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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

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!


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

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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

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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.

The complete range of All Quiet on the Martian Artillery


Front miniatures and vehicles as well as much of This includes field guns and emplaced cannons,
the terrain depicted in this book are available for including their crews. The fortifications that stretch
purchase at Alien Dungeon. All of our models across America incorporate thousands of artillery
come as kits of plastic, resin or metal parts for pieces as part of their static defenses. Field guns
you to assemble and paint. 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.

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

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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.

Exceptional tanks, a platoon of three infantry bases, a


One further category exists to cover very battery of three field guns – and so on. Tripods
unusual or specific elements that don’t easily fit and machines commonly form units on their
into any of categories already described. These own, in which case one element is also one
are categorized as exceptional. For example, the unit. During play it is usual to move and resolve
Martian static defenses called Sentinels. attacks with one ‘unit’ at a time.

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"

Tripods and machines generally


form units on their own, but should
it prove necessary in the future we’ll
use the same formation distance as
vehicles, i.e. 3".
A unit of three steamer tanks

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hidden troops, ‘order’ markers to represent


DICE interventions by commanders, and ‘damage
Ten-sided polyhedral dice numbered 1 through markers’ to indicate damaged units. All of
10 are used to moderate combat and to these templates and counters are available
determine various outcomes and events during in the Starter Box and separately from Alien
the game. These dice are referred to in the text as Dungeon. You can, of course, make your own if
D10s – short for dice with ten sides. A number you prefer, using the templates available on the
of dice will be needed during play, ideally about Alien Dungeon website.
a dozen. You can get by with fewer dice simply
by rolling the same dice repeatedly to generate
the number of results required.
MEASUREMENT
No other dice are used in this game – so During play it will be necessary to measure
whenever you are directed to roll a die, it always range when weapons shoot, to determine
means a D10. distances when troops move, and sometimes to
check distances between individual elements –
Note that many ten-sided dice are actually for example to make sure they are ‘in formation.’
numbered 0-9 with a 0 in place of the 10, and To measure distances you will need a measuring
where this is the case any roll of 0 is simply tape marked in inches.
counted as a 10.
Players are free to measure distances before
undertaking an action, for example when
moving and when checking for range before
TEMPLATES & COUNTERS targets are declared.
The game employs a number of templates
to represent the effect of different kinds All distances for infantry are measured from
of weapons, including artillery barrages, the element’s base. Where artillery pieces have
Black Dust attacks, and Heat Ray projectors. bases, distances are also measured from the
There are also ‘blip’ counters to represent base in the same way as infantry. Distances for

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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other types of troops are measured from the Armor


model itself. This is the minimum number on a D10 needed
to convert a hit into damage against the element.
Measuring distances between models is In most cases, an element is destroyed outright if
inevitably prone to some degree of imprecision it suffers damage. For example, a typical infantry
during play. For this reason, you will sometimes unit has an Armor stat of 4, which means that
find it practically impossible to tell whether a any dice roll of 4 or greater will destroy it.
shot is just in or just out, or whether the distance
between opposing units is just enough to mount If an element has an Armor stat greater than 10,
an assault or just a little too far. it can only be damaged by a weapon with a Power
bonus or by a ‘lucky strike’ as described later.
In such marginal cases, the only fair way to
resolve the matter is to put it to a dice roll: roll a Special Rules
D10 and on a score of 1-5 the answer is ‘no,’ and This final column indicates where special rules
on a 6-10 the answer is ‘yes.’ apply, as defined in the description of the unit
in the Armies of the Great Interplanetary War
section in the main rulebook.
GAMES STATS Weaponry
Different elements are assigned differing game This is a list of the weapons carried by
statistics to reflect their troop type, speed, that element. Each weapon has its own
armor, weapons and special abilities where these characteristics and fighting values, as explained
apply. Taken as a whole these are referred to as in the ‘Weapons’ section of the rules.
the element’s ‘game stats’ or just ‘stats.’
Most elements have one weapon, but if an
Type element has two, three or more weapons of the
This simply states whether the element is same kind this is indicated as ‘2x, 3x, 4x’ and
infantry, artillery, a vehicle/tank, machine, so forth.
Tripod or exceptional.

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

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 in the
main rulebook.

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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.

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 An infantry unit moves forward – measure the movement of each
element from the center of its front.
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 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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When a unit moves, its elements cannot move


within 1" of any enemy elements unless the unit
MOVE, COMBAT, MOVE AGAIN is initiating an assault. A unit is only allowed
to make an assault in the first move phase, and
Don’t forget, in your turn you get two
never in the second. When a unit makes an
chances to move your units: the first
assault, it moves into touch with an enemy unit
and second move phases. These move
as explained later (see Assaults, page 18).
phases are separated by the combat
phase, during which you get a chance to
When a unit moves, its elements cannot move
make attacks with your units: shooting
through an enemy element at any time, not even
attacks at range, and assault attacks in
when it is making an assault.
cases where your units are touching an
enemy. Just remember – move, combat,
and move again!
Double Moves
Some special rules allow units to momentarily
double their move distance – effectively to double
their Speed stat for one move phase. In all of these
When a unit moves, its elements can move cases, the maximum value attainable is double the
freely through each other, and they can move unit’s stat value: it is not permitted to combine one
freely through any other friendly units. It is double bonus with another to go four times as fast!
assumed they would flow around or through
each other as necessary. However, an element Moving Off The Table
cannot end its move on top of another If any element in a unit crosses a table edge, even
element – all of a unit’s elements must clear if only by a fraction, the entire unit is considered
the positions of friends when they move to have moved off the table and to have left the
through them. battle. In some of the game scenarios described
later, units must attempt to leave the battle by one
Once a unit has moved, all of its elements must of the table edges. Except where a scenario or rule
be in formation (see page 5). Where possible, specifies otherwise, units that leave the battle do
the unit must also be more than 1" from any not return. They are not casualties, unless they
other friendly units. have left the table in rout without regrouping;
however, they take no further part in the game.
If it is not possible to comply with the 1" Bear in mind, there are some specific situations
distance rule, friendly units can be placed closer where the rules do allow units that leave the
together, but note that this can lead to units table to return – for example routing units that
panicking and running away in some situations, regroup can potentially re-enter the game as
as explained under Panic on page 16. reinforcements (see Check Morale, page 16).

