design that proved extremely successful. Equipped
with the back-mounted boiler served by an external coal chute with the latest Baldwin engines and mounting no fewer
to facilitate rapid refuelling. Coal and water capacity were than three 4-inch guns, the Mk III Steamer Tank finally gave
both increased, giving the new tank a slightly improved range, America’s fighting forces a weapon capable of confronting the
while the drive shafts, rods and most engine components were Martians in open battle.
substantially strengthened to improve reliability. The tracks
were of a more robust design, overcoming one of the Mk I’s The chief distinguishing feature of the Mk III is the fixed box
chief faults: its tendency to throw a track in a tight corner. superstructure mounted high on the tank’s deck. Indeed, the Mk
Armor was thickened to 1½" along the top and front, the most III is sometimes called the steam box on account of this large
common targets, and to compensate for the increased weight, box housing the tank’s third gun. The addition of a gun above
the rear armor was reduced to only ½" with the addition of the main decking was intended to overcome the chief drawback
coolant vanes and improved ventilation. of the hull-mounted gun in the Mk’s I and II: their inability to
elevate sufficiently to hit the body of a Tripod at ranges under
A larger gun – the 4-inch Tank gun – was built especially two hundred yards. This often resulted in crews being unable to
to provide a harder-hitting weapon that was still workable bring their weapon to bear on an approaching Tripod, leaving
within a confined space. Crew protection was augmented them no option but to bail out. The Captain and Gunnery
with asbestos sheeting to deflect Heat Rays – a common field Officer’s positions were moved up into the box to give them a
modification of the Mk I henceforth carried over into all much better view – Captains of earlier tanks having been known
production models. to stand on the open deck to direct fire.
The Mk II entered service during the 1911 Martian Offensive, The extra guns increased the crew size by four artillerymen, but
but arrived too late to make a significant contribution to the many crews prefer to fight under strength to increase space inside
fighting. It proved its worth in the protracted skirmishes that the cabin, considering it easier to serve three guns with two well-
followed the Martian attack, and quickly gained the favor of trained men rather than overcrowding the cramped interior.
crews re-equipping from the earlier tank.
Max. Armor Thickness: 1½" Steel Plate
The Mk II remains the most common Steamer Tank in service Max. Speed: 8 mph
with the US Army, and its hull and superstructure have lent Armament: 3x 4-inch guns
themselves to numerous variants including mobile howitzers, Crew: 9-11
unarmed field tractors, engineering tractors, and armored
wireless tractors. Numerous Mk II Steamer Tanks have been
supplied to the Edison Company for use as experimental Mk III Steamer Tank
weapon mounts. Unit: 3 elements
Max. Armor Thickness: 1½" Steel Plate Points per unit: 225
Max. Speed: 8 mph Type Speed Defense Armor Special
Armament: 1x 4-inch gun Tank 6" 4 8 Sponsons
Crew: 7 Weaponry Range Power Special
3x 4-inch guns 30" +2 –

Mk II Steamer Tank
Sponsons
Unit: 3 elements
The Mk III carries a single forward-firing and two sponson-
Points per unit: 165 mounted guns. When it shoots, it can direct all three guns
Type Speed Defense Armor Special to its front, giving it three shots at the target. Alternatively, a
Tank 6" 4 8 – single shot can be directed from either side – drawing line of
Weaponry Range Power Special sight from the center of the tank’s side. Remember, the whole
1x 4-inch gun 30" +2 – unit must engage a single enemy target: you can’t shoot at one
enemy to the front and a different enemy to the side as part of
the same attack.

97
MARK IV STEAMER TANK Space inside the Mk IV remains cramped despite its vast size.
During their encounters with the Martians, the Tank Corps soon To save interior space, the side rods are located beyond the track
realized the limitations of its 3 and 4-inch gun tanks, and came rails for the front drive wheel. Powered wheels at the front and
up with a draft specification for a heavily-armored, multi-gunned back of the vehicle drive the tracks themselves, spreading the load
tank that could also mount a larger main armament in a rotating evenly over the length of the linkage. This tricky design problem
‘battleship’ type turret. Initial trials with a lengthened Mk II was resolved with the help of railroad engineer Ephraim Shay, the
chassis were dogged with problems, mostly due to the narrow creator of the geared-steam drive, who developed a geared drive
confines of the chassis plate, which made it impossible to mount system specifically for the new tank. The Mark IV also lacks range
the kind of turret envisaged. As a result, the interim Mk III due to the small size of its internal water tank and prodigious rate
design was developed, mounting three 4-inch guns, while work of fuel consumption. Consequently, some vehicles have been
progressed on an entirely new design – the Mk IV Steamer Tank equipped with towed water tenders to extend their range. Much of
or Heavy Steamer. the interior space is taken up by internal stowage for ammunition.
Fifteen crewmen are usual, including captain, helmsman, stoker,
The Mk IV only began to arrive at the frontline in the summer engineer, gunnery officer, and ten artillerymen. The artillerymen
of 1914. The intermittent skirmishing of the latter half of the can also act as stokers while the stoker doubles as an extra loader.
year saw the new machines committed to battle for the first The captain, gunnery officer and one or two artillerymen manage
time, where their considerable firepower was to prove extremely the turret guns. Because of the vehicle’s weight, it is necessary for
effective. Nonetheless, as an all-new design, the new tanks soon the engineer to act as a second helmsman, braking the left track
gained a reputation for breakdowns. In August, almost three from the port steering position.
quarters of the tanks were unavailable for front-line service,
having been withdrawn to the regimental workshops for The Mk IV has a twin boiler steam-turbine engine that is
essential modifications to their Shay-designed drive gears. The normally coal powered but which can also burn wood with
longer tracks soon showed a marked tendency to break or shed some reduction in performance. The basic layout is similar
under cornering, and overall the size and weight of the machine to earlier machines, with the forward steering position at the
presented problems that had never troubled earlier machines. front of the tank and the boiler and engine mounted outside
Several were lost attempting to cross bridges that proved unable the armored cabin for maximum heat dissipation. The double-
to bear their weight. To top it all, fuel consumption was over opposed sponsons carry two 4-inch guns each, one forward-
double that of the Mk III over the same distance, reducing the firing and one rear-firing, but both capable of covering a
machine’s operational range to a mere six miles at maximum considerable portion of the area to the tank’s flank. Two more
speed. Despite these problems, the Mk IV answered the Tank 4-inch guns are mounted in the front hull, positioned to fire
Corps’ often-stated need for a heavily armed and armored vehicle forwards. The main turret can carry either a 5-inch gun or
that was both more resistant to Heat Ray attacks and which a specially adapted 7 inch gun with semi-automatic breech
carries more guns than a standard tank. that extends through and behind the turret. The turret is

A Mk IV Monitor protects the rear of a column of Mk II Steamers.

98
also provided with two mountings that can be used for fixed MARK IV MONITOR
machine-guns, light Hotchkiss cannon, or observer cupolas. The Monitor variant of the Mk IV has been produced to
take advantage of the newly developed 7" nickel-steel gun.
The 5-inch gun is an entirely new design. Although relatively Weighing only five tons, compared to almost fifteen tons for
lightweight, it is built to a more robust pattern than earlier the equivalent old naval weapon, the 7-inch gun is the largest
weapons, and incorporates a recoil system that utilizes glycerine weapon currently mounted in any US-built tank. The gun
and air. This allows the use of more powerful shells as well as recoils through the turret and out through the open back. Its
conventional ammunition. This gives the gun a longer range and shells, which weigh about 100 lbs each, are loaded by means of
improved accuracy. a semi-automated side-breech. Only a tank as heavy as the Mk
IV could possibly withstand the substantial stresses involved
The Mk IV Tank’s armor is 2" thick along the front and upper in firing such a large weapon. Even so, firing on the move has
deck plates, the side sponsons are 1 ½" thick, and the turret, proven impractical. Despite this limitation, the Monitor is the
rear and side plates are 1" down to ½". The front, upper deck most heavily-armed tank in the Tank Corp, and the great range
sponsons and turret are further protected by asbestos plating, and hitting power of its main armament has proven invaluable.
which is proof against glancing Heat Ray damage. The weight of
armor means the tank’s maximum speed is no greater than the Maximum Armor Thickness: 2" Steel Plate
old Mk I at 7 miles per hour. Range is 12 miles at an operational Maximum Speed: 7 mph
speed of 4 miles per hour, reducing to a mere 6 miles flat out. Armament: 4 x 4-inch guns in opposed side sponsons, 2 x 4-inch guns
Maximum Armor Thickness: 2" Steel Plate in hull mount, and 1x 7 inch gun in turret – additional machine-guns
Maximum Speed: 7 mph or rapid firing 1.65" Hotchkiss cannon in cupola mounts.
Armament: 4 x 4-inch guns in opposed side sponsons, 2 x 4-inch guns Crew: 15
in hull mount, and 1 x 5-inch gun in turret – additional machine-
guns or rapid firing 1.65" Hotchkiss cannon in cupola mounts. Mk IV Monitor
Crew: 15 Unit: 1 element (choose 2x 1.65-inch gun or 2x machine-guns)
Points per unit: 190
Mk IV Steamer Tank Type Speed Defense Armor Special
Tank 4" 4 10 See below
Unit: 1 element (choose 2x 1.65-inch gun or 2x machine-guns)
Weaponry Range Power Special
Points per unit: 190 6x 4-inch gun 30" +2 –
Type Speed Defense Armor Special 1x 7-inch gun 40" +4 See below
Tank 4" 4 10 See below 2x 1.65-inch guns 30" +1 Rapid Fire 2
2x machine-guns 20" +1 Rapid Fire 3
Weaponry Range Power Special
6x 4-inch guns 30" +2 –
1x 5-inch gun 30" +3 –
2x 1.65-inch guns 30" +1 Rapid Fire 2 Turret
2x machine-guns 20" +1 Rapid Fire 3 The turret carries a main gun and two cupolas, which can be used
to mount machine-guns, a Hotchkiss cannon, or a combination
of the two. When the tank shoots, either the main gun or the
Turret cupola guns can be used – not both. The main gun is designed
The turret carries a main gun and two cupolas, which can be used for taking out Tripods, while the cupolas’ weapons are ideal for
to mount machine-guns, a Hotchkiss cannon, or a combination protection against Lobototons and Drones.
of the two. When the tank shoots, either the main gun or the
cupola guns can be used – not both. The main gun is designed Shoot in Any Direction
for taking out Tripods, while the cupolas’ weapons are ideal for Because the Mk IV has a turret as well as sponson-mounted
protection against Lobototons and Drones. side guns, it can draw line-of-sight from its front, side or rear
as follows:
Shoot in Any Direction
Because the Mk IV has a turret as well as sponson-mounted Front: Turret + four 4-inch guns
side guns, it can draw line of sight from its front, side or rear Side: Turret + two 4-inch guns
as follows: Rear: Turret + two 4-inch guns

Front: Turret + four 4-inch guns Remember – regardless of the number of guns it has, a unit can
Side: Turret + two 4-inch guns only shoot at one enemy unit at a time, so the greatest number of
Rear: Turret + two 4-inch guns guns that can be brought to bear on a target is the turret plus four
4-inchers.
Remember – regardless of the number of guns it has, a unit can
only shoot at one enemy unit at a time, so the greatest number of Fire from Halt
guns that can be brought to bear on a target is the turret plus four The 7-inch gun can only shoot if the Monitor does not move that
4-inchers. turn. If the Monitor moves, it cannot also shoot the 7-inch gun.

99
MARK IV FLAME TANK Shoot in Any Direction
Envious of the incredibly powerful and versatile Heat Ray of the Because the Flame Tank has a turret as well as front-mounted guns,
Martians, the Tank Corps wanted an equivalent weapon. After it can draw line-of-sight as follows:
much study and some experimentation, the best the Ordnance
Department could come up with was the ‘Heat Gun’ mounted on Front: Turret + two 4-inch guns
a Mark IV chassis. The Dupont Chemical Company developed Side: Turret
a special two-part fuel for the weapon. These fuels are mixed at Rear: Turret
the same time a pressurized system drives them out of the nozzle
and into the igniter. The resultant mixture is highly combustible Remember – regardless of the number of guns it has, a unit can only
and burns at a temperature of nearly 2000 degrees Fahrenheit. shoot at one enemy unit at a time, so the greatest number of guns that
Early experimentation found the chemicals could not be stored can be brought to bear on a target is the turret plus two 4-inchers.
pre-mixed as they were both too unstable and corrosive when
combined. Even with the large electrically-powered pump Flame Gun
on the main tank, the resultant stream of heavy liquid had a The flaming mass thrown from the flame gun covers the target
disappointing range. To make the weapon effective against unit. To represent this effect, the flame gun makes D5 attacks
Tripods, it had to be elevated, and thus was born the turret when it shoots and not just one attack. This is like a machine-gun
tower that makes the Flame Tank so recognizable. Despite the rapid fire attack, but instead of a fixed number of attacks, roll a
considerable height of the tower, the tank is still relatively stable D5 to determine the number of attacks each time the flame gun
as the upper works and turret are very lightly armored. These hits. A D5 is just half the score of a D10 rounding up, so the flame
weapons are just entering combat, and while effective when close gun makes 1 to 5 attacks depending on how lucky you are. Also,
enough to get direct strikes, they have proven very vulnerable to because the flame gun covers its target in burning chemicals and
the Heat Rays. Heat Ray puncture of any of the chemical storage vapor, the target gets no cover modifiers to its Defense or Armor.
tanks often results in a spectacular and widespread explosion of
sticky burning fluid. Explosive Combination
The highly unstable chemicals used to power the flame gun make
Maximum Armor: Thickness 2" Steel Plate it extremely likely the Flame Tank will simply explode when
Maximum Speed: 7 mph hit. Consequently, if the Flame Tank is hit by an enemy unit,
Armament: Flame Gun, 2x 4-inch guns immediately roll a single D10 before rolling for damage. If the
Crew: 15 score is 10, the Flame Tank explodes, immediately destroying it,
and every unit, friend or foe, within 6" is automatically hit by the
flame gun, suffering D5 attacks each. If the flame tank does not
Mk IV Flame Tank explode, then go on to determine damage as normal.
Unit: 1 element
Points per unit: 180
Type Speed Defense Armor Special MARK IV COMMAND TANK
Tank 4" 4 10 See below A rare variant of the Mark IV Chassis, the Mk IV ACP for Armored
Weaponry Range Power Special Command Post, usually called simply the Command Tank, features
1x Flame Gun 15" +3 Rapid Fire D5 a very tall observation and communications tower. The vehicle was
2x 4-inch guns 30" +2 – 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 4-inch guns and
two machine-gun turrets for self defense. 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). ACPs carry the new
75 watt radio sets, which gives them a communication range of
up to 200 or more miles, depending on weather conditions. The
towers are covered with thin armor plate, suitable for defense against
small arms and even some light cannon, but are not very effective
against Martian ranged weapons. 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.
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.
Maximum Armor Thickness: 2" Steel Plate
Maximum Speed: 7 mph
Armament: 2x 4-inch guns, 2 x machine-guns
Mk IV Flame Tank Crew: Up to 10

100
Mk IV ACP
Unit: 1 element
Points per unit: +220 pts to cost of Field Command squad
Type Speed Defense Armor Special
Tank 4" 4 9 See below
Weaponry Range Power Special
2x 4-inch guns 30" +2 –
2x machine-guns 20" +1 Rapid Fire 3

Command Tank
If a Command Tank is included in the force, the army’s Field
Commander rides inside it, so the model effectively replaces
the Field Commander Squad and has the same Rally and Field
Commander rule. However, because the Command Tank is
equipped with a radio set, the Field Commander can now issue
his bonus moves to any US Army unit, regardless of whether he
has line-of-sight or not. In addition, the Commander’s Rally rule
is extended from the usual 6" to include any US Army unit to
which the Command Tank has line-of-sight.
Mk IV Command Tank

CLAMPER TANK
The first years of the Martian Invasion called for desperate acts Maximum Armor Thickness: 1½" Steel Plate (MkII)
of valor by Earth’s brave defenders. Assault troops, armed with Maximum Speed: 8 mph
nothing but grappling ropes and explosives, fought Martian Armament: Steam Clamp
Tripods hand-to-hand, a tactic so fraught with danger that such
troops were dubbed humanity’s Forlorn Hope. Amongst the Crew: 3
Tank Corps, the gallant crews of the Clamper Tanks performed
deeds that were just as heroic, and equally dangerous. These Steam Clamp
bizarre contraptions were initially devised in the field by adapting A Clamper tank is unusual insofar as, unlike other tanks, it is allowed
a steam shovel, a powerful excavation machine developed by to make an assault. However, it can only assault a Martian Tripod and
the Bucyrus Foundry and Manufacturing Company of Ohio, to no other kind of target. When it makes its assault, the Clamper tank
produce a powerful steam-driven clamp. This was affixed to the can double its speed to 12". When the assault is fought, roll to hit the
front of a tank: either an Mk I or MkII. The tank’s engine was fitted Tripod as normal, and if a hit is scored, the Tripod is held fast and
with an exterior reservoir to enable it to build up extra pressure. immobilized. The immobilized Tripod cannot move for the rest of
This pressure was used to operate the steam clamp, and also to the game, making it an easier target, so all attacks against the Tripod
temporarily boost the tank’s speed. With a sudden burst of steam, get a ‘to hit’ bonus of +1. If the immobilized tripod is obliged to
the Clamper Tank rushes towards its Tripod target and grabs one move for whatever reason – such as a damage resolution result – then
of the machine’s gigantic legs before the Martian can bring its own both it and the Clamper tank are automatically destroyed.
weapons to bear. The weight of the tank immediately cripples the
Tripod, turning it into a sitting target for the rest of the human Once the Clamper tank has grabbed its target, it is abandoned
force. Clamper Tank crews typically bail out and run for it once and plays no further part in the game. It cannot be targeted.
the clamp is successfully engaged. When the Clamper Tank was It is automatically destroyed if the Tripod it is attached to is
first deployed, losses in men and tanks using these kinds of tactics destroyed, as noted above. Should a Clamper tank fail to attach
were high, but as more and better weapons became available, the itself to a Tripod during an assault, it withdraws at the end of the
Clamper Tanks were phased out of use, many being reconverted assault in the usual way, and can continue to fight on.
into ancillary vehicles such as Cargo Steamers.
Clamper Tank
Clamper Tank
Unit: 1 element
Points per unit: 100
Type Speed Defense Armor Special
Tank 6" 4 8 See below
Weaponry Range Power Special
Steam Clamp Assault – See below

101
PATTON’S MK IV
George Smith Patton Jr. graduated from West Point on June Shoot in Any Direction
11th, 1908. That was the very year that reports of falling Because the Mk IV has a turret as well as sponson-mounted
cylinders started coming out of the southwestern deserts of the side guns, it can draw line-of-sight from its front, side or rear
United States, as well as from other remote areas of the world. as follows:
Patton would march to war with the army as it gathered to stop
the Martian menace. He shipped out with the 12th Cavalry Front: Turret + four 4-inch guns
and headed straight to the front. Almost the entire unit was Side: Turret + two 4-inch guns
wiped out with only three survivors, of which Patton was one, Rear: Turret + two 4-inch guns
although he was badly wounded. Sent back to the east coast
for recuperation, he shipped out again as one of the first of the Remember – regardless of the number of guns it has, a unit can
Mk IV tank commanders. Facing horrendous odds, Patton, only shoot at one enemy unit at a time, so the greatest number
his trusted tank driver, Sgt. James Lewis Crossley, and the rest of guns that can be brought to bear on a target is the turret plus
of the crew proved over and over, during the course of many four 4-inchers.
near-hopeless battles, that the Mk IV Lucky 12 was a force to be
reckoned with by any Martian machine – large or small. Patton Well Trained
would later go on to command the American Exploration Force. The crew of the Lucky 12 can choose to use one of the
following abilities in a turn: rapid fire, well-aimed shot, or
Patton’s MK IV rapid advance.
Unit: 1 element (choose 2x 1.65-inch gun or 2x machine-guns)
Rapid Fire
Points per unit: 260 The Mk IV’s 4-inch guns can all shoot twice this turn – rapid
Type Speed Defense Armor Special fire 2. However, all these shots receive a penalty to hit of –1,
Tank 4" 4 10 See below because little time is spent laying the guns into their target.
Weaponry Range Power Special Note that this rule only affects the 4-inch guns!
6x 4-inch guns 30" +2 –
1x 5-inch gun 30" +3 –
Well-aimed Shot
2x 1.65-inch guns 30" +1 Rapid Fire 2 Patton has personally sighted the main 5-inch gun, and
2x machine-guns 20" +1 Rapid Fire 3 receives a bonus of +2 to the roll to hit. When using this rule,
no other guns on the tank can shoot that turn, as the crew
Turret knows to keep quiet while George is concentrating.
The turret carries a main gun and two cupolas, which can
be used to mount machine-guns, a Hotchkiss cannon, or a Rapid Advance
combination of the two. When the tank shoots, either the main Always eager to get into the fray, Patton can push his crew and
gun or the cupola guns can shoot – not both. The main gun is tank to their limits to reach the battle zone. The Lucky 12 can
designed for taking out Tripods, while the cupolas’ weapons move at double its Speed value during the first move phase, but
are ideal for protection against Lobototons and Drones. a die roll must be made to see if the tank holds together. A roll of
1, 2 or 3 means the tank has thrown a rod and is immobilized for
the rest of the game. If the Lucky 12 performs a Rapid Advance,
it may not move at all in the second move phase.
Command Tank
Patton’s Tank is a command unit. Because the Tank is
equipped with a radio set, the Field Commander can now issue
his bonus moves to any US Army unit, regardless of whether
he has line-of-sight or not. In addition, the Commander’s Rally
rule is extended from the usual 6" to include any US Army unit
to which the Command Tank has line-of-sight.
Bonus Commander
Regardless of the size of the force, if Patton is the army’s Field
Commander he receives +1 one extra Order marker at the start
of the game. This bonus only applies while Patton lives; if he is
killed, remove one Order marker from those remaining before
appointing a new Field Commander.

102
OTHER Fuel Tender
Unit: 1 element

MECHANICAL UNITS
Points per unit: 15 points (may be armed with a machine-gun at +10 points)
Type Speed Defense Armor Special
Vehicle 6" 4 7 Refuel
Weaponry Range Power Special
Machine-gun 20" +1 Rapid Fire 3

As well as its fighting machines, the army has a great need for
transportation as well as innumerable specialized units from field Refuel
workshops and ambulances to mobile canteens. While the press If a steam-powered vehicle unit begins any move phase within
is ever ready to print stories of heroic action by our troops, let us 6" of a fuel tender, it can double its speed that move phase. A
not forget those who work unceasingly to support the fighting unit that doubles its speed in this way cannot also shoot that
men, whether amidst the shrieking Heat Rays and roar of shells, turn and is unable to double its speed if it has already shot. Each
or in the factories and laboratories where the war continues with time a unit uses a fuel tender to increase its speed, roll a die; on
no less dedication and energy. the score of a 1, the tender’s coal and water are exhausted; the
tender can no longer be used to refuel. A fuel tender is allowed to
If proof were needed of the vast strides taken by human science, consume its own supplies – doubling its own speed – but must
one has to look no further than the new Ironclads and Goliaths. then make the same test.
The tide of battle is surely about to turn and, if not tomorrow,
then one day the world will be rid of the Martian invader forever!
Munitions Carrier
Unit: 1 element

CARGO STEAMERS Points per unit: 30 points (may be armed with a machine-gun at +10 points)
The army consumes vast quantities of coal and water as well Type Speed Defense Armor Special
as ammunition, food and all the other essentials of waging Vehicle 6" 4 7 Extra Munitions
modern war. Because of the need to refuel during action, all Weaponry Range Power Special
steam-driven fighting forces must carry prodigious quantities Machine-gun 20" +1 Rapid Fire 3
of coal and water. 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 Extra Munitions
vehicles that are sturdy enough to keep pace with the tanks and If a tank or vehicle unit armed with any kind of cannon or
mobile artillery. The MkII Cargo Steamer provides the basis for artillery piece, for example a howitzer or tank gun, begins its
a number of ancillary vehicles used to transport the essential combat phase within 6" of a munitions carrier, it can take 1
materials of war. We have already described how Cargo extra shot when it fires or – in the case of howitzers – adds
Steamers can be used to support Electric Artillery units, and 1 to its barrage value. Note this is +1 extra shot/barrage for
we have noted how Cargo Steamers carrying ammunition can the entire unit and not for each element in the unit; if the
support artillery formations. unit carries weapons of different caliber or type, the player
can choose which gets the extra shot. Each time a unit uses a
Maximum Armor Thickness: 1½" Steel Plate munitions carrier to increase its shooting, roll a die; on a score
Maximum Speed: 8 mph of 1, the carrier is out of ammunition and can no longer be used
Crew: 4 in this way.

Fuel Tender Munitions Carrier

103
MK II MINELAYER power value of +5. Any other units within 6" must roll to see if
From the earliest phases of the invasion, human forces have they are hit in the usual manner. Once a mine has exploded it is
attempted to halt the Martians with dense minefields. This largely removed… a mine only explodes once!
failed to have any impact, as the Martian machines proved largely
impervious to such blasts because of their tripod construction
and great height. Large magnetic naval mines were tried, but
Martian metal has a very low ferrous content, and these devices FLIVVERS
proved more of a menace to human forces than to Martians. Flivvers are light Model-T Ford trucks with gasoline- or ethanol-
After considering the problem, Tesla invented a proximity mine fuelled combustion engines. They are used as transports by all
that was triggered by the powerful electrical fields generated by kinds of units, and many are employed as ambulances, supply
Martian machines. Unfortunately, human tanks and vehicles trucks, and even as mounts for machine-guns and light artillery
can and often do set them off too, so they must be used with pieces. They are very flimsy vehicles and utterly useless over
the greatest care. The Mark II Cargo Steamer provides the basic difficult terrain, but tremendously valuable when it comes to
carrier for the mine-laying equipment. ferrying men and materials to the battlefront. Many cars and
trucks now carry additional machine-guns as defense against
Maximum Armor Thickness: 1½" Steel Plate Lobototon attack.
Maximum Speed: 8 mph
Crew: 4 Flivver
Unit: 3 elements of the same type
Minelayer Points per unit: 15 for Transports and 60 for Gun Carriers. Any
Unit: 1 element Transports can be armed with a machine-gun for +10 points each.
Points per unit: 150 points (may be armed with a machine-gun for an Type Speed Defense Armor Special
additional +10 points) Vehicle 10" 5 4 See below
Type Speed Defense Armor Special Weaponry Range Power Special
Vehicle 6" 4 7 Tesla Mines Light Howitzer 60" +2 Barrage 1
Weaponry Range Power Special Machine-gun 20" +1 Rapid Fire 3
Machine-gun 20" +1 Rapid Fire 3

Tow/Transport
Tesla Mines A unit of Flivvers can either transport a unit of infantry or tow a
The minelayer has three tesla mines. One per turn can be unit of field artillery. It cannot transport mounted infantry, for
dropped behind the Minelayer as it moves. Place one of the crater example Rough Riders, and it cannot tow heavy field artillery
models where the mine has been dropped to mark the spot. A units. See pages 64-65.
tesla mine cannot be triggered by either Martian Lobototons or
Human infantry, but can be triggered by any kind of artillery, Road Vehicle
vehicles, tanks, machines, Tripods and Martian Drones. If any Flivvers are really road vehicles and not good at tackling difficult
of these comes within 6" of a marker at any time, immediately terrain. So, instead of counting the distance covered over difficult
roll a die and add +8 if the model is Martian. If the total is 10 or ground as twice the distance, Flivvers multiply the distances
more, the mine goes up and automatically hits the target with a covered by four, so 1" travelled counts as 4".

