Professional Documents
Culture Documents
Humanity has been fighting for its very This book is your guide to the rules, armies
existence since the Second Martian Invasion. of miniatures and background for the
Ultimately, this incursion will be known as Second Martian War. You will learn how to
the first stage of the Great Interplanetary organize your armies, how each machine or
War. Across the world, Martians have taken troop type works, special rules governing
possession of vast territories, but they are ambushes, fighting in buildings, scenarios
meeting fierce resistance in North America. for battle and more.
ACKNOWLEDGEMENTS
Concept Vehicle Design & Mastering Team
Ernest Baker Will Torres, Berhle Hubbock, Ernest Baker
2
Contents
GAME RULES..................................................................................................................................................................... 4
Basic Stuff ........................................................................................................................................................................ 4
Troop Types ................................................................................................................................................................ 4
Elements & Units ....................................................................................................................................................... 5
Dice ............................................................................................................................................................................... 6
Templates & Counters .............................................................................................................................................. 6
Measurement .............................................................................................................................................................. 6
Games Stats ................................................................................................................................................................. 7
The Turn ........................................................................................................................................................................... 8
Initiative Phase............................................................................................................................................................... 8
Move Phase...................................................................................................................................................................... 9
Combat Phase...............................................................................................................................................................11
Shooting .....................................................................................................................................................................11
Assaults ......................................................................................................................................................................18
Damage Resolution Charts ....................................................................................................................................20
Summary of Stats.........................................................................................................................................................22
The US Army ............................................................................................................................................................22
Martians .....................................................................................................................................................................23
The British Expeditionary Force ...........................................................................................................................24
Terrain ............................................................................................................................................................................24
Terrain Areas .............................................................................................................................................................24
Terrain Chart ............................................................................................................................................................27
Advanced Rules............................................................................................................................................................28
Barrage Weapons ......................................................................................................................................................28
Martian Heat Rays ...................................................................................................................................................30
Field Commander ....................................................................................................................................................31
Transports..................................................................................................................................................................32
Hidden Units ............................................................................................................................................................34
Ambush ......................................................................................................................................................................35
Stealth .........................................................................................................................................................................35
Traps ...........................................................................................................................................................................36
Reserves & Reinforcements...................................................................................................................................36
Buildings ....................................................................................................................................................................37
Defense Works..........................................................................................................................................................38
Fortress Damage Resolution Chart ......................................................................................................................39
Martian Redoubts ....................................................................................................................................................40
3
Basic Stuff
It is the dawn of the Twentieth Century, and
the Martians have invaded the Earth for a
second time. Everywhere mankind is fighting
for survival: upon the steppes of Russia, across
the sands of Egypt, amongst the foothills of
the Himalayas, and most fiercely in the United
TROOP TYPES
States of America. All Quiet on the Martian The game distinguishes between the following
Front puts you in command of the embattled types of troops.
armies of humanity and their implacable
adversaries, the Martian invaders. These Infantry
opposing forces are represented by models of This includes human infantrymen as well as
alien Tripod war machines on one side, and all Martian Lobototon slaves. Infantry models
the infantry, artillery and other weaponry that are mounted onto bases as shown below. The
humanity can muster on the other. Two armies number of models on a base varies depending
clash over a tabletop turned into a battlefield by on the kind of troops depicted; this is usually
the addition of model terrain, fortifications, and five per base in the case of troopers on foot.
alien constructions, from mysterious Cylinders Humans riding motorbikes or horses are also
to towering redoubts. classified as infantry.
Vehicles/Tanks
Infantry
This category includes armed vehicles such
Command as tanks and mobile artillery. It also includes
all other unarmed, or lightly armed, vehicles
Tanks
Machine-gun and crew
Rough Artillery
Infantrymen
Riders
4
employed by the human forces, including
flivvers, cargo steamers and minelayers. In the Scout
rules, these shall be referred to as either tanks or Tripod
vehicles, whichever is most appropriate.
Machines
Some large mechanical constructs are
categorized as machines. This includes Martian
Constructor Engines of various types as
well as human Goliath tanks and Land
Ironclads. Machines have their own
special rules and abilities.
Tripods
Tripods are the ultimate Martian
war machine and chief weapon in
the aliens’ war of conquest. Tripods
Slaver
carry a deadly Heat Ray projector Tripod
or, in some cases, more exotic
weapons such as the Black Dust
launcher and Green Gas grenades.