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COMBAT PHASE DAMAGE


It is useful to remember, for units of
During your side’s combat phase your units
infantry, artillery, vehicles and tanks, that
have a chance to attack the enemy by shooting
one point of damage equals one element
or by making an assault. Note that units can
destroyed – almost all human units
either shoot or assault – they never do both
fall into these categories. For Tripods
in the same combat phase. Shooting takes
and machines, a unit suffering one or
place at distances up to the maximum range
more points of damage must test to see
of the weapons employed. Assaults take place
what happens by rolling on its Damage
with the opposing units touching each other,
Resolution Chart. Because Martian
representing situations such as infantry fixing
armies mostly comprise Tripods, this
explosive charges, or attacking the enemy with
is the usual result of attacks against
grenades at close quarters.
Martian targets. Human armies can also
include machines, but these are far less
During the combat phase, shooting and assaults
common; many human armies will have
are resolved one unit at a time, in the order
no machines at all.
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 Step 4) Roll a die for each hit scored on the
an assault or shooting, as appropriate. The only target. Each die that rolls equal to or
exception is when several units are assaulting greater than the target’s Armor scores a
the same enemy, in which it is necessary to point of damage. Dice that fail to score
resolve the attacks of every unit involved to get damage have no effect and are ignored.
a result.
Step 5) For most targets, one element from
The rules for shooting at a distance will be the target unit is destroyed for each
considered first, as this is the most common point of damage scored, i.e. one point
kind of combat. Assaults will be dealt with in of damage ‘kills’ one element, and that
due course (see page 18). element is removed. However, in the
case of larger and more durable targets,
such as Tripods and some machines,
rather than removing one element for
SHOOTING each point of damage, a further test is
The basic procedure for shooting is as follows. made using the Damage Resolution
Some weapons operate slightly differently, Chart for the target (see page 21).
or confer bonuses at one or more stages;
however, it is not necessary to worry about Step 6) Check the morale of the target unit at
these for now. the end of the combat phase. See page
16 for more about how to do this.
Step 1) Pick a unit to shoot with, and nominate
an enemy unit as its target.

Step 2) Check the range and line of sight for


each element in the shooting unit.

Step 3) Roll a die for each weapon that has


line of sight to the target. 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 are ignored.

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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!

1) PICK A TARGET 2) LINE OF SIGHT AND RANGE


The player simply indicates which of his own A unit can only shoot where at least one
units is going to shoot, and nominates an enemy shooting element has line of sight to the target,
unit as the target. One of your units shoots at and if the target is within range of the weapon
one of your opponent’s units. Remember that fired. Weapon ranges are indicated on the
you can measure distances before deciding summary charts at the end of this rules section
which unit to shoot with, and/or before (see pages 43). You will find it convenient to
nominating a target. check line of sight and measure distance at the
same time.
Most elements have only one weapon, and so
make one attack against the chosen target. Some Line of Sight
elements have more than one weapon, in which The troopers, weapon or vehicle crews
case each weapon that is shooting gets its own represented by the element can only shoot at an
attack against the same target. There are some enemy unit they can see. This is called ‘line of
exceptions to this rule, mostly covering very sight.’ A shooting element must have a line of
large machines that have multiple turrets, and sight to at least one element in the target unit in
which are allowed to shoot at more than one order to shoot.
target at once. There are also a few restrictions,
most notably the Vehicle Machine-Gun rule An infantry element has line of sight to the
noted later; however, these need not concern us target if you can draw an imaginary straight
for now. line from the center-front of the element’s base
to at least one element in the target unit. In the
case of other types of element, calculate line
of sight from the center-front of the model’s
determining line of sight body. In practice you will have to lean over the
battlefield and try to check line of sight from
A tape measure is a very useful tool for the ‘model’s eye point of view’ – which is to say
determining line of sight. You can use the looking as closely as possible from the position
edge. If it touches something between the of the models themselves. This is not always
shooting element and the target, you will possible because of terrain features, and much
need to consider the effect of obstacles, will depend on the kind of model terrain used.
terrain and intervening models. However, in principle, line of sight is always
determined visually, as described. In some

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marginal cases, you might not be sure whether


an element has line of sight to another – if this
happens, roll a die, and if you score a 6 or more
the element is in sight.

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 exceptions need not concern us for the moment,
when viewed from the model’s eye point of view. and specific instances are detailed in the Armies
of the Great Interplanetary War section in the
In the case of terrain, it is possible to draw a line main rulebook of the book.
of sight through some kinds of terrain, although
this affects the chance of scoring a hit because Range
the target is considered to be within or behind An element can only shoot at a target unit that is
cover. Rules for terrain and cover are dealt with within range of its weapons.
later in a separate section (see page 24).
Range is measured from the center-front of the
In the case of intervening elements, line of sight shooter’s base, or center-front of the model, to
may always cross infantry elements belonging the closest part of the closest enemy element it
to either side without penalty. In other words, can see in the target unit. As this is essentially
shooters are always allowed to ‘see’ through the same as for determining line of sight, both
– or over – infantry as if they were not there. line of sight and range can easily be checked at
This is because, in reality, individual troopers the same time. If the shot is within the weapon’s
are dispersed over the area represented by the range, the element can shoot at the unit.
element’s base, and will be keeping low to avoid
being hit. Bear in mind that shots are always worked out
against an enemy unit as a whole rather than
Later on, such refinements as turrets and against individual elements. So, even where only
weapons directed to the sides and rear of a one enemy element is visible or within range of
vehicle will be introduced, where line of sight shooters, shots against the unit can potentially
does not necessarily have to lie to the front of destroy other elements that would otherwise be
the shooting element. For now, bear in mind out of sight or out of range. This doesn’t matter
that where tanks have turrets or side sponsons, – the troops must be imagined as in constant
they are able to shoot either all around or motion where shooting might potentially occur
from the side, in which cases both range and at any point during movement. Just remember,
line of sight are calculated from the center of if a shooter can see one element, it can ‘see’ the
the model’s side or rear accordingly. These entire unit.

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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3) ROLL TO HIT THE TARGET


Roll a die for each shooting element that is
Vehicle Machine-guns within range and which has line of sight to the
target. To score a hit, a die must roll equal to or
If a tank or other vehicle unit has
better than the target’s Defense stat. So, if the
machine-guns in addition to its other
target has a Defense of 6, any die roll of 6, 7, 8, 9
weapons, including advanced machine-
or 10 will hit. Dice that fail to hit have no effect
guns such as the Vickers Gun, then you
and are ignored.
can shoot with either the machine-
guns or the other weapons. You cannot
If an element is able to bring more than one
shoot with both at the same time.
weapon system to bear, roll a die for each
weapon (for example, if a Tank has three guns
Machine-guns are useful weapons to
it can bring to bear, roll three dice, if a unit
have because they are good at tackling
of three Tanks have three guns each, roll nine
massed targets, such as Martian Drones
dice, and so on). In most cases, vehicles with
and Lobototons, when the crews are
multiple weapons can shoot with all of them at
called upon to man the machine-guns
the nominated target, so long as they are within
instead of their regular positions.
range and have line of sight, but there are some
exceptions, most notably the Vehicle Machine-
Note that this rule only applies to
Gun rule noted to the left.
vehicles and tanks, and excludes larger
machines such as Ironclads, which
In some situations, a bonus is applied to a
shoot their weapons independently,
target’s Defense stat. This is typically because the
as described in the rules for these
target is within, or behind, cover. Cover is dealt
monstrous machines.
with in the rules for terrain (see page 26).