A unit of Flivver Transports tow a Field Gun Battery into action, while a MkII Minelayer lays Tesla mines to protect against enemy outflanking maneuvers.

104
ALIEN PACIFISTS NOT WANTED!
ALL ACROSS THE world people This ship, with Schimmer and Ford beliefs and turn his energies to the
reacted in different ways to the news on board, toured Europe, calling defense of the nation. However, the
of the Martian invasion. Many who upon the nations of the world to seek incident was to cause Ford consid-
found themselves in the path of the mediation with the Martians. erable embarrassment, and his rep-
enemy simply fled if they could. The International Committee utation would never quite recover.
Panic was widespread. In many for Immediate Mediation, as the As for Schimmer, she remained
nations directly affected by the alien pacifists styled themselves, met firmly wedded to her extreme
attack, law and order broke down with a generally hostile reception pacifist views, and continued to
entirely. But surely the most curious from the peoples of Europe. Crowds argue for a negotiated peace with
reaction was that of the Alien Paci- gathered at the docks to jeer at the the Martians. How she imagined
fist Movement - whose most vocif- Ford Peace Ship. Schimmer and her such negotiations would be con-
erous activist was the Hungarian compatriots had to be protected ducted remains a mystery. She later
born champion of Women’s Suffrage, from angry mobs that assembled settled in Chicago and applied for
Rosilka Schimmer. As a leader of wherever they went. When the ship American citizenship. However,
the Women’s Peace Party, Rosilka arrived at Stockholm, Henry Ford, her application was overturned by
Schimmer had many admirers and who had by now become the subject the U.S. Supreme Court in a much-
supporters, including Henry Ford in of considerable press ridicule both publicized case, resulting in the
America, who provided the funding at home and abroad, fled. He would famous newspaper headline, ‘Alien
for her so-called Ford Peace Ship. later abandon his extreme pacifist Pacifists Not Wanted!’

FLIVVER AMBULANCE element within 6" of the Flivver Ambulance is destroyed, roll a
The Martian War has reaped a terrible cost in lives broken and die. On a score of 1-8, the medics fail to rescue any of the stricken
destroyed by the dreaded Martians, but how much greater would soldiers, on a roll of 9-10, the medics make all the difference, the
that cost have been were it not for the gallantry and expertise of element is restored and does not become a casualty.
the Medical Corps and its frontline doctors and nurses? Field
dressing stations operate as closely to the lines as possible, for Road Vehicle
speed is of the essence and only by rapid and expert action Flivvers are really road vehicles and not good at tackling difficult
can lives be saved. Often, lightly-wounded men can be treated terrain. So, instead of doubling the distance covered over difficult
immediately and returned to their units, ready to confront the ground, Flivvers multiply the distances covered by four, so 1"
Martian menace once more. travelled counts as 4".

Flivvers are used by the Medical Corps and often serve as field Support Unit
bases for dressing stations. Flivvers with medics and stretcher- Ambulances are ignored when it comes to calculating how many
bearers often brave the fierce fighting to rescue stricken soldiers. units an army contains and how many units have been destroyed.
However, if it comes to counting up point values at the end of
a game to determine a winner, Ambulances do count their full
Flivver Ambulance value just like other troops.
Unit: 1 element
Points per unit: 15
Type Speed Defense Armor Special
Vehicle 10" 5 4 See below
Weaponry Range Power Special
None – – –

Medic
If an infantry or artillery unit is within 6" of a Flivver Ambulance,
then it can potentially recover elements that become casualties
during the enemy’s Combat phase. If any infantry or artillery
Flivver Ambulance

105
HOLT GUN TRACTORS Wrecker
Holt-built heavy tractors are used as prime movers for all kinds If a steam-driven vehicle is destroyed within 6" of a Wrecker, the
of equipment and in particular for heavy artillery pieces such as destroyed vehicle can be claimed as a wreck. Instead of removing
Anti-Tripod guns. the destroyed vehicle, it is immediately placed behind the
Wrecker, which can then tow the wrecked vehicle as it moves. If
A unit of tractors can tow a unit of field artillery or heavy field the Wrecker can tow the wrecked vehicle back into contact with
artillery. This is the only way a unit of heavy field artillery can its Workshop, then an attempt can be made to repair the wreck in
move. See page 65. the combat phase.
Workshop
Holt Gun Tractor Although Wreckers and Workshop Trucks are purchased
Unit: 3 elements as a single unit, the Workshops are always deployed on the
Points per unit: 25. Any tractors can be armed with a machine-gun for +10
player’s home table edge and cannot move. This is why their
points each.
defense rating is so low – they are large static targets. The
two Workshop trucks are placed in formation together on
Type Speed Defense Armor Special the table edge to represent the Workshop. The Wrecker is
Vehicle 6" 4 6 – deployed in formation with the Workshop but is free to move
Weaponry Range Power Special independently – the Wrecker and its Workshop being treated
Machine-gun 20" +1 Rapid Fire 3 as two separate units for all purposes other than for counting
destroyed units during the game (all three vehicles must be
destroyed to claim the unit killed).
FIELD ENGINEERING UNIT If a wreck is touching the Workshop in the player’s combat
The Armored Recovery Tank, or Wrecker, equips the new phase, it can be repaired as follows. Roll a die: on a score of
Battlefield Recovery sections of the Engineering Corps. It is based 1-7, the wreck is not repaired that turn, although the player
on the chassis of the Mk II Steamer Tank. This vehicle mounts can roll again in subsequent turns; on a score of 8-10, the wreck
a huge crane and powered winch, and is used to recover broken is repaired.
down or disabled vehicles from the battlefield. Engineering units
also include truck-based mobile workshops; they are an essential Up to one wreck per Workshop Truck can attempt a repair in any
part of the armed forces without which it would be impossible turn (i.e. up to two per turn with two trucks).
to keep tanks and other armored vehicles in action. Mobile
workshops are equipped with forges and iron-working equipment. A repaired vehicle must return to its own unit, assuming this has
The Mack Brothers AB trucks are popular with the military for not otherwise been destroyed. Until it moves back into formation
these tough, demanding roles. The combustion engines that power it cannot do anything other than move. If the repaired vehicle is
these heavily-laden trucks are capable of burning gasoline, ethanol the only survivor of its unit, then it re-enters the battle as a unit in
or kerosene. With heavy reinforced chassis and axles, speeds of its own right.
about 20 mph are practicable, though in action Mobile Workshops
are set up in static positions ready to deal immediately with Wrecks count as casualties up until they are repaired. Repaired
recovered vehicles. vehicles do not count as casualties – i.e. repaired units score no
points for the enemy as the unit is no longer destroyed.
Mk II Wrecker Mack AB Truck
Maximum Armor Thickness: 1½" Steel Plate None Static
Maximum Speed: 8 mph 20 mph Once set up, the mobile Workshop is unable to move without
lengthy preparations. For the purposes of the game, the
Crew: 4 Up to 4 engineers Workshop is immobile and cannot move during the game. If
obliged to move for whatever reason, including leaving the table,
Field Engineering Unit they are considered destroyed. Note that this is why the Defense
Unit: 3 elements comprising 1x Wrecker and 2 x Workshop Trucks
value is only 2.
Points per unit: 60. A Wrecker may be given a machine-gun for +10 pts. Exception
Mk II Wrecker The Land Ironclad and Mk V Goliath are just too big and heavy
Type Speed Defense Armor Special to claim as a wreck and far too complicated to repair in the field –
Vehicle 6" 4 7 See below so a Wrecker and Workshop cannot recover or repair an Ironclad
Weaponry Range Power Special or Goliath.
Machine-gun 20" +1 Rapid Fire 3
Workshop Truck Support Unit
Type Speed Defense Armor Special Field engineering units are ignored when it comes to calculating
Vehicle None 2 4 See below how many units an army contains and how many units have been
Weaponry Range Power Special destroyed. However, if it comes to counting up point values at the
None – – – end of a game to determine a winner, field engineering units do
count their full value just like other troops.

106
THE WEATHER
Rain and cloud; Winds
north-easterly.

Elsewhere
VOL LXI...NO 20413 NEW YORK, DATE – WEDNESDAY, OCTOBER 23RD, 1912 ONE CENT In Greater New York City,
Jersey City and Newark TWO CENTS

LEAGUE INVADES TURKEY of the Dodecanese islands by Italy


and renewed pressure from the
ment can only bring the Franco-
German Alliance into direct con-
According to sources in Con- Greek government over the Cretan flict with the British Empire. It is a
stantinople, the armies of the question. The admittance of the conflict that many believe the alli-
Balkan League crossed into Turkish Balkan League into the European ance has actively sought these last
territory yesterday in what appears Union – as the Franco-German ten years. Unthinkable as it may be
to be a full-scale invasion led by alliance formed before the Martian in the midst of the Martian War,
Bulgarian and Serbian armies. The war now styles itself – has doubt- the European Union seems poised
Turkish army – already committed less encouraged Bulgaria’s ambi- to betray the embattled nations of
against the Martians in the battle- tions in the Balkans. Members of the world to serve its own narrow
fields of the near east – is reported the Prussian imperial staff have interests.
to be fighting a rearguard action at long wielded their influence over This will come as no surprise
the town of Adrianople. Meanwhile, the emergent states of the region, to those who have watched the
reinforcements that are desperately and it feared that once more the growth of Prussian power since
needed to face the Martians in the Franco-German Alliance is seeking the turn of the century, whilst
east are assembling in the docks at to extend its power at the expense the French – ever jealous of their
Constantinople ready to be trans- of its neighbors. British neighbors – have proven
ported to Salonika. With British and Turkish troops increasingly willing servants of
This latest blow against the actively engaged in joint operations the Kaiser and the Prussian Chiefs
Ottomans comes after the seizure against the Martians, this develop- of Staff.

107
MK V STEAM TANK ‘GOLIATH’
The Goliath is the latest machine to emerge from the prolific Mk V Goliath
Baldwin Locomotive Works in Pennsylvania. It combines Unit: 1 element
innovative Westinghouse-Baldwin electric motor technology with Points per unit: 375
Westinghouse’s proven steam turbines to power the largest and Type Speed Defense Armor Special
most advanced Steam Tank to date. Dubbed the Goliath because Machine 4" 4 10 See below
of its great size, the Mk V is the first US-built tank to abandon
caterpillar tracks in favour of four enormous wheels. It mounts a Weaponry Range Power Special
12-inch gun 60" +7 Variable Damage
single huge 12-inch gun in a naval-style turret. Electric motors turn
4x machine-guns 20" +1 Rapid Fire 3
the turret and feed the enormous shells into the gun’s capacious
breech. The Goliath has been kept away from the battle zones since
the first machines rumbled off the production lines in the summer
of 1914. The Goliath’s weight and size has proven something of a Turret
problem, as it is impossible to transport by rail, while it is simply The turret carries a main gun and a co-axial machine-gun. When
too tall and heavy to cross all but the strongest of existing bridges. the tank shoots, either the main gun or the co-axial machine
Issues with the turret’s drives have also not been fully resolved, can be used – not both. The main gun is designed for taking
since the prototype was lost in a spectacular explosion following an out Tripods, while the rapid-firing machine-guns are ideal for
electrical fire. For all its impressive bulk and devastating armament, protection against Lobototons and Drones.
the Goliath has yet to be officially adopted into the US Tank Corps
and is still undergoing strenuous trials at the newly established Super Heavy Gun
Aberdeen Proving Grounds in Maryland. The huge 12-inch gun is a marvel of modern design. It is far
lighter than earlier naval guns and features an advanced shock-
Maximum Armor Thickness: Classified absorbing oelio-pneumatic system that makes it possible for the
Maximum Speed: Classified Goliath to shoot without being pushed over by the recoil. The
Armament: 1x 12-inch gun in turret, co-axial MG, 3x MG in hull mount 12-inch gun is so powerful that it rolls a combined damage score
Crew: 8 of 2 D10s. Any combined damage score of 10 or more destroys
its target.

108
Shoot in Any Direction
Because the Mk V has a turret as well as a hull-mounted machine-
gun, it can draw line of sight from its front, side or rear as follows:
GOLIATH DAMAGE RESOLUTIOn CHART
Score Result
Front: Turret + machine-gun 1-5 The Goliath is partially damaged and its Armor
Side: Turret
Rear: Turret value is permanently reduced by -1.
6 The Goliath’s turret drives are damaged and the
Remember – regardless of the number of guns it has, a unit can
only shoot at one enemy unit at a time, so the greatest number of turret can no long turn. The turret is jammed facing
guns that can be brought to bear on a target is the turret plus the (D10) 1-7 forward, 8 left, 9 right, 10 rear. The
hull machine-gun. Goliath’s armor value is permanently reduced by -1.
Turbine Blower 7 The Goliath’s main armament is hit and the electric
The Westinghouse twin-turbine is the most powerful yet built, drives that feed ammunition stop working. To shoot
but because of the machine’s great weight and wheeled design, the main gun, you must now roll 8 or more on a D10
the Goliath has proven disappointingly slow. To overcome this to successfully load it by hand before rolling to hit
problem, it has been fitted with a steam compressor that boosts
pressure into the steam turbine. This turbine blower can be the target. The Goliath’s armor value is permanently
used in any move phase to increase the vehicle’s speed up to a reduced by -1.
maximum of 8"; however, this is risky. If you use this option,
roll a die once you have moved. Add +1 to the score for each 1" 8 The Goliath’s main drives are hit and damaged. To
of speed above 4" (i.e. if you go 6" add +2). If the score is 10 or move the Goliath in any turn, you must now roll
greater, something has gone wrong – immediately roll on the an 8 or more on a D10 to build up enough power.
Goliath Damage Resolution Chart (right) and apply the result. Make this test only once per turn – the Goliath can
move in both move phases if the test is successful.
Goliath Damage Resolution Chart
If a Goliath suffers one or more points of damage from a shooting If the test is failed, the Goliath cannot move that
or assault attack, it is not automatically destroyed. Instead, roll a die turn, and if obliged to move for whatever reason, it is
and consult the Goliath Damage Resolution Chart. If the Goliath destroyed. The Goliath’s armor value is permanently
has suffered more than one point of damage, add +1 to the die reduced by -1.
roll for each additional point of damage scored. For example, if a
Goliath has taken 3 points of damage, roll a die and add +2. 9 The Goliath is immobilized. It can no longer move,
and if obliged to move for whatever reason it is
Multiple and Cumulative Damage destroyed. The Goliath’s armor value is permanently
As with all machines that have their own damage chart, multiple reduced by -1.
rolls of the same result have no further effect other than to reduce
the Goliath’s armor value further. It will be necessary to record 10+ The Goliath explodes and is destroyed.
armor damage scored in some manner, for example, using a chit,
marker or ordinary six-sided die placed next to the model.

Other Life Besides Martian?


I t is quite possible that there are other forms of what we would
call intelligent life in the solar system beyond even the Martians.
When I first postulated about their civilization, given my observa-
inhabit many of the outer planets and their moons, even though
they are much colder than the Earth or even Mars.
I have contended for some time that now we must strive
tions and cataloging of their extensive network of canals, it was to travel to some of our nearby neighbors – Mars obviously, but
the clarity with which modern science could see the Red Planet certainly Venus as well. It may be the only way to understand
that allowed me to do so. Unfortunately, such observations of what lives on Venus. We must get below its perpetual cloud
other planets, such as Venus or perhaps some of the outer planets, layer. It may be that the French effort to build a machine capable
is hindered by their dense atmospheres and the limited ability to of travelling through the ether to the Moon will be a solid first
see any surface details. Now that we know fundamentally that life step. Regardless, we must understand the other planets to
exists on worlds other than our own, it is a logical conclusion that avoid another catastrophe as devastating as the Martian attack
life also exists on other worlds under the right conditions. on England.
Venus in particular seems a strong candidate. Covered in
cloud, the surface is undoubtedly very wet and swamp like, and An excerpt of a conversation with Percival Lowell, the famous astronomer,
such environments on Earth team with life. Living beings could first published in The Journal of American Planetary Science, 1906.

109
DESTROYER CLASS LAND IRONCLAD (MIL 1914) Tripod raiders in Western Tennessee. On that occasion,
The huge Land Ironclad is no mere weapon of war. It is a potent a flotilla of three Ironclads was about to steam for home,
symbol of human ingenuity and American industrial might! having completed a test of its primary gunnery systems,
These towering vessels were first built in the Norfolk Naval when it ran into a force of more than a dozen Tripods. The
Shipyard in Virginia, utilizing the methods and skills employed Tripods swept the vessels with their Heat Rays, causing only
in ship construction to produce what many have dubbed ‘land superficial damage thanks to the dense asbestos plates that
battleships.’ The popular press have so far been denied access to shield the Ironclads’ metal armor. The Ironclads responded
complete details of the Land Ironclad’s armament and defensive by laying steam as a precautionary defense and engaging the
systems, but such information as has been revealed speaks of a tripods with their 12-inch and 7-inch guns. Four Tripods were
weapon as superior to the existing steam tanks as those mighty destroyed or crippled in the first salvo, and the remainder
machines are superior to a mere infantryman. quickly withdrew, leaving the Ironclads very much the victors
of this first encounter in this new war of the machines.
Owing to the use of naval facilities and personnel, it became a
matter of some controversy whether the new Land Ironclads Maximum Armor Thickness: Classified
would fall under the command of the army or navy. As the Maximum Speed: Approximately 4 mph in trials
first machines were built with watertight hulls, the navy Armament: 1x 12-inch gun mounted in main turret, 1x 7-inch gun
considered them to be ships. Sea trials indicated that, though mounted in forward turret, 4x 5-inch guns mounted in side turrets –
capable of transport by water, lacking a proper keel, the Land
Ironclads were unstable in anything but the calmest waters. 2 per side, and 6x 4-inch guns mounted in side-turrets – 3 per side.
The first Ironclads were delivered to the US Army and were 8 machine-guns in sponsons and bastions
still officially undergoing land trials when they encountered Crew: At least 30

110
Armor reduction, the minimum value that the Ironclad can
Ironclad Destroyer Class be reduced to is 1: an Ironclad can never be reduced to zero
Unit: 1 element Armor. This means that an ironclad can only be destroyed
Points per unit: 750 by critical hits – and never by loss of Armor – no matter how
much damage it takes. As a score of 10+ is required on the
Type Speed Defense Armor Special
Ironclad Damage Resolution Chart to score a critical hit, this
Machine 4" 3 12 See below
means that Ironclads are very difficult to knock out, even for
Weaponry Range Power Special the most powerful Martian Heat Rays.
12-inch gun 60" +7 Super Heavy Gun, see page 108
7-inch gun 40" +4 –
4x 5-inch guns 30" +3 –
4x 4-inch guns
8x machine-guns
30"
20"
+2
+1


ironclad DAMAGE RESOLUTIOn CHART
Score Result
1-5 The Ironclad is partially damaged and its
Fully Independent Targeting Armor value is permanently reduced by -1 to a
The Land Ironclad is so large that it is treated as a mobile minimum value of 1.
fortress, able to train its armaments upon any targets that its
crews can see. Therefore, each weapon fires independently 6 The Ironclad’s boiler is damaged and and its
and can choose any target that is visible from the weapon’s movement rate is reduced by 1-inch every time it
position. This enables the Ironclad to shoot at different targets
regardless of where they lie. However, the player must declare takes boiler damage.
all the weapons that are going to shoot at a target before rolling 7 The Ironclad’s steering mechanism is damaged.
any dice to score hits. It is not permitted to shoot at a target
with one weapon and then decide to shoot at the same target When the Ironclad moves, roll a die; 1-3 move
again with a different weapon if the first shot misses – all shots directly ahead. 4-5 move directly towards the
at a target must be declared before you fire at it! In all cases, enemy table edge, 6-7 move directly towards
measure the range from the position of individual weapons
from the end of the gun barrel. the table side edge to the player’s left, 8-9 move
directly towards the table side edge to the player’s
Limited Maneuverability right, 0 move directly toward the player’s own table
The Land Ironclad is not so easily maneuvered as an ordinary edge.
vehicle, so the way it moves is restricted compared to tanks and
other vehicles. An Ironclad cannot pivot to face any direction it 8 The Ironclad’s armament is hit. Roll a die; 1-3
likes when it moves; instead it must move directly forwards and
can pivot once as it does so, up to a maximum of 45 degrees, a machine-gun is destroyed, 4-6 a 4-inch gun is
either before, after or at any point in its move. destroyed, 6-8 a 5-inch gun is destroyed, 9 the
7-inch gun is destroyed, 0 the 12-inch gun is
Lay Steam
A US-built ironclad can lay steam in any move phase whether destroyed. In the case of machine-guns, 4-inch and
it moves or not – but cannot shoot in the same turn it lays 5-inch guns, the opposing player can select the
steam (as it cannot see!). An Ironclad that lays steam is weapon that is destroyed.
invulnerable to Black Dust and sweeping Heat Rays. Focused
Heat Rays are reduced to Power +2. All enemy weapons are 9 The Land Ironclad is immobilized. It can no
limited to a maximum range of 25" against the Ironclad. The longer move and cannot lay steam.
steam protection lasts until the beginning of the Ironclad’s
following turn. 10+ The Land Ironclad takes 1 point of critical damage
Ironclad and its armor value is also permanently reduced by
If an Ironclad suffers one or more points of damage from -1 to a minimum value of 1. An Ironclad can take 5
shooting or assault, it is not automatically destroyed. Instead, points of critical damage in all. Once an Ironclad has
roll a die and consult the following chart. If the Ironclad has taken 5 points of critical damage, it is destroyed.
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.

A Destroyer-class Ironclad can take 5 ‘critical hits’ as


described in the table before it is destroyed. Record each
critical hit as it is inflicted. This means you will have to record
both Armor reduction and critical hits. When recording

111
STATIC DEFENSES
Turret
Turreted weapons can shoot in any direction.
Static Defense
The turret cannot move. If damaged, it is destroyed outright.
The fortifications that surround America’s largest cities are the
most formidable defenses ever constructed by man. Lines of
concentric trench works form the outer defenses, with bunkers ARMORED COMMAND TOWER
and armored turrets placed at intervals to cover the approaches. Armored command towers form part of field fortifications. They
Behind them lie gun pits and holding areas for reserves, small are built over concrete command bunkers sunk deep into the
independent fortresses called bastions, and finally the towering ground, where the tower’s crews can take refuge against enemy
earthworks and sheer concrete walls of the main defense lines. fire. Command bunkers are used by Field Command units to relay
These are studded with towers and topped by guns in armored messages and send or receive signals. They are usually sighted
turrets reaching layer upon layer into the sky. These elements can some distance behind the front lines along secondary and tertiary
only be included in a scenario that features human defense works defenses, from where they have the best view of impending battle.
– see the scenarios section.
Command Bunker
Unit: 1 element
ARMORED TURRETS Points per unit: 50
Turreted weapons are mounted at ground level upon raised Type Speed Defense Armor Special
towers of metal or concrete. They often form part of field Exceptional Static 3 8 See below
fortifications or fortress defenses. Weaponry Range Power Special
4-inch gun 30" +2 –
2x machine-guns 20" +1 Rapid Fire 3
Turret
Unit: 1 element
Points per unit: 25 + for weaponry as follows: machine-gun +10, Command Bunker
4-inch gun + 15, 5-inch gun +20, howitzer +30, heavy howitzer +50, If an Armored Command Tower is included in the force, the
flame gun +20 army’s Field Commander can take up position inside it, so the
Type Speed Defense Armor Special model effectively replaces the Field Commander Squad and has
Exceptional Static 3 10 See below the same Rally and Field Commander rule. However, because
Weaponry Range Power Special the Command Tower is equipped with a radio set, the Field
4-inch gun 30" +2 – Commander can now issue his bonus moves to any US Army unit,
5-inch gun 30" +3 – regardless of whether he has line-of-sight or not. In addition, the
Machine-gun 20" +1 Rapid Fire 3 Commander’s Rally rule is extended from the usual 6" to include
Howitzer 60" +3 Barrage 1 any US Army unit to which the Command Tower has line-of-sight.
Heavy Howitzer 150" +4 Bombardment, Barrage 3
Flame Gun 15" +3 Rapid Fire D5 Static Defense
The tower cannot move. If damaged, it is destroyed outright and
any unit inside must deploy within 6".

