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Main Elements/

Human Units Type Range Power Speed Defense Armor Special Rules
Armament Unit
Rifles 15" -
Infantry Squad Infantry 6" 5 4 Stealth 3
Grenades Assualt 2

MG Squad Infantry HMG 20" 1 4" 5 4 Stealth, Rapid Fire 3 3

Mk II Steamer Tank 1 x 4" Gun 30" 2 6" 4 8 None 3


Mk IIc Command 1 x 4" Gun 30" 2 Command Vehicle,
Tank 1 6" 4 8 1
Steamer 1 x HMG 20” Rapid Fire 3
3 x 4" Gun 30" 2 Sponsons
Mk III Steamer Tank 1 6" 4 8 3
1 x HMG 20” Rapid Fire 3
Main Elements/
Martian Units Type Range Power Speed Defense Armor Special Rules
Armament Unit
Heavy 30" 3
Assualt Tripod Tripod 2 8" 6 11 1
Heat Ray 15” Sweep
Green Gas 10" 2 Barrage 2, Green Gas
Medium 20" 2
Scout Tripod Tripod 1 10" 6 10 1
Heat Ray 10” Sweep

Target'Cover*'
Terrain' Tanks'&' Tripods'&' Movement' Notes'
Infantry' Ar3llery'
Vehicles' Machines'
Difficult%ground%to%all%
So='ground' None% None% None% None% Marsh,%swamps%shallow%water,%or%boggy%or%muddy%ground.%
but%infantry%
Light'Cover'scrub/ Def%+2%%%%%%%Def%+1%%%%%%%%% Difficult%ground%to%all% Light%woodland,%orchards,%Red%Weed,%scrub,%cactus%or%a%
None% None%
light'woods' but%infantry% field%of%crops%
Def%+3%%%%%%%%%
Def%+2%%%%%%% Def%+1%%%%%%%%%Def%+1%%%%%%%%% Difficult%ground%to%all%
Heavy'Woods' but%infantry%
Dense%woodland,%forest%or%jungle.%
Def%+2%%%%%%% Def%+1%%%%%%%%%
Def%+3%%%%%%%% Difficult%ground%to%all% BoulderGstrewn,%rocky,%craggy,%steep,%heavily%cratered%or%
Rough'Ground' None%
Arm%+1% but%infantry% piJed%ground.%
Def%+2%%%%%%%% Def%+1%%%%%%%%%
Def%+3%%%%%%%% Difficult%ground%to%all%
Rubble' None% Low%ruined%or%partly%ruinous%areas%of%building%or%rubble.%
Arm%+2% Arm%+1% but%infantry%
Def%+2%%%%%%%% Def%+1%%%%%%%%%Def%+1%%%%%%%%% Impassable%to%all%but%
Def%+4%%%%%%%%
Tall'Buildings' Arm%+2% Arm%+1% infantry%
Towering%ruins%or%large%buildings.%

For3fica3ons% Def%+4%%%%%%%%
Def%+4%%%%%%%% Def%+1%%%%%%%% Def%0%%%%%%%%% Difficult%ground%to%all% ForRficaRons,%trenches,%fox%holes,%gun%pits,%bunkers%and%
(defenders%only)' Arm%+2% Arm%+2% Arm%+1% Arm%+1% but%infantry% earthGworks.%
Hills%are%open%for% Intervening%topography%(target%parRally%obscured%by%hills,%
Intervening'Hill' Def%+3%%%%%%%%%
movement% ridges,%etc)%
Deep%water%such%as%lakes,%sea%and%deep%rivers,%Sheer%drops%
Deep'Water' N/A% N/A% N/A% N/A% Impassable% such%as%chasms,%escarpments,%cliffs%and%canyon%sides.%
*To%count%as%'within%cover'%at%least%half%the%base%area%of%the%unit%must%be%within%the%terrain%in%quesRon.%