4) ROLL TO DAMAGE THE TARGET


For each hit scored upon the target, a further die
Tough luck & Lucky strike is rolled to determine if the hit causes damage.
Regardless of the relative strengths of So, if you have scored three hits, you will roll
attacker and target, or of any modifiers three dice ‘to damage.’ For each die that rolls
that apply, there is always a chance equal to or greater than the target’s Armor stat,
of failing to hit or failing to cause the target suffers one point of damage. If a die
damage. Likewise, there is always scores less than the target’s Armor, that shot fails
a slim chance of hitting or causing to score damage, and there is no further effect.
damage. This is called the ‘tough luck’ For example, if three shots have scored hits
and ‘lucky strike’ rule. against a target with Armor of 7, roll three dice
for damage. If the dice rolls are 3, 7 and 9 this
When rolling to hit or to damage, a roll inflicts two points of damage: one for the 7 and
of 1 on the die is always a fail – tough one for the 9.
luck! Regardless of any modifiers that
apply, a roll of 1 always fails. Some weapons add a bonus to the die score
rolled. This is indicated by the weapon’s Power
When rolling to hit or to damage a stat. For example, a 4-inch tank gun has a
target that is otherwise impossible to Power of +2 so when you roll for damage
hit or damage, a roll of 10 on the die add +2 to the result. There are also situations
allows you to roll a second die. If this where a unit can claim a bonus to its Armor
second die also rolls a 10, then you stat because it is protected by cover or
have scored a lucky strike, and the fortifications. These cases are dealt with in the
target is hit or damaged regardless of rules for terrain (see page 24).
its Defense or Armor.

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elements are out of range of the shooter, or even


if elements are out of the shooter’s line of sight –
rapid fire regardless of these circumstances, one element
is removed for each point of damage scored
Industrialized warfare has created the
against the unit.
most devastating weapon of modern
times – the rapid firing machine-gun. The
If damage is scored against a Tripod or machine,
machine-gun fires so rapidly that when it
then the element is not removed automatically.
shoots, rather than just one die, three are
These things are much too big and resilient to
rolled. So, when a unit of three machine-
be destroyed automatically by a single point of
guns shoots, a total of nine dice is rolled
damage. Instead, a further damage resolution
to represent the hail of bullets. This is
roll is made to determine what happens. In the
noted as a special rule for machine-guns
case of machines, the effect varies from one type
Rapid Fire 3 – the ‘3’ indicating that
of machine to another, and specific rules are
you roll three dice instead of one. Some
given for each kind of machine together with
other weapons are also rapid firing, in
its game stats and other details. In the case of
which case they also have the special rule
Tripods, refer to the Tripod Damage Resolution
together with the number of shots; e.g.
Chart on page 21.
Rapid Fire 2, and so on.
An exceptional target – which is to say a
target that doesn’t fit into the usual troop-type
categories – is sometimes treated the same
5) APPLY DAMAGE way as infantry (removed when damaged) and
Each point of damage scored against an infantry sometimes as machines (damage resolution
unit, artillery unit, or vehicle/tank unit destroys roll when damaged). This is explained in the
one element. The owning player chooses rules for the unit, together with game stats
which elements to remove; however, he must and other details. See the Armies of the Great
do so without breaking the unit’s formation if Interplanetary War section in the main rulebook
possible. Note that it does not matter if removed for details.

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6) CHECK MORALE ROUT


Units that suffer casualties can lose heart and Routed troops are reduced to quivering wrecks,
rout, abandoning their weapons and fleeing for barely able to stand, let alone fight, gripped
their lives in blind terror. Martians and their by the horrors they have witnessed and with
Lobototon Slaves are unfeeling creatures that do no thought but to flee from danger in blind,
not suffer from this human weakness. Martian unreasoning terror. To represent this, the
units need never check their morale. following rules apply to routed units:

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.

• At any time, if a routed unit moves to within


Commanders 3" of the enemy, or if an enemy unit moves to
within 3" of a routed unit, then the routed unit
Command units can step in to save a unit
immediately becomes a casualty, as described
that has failed a morale check by using
above.
their Rally rule. This allows units within
6" to retake the test. Field Commanders
• If a routing unit loses another element for
can also use their Order tokens to save
whatever reason, then all surviving elements
units that are routing, as described in the
immediately become a casualty, as described
rules for Orders.
above.

• Routed units can leave the battlefi eld by


moving into contact with their own rear table
edge. As soon as the routed unit leaves the
PANIC! battlefield, take a morale check for the unit.
If successful, the unit is regrouped and is
It has already been explained that friendly no longer routing. The regrouped unit can
elements from different units must keep re-enter the battle as a reinforcement from
more than 1" from each other where the player’s following turn, as described in the
possible. In cases where this is not possible, rules for reinforcements. See pages 36-37. If
and friendly units find themselves within unsuccessful in its attempt to regroup, the unit
1" of each other for whatever reason, if one leaves the battle as a casualty.
unit is either wiped out by the enemy, or
fails its morale check and routs, all friendly • At the end of the game, all routed units that
units within 1" must immediately check have not successfully regrouped are considered
their morale as well. to be casualties – i.e. they count as units that
have been destroyed.

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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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Assault weapons are indicated along with other


ASSAULTS weapon details.
Only troops armed with assault weapons can
make an assault. Assault weapons are weapons A unit wishing to make an assault must move
that are used at extremely close ranges, such as into touch with an enemy unit during the first
hand grenades, explosive charges, tow cables, move phase. It is then in position to make its
steam clamps and – in the case of Martians – assault attack during the combat phase, when all
reaper tentacles. Units that are not equipped shooting and assault attacks are worked out. In
with assault weapons cannot make an assault. 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.

MOVE TO THE ASSAULT


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
The first infantry unit assaults the Tripod – two elements manage to move into must move so that its center-
contact and one element moves into support position. front position contacts the
target, as shown in the diagram,
top left. 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 left. These elements
are described as supporting
The second infantry unit assaults the Tripod – no elements infantry. Additional supporting
have enough movement to make it into contact with the enemy,
but one element manages to move into support. elements will assault the target
just as if they were touching.