112
VOL 40351
The LONDON, MONDAY, JULY 13TH, 1914
Times PRICE: 1d

DIPLOMATIC CRISIS The Martian Invasion, though sci-


entifically advanced, is undoubt-
Britain and its insatiable desire
to rule the world. This has been

GRIPS EUROPE
Just in from the Transatlantic
edly going to be another failed
attempt by this soulless and dying
race to wrest from the Earth what
demonstrated by their consistent
actions of the last three hundred
years, and is in the very blood of
Cables – A diplomatic crisis is con- they cannot have on their own the British Race.
suming Buckingham Palace as well home globe. It will end long before The current Franco-German
as Parliament. Allegedly written it touches our borders as it did last Alliance has been a successful
some time ago, unnamed sources time and we must be prepared for endeavor in containing British
have released a copy of a letter the inevitable aftermath. Imperial will. Our defensive
that was intended as a private As occurred during the first posture and the rebuilding and
communiqué between France and Mar tian War, I fully believe, as advancement of our military and
Germany. If the letter can be veri- do all the leading scientists of civil forces have kept them and
fied as accurate, it will elevate ten- France, that this invasion will their exploitation of the Mar tian
sions between the United Kingdom fail and it will be the last. The War Science from global domina-
and the Franco-German Alliance damage done to civilization will tion. I do not, nor does the Cabinet
to new levels. be great. of France believe that contain-
While authentication efforts When it is over, the world will ment of Britain’s ambitions alone
are underway, the Government has need leadership if it is to be kept will be sufficient.
released a condemnation of its con- from falling into a second Dark The time has come for France
tents and are preparing a formal Age. It is with absolute clarity and Germany to march forward
protest to the French Govern- that I believe France and Germany together. Britain must be struck
ment as this is written. The Czar must sacrifice their own interests down and taught a permanent
is urging caution and verification to take that role. lesson BEFORE the Martians’
from St. Petersburg. With our two countries side inevitable defeat. Occupied as they
A full copy of the alleged letter by side in common cause, the are with assistance to America and
is below: oppor tunity after the fall of to the defense of their colonies, this
the Mar tians is to set the world is their weakest moment.
to order with an impor tance of It is only with the fall of Great
A Diplomatic Communiqué mission unprecedented in Human Britain that France and Germany
History. The people of the world can bring a Grand Vision of a Civi-
from France to Germany need those like us, too strong for lized Society to a war weary world.
To: His Majesty Kaiser Wilhelm, the Mar tians to attack, to save We must find the strength between
Emperor of Germany them from the wreckage of this us to lead our people to do what
From: Raymond Poincaré, Prime second invasion. must be done.
Minister of France Together, France and Germany It is with great anticipation
It is with Am besten Wünsche can bring Reason, Science, and that I look forward to our upcom-
from the people and govern- Moral principle to the entire World. ing summit in Geneva.
ment of France that I send you a I firmly believe it is the duty of our Arm in arm France and
message of solidarity. Our respec- Great Nations to do so. Germany can lead the world to a
tive countries, having a common The only thing that stands be- new and better place.
border and providing the cultural tween an unprecedented advance- Yours with Sincerity, Urgency,
and moral center of all of Europe, ment of civilization and darkness and Respect,
and indeed the world, must fulfil is not the Martians. The true Raymond Poincaré
our destiny together. obstacle is the Kingdom of Great Prime Minister of France

113
Without doubt, the Martian invaders laid their plans for Earth ghoulish and terrifying development that threatens to counter the
many years ago, and what fate they have in store for mankind is advantage humans have in the close confines of urban warfare.
only now becoming apparent. The aliens undoubtedly learned a
great deal from their first foray against England at the end of the Martians don’t have a conventional military organization in human
nineteenth century. The second invasion of Earth was infinitely terms. Social and military groups seem to have an affiliation with
better prepared, and when it came, it did so in great strength. As the founding cylinders (those that make initial landings). When
with the original Martian invasion, the main fighting arm of the a minimum of nine cylinders has landed in an area, an Overseer
aliens takes the form of gigantic Tripod machines piloted by a appears and becomes the command focus for all the Tripods in
single Martian. Tripods carry a variety of different armaments. that group. Until that time, the Founding Tripod seems to take on
The Heat Ray remains the most devastating of their weapons, but a directorial or command role. These cylinder groups have come
is supplemented by new gases designed to exterminate human to be called a ‘Pod.’ Pods can vary a great deal in size. Inside the
‘pests’ and drive them from their refuges. structure of these ‘Pods’ are other groupings commonly referred to
as Cells. It is important to note that these Pods and attendant Cells
All Martian forces operate from huge crater-like settlements vary a great deal in their composition, and the Martians change
called Redoubts. Redoubts are protected by static defenses of their structures to suit their purpose on a constant basis. Friction
different kinds. The exact nature and extent of these defenses are in the form of physical violence has been reliably reported between
still uncertain. That the Martians are able to learn and adapt is pod groups. The latest theory is that this has something to do with
evidenced by the appearance of the Lobototon troops. This is a disputes regarding territorial responsibilities between pods.

114
Note that the organization chart shown here is intended to provide an idea of how the forces are organized in the actual armies of the Martian Wars. It is
provided for the benefit of those players who wish to recreate the historical basis behind the game. Players need not follow the organizational chart if they
prefer not to.

115
CHOOSING AN facilitate running tournament-style games. Instead, details of
official tournament play will be made available online, as this
provides a more flexible means of arranging tournaments and

ARMY FOR THE GAME


allows formal competition games to be developed in more varied
and interesting ways in the future.

In the All Quiet on the Martian Front game, players are free
to choose their armies to whatever agreed points value they
wish, aside from the stipulation that every army must include
MARTIAN
SPECIAL RULE
one Command Unit to act as the army’s Field Commander.
Otherwise, armies can include whatever units you wish, and
can include further Command units, although no more of these
may be Field Commanders. The points values provided allow a
player to put together an army to a preset value to take part in the
various scenarios, or to play any points-matched game against
an equal value of enemy. You can field as many units of whatever MARTIAN COMMAND
kind you wish if that is your desire – as long as the total points Martian forces have very flexible command structures and no
value of the army does not exceed that agreed for the game. clearly identifiable individual leaders. To represent this, the
Martian Tripod with the highest point value is automatically
Note that some scenarios impose specific restrictions on the army’s Field Commander. If this Tripod should be
the units available to one or sometimes both sides; these are destroyed, the next highest value Tripod takes over, inheriting
indicated in the section on scenarios. any order tokens that remain, and so on. If several Tripods are
of the same highest value, just choose one to be your Field
We will not concern ourselves with choosing armies for Commander. Because Martians can issue orders to any units
official tournament play, where it may be necessary to impose they please, it doesn’t really matter very much which Tripod is
restrictions upon the size and exact composition of armies to the army’s Commander.

116
THE MARTIAn INVADERS

MARTIAN TRIPODS Green Gas and Black Dust


The Black Dust launcher and Green Gas grenades are
Tripods are the universally feared and immediately recognizable alternative weapons that the Martians use to force infantry
Martian machines of war. During the initial invasion, only the out from amongst ruins and bolt-holes. They are both
predominant type was seen, but over the years new types of barrage type weapons (see page 60 for the rules and
Tripods have emerged. Different sized machines have been description of how these work) and both ignore any cover
recognized, while specialized designs carrying different weapons bonuses that would normally apply to the target. Black Dust
have been encountered in fighting all over the world. has the advantage of covering a larger area, while Green Gas
has the benefit of a greater Power value.
All Tripods are similar in overall appearance and are made from
the same mysterious Martian metal: shining silver in color, light
and extremely strong. They are tall, upright machines that are
carried aloft upon three legs, towering over their human prey. The
single alien pilot occupies a sealed cabin covered by an armored Black Dust
hood or carapace. Coiling metallic tentacles hang beneath the Black Dust is a noxious, choking dust that poisons and suffocates
hood, including one or more especially thick limbs that serve those exposed to it. No cover bonuses to Defense or to Armor
as arms. With its strong and dextrous tentacles, the Martian count when a target is attacked by Black Dust.
pilot can direct the Tripod to pick up objects or push aside
obstructions in its path. Green Gas
Green Gas is a corrosive gas that dissolves all organic material
Tripods move with a speed and surety that belies their appearance, exposed to it. No cover bonuses to Defense or to Armor count
and which makes them relatively difficult targets. They are not when a target is attacked by Green Gas.
the sluggish, lumbering mechanical monsters that many humans
imagine them to be. Their upright and open structure also makes
them difficult to destroy with artillery, with only a direct hit on the
main body likely to destroy one of the machines.

ASSAULT TRIPODS
Although it is impossible to know what the Martians call their
machines – if indeed they even share such human concepts as
language – their opponents refer to the most common type as
the ‘Assault Tripod.’ On the whole, these are Tripods that carry
the iconic Martian weapon: the deadly Heat Ray. Amongst them,
however, a few are armed with Black Dust launchers or Green
Gas grenades.

Assault Tripod
Unit: 1 element (armed with Heavy Heat Ray)
Points per unit: 200. An Assault Tripod can swap the Heat Ray for a Black
Dust launcher or Green Gas grenades at no additional cost. Alternatively, it
can be given a Black Dust launcher or Green Gas grenades in addition to its
Heat Ray at an additional cost of +50 pts.
Type Speed Defense Armor Special
Tripod 8" 6 11 –
Weaponry Range Power Special
Heavy Heat Ray 30"/15" +4/+3 Sweep (see page 62)
Black Dust Launcher 10" +1 Barrage 4, Black Dust
Green Gas Grenades 10" +2 Barrage 2, Green Gas

Tripod
When a Tripod suffers one or more points of damage from an
attack, roll on the Tripod Damage Resolution Chart to determine
what happens. See page 48.
Assault Tripod

117
Tripod
When a Tripod suffers one or more points of damage from an
attack, roll on the Tripod Damage Resolution Chart to determine
what happens. See page 48.
Inaccurate
Heavy Launchers are inaccurate and suffer a –2 penalty when rolling
to hit. For example, against a Defense of 6, a heavy launcher will
require a roll of 8 to score a hit. Note that the die roll receives a bonus
of +3 if shooting at a target illuminated by a Scout Tripod using a
Targeter – which makes this a particularly useful combination.
Heavy Launcher
A heavy launcher can fire two different types of canisters – the
high-explosive Shock canister or a Black Dust canister. When a
Grenadier Tripod shoots, it can select either type of canister, but
both launchers always shoot the same type.
Shock Canister
Shock canisters explode with a massive shock wave focused in
the immediate area. If you fail to hit when shooting with a Shock
Canister, you can take the roll again – if this re-roll is successful
then you have hit the target after all – such is the power of its
concussive blast.
Grenadier Tripod
Black Dust Canister
Black Dust canisters burst apart on impact, scattering
GRENADIER TRIPOD deadly Black Dust over the target. The volume of dust in a canister
Grenadier Tripods use their magnetic launchers to lob is less than that of the short-ranged Black Dust launcher on an
concussive Shock and Black Dust canisters at suspected human Assault Tripod, so the barrage value is 2 rather than 4 (making
resistance locations or fortifications. These powerful devices a total of 4 when you fire both together). No cover bonuses to
can propel a charge a great distance, enabling the Grenadiers to Defense or to Armor count when a target is attacked by Black Dust.
remain out of range of most human weapons. These attacks can
be so intense that they have resulted in a new type of casualty,
a condition known as Martian Shock. Victims show little or no
outward physical damage, but are reduced to quivering wrecks, SCIENTIST TRIPOD
barely able to stand or hold a gun, their nerves completely shot. Sightings of this Tripod are rare. Its purpose is not entirely
Entire wards of men affected by Martian Shock are secreted in clear, but it appears not to be one of the Martian weapons
quiet, out-of-the-way places up and down the east coast. of war. Rather, it is designed for exploration or as a mobile
laboratory. Dubbed ‘Scientists’ by the Observer Corps, these
Grenadier Tripods rely on Scout Tripods equipped with machines are always surrounded by Drones, which appear to
Targeters to direct their shots, without which they are very act as assistants, fetching and carrying equipment and samples
inaccurate. Some human observers have theorized that these to the Scientist Tripod itself. It has been noted that all incidents
sluggish Tripods are actually unpiloted machines that are of Scientist Tripod sightings are associated with reports of new
somehow controlled by the Scout Tripods, much the same as the types of Martian war machines, and it may well be that there is a
Martian Drones, but until a machine is captured and examined, it connection between them.
is impossible to say for sure.
Tripod
When a Tripod suffers one or more points of damage from an
Grenadier Tripod attack, roll on the Tripod Damage Resolution Chart to determine
Unit: 1 element what happens. See page 48.
Points per unit: 100
Type Speed Defense Armor Special Scientist Tripod
Tripod 4" 6 10 – Unit: 1 element
Weaponry Range Power Special Points per unit: 80
2x Heavy Launcher: Type Speed Defense Armor Special
Shock Canister 50" +2 Shock, Inaccurate Tripod 4" 6 10 See below
Black Dust Canister 50" +1 Barrage 2, Black Dust, Weaponry Range Power Special
Inaccurate Medium Heat Ray 20"/10" +3/+2 Sweep (see page 62)

118
THE MARTIAn INVADERS

Controller Tripod
The Scientist can control Drone and Lobototon units as When a Tripod suffers one or more points of damage from an
described for a Slaver Tripod. See left. attack, roll on the Tripod Damage Resolution Chart to determine
what happens. See page 48.
Experimental Machine
If the Martian force includes one or more Scientist Tripods, a Multiple Targeting
single Assault Tripod can be rated as an experimental model The Dominator Tripod can shoot each of its three weapon
with improved performance. Roll a die at the start of the game to systems independently, choosing different targets for each attack
determine which enhancements have been built into the Tripod. if the player wishes.
Score Result Rapid Fire
1-3 Speed increased to 10" Guided Missiles have the rapid fire rule because it shoots four
4-6 Range of Heat Ray increased to 40" with 20" sweep missiles at once, so each time the Missile Pod fires roll four dice
7-9 Power of Heat Ray increased to +5 and +4 for sweep ‘to hit’ rather than just one.
0 Armor increased to 12
Guided Missile
If a target is illuminated by a Scout Tripod’s targeter, a
Lobototon Converter Dominator may fire its missiles at the unit as long as it is within
The Scientist Tripod is able to process human casualties and turn range, even if it does not have line-of-sight. However, if the
them into one unit of Lobototon troops (three elements). The Dominator cannot see its target, it receives no extra bonus to
Scientist can only do this if the force also includes a Harvester hit from the targeter.
Tripod or a Gatherer Tripod, and can only do it one time in the
battle. Once the Harvester or Gatherer has captured at least three
elements of human infantry, the Scientist can process these into
a unit of Lobototons, as long as it is within 6" of the Harvester or
Gatherer at the start of the player’s turn.

The Lobototons are deployed at the start of the second move


phase, within 6" of the Scientist Tripod and not within 1" of
any other unit – friend or foe. The Lobototons can move in the
phase they are deployed. Note that creating Lobototons in this
way does not reduce the ‘tally’ of human captives where these
are an objective for the scenario – captives remain captives even
if turned into Lobototons that are subsequently destroyed. For
rules and stats for Lobototons see page 127.

DOMINATOR TRIPOD
The Dominator Tripod is much larger and more heavily-
constructed than other Tripods. These especially powerful
Martian war machines sometimes appear amongst larger
formations of Assault Tripods and Slave Driver groups, as
support for smaller and weaker machines. Fortunately, they
are very rare. The Dominator is armed with two independently
targeting Heat Rays as well as a guided missile pod on its
crown. The guided missile pod is especially effective when the
Dominator works in concert with Scout Tripods equipped with
targeters, which are able to direct its fire.

Dominator Tripod
Unit: 1 element
Points per unit: 350
Type Speed Defense Armor Special
Tripod 8" 6 12 Multiple Targeting
Weaponry Range Power Special
2x Heavy Heat Ray 30"/15" +4/+3 Sweep (see page 62)
Guided Missile Pod 25" +1 Rapid Fire 4,
Guided Missile

Dominator Tripod

119
SCOUT TRIPOD automatically illuminated by the targeter, and for the remainder
Not long after the initial Martian attacks, observers began to notice of that combat phase any Martian Grenadier or Dominator
the appearance of a smaller, more lightly-built Tripod. These Tripod that shoots launchers or guided missiles at the target
nimbler machines were often to be encountered in the vanguard receives a +3 to its dice rolls to hit.
of the enemy forces, ranging ahead of the main body to scout
out defenses and identify targets. For this reason, these smaller
Tripods have been dubbed ‘Scout Tripods.’ In other respects, they
are practically identical to the larger Tripods and are undoubtedly SLAVER TRIPOD
constructed in the same manner and from the same materials. Martian Lobototon troops and mechanical Drones are directed
by short, squat Tripods known as Slaver Tripods or Slave Drivers.
These special Tripods control units of Lobototons and Drones
Scout Tripod nearby. It is unclear exactly how the Martians exert control over
Unit: 1 element their Lobototon slaves. It is commonly believed that the Martians
Points per unit: 150. A Scout Tripod can be equipped with an arm have some kind of mind-control ray that enables them to move
mounting a targeter at an additional cost of +5 pts. human corpses as if they were puppets. Slaver Drivers often take up
a position at the forefront of a Martian attack, driving Lobototons
Type Speed Defense Armor Special and Drones into cover to root out hidden human troops and
Tripod 10" 6 10 – ambushers so the Slaver can exterminate them with its Heat Ray.
Weaponry Range Power Special
Medium Heat Ray 20"/10" +3/+2 Sweep (see page 62)
Slaver Tripod
Unit: 1 element
Tripod
Points per unit: 100
When a Tripod suffers one or more points of damage from an
attack, roll on the Tripod Damage Resolution Chart to determine Type Speed Defense Armor Special
what happens. See page 48. Tripod 6" 6 10 –
Weaponry Range Power Special
Targeter Medium Heat Ray 20"/10" +3/+2 Sweep (see page 62)
A Scout Tripod can be equipped with a targeter in addition to its
Heat Ray. In the combat phase, a Scout Tripod so equipped can
either shoot with its Heat Ray or use its targeter to illuminate an Tripod
enemy unit – it cannot do both. Targeters When a Tripod suffers one or more points of damage from an
are used to direct the fire of Martian attack, roll on the Tripod Damage Resolution Chart to determine
Grenadier Tripods armed with what happens. See page 48.
launchers, and Dominator Tripods
firing guided missiles, as noted in Controller
the entries for these Tripods. Lobototon and Drone units can only move and make attacks if
they have a Controller within 12" of the unit. It is not necessary
The targeter has a that every element in the unit be within the required distance, as
range of 30". Choose long as at least one element is within control range, the entire unit
an enemy unit that the is under control. A Slaver Tripod can control any number of units.
Tripod can see and
which is within range.
The opposing unit is
GATHERER TRIPOD
Gatherer Tripods carry large cages for captives, and they often
accompany Harvester Tripods on their missions. Any Martian
unit equipped with reaper tentacles can transfer victims to nearby
Gatherer Tripods, where they are held captive until it is time to
meet their fate.

Gatherer Tripod
Unit: 1 element
Points per unit: 50
Type Speed Defense Armor Special
Tripod 6" 6 11 See below
Weaponry Range Power Special
None – – –

Scout Tripod Slaver Tripod

120
THE MARTIAn INVADERS

Tripod
When a Tripod suffers one or more points of damage from an
attack, roll on the Tripod Damage Resolution Chart to determine
what happens. See page 48.
Cage
The only purpose of a Gatherer Tripod is to act as a mobile
cage to transport human captives. This is particularly useful in
some scenarios, where the Martian objective is to harvest humans
and take them captive. If a Martian unit armed with Reaper
Tentacles makes an assault, any human casualties it causes are
immediately transferred to the nearest Gatherer Tripod within 6".

HARVESTER TRIPOD
It was not long after the second Martian attacks that it became
apparent what fate the invaders had planned for the human race:
humanity would be enslaved as mere food animals. Soon the
Martians began to actively gather up human captives and herd them Harvester Tripod
into their redoubts, where the aliens sucked their bodies dry. Ghastly
as this is, worse things were to come, for plainly the Martians studied as an assault weapon – enabling the Harvester Tripod to assault
their captives in order to discover what further uses they could make enemy units. With four sets of tentacles, the Harvester makes
of the Earth’s native inhabitants. These studies were to lead to the four attacks when it assaults the enemy.
development of Lobototon Slave troops and Harvester Tripods.
Today, the Martians hunt down humans so they can be rendered into Reaper Claw
sustenance, turned into Lobototon troopers, or else subjected to the The Harvester Tripod has an especially large and powerful tentacle
perverse experiments of Earth’s new masters. designed for ripping apart human constructions such as buildings
and defense works. The Harvester can use its Reaper Claw instead
The Harvester Tripod’s purpose is to gather up human captives of its Reaper Tentacles when it makes an assault. It cannot use its
and grind them into pulp. This pulp is then processed within the Reaper Claw and Reaper Tentacles at the same time.
Harvester, creating the nutrient fluid that forms the Martians’
sole sustenance. Sometimes a Harvester will transfer captives to a
Gatherer machine or Scientist Tripod for processing – a fate that is
considerably worse than death. Harvester Tripods have clusters of FOUNDER TRIPOD
mobile tentacles, called Reaper tentacles, which they use to seize It is only recently that human reconnaissance units first spotted this
human captives and stuff them into the grinders. They also carry a heavy, bulky Tripod, and there is some question as to the role it plays
Heat Ray for protection and are usually escorted by other Tripods. in the Martian war effort. It carries no weapons and is always escorted
by other Martian machines, which gather around it, protecting the
larger Tripod from attack and hiding it from prying eyes. Many human
Harvester Tripod scientists maintain that these Tripods transport the means to establish
Unit: 1 element a new Martian colony, and hence the name Founder Tripod. Whether
Points per unit: 150 these Founder Tripods are transporting a single Martian ‘mother’
creature, or clutches of immature Martians, or some other means of
Type Speed Defense Armor Special establishing a new Martian population, is unknown at this time.
Tripod 6" 6 11 –
Weaponry Range Power Special
Medium Heat Ray 20"/10" +3/+2 Sweep (see page 62) Founder Tripod
4x Reaper Tentacles Assault +2 Reaper Tentacles Unit: 1 element
Reaper Claw Assault +5 Reaper Claw
Points per unit: None – specific to the Founder scenario
Type Speed Defense Armor Special
Tripod Tripod 4" 6 13 –
When a Tripod suffers one or more points of damage from an Weaponry Range Power Special
attack, roll on the Tripod Damage Resolution Chart to determine None – – – –
what happens. See page 48.
Reaper Tentacles Tripod
The Harvester Tripod has four sets of agile tentacles that are used When a Tripod suffers one or more points of damage from an
to grab victims and thrust them into its masticating mechanical attack, roll on the Tripod Damage Resolution Chart to determine
maw. To represent this, the Harvester Tripod’s tentacles are rated what happens. See page 48.

121
OVERSEER TRIPOD it touches. This devastating weapon is capable of destroying
An Overseer Tripod is as tall as a six-story building and the practically anything in its path with super-concentrated heat.
largest Tripod encountered to date. While the internal workings Experience has demonstrated that the Sun Gun takes time to
of Martian society remain a mystery, it is possible that the recharge between blasts, giving human troops a brief chance to
Overseer Tripods carry within their enlarged carapaces the counterattack this vast mechanical monstrosity.
leaders of groups of cylinder clusters and chains of redoubts.
Overseers are accompanied by drones, which ride within recesses
Overseer Tripods are not often encountered, but when they in its carapace.
stride across the battlefield, even the bravest of men have
been seen to tremble in fear. They are studded with Heat Ray Overseers have been known to hurl their drones towards
projectors, including an especially large and powerful weapon the enemy. Upon impact with ground, the tough robots pick
that human troops call the Sun Gun because of its incredibly themselves up and scuttle forward unharmed.
bright yellow ray. The Sun Gun blasts through and melts anything
Overseer Tripod
Unit: 1 element
Points per unit: 860 – an Overseer can carry up to four units of Drones at
an additional cost of +60 per unit.
Type Speed Defense Armor Special
Tripod 10" 6 12 See below
Weaponry Range Power Special
3x Heavy Heat Ray 30"/15" +4/+3 Sweep (see page 62)
Sun Gun 60" +6 Sun Gun,
3x Damage Resolution

Near-Indestructible Tripod
An Overseer Tripod is far more massive than any ordinary tripod,
and is so resilient to damage that it has its own special damage
rules and resolution chart.

If an Overseer suffers one or more points of damage from


shooting or assault, it is not automatically destroyed. Instead, roll
a die and consult the chart on the following page. If the Overseer
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
Overseer has taken 3 points of damage, roll a die and add +2.

An Overseer can take 3 ‘critical hits’ as described in the chart


before it is destroyed. Record each critical hit as it is inflicted.
This means you will have to record both Armor reduction and
critical hits. When recording Armor reduction, the minimum
value that the Overseer can be reduced to is 1. An Overseer can
never be reduced to zero Armor. This means that an Overseer
can only be destroyed by critical hits – and never by loss of
Armor – no matter how much damage it takes. As a score of 10+
is required on the Overseer Damage Resolution Chart to score
a critical hit, which means that Overseers are very difficult to
knock out, even for the most powerful human guns.
Sun Gun
The Sun Gun is the most powerful kind of Heat Ray created by
the Martians. It requires immense amounts of power, so in the
combat phase, the Overseer can either shoot with the Sun Gun or
with its Heat Rays – but it cannot shoot with both the Sun Gun
and Heat Rays in the same turn.

In addition, the Sun Gun places such a strain upon the Tripod’s
power supply that it must recharge before it can shoot again.
In the turn after it has fired, the Sun Gun recharges and cannot
Overseer Tripod

122
THE MARTIAn INVADERS

shoot. In the turn after that it is partly recharged, and is able to


shoot if the player first rolls an 8 or more on a die – otherwise the
Sun Gun is still recharging and cannot shoot. In the following overseer DAMAGE RESOLUTIOn CHART
turn, the Sun Gun is fully recharged and can shoot again. Score Result
1-5 The Tripod is lightly damaged. The Tripod’s Armor
The Sun Gun works a little differently to other kinds of stat is permanently reduced by 1 to a minimum
shooting, as follows. When firing the Sun Gun, draw a straight value of 1, but otherwise it is unaffected.
line from the Overseer Tripod all the way to the maximum
range of the weapon. This is the line of destruction wrought 6 The Tripod is damaged and temporarily disabled.
by the Sun Gun. Use an extended tape measure to represent The Tripod’s Armor stat is permanently reduced by
the path of the Sun Gun’s beam if you wish. With such a long 1 to a minimum value of 1. The Tripod cannot do
range, the line will often extend all the way to the table edge. anything in its following turn, it cannot move or
Regardless of any terrain or topography, every element that is shoot, it cannot deploy its drones, and it cannot act
under this line, even if only partly, is hit unless it can quickly
dodge out of the way. The player attempting to dodge rolls a die as a controller. This only lasts until the end of the
for each element and must score as follows to successfully avoid Tripod’s following turn – after which it recovers
the Sun Gun’s gaze. and is no longer affected.