Human%Morale% Tripod%Damage%Table%
Roll%1d10%and%subtract%1%for%each%unit%lost%during%that%phase.% Modified'Die'
Result'
Roll'
5+%unit%passes%%
1G5% Reduce%Armor%by%1%(Light%Damage)%
4%or%less%unit%routes%% Crippled:%reduce%armor%by%1;%to%move%both%sides%roll%1d10.%%High%die%
%%%If%within%3"%of%enemy%unit%is%destroyed% 6% moves%tripod%up%to%total%of%Combined%dice%in%inches.%%Tie%means%no%
%%%ConRnues%to%move%full%rate%to%own%edge%of%table,%cannot%fight% move.%
Weapon%disabled:%reduce%armor%by%1;%If%wishes%to%shoot,%both%sides%roll%
%%%Stops%at%table%edge%and%rolls%once%more%
7% 1d10.%%High%die%fires%tripod%not%to%exceed%2x%combined%dice%in%inches%or%
%%%%%%If%passes%then%regroups%and%reenters%as%reinforcements% max%range%whichever%is%less.%%Tie%means%no%fire.%
%%%%%%If%fails,%then%is%removed%as%casualRes% 8% Badly%damaged:%reduce%armor%by%1d10.%%%
*Commanders%within%6"%can%reroll%a%failed%roll%
9% Tripod%destroyed:%Falls%to%a%heap%on%the%ground.%
**%Order%token%can%be%used%to%save%a%rouRng%unit%
Tripod%destroyed%and%explodes:%Any%unit%within%6"%takes%3%hits%with%
10+%
Sequence% power%level%of%+2.%Resolve%these%aJacks%immediately.%
1.%IniRaRv:%Each%side%rolls%1d10.%%Winner%decides%to%move%first%(A)%or% If%armor%is%reduced%to%zero%or%less%tripod%is%destroyed%per%9%above.%
second%(B).%
2.%Side%A:%First%Move%Phase;%Combat%Phase;%Second%Move%Phase%
3.%Side%B:%First%Move%Phase;%Combat%Phase;%Second%Move%Phase%
All%Quiet%on%the%MarRan%Front%%
Quick%Reference%Sheet%Jan%2015%cjw%
4.%Turn%ends.%%Begin%new%turn.%
Martians
Main Elements Pts/
Martian Tripods Type Armament
Range Power Speed Defense Armor Special Rules / Unit Unit
Heavy Heat 30" 3
Assault Tripod Tripod 2 8" 6 11 1 200
Ray 15” Sweep
Black Dust 10" 1 Barrage 4, Black Dust 50
Green Gas 10" 2 Barrage 2, Green Gas 50
Medium 20" 2
Scout Tripod Tripod 1 10" 6 10 1 150
Heat Ray 10” Sweep
Targeter 5
Medium 20" 2 Controller
Slaver Tripod Tripod 1 6" 6 10 1 100
Heat Ray 10” Sweep
Shock 50" 2 Innacc(-2 to hit), Shock(reroll
Grenadier Tripod Tripod 1 4" 6 10 misses) Dust = Barrage 2x2=4 1 100
Black Dust 50”
Gatherer Tripod Tripod None 6" 6 11 1 50
Md Heat Ray 20"/10" 3/2 Sweep
Harvester Tripod Tripod 4x Reap Tent Assault 2 6" 6 11 Reaper Tentacles 1 150
Reap Claw Assault 5 Reaper Claw
Main Elements Pts/
Martian Infantry Type Armament Range Power Speed Defense Armor Special Rules / Unit Unit
Lt Heat Ray 10" 1 Drones,
Drones Infantry Reap Tent 2 6" 6 7 3 60
Assault Reaper Tenacles
Lt Heat Ray 10" 1 Drones, Fly
Hover Drones Infantry Reap Tent 2 6" 6 7 3 70
Assault Reaper Tenacles
Stinger 4
Assault 2 Drones
Scorpion Drones Infantry Slicer&Rea 8" 6 7 3 100
Assault Rapid Fire 2
per
Barrage 1, Innaccurate (-2
Shock
Shock Drones Infantry 20" 1 6" 6 7 to hit), Shock (reroll 3 60
Cannister
misses)
Blasters or 10" 1 Blasters or
Lobototon Infantry 4" 4 6 3 20
Slicers Assault 1 Slicers