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Shooting into an assault Tough luck & lucky strike


Because you are allowed to draw a The tough luck and lucky strike rules
line of sight and shoot over your own already described for shooting also
infantry, it is possible to shoot over the apply during an assault. Rolls of 1 always
heads of infantry fighting an assault in fail to hit or score damage regardless
order to shoot at the enemy unit that is of modifiers that apply, while units
being assaulted. This is allowed, but it is otherwise unable to hit or damage their
considered a risky thing to do because target will do so on a roll of 10 followed
you are likely to hit your own men! In this by another 10.
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
Combat Attacks –
fighting unit that you draw line of sight Shooting and Assaults
through or over. Roll to hit the friendly
unit exactly as if it were the target, with Remember, shooting and assaults are the
the same number of dice as the used when two kinds of attacks. You can work out
shooting at the target itself. This means these attacks in any order you wish.
the attackers actually shoot multiple
times: once at the actual target and once at When you make an assault, remember
each friend it shoots through. 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.
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 Step 3) For each point of damage scored on the
fighting as noted on the previous page. Note target unit, remove one element as a
that only the side making the assault attacks: casualty. In the case of larger and more
the side that has been attacked does not fight durable Tripods and machines, rather
during an assault. As there is no need to than removing one element for each
measure range or check for line of sight, the point of damage, a further test is made
assault is worked out as follows. using the Damage Resolution Chart for
the target (see page 21).
Step 1) Roll a die for each element that is
fighting. Each die that rolls equal to or Step 4) Check the morale of the target unit at
greater than the target’s Defense scores the end of the combat phase. See page
a hit. Dice that fail to score hits are 16 for more on morale.
misses and are ignored.
As with shooting attacks, bonuses and
Step 2) Roll a die for each hit scored on the exceptions to this basic procedure apply to
target. Each die that rolls equal to or some weapons and troops, but these need not
greater than the target’s Armor scores a concern us for the moment. These cases are
point of damage. Dice that fail to score covered in the various special rules for the
damage have no effect and are ignored. armies themselves.

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ENDING THE ASSAULT


If the assault attack results in the target unit
being entirely destroyed, or if it is routed and Important Rule!
becomes a casualty, the assaulting unit is free to
Don’t forget that the rules for multiple
make its move during the second move phase.
results, recording damage, and cumulative
The unit can move in its normal fashion.
armor damage apply to all units that
utilize a damage resolution chart – not
If an assaulting unit fails to destroy its target
just Tripods!
during the assault, it must use its second move
phase to move out of contact, separating the
opposing units and ending the assault. As with
all units, they must end their move more than 1" The rules for multiple results, recording damage,
from any enemy. Note that this means opposing and cumulative damage are included for
elements never remain in contact from turn convenience; remember that these rules apply to
to turn. Units that make an assault but fail to all units that suffer damage in this way, and not
destroy their target always move out of contact just to Tripods. The charts for other machines
in their following move phase. are included together with other gaming details
in the Armies of the Great Interplanetary War
section in the main rulebook.
DAMAGE
If the target has suffered more than one point
RESOLUTION CHARTS of damage from the attack, add +1 to the die
Tripods and most machines that form single roll for each additional point of damage scored.
element units are not automatically destroyed For example, if a Tripod were to suffer 2 points
when they are damaged by shooting or assault. of damage from an enemy unit’s attack, roll a
Instead, regardless of the number of damage die and add +1, if it suffers 3 points of damage
points inflicted by the attack, roll one die and add +2, and so on. This often happens where an
consult the appropriate damage resolution chart attacking unit has multiple shots, for example a
for the target. Because Tripods are common unit of 3 Mk III Steamer Tanks each with 3 shots
Martian units, the Tripod version of the chart is could potentially score as many as 9 points of
presented on the next page to illustrate the rules. damage – though this is rather optimistic!

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TRIPOD DAMAGE RESOLUTIOn CHART


Score Result
1-5 The Tripod is lightly damaged. The Tripod’s Armor stat is permanently reduced by 1, but
otherwise it is unaffected.
6 The Tripod is damaged and crippled. The Tripod’s Armor stat is permanently reduced by 1. In
addition, every time the Martian player wishes to move the Tripod, both players roll a die, and
the highest scoring player can move the Tripod anywhere up to the number of inches equal to
the combined score rolled. For example, if the Martian player rolls 3 and the human player rolls
7, the human player moves the Tripod up to 10". If both players roll the same, the Tripod does
not move.
7 The Tripod is damaged and its weapons are disabled. The Tripod’s Armor stat is permanently
reduced by 1.
In addition, every time the Martian player wishes to shoot with the Tripod, both players must
roll a die. Whichever player rolls the highest score can shoot with the Tripod: this means that
sometimes 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 must lie within a range no greater than the sum of the players’ initial die
rolls combined and doubled. For example, if the Martian player rolls a 3 and the opposing player
rolls a 7, the opposing player can shoot (because he has the highest score) up to a range of 20
inches (3+7 = 10, x 2 = 20). In any case, the range cannot be greater than the weapon’s maximum
range, of course.
The target must lie within this range and within line of sight of the Tripod, but otherwise any
unit from either side can be selected as the target. If no target presents itself, then the Tripod
does not shoot. If both players roll the same, the Tripod does not shoot.
8 The Tripod is badly damaged. The Tripod’s Armor stat is permanently reduced by the score of a
D10. If this reduces the
Tripod’s Armor to zero or less, the Tripod is destroyed as described in 9 below.
9 The Tripod is destroyed. It crumples to the ground in a heap of tangled metal!
10+ The Tripod is destroyed and explodes in a spectacular fashion! If there are any other units within
6" of the destroyed Tripod, from either side, these are all caught in the explosion. Each unit
suffers 3 hits with a Power level of +2. Work out the results of these attacks immediately.

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.

Cumulative Armor Damage


If the target’s Armor stat is reduced to zero or less as a result of cumulative armor reduction,
it is immediately destroyed as described 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.

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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

Light Heat Ray 10" +1 Reaper Tentacles Assault Reaper Tentacles

Black Dust Launcher 10" +1 Barrage 4, Black Dust Blasters 10" +1

Green Gas Grenades 10" +2 Barrage 2, Green Gas Slicers Assault +1

Guided Missile Pod 25" +1 Rapid Fire 4,


Guided Missile
Launcher - Shock 50" +2 Shock, Inaccurate
Launcher – Black Dust 50" +1 Inaccurate, Barrage 2,
Black Dust

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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, Crewed Weapons, 175
2-pounder repeater Tow/Transport
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, Fully Independent Targeting, 1,200
24-inch bombard, Ironclad, 5 Critical Hits,
4x 5-inch gun, Limited Maneuverability,
12x Vickers guns 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,
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

6-pounder Gun 20" +2 Grenades Assault +2

17-pounder Gun 30" +3 Explosives Assault +3

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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distinct terrain area in some fashion. This can DIFFICULT GROUND


be done by modeling a feature onto a separate Aside from impassable terrain, all terrain features
board, or by arranging individual model trees, are considered to be difficult ground, as noted
rocks, buildings, etc, to mark the perimeter on the terrain chart on page 27. This means that
of the terrain. As long as the players can tell movement is slowed down for all troop types other
where a terrain feature begins and ends, it than infantry. Infantry suffer no restriction from
doesn’t really matter. difficult ground, and can move across these kinds
of terrain as if they were moving in the open.