Type of Unit Minimum Score Required to Dodge 7 The Tripod is damaged and crippled. The Tripod’s
Infantry 5+ Armor stat is permanently reduced by 1 to a
Tripods 7+ minimum value of 1. In addition, every time the
Vehicles/Tanks 8+ Martian player wishes to move the Tripod, both
Ironclads Not possible players roll a die, and the highest scoring player
Other Machines 9+ can move the Tripod anywhere up to the number
Artillery, Lobototons, Not possible of inches equal to the combined score rolled.
Drones and static units For example, if the Martian player rolls 3 and the
human player rolls 7, the human player moves the
Any element that succeeds in dodging aside is immediately Tripod up to 10". If both players roll the same, the
moved sufficiently to avoid the line of destruction, but must Tripod does not move.
remain in formation with its unit where possible. Dodging
does count as movement to units that have been immobilized 8 The Tripod’s weapons are damaged. Roll a die.
for whatever reason, or which have special movement On a roll of 1-7, a Heat Ray is destroyed; on a roll
restrictions. Units do not have to dodge – it is up to the player. of 8-10 the Sun Gun is destroyed. Once there is
Static units, including fixed defenses such as turreted heavy only one kind of weapon remaining, any further
artillery, cannot dodge aside. Ironclads also cannot dodge
aside. Elements that fail to dodge aside, or which choose not weapon damage results in the loss of one weapon
to, are automatically hit. Determine the damage against each of that type. In addition, the Tripod’s Armor stat is
element in turn, starting with the one closest to the Overseer permanently reduced by 1, to a minimum value of 1.
and working your way to the maximum extent of the Sun 9 The Tripod is badly damaged. The Tripod’s Armor
Gun’s line of destruction. stat is permanently reduced by the score of a D10
If a target has a Damage Resolution Chart, instead of rolling once to a minimum value of 1.
on the results chart to determine a result, roll three dice, and 10+ The Overseer Tripod takes 1 point of critical
apply all the results. For example, against an Ironclad, you might damage and its armor value is also permanently
roll a 3, 7, and 8, which would knock out three levels of Armor, reduced by –1 to a minimum value of 1. An
damage the steering, and destroy one weapons station – a mighty
weapon indeed. Overseer can take 3 points of critical damage
in all. Once an Overseer has taken 3 points of
Drone Carrier critical damage, it is destroyed. If there are any
An Overseer Tripod can carry up to four units of Drones within other units within 6" of the destroyed Overseer
its carapace (each unit comprising 3 elements). Any or all of Tripod, from either side, then these are all caught
these Drone units can be deployed in any of the Martian player’s in the explosion. Each unit suffers 3 hits with a
turns, at the beginning of either move phase. To deploy a unit, Power level of +2. Work out the results of these
place it within 6" of the Overseer Tripod but not within 1" of attacks immediately.
any other unit – friend or foe. Once deployed, Drones cannot
return to their carrier. The Drones can move in the phase they are
deployed. For rules and stats for Drones, see page 126.
Controller
The Overseer can control Drone and Lobototon units as
described for a Slaver Tripod. See page 120.

123
THE RED MARTIAN
The subject of many campfire stories intended to scare new The Tripod is very difficult to target because of this device. In
recruits, and, in fact, judged by most senior command as a myth, addition, it has a large gramophone-like mechanical speaker,
the Red Martian does actually exist. There have been very few which constantly replays the sound of human screaming, no
survivors of a Martian attack in which this tripod has been doubt recorded somehow from past victims. The Red Martian
seen. How or why the Martians – cold, purely logical, seeming can also use this sound-amplifying device to terrorize all on
to lack any sign of emotion – modified this Assault Tripod in the battlefield with an horrendous wailing siren, so loud it can
the way they did is unknown. Some think it is an experiment be heard even in the noisy bowels of a steam tank hundreds of
to use terror on the battlefield; fewer believe that the Martian yards away.
occupying this Tripod was the famous captive rescued from
his collapsed machine and taken prisoner near St. Louis. They Whether the Red Martian is an experiment in terror weapons
say he is ‘unhinged’ by his ordeal and has gone insane – thus or truly some strangely deranged Martian is a moot point. This
displaying the emotion of hatred, and seeking revenge. Tripod instills unbridled fear in its opponents, coldly burning
them down with its Heat Ray as they cower.
Regardless, the Red Martian Tripod does exist. It is a strange
and much darker metallic black to the typical Martian The Red Martian
machines, and is decorated, or streaked, with strange red Unit: 1 element
markings, evoking thoughts of the Martian red weed or
perhaps, some say, blood. Points per unit: 275
Type Speed Defense Armor Special
Its upper cowl is decorated with the skeletal remains and skulls Tripod 8" 6 11 Siren of Terror,
of dead humans. Above its eye is a new weapon – not seen Cowering Fear
before – that survivors call Weaponry Range Power Special
the ‘dazzler,’ an intense Heavy Heat Ray 30"/15" +4/+3 Sweep (see page 62)
flashing light that
brings temporary Tripod
blindness to any When a Tripod suffers one or more points of damage from
that see it. an attack, roll on the Tripod Damage Resolution Chart to
determine what happens. See page 48.
Siren of Terror
The Red Martian sounds its Siren continuously, a great wail of
despair and horror that drives mere humans out of their minds.
As long as the Red Martian is on the battlefield, all human
units suffer a –1 penalty on all morale checks: deduct –1 from
all morale test results.
Cowering Fear
At the start of its own move phase, if a human unit is within
12" of the Red Martian, it cannot move that phase unless it
first takes and passes a morale check. If this check is failed,
the unit routs and becomes a casualty – remove the unit from
the battlefield. A unit does not have to risk this test – it can
stay where it is and cower in fear instead, rooted to the spot
beneath the horrific eye of the Red Martian.
Dazzler
On the top of the Red Martian’s metal hood is a projector that
sends out a beam of intense light out to thousands of yards.
Anyone who sees it directly is momentarily blinded. Human
troops call this the Red Martian’s Dazzler. If an enemy unit
targets the Red Martian with a ranged weapon, and the Red
Martian has line of sight to the firing unit, the Red Martian
automatically blinds the firers with the Dazzler. As a result of
this, the firing unit suffers an additional –1 to hit modifier when
taking this shot. The Dazzler has no effect against Assaults.

124
THE MARTIAn INVADERS

125
MARTIAN INFANTRY even telepathically; it is impossible to be sure. What is certain is
that these small machines are armed and dangerous adversaries,
accompanying Tripods and other Martian machines to war,
offering protection from human attackers and a means of
infiltrating human fortifications and tunnels.
When they arrived on Earth, the Martians brought with them the
means to construct small, scuttling robotic machines, or Drones.
These machines act as workers, builders, helpmates and in battle as Drones
a means of entering buildings, tunnels and other human defenses Unit: 3 elements
that are inaccessible to larger machines such as Tripods. Drones are Points per unit: 60
pilotless automatons, or robots, which Martian Controllers are able
to direct and command as they wish. Recent developments have Type Speed Defense Armor Special
seen the creation of Hover Drones, which fly above the ground and Infantry 6" 6 7 Drones
propel themselves through the air, presumably utilizing some kind Weaponry Range Power Special
of repulsor ray as yet undiscovered by human science. Light Heat Ray 10" +1 –
Reaper Tentacles Assault +2 Reaper Tentacles
In addition to their robotic drones, the Martians have found the
means to turn humans into a kind of biological drone – a living
corpse. These cadaverous troops – dubbed Lobototons by the Drones
scientific community – are controlled by the Martians just as A Drone unit can do nothing at all in its own turn unless it has a
they control their machines. These terrifying creations of Martian Martian Controller within 12". It cannot move in the first move
science are often driven forward into ruins and dense cover to phase unless it has a controller within 12" at the start of the
expose human positions ahead of the Martian war machines. phase, it cannot shoot or make an assault in the combat phase
The troops who encounter these foul things refer to them by any unless there is a controller within 12", and it cannot move in the
number of colorful names, such as Herky Jerkies, because of their second move phase unless there is a controller within 12" at the
erratic and stilted movements, Rots, Rotters, Stinkers and just start of the phase. If a Drone unit is ever obliged to move for any
plain old Dead’uns. reason, and there is no controller within range to enable it to do
so, it can still move as required. Drones are semi-autonomous
and can make limited decisions for themselves.
DRONES Reaper Tentacles
Drones are semi-autonomous robots that perform all kinds A Drone uses its tentacles to grab humans and tear them apart. If
of useful tasks such as building, transporting materials, and a Drone unit is within 6" of a Harvester or Gatherer, any human
constructing other devices for their Martian masters. Martian infantry it kills during an assault are automatically captured by
Controllers are able to direct and command these Drones using the Harvester or Gatherer (capturing humans in this way is a
some kind of ray undiscovered by human science, or possibly scenario objective in some battles).

Drones assault human tanks

126
THE MARTIAn INVADERS

HOVER DRONES
A recent appearance amongst the Martian ranks is a new machine
called a Hover Drone. These are identical in most respects to
ordinary Drones, except that they fly above the ground, and
propel themselves through the air by means of some hitherto
unknown ray.

Hover Drones
Unit: 3 elements
Points per unit: 70
Type Speed Defense Armor Special
Infantry 6" 6 7 Drones, Fly
Weaponry Range Power Special
Light Heat Ray 10" +1 –
Reaper Tentacles Assault +2 Reaper Tentacles

Drones
See Drones, left.
Reaper Tentacles
See Drones, left.
Fly
Hover Drones can move over any units from either side, or over
any kind of terrain, even if it is normally impassable. A Hover Drone flies over a mob of Lobototons

In recent months, reports have reached the human high


LOBOTOTON SQUAD command of Lobototons armed with a terrifying new weapon
Lobototons are the latest and most horrifying development of metal knife-like arms that enmeshes its target before suddenly
the alien invader: human captives cruelly fashioned into living tightening and slicing its victims into pieces like a giant cheese
corpses controlled by their Martian masters. These ghastly wire. The troops who report this development refer to the new
creations have been developed to counter human infantry, weapons as ‘slicers.’
which the Martians find practically impossible to identify
amongst the rubble and ruin of the urban battlefield. However, Lobototons
if that is indeed the aliens’ intention, Lobototons are little more A Lobototon unit can do nothing at all in its own turn unless it
than shuffling automata, lacking even the basic instincts of the has a Martian Controller within 12". It cannot move in the first
human soldier. Slow and cumbersome, Lobototons are easily move phase unless it has a controller within 12" at the start of the
dealt with except in overwhelming numbers, and rely upon the phase, it cannot shoot or make an assault in the combat phase
instructions of a Martian Controller in order to perform even unless there is a controller within 12", and it cannot move in the
the most basic tasks. second move phase unless there is a controller within 12" at the
start of the phase.
Although some Lobototons appear to be entirely unarmed, most
carry a Martian development of human weaponry, a short-ranged If a Lobototon unit is ever obliged to move for any reason, and
gun that spews out bullets – albeit not very accurately. These have there is no controller within range to enable it to do so, then it is
been dubbed ‘blasters’ by human troops. destroyed.

Because Lobototons are essentially mindless, they are very


Lobototon Squad poor at avoiding danger, including enemy fire. To represent this,
Unit: 3 elements (each element is armed with either Blasters or Slicers) Lobototon units never receive the benefit of Defense bonuses
from cover. They receive any Armor bonuses as normal.
Points per unit: 20
Type Speed Defense Armor Special Support Unit
Infantry 4" 4 6 Lobototons Lobototons are ignored when it comes to calculating how many
Weaponry Range Power Special units an army contains and how many units have been destroyed.
Blasters 10" +1 – However, if it comes to counting up point values at the end of a
Slicers Assault +1 – game to determine a winner, Lobototons do count their full value
just like other troops.

127
OTHER
Repair
During its combat phase, a constructor engine can attempt to
repair any single damaged Martian Tripod or Martian machine it is

MARTIAN MACHINES
touching. Constructor Engines can only repair Armor; they cannot
repair other kinds of damage. When a Constructor Engine attempts
a repair, it cannot do anything else in the combat phase; it can only
do one thing at a time. Roll a die. On a score of 6-10, the repair is
successful and 1 point of Armor stat is restored to the damaged
Tripod/machine. On a score of 1-5, the repair is not complete and
Although the Tripods are the most immediately recognizable there is no effect. Repairs over several turns can potentially restore a
Martian machines, there are many others, not all of them badly damaged Tripod/machine to its original Armor stat value.
weapons of war. Amongst the most common of these are
construction machines, whose role is to build other machines, A Constructor Engine can attempt to repair itself if it is damaged,
excavate the huge underground redoubts in which the Martians but it cannot repair any other damaged Tripod/machine at the
live, and to mine for resources. same time. Several Constructor Engines can potentially work
on the same damaged Tripod/machine at once, enabling more
than one point of Armor stat to be restored in a turn. Martian
constructions, including those described as exceptional units,
CONSTRUCTOR ENGINE can also be repaired in the same way if they have an Armor stat
As well as their war machines, the Martian cylinders brought that is reduced as a result of damage. No Tripod, machine or
other and even stranger machinery to Earth. One of these has construction can be repaired once it is destroyed!
been called Constructor Engines by humans. Unlike Tripods,
which commonly appear at the forefront of battle, these Build/Mine
machines are rarely seen amidst the fighting, but they are a vital In some scenarios, Constructor Engines are allowed to build
part of the Martian invaders’ arsenal nonetheless. Though sharing during the game, mine for resources, or undertake other specific
a common appearance in general terms, Constructor Engines are tasks. Depending on the game, they may be allowed to build
readily adapted to serve a variety of purposes. What exactly these static defenses or machines of one kind or another. The rules for
are, only the Martians know for sure, but without a doubt it is this vary depending upon the scenario being played – see the
these machines that enable the Martians to raise their formidable scenario section for rules in each case.
redoubts, to tunnel beneath the ground, to mine and fashion
the metal they need, and to build other machines, including the If all the Constructor Engines that are working on a construction
mighty Tripods. are destroyed, regardless of the cause, incomplete constructions are
also destroyed. If all Construction Engines abandon an uncompleted
construction at any time, whether because they are destroyed or
Constructor Engine because they move away, then the construction is destroyed. At least
Unit: 1 element one Constructor Engine must remain with a part-built construction,
Points per unit: 50
and continue working upon it, until it is complete.
Type Speed Defense Armor Special
Machine 4" 6 10 –
Weaponry Range Power Special

STATIC DEFENSES
None – – –

Constructor Engine
If a Constructor Engine suffers one or more points of damage
from shooting or assault, it is not automatically destroyed.
Instead, roll a die and consult the following chart. If the The Martians surround their redoubts with static defenses.
Constructor Engine has suffered more than one point of damage These include the armed towers that humans call Sentinels,
add +1 to the die roll for each additional point of damage scored. Observation Detectors, energizing Power Nodes, and Heat
For example, if a Constructor Engine has taken 3 points of Ray fences. All of these are ‘exceptional’ types of units. These
damage, roll a die and add +2. elements can only be included in a scenario that features Martian
defense works – see the scenarios section.
Score Result
1-3 The Constructor Engine is damaged and its Armor stat
is permanently reduced by -1.
SENTINEL
4+ The Constructor Engine bursts apart, leaving a pile Sentinels are armed towers, silver cylinders that rise to a height
of twisted metal and a cloud of pinkish vapor – it is of about fifteen feet, topped by a mobile turret that looks very
destroyed! much like the armored compartment of a Martian Tripod. Each
Sentinel is armed with a Heat Ray projector.

128
THE MARTIAn INVADERS

Heat Ray Fencing


Sentinel Heat Ray Fencing comes in pieces that correspond to an element.
Unit: 1 element Pieces can be arranged together to make barriers, corrals, and so
Points per unit: 25 on. A section of Heat Ray Fencing is impassable for all troops.
Any element attempting to move through a Heat Ray fence is
Type Speed Defense Armor Special
automatically destroyed.
Exceptional Static 3 10 See below
Weaponry Range Power Special In addition, any unit that ends its move within 2" of the fence
Heavy Heat Ray 30"/15" +4/+3 Sweep (see page 62) is automatically attacked and hit. This attack has no Power
bonus. Note that the fence is not a weapon as such, and it
cannot ‘attack’ in the Martian player’s combat phase. Instead,
Static Defense its effects are worked out at the end of the opposing side’s move
The Sentinel cannot move. If damaged, it is destroyed outright. phase as noted.

DETECTOR POWER NODE


The Detector’s only purpose seems to be to watch and observe. Power nodes radiate an energizing force that the Martians are
These silver cylinders rise to a height of about fifteen feet and able to exploit to boost the power of their machines.
are topped by a mobile turret with three metal domes, like three
silver eyes.
Power Node
Unit: 1 element
Detector
Points per unit: 25
Unit: 1 element
Type Speed Defense Armor Special
Points per unit: 25 Exceptional Static 3 10 See below
Type Speed Defense Armor Special Weaponry Range Power Special
Exceptional Static 3 10 See below None – – –
Weaponry Range Power Special
None – – –
Static Defense
The Power Node cannot move. If damaged, it is
Static Defense destroyed outright.
The Detector cannot move. If damaged, it is destroyed outright.
Power Node
Detector • All damaged Martian Tripods within 6" of a
The detector senses any human troops within 2D10". At the start of Power Node at the start of their first move
each Martian combat phase, make this roll and determine whether phase can attempt to repair 1 point of Armor
units are detected. Any hidden units (i.e. ‘blips’) within range are from their Armor stat before they move. Roll
revealed, and any ambushing troops within range are forced onto the a die. On the score of a 7 or greater, 1 point of
table. Ambushing units are revealed if the center point of the terrain Armor is repaired.
area where they are concealed lies within range of the Detector.

HEAT RAY FENCING


Static Defense
The Heat Ray Fencing cannot move. If an element is damaged, it
is destroyed outright.

Heat Ray Fencing


Unit: 1 element
Points per unit: 10
Type Speed Defense Armor Special
Exceptional Static 3 8 See below
Weaponry Range Power Special
Heat Ray Fence 2" – –

Power Node

129
After the first Martian Invasion, the United Kingdom lay in aid to the UK. Their public position supported humanitarian
ruins. Its population, industry, army and infrastructure were assistance, but, in reality, they were driven by the need to be
shattered. Amongst those ruins lay the Martian machines and ready if the Martians returned. Privately, the various governments
the bodies of the slain. Upon the cessation of hostilities, once looked with envious eyes towards the remainder of the British
it was clear the Martians were finished, many countries sent aid Empire and considered their options. The British Navy, relatively
immediately to Great Britain in the form of food, medicine and undamaged by the Martians, still stood in their way and gave
doctors. The government of Great Britain quickly rallied, and them pause, but the wheels were turning.
the army was reorganized and put to work building shelter for
the inhabitants, policing the towns and country, and restoring a Across the Atlantic, things were quite different. In America
sense of order. and Canada, a populist movement began to aid ‘our cousins
across the sea.’ The great industrialists of the age – Carnegie,
Several months passed and one thing started becoming very Rockefeller, JP Morgan – saw opportunity. They lent their
clear. The European powers and Russia were slow to extend support, which was considerable. With their control over

130
THE WEATHER
Fair; Light,
variable winds

Elsewhere
VOL LXIII...NO 20644 NEW YORK, DATE – SATURDAY, JUNE 6TH, 1914 ONE CENT In Greater New York City,
Jersey City and Newark TWO CENTS

LATEST DREADNOUGHT In service with US and Cana-


dian forces for over a month now, the
mess, space for additional catering
staff and servants, interior and exterior
ENTERS IMPERIAL SERVICE Land Ironclad (MIL1914) has already tea urns, and a modified cabin to allow
The British Expeditionary Force proven its worth during engagements extra headroom for be-turbaned Sikh
took delivery today of the first batch against Tripod Raiders in Western crews in Indian service.
of ‘General Benedict Arnold’ Dread- Tennessee, where it not only overcame British officers had requested the
noughts as these gigantic American the enemy with its massed firepower, installation of stabling, many continu-
Land Ironclads are to be known in but was seen to be largely resistant ing to pursue their favorite sport of
British service. Sir Graham Cummings to the Martian Heat Ray thanks to fox-hunting at every opportunity; some-
received the vessels at the official its innovative ‘steam venting’ defense times even during the height of Martian
handing-over ceremony at the British system. attacks. Sadly, this proved impossible
army base of Franklin just outside Mil- Amongst the many detailed modi- without removing a good portion of the
waukee. These new machines are being fications made to meet British opera- Dreadnought’s armament, a modifica-
provided to supplement the BEF’s two tional requirements are provisions for tion that was felt too great a compro-
British-built Land Ironclads. a separate senior and junior officers’ mise even by the British.

much of the press, the ‘Across the Sea’ movement became a wonder of the world, its advanced military vehicles caused
groundswell. Eventually, the US Government acted out of three challenges.
political pressure. American resources, through many and
varied arrangements, began pouring into Great Britain. As The first was construction time. It took longer to build a
allies, America and the UK became stronger and much more British tank than the flat-sided, riveted steam vehicles of the
closely entangled. US. Also, the processing of ore and its smelting into some of
the new alloys had stretched the foundries of England to
Before the European powers could rise to the occasion, Great their limits.
Britain was not only coming back to her feet again, but something
new was emerging. The second issue was one of logistics. The armies of Great
Britain required more sophisticated supplies and far more
The Martian Machines that had been left behind were the subject mechanics and technicians to keep their high-technology
of close and unparalleled scrutiny. The Martian Invasion had equipment repaired and in good operating order. This meant
been the worst defeat of British arms in history. The sting of it lots of support vehicles. Horse-drawn transport was out of the
was felt through the highest echelons of the service. The Press question in most cases if it was to keep pace with the newly
was playing their part by laying blame as well. Something had mechanized forces.
to be done, and it galvanized the higher command into rather
unprecedented cooperation with each other. The third issue was a concern of the Treasury. With some
of Great Britain’s colonies already in the tentacles of the
With the help of American resources for a civilian recovery, the Martians, and India very hard pressed, the UK was extremely
scientists and industrialists of the UK worked under the full concerned that the war effort would bankrupt the country.
support of the military. In a remarkably short period of time, That would leave the country much more vulnerable to the
the UK rose from the ashes of the invasion with new reverse- continental powers.
engineered Martian technology that was fifty years or more ahead
of their nearest rivals. It was the President of the Board of Trade in the UK, Winston
Churchill, who proposed the answer. If the US would agree
When the second invasion occurred, there was no question to lease the BEF and lend it support in the form of additional
that the UK, untouched by any new cylinders, must protect its vehicles, logistical support and, in particular, supply train
colonies and support the US. The question was how. A Force had vehicles and certain types of artillery, then Great Britain could
to be sent to America – the British Expeditionary Force. commit. Roosevelt approved the arrangement immediately and
Winston Churchill’s famous Lease-Lend Proposal went down in
From the earliest days of negotiations, the United Kingdom was history as the concept that brought British troops to American
hesitant to send the BEF to America because of the drain on soil. It was nearly 100 years after they had last departed for the
its own resources. While Britain had become the technological ports of England.

131
British Technology
ELECTRICALS
The Martians were very advanced in the use of electricity and
electrical devices. Study of their machines gave insight into new
applications of the principles of electricity. This has given rise
to an entirely new school of engineering and industry called
To understand the British Forces in All Quiet on the Martian Front, Electricals. This could be seen in improved radios making most
it is important to know of a few key advances in technology that British vehicles accessible to the chain of command and support
set them apart from everyone else on the planet. The British forces for such weapons as the Coil Gun.
are by far the most technically advanced of all human armies. This
knowledge has all been gleaned by reverse-engineering technology
from the wreckage of the first Martian Invasion. CONSTRUCTION
The construction of Martian machines and their complete
lack of known methodologies such as rivets, screws, and other
METALLURGY mechanical fasteners has manifested itself in the widespread
The UK now leads the world in many branches of metallurgy. use of electric welding of various metals. As a result, the UK
New alloys are being introduced such as Rustless Steel (despite equipment did not require many rivets.
the claims of Leon Gillet and the French Government),
aluminium compounds and more. The secret of the ultra-hard,
lightweight Martian Metal still eludes human science, but it is MAGNETISM
only a matter of time. This has manifested itself in the creation of The Martians understood Magnetic Principle far better than
large complex casting, composite materials in the armor mix, and humans, but through careful study and application, methods
lighter, more efficient vehicle construction. were learned to make magnetism a far more harnessable force.
These improvements were seen in the rapid advancement of
small electric motors and the wonder weapon, the Coil Gun.

THE KING
RADIUM
Much has been written about the wondrous application of Radium
and the exploitation of its properties. One of the biggest advances

OF ENGLAND
on the horizon is harnessing its power for trains, ships and even
automobiles. Recent experiments have shown that concentrated
radium, tightly packed, can generate enough heat to turn water into
steam, and thus power the newest electric generators.
FAR DOWN IN the list of succession, Queen Vic-
toria’s youngest son, Prince Arthur – the Duke of
OLEO-ELECTRIC ENGINES
Connaught, pursued a military career that took him
all over the world. By the time of the Martian inva- With improved machining, casting and welding, it became
sion of 1898 he was in command of Britain’s home
possible to manufacture high-compression heavy oil-burning
combustion motors that were smaller and more efficient than
forces based to the west of London. It was therefore
ever before. These were first invented and developed by the
the Duke who was to lead much of the military
engineer Herbert Akroyd Stuart at Hornsby Engineering in
response to the attack. During the aftermath that Grantham, and are nowadays commonly known as Hornsby-
followed, he set about restoring order with the Akroyd engines. In many cases, Hornsby-Akroyd engines were
welcome assistance of Roosevelt’s American Relief used to power electrical generators, which in turn powered
Force - newly arrived from Cuba. When they met electric motors in many vehicles such as the Imperial Main
,neither man could know that within a matter of Service Tank chassis and its variants.
weeks the last of the Duke’s surviving brothers
would be carried away by cholera, leaving him heir
to the throne of England. It says much of the mili- BRITISH MILITARY DOCTRINE
tary man that he at first refused the crown upon – THE ALL MOBILE FORCE
the death of his mother in 1901 – claiming that now The British Army embraced the new technology with a brand-
was the time for Britain to at last adopt the repub- new tactical doctrine – The All Mobile Force. With better
lican values for which there had been much support vehicles, the old role of stationary infantry came into question.
before the invasion. However, the people had by Increasingly, tanks and other weapon platforms capable of rapid
now elevated the Duke to the status of national redeployment and aggressive, rather than static, defensive tactics
hero, and so he reluctantly accepted the burden of changed attitudes. The infantry needed to be able to adapt to this
rule. As king, he has done all he can to bring the advanced form of warfare, and many new equipment trials were
resources of the empire to bear against the Martian taking place on machines known as Infantry Carriers, to allow
threat wherever it may be found.
the Infantry support to keep pace with concentrated armored
vehicles’ attack forces. The old horse-drawn methods and
marching of forces rapidly fell by the wayside.