BEF Stats
Main Elements Pts/
Infantry Units Type Range Power Speed Defense Armor Special Rules
Armament / Unit Unit
Rifles 15" -
Stealth
BEF Infantry Squad Infantry Coil Gun 15" 2 6" 5 5 2 35
Coil Gun
Grenades Assault 2
Stealth, Rally,
BEF Command Squad Infantry Rifles 15" - 6" 5 5 1 25
Field Commander
Vickers MG Squad Infantry HMG 20" 1 6" 5 5 Stealth, Rapid Fire 3 3 50
Rifles 15" -
Cavalry Squad Infantry 8" 6 5 Mounted 3 55
Grenades Assault 2
Exp Rifle 15" 1
Assault Squad Infantry 6" 5 5 Stealth 2 60
Explosives Assault 3
Main Elements Pts/
Artillery Units Type Range Power Speed Defense Armor Special Rules
Armament / Unit Unit
2-Pound Heavy Coil 2lb Heavy Tow Heavy Field Gun, Heavy
Artillery 60" +4 5 4 1 90
Gun Coil Gun Only Coil Gun (misfires on '1')
Main Elements Pts/
Armor Units Type Range Power Speed Defense Armor Special Rules
Armament / Unit Unit
Spector Armored Car Vehicle 1 x HMG 20" 1 10" 5 6 Turret, Rapid Fire 3 1 55