UNIT FORMATION
ELEMENTS & UNITS When a unit includes more than one element,
For purposes of explaining how the game these elements must remain in a group or
works, each individual vehicle/tank model, each rough line with no element separated by
machine, each Tripod, each artillery piece with more than a set distance, as shown below.
its crew, and each base of infantry is referred to This is referred to as a ‘formation’ and the
as an ‘element.’ The element is the basic ‘piece’ elements are said to be ‘in formation.’ When
in the game. a unit moves, each element can be moved as
permitted by the rules, and once the whole
A ‘unit’ consists of one or more elements that unit has completed its movement, all of its
move and fight together – most commonly elements must be in formation.
these are elements of the same type. For
example, a unit could be a squadron of three Type Formation Distance
Infantry 2"
Artillery 2"
Tanks/Vehicles 3"
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A) B) C)
D) E)
F)
A) Hidden unit ‘blip’ counters D) Immobilized markers
B) Rout markers E) Damage markers
C) Barrage template F) Heat Ray sweep template
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Speed
This is the distance in inches that the element
can move at a 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 each time. For example,
an element with a Speed of 6" could potentially
move 12" during the turn if it has two moves:
6" in the first move phase and 6" in the second
move phase.
Defense
This is the minimum number on a D10
needed to score a hit against the element when
attacking it. The Defense stat represents how
easily an element can be targeted, and is a
combination of size, mobility, and the target’s
ability to dodge, duck, and evade incoming
attacks. For example, a typical infantry unit has
a Defense of 5, which means that any dice roll
of 5 or greater will hit it.
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THE TURN
the case of a tied initiative roll, re-roll the dice
and keep re-rolling further ties until you get
a result.
The All Quiet on the Martian Front game is The player with the higher scoring die can
played in turns. During a turn, one side gets to decide whether to be ‘A’ or ‘B’ that turn –
move and make attacks with his army, and then whether to go first or second. In most situations
the other side gets to move and make attacks it is better to go first, but often at the start of a
with his army, after which the turn is over. game it is better to go second, and to force your
Depending on the scenario being played, a game opponent to reveal his moves while your troops
can last for a fixed number of turns, or until one remain hidden or out of range.
side achieves its objectives, as described in the
section on ‘Scenarios’ in the main rulebook.
INITIATIVE MODIFIERS
The turn proceeds as noted below. The following initiative modifiers are applied
to reflect the ebb and flow of battle as troops
1) Initiative Phase The initiative phase experience the exhilaration of success and
establishes which side is the despair of defeat. These modifiers do not
side ‘A’ and which is side ‘B.’ apply to Martian armies. Martians are devoid
of such frail human sentiments as despair or
2) Side A’s Turn First Move phase elation, and will therefore keep on fighting with
Combat phase unerring efficiency regardless of events.
Second Move phase
Losses incurred during one turn modify the
3) Side B’s Turn First Move phase initiative roll for the next, making it possible for
Combat phase a player who does well to exploit an opportunity
Second Move phase in the following turn.
4) End Phase The turn is complete. The following initiative modifiers are common
Begin another turn starting to all games except where a scenario specifies
with the Initiative phase otherwise. Some scenarios will introduce further
and so on. modifiers, as well as special rules for units
in some cases; however, these are exceptions
and need not concern us for the moment. The
INITIATIVE PHASE
common modifiers are summarized here for
convenience. Remember, these apply only to the
human side – the Martian player always rolls an
unmodified D10.
The turn begins with the Initiative phase,
when the players decide which side ‘has the Initiative Modifiers Chart
initiative’ that turn – in other words which Each enemy unit
side is going to be ‘A’ and which side ‘B.’ To destroyed in the previous turn . . . . . . . . . . . . . +1
find out who has the initiative, both players
roll a single D10 and compare the scores. In Extra for each unit
destroyed with an Armor value of 11+ . . . . . . +1
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MOVE PHASE
the maximum permitted distance as shown by
that element’s Speed stat. Most units comprise
elements of the same Speed, but a few combine
elements that move at different rates.