132
THE BRITISH EXPEDITIONARY FORCE

CHOOSING AN BRITiSH ARMY


ARMY FOR THE GAME SPECIAL RULES
In the All Quiet on the Martian Front game, players are free
to choose their armies to whatever agreed points value they RADIO COMMAND AND CONTROL
wish, aside from the stipulation that every army must include Unlike his American counterpart, the British Field Commander
one Command Unit to act as the army’s Field Commander. relies upon radio to issue his orders. To represent this
Otherwise, armies can include whatever units you wish, and technological advantage, the Field Commander can only issue
can include further Command units, although no more of these orders to vehicle units, to infantry or field artillery units within 3"
may be Field Commanders. The points values provided allow a of a vehicle unit, and to any units within 6" of a Command squad,
player to put together an army to a preset value to take part in the including to the Command squad itself. In practice, this is not
various scenarios, or to play any points-matched game against an much of a restriction as long as care is taken to support infantry
equal value of enemy. with vehicles and to ensure there are sufficient Command squads
to relay orders to other units.
Note that some scenarios impose specific restrictions on
the units available to one or sometimes both sides; these are
indicated in the section on scenarios. BATTLEFIELD INITIATIVE
Thanks to widespread use of radios by British vehicles and
We will not concern ourselves with choosing armies for Command units, the British are able to communicate and react
official tournament play, where it may be necessary to impose to enemy troop movements very quickly. To represent this, the
restrictions upon the size and exact composition of armies to British Field Commander is allowed to expend order markers to
facilitate running tournament-style games. Instead, details of adjust the British Initiative score when deciding which side goes
official tournament play will be made available online, as this first each turn. Both sides make the test as usual by rolling a die
provides a more flexible means of arranging tournaments and and applying any modifiers which are appropriate that turn. If the
allows formal competition games to be developed in more varied British lose the initiative that turn, the British Field Commander
and interesting ways in the future. can expend any number of order markers to add to the British
score to win back the initiative – each marker adding +1 to the
Note that the organization charts given on pages 134-135 are score. In the first turn of the game only, each marker used in this
intended to provide an idea of how the forces are organized in way adds +5 to represent preliminary reconnaissance, but note
the actual armies of the Martian Wars as we imagine them. They that this only applies where the usual test is made.
are provided for the benefit of those players who wish to recreate
the historical basis behind the game. Players need not follow the In scenarios that specify which side goes first in the first turn,
organizational charts if they prefer not to. Battlefield Initiative has no effect in the first turn.

133
While these charts reflect official regulations, attrition and conditions in the field have a considerable effect on their actual execution. Supply problems and
specific missions often call for temporary remixing of forces. In addition, at various times, experimental weapons and units have been available and tried in
combat. These include such ideas as Heavy Infantry battalions where all of the infantry were equipped with heavy battle suits, Heat Gun Mark IV tanks,
Wicket tanks, and so on.

134
THE BRITISH EXPEDITIONARY FORCE

135
THE INFANTRY British Infantry Squad
Unit: 2 elements. One element is rifle-armed, the other element has rifles
plus a man with the coil gun. Both elements have grenades.
Points per unit: 35
The British infantryman has seen vast improvement to his Type Speed Defense Armor Special
equipment since the first Martian Invasion. Troopers are now Infantry 6" 5 5 Stealth
protected by lightweight personal armor, including the newly- Weaponry Range Power Special
developed Brodie helmet. This helmet incorporates a new pattern Rifles 15" – –
of highly efficient gas mask and offers excellent protection for the Coil Gun 15" +2 Coil Gun
head and neck. The ordinary rankers carry the Lee Enfield Rifle Grenades Assault +2 –
with armor-piercing ammunition, while each squad now includes
one man carrying a battery-operated portable coil gun for anti-
vehicle capability. The main support weapon of the infantry is Coil Gun
the improved Vickers Machine-gun. Lighter and more mobile The element that includes the coil gun shoots with a Power bonus
than earlier Maxim-type weapons, it can also fire armor-piercing of +2. Because each of the unit’s two elements has different Power
ammunition made from re-purposed Martian Metal. bonuses, it will be necessary to roll separately for each to hit the
target. A good way of doing this is to roll different colored dice; for
example, red for the rifle and blue for the coil gun. The coil gun is a
temperamental weapon. If the ‘to hit’ die roll for the coil gun is a ‘1,’
BRITISH INFANTRY SQUAD the shot misses and the coil gun malfunctions. From that point on,
British infantry squads are smaller than their US equivalent and the element is counted as an ordinary rifle element.
based on the number of men that can be transported within one
of the new Cardigan Infantry Carriers, affectionately referred to as
‘Cardies’ by the common troopers. Infantrymen carry rifles and
grenades, but one trooper substitutes his rifle for a coil gun; a high- BRITISH COMMAND SQUAD
velocity weapon that is especially useful against armored targets. Thanks to lessons learned from the examination of Martian
technology, the British army is the most advanced in the
world. Radio communication is utilized throughout the chain
of command, and all fighting vehicles are radio-equipped. A
British command unit represents officers together with radio
COIL GUNS operators and other ancillary troops. As with other infantry
squads, they have the stealth rule, enabling them to move as blips
Coil guns are essentially a series of magnetic rings that while remaining hidden. The army can include any number of
pull a ferrous projectile down a barrel, propelling it at high command squads, and must include at least one. One command
velocity. An improvement was made to the penetrating squad must be nominated as the army’s Field Commander.
power of these missiles when it was discovered how iron
rings attached to crushed Martian metal salvage could be British Command Squad
formed into a high-velocity round without comparison.
Unit: 1 element
Coil guns require a high voltage power source to operate. Points per unit: 25
A portable version using new technology has been created Type Speed Defense Armor Special
for an infantryman to carry, but the weapon is of very small Infantry 6" 5 5 Stealth, Rally,
caliber and limited power. The battery pack is heavy and Field Commander
awkward and once spent, cannot be easily recharged. The Weaponry Range Power Special
1/2 lb Coil Gun is the most common vehicle-mounted Rifles 15" – –
version. It is commonly seen as a main gun modification
on the Imperial tank. Larger versions have been developed
into powerful artillery pieces, such as the 2-lb Coil Gun. Stealth
A unit with the Stealth special rule can move while hidden as
In general, the larger a coil gun, the less reliable it is likely described in the rules for hidden units. See page 66.
to be. The amount of electricity needed to power a large
coil gun is high and presents a considerable danger in Rally
its own right. While the mechanics of the gun are fairly If a friendly unit is within 6" of a command element, it can re-roll
simple, problems with transformers and electrical systems a failed morale check including a check induced by panic.
can be a nuisance. The crewmen of the 2-lb Coil Gun wear
insulated boots, gloves and large rubber aprons to reduce Field Commander
accidental fatalities caused by arcing and unintentional Only the command unit representing the army’s field
electric discharges. commander has the Field Commander rule. For the rules
governing field commanders, see the Field Commander rule on
page 63 and the British Army Special Rules on page 133.

136
THE BRITISH EXPEDITIONARY FORCE

VICKERS MACHINE-GUN ASSAULT SQUAD


The Vickers gun is an improved version of the Maxim type of British Assault squads are equipped with the latest experimental
machine-gun that utilizes many of the new wonder-metals in Lee-Enfield ‘Mars Pattern’ guns, which fire a .5-inch caliber bullet
its construction. This makes it extremely lightweight as well as tipped with reforged Martian metal. Other experimental and
very durable, resulting in superior maneuverability compared to largely secret weapon developments include a compact version
earlier weapons. It fires armor-piercing ammunition, but its main of the coil gun, comparable in performance to the Lee-Enfield,
purpose is to scythe down the ranks of lobototons and drones and another large-caliber variant of the Lee-Enfield developed
that accompany Martian war machines. As with most infantry in India and known as the Ishapore gun – so far used only by
units, it has the advantage of the stealth rule, allowing machine- the Indian army. In addition to their rifles, assault squads carry
gunners to move as blips while staying hidden. explosive charges with which they attack Tripods at close range.

Vickers Machine-Gun Assault Squad


Unit: 3 elements Unit: 2 elements
Points per unit: 50 Points per unit: 60
Type Speed Defense Armor Special Type Speed Defense Armor Special
Infantry 6" 5 5 Stealth Infantry 6" 5 5 Stealth
Weaponry Range Power Special Weaponry Range Power Special
Vickers Gun 20" +1 Rapid Fire 3 Experimental Rifles 15" +1 –
Explosives Assault +3 –

Stealth
A unit with the Stealth special rule can move while hidden, as
described in the rules for hidden units. See page 66.
Rapid Fire
Machine-guns have the rapid fire rule, so each time a Vickers gun
fires, roll three dice ‘to hit’ rather than just one.

CAVALRY SQUAD
Although mounted troops are a more important part of Britain’s
armies in India and the Middle East, they still provide a useful
scouting and reconnaissance capability for the BEF. Cavalrymen
carry rifles and grenades, and often dismount to fight, especially
if confronted by Martian Tripods. They have had occasion to
charge down Lobototons in the open battlefield, sabers drawn, in
the fashion of cavalry of an older age.

Cavalry Squad
Unit: 3 elements
Points per unit: 55
Type Speed Defense Armor Special
Infantry 8" 6 5 Mounted
Weaponry Range Power Special
Rifles 15" – –
Grenades Assault +2 –

Mounted
Unlike troops on foot, mounted troops count the full
movement penalties for moving over difficult ground. 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.

British Infantryman

137
THE ARTILLERY
2-POUND HEAVY COIL GUN
This towed artillery piece is the largest coil gun design so far
adopted by the army, and fires a 2-pound weight projectile of re-
purposed Martian Metal at high velocity. The generator required
to power this formidable weapon is built into the gun’s trail and
When the BEF shipped to America, it was considered produces enough energy to pose a considerable risk to its crew.
unnecessary to bring many of the common weapons of war Those serving the heavy coil gun wear insulated boots, thick
such as artillery and transportation, for these were readily rubberized gloves, and rubber aprons.
available in the United States. Furthermore, the adoption of
US artillery would avoid problems of supply and maintenance
– even keeping British tanks in the field would be challenging 2-Pound Heavy Coil Gun
enough. The BEF therefore uses all the US Field Artillery Unit: 1 element
and Mobile Artillery except for the 90 mm Anti-Tripod gun, Points per unit: 90
considering its own Coil Guns superior in this role. The
Type Speed Defense Armor Special
British do not use Electric Artillery, although the Royal
Artillery – 5 4 See below
Ordnance has expressed interest in acquiring the latest Tesla
Electric Arc for evaluation. Weaponry Range Power Special
2lb Heavy Coil Gun 60" +4 See below

Fixed Position

ON TO VICTORY! A heavy coil gun cannot move of its own volition, not even to point
in a different direction. A heavy coil gun cannot change its forward-
facing position unless it is repositioned by a tow. Bear in mind that
a gun can draw its line of sight anywhere to its front, just like other
THE COMMANDER-IN-CHIEF of the British elements, so this restriction is not too problematic. It is assumed
Expeditionary Force led his troops on a ticker- the crew can turn the barrel to face targets to the gun’s front.
tape parade of New York today to the cheers of
the crowds and the accompaniment of the New Heavy Field Gun
York Military Band playing the ‘On to Victory The heavy coil gun is a type of heavy field gun. As with all heavy
March’ followed by the rousing beat of The field guns, it cannot move at all unless towed by a vehicle capable
of towing heavy field guns. In the case of the British, this includes
Liber ty Bell.
the Cardigan Carrier as well as US-built Holt Gun Tractors.
How many of those lining the streets and
windows could once have imagined – let alone Heavy Coil Gun
welcomed – the sight of British soldiers on The heavy coil gun is a dangerous weapon to its crew as well as to the
American soil. It is surely a sign of how much enemy. When you roll ‘to hit,’ any roll of a 1 means some malfunction
the world has changed that troops from oppo- has occurred. Roll a die and apply the result as follows:
site sides of the Atlantic now stand shoulder
to shoulder as brothers in arms against the Score Result
Mar tian menace. 1 Catastrophic failure. The gun’s circuits violently
New York’s citizens flocked in the thousands discharge all over the place, electrocuting the
unfortunate crew. The gun and crew are destroyed.
to catch a glimpse of the famous Sir Graham
Cummings, whose defense of the Khyber Pass, 2-4 Overcharge. The weapon fires, but with double its Power
in par ticular, offered a rare moment of hope value (+8). Because of the increased ballistic effect of this
during last year’s fighting. On show too were tremendous power surge, roll again to see if the target is hit.
some of the veterans of those distant battles If the target is missed, the shot hammers into the ground
including the exotically attired Deccan Horse, and has no effect. The overcharge burns out the generator
Bombay Lancers and – most to the delight of and the weapon cannot fire during the next turn while the
the crowds – a company of Ghurka tribesmen crew affects repairs. It can shoot again the turn after.
who could not help but gape in wonder at the
multitudes as they marched past. 5-7 A major electrical connection is shorted out. It does not
fire this turn and cannot fire the next turn either while
As the khaki ranks make their way toward
its crew affects repairs. It can shoot again the turn after.
the awaiting trains that will take them west-
ward, the American people salute their friends 8-10 The Heavy Coil Gun fails to operate this turn. It can
and allies from across the sea. shoot again the next turn.
New York Times, March 2nd 1912

138
THE BRITISH EXPEDITIONARY FORCE

ARMORED VEHICLES
Turret
The turret carries a Vickers Gun and can shoot in any direction.
Rapid Fire
Vickers guns have the rapid fire rule, so each time a Vickers gun
The British forces in America include a number of very advanced fires, roll three dice ‘to hit’ rather than just one.
armored fighting vehicles such as the Imperial Main Service Tank,
Kitchener Tank, Mono Tank and wheeled armored cars such as
the Defiant and the venerable Spector. Keeping these technically
complex vehicles in the field is especially demanding, and involves DEFIANT ARMORED CAR
a whole army of logisticians and maintenance personnel based in It soon became apparent that the Spector armored cars lacked
the eastern United States. With limited resources and relatively firepower against any but the most vulnerable Martian targets.
small numbers, the BEF relies upon US-built vehicles for routine Although an up-gunned version of the Spector was proposed,
operations. The BEF version of the US Mk II Steam Tank – the advances in engine technology and new metallurgical processes
Baldwin British Pattern Mk II – incorporates the best of the new suggested that the old-fashioned Rilles-Royce would make a
weaponry with US mass-production expertise and has proven very poor basis for further development. Plans were drawn up for a
successful; the Canadian army has even adopted this so-called new vehicle. The resulting vehicle was the larger, more heavily-
‘Tommy Tank’ as its main battle tank. armored, and substantially more heavily-armed Defiant. There
was some initial reluctance to adopt the vehicle amongst the BEF’s
reconnaissance units due to the sheer size of the new armored
car and its slightly reduced top speed. However, after initial
SPECTOR ARMORED CAR deployment in India, the Defiant’s much higher survival rate soon
As part of the new All Mobile Force doctrine, fast-moving came to be appreciated by its crews. In numbers, the Defiants
armored cars play a significant role in British service. The Light proved capable of causing significant annoyance to the Martian
Armored Car Mk I, based on the famous civilian Rilles-Royce Machines with their combination of firepower and speed.
Spector, is lightly armored and features a cast turret and Vickers
Machine-gun. All of these vehicles are radio equipped and
perform admirably as the ‘eyes and ears’ of the army. They are Defiant Armored Car
used in large numbers for scouting as well as in courier roles. Unit: 1 element
Points per unit: 55
Type Speed Defense Armor Special
Spector Armored Car Vehicle 8" 5 7 6-pounder gun
Unit: 1 element Weaponry Range Power Special
Points per unit: 55 6-pounder gun 20" +2 –
Type Speed Defense Armor Special
Vehicle 10" 5 6 Turret
Weaponry Range Power Special Turret
Vickers Gun 20" +1 Rapid Fire 3 The turret carries a 6-pounder gun and can shoot in any
direction.

A Defiant Armored Car (left) and a Specter Armored Car

139
IMPERIAL MAIN SERVICE TANK MK I relatively rare and prone to maintenance problems in the field,
The Imperial Main Service Tank Mk I entered service in their penetrating power is deemed worth the aggravation.
February of 1909, after two years of design and experimentation.
They soon became known simply as Imperial tanks. In the fall of
1909, new Imperial tanks entering service were re-equipped from Imperial Tank
kerosene motors to a petrol engine driving a generator, which in Unit: 3 elements
turn powered electric motors for the tracks. This combination Points per unit: 270 – any or all tanks may replace their main armament
proved less powerful than first hoped. Imperial tanks switched with ½ pound coil guns for free
from service in India and transported to the USA with the Type Speed Defense Armor Special
British Expeditionary Force were re-equipped, in transit, with Tank 7" 4 8 See Below
Akroyd-Stewart Electric Drives. This combination was a vast Weaponry Range Power Special
improvement over previous power plants and is well-liked by 17-pdr HV Gun 30" +3 –
the crews and field engineers. Subsequently, all Imperial Main ½ lb Coil Gun 30" +3 Coil Gun
Service tanks were equipped with this drive as standard. Vickers Gun 20" +1 Rapid Fire 3

The Imperial tank has an all cast turret and upper hull. These
two components are cast with a proprietary mixture of steel and Turret
a classified material. They are then heated in the vast new ovens The turret can shoot in any direction.
outside of Warrington until they are red hot. This process bonds
the materials together and creates a very hard and heat-resistant Rapid Fire
casting. Casting objects of this size and complexity is a process Vickers guns have the rapid fire rule, so each time a Vickers gun
only properly perfected by the British, but experiments are being fires, roll three dice ‘to hit’ rather than just one.
conducted in Germany and the United States. The suspension
and caterpillar tracks are of a new design conceived to be suitable Half-Pound Coil Gun
for both cross-country and road performance. Access in the Coil guns are prone to sudden failure. If a ‘1’ is scored when rolling to
field has been the primary complaint so far, because working hit, the coil has burned out and the weapon cannot be fired until it is
on the suspension and tracks is difficult with the heavy side repaired. The crew can attempt to replace the coil before attempting
skirts in place. The Imperial is armed with a new 17-pounder to shoot in the combat phase. Roll a die. On the roll of 7 or more, the
high-velocity gun, and a Vickers machine-gun is mounted in coil has been repaired and can shoot once more. On a roll of less than
an auxiliary turret on the forward deck. Some Imperial Tanks 7, the coil is still not working and cannot shoot this turn, but you can
have been equipped with half-pound coil guns instead. While continue to attempt a repair in the same way each turn.

An Imperial Tank (front), a Kitchener Tank (back) and a MkII Steamer Tank in British service (rear) take aim at the Martians

140
THE BRITISH EXPEDITIONARY FORCE

THE MONO TANK THE KITCHENER TANK


The Fairley–Johnson Uni-Tread tank was not well-favored by The Imperial Main Service tank chassis was intended to provide
the military before the field trials of early 1910. It was one of a platform for a number of new weapon systems. The Kitchener
several inventions pitted against each other for the Ordnance is the first of these developments. It is an ungainly-looking
Department’s Advanced X-Craft Department. The trials took vehicle with a huge box-like superstructure which houses its
place on an excessively rainy day and the field was thick with main armament. This comprises three 17-pounder guns rotated
mud. The Barlton Multi-PediWheel Carrier got stuck and broke by an electric motor, each barrel firing in rapid succession
down almost immediately. The so-called Grayson Electric Flivver before it is reloaded with the aid of a mechanically-driven shell
never started. The MacIntosh Mole disappeared, never to be feeding system. The shell used carries a lower charge than a
seen again. The Uni-Tread, however, dashed around the field and standard 17-pounder to reduce the effect of recoil. The Tri-barrel
overcame every obstacle in its path, flipping over and righting 17-pounder is the first attempt at a rapid-firing fully mobile gun
itself several times. It did, indeed, look unstoppable. Production of large enough caliber to destroy Martian Tripods. It has already
approval was granted immediately, even as Fairley and Johnson proven to be a very effective Tripod killer in India, but its high
whisked away the terrified driver of the machine as he raved profile makes it a vulnerable target.
about how the throttle had become stuck, resulting in the
machine careering around the course at full speed.
Kitchener Tank
The Uni-Tread became officially known as the FJ Mono Tank 1 Unit: 1 or 3 elements. Kitchener troops are often divided into single
by the army. By the men who drove it and serviced it, it became vehicles to help support more lightly-armed tanks.
a Wheeler. Wheeler was the name that stuck with the press and Points per unit: 115 points for a unit of 1 tank, or 345 points for a unit of
the public. three tanks
Type Speed Defense Armor Special
Wheelers are very fast but unstable at top speed, and prone
Tank 7" 4 8 –
to toppling over or into each other. They carry two clip-fed
rapid-firing cannons, but the machine must be stopped and the Weaponry Range Power Special
ammo reloaded externally when depleted. They have a crew of Tri-Barrel 30" +2 Rapid Fire 3,
two, and the armor is rather light, certainly in comparison to an Tri-barrel Gun
Imperial tank. Still, their speed and maneuverability give them Vickers Gun 20" +1 Rapid Fire 3
an important role on the battlefield. They are one of the new fast-
attack weapons designed for the All Mobile Force. Their crews
are volunteers and wheeler men, or just wheelies for short, and Turret
are well-known for their spirited morale and cavalier attitude. The turret can shoot in any direction.
Tri-barrel Gun
Mono Tank The Tri-barrel Gun is a complex and not entirely reliable weapon.
Unit: 3 elements You can choose to shoot one, two or three shots from the gun
Points per unit: 160
– although in most situations you will want to fire with all three
barrels for maximum effect. When you roll ‘to hit,’ any roll of a 1 for
Type Speed Defense Armor Special any of the barrels means all the barrels jam and none of the barrels
Tank 8" 6 6 See below shoots that turn. This doesn’t affect shooting in subsequent turns –
Weaponry Range Power Special it just means if you roll any 1s, you don’t get to shoot the Tri-barrel
2x 2 pounder repeaters 15" +2 Rapid Fire 2 that turn, and any rolls that would otherwise have hit are ignored.
Rapid Fire
Mono Tank Vickers guns have the rapid fire
Mono Tanks can move through any kind of terrain as if they were rule, so each time a Vickers
infantry. However, when any tank in a unit moves more than gun fires, roll three dice ‘to
6" at a time, the whole unit risks falling over – roll a die to find hit’ rather than just one.
out if they do! On a die roll of 6 or greater, the entire unit has
flipped over and cannot move until its machines manage to right
themselves. A flipped machine can still shoot, but only with one
of its two guns. It takes an entire move phase for the unit to right
itself using the movable side arms on the Mono Tank.

A Mono Tank automatically flips over if the unit is at any time


rendered immobile as the result of an attack (for example, if it is
caught within the blast of an Ironclad’s Bombard).
Rapid Fire
The 2 pound repeating gun has the rapid fire rule, so each time a
2 pounder fires, roll two dice ‘to hit’ rather than just one. Mono Tank

141
A Cardigan Infantry Carrier and British Infantry Squads, with support from a Field Gun Battery

CARDIGAN INFANTRY CARRIER weapons and the infantry/crews inside can shoot from either the
It soon became apparent that tanks and armored cars needed left or right hand side with the Vickers guns. If the cardigan is not
the close support of infantry if they were to face the invaders carrying infantry/gun crews, its side-mounted guns cannot fire.
on equal terms. This was impossible while infantry remained
constrained by the speed of marching men. Therefore, it was Tow/Transport
decided that infantry had to be carried in a vehicle of their own, A Cardigan Carrier can either transport a unit of infantry or tow a
and thus the concept of the Cardigan Infantry Carrier was born. unit of field artillery or heavy field artillery. Because of its special
The size of the vehicle and the number of troops it could carry construction, one Cardigan can carry two infantry elements at
led to a drastic reorganization of British infantry platoons. Each full speed. This bonus is due to the Cardigan’s capacious design,
Cardigan carrier – affectionately known as ‘Cardies’ by their and applies only to infantry and not to vehicles towing guns.
crews – would serve as transport for a new-style platoon, and
also function as a fire base to support those troops in action. The
Cardigan is well-armed with multiple Vickers machine-guns, four
of which are designed to be operated by the infantry it carries. LLOYD COMMAND CARRIER
Cardigans are also used in the role of heavy tractors to tow The Lloyd Command Carrier is a modified Cardigan with
artillery and carry their crews. extensive radio gear, excellent tea service, and a provision for a
portable chart room. Unlike the transport-based carriers, it has
only limited carrying capacity and serves as a mobile command
Lloyd Infantry Carrier post for the army’s Field Commander.
Unit: 1 element
Points per unit: 175
Lloyd Command Carrier
Type Speed Defense Armor Special
Unit: 1 element
Vehicle 7" 4 7 See below
Points per unit: 175
Weaponry Range Power Special
5x Vickers Guns 20" +1 Rapid Fire 3 Type Speed Defense Armor Special
2-pounder repeater 15" +2 Rapid Fire 2 Vehicle 7" 4 7 See below
Weaponry Range Power Special
Vickers Gun 20" +1 Rapid Fire 3
Crewed Weapons
Because the Cardigan has front and side mounted guns, it can
draw line-of-sight from its front or any side: Command Carrier
If a Command Carrier is included in the force, the army’s Field
Front: 1 Vickers and 2 pounder repeater Commander rides inside it, so the model effectively replaces
Side: 2x Vickers (if carrying infantry) the Field Commander Squad and has the same Rally and Field
Commander rule. However, because the Command Tank is
The side-mounted Vickers guns are fired by the infantry or gun equipped with a more powerful radio set, the Field Commander
crews carried inside, so they count as a separate shooter to the can now issue his orders to any BEF Army unit, regardless of
Cardigan itself. This means the Cardigan can shoot its front-firing whether it is within range of a vehicle unit or Command squad.