IMPASSABLE TERRAIN For other troops types, when measuring a move


Some kinds of terrain are simply impassable to across difficult ground, double the measured
troops on the ground, whether they are human distance. So, a tank with a Speed of 6" can move
or Martian. If terrain would be impassable in only 3" across an area of rubble, for example. As
real life, then it is impassable to our armies, too. measurements for movement are made from
Examples include deep water such as a big river the center-front of a model’s base or body, the
or oceans, steep cliffs, and sheer canyon sides. distance moved across difficult terrain will be the
Conceivably, such terrain might be crossable by distance moved by the center-front, ignoring the
boats in the case of water, or by airplanes flying rest of the model. In other words, a tank that is
overhead; however, to the troops that form our moving over difficult ground is no longer moving
armies, these features are normally considered over difficult ground once its center-front is clear.
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. Scenic Models
If you choose to represent terrain with
highly-detailed scenic models, for
Representing Terrain example of buildings, ruins, or trees,
then you will probably find it physically
The rules governing the size and shape of impossible to move elements on top
terrain are formulated to make matters of the house models, ruined walls,
as clear as possible. For that reason, the individual trees, and so on. This is why
dimensions of the model terrain must it is important to arrange scenic models
be defined, and the kinds of terrain in a way that allows for tanks, and other
represented must be limited to a number vehicles, to move, leaving sufficient space
of broadly defined types. All of this can for infantry to deploy and for artillery
be ignored if both players agree to do so, to set up. Some players are happy to
and choose instead to rely on their natural treat entire areas of terrain abstractly,
creativity and willingness to interpret the considering that a model tree merely
rules for themselves. denotes that the indicated area is wooded,
and it is therefore perfectly acceptable
This enables players to create battlefields to move individual tree models to allow
that are entirely forested, vast areas of for the passage of troops. While in real
ruins, twisting canyons towering over a life trees don’t just get out of the way,
river running from one side of the table to everyone will agree that real men can
another, and so on. These extreme kinds move through a wood; they don’t have
of terrain will tend to favor specific types to deal with the inconvenience of being
of troops, and will often give one side a attached to a large base or being made
considerable advantage. However, they of rigid metal or plastic! This is really an
make for really interesting, attractive, and aesthetic choice, rather than a matter for
challenging games, and can be great fun the rules, and it is left to the players to
for those willing to make the extra effort. deal with as they find most practical.

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When an element moves partly in the open


and partly through difficult ground, double the
distance moved over the difficult ground and Shooting from cover
measure movement over open ground as normal.
A shooting element can draw line of sight
through cover it is occupying without
this conferring a bonus to the target for
COVER intervening cover. Each element must still
be able to see the target to shoot, but its own
Different kinds of terrain offer different levels of
cover does not count as intervening cover:
cover to units positioned within it. The bonus
it does not get in the way! It is assumed that
varies depending upon the size and type of cover
troops arrange themselves so they are able
and, to some extent, upon the size and type of
to see out of their cover, taking up positions
the unit. These values are given on the Terrain
that offer the best field of fire.
chart on the next page.

WITHIN COVER base, or body area, is obscured from at least


To count as ‘within cover’, at least half of the half of the shooting elements. If a lesser portion
base area of the entire unit must be within the of the target is obscured, it does not count as
terrain in question. In the case of units that behind cover from the intervening terrain.
consist of a single model, this is easy to establish:
the model is in cover if at least half of it is within As with units within cover, there will be
the terrain. In the case of units that consist of occasions when it is impossible to tell whether
more than one element, the entire unit is in a unit is obscured by intervening cover or
cover if at least half of the total base or body area not, in which case a die is rolled to decide, as
of the unit is within terrain. This is regardless of described to the left.
whether all elements are half within terrain, or if
some are totally within and some totally outside.
As you will see, cover always applies to entire DEFENSE AND ARMOR
units, and never to individual elements, even BONUSES FROM COVER
where individual elements may appear to be in The chart on the next page shows the bonuses
cover or not. that apply to different kinds of unit in different
kinds of cover. The bonus applies if the target is
Note that there will always be the odd situation within cover, and also where the target is partly
where it’s impossible to tell whether a unit is obscured by intervening terrain of that type,
within cover or not, in which case the fairest as noted to the left. In the case of intervening
solution is to roll a dice for it: 1-5 is no cover, topography that doesn’t otherwise count as
and 6-10 is in cover. cover, such as hills, the bonus is +3 Defense, as
shown on the terrain chart.

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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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 behind
Unit B 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
a total bonus of +6 Def
Lobototons
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 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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Advanced Rules Heavy Barrages


Some especially powerful units are capable
This section of the book is called Advanced
of firing a barrage with a greater barrage
Rules because you really need a grasp of the
value than 4, but the maximum size
basic game to understand how the following
template is 4". In this case, we add +1 to the
rules work. Some of the rules in this section are
Power of the barrage for every barrage value
only relevant to specific scenarios, and won’t be
over 4. So, for example, a barrage value of 6
used all that often. Other rules are actually very
would use the 4" barrage template, but with
common, such as the Barrage Weapons rule
an extra +2 Power bonus.
and rules for Heat Rays, but because they work
slightly differently from other types of attack,
their explanations have been left until this
point in the rules. Don’t be put off by the term
‘advanced,’ as most of the individual rules are Step 1) Pick a unit to shoot with and nominate
easy enough to understand in themselves. an enemy unit as its target.

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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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 The 3" barrage template is placed so that it hits both the Tripod
may be required for (its original target) and two of the Lobototon elements screening it.
different targets if
they have different
Defense values. If an element is hit, themselves or avoid danger. Two rolls of 5 hit
roll for damage, and once again the Lobototons. The Tripod is a harder target
different scores may be required and requires a 6 to hit, but a roll of 8 indicates
where elements have different Armor the barrage lands on target. Cheers go up
values. Hits from Barrage weapons from the American lines – well, from the
ignore Defense and Armor cover player anyway!
bonuses from intervening terrain
(bonuses from being within cover Next, the shooter gets to roll to cause damage.
apply normally). The Lobototons have taken two hits, so roll
two dice for damage. Lobototons need a score
Step 5) Apply damage. Elements that become of 6 or more to be damaged, and the dice roll
casualties are removed from the unit 4 and 9, but the Howitzer has a Power value of
and the player takes any morale check +3, so adding the Power value to the scores we
required in the same way as for other get to 7 and 12 – easily enough to splatter both
shooting. Tripods and machines with Lobototon elements. The Tripod is a much
Damage Resolution Charts make the tougher proposition with Armor of 12, so even
appropriate roll. with the Power +3, the shooter will need to
roll a 9 or 10 to score damage. The die reveals
a miserable 2; so no chance this time around.
EXAMPLE Never mind – two Lobototons isn’t a bad bag
A battery of three Mk II Mobile Artillery shoots – and we certainly gave the Martian player a
at a Martian Tripod that is advancing behind a nasty scare.
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 Tripod is within range and line-
of-sight, so no problems there. 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 is a good idea, as the more units
you can hit with the barrage, the better.