A player has two opportunities to move his
units during a turn: the first move phase and Moves are always calculated from the center
the second move phase. These phases are of an element’s front, as shown on the
separated by the combat phase, during which diagrams below. The element can move in
units get a chance to attack the enemy. Most any direction or orientation you wish, and
troops can move in both move phases, which can change direction, or pivot, any number
means they can advance to the attack and of times as it moves. The distance moved is
then retreat again in the same turn, if desired. calculated from the center front point of the
Some units can only move in one move base or model.
phase, limiting their mobility
compared to other troops.
Units that are restricted in this
way are indicated with a special
rule, as explained in their entry
in the Armies of the Great
Interplanetary War section in
the main rulebook.
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 24). To begin
with we’ll just consider units
moving over open ground.
A tank unit moves forward – measure the movement of each element
When you move a unit, you can from the center of its front.
move each of its elements up to
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Mark IV Tank
The US player is about to check the line of sight for his Mark IV tank – fire at will!
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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.
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Ignoring Martians, if a human unit loses one, • If a unit is routed within 3" of the enemy, it
or more, elements during a phase (normally is immediately removed as a casualty. The
an enemy Combat phase), surviving elements routing troops quail before their enemy; some
must check their morale at the completion of the take to hiding in shell holes, others scatter and
phase. It is not necessary to check the morale of make their way as fast as they can from the
units that have been wiped out – they are dead battlefield. Vehicle crews abandon their guns,
and beyond such considerations. To check a unit’s bail out and run. Grown men break down and
morale, roll a die and deduct 1 from the result for weep incontinently. Routed units within 3" of
each element the unit has lost during that phase. an enemy are therefore simply removed as if
they had been killed.
• If the modifi ed result is 5 or greater, the unit
has passed its morale check and continues to • In their own turn, a routed unit farther than
fight on as normal. 3" from the enemy may not do anything other
than move, assuming they are otherwise able
• If the modifi ed result is 4 or less, the unit has to do so. Routed units can also move where
failed its morale check and is Routed. the rules direct them to do so in either player’s
turn, for example to ‘dodge’ a Sun Gun attack.
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EXAMPLE OF SHOOTING
A unit of three Mk II Steamer Tanks advances
towards the enemy in its first move phase, TRANSPORTS AND TOWS In ROUT
bringing it within range of a three element
If a unit of infantry or artillery is being
Lobototon Squad that is probing the human
transported or towed, any morale check
defenses.
taken covers both the transport and its
transported unit. Both units will either
The player first checks range and finds that the
pass or fail the check. If different morale
closest Lobototon element is within a 30" range
bonuses or values apply to the two units,
of all three tanks – 4-inch tank guns having a
use the most favorable for the test.
range of 30" – and all three tanks also have a
clear view of the Lobototons as they shamble
Where you have routing transports and
forward over open ground.
carried infantry, or routing tows and towed
artillery, treat the routers as a single unit as
The player rolls three dice, requiring a 4 or more
long as they remain in rout. So, any hit on
to score a hit because Lobototons have a Defense
the routers will destroy both the transport
of 4. The dice roll 2, 5 and 9, which equals two
and any transported unit, and vice versa.
hits! Now the player rolls two dice – one for
Similarly, if either the tow or towed
each hit – and needs to roll 6 or more to score
artillery should come within 12" of an
damage because Lobototons have an Armor of
enemy, then both units become casualties.
6. However, a 4-inch tank gun has a Power of
+2, adding a bonus of +2 to each die roll. The
If the routers get a chance to regroup,
dice roll 4 and 7, scoring 6 and 9 with the +2
make a single morale check (use the
bonus, which equals two points of damage.
most favorable value where there is
a difference) and either both units
As Lobototons are infantry types, one point of
regroup, or both fail to. Both units can
damage equals one casualty, so, in this case, two
be regrouped automatically with a single
Lobototon elements are removed. Lobototons
Order token from the Field Commander
are mindless slaves of the Martians, so no
(see Field Commanders page 31).
morale check is required – leaving the last
element intact.
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Multiple Results
Sometimes a target will suffer the same result for a second or subsequent time. For example, a
Tripod that is already crippled might be crippled again. In these cases, there is no additional
effect other than the reduction of the Armor stat value.
Recording Damage
It is necessary to record armor reductions and other damage on units that suffer hits without
being destroyed. Use the damage markers to indicate armor reduction, or – if you prefer – use
any convenient chit, marker, an ordinary six-sided die placed on the unit’s stand, or make a
note with pencil and paper.