142
THE BRITISH EXPEDITIONARY FORCE

THE WICKET SPECIAL PURPOSE TANK Glue Gun


Originally designed to lay down a plume of viscous, combustible The Glue Gun has a limited range and uses the 4" barrage template.
liquid to burn out entrenched infantry and attack fortifications, Roll to hit in the usual way – a unit that is hit suffers no damage,
inventor Charles Wicket’s mobile incinerator suffered from one but risks becoming immobilized.
serious flaw. The compound it pumped at high pressure proved
very difficult to ignite, succeeding only in laying down giant Roll a die for each unit. On a score of 6 or more, the unit is
puddles of impossibly sticky liquid. Charles Wicket, the Duke immobilized – place an immobilized marker next to it. On a
of Cunningham, persisted in the idea and eventually the army score of 5 or less, the unit is unaffected. Mono Tanks that are
was persuaded to adopt the Wicket as an anti-infantry vehicle. immobilized in this way immediately fall over and cannot get
Surprisingly, Wicket’s hastily renamed Glue Gun proved very up again. Other units can attempt to free themselves at the start
effective in India at ‘gumming up the works’ of Martian Tripods, of any of their own move phases if the player wishes. The player
and was adapted into an effective anti-tripod weapon. does not have to try to break free; units can simply remain where
they are immobilized if the player prefers.
Wicket Tank To try to break free, roll a die. If the result is 6 or more, the unit
Unit: 1 element breaks free and can move as normal from that move phase on. If the
Points per unit: 150
result is less than 6, the unit’s struggles only succeed in worsening the
situation, causing 1 point of damage on the unit, whatever its type.
Type Speed Defense Armor Special
Tank 7" 4 8 See below Overseer, Dominator and Founder Tripods, as well as Goliaths
Weaponry Range Power Special and all Ironclads, are far too large and powerful to be seriously
Glue Gun 15" – Barrage 4 affected by a Glue Gun. If a Glue Gun hits any of these, a roll of
Vickers Gun 20" +1 Rapid Fire 3 10 is required for it to be immobilized, while a roll of 2 or more is
required for it to break free.

143
OTHER EQUIPMENT With the new wireless devices, they have been indispensable in
scouting and ranging for the ponderous Ironclads.
Maximum Armor Thickness: Classified

IN BEF SERVICE Maximum Speed: Approximately 4 mph


Armament: 1x 4lb Coil Gun mounted in main turret, 1x 24-inch
Bombard mounted in auxiliary turret, 4x 5-inch guns mounted in side
turrets – 2 per side, and 12 Vickers guns in sponsons and bastions.
The BEF uses large quantities of US equipment to support Carries two Spector armored cars as scouting vehicles.
frontline forces. Months before the deployment, a British
military contingent came to the US to make arrangements. The Crew: At least 30
idea was to make as much use as possible of American equipment
with British and Empire crews. Ironclad Benedict Arnold Class
Unit: 1 element
The one vehicle the British military were at first reluctant to
welcome into their ranks was the venerable Mks II and III Points per unit: 1,200
Steamer Tanks. Compared to the Imperial Tanks in service with Type Speed Defense Armor Special
the British army, these clanking behemoths looked, sounded Machine 4" 3 12 See below
and smelled ludicrously archaic. However, as there were too few Weaponry Range Power Special
British tanks to meet the BEF’s needs, it was decided that the 4lb Coil Gun 80" +6 Super Heavy Coil Gun
US tanks would be adopted with a few modifications. Amongst 24-inch Bombard 60" +4 Barrage 4
these was the installation of a British-built main gun with the Cole 4x 5-inch guns 30" +3 –
Pattern mantlet. Other changes were mostly internal, apart from 12x Vickers Guns 20" +1 Rapid Fire 3
the auxiliary cupola over the driving compartment, which was
removed for vehicles in British service. This version, built by the
Baldwin Locomotive Works, became the British Pattern Mark II Fully Independent Targeting
Baldwin Tank, more commonly known to the Americans as the The Land Ironclad is so large that we are obliged to treat it as a
Tommy Tank. Once the Canadians saw it, they demanded some mobile fortress, able to train its armaments upon any targets that
too. Despite their best efforts, Baldwin can’t produce enough of the its crews can see. Therefore, each weapon fires independently and
Tommy Baldwins to meet demand, so it’s actually more common can choose any target that is visible from the weapon’s position.
to see the original US versions in both BEF and Canadian forces. This enables the Ironclad to shoot at different targets, regardless of
where they lie. However, the player must declare all the weapons
Many other US equipment types are used by the BEF. All other that are going to shoot at a target before rolling any dice to score
American origin equipment, with the exception of the Goliath, hits. It is not permitted to shoot at a target with one weapon and
Land Ironclads and the Mark IV chassis variants have seen use then decide to shoot at the same target again with a different
with the BEF. The Monitor is the only Mark IV chassis to be weapon if the first shot misses – all shots at a target must be
used by the BEF in North America. Whole fleets of Flivvers and declared before you fire at it! In all cases, measure the range from
service vehicles work in support roles. the position of individual weapons from the end of the gun barrel.
Limited Maneuverability
The Land Ironclad is not so easily maneuvered as an ordinary
THE THUNDERCHILD II vehicle – so the way it moves is restricted compared to tanks and
Thunderchild II is currently the only British-built Land Ironclad other vehicles. An Ironclad cannot pivot to face any direction
in North America. It was partially disassembled and towed across it likes when it moves; instead, it must move directly forward
the Atlantic Ocean. While fraught with risk, this was not a unique and can pivot once as it does so up to a maximum of 45 degrees,
voyage, for the same process had also been used to move seven of either before, after or at any point in its move.
the remaining eleven British Land Ironclads to India via the Cape
of Good Hope (The Suez Canal having fallen to the Martians). Super Heavy Coil Gun
The Royal Navy has developed super heavy coil guns of 3 to
The Thunderchild II is of advanced cast and welded construction, 7lb caliber, many of which are fitted to ships of his majesty’s
and its armor incorporates layers of ceramic plate and asbestos to Navy. The 4lb coil gun fitted to the Thunderchild II is the largest
protect it against Heat Rays. Like other Ironclads of the Benedict mobile land-based weapon of its kind. As with all coil guns, there
Arnold Class, it runs on pedi-rails rather than conventional tracks is a certain amount of risk. The Thunderchild’s main turret is
like the US-built Ironclads. protected from electrical discharges by a ceramic isolator ring.
Specially developed liquid mercury fuses protect the crew and
British Ironclads fall under the command of the Royal Navy and are weapon from massive electrical malfunction; however, refilling
crewed by seamen. The Thunderchild II is captained by Sir Clive these fuses in the event of a blowout takes time.
Dudley, the famous hero of the Evacuation of the Nile. It is one of the
Benedict Arnold class of Ironclads, the first Ironclads built in Britain, When you roll ‘to hit,’ any roll of a 1 means some malfunction has
and carries two Spector armored cars as part of its crew compliment. occurred. Roll a die and apply the result as follows:

144
THE BRITISH EXPEDITIONARY FORCE

Score Result Furthermore, if both armored cars can see the same target, their
1-3 The Super Heavy Coil Gun fails to operate this turn. It parent Ironclad is able to triangulate the target’s position with great
can shoot again the next turn. precision, adding a +1 bonus to the dice roll ‘to hit.’

4-6 A major electrical connection is shorted out. It does not Ironclad


fire this turn and cannot fire the next turn either while If an Ironclad suffers one or more points of damage from shooting
its crew affects repairs. It can shoot again the turn after. or assault, it is not automatically destroyed. Instead, roll a die and
consult the Ironclad Damage Resolution Chart. If the Ironclad has
7-9 Overcharge. The weapon fires, but with double its suffered more than one point of damage, add +1 to the die roll for
Power value (+12). Because of the increased ballistic each additional point of damage scored. For example, if an Ironclad
effect of this tremendous power surge, roll again to see if has taken 3 points of damage, roll a die and add +2.
the target is hit. If the target is missed, the shot hammers
into the ground and has no effect. The overcharge shorts The Thunderchild II can take 6 ‘critical hits’ as described in the table
out the mercury fuses, and the weapon cannot fire before it is destroyed, more or less as if it were six elements. Record
during the next turn while the crew affects repairs. It each critical hit as it is inflicted. This means you will have to record
can shoot again the turn after, on a die roll of 6 or more. both Armor reduction and critical hits. When recording Armor
Otherwise, repairs continue, and it is necessary to roll reduction, the minimum value that the Ironclad can be reduced to is
each time you try to shoot until a repair is successful. 1. An Ironclad can never be reduced to zero Armor. This means that
an Ironclad can only be destroyed by critical hits – and never by loss
10 Catastrophic failure. The gun’s circuits violently of Armor – no matter how much damage it takes. As a score of 10+ is
discharge, evaporating the fuses, melting the gun, and required on the Ironclad Damage Resolution Chart to score a critical
frying its crew. The gun is destroyed. Roll a die. On a hit, this means that Ironclads are very difficult to knock out even for
roll of 1-5, the Ironclad also suffers 1 critical damage the most powerful Martian Heat Rays.
point; on a roll of a 6-10 there is no further damage.

24 Inch Bombard
This gigantic naval weapon is used for bombarding fortifications from
ironclad DAMAGE RESOLUTIOn CHART
the sea, and it provides the Thunderchild with a means of battering the Score Result
enemy with its huge 24-inch shells. The range of the bombard is not 1-5 The Ironclad is partially damaged and its Armor value is
especially great as it is designed to ‘lob’ its shells into the air so they fall
permanently reduced by -1 to a minimum value of 1.
down upon the foe. The concussive effect of the resultant explosion is
enough to knock men – and even Tripods – off their feet! 6 The Ironclad’s boiler is damaged and it is reduced in
movement by 1-inch every time it takes boiler damage.
Work out the barrage just like any other barrage type of attack.
One you have done this, roll a die for each unit within 10" of the 7 The Ironclad’s steering mechanism is damaged. When the
center of the barrage template. On a roll of 6 or more, the unit Ironclad moves, roll a die; 1-3 move directly ahead, 4-5
is temporarily stunned by the blast. If it is an enemy unit, it can
neither move nor shoot in its following turn, and if obliged to move move directly towards the enemy table edge, 6-7 move
it goes out of control, crashes and is destroyed. If it is a friendly directly towards the table side edge to the player’s left, 8-9
unit, it cannot shoot that turn if it has not already done so, and move directly towards the table side edge to the player’s
cannot move in the second move phase of the current turn, and if
right, 0 move directly toward the player’s own table edge.
obliged to do so is also destroyed as described for the enemy.
8 The Ironclad’s armament is hit. Roll a die; 1-4 a Vickers
Spector Carrier
gun is destroyed, 5-7 a 5-inch gun is destroyed, 8-9 the
The Thunderchild II carries two Spector armored cars. Each car is
a unit of one element. These can be launched from the Ironclad at 24-inch bombard is destroyed, 0 the 4lb Coil Gun is
the start of the move phase – measure their movement from the hull destroyed. In the case of Vickers guns and 5-inch guns, the
of the Ironclad adjacent to the mooring rigs. These cars can act as opposing player can select the weapon that is destroyed.
spotters for the Ironclad’s guns as noted below. See page 139.
9 The Land Ironclad is immobilized. It can no longer move
Spotters and cannot lay steam.
The Ironclad’s Spector armored cars are equipped with powerful
radios that allow them to transmit firing coordinates directly to the 10+ The Land Ironclad takes 1 critical hit and its armor value
fire-control room of their parent Ironclad. This works with all the is also permanently reduced by -1 to a minimum value
Ironclad’s guns apart from the Vickers Guns, which are point defense of 1. The Ironclad can take 6 critical hits in all. Once the
weapons, and which are not coordinated in this way. The Ironclad
can trace line-of-sight from its Spector armored cars, and can shoot Ironclad has taken 6 critical hits, it is destroyed.
at any target the armored cars can see, working out line-of-sight from
the armored car. The target must be within range of the Ironclad’s
guns, but it does not matter if the Ironclad cannot see the target.

145
Beneath the Ruins of St. Louis
T he 2nd Company of the 5th Indiana Battalion moved
quietly toward the front lines. Through narrow square-
cut tunnels sheered up with timber balks and joining one
the grappling hooks and lines they would need to catch a
Tripod. Each man carried two satchel-charges as well as four
grenades suspended from the canvass webbing, from which
brick-built basement to the next, the underground roadway also hung his back pack, dust mask case, canteen and ammo
led them unerringly westward. Silently, they passed beneath pouches. Though their rifles were loaded with armor-pierc-
the devastation of what was once Washington University, ing bullets, everyone knew these were very much weapons
the site of the Louisiana Purchase Exposition during what of last resort. When it came to fighting a Tripod, an explosive
now seemed a forgotten age. In long rows, the khaki clad charge hooked onto a leg joint was the most effective way of
soldiers shuffled onwards, one behind the other, those at bringing down one of the metal monsters.
the front guiding their footsteps by the glow of kerosene They did not have long to wait. The artillery in front
lamps. When the troops reached the dispersal point beyond of the infantrymen soon fell silent and the silver machines
Art Hill, the underground roadway fanned out into a dozen began to advance up the slope heading in their direction.
paths leading left and right before joining the north-south Onwards the Tripods came in a row, each about five hundred
service tunnel. From the service tunnel, the soldiers emerged yards from the next. Every few steps the whole formation
into daylight once more, quickly dispersing into the open would halt as one, and the steely canopies swivelled to
trench-works and bunkers beyond. either side, probing the ground for signs of life. When the
To the left of the line, a squad of infantry settled down aliens stopped moving the men instinctively kept as still and
into the ruined shell of an old storehouse. From behind the as quiet as they could – lying low to escape detection – not
half standing walls, the soldiers had a good view down the daring to breath. Closer and closer the Tripods came. One
hill. Below them the Tripods were advancing in a loose line, of the silver machines was heading straight for the squad’s
halting every few strides to release devastation upon the position. With its steely gaze fixed upon their hiding place
patchwork of toppled buildings and flattened groves where they wouldn’t stand a chance. They would be cut down as
stands of trees had once stood. The shriek of Heat Rays and soon as they stuck their heads above the crumbling walls.
dull thud of artillery told of the battle raging in the ruins. Etherington turned to check his men. If anyone
The Martians marched on with mechanical indifference. panicked and fired now the Martian’s Heat Ray would cook
‘Pickets forward!’ ordered the Sergeant, and two of the them all. He motioned to keep down – to keep silent. The
squad disentangled themselves from the rubble, stooping shadow of the Tripod fell over them as it drew to a halt a
low to stay out of sight as they joined their leader. dozen yards in front. The machine’s metal eye rested upon
Neither man was more than eighteen years old. The the broken walls and tumbled ruin.
whole battalion had been recruited over the winter. This was A crack and a loud whooping noise broke the silence
its first major action. The young soldiers’ dust masks were and made even the dour Aussie start. A green flare arced
pristine black and their rifles were the new cheaper models toward the ruins of a house somewhere to the left – smashing
with fixed sights. into the rubble with a flash of light and a bang. The Martian
‘Baker – left one hundred yards – O’Connor right same turned in an instant, its gaze drawn to the spot where the
instructions – and don’t take any chances, got it!’ growled flare had landed. The Tripod’s Heat Ray shrieked and the
Etherington. Sergeant Victor Etherington’s voice still carried air quivered in its path. The house exploded into molten
the reminisce of his native Australia. He had left the streets fragments of brick and glass.
of Melbourne for a new life in America two decades ago. ‘Good lad, Baker!’ murmured the Sergeant, who had
Rifles and explosive charges were quickly shed. Neither recognized the flare as that of his picket. It was a picket’s job
were much use to a picket whose only job was to watch, to confuse an attacking Tripod by firing his flare gun into an
distract and hopefully avoid the enemy. Each soldier belted empty part of the battlefield – a tangled thicket, empty ruin
on a pistol and a flare gun together with a bag of cartridges or abandoned trench. The bright flare made a loud noise –
– green for the picket on the left and red for the picket on the whooping sound that had startled Etherington – before
the right. In a moment they were ready. Baker headed left, bursting with an explosion of light. It was almost a childish
keeping to the cover of a low wall. O’Connor slipped away trick, but it always confused the Martians who seemed
right and started to crawl over the open ground toward unable to distinguish between flares and rifle fire.
what looked like a ruined gate house. The Martian took a stride toward Baker’s hiding place,
Soon both men had disappeared from view and Ether- its metal tentacles weaving to and fro like scythes.
ington dispersed the rest of the squad throughout the ruin. ‘Now lads – attack!’ cried the Sergeant and half-a-
Keeping an open formation meant that if a Heat Ray should dozen men leapt from behind cover and began to run
sweep their position, at least some of them would escape. toward the Tripod. The Martian’s attention was still
Silently, the soldiers readied their explosives and prepared firmly fixed upon the flare, and the soldiers soon covered

146
THE BRITISH EXPEDITIONARY FORCE

the few yards that separated them from the machine’s


metal legs. In a moment the grappling hooks flew. Two
rattled against the shining metal and fell to the floor, but
Etherington’s hook lodged upon the leg’s joint with a
clang. Up he climbed, hand over hand, and as he did so
he saw another rope fasten itself upon the adjacent leg.
He glanced down to see Corporal Jones hauling upon
the rope – three satchel charges upon his shoulder as he
ascended the giant machine.
By now the Martian has realized the danger – though
whether it had heard or felt or in some other fashion
sensed its enemies was impossible to know. Its tentacles
flailed about, scattering the infantrymen who scurried at
its feet and knocking two of them to the ground. Now it
began to spin round, perhaps in an attempt to dislodge the
attackers, and as it did so it emitted a wail that rose in pitch
to an ululating scream. It was the call of the Martians. From
either side, other Tripods turned at once and began to stride
toward their stricken comrade.
A burst of red light reflected from the Tripod’s shining
surface was enough for Etherington to know that his other
picket – O’Connor – was doing his best to divert the rescuers.
He heaved the first canvass pack stuffed with explosives,
and hooked it over the joint in the Martian’s leg. He reached
for the second charge and deftly fastened it alongside the
first. But now the Tripod was beginning to lurch suddenly
left and then right, and he was almost shaken to the ground.
The Tripod’s metal tentacles seemed to be probing the area
beneath its canopy – reaching for its tormentors. Bullets liquid seemed to ooze from the stump that remained. As
zipped from the Tripod’s carapace – everything the infantry- the Tripod staggered upon its two remaining legs, this
men could do to distract the Martian made a difference now. liquid gushed like blood from a severed artery. It was hard
The Sergeant slipped down the rope and dropped the last not to marvel at the engineering that enabled the Tripod to
six feet to the ground, instinctively rolling away to escape balance on its two remaining legs, and though reduced to an
the charge’s blast. ungainly stagger, its pilot had not entirely lost control of the
As he turned round, the Tripod stepped suddenly machine. Nothing, however, could save the Martian from
away and Etherington saw Corporal Jones cast from the the second explosion that ripped apart a second leg and sent
machine like a rag doll. One of his explosive charges hung the silver capsule smashing to the ground. The metal hood,
from the machine’s leg joint – but of the others there was buckled by the force of the explosion, now sprang away from
no sign. The Martian recognized its enemy at once and its the cabin, exposing the bloated form of the alien within. The
metal tentacles swept the limp figure from the ground and creature’s cold eyes gave no hint of recognition or fear as the
with a single deft movement sliced the body into pieces human soldiers levelled their rifles and discharged a volley
that fell to the ground. Without pause, the Tripod turned that mashed its quivering flesh to pulp.
to face Etherington. Its tentacles quivered as they stretched ‘Back to the tunnel!’ yelled the Sergeant – his voice
out toward the Sergeant and the silver canopy appeared to sounded strangely distant in ears deafened by the explosions.
fix him with a metallic stare. The men lost no time in obeying. Five… six men plunged
A blinding green flash burst upon the Martian’s steely into the tunnel. It would be moments before another Tripod
eye – so bright that Etherington was momentarily dazzled. bore down upon them with its Heat Rays or – worse still –
The Tripod reared as if stung and emitted an unearthly the choking Black Dust that killed all it touched. Seven…
wail so loud that the infantrymen instantly dropped their it was Baker, the picket, whose green flares had drawn the
weapons and clasped their hands over their ears. It was Tripod to its doom. The young soldier dashed into the tunnel,
one of Baker’s flares aimed directly at the Tripod. The flare bright eyes blazing with the excitement of his first battle. Of
couldn’t hurt the machine of course, but it was enough to the other picket, O’Connor, there was no sign, but perhaps he
give Etherington the time he needed to dash behind the had made it into the adjoining bunker – it would have been
broken wall of the storehouse. No sooner had he done so closer and probably safer than heading toward the fighting.
than there was an explosion that drowned even the noise of Etherington threw himself through the entrance only seconds
the wailing Martian. before the Heat Ray shattered what was left of the old store-
One of the Martian’s legs had been blown clean away house, sending a blast of scalding air into the tunnel hot
and now lay twitching uselessly upon the ground. A black enough to singe the hair on the back of the Sergeant’s neck.

147
This section of the rulebook describes how scenarios are
chosen, how forces are selected, and how forces deploy to take
CHOOSE A SCENARIO
part in the game. At this stage it should be noted that a perfectly Eleven scenarios are provided in this section. The first scenario
good game can be had using whatever forces you have at hand, is called The Encounter, while the remaining scenarios are as
played over whatever area you have available, and utilizing shown on the chart below. The Encounter scenario is intended
whatever scenery you please. Players do not have to select to serve as an introduction to the rules, and is also designed to
armies using the system of points values described, nor are they work as a simple, straightforward game, with the same basic
obliged to use the rules and scenarios presented here. Anyone victory conditions for each side. The Encounter is a good
who prefers to play in this free and self-regulating manner ‘default’ scenario if time is short, forces limited, or players are
is welcome to do so, to make up their own scenarios, and to still familiarizing themselves with the game. The remaining ten
arrange matters as they please. scenarios are based upon the back-story to the Martian invasion,
and present different challenges to each side.
The scenarios described in this section are designed to give
a challenging and reasonably balanced game when used in Each of these ten scenarios describes a different kind of game
conjunction with the points values given in the Armies of the between the Martians and their human adversaries – the forces
Martian Wars section of the rulebook. of the United States army and/or British Expeditionary Force.
In each scenario, one player controls the Martians and the other
player controls the humans. To begin with, the players must
decide which scenario they wish to play. You can either choose a
scenario or randomly select one by rolling a die. Some scenarios
require specific scenery and – in some cases – specific units on
one side or the other, so make sure you pick a scenario for which
you have suitable forces.
Score Scenario
1 The Outskirts*
2 The Bunkers
3 The Cylinder
4 The Harvest
5 The Fortress
6 The Rescue*
7 The Ruins*
8 The Founder
9 The Excavation
10 The Redoubt

*Suitable for preselected forces – see text

Sometimes, it is convenient to play a game with a preselected


force – if you are travelling to a games club, for example. If this is
the case, you can either play the basic Encounter scenario, or any
of the Outskirts, Rescue or Ruins scenarios from the chart above.
These four scenarios are all suitable for playing using preselected
forces and typical terrain features of the Martian War. In this
situation, we recommend that players choose a scenario rather
than roll randomly.

Further scenarios for The Great Interplanetary War are available


on the Alien Dungeon website. Scenarios specifically aimed at
facilitating tournaments and other competitions will also be
covered on the Alien Dungeon website.

148
THE TABLETOP BATTLEFIELD CHOOSING FORCES
The game can be played on any convenient surface the players It is assumed that one side represents the Martians and the
have, whether that is a kitchen table, a flat board or something other represents humans. Although this is consistent with the
comparable. Most gamers will obtain a sheet of suitable board, and theme of the Great Interplanetary War as presented in the
the most popular size for such sheet materials is four feet wide and background to this book, there is scope for players to fight
either four, six or eight feet long. Six feet is ideal for most players, Martian against Martian or human against human games, if
because it is relatively easy to store away and gives more room to they want. These types of games are not mere fancy – they do
deploy armies than a smaller table. It is also the standard size used reflect developments in the history of the Great Interplanetary
in most gaming clubs where it is necessary to fit sufficient tables War that lie beyond the scope of this book, and which will be
into the space available. For these reasons, we assume that games explored with further models and supplementary rules on the
are played on a standard-sized table four feet wide and six feet long. Alien Dungeon website. However, for our immediate purposes,
we assume one player is representing the Martians and the
Players who have smaller or larger tables will need to reduce or other the humans.
increase the amount of terrain proportionately. For tables that
are narrower, some allowance must also be made in games where The Martian player chooses units from the Martian forces
the objective is to cross the table, in which case either reduce the available to him, up to whatever maximum value the players have
number of turns played or start the armies further apart. In all these agreed. The human player likewise chooses units from the human
cases, it is left to the players to sort out to their mutual satisfaction. forces available to him, up to the same maximum value.

In most of the scenarios, players are free to choose whatever


troops they wish, and can select any number of any given type of
THE SIZE OF GAME unit, as long as they do not exceed the agreed total. The scenarios
present players with different objectives and circumstances,
Before the game can begin, the players must decide how large a requiring a different mix of troops in each case.
battle they wish to play. All units are allocated a points value, and
each player selects an army to a maximum value of whatever total In some scenarios, the player must include a number of specific
the players have agreed. The bigger the game, the larger the army units, or may be barred from selecting certain units, or may be
can be. We make no recommendation as to the size of a force; limited in the number of units he can select (as in the Founder
the game can be played with as small or as large an army as you scenario where the Founder Tripod acts as an objective).
wish. We find that a mixed-force army of approximately 1,000
points provides a game that typically lasts for two to three hours In several cases, the scenario provides one side with units for
on a table of the dimensions envisaged. Remember, the scenarios ‘free.’ The value of free units is not included in the army’s total
described in the following pages, assume that players are using points value; they are extra.
forces of a size appropriate for a standard four by six foot table.
Where this is not the case, some adjustment will have to
be made to the amount of scenery available or the
length of the game in some cases. Center line

Player A’s
table edge

Player B’s
table edge

The war games table with opposing players’ table


edges indicated. The center line is an imaginary line drawn
halfway across the table from side to side as shown, dividing one
player’s half of the table from the other.

149
ARRANGING THE SCENERY BREAKING THE ENEMY ARMY
Scenery is arranged once both players have selected their forces Many of the scenarios are played until the enemy army is
according to the description given for the scenario. Some ‘broken,’ and we shall explain what this means here.
scenarios require specific scenery while others do not. Ruins
are a common feature of games because many battles are fought An army is broken if half or more of its units have been destroyed
in the devastation of America’s cities, while other battles take at the end of any side’s turn.
place amongst the woods and hills of regions as yet untroubled
by the Martian menace. Two of the scenarios are based upon It is convenient to count up the total number of units in each army
the defense of fixed positions – The Fortress and The Redoubt – at the start of the game and note down how many units it can
and in both of these scenarios, it is necessary to represent these lose before it is broken. Only units purchased as part of the army
significant features. are counted towards this total, and never any units included in a
scenario for free or constructed during the game (for example by
We have found the best size for areas of terrain to be a Martian Constructor Engine). Free and constructed units are
approximately rectangular and about 8" x 6", roughly circular ignored when it comes to calculating how many units an army
and 8" across, or oblong, triangular or irregular with dimensions contains and how many units have been destroyed. Human field
bounded within a 12" by 5" block. These sizes are given with the fortifications and Martian static defenses are also ignored, even
scenarios and standard table sizes already described in mind, and when they are purchased as part of the army. Note that only actual
have been found to work reasonably well. Of course, players are units count towards the break total, and not blips or traps. Units
free to ignore these restrictions by mutual consent if they wish to included as reserves or reinforcements do count – even if they are
do so – there is no need to be dogmatic about such things. not actually on the table. Routed units do not count as destroyed
until they either leave the table without regrouping, or until the
game is over – at which point all routing units count as destroyed.