The shooter makes two rolls to hit the


Lobototons, and one roll to hit the Tripod.
The Lobototons are relatively easily hit on a
4 or better – largely because they are ambling
about mindlessly and take no pains to conceal

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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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in that phase. The unit that is being carried can


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

If two or more transport units have joined


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

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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).

Units that remain towed at the end of the first


move phase cannot shoot during the combat

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themselves. Mobile blips can only move in


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

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placed within 12" of the center-point of the


AMBUSH terrain feature where they are hiding. Ambushers
In some scenarios, human infantry units are revealed by a Detector are placed on the table as
allowed to set up in ambush. If a unit sets up in soon as this condition is met.
ambush, it is not deployed onto the battlefield
at the start of the game, either openly or as Otherwise, ambushing units can be placed on
a hidden unit. No ‘blips’ can be deployed on the battlefield by the player at the beginning of
its account – either a ‘blip’ representing the any of his first move phases. The player must
unit itself or decoys (See Hidden Units on the reveal his written instructions for the units he is
previous page for more about this). placing as he positions them. The player places
all the unit’s elements within the indicated
Instead, while the army deploys, the player terrain area, making sure that each element is
chooses a terrain area where he wishes the entirely within the area, and the unit itself is in
unit to set up in ambush. The scenario will formation and more than 1" from any enemy.
specify where ambushing units are allowed to Once deployed, the unit can act normally. For
deploy – for example, either within the player’s example, in the player’s own turn, ambushing
own half of the table or anywhere on the table. infantry could immediately emerge, make a
When the player has decided where to place move and assault an enemy.
his ambushing unit, he must write this down,
clearly listing the unit and the terrain feature Note that it is perfectly possible for an
where it is placed. The terrain area chosen for ambushing unit to lie low and allow enemies
the ambush must lie at least partially within to move right over them, popping up behind
the area specified for ambush deployment, the enemy lines later on. No enemy, barrage, or
but it does not have to lie wholly within this other activity can reveal an ambush, except for a
area: a terrain feature that partly lies within Martian detector, as already noted.
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.
STEALTH
Ambushers remain unseen, waiting; concealed in The stealth rule affects the movement of hidden
pits, tunnels, or otherwise so well disguised that units as explained in the rules for Hidden Units.
even the presence of enemy troops within the It is a common rule for human infantry and
terrain area does not reveal them. The only thing allows them to move around the battlefield as
that can reveal an ambushing unit is a Detector blips without being identified.

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Once a trap has been activated, it has no further


TRAPS effect during the game – either all of the traps in
In some scenarios, a player is allowed to set up the area have been set off, or the enemy is now
traps at the start of the game. Traps consist of alerted to the presence of traps and will not be
covered pits rigged with explosives, mines, bear caught by them.
claws, and steel trip-wires that detonate shells or
high explosive charges. Traps are laid in terrain
areas and will most likely include a number of RESERVES &
individual booby-traps or pits.
REINFORCEMENTS
To lay a trap, the player secretly indicates the In some scenarios, players are given the option
terrain area, writing down the trap’s location at of keeping a portion of their forces in reserve at
the start of the game. The scenario will usually the start of the battle. In some instances, they
specify where traps can be placed; for example, are obliged to do so. Reserves can enter the
either wholly within the player’s half of the table battlefield from the second turn onwards.
or anywhere on the table. You can place only a
single trap in an area of terrain. In other scenarios, a portion of units must be
kept back from the battle as reinforcements.
Friendly units ignore traps because they know Reinforcements can only enter the table when a
where they are and can avoid them. Friendly suitable test is made, and may or may not turn
units can deploy into terrain that includes traps, up at all.
and can move through these areas without
hindrance. However, elements from the opposing
side trigger traps as soon as they move into a RESERVES
terrain area where traps are set. The player who Reserves are troops positioned just behind the
has set the traps must indicate that they have battlefield, ready to move onto the tabletop
been triggered when the enemy unit moves into when and where they are needed during the
the terrain feature, as soon as the first element in game. Units placed in reserve can enter the
the enemy unit makes its move and crosses into tabletop along the player’s own edge from the
the terrain feature, even if it does so only partially. second turn of the game onwards. They can
The effect of traps is worked out immediately and enter in either move phase and measure their
interrupts the normal sequence of play. Elements movement from the table edge. Units can enter
that survive the trap can complete their move. at any point along the player’s table edge. It is
not necessary to bring all reserves on at the
Roll 1 attack for each element in the enemy same time, or to bring them on in the same
unit. It does not matter how many individual place. Each unit can be brought on when and
elements move into the terrain feature where where it is needed.
the trap is set – roll 1 attack for each element in
the entire unit. Traps have a ‘to hit’ and Power Units brought on from the third or subsequent
bonus of +4, and no cover bonuses apply to turn of the game can also move on to the
units affected by traps. tabletop from any point along the side edges of
the player’s own half of the table. This represents
units that have moved around the edge of the
battlefield, possibly outflanking enemies already
Traps and ambushes taking part in the fighting. Note that these
outflanking units cannot enter the table any
Note that traps can be set up in the same
further forward than the table’s halfway line, i.e.
terrain areas as ambushing units – the
not in the other player’s ‘half ’ of the table, and
ambushing units are aware of the traps,
cannot therefore be used to bypass, for example,
having most likely laid them – and are only
defenses in the Fortress or Redoubt scenarios.
waiting for the enemy to stumble into the
snare before they pounce.
Reserves that have not entered the table by the
final turn of the game count as casualties.