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SUMMARY OF STATS
The following pages summarize the stats for the most common fighting units of the Martian Wars. Each
army summary is followed by a separate list of the various weapons carried together with their stats.
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 Infantry 10" 7 4 Rifle, tow cable, Courageous, Mounted, 45
Motorcycle Squad +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 80
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, 220
machine-gun (optional)
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, Shoot in any direction 190
2x machine-guns
or 1.65-inch guns
Mk IV Steamer Tank ‘Monitor’ Tank 4" 4 9 7-inch gun, 6x 4-inch guns, Turret, 190
2x machine-guns Shoot in any direction,
or 1.65-inch gun 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, Command Tank +220
2x machine-guns
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, machine-gun Turret, Super Heavy Gun, 375
co-axial 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, See below 50
1x machine-gun
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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, Flame Gun 15" +3 Rapid Fire D5
Bombardment, Grenades Assault +2
Barrage 3
Grapples + Explosives Assault +3
Anti-Tripod Gun 30" +3 Barrage 1 or AT Shell
Explosives Assault +3
Tesla Lightning Gun 40" X Dice Lightning Gun
Tow Cable Assault/Special
3-inch Gun 30" +1
Steam Clamp Assault/Special
MARTIANS
Element Type Speed Defense Armor Weaponry Special Points
Assault Tripod Tripod 8" 6 11 Heavy Heat Ray 200
Black Dust 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, 150
4x Reaper Tentacles
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, 80
Experimental Machine,
Lobototon Converter
Dominator Tripod Tripod 8" 6 12 2x Heavy Heat Ray, Multiple Targeting 350
guided missile pod
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 60
& Reaper Tentacles
Flying Drones Infantry 6" 6 7 Light Heat Ray Fly 70
& Reaper Tentacles
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 Sun Gun 60" +6 Sun Gun,
Medium Heat Ray 20/10" +2/+1 Sweep 3x Damage Resolution
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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,
Experimental Rifle 15" +1 Tri-Barrel Gun
Vickers Gun 20" +1 Rapid Fire 3 Glue Gun 10" Special Barrage 4, Glue Gun
2lb Heavy Coil Gun 60" +4 Fixed Position, 4lb Super Heavy Coil Gun 80" +6 Ironclad Mounted,
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
TERRAIN
areas together as you require. Leaving space
between terrain areas allows for larger vehicles to
maneuver around the terrain and enables infantry
to hop from one terrain feature to another.
TERRAIN AREAS When it comes to representing terrain on the
For purposes of playing the game, the tabletop tabletop, many players like to create attractive
is considered to be open ground and areas of scenes using model railway materials, or similar
terrain are arranged upon it. The best size for miniatures of trees, rocks, buildings and ruins.
areas of terrain is approximately square and about Other players are happy to delineate an area,
8" x 8", roughly circular and 8" across, or oblong, perhaps with a piece of felt cloth or colored card,
triangular or irregular with dimensions bounded and say, ‘that represents an area of ruins.’ Either
within a 12" by 5" block. Each area of terrain method is perfectly fine in terms of playing the
should ideally conform to these dimensions and game, and it is left up to the players to arrange
should be separated from adjoining terrain by these matters to their satisfaction.
at least 4", unless you are deliberately creating
large areas of building, forest, marsh, and the Whatever method you choose to represent
like, in which case feel free to abut as many terrain, it is necessary to delineate each
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COVER FROM INTERVENING TERRAIN If a target is both within cover and partly
Intervening terrain can sometimes completely obscured by a separate area of intervening
obscure an enemy unit from sight, in which terrain, then apply both bonuses and add them
case there is no line-of-sight to the unit and it together. However, note the Shooting out of cover
cannot be shot at. For example, it might be on rule, which allows shooters to draw a line of sight
the opposite side of a hill, or it might lie entirely through cover they occupy without penalty.
behind a tall building.
If a target is partially obscured by two or more
In some situations, a target unit will be areas of intervening terrain, then only apply
partly out of sight of an enemy unit, because a single bonus. If the terrain concerned is of
intervening terrain obscures a portion of the differing types, apply whichever bonus is the
target unit but not all of it. The target counts as greatest. For example, apply whichever Defense
behind cover if at least half of the target unit’s and Armor bonus is most beneficial to the target.