Finally, some units, which are defined as ‘Support’ in their special


A NEW HELMET FOR THE ARMY rules, are ignored when it comes to calculating how many units an
army contains and how many units have been destroyed. Normally
This new helmet is made of hardened chrysotile asbestos
fibers and steel plate. It provides protection against the
this is because these units are on the battlefield in a non-combat role,
Martian Heat Ray and the dreaded Black Dust. Weighing or because they are considered as irrelevant. For example, Lobototons
only fifty pounds, it affords plenty of mobility for the are simply ignored when it comes to breaking the Martian army – the
soldier within. Martians regard Lobototons as expendable. However, if it comes to
counting up point values at the end of a game to determine a winner,
Support units do count their full value just like other troops.

So, to summarize, all units counts towards the size of the army
and its break point, including routed units, Reserves and
Reinforcements, but excluding:

• Free and constructed units


• Human field fortifications
• Martian static defences
• Blips and traps
• Support units

CALCULATING VICTORY
An army that is broken is defeated, but sometimes both sides will
be broken in the same turn, or perhaps the game finishes before
either side is broken. In most scenarios, specific victory conditions
apply, and, in some cases, we count the point values of the units
lost on each side to see which side has scored the highest value of
casualties. Regardless of any other victory conditions that apply,
you can always add up the point values of casualties in any game to
compare how well the opposing forces have done.

Note that if it comes to counting up points values at the end


of a game to determine a winner, all purchased units that are
destroyed count their full points value. Even Lobototons and
Support units count their full value just like other troops.

150
PLAYING THE GAME

SCENARIO 0 within the player’s half of the table, as described in the


ambush rules. Any units not hidden or set up in ambush at the
start of the game must be deployed within 6" of the player’s

THE ENCOUNTER
table edge. No units can be kept as reserves or designated as
reinforcements in this scenario.

OBJECTIVE
Each side must try to break the other by destroying as many
This is a very straightforward game intended to serve as an opposing units as possible.
introduction to the rules. A Martian breakthrough force has
breached the human defense lines and is sweeping towards a
vulnerable human town. Human reserves are mobilized to meet GAME DURATION
the Martians in open battle and throw them back. The game ends if at the end of either player’s turn either side’s
army is broken.
Note that you can easily play this game as Martians against
Martians or humans against humans should you wish, as already If neither side has won by the time both sides have played six
described in the introductory text. turns, roll a die. On a score of 1-5, the game ends, and on a score
of 6-10, each side plays one more turn.
TERRAIN
Each player’s half of the table must include four areas of terrain. VICTORY
If the game is ended because one side breaks, then the other side
Both players roll a die, and the highest-scoring player selects an has won. If both armies should happen to break in the same turn,
area of terrain from the permitted types available and places it or neither side is broken at the end of the game, count up the
wholly within his half of the table at least 4" from any table edge point values of units destroyed on each side. The side that has
and at least 4" from any area of terrain already placed. The other destroyed the greatest value of enemy units is the winner. Should
player does likewise, and then the players alternate choosing and both sides have lost exactly the same value, the game is a draw.
placing terrain until all eight terrain areas are placed.

Terrain areas for this scenario can include low ruins, light
woodland, marshes, and hills.
Designer’s Note
INTRODUCTORY GAME SET-UP
If you are playing your first game, set up the forces as follows. The This is a very simple scenario and not necessarily typical
players must alternately deploy one entire unit at a time, starting of the battles fought between the Martian invaders and
with the player whose army has the most units. Once one army human forces. In our imagined war, humans must often
has been set up in its entirety, the other player can deploy the rest rely upon carefully-prepared defenses and the placement of
of his army. If both armies have the same number of units, roll a reserves. It is hard for the humans to win the introductory
die to decide which begins to deploy first. game outright, because they are not allowed to set up either
hidden or in ambush. However, it is a good scenario to play
All units must be deployed within 6" of the player’s own table if you are learning the rules or teaching the rules to someone
edge. No units can be hidden or set in ambush. No units can be else – in which case the more experienced player should take
kept as reserves or designated as reinforcements in this scenario. the human side.
Both armies are deployed on the table in their entirety.
As the human player, be careful to make use of the terrain
you have, and try to take advantage of any long-range
STANDARD SET-UP artillery to knock out as many enemy units as possible
If you have already played before and have a good grasp of the before the Martians can close in on your force. If you are
rules, then set up as follows. The players must alternately deploy playing the Martians, you are best advised to use whatever
one entire unit at a time (this can be a single blip counter), terrain you have to keep out of sight of enemy artillery as
starting with the player whose army has the most units, until you advance, but advance you must if you are to sweep the
one army has been set up in its entirety, at which point the other enemy from the field.
player can deploy the rest of his army.
The standard Set-up is provided for more experienced
Martian units must be deployed within 6" of the player’s own players, allowing for hidden and ambushing units, and
table edge. The human player can set up any of his infantry this provides a relatively simple scenario that is still worth
or artillery units hidden within his own half of the table, as playing and which requires very little preparation or much in
described in the rules for hidden units. One human infantry the way of specific terrain or forces.
unit can alternatively be set up in ambush in a terrain feature

151
SCENARIO 1
SET-UP
The humans are defending the battlefield and must set up their
entire army in the defenders’ half of the table before any Martians

THE OUTSKIRTS
are deployed. In this scenario, any human infantry, artillery or
vehicle/tank units can be deployed hidden as described in the
hidden Set-up rules. Up to three infantry units can alternatively be
set up in ambush in terrain features within the defender’s Set-up
zone, or straddling the center line, one unit per terrain feature,
as described in the ambush rules. In addition to his troops, the
A roving band of Martian war machines is heading towards the defender may position two traps in terrain areas that are within the
ruined outskirts of a city occupied by human forces. The human defender’s Set-up zone, or straddling the center line, as described
troops deploy amongst the ruins, ready to meet and hopefully in the trap rules. Note that traps can be set up in the same terrain
defeat the invaders. The Martians will attempt to drive away the areas as ambushing units – the ambushing units are aware of the
humans and establish a foothold in the city. traps, having most likely laid them – and are only waiting for the
enemy to stumble into the snare before they pounce.
In this scenario, the Martians are the attackers and the humans
are the defenders. Once the human army has deployed, the Martians must set up
at least half their units along the attackers’ table edge with all
models/bases touching the edge as far as possible. Any Martian
TERRAIN units not set up at the start of the battle are automatically placed
The defenders’ half of the table must include six areas of low in reserve and can be brought onto the battlefield in subsequent
ruins. These are selected and set up by the Human player. turns as described in the reserves rules. No units are designated
Ruinous areas must be set up at least 4" from any other terrain as reinforcements in this battle.
areas, and either wholly within the defender’s half of the table or
straddling the center line.
OBJECTIVE
Once the terrain has been positioned in the defenders’ half of the The Martians must try to move as many of their units as they can
table, the Martian player must place three areas of terrain. These into the human force’s Set-up zone. The humans must try to stop
can be chosen from low ruins, light woodland, marshes and hills. them without losing too many troops.
Terrain areas must be set up at least 4" from any other terrain
areas and wholly within the attackers’ half of the table.
GAME DURATION
Once both players have placed their terrain, any terrain areas that The game ends if at the end of any player’s turn, either side is broken.
are straddling the center line are ‘disputed’ and must be diced
for. Each player rolls a die for the disputed terrain feature, and If neither side has won by the time both sides have played six
the highest scoring player can move the feature up to 6" in any turns, roll a die. On a score of 1-5, the game ends, and on a score
direction, making sure there is at least 4" remain between terrain of 6-10, each side plays one more turn.
areas as he does so.
VICTORY
The Martians must have at least one Tripod unit wholly in the
human Set-up zone to claim victory in this battle. If there are
no Tripods in the human Set-up zone by the end of the battle,
the best result the Martians can get is a draw. Any result that
would otherwise give a Martian victory counts as a draw if the
Martians have no Tripods within the human Set-up zone at the
end of the game.

If one side is broken, the other side wins the game (remembering
that Martians must have at least one Tripod in the enemy’s table
half to claim victory). If both sides are broken, the result is a
draw. If the humans are broken but the Martians fail to get a
Tripod into the human table half, the result is a draw.

If neither side is broken at the end of the game, the Martians win
if they have at least one Tripod for every two human units wholly
inside the defenders’ Set-up area at the end of play. For example,
if the Martians have 3 Tripods in the enemy Set-up zone, they
win if the humans have 6 or fewer units left within their set-up
area. If the Martians have too few units inside the human player’s
Set-up area to win, the human player wins.

152
PLAYING THE GAME

SCENARIO 2 The humans are defending the battlefield and must set up their
entire army on the table in their deployment zone before any
Martians are deployed. Any human infantry, artillery or vehicle/

THE BUNKERS
tank units can be deployed hidden as described in the hidden-set
rules. One infantry unit can alternatively be set up in ambush
in a terrain area that is wholly or partially within the defenders’
Set-up zone, as described in the ambush rules. In addition to
his troops, the defender may position two traps in terrain areas
that are wholly or partially within the defenders’ Set-up zone, as
The Martians are advancing through hills and woods that described in the trap rules. Note that traps can be set up in the
separate the Martian redoubts from human settlements. As they same terrain areas as an ambushing unit.
advance, they encounter outlying defenses consisting of bunkers
and entrenchments. Once the human army has deployed, the Martians must set
up at least half their units along the attackers’ table edge. Any
In this scenario, the Martians are the attackers and the humans Martian units not set up at the start of the battle are automatically
are the defenders. placed in reserve and can be brought on to the battlefield in
subsequent turns (see page 69). No units can be designated as
reinforcements in this battle.
TERRAIN
The defenders’ half of the table must include six areas of light
woodland, hills or wooded hills. These are selected and set up by OBJECTIVE
the human player. Terrain areas must be set up at least 4" from The Martians must try to eliminate the human defenses. The
any other terrain areas and either wholly within the defenders’ humans must try to stop them without losing too many troops.
half of the table or straddling the center line.

Once the defender has positioned his terrain, the Martian player GAME DURATION
must place four areas of woods, hills, or wooded hills in the attackers’ The game ends if at the end of any player’s turn, either side is broken.
half of the table. Terrain areas must be set up at least 4" from any
other terrain areas and wholly within the attackers’ half of the table. If neither side has won by the time both sides have played six
turns, roll a die. On a score of 1-5, the game ends, and on a score
Once both players have placed their terrain, any terrain areas that of 6-10, each side plays one more turn.
are straddling the center line are ‘disputed’ and must be diced
for. Each player rolls a die for the disputed terrain feature, and
the highest scoring player can move the feature up to 6" in any VICTORY
direction, making sure there remains at least 4" between terrain The Martians must attempt to clear the three field fortifications
areas as he does so. within 6" of the center line to win this game. Only these field
fortifications count for purposes of winning the game; field
Once the other terrain has been set up, the human player must fortifications added to the defender’s half of the table at extra cost
position three areas of field fortifications. These are essentially are not included.
bunkers with short stretches of associated trenches. These can be
placed anywhere within 6" of the table’s center line in either player’s If there are no human units wholly within any of these three field
half of the table, and at least 12" apart. Each field fortification covers fortifications at the end of the game, the Martians win as long as
an area roughly 6" x 6". Field fortifications can be set up as close to, or the Martian army is not broken. In this case, if the Martian army
within, other areas of terrain if you wish, in which case the whole area is broken the result is a draw.
counts as a single terrain area for purposes of ambushes, traps, etc.
If there are human units wholly within any of these three field
Once three field fortifications have been set up as described, the fortifications at the end of the game, the humans win as long as
human player can choose to add up to three further areas of field the human army is not broken. In this case, if the Human army is
fortifications. These must be paid for from his points total at a broken the result is a draw.
cost of 75 points per field fortification – reducing the value of
his army by removing units to meet the cost, if necessary. Field
fortifications purchased in this way must be positioned on the
table wholly within the player’s Set-up zone, more than 6" from
the center line, and at least 12" from other field fortifications (i.e.
forming a second line of defenses behind the first).

SET-UP
The human deployment zone includes the entire human half of
the table behind the center line, plus any area in the attacker’s half
of the table covered by field fortifications.

153
SCENARIO 3
TERRAIN
This battle takes place in the dangerously open and exposed
desert where the Martian cylinder had landed. No terrain is used

THE CYLINDER
and the human player must rely on speed, daring and luck to
achieve his aim.

SET-UP
The attacking human forces begin the game off the table
A Martian cylinder had fallen far from its intended landing zone in and move onto the battlefield during the first human turn,
the desert close to a human military outpost. The local commander measuring their first move from the attackers’ table edge.
has sent a force to intercept the cylinder and destroy it before the Any units not moved onto the table in the first turn are
Martians can establish themselves or send reinforcements. automatically placed in reserve.

In this scenario, the humans are the attackers and the Martians The Martian player begins the game with a Cylinder (see below).
are the defenders. The Martian player can position the Cylinder anywhere within

154
PLAYING THE GAME

the defender’s half of the table at least 6" from any table edge. Up Anything completed during a combat phase can do nothing that
to three Constructor Engines purchased as part of the army in the turn, but is fully activated at the conclusion of the turn on the
normal way can be deployed within 6" of the cylinder and within spot where the build point marker is placed. In the case of Heat
the defender’s half of the table, but all other Martian forces must Ray Fencing, place one length of fence on this spot and arrange
be kept as reinforcements. the other two lengths on either side to make a continuous length.

Martian reinforcements begin the game off the table and move onto Construction Points To Build
the battlefield as and when indicated in the reinforcement rules. Heat Ray Fencing 1 point for 3 lengths
Power Node 1 point
OBJECTIVE Sentinel with Heat Ray 2 points (up to a max. of 6)
The Martians must try to defeat or drive away the humans Assault Tripod with Heat Ray 4 points (up to a max. of 3)
before the attackers can destroy the fallen cylinder. The Humans
must try to destroy the cylinder and its cargo before they are
overwhelmed by Martian reinforcements. THE CYLINDER
The Martians travel to earth in huge metallic cylinders that carry
a number of Martians together with the prefabricated parts from
GAME DURATION which they make their various machines and begin to build
The game ends if at the end of any player’s turn, the cylinder is defenses. In this scenario, the Martians have had time to assemble
destroyed or if either side is broken. up to three Constructor Machines, though the Martian player
does not have to take advantage of this if he prefers to rely upon his
If the game has not ended by the by the time both sides have reinforcements alone. The Cylinder can be attacked and potentially
played six turns, then roll a die. On a score of 1-5, the game ends, destroyed by the humans and has stats as follows. Note that with
and on a score of 6-10, each side plays one more turn. the Cylinder’s Armor rating of 14, the human player will have to
take at least some units capable of cracking open the Cylinder
before it becomes vulnerable to other weapons.
VICTORY
If the Cylinder is destroyed, the human player wins the game
regardless of any other considerations. Cylinder
Type Speed Defense Armor Special
If the Cylinder is not destroyed, the Martians win, as long as Exceptional None 2 14 See below
there are no human units within 6" of the Cylinder. Weaponry Range Power Special
None – – –
If the Cylinder is not destroyed and there are human units within
6" of the Cylinder at the end of the game, the result is a draw.
Cylinder
CONSTRUCTION If the Cylinder suffers one or more points of damage from a unit’s
Any Martian Constructor Engines deployed with the Cylinder shooting or assault, it is not automatically destroyed. Instead,
at the start of the game can build machines or defenses in the roll a die and consult the Cylinder Damage Resolution Chart. If
following way. the Cylinder has suffered more than one point of damage, add
+1 to the die roll for each additional point of damage scored. For
Constructor Engines can only build if they are within 12" of the example, if a Cylinder has taken three points of damage, roll a die
Cylinder. Each Constructor Engine can build 1 ‘point’ in each and add +2. Note that a Cylinder cannot be destroyed by a single
combat phase, two machines touching can work together and point of damage inflicted by an attacking unit; a minimum of two
build up to 2 points, and three working together can build up to points have to be scored by an attacking unit because a roll of 11
3 points. Markers, such as tiddlywinks, can be used to represent or more is needed to destroy it. Cylinders are tough!
build points – or use an ordinary die as a marker to keep a tally.
Place your marker next to the Constructor Engine to mark the
spot where the construction is taking place. Cylinder DAMAGE RESOLUTIOn CHART
Score Result
Points can be accumulated from turn to turn to build more and 1-10 The Cylinder is damaged and its Armor stat is
bigger machines, but only if the Constructor Engine(s) remain
permanently reduced by 1.
stationary throughout the turn. If all the Constructor Engines
that are working on a construction are destroyed, regardless of 11+ The Cylinder is destroyed.
the cause, incomplete constructions are also destroyed. If all
Construction Engines abandon an uncompleted construction
at any time, whether because they are destroyed or because Damage caused upon a Cylinder can be repaired by a Constructor
they move away, the construction is destroyed. At least one Engine using its standard Repair rule, but only up to a maximum
Constructor Engine must remain with a part-built construction, Armor stat of 10. A Cylinder reduced to an Armor value of 10, 11, 12
working upon it and not moving, until it is complete. or 13 cannot be repaired. Cylinders reduced to 0 Armor are destroyed.

155
SCENARIO 4
OBJECTIVE
The Martians must try to capture as many human civilian
elements as they can, and to kill those they cannot capture. The

THE HARVEST
human player must attempt to save as many civilian elements
as he can, and prevent the Martians carrying off their prisoners
where possible.

To take captives, the Martian player must include one or more


Gatherer Tripods in his army. He will also have to include Tripods
A Martian force has broken through the human lines and is harvesting or drones equipped with Reaper Tentacles – for example Harvester
captives that will be transformed into Lobototon troops, rendered Tripods – in order to assault and either kill or capture Civilians.
into nutrients to feed the growing brood of Martians, or used in some If a Martian Tripod assaults and destroys Civilians, these are
other fashion to further the Martians’ diabolic ends. Human troops are automatically transferred as ‘live captives’ to a Gatherer Tripod
dispatched to hunt down the Martians and drive them away, or at least within 6". If there is no Gatherer Tripod within 6", any Civilian
win enough time for the bulk of the civilian population to flee to safety. elements destroyed simply become casualties and are ‘dead.’ Bear
in mind that only Tripods and drones armed with Reaper Tentacles
In this game, the Martians are attackers and humans are defenders. or Reaper Claws can make an assault, so the Martian player must
include at least some Harvester and Gatherer Tripods to undertake
this scenario with any hope of success.
TERRAIN
To begin, the human player selects three areas of terrain chosen Make a note of the number of captives held by each Gatherer
from light woodland, hills, marshes and low ruins. The human player Tripod. If a Gatherer Tripod is destroyed, any captives it has are
positions this terrain as follows: one terrain area must be set up also destroyed. If a Gatherer Tripod leaves the table, any captives
straddling the center line, and the remaining terrain areas must be set it carries are prisoners of the Martians.
up wholly within the defender’s half of the table, at least 4" from any
other terrain areas and at least 9" from the defender’s own base edge. At the end of the game, any Civilians held captive by a Gatherer
Tripod become Martian prisoners.
Once the terrain has been positioned in the defenders’ half of the
table, the Martian player must place three areas of terrain in the Any Civilians that leave the battle from the human player’s table
attackers’ half of the table. These can also be chosen from light edge are saved. As the human player can move Civilian elements
woodland, hills, marshes and low ruins. Terrain areas must be set up in his turn, it will be relatively easy to save those close to the table
at least 4" from any other terrain areas, at least 6" from the Martian edge, and less easy to save those closer to the Martian table edge.
table edge, and wholly within the attackers’ half of the table.
Civilians that are either destroyed or which are still on the table
Once both players have placed their terrain, the terrain area that is at the end of the game are neither captured nor saved and count
straddling the center line is ‘disputed’ and must be diced for. Each for neither side.
player rolls a die for the disputed terrain feature, and the highest
scoring player can move the feature up to 6" in any direction, making
sure that at least 4" remain between terrain areas as he does so. GAME DURATION
The game ends if at the end of any player’s turn there are no
Civilian elements left on the table, or if either side’s army is broken.
SET-UP
For each area of terrain in turn, the human player places five human If the game has not ended by the time both sides have played six
Civilian elements entirely within the terrain area and at least 1" apart turns, roll a die. On a score of 1-5, the game ends, and on a score
(remember they are individual units and so must keep this distance of 6-10, each side plays one more turn.
apart as per the standard rule). These are the human civilians that
the Martians must attempt to capture and which the humans must
attempt to rescue. Each Civilian element is an individual unit. VICTORY
Civilians are part of the human side, although they are unarmed The Martian player wins if the Martian army is not broken and
of course, and cost no points! Civilians do not count towards the he captures more Civilian elements than the human player
human army for purposes of calculating whether the army is broken. saves. If the Martian army is broken and the Martians have more
prisoners than saved Civilians, the result is a draw.
Once Civilians have been placed, the Martian player must set up
the entire Martian army within 6" of the attacker’s table edge. The human player wins if the human army is not broken and he
saves more Civilian elements than the Martians capture. If the
Once the Martian army has deployed, the human player must set human army is broken and the humans have more saved Civilians
up half of his units within 6" of the defender’s table edge (round than prisoners, the result is a draw.
down if an odd number). Human units not set up at the start of the
battle are automatically placed in reserve and can be brought on In the event that the number of captives and the number of saved
to the battlefield in subsequent turns, as described in the Reserves elements is the same, then if one side is broken and the other is
rules. No units are designated as reinforcements in this battle. not, the unbroken side wins, otherwise the result is a draw.

156
PLAYING THE GAME

SCENARIO 5
THE FORTRESS
The defenses of the Mississippi are the most formidable of many
similar defense works raised behind America’s biggest rivers and
around American cities. Martians wading beneath the water and
mounting a concerted attack upon the Memphis Bastion finally
succeeded in breaching the Mississippi defenses. In this game,
the Martians mount an attack from the water against human
fortifications and must overcome the defenders and break through.
OBJECTIVE
In this game the Martians are the attackers and the humans are The Martians must try to overcome the fortress defenses and
the defenders. reach the opposing player’s table edge. As soon as one Martian
Tripod leaves the battlefield by the human player’s edge, the
Martians have won. The humans must try to prevent the Martians
TERRAIN from breaking through.
The Martians must mount their attack across a river whose
shallow edge and muddy banks lie along the attackers’ edge of
the board and extend 12" onto the table. The main, deep-water GAME DURATION
part of the river lies beyond the table itself. The riverbank forms The game ends once one side is broken, or as soon as a Martian
a continuous zone of boggy or muddy ground. The rest of the Tripod leaves the table by the defender’s table edge. Note that
attackers’ half of the table is empty. field fortifications purchased as part of the human army are not
units and are ignored for purposes of determining whether the
The defenders’ half of the table includes a fortress wall that runs army is broken.
from one side to the other immediately behind the center line.
This fortress wall cannot be crossed except where a section If the game has not ended by the time both sides have played six
is breached, after which it counts as an area of low ruins (see turns, roll a die. On a score of 1-5, the game ends, and on a score
Defense Works on page 73). of 6-10, each side plays one more turn.

The human player can choose to position up to three field


fortifications within the defenders’ half of the table, behind the VICTORY
fortress wall, if purchased separately as part of his forces. Field If the Martian player gets one or more Tripods off the opposing
fortifications cost 75 points each – and the player must reduce the table edge, the Martians win.
value of his army by removing units to meet the cost if necessary.
These can be placed anywhere behind the fortress wall at least 12" If the Martians fail to get at least one Tripod off the opposing
apart. Each field fortification covers an area roughly 6" x 6". table edge, the human player wins, as long as the human army is
not broken. Note that field fortifications purchased as part of the
human army are not considered units for purposes of breaking
SET-UP the army!
The human player must set up his entire army within the
defenders’ half of the table. Infantry and/or artillery can be If neither side can claim an outright victory as described above,
positioned on the fortress wall itself, taking up positions within the result is a draw.
the wall’s defenses. Remaining infantry/artillery and all other
kinds of troops must be set up behind the wall. Any human
infantry, artillery or vehicle/tank units can be deployed hidden
as described in the hidden rules. Units can be deployed hidden
on the fortress wall, if desired. No units are designated as If you wish to play this game as an assault upon a city,
reinforcements in this battle. replace the river with areas of towering ruins, low ruins,
and boggy ground representing abandoned suburbs and
Once the human army has deployed, the Martians must set up at flooded defense works. Leave at least 4" between these areas
least half their units along the attackers’ table edge with all elements to allow the Martians to move through. Big cities are often
touching the edge. Any Martian units not set up at the start of the surrounded by several concentric rings of fortress walls,
battle are automatically placed in reserve and can be brought onto sometimes linked by tunnels and covered roadways to allow
the battlefield in subsequent turns, as described in the reserves rules. troops to move easily between them.
No units are designated as reinforcements in this battle.

157
SCENARIO 6 Terrain areas must be set up at least 4" from any other terrain
areas already placed.

THE RESCUE
Once the terrain has been placed, each player can reposition
one item of terrain that lies wholly within his half of the table
to anywhere within his own half of the table, or he can choose
to remove it altogether. Repositioned terrain must be at least 4"
from any other terrain already on the table.

With the development of reconnaissance aircraft, American


forces gained their first significant advantage over the invaders. SET-UP
Airmen were able to observe Martian forces and positions with The crashed airplane is placed in the center of the table.
relative impunity. The natural hazards of flight are a considerable
obstacle alone, and inevitably many aircraft are lost to accidents, The players each roll a die, and the highest score can decide to
weather, and mechanical failure. In this scenario, an airplane of deploy first or second.
the Signal Corp’s Aeronautical Division has crashed amongst
dense terrain on its way back from photographing Martian Up to half the units from each side can be deployed along their
positions. Its crew are either dead or injured. Both human and side’s table edge with all elements touching the table edge. Any
Martian forces race towards the wreckage to recover whatever units not set up at the start of the battle become reinforcements
secrets it contains. and arrive onto the battlefield in subsequent turns, as described in
the reinforcements rules. No units are kept in reserve in this game.
In this game, both sides must attack to achieve their objectives.
Once the first player has deployed his force, the second player
deploys in the same fashion, keeping back those units not
TERRAIN deployed as reinforcements.
The table must include ten areas of terrain, including at least
three hills and at least three areas of light woodland, and can
otherwise include marshes, boulder-strewn or similar rocky, OBJECTIVE
craggy or steep ground, or low ruins. The objective is to recover the camera from the wreckage of the
airplane and carry it off the player’s table edge.
The players take turns positioning the terrain, and can place
terrain in either half of the table or straddling the center line. Any element that moves into touch with the wreckage of the
aircraft can take the camera automatically and complete its move.
Once taken, the element carries the camera until the element is
destroyed. If the element carrying the camera is destroyed, the
camera is dropped on that spot and can be picked up again by
any other element in the same fashion. If an element carrying the
camera is destroyed by means of an assault, one of the elements
in the opposing enemy unit captures it (the capturing player
selects which one).