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REINFORCEMENTS Reinforcements that fail to arrive before the


Reinforcements are troops that are on their way battle is over do not count as casualties. Note
to the battlefield but which may still be some that this is different to reserves, which do count
way off. Whereas reserves will automatically as casualties, as described on the previous page.
deploy when and where they are needed,
reinforcements must make a test to determine
when and if they arrive.
BUILDINGS
Units that are held back as reinforcements Buildings are included in the terrain charts as a
must test from the second turn onwards to general terrain category; this section introduces
determine when they arrive at the battle. Test additional rules for substantial, large buildings
separately for each unit at the start of each turn – the sort of construction that covers at least
until it arrives. one entire terrain area, and potentially more.
At the turn of the twentieth century, large,
Units enter the tabletop along the player’s multi-story buildings are relatively rare, but
own edge in the first move phase of the turn thanks to the use of the steel-framed ‘Chicago
they arrive, measuring their movement from skeleton,’ it is now possible to build upwards
the table edge. Units can enter at any point ten or even more stories. Such tall and sturdy
along the player’s own table edge. Note that constructions make ideal strong points in the
reinforcements cannot move onto the table war against the Martian invader, as during the
along the side-edges, while reserves can as battle of St. Louis, where the dogged defense
described on the previous page. of the ten-story Wainwright Building, built in
1891, saw some of the most intense fighting of
At the start of each of the player’s turns after the first, the whole war.
roll a die for each unit held back as reinforcements.
These new kinds of buildings are restricted
Score Result to America’s largest cities, most notably
1-5 No show – the unit does not arrive Chicago and New York. The latter city is home
that turn. Test again next turn. to the famous Fuller, or ‘Flatiron’ Building,
towering over the surrounding district at no
6-8 The unit can move onto the table as less than twenty-two stories tall. The proposed
normal that turn but cannot make Metropolitan Life Insurance Company Tower in
an attack. New York was planned to be the tallest building
in the world at 700 feet, but construction,
9-10 The unit can move onto the table intended to begin in 1909, was halted while
and make an attack that turn if it is materials were diverted to the war effort.
otherwise able to do so. This means
the unit can shoot or even mount an The cover value of large buildings is given in the
assault if it can reach an enemy. Terrain chart.

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Note that buildings are impassable to all units


other than infantry, although artillery can be
DEFENSE WORKS
set up inside buildings in some scenarios, i.e. The rules distinguish between two types of
emplaced. Once positioned in this way, artillery defense works. These are: field fortifications
cannot be moved. The cover values for vehicles and fortresses.
and machines are included in the chart to take
account of intervening buildings in situations The rules for field fortifications cover the
where targets are partly obscured, such as when a majority of field-defense works, from simple
Tripod is lurking behind the corner of a building. foxholes and slit trenches to machine-guns
nests, firing pits, barbettes, emplaced gun
Substantial buildings are eligible targets for turrets and concrete bunkers linked by
attack, and can be shot at, or assaulted, as if they underground tunnels. These kinds of defenses
were enemy units. This allows buildings to be form a part of all the major defensive lines
damaged and reduced to rubble. Buildings that across America.
lie beneath barrage templates, or sweeping Heat
Ray attacks, are also treated as separate targets, The rules for fortresses cover the huge defensive
in the same way as units of troops. walls raised behind the major rivers of the
United States and around the largest cities. These
Buildings have a Defense value of 2. It is – are far more formidable than field defenses and
admittedly – hard to miss a building! Note that present a massive physical barrier to the enemy,
a building doesn’t provide cover for itself – only as well as serving as a base of operations for the
for troops inside it. troops stationed within them.

Buildings have an Armor value that varies


depending upon the building’s construction. FIELD FORTIFICATIONS
Although these rules are mostly concerned with Field fortifications are treated as a special kind
substantial buildings constructed from steel, of terrain area. This area can include any of
stone and concrete, account is also taken of the following: earthworks, trenches, foxholes,
sprawling, low-level workshops and factories, bunkers and fixed emplacements of one kind
which might be made of flimsier materials such or other. Note that this includes things like gun
as wood, sheet metal or brick. pits and barbettes for artillery and firing pits
for tanks that are ‘dug in.’ Field fortifications
Building Armor can be substantial, such as armored turrets in
Wooden or sheet metal, 5 fixed emplacement and concrete blockhouses
or single story brick building and bunkers.

Multi-story brick building 6 Some of the scenarios described later include


field fortifications, either for free or at an
Steel-framed stone or 7 optional cost for the defending force.
concrete clad multi-story building
The scenarios describe the types of fortification
To simplify matters, a further value is allocated present and indicate where fixed weapons, such
to each building to indicate how much damage as gun turrets, are included. These scenarios
it can take. For a building that stands upon represent battles where one side is defending
a single terrain area, the standard value is 5, prepared positions against enemy attack
rising to 6 if the building covers two such areas, (usually, humans defending against Martians).
7 if three, and so on. If a building is hit and In these cases, individual areas of fortification
damaged, place damage markers on the building represent a network of trenches, foxholes,
to indicate how much damage it has taken. bunkers, firing pits and whatever features the
players wish to model. These are typically either
Once a building has taken as much damage as 4-inches square or 4-inches by 6-inches deep –
it can, it is reduced to rubble, and it counts as a i.e., large enough for a single infantry element to
rubble terrain area. fit across the width.

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Units from both sides can move over field FORTRESSES


fortifications, which count as difficult ground to The Fortress scenario on page 157 of the main
all troops except infantry. Fortifications always rulebook features a long defensive fortress wall
belong to one side. This is always the human which the Martians must attempt to breach.
side in the scenarios described in this book. The Fortress walls are assumed to have plentiful
cover benefits to Defense and Armor count for firing positions built into them, including turrets
the side they belong to, but do not count cover or other emplacements for artillery, and firing
at all to the opposing side. Cover benefits are pits for tanks. The fortress wall is represented by
given on the Terrain charts on page 27. a series of linked wall sections. Each section is
treated as a separate target with a Defense value
Field fortifications often include armored of 2 and an Armor value of 14.
turrets or raised turret towers armed with
guns. These static units do not benefit from Enemy units can target the fortress wall itself or
cover bonuses because they are conspicuous any enemy units positioned on the wall. Units
by nature and positioned to give them a clear positioned on the wall receive the same bonuses
field of fire. These turrets have standard stats for cover as units in field fortifications. Attacks
as follows. upon the fortress wall can also affect units
positioned on the wall, as noted on the Fortress
Element: Armored Turret Damage Resolution chart below.
Type: Exceptional
Speed: Static A fortress wall cannot be crossed until it
Defense: 3 has been breached as described above. An
Armor: 10 unbreached wall is impassable to the enemy.
Weaponry: Varies Friendly units, including vehicles and tanks,
Special: Field Fortification cannot cross the wall either, but can move along
it, or up onto it from the other side.

Fortress Damage Resolution CHART


If a fortress wall section suffers damage from an enemy unit’s shooting or an assault, it is not
automatically destroyed. Instead, roll a die and consult the following chart. If the fortress wall
has suffered more than one point of damage from the attack, add +1 to the die roll for each
additional point of damage scored. For example, if a fortress wall were to suffer 2 points of
damage from an enemy unit’s attack, roll a die and add +1. If it suffers 3 points of damage add
+2, and so on.