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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 None None None None Impassable
and deep rivers. Sheer drops
such as chasms, escarpments,
cliffs and canyon sides.
Marsh, swamps shallow None None None None Difficult ground to
water, or boggy or muddy all except infantry
ground.
Light woodland, orchards, Def+2 Def +1 None None Difficult ground to
Red Weed, scrub, cactus or a Arm 0 Arm 0 all except infantry
field of crops
Dense woodland, forest, Def+3 Def+2 Def +1 Def +1 Difficult ground to
jungle. Arm 0 Arm 0 Arm 0 Arm 0 all except infantry
Boulder-strewn, rocky, Def +3 Def +2 Def +1 Def 0 Difficult ground to
craggy, steep, heavily Arm +1 Arm 0 Arm 0 Arm 0 all except infantry
cratered or pitted ground.
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 Def +4 Def +2 Def +1 Def +1 Impassable to all
buildings. Arm +2 Arm +1 Arm 0 Arm 0 except infantry
Fortifications, trenches, fox Def +4 Def +4 Def+1 Def 0 Difficult ground to
holes, gun pits, bunkers and Arm +2 Arm +2 Arm+1 Arm +1 all except infantry
earth-works. 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 Arm 0 Arm 0 Arm 0 Arm 0 ground for movement
hills, ridges, etc).
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Note that many units have special rules Step 2) Take the barrage template. Each
that apply only to them, and those rules shooting element has a barrage value
are described in the Armies of the Great indicated on its stat line, e.g. barrage
Interplanetary War entries for those units. 1, barrage 2, and so on. The unit uses
For example, rules for Forlorn Hope are the template size equivalent to all of
included together with the description and its elements added together, up to
stats for Forlorn Hope in the US Army section. a maximum of 4" (the largest). For
However, some rules are common across a example, a Howitzer has barrage 1, so a
whole number of different units and even unit of three Howitzers firing at a target
armies, and these are described here in order to has a combined barrage value of 3
save constantly repeating them throughout the and the 3" template is used. A Martian
unit descriptions. Tripod shooting with a Black Dust
launcher has a barrage value of 4, so the
4" template is used.
BARRAGE WEAPONS Step 3) Nominate the enemy unit you wish to
Some weapons have the special rule Barrage shoot at, and check range and line-of-
indicated in their stats: all howitzers for sight in the usual way. So long as one
example. Barrage weapons are designed to shooting element can see the target,
plaster an area with intense fire. In the game, a the entire unit shoots, and the barrage
single shot from a barrage weapon represents template appropriate for the entire unit
a whole barrage of actual shots, aimed in the is used. The template must be placed
general direction of the target in the hope of wholly within range of whichever
hitting as many enemies as possible. element is selected for calculating range
and line of sight. For example, if the
When you shoot with a unit armed with barrage 2" template is being used, the whole
weapons, instead of rolling to hit the target as 2" template area must lie within the
described in the rules, a special template is used: range of this element. The template
the barrage template. The barrage template is must be placed so that it lies over at
marked with concentric circles of 1", 2", 3" and least one element in the target unit, but
4" diameters – it is effectively four different-sized otherwise it can be placed as you wish.
templates in one. Depending upon the number
and type of weapons shooting, the unit uses one Step 4) Once the template is positioned, it
of these templates from 1" (the smallest) to 4" might conceivably lie over one, two
(the largest). This works as follows: or more elements from one or more
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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 The sweep template is placed so that it hits both the tank (its
Heat Ray or a Medium Heat Ray, original target) and two of the infantry elements next to it.
there is a choice of two different
fire types: a focused blast or a
sweep. A Light Heat Ray can only make a focused but can affect more targets as the beam sweeps
blast. If you make a focused blast attack, work over a broader area. A sweep attack is worked
out the shot exactly as you would any other shot, out slightly differently to a normal attack, and
using the stats for the weapon shown below. utilizes the special sweep template as shown
below. The general method is the same as
Weapon Range Power Special described for barrages. This works as follows:
Heavy Heat Ray 30" +3 –
Medium Heat Ray 20" +2 – Step 1) Pick a unit to shoot with and nominate
Light Heat Ray 10" +1 – an enemy unit as its target.