Defiant Armored Car Vehicle 1 x 6-pdr 20" 2 10" 5 7 Turret 1 55


1 x 17-pdr 30" 3
Imperial Tank MK I Tank 1 7" 4 8 Rapid Fire 3 3 270
1 x HMG 20”
US Army
Main Elements/ Pts/
Infantry Units Type Range Power Speed Defense Armor Special Rules
Armament Unit Unit
Rifles 15" -
Infantry Squad Infantry 6" 5 4 Stealth 3 30
Grenades Assault 2
Grapples & Hidden in
Forlorn Hope Infantry Assault 3 6" Special +15
Explosives Inf Sqd
Stealth, Rally, Field
Command Squad Infantry Rifles 15" - 6" 5 4 3 30
Commander
MG Squad Infantry HMG 20" 1 4" 5 4 Stealth, Rapid Fire 3 3 40
Rifles 15" -
Rapid Fire 3 MG -1 to hit Tow
Rough Rider Squad Infantry HMG 20" 1 10" 7 4 3 45
Cable
Tow Cable Assault Special
Rifles 15" -
Cavalry Squad Infantry 8" 6 4 Mounted 3 35
Grenades Assault 2
Arm Cav with Expl Infantry Explosives Assault 3 +15
Heavy Rifle 10" 1
Armored Infantry Squad Infantry 4" 5 5 Stealth, Gas Proof 3 65
Grenades Assault 2
Unarmed Civilians Infantry None 6" 4 3 By scenarios or objectives 1 0
Main Elements/ Pts/
Artillery Units Type Range Power Speed Defense Armor Special Rules
Armament Unit Unit
Field Gun Battery Artillery Howitzer 60" 3 4" 5 5 Field Gun, Barrage 1 3 80
Heavy Tow Fixed Position, Bombardment,
Heavy Field Gun Battery Artillery 150" 4 3 5 3 160
Howitzer Only Barrage 3
3 Tow Heavy Field Gun, Barrage 1,
Anti-Tripod Gun Artillery A-T Gun 30" 5 6 1 80
4 Only A-T Shell
Holt Mobile Arty Stmer Vehicle Lt Howitzer 60" 2 6" 4 6 Barrage 1 3 160
Howitzer 60" 3
Mk II Mobile Artillery Vehicle 6" 4 7 Barrage 1 3 250
HMG 20" 1
Heavy Artillery Heavy Fixed Position, Bombardment,
Artillery 150" 4 None 3 5(10) 1 50
Barbet +5pts, Tur +25pts Howitzer Barrage 3
Tesla Electric Artillery Lightning
Vehicle 40" x dice 6" 4 7 Lightning Gun 1 350
Steamer Gun
Holt Gun Tractors Vehicle None 6" 4 6 Tow 3 25
Main Elements/ Pts/
Armor Units Type Range Power Speed Defense Armor Special Rules
Armament Unit Unit
Mk I Steamer Tank 1 x 3" Gun 30" 1 4" 4 7 None 3 120
Mk II Steamer Tank 1 x 4" Gun 30" 2 6" 4 8 None 3 165
Mk IIt Tractor Steamer Tank 1 x HMG 20" 1 6" 4 8 Tow, Rapid Fire 3 1 40
2 x 4" Gun 30" 2 Rare, Heavy Tank, Sponsons,
Mk IIb Interim Steamer Tank 1 3" 4 8 3 240
1 x HMG 20” Rapid Fire 3
Rare, Heavy Tank, Sponsons,
Mk IImg Tank 3 x HMG 20” 1 4” 4 8 3 180
Rapid Fire 3
3 x 4" Gun 30" 2
Mk III Steamer Tank 1 6" 4 8 Sponsons, Rapid Fire 3 3 225
1 x HMG 20”
Rare, Armored Infantry
Mk IIIs Infantry Support Tank 4 x HMG 20" 1 6" 4 8 1 75
Support, Rapid Fire 3
Mk IIc Command 1 x 4" Gun 30" 2 Command Vehicle,
Tank 1 6" 4 8 1 85
Steamer 1 x HMG 20” Rapid Fire 3
1 x 5" Gun 30" 3 Turret (5"or1.65"/HMG),
6 x 4" Gun 30" 2 Sponsons,
Mk IV Steamer Tank Tank 1 4" 4 10 1 190
2 x 1.65" or 30" Rapid Fire 2,
2 x HMG 20” 1 Rapid Fire 3
Mk IV Monitor Tank 1 x 7" Gun 40” 4 4" 4 10 7” Fire from Halt 1 190
Mk II Clamper Tank 6" 4 8 Steam Clamp 1 100
12" Gun 60" 7 Variable Damage (2d10),
Mk V 'Goliath' Machine 1 4" 4 10 1 375
4 x HMG 20” Rapid Fire 3, Turbine Blower
Main Elements/ Pts/
Support Units Type Range Power Speed Defense Armor Special Rules
Armament Unit Unit
Flivver Transports Vehicle 1 x HMG 20” 1 10" 5 4 Road Vehicle, Rapid Fire 3 3 25
Flivver Gun Carrier Vehicle Lt Howitzer 60" +2 10" 5 4 Barrage 1, Road Vehicle 3 60
Munitions Carrier Vehicle 1 x HMG 20" 1 6" 4 7 Extra Munitions, Rapid Fire 3 1 40
Fuel Tender Vehicle 1 x HMG 20" 1 6" 4 7 Refuel, Rapid Fire 3 1 25
Flivver Ambulance Vehicle None 10" 5 4 Medic, Road Vehicle, Spt Unit 1 15
Target'Cover*'
Terrain' Tanks'&' Tripods'&' Movement' Notes'
Infantry' Ar3llery'
Vehicles' Machines'
Difficult%ground%to%all%
So='ground' None% None% None% None% Marsh,%swamps%shallow%water,%or%boggy%or%muddy%ground.%
but%infantry%
Light'Cover'scrub/ Def%+2%%%%%%%Def%+1%%%%%%%%% Difficult%ground%to%all% Light%woodland,%orchards,%Red%Weed,%scrub,%cactus%or%a%
None% None%
light'woods' but%infantry% field%of%crops%
Def%+3%%%%%%%%%
Def%+2%%%%%%% Def%+1%%%%%%%%%Def%+1%%%%%%%%% Difficult%ground%to%all%
Heavy'Woods' but%infantry%
Dense%woodland,%forest%or%jungle.%
Def%+2%%%%%%% Def%+1%%%%%%%%%
Def%+3%%%%%%%% Difficult%ground%to%all% BoulderGstrewn,%rocky,%craggy,%steep,%heavily%cratered%or%
Rough'Ground' None%
Arm%+1% but%infantry% piJed%ground.%
Def%+2%%%%%%%% Def%+1%%%%%%%%%
Def%+3%%%%%%%% Difficult%ground%to%all%
Rubble' None% Low%ruined%or%partly%ruinous%areas%of%building%or%rubble.%
Arm%+2% Arm%+1% but%infantry%
Def%+2%%%%%%%% Def%+1%%%%%%%%%Def%+1%%%%%%%%% Impassable%to%all%but%
Def%+4%%%%%%%%
Tall'Buildings' Arm%+2% Arm%+1% infantry%
Towering%ruins%or%large%buildings.%