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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The crater rim is treated in a similar way to a


MARTIAN REDOUBTS long ridge or hill stretching across the table.
The huge bases built by the Martian invaders Because it consists of loose rubble and soil, it
are generally referred to as ‘Redoubts.’ is very difficult for troops or vehicles to cross,
Redoubts take the form of a crater. Behind although Martian Tripods and other machines
the wall-like rim of the crater lies an can cross without great difficulty.
underground complex and secret inner-
works hidden from human eyes. The rim Tripods and other Martian machines treat the
consists of the heaped spoil of Martian crater rim as difficult ground, reducing speed to
excavation, and forms an outer barrier that is half pace, but are otherwise unaffected.
both steep and difficult to ascend because it
consists of loose soil and rubble. All other elements treat the crater rim as
difficult ground and also risk becoming either
The Redoubt scenario on page 162 of the main bogged down or stuck altogether when they
rulebook features the rim of a Martian base, attempt to move over it. Note that this includes
which the humans must attempt to break Martian Lobototons as well as human infantry
through. The rim is represented by a length of and other units.
crater rim stretching across the table from one
side to the other. • 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 unit is affected.

• If a unit moves onto a crater rim, halt each


element as soon as it has moved entirely onto
the rim, or as soon as it reaches the mid-point
of the rim if the model is very long, and make
a test to see if it is affected.

A test is made as follows. Make just one test for


the entire unit; all of its elements moving over
the crater rim are affected. Roll a die. Add +3
if the element is infantry other than mounted
troops on motorbikes or horses.

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.

6-8 Bogged Down! If the element is


infantry, it can only move in one
move phase that turn, and if testing
for its second move phase it cannot
move if it has already done so that
turn. If not infantry, the element
cannot move further that turn.

9-13 Keep Going! The unit continues


to move normally over the crater,
counting it as difficult ground
(half speed).

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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

• Each friendly Command unit


destroyed in the previous turn . . . . . . . . . . . . -1
TURN SEQUENCE
1) Initiative Phase
The initiative phase establishes which side is
side ‘A’ and which is side ‘B.’
SHOOTING
The basic procedure for shooting is as follows.
2) Side A’s Turn
First Move phase Step 1) Pick a unit to shoot with, and nominate
Combat phase an enemy unit as its target.
Second Move phase
Step 2) Check the range and line of sight for
3) Side B’s Turn each element in the shooting unit.
First Move phase
Combat phase Step 3) Roll a die for each weapon that has
Second Move phase line of sight to the target. Each die that
rolls equal to or greater than the target’s
4) End Phase Defense scores a hit. Dice that fail to
score hits are misses and are ignored.
The turn is complete. Begin another turn
starting with the Initiative phase and so on. Step 4) 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
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 destroyed for each
point of damage scored, i.e. one point
of damage ‘kills’ one element, and that
element is removed. However, in the
case of larger and more durable targets,
such as Tripods and some machines,
rather than removing one element for
each point of damage, a further test is
made using the Damage Resolution
Chart for the target (see next page).

Step 6) Check the morale of the target unit at


the end of the Combat phase. See page
16 for more about how to do this.

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Step 3) For each point of damage scored on the


ASSAULT target unit, remove one element as a
Step 1) Roll a die for each element that is casualty. In the case of larger and more
fighting. Each die that rolls equal to or durable Tripods and machines, rather
greater than the target’s Defense scores than removing one element for each
a hit. Dice that fail to score hits are point of damage, a further test is made
misses and are ignored. using the Damage Resolution Chart for
the target (see below).
Step 2) Roll a die for each hit scored on the
target. Each dice that rolls equal to or Step 4) Check the morale of the target unit at
greater than the target’s Armor scores a the end of the Combat phase. See page
point of damage. Dice that fail to score 16 for more on morale.
damage have no effect and are ignored.

TRIPOD DAMAGE RESOLUTIOn CHART


Score Result
1-5 The Tripod is lightly damaged. The Tripod’s Armor stat is permanently reduced by 1, but
otherwise it is unaffected.
6 The Tripod is damaged and crippled. The Tripod’s Armor stat is permanently reduced by
1. In addition, every time the Martian player wishes to move the Tripod, both players roll
a die, and the highest scoring player can move the Tripod anywhere up to the number of
inches equal to the combined score rolled. For example, if the Martian player rolls 3 and
the human player rolls 7, the human player moves the Tripod up to 10". If both players roll
the same, the Tripod does not move.
7 The Tripod is damaged and its weapons are disabled. The Tripod’s Armor stat is
permanently reduced by 1.
In addition, every time the Martian player wishes to shoot with the Tripod, both players
must roll a die. Whichever player rolls the highest score can shoot with the Tripod: this
means that sometimes 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 must lie within a range no greater than the
sum of the players’ initial die rolls combined and doubled. For example, if the Martian
player rolls a 3 and the opposing player rolls a 7, the opposing player can shoot (because
he has the highest score) up to a range of 20 inches (3+7 = 10, x 2 = 20). In any case, the
range cannot be greater than the weapon’s maximum range, of course.
The target must lie within this range and within line of sight of the Tripod, but otherwise
any unit from either side can be selected as the target. If no target presents itself, then the
Tripod does not shoot. If both players roll the same, the Tripod does not shoot.
8 The Tripod is badly damaged. The Tripod’s Armor stat is permanently reduced by the
score of a D10. If this reduces the Tripod’s Armor to zero or less, the Tripod is destroyed as
described in 9 below.
9 The Tripod is destroyed. It crumples to the ground in a heap of tangled metal!
10+ The Tripod is destroyed and explodes in a spectacular fashion! If there are any other
units within 6" of the destroyed Tripod, from either side, these are all caught in the
explosion. Each unit suffers 3 hits with a Power level of +2. Work out the results of these
attacks immediately.

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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).

BUILDINGS CHART REINFORCEMENTS CHART


Building Armor At the start of each of the player’s turns after the first,
Wooden or sheet metal, 5 roll a die for each unit held back as reinforcements.
or single story brick building
Score Result
Multi-story brick building 6 1-5 No show – the unit does not arrive
that turn. Test again next turn.
Steel-framed stone or 7
concrete clad multi-story building 6-8 The unit can move onto the table as
normal that turn but cannot make
an attack.

9-10 The unit can move onto the table


and make an attack that turn if it is
WEAPON PROFILES otherwise able to do so. This means
Weapon Range Power Special
the unit can shoot or even mount an
Rifle 15" –
assault if it can reach an enemy.
Machine-Gun 20" +1 Rapid Fire 3
Heavy Heat Ray 30/15" +3/+2 Sweep
Medium Heat Ray 20/10" +2/+1 Sweep
Light Heat Ray 10" +1

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Fortress Damage Resolution CHART


If a fortress wall section suffers damage from an enemy unit’s shooting or an assault, it is not
automatically destroyed. Instead, roll a die and consult the following chart. If the fortress wall has
suffered more than one point of damage from the attack, add +1 to the die roll for each additional
point of damage scored. For example, if a fortress wall were to suffer 2 points of damage from an
enemy unit’s attack, roll a die and add +1. If it suffers 3 points of damage add +2, and so on.

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

46
ALL QUIET ON THE MARTIAn FRONT

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

47
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

48

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