Heavy Heat Rays and Medium Heat Rays, but Step 2) Take the Heat Ray sweep template and
not Light Heat Rays, can alternatively make a check range and line-of-sight to the
sweep attack. Sweep attacks have less Power target in the usual way. The template
must be placed wholly within range of
the Heat Ray in an arc facing away from
the shooter, as shown in the diagram.
Blocked Sweep The sweep template must be placed so
that it lies over at least one element in
A Heat Ray cannot sweep onto an element
the target unit, but otherwise it can be
where the line of sight is blocked for
placed as you wish.
whatever reason. For example, it will not
sweep through a hill to reach an element on
Step 3) Once the template is positioned, it might
the other side – the hill blocks the line of
conceivably lie over one, two or more
sight and therefore also blocks the Heat Ray.
enemy elements, and it might even touch
If the line of sight to an element is blocked
units from both sides. Each element
in this way, the Heat Ray cannot harm it
beneath the template is a target, even
even where the template passes over it.
if only partially so. Starting at one end,
roll a die to ‘hit’ each individual element
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under the template. If an element is hit, completed its movement, the token is removed and
roll to see if it takes damage, as you would discarded. Each order token can only be used once
for other shooting. per game, so deciding when to use your orders will
be an important element in your strategy.
Step 4) Apply damage. Remove elements that
have become casualties, and take any Units can only double their speed once in a move
morale check required. Tripods and phase. Although there are various special rules that
machines with Damage Resolution sometimes allow units to move at double speed,
Charts make the appropriate roll. units cannot combine these bonuses together to
move faster than double speed. Double speed is
When you make a sweep attack, the stats for the fastest you can go! Note that units that are
Heat Rays are as shown below. Basically, range otherwise unable to move for whatever reason
is reduced to half that of a focused attack, and can’t benefit from an order. Units have to be able to
Power is reduced by -1. Light Heat Rays do not move to start with!
make sweep attacks.
Using Orders to Regroup Routing Units
Weapon Range Power Special Every turn, at the start of the player’s first move
Heavy Heat Ray 15" +2 Sweep phase, the player can take any of the order
Medium Heat Ray 10" +1 Sweep 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 move and fight
FIELD COMMANDER normally from that turn onwards.
Every army must include a unit to represent
the most senior commander in the game – the
human (or Martian) officer who is in charge FIELD COMMANDERS
of the player’s army: its Field Commander. An BECOMING CASUALTIES
army can include more than one Command If a Field Commander unit becomes a casualty,
unit, but it can only have one Field Commander. another command unit automatically takes
Think of the Field Commander as the over his role – assuming there is one. The player
embodiment of the player himself – the player’s immediately appoints another command unit as
own miniature avatar on the tabletop. his Field Commander, and any remaining order
tokens pass on to the new Field Commander. If
there is no command unit to take over the Field
ORDERS Commander’s role, all remaining order tokens
Field Commanders can issue orders during the are lost.
game, allowing units to perform additional moves
as described below. For every full 200 points in
your army, the Field Commander begins the ARMY RULES
game with 1 order token. So, in a force of 1,250 Although every army has a Field Commander,
points, he starts with 6 orders; in a force of 2,000 differences in communication methods and
points he has 10, and so on. At the start of the technology mean that additional rules often apply.
game, take the number of tokens appropriate for Both US and British Field Commanders have to
the size of your force and place them in front of live with a few restrictions as to how they give
you so that both sides can see them. orders. Martian Field Commanders – insofar as
the invaders have any conception of such a thing
Using Orders for Extra Movement – suffer no such restriction, although exactly how
Every turn, at the start of the player’s first move these creatures communicate, whether through
phase, the player can take any of the order tokens the power of some yet undiscovered ray or merely
from his Field Commander’s stack and place by the power of their minds, remains unknown.
them next to any individual units, one token per These variations are covered in the special rules
unit. When the unit moves, it can move at double section for each army in the Armies of the Great
speed during that move phase. Once the unit has Interplanetary War part of the main rulebook.