For3fica3ons% Def%+4%%%%%%%%
Def%+4%%%%%%%% Def%+1%%%%%%%% Def%0%%%%%%%%% Difficult%ground%to%all% ForRficaRons,%trenches,%fox%holes,%gun%pits,%bunkers%and%
(defenders%only)' Arm%+2% Arm%+2% Arm%+1% Arm%+1% but%infantry% earthGworks.%
Hills%are%open%for% Intervening%topography%(target%parRally%obscured%by%hills,%
Intervening'Hill' Def%+3%%%%%%%%%
movement% ridges,%etc)%
Deep%water%such%as%lakes,%sea%and%deep%rivers,%Sheer%drops%
Deep'Water' N/A% N/A% N/A% N/A% Impassable% such%as%chasms,%escarpments,%cliffs%and%canyon%sides.%
*To%count%as%'within%cover'%at%least%half%the%base%area%of%the%unit%must%be%within%the%terrain%in%quesRon.%

Tripod%Damage%Table% Goliath%Damage%Table%
Modified'
Result' Result'
Die'Roll'
1G5% Reduce%Armor%by%1%(Light%Damage)% Reduce%Armor%by%1%(Light%Damage)%
Crippled:%reduce%armor%by%1;%to%move%both%sides%roll%1d10.%%
Turret%Jammed:%reduce%armor%by%1;%roll%1d10,%turret%can%no%
6% High%die%moves%tripod%up%to%total%of%Combined%dice%in%inches.%%
longer%turn%and%is%facing%1G7%forward,%8%lek,%9%right,%10%rear.%
Tie%means%no%move.%
Weapon%disabled:%reduce%armor%by%1;%If%wishes%to%shoot,%both%
Weapon%disabled:%reduce%armor%by%1;%electric%drive%feeding%
sides%roll%1d10.%%High%die%fires%tripod%not%to%exceed%2x%combined%
7% ammuniRon%disabled.%%Roll%8+%on%1d10%on%subsequent%turns%to%
dice%in%inches%or%max%range%whichever%is%less.%%Tie%means%no%
manually%load%and%successfully%fire.%
fire.%
8% Badly%damaged:%reduce%armor%by%1d10.%%% Badly%damaged:%reduce%armor%by%1d10.%%%
Main%Drives%damaged:%reduce%armor%by%1;%Roll%8+%on%1d10%on%
9% Tripod%destroyed:%Falls%to%a%heap%on%the%ground.%
subsequent%turns%to%successfully%move.%
Tripod%destroyed%and%explodes:%Any%unit%within%6"%takes%3%hits%
10+% Goliath%destroyed%(and%explodes).%
with%power%level%of%+2.%Resolve%these%aJacks%immediately.%
If%armor%is%reduced%to%zero%or%less%tripod%is%destroyed%per%9%
If%armor%reduced%to%0%or%less%Goliath%is%destroyed%per%10%above.%
above.%

Sequence% Human%Morale%
1.%IniRaRv:%Each%side%rolls%1d10.%%Winner%decides%to%move%first%(A)% Roll%1d10%and%subtract%1%for%each%unit%lost%during%that%phase.%
or%second%(B).% 5+%unit%passes%%
2.%Side%A:%First%Move%Phase;%Combat%Phase;%Second%Move%Phase% 4%or%less%unit%routes%%
3.%Side%B:%First%Move%Phase;%Combat%Phase;%Second%Move%Phase% %%%If%within%3"%of%enemy%unit%is%destroyed%
%%%ConRnues%to%move%full%rate%to%own%edge%of%table,%cannot%fight%
4.%Turn%ends.%%Begin%new%turn.%
%%%Stops%at%table%edge%and%rolls%once%more%
%%%%%%If%passes%then%regroups%and%reenters%as%reinforcements%
%%%%%%If%fails,%then%is%removed%as%casualRes%
All%Quiet%on%the%MarRan%Front%% *Commanders%within%6"%can%reroll%a%failed%roll%
Quick%Reference%Sheet%Jan%2015%cjw% **%Order%token%can%be%used%to%save%a%rouRng%unit%

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