GAME DURATION
The game ends if at the end of any player’s turn, the camera has
been carried off either player’s table edge, or if either army is
broken.

If the game has not ended by the time both sides have played
six turns, roll a die. On a score of 1-5, the game ends, and on the
score of 6-10, each side plays one more turn.

VICTORY
If the camera has been carried off the table at the end of the game,
that side wins.

Otherwise, the side that is carrying the camera at the end of the
game wins as long as it is within its own table half and the army is
not broken.

If no side can claim victory, the result is a draw.

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PLAYING THE GAME

SCENARIO 7 Any human infantry, artillery and vehicle/tank units can be


deployed hidden as described in the hidden rules. Up to three
infantry units can alternatively be set up in ambush, as described

THE RUINS
in the ambush rules. The defender may position three traps in
terrain areas anywhere on the table, as described in the trap rules.
Note that it is allowed to have an ambush and trap in the same
terrain area.

Once the human army has deployed, the Martians must set up
A city destroyed by the Martians has been reoccupied by its at least half their units along the attackers’ table edge, with all
human defenders. The defenders have constructed a network of elements touching the edge. Any Martian units not set up at the
tunnels, concealed fire-pits, and booby-traps to catch marauding start of the battle are automatically placed in reserve and can be
Tripods. The Martians must attempt to root out the defenders. brought onto the battlefield in subsequent turns, as described in
This scenario requires a great deal of terrain in the form of ruined the reserves rules. No units are designated as reinforcements in
buildings and is, essentially, a fight over ruins that extend over the this battle.
entire playing area.

In this game the Martians are the attackers and the humans are OBJECTIVE
the defenders. The Martians must try to destroy the human defenders and drive
them from the ruins.
TERRAIN
The table must include twelve areas of ruins, up to six of which GAME DURATION
can be hills with ruins on top. The ruins can include up to three The game ends if at the end of any player’s turn, either side is
areas of towering ruins, but are otherwise low ruins. broken.

Starting with the Martian player, the players take it in turns to If the game has not ended by the time both sides have played six
select and position an area of terrain from those available. An area turns, roll a die. On a score of 1-5, the game ends, and on a score
of terrain can be placed in either half of the table or straddling the of 6-10, each side plays one more turn.
center line. Terrain areas must be set up at least 4" from any other
terrain areas already placed.
VICTORY
Once all the terrain has been placed, each player can reposition If one side is broken and the other is not, the unbroken side wins.
one item of terrain that lies wholly within his half of the table to If both sides are broken, the result is a draw.
anywhere within his own half of the table. Repositioned terrain
must be at least 4" from any other terrain already placed. If neither side is broken, the Martians win if they have at least one
Tripod for every two human units wholly inside the defenders’
half of the table at the end of the game. For example, if the
SET-UP Martians have 3 Tripods in the enemy half of the table, they will
The humans are defending the battlefield and must set up their win if the humans have 6 or fewer units left within their half of
entire army before any Martians are deployed. Human units can be the table. If neither side is broken and the Martians have too
deployed anywhere on the table, including in the attackers’ table few units inside the human player’s half of the table to win, the
half if they wish, but not within 6" of the attackers’ table edge. human player wins.

159
SCENARIO 8 and placing an area of terrain from those available. A player must
place terrain wholly within his own half of the table. Terrain must
be set up at least 4" from other terrain already placed and at least

THE FOUNDER
4" from any table edge.

SET-UP
In this scenario, the Martian army includes a single Founder
Tripod for free. It cannot include other Founder Tripods.
A Founder Tripod escorted by a large Martian force is making
its way across a region recently abandoned by human forces. The Martian player sets up first and must deploy at least half his
Aerial observers report the progress of the Founder Tripod. units, including the Founder Tripod, along the Martian table
Military intelligence suggests the Martians are about to establish edge. All elements must touch the table edge. Any Martians units
a Redoubt in this newly-conquered territory. An expedition is not set up at the start of the battle are automatically placed in
dispatched to meet and destroy the Founder Tripod before it can reserve and can be brought onto the battlefield in subsequent
begin its work. turns, as described in the Reserves rules.

In this game, the humans are the attackers and the Martians are Once the Martian player has set up his forces, the human player
the defenders. can deploy up to half his units along the human table edge with
all elements touching the table edge. Any human units not set
up at the start of the battle are automatically placed in reserve
TERRAIN and can be brought onto the battlefield in subsequent turns, as
Each half of the table must include four areas of terrain. Terrain described in the reserves rules.
can be light woodland, hills, lightly wooded hills or marshes.
Starting with the Martian player, the players take turns selecting No units are designated as reinforcements in this battle.

OBJECTIVE
The Martians must try to move their Founder Tripod off the
human table edge, or at least prevent its destruction. The humans
must try to destroy the Founder Tripod or at least prevent it from
leaving the battlefield by the human player’s edge by the end of
the game.

GAME DURATION
The game ends at the end of any player’s turn if the Founder
Tripod is either destroyed or has left the table by the human
player’s table edge, or if either side is broken.

Note that the Founder Tripod itself does not count for purposes
of determining whether the Martian army is broken (because it is
a free unit – and free units never count towards this).

If the game has not ended by the time both sides have played six
turns, roll a die. On a score of 1-5, the game ends, and on a score
of 6-10, each side plays one more turn.

VICTORY
The Martian player wins if he can move his Founder Tripod off
the opposing human player’s table edge before it is destroyed.

The human player wins if he can destroy the Founder Tripod


before it can move off the human player’s table edge, or if the
Founder Tripod leaves the table by any other table edge (whether
deliberately or otherwise!).

If none of the above applies, then if one army is broken at the end
of the game and the other army is not, the unbroken army is the
winner. In any other situation, the game is a draw.

160
PLAYING THE GAME

SCENARIO 9 if occupied by at least one human element and no Martian


elements at the end of a player’s turn as described.

THE EXCAVATION
GAME DURATION
The game ends if at the end of any player’s turn, all three pits are
captured by the human player, or if either army is broken. If the
game has not ended the by the time both sides have played six
turns, roll a die. On a score of 1-5, the game ends, and on a score
Aerial observers have discovered Martians busily building a new of 6-10, each side plays one more turn.
Redoubt. Human forces are sent to destroy the Martians before
they can complete their excavations.
VICTORY
In this game, the humans are attackers and the Martians are defenders. If all three pits are captured by the human player at the end of the
game, the human player wins.
TERRAIN The Martians win if the human player has captured no pits when
The table includes eight areas of terrain, including three Martian pits the game ends.
in the defender’s half of the table. Martian pits are areas of cratered or
pitted ground. Other terrain can be hills or light woodland. If neither of the above applies, and if one army is broken and the
other is not, the unbroken army has won.
Starting with the Martian player, the players take it in turns to
position areas of terrain from the terrain available. Players can place If no army can claim victory at the end of the game, the result is a draw.
terrain in either half of the table or straddling the center line. Martian
pits can only be positioned wholly within the defender’s half of the
table, but can be placed by either player. Terrain areas must be set up CONSTRUCTION
at least 4" from any other terrain areas already placed. The only mobile units the Martian player can deploy at the
start of the game are Constructor Engines. In this scenario,
Constructor Engines can build other units. They can only build if
SET-UP they are within 12" of a Martian pit that has not been captured by
To begin with, the Martian player must set up any static defenses the humans. Each Constructor Engine can build 1 ‘point’ in each
included in his force within the Martian pits on his side of the table. combat phase, two machines touching can work together and
The Martian player can deploy any Constructor Engines he has build up to 2 points, and three working together can build up to 3
included in his force anywhere within his own half of the table. No points. Markers can be used to represent build points – or use an
other Martian forces are placed on the table at the start of the game. ordinary die as a marker to keep a tally. Place your marker next to
the Constructor Engine to mark the spot where the construction
All other Martian forces are reinforcements (see the reinforcement is taking place.
rules on page 69). In this game, reinforcements can deploy onto the
table edge in the usual way for reinforcements, or they can deploy Points can be accumulated from turn to turn to build more and
directly into any of the Martian pits, as long as there are no human bigger machines, but only if the Constructor Engine(s) remain
elements in the pit. If a pit has at least one human element within stationary throughout the turn. If all the Constructor Engines
it, Martian reinforcements cannot deploy into that pit even if the that are working on a construction are destroyed, regardless of
humans have not captured it, as described below. the cause, incomplete constructions are also destroyed. If all
Construction Engines abandon an uncompleted construction
Once the Martian player has set up the forces available to him, at any time, whether because they are destroyed or because
the human player can deploy up to half his units along the human they move away, the construction is destroyed. At least one
table edge with all elements touching the table edge. Any human Constructor Engine must remain with a part-built construction,
units not set-up at the start of the battle are automatically placed working upon it and not moving, until it is complete.
in reserve and can be brought on to the battlefield in subsequent
turns as described in the reserves rules. Anything completed during a combat phase can do nothing that
turn, but is fully activated at the conclusion of the turn on the
spot where the build point marker is placed. In the case of Heat
OBJECTIVE Ray Fencing, place one length of fence on this spot and arrange
The humans must attempt to stop the Martians from completing the other two lengths on either side to make a continuous length.
their excavations by capturing and holding all three Martian pits.
A pit is captured if there is at least one human element in the pit Construction Points To Build
and no Martian elements in the pit at the end of a turn. It remains Heat Ray Fencing 1 point for 3 lengths
captured only as long as there is at least one human element in Power Node 1 point
the pit and no Martian elements in the pit at the end of a player’s
turn. A pit can potentially be captured, lost to the Martians, and Sentinel with Heat Ray 2 points (up to a max. of 6)
recaptured throughout the game, but only counts as captured Assault Tripod with Heat Ray 4 points (up to a max. of 3)

161
SCENARIO 10
TERRAIN
The attackers’ half of the table contains four terrain areas chosen
from either hills or patches of red weed ‘woods.’ The defending

THE REDOUBT
player places these in the attackers’ half of the table anywhere at
least 4" from any table edge and from each other.

The defenders’ half of the table includes the rim of the redoubt,
extending from one side to the other immediately behind the
center line. The rim is 6" wide and counts as difficult ground.
The Martians’ grip upon the Earth is secured by means of Aside from Tripods and other Martian machines, any units from
gigantic bases dug into the ground and tunnelled into the either side attempting to move on the crater rim must test to
bedrock. From these bases, the Martians mine for raw materials, determine if they become stuck or bogged down, as described in
build their war machines, herd human captives, and raise fresh the rules for Martian Redoubts (see page 74).
generations of conquerors. Like an ants’ nest, a Redoubt conceals
a network of tunnels and caverns, the extent and purpose of
which is impossible to observe. Above ground, the Redoubt takes SET-UP
the form of a crater whose rim is raised high with the spoil of The Martian player must set up any static defenses he has
Martian excavation. In this game, a human assault force attempts included in his force (Sentinels, Detectors, Power Nodes or Heat
to mount an attack upon a Redoubt. Ray Fencing) along the crater rim. No other Martian forces are
placed on the table at the start of the game. The remainder of
In this scenario, the humans are the attackers and the Martians the Martian army forms reinforcements that enter the battle as
are the defenders. described for the reinforcement rules.

Once the Martian player has set up his static defenses, the human
player must set up at least half his army along the attackers’ table
edge, with all elements touching the edge. Any human units not
set up at the start of the battle are automatically placed in reserve
and can be brought onto the battlefield in subsequent turns, as
described in the reserves rules. No human units are designated as
reinforcements in this battle.

OBJECTIVE
The humans must try to overcome the Martian defenses and
reach the opposing player’s table edge. As soon as one human
unit leaves the battlefield by the Martian player’s edge, the
humans have won. The Martians must try to prevent the humans
from breaking through.

GAME DURATION
The game ends as soon as one human unit leaves the table by the
opposing defender’s table edge, or if either side is broken at the
end of any turn.

If the game has not ended by the time both sides have played six
turns, roll a die. On a score of 1-5, the game ends, and on a score
of 6-10, each side plays one more turn.

VICTORY
If the human player gets one or more units off the opposing table
edge, the humans win.

If the humans fail to get at least one unit off the opposing table
edge, the Martian player wins, as long as the Martian army is
not broken.

If neither side can claim an outright victory as described above,


the result is a draw.

162
PLAYING THE GAME

163
THE COLOR
OF WAR
Painting and Modeling the World
of All Quiet on the Martian Front
★★★★★

All Quiet on the Martian Front can be as easy or as challenging time. We have deliberately chosen a slightly larger take on
as you would like when it comes to painting and modeling. the traditional 15 mm miniature to take advantage of the
The basic colors of the US Army and the Martian Machines huge amount of HO scale model railroad terrain. While
allows for great results quickly. If you want to go farther, we provide lots of modeling and hobby support on our
recreating diverse color schemes and the battlefields of website at Alien Dungeon, the following pages are offered
North America can provide hours of good quality hobby for inspiration.

164
The Color of War

PAINTING A TRIPOD
BASICS
After assembling our Tripods, we gave
them a coat of grey primer. After that
dries thoroughly, we have found Testor’s
1455 Gun Metal Spray to be an excellent
foundation for “Martian Metal”. We
sprayed the whole thing and then let it
dry before moving on. We painted deep
recesses black and used Vallejo Oily Steel
on various edges of the tripod to give it
some highlights. Additional lighter silver
colors can go on top of this as highlights
as well. We sometimes use earth colored
ink washes on the lower legs or “feet”
to make it look as if our tripod has been
stomping about through mud and dust.
We like to make our tentacles and arms
a bit darker. To do that, once everything
else is painted, we applied a black wash
to those parts that’s half paint and half
water. The “body” of Heat Ray projectors
is black with bright silver details and a
red tipped lens. We highlighted the red
lens with a bit of orange and gloss coated
it once everything else was completed.

THE EYE
We painted our eye dark red, then bright
red leaving just a little bit of the dark all
around the edge. We then painted a dark
green line in a crescent shape along the left
side. A very bright green, used sparingly,
was applied in little horizontal dashes
over the dark green. We painted the center
black and added a tiny dot of yellow on the
opposite and upper side of the eye from our
green stripe. After all other steps are done,
we gave the eye two coats of clear gloss.

REAPER TENTACLES
After we have given the tentacles the
overall highlight treatment as described
above for the entire tripod, we painted the
tips of the tentacles all the way back to
the last barb with very bright silver. We
really liked using paint markers for this as
you can get an almost chrome like finish.
Once that is dry, we put some fresh red on
the end and then gave the tip an ink wash
with some suitable dried blood color.

165
The Color of War

PAINTING TANKS
Painting tanks can be quick and easy. Here are four basic steps we used when in a hurry.

1 Assemble your model according to the instructions


packed with it or found on our website. It is best to
start with a nice even surface for all your painting,
so we recommend a coat of primer on everything. We
used light grey for most machines. Remember, when
using spray paints, to make sure it is done in a well
ventilated area.

2 The fastest way to get your tank or war machine painted


is to spray them with a base color. We used Testor’s
Olive drab spray here. You can, of course, use any base
color you want. The Colors of War section on vehicle
variants can give you some ideas as can a search for tank
colors on the internet. Even though All Quiet is set in
the WW1 era, don’t be afraid to experiment with later
military vehicle paint schemes.

3 Paint all your solid color work now. Gun barrels,


MGs, etc. We used a solid dark brown for our tracks.
Once all of your solid colors are done, you can paint the
whole tank in a wash of watered down black or brown
paint. You want this thick enough to flow into nooks
and cracks, but thin enough it doesn’t show much on
the flat surfaces.

4 The detail work you choose to do on your tank can make


a good model great. Start by choosing some markings.
These can be the decals from us or make up your own
with off the shelf transfers. The really bold hobbyist can
paint them on directly. After the markings are done,
highlight the edges of hatches and panels with the base
color mixed with a little white. We also used powdered
chalks to dirty things up. The goal here is to make them
look like they have fought hard on the battlefield but not
too rusted out that they can’t fight!

166
The Color of War

THE COLOR OF WAR


HUMAN FORCES

23rd Canadian 4th US Army

9th Texas 19th Ohio

31st US 2nd Wisconsin

The only limit for what color to paint your equipment is your imagination. Here is a page showing various
schemes for different theaters and forces. While the US army followed a standard Olive Drab scheme, state militias
and local forces can deviate quite a bit.

167
The Color of War

THE COLOR OF WAR


Fleeing
CIVILIANS Civilians

& VICTIMS
Don’t forget about the human populace!
You’ll want stands of fleeing civilians
to protect or harvest for food as well as
Lobototon troops! Here are some examples
of how we painted ours.

Lobototon Slicers Lobototon Blasters

THE COLOR OF WAR


DRONE
Seen on the snow-covered
plains in Canada

Seen in the brick ruins VARIANTS


of various cities

Seen in heavily
forested regions

Martian Drones can be


painted in a variety of colors
to match you battlefields.

168
The Color of War

THE COLOR OF WAR


BIG MACHINES
The energy, treasure, and hope that pour into the
creation and manufacture of the big human machines
are a source of great national pride for the creators.
So it should be with you too! Below are some ideas on
painting your biggest war machines to really be the
proper centerpiece of your army.

Goliath in Northern Army camouflage

A British Thunderchild II
in the Navy’s dazzle scheme

A Texas Land
Ironclad

A US Land Ironclad
in autumnal camouflage

A US Goliath in an
experimental dazzle scheme

169
The Color of War

THE COLOR OF WAR


BUILDINGS
All of the buildings, light posts, and
civilian vehicles are HO Scale model
railroad kits. They are relatively
inexpensive and easy to acquire. The
great news is that many, many models are
available for the North American Theater
of 1914. For inspiration, look at old
post cards on line to get a sense of what
America looked like in the early decades of
the last century.

170
The Color of War

171
The Color of War

THE COLOR OF WAR


VIGNETTES
If you are so inclined, you can add some
wonderful little stories with models to
your army. The subject matter of the
Great Interplanetary War leads to all
kinds of great modeling possibilities,
large or small. These vignettes add a lot of
flavor and can be used to represent your
HQ, a supply point or other objective.

A supply scene for


the 23rd Georgia

A US tank gets
some much needed
maintenance

172
The Color of War

173
Index

A D Hidden Units 66
Holt Gun Tractors (US) 106
Ambush 67 Damage 40 Holt Mobile Artillery Steamer (US) 92
Anti-Tripod Gun Battery (US) 91 Damage Resolution Charts 48 Hover Drones 127
Armored Command Tower (US) 112 Fortress Damage Resolution Chart 73
Armored Infantry Squad (US) 89
Armored Turrets (US) 112
Goliath Damage Resolution Chart 109
Ironclad Damage Resolution Chart 111, 145 I
Assaults 46 Overseer Damage Resolution Chart 123 Impassable Terrain 55
Damage 40 Tripod Damage Resolution Chart 48 Imperial Main Service Tank Mk I (BEF) 140
Damage Resolution Charts 48 Defense Works 72 Infantry Squad (BEF) 136
Fortress Damage Resolution Chart 73 Field Fortifications 72 Infantry Squad (US) 87
Goliath Damage Resolution Chart 109 Fortresses 73 Initiative Phase 36
Ironclad Damage Resolution Chart Defiant Armored Car (BEF) 139 Initiative Modifiers 36
111, 145 Destroyer Class Land Ironclad (US) 110
Overseer Damage Resolution Chart 123
Tripod Damage Resolution Chart 48
Detector 129
Dice 33 K
Lucky Strike 47 Difficult Ground 55 Kitchener Tank (BEF) 141
Morale 43 Dominator Tripod 119
Panic! 44
Rout 44
Drones 126
L
Shooting Into An Assault 47
Tough Luck 47 E Land Steamer - Mk I (US) 96
Lightning Gun 94
Assault Squad (BEF) 137 Elements 33 Line Of Sight 41
Assault Tripods 117 Unit Formation 33 Cover 56
Green Gas 117 Formation Distance 33 Lloyd Command Carrier (BEF) 142
Lobototon Squad 127
B F Lucky Strike 43, 47

Barrage Weapons 60
Battlefield 149
Field Commander 63
Field Engineering Unit (US) 106 M
Black Dust 117 Wrecker - Mk II 106 Machine-Gun (US) 88
Breaking The Enemy Army 150 Workshop Truck 106 Martian Heat Rays 62
British Expeditionary Force 130 Field Fortifications 72 Martian Invaders
British Army Special Rules 133 Field Gun Battery (US) 90 Martian Special Rule 116
Battlefield Initiative 133 Flame Tank - Mk IV (US) 100 Martian Command 116
Radio Command and Control 133 Flivver Ambulance (US) 105 Martian Tripods 117
The Infantry 136 Flivvers (US) 104 Martian Infantry 126
The Artillery 138 Gun Carriers 104 Other Martian Machines 128
Armored Vehicles 139 Transports 104 Static Defenses 128
Other Equipment in BEF Service 144 Forces (Choosing) 149 Martian Redoubts 74
BEF Stats 53 Forlorn Hope Teams (US) 87 Martian Stats 52
BEF Weapons Stats 53 Fortresses 73 Martian Weapons Stats 52
Buildings 70 Fortress Damage Resolution Chart 73 Measurement 35
Founder Tripod 121 Minelayer - Mk II (US) 104
C Mobile Artillery Steamer - Mk II (US) 92

Cardigan Infantry Carrier (BEF) 142 G Monitor - Mk IV (US) 99


Mono Tank (BEF) 141
Cargo Steamers (US) 103 Games Stats 35 Morale 43
Fuel Tender 103 Armor 35 Commanders 44
Munitions Carrier 103 Defense 35 Move Phase 37
Cavalry Squad (BEF) 137 Special Rules 35 Double Moves 38
Cavalry Squad (US) 89 Speed 35 Moving Units 37
Clamper Tank (US) 101 Type 35 Move, Combat, Move Again 38
Combat Phase 40 Weaponry 35 Moving Off The Table 38
Assaults 46 Gatherer Tripod 120
Shooting 40
Commanders 44
Goliath - Mk V Steam Tank (US) 108
Grenadier Tripod 118 O
Command Squad (BEF) 136 Overseer Tripod 122
Command Squad (US) 87
H
Command Tank - Mk IV (US) 100
Constructor Engine 128 Harvester Tripod 121 P
Counters 34 Heat Ray Fencing 129 Panic! 44
Cover 56 Heavy Artillery (US) 92 Patton’s Mk IV (US) 102
Shooting From Cover 56 Heavy Field Gun Battery (US) 91 Power Node 129

174
Index

R Range 42
Rapid Fire! 42
Thunderchild II (BEF) 144
Tough Luck 43
Range 42 Rout 44 Tough Luck 47
Rapid Fire! 42 Shooting From Cover 56 Tows 44, 65
The Red Martian 124 Shooting Into An Assault 47 Transports 44, 64
Reinforcements 69 To Hit 42 Traps 68
Reserves 69 Tough Luck 43 Tripod Damage Resolution Chart 48
Rough Rider Motorcycle Squad (US) 88 Vehicle Machine-Guns 43 Troop Types 32
Rout 44 Size Of Game 149 Artillery 32
Slaver Tripod (Slave Driver) 120 Exceptional 32
S Spector Armored Car (BEF) 139
Stats 50
Infantry 32
Machines 32
Scenarios 148 British Expeditionary Force 53 Tanks 32
Scenario 0 – The Encounter 151 British Expeditionary Force Weapons 53 Tripods 32
Scenario 1 – The Outskirts 152 Martians 52 Vehicles 32
Scenario 2 – The Bunkers 153 Martian Weapons 52
Scenario 3 – The Cylinder 154
Scenario 4 – The Harvest 156
Us Army 50
Us Army Weapons 51 U
Scenario 5 – The Fortress 157 Stealth 67 Unarmed Civilians 89
Scenario 6 – The Rescue 158 Steamer Tank - Mk III (US) 97 United States Army
Scenario 7 – The Ruins 159 Steamer Tank - Mk II (US) 97 US Army Special Rules 85
Scenario 8 – The Founder 160 Steamer Tank - Mk IV (US) 98 Command And Control 85
Scenario 9 – The Excavation 161 Steam Tank - Mk V, Goliath (US) 108 Field Modifications 85
Scenario 10 – The Redoubt 162 Industrial Might 85
Scenery 150
Scientist Tripod 118 T State Militias 85
The Infantry 86
Scout Tripod 120 Templates 34 The Artillery 90
Sentinel 128 Terrain 54 Steamer Tanks 96
Shooting 40 Buildings 70 Mechanical Units 103
Commanders 44 Cover 56 Static Defenses 112
Cover 56 Defense Works 72 United States Army Stats 50
Damage 43 Field Fortifications 72 United States Army Weapons Stats 51
Damage 40 Fortress Damage Resolution Chart 73 Units 33
Damage Resolution Charts 48 Fortresses 73
Fortress Damage Resolution Chart 73
Goliath Damage Resolution Chart 109
Difficult Ground 55
Impassable Terrain 55 V
Ironclad Damage Resolution Chart Martian Redoubts 74 Vehicle Machine-Guns 43
111, 145 Terrain Chart 57 Vickers Machine-Gun (BEF) 137
Overseer Damage Resolution Chart 123 Tesla ‘Lightning Gun’ Electric Artillery Victory 150
Tripod Damage Resolution Chart 48 Steamer (US) 94
Line Of Sight 41
Lucky Strike 43
The Turn 36
Combat Phase 36 W
Morale 43 Initiative Phase 36 Wicket Special Purpose Tank (BEF) 143
Panic! 44 Move Phase 36

175
The Color of War

More on the
GREAT INTERPLANETARY WAR
Including rules expansions, new units and models, more
background, and future developments can be found at:

www.aliendungeon.com
Find hobby fellowship and discussion – visit our forum at:
http://robotpeanutstudios.proboards.com/

OF THINGS TO COME
VENUSIANS

UNDERDWELLERS MORE EARTH FORCES SELENITES

176

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