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TOWS
Towing artillery is essentially the same
process as described for transporting infantry. Putting towing units together
Some vehicles are capable of towing artillery
If an artillery unit has more elements than
across the battlefield: these vehicles are
the transport unit that tows it, multiple
termed tows and include such things as Holt
towing units are allowed to operate as
Gun Tractors. Cardigan Infantry Carriers and
one where this enables the guns to be
Flivvers can also act as tows instead of troop
carried at full rather than half speed.
transports. Some tow units consist of up to
This is essentially the same as described
three vehicles, but others are just a single
for transport units and infantry. When
element where one vehicle is one unit – as
towing an artillery unit in this way, the
described in the Armies of the Interplanetary
tows must move into formation with each
Wars section of the main rulebook.
other and must remain in formation while
they tow the same artillery unit. This
Towing artillery in the game is achieved as
is an exception to the normal rules for
follows. One tow unit can pick up and tow one
formations and unit distances.
field artillery unit or, in some cases, one heavy
field artillery unit. Only the sturdiest of towing
vehicles can pull the weight of a heavy field
artillery piece, so not all tows are up to the job. phase, but note that in the case of the Cardigan
If there is one tow vehicle for each element in Infantry Carrier a transported unit can operate
the towed unit, the tows can pull the guns at its side-mounted machine-guns.
full speed. If there are fewer tows than there are
elements in the towed unit, tows pull the guns at If the towing unit is destroyed, towed artillery
half of their normal speed. This represents either must immediately deploy within 6" as already
the tows being overloaded or possibly moving described. The towed unit itself is unharmed. If
guns, munitions and crews in batches. Place the two or more tow units are pulling the same unit
gun models directly behind the towing vehicles of artillery, and one tow unit is destroyed, guns
to show they are being towed. If there are more automatically transfer to surviving tow units.
guns than tows, simply arrange the guns one
behind the other like train carriages, or – if A unit of towed artillery can still be shot at by the
this proves too cumbersome – temporarily enemy as a separate target, as long as the enemy
remove some of the guns and place them aside. can see the guns rather than just the towing
However, you must leave at least one gun in vehicles. If artillery elements are lost, or units
place to show the unit is being towed and to destroyed, this does not affect towing vehicles.
present a target for the enemy!
Note that it is perfectly acceptable to pick up,
If a tow unit is within 6" of a unit of artillery at move and deploy guns in each move phase,
the start of any move phase, it can pick up the effectively catching a ride and redeploying each
artillery unit when it moves, and as long as the phase. However, because guns can normally
artillery has not moved already, assuming it is only move or shoot, and redeploying counts as a
able to do so. Once an artillery unit has moved, move, there is rarely any benefit to doing so.
it cannot be picked up that phase. The unit that
is being towed can either remain attached to its
tow at the end of the phase or it can redeploy to
a position within 6" of the towing vehicle. Each
towed element must be within 6" of its towing
vehicle once the unit has redeployed. If the unit
redeploys, this counts as its move for that phase
(where it has one).
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Score Result
1-5 The fortress wall section is damaged. Its Armor value is permanently reduced by -1.
6-9 The fortress wall section is badly damaged. Its Armor value is permanently reduced
by -1. In addition, each unit on the wall section suffers one attack per element from
the weapon that scored the damage – work this out immediately.
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 the wall section suffers one attack per element from the weapon that scored the
damage – work this out immediately.
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Score Result
1-5 Stuck Fast! The element cannot
move further that turn and must test
again next turn if it wishes to move,
deducting -3 from the result.
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Rules summary
Circumstance Initiative Modifiers
UNIT FORMATION (Humans only)
Type Formation Distance: • Each enemy unit
destroyed in the previous turn . . . . . . . . . . . +1
• Infantry: 2"
• Artillery: 2" • Extra for each unit destroyed
• Tanks/Vehicles: 3" with an Armor value of 11+ . . . . . . . . . . . . . . +1
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Terrain CHART
Target/Cover
Vehicles Machines
Terrain Infantry Artillery & Tanks & Tripods Movement
Deep water such as lakes, sea None None None None Impassable
and deep rivers. Sheer drops
such as chasms, escarpments,
cliffs and canyon sides.
Marsh, swamps shallow None None None None Difficult ground to
water, or boggy or muddy all except infantry
ground.
Light woodland, orchards, Def+2 Def +1 None None Difficult ground to
Red Weed, scrub, cactus or a Arm 0 Arm 0 all except infantry
field of crops
Dense woodland, forest, Def+3 Def+2 Def +1 Def +1 Difficult ground to
jungle. Arm 0 Arm 0 Arm 0 Arm 0 all except infantry
Boulder-strewn, rocky, Def +3 Def +2 Def +1 Def 0 Difficult ground to
craggy, steep, heavily Arm +1 Arm 0 Arm 0 Arm 0 all except infantry
cratered or pitted ground.
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 Def +4 Def +2 Def +1 Def +1 Impassable to all
buildings. Arm +2 Arm +1 Arm 0 Arm 0 except infantry
Fortifications, trenches, fox Def +4 Def +4 Def+1 Def 0 Difficult ground to
holes, gun pits, bunkers and Arm +2 Arm +2 Arm+1 Arm +1 all except infantry
earth-works. 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 Arm 0 Arm 0 Arm 0 Arm 0 ground for movement
hills, ridges, etc).
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Score Result
1-5 The fortress wall section is damaged. Its Armor value is permanently reduced by -1.
6-9 The fortress wall section is badly damaged. Its Armor value is permanently reduced by -1.
In addition, each unit on the wall section suffers one attack per element from the weapon
that scored the damage – work this out immediately.
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 the wall section suffers one
attack per element from the weapon that scored the damage – work this out immediately.
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Index
A E Morale 16
Ambush 35 Elements 5 Commanders 16
Assaults 18 Unit Formation 5 Move Phase 9
Damage 11 Formation Distance 5 Double Moves 10
Damage Resolution Charts 20 Moving Units 9
Move, Combat, Move Again 10
Fortress Damage Resolution F
Chart 39 Moving Off The Table 10
Field Commander 31
Tripod Damage Resolution
Chart 21 Field Fortifications 38
Fortresses 39 P
Lucky Strike 19
Fortress Damage Resolution Panic! 16
Morale 16
Chart 39
Panic! 16
Rout 16 R
Shooting Into An Assault 19 G Range 13
Tough Luck 19 Games Stats 7 Rapid Fire! 15
Armor 7 Reinforcements 37
Defense 7 Reserves 36
B
Special Rules 7 Rout 16
Barrage Weapons 28
Speed 7
BEF Stats 24
Type 7
BEF Weapons Stats 24 S
Weaponry 7
Buildings 37 Shooting 11
Commanders 16
Cover 26
C H
Damage 11, 14, 15
Combat Phase 11 Hidden Units 34
Damage Resolution Charts 20
Assaults 18
Fortress Damage Resolution
Shooting 11
Chart 39
Commanders 16
I
Tripod Damage Resolution
Impassable Terrain 25
Counters 6 Chart 21
Initiative Phase 8
Cover 26 Line Of Sight 12
Initiative Modifiers 8
Shooting From Cover 26 Lucky Strike 14
Morale 16
D L Panic! 16
Damage 11, 14, 15 Line Of Sight 12 Range 13
Damage Resolution Charts 20 Cover 26 Rapid Fire! 15
Fortress Damage Resolution Lucky Strike 14, 19 Rout 16
Chart 39 Shooting From Cover 26
Tripod Damage Resolution Shooting Into An Assault 19
Chart 21 M
To Hit 14
Defense Works 38 Martian Heat Rays 30
Tough Luck 14
Field Fortifications 38 Martian Redoubts 40
Vehicle Machine-Guns 14
Fortresses 39 Martian Stats 23
Stats 7
Dice 6 Martian Weapons Stats 23
British Expeditionary Force 24
Difficult Ground 25 Measurement 6
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Index
British Expeditionary Force Martian Redoubts 40 U
Weapons 24 Terrain Chart 27 United States Army Stats 22
Martians 23 The Turn 8 United States Army Weapons
Martian Weapons 23 Combat Phase 11 Stats 23
Us Army 22 Initiative Phase 8 Units 5
Us Army Weapons 23 Move Phase 9
Stealth 35 Tough Luck 14, 19
Tows 17, 33 V
Transports 17, 32 Vehicle Machine-Guns 14
T
Traps 36
Templates 6
Tripod Damage Resolution
Terrain 24 Chart 21
Buildings 37 Troop Types 4
Cover 26 Artillery 4
Defense Works 38 Exceptional 4
Field Fortifications 38 Infantry 4
Fortress Damage Resolution Machines 5
Chart 39
Tanks 4
Fortresses 39
Tripods 5
Difficult Ground 25
Vehicles 4
Impassable Terrain 25
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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
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