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The Morlock army introduces a new dimension to games of All Quiet on the Martian Front with their
subterranean nature and ability to tunnel rapidly underground. The ability to move unseen into position and
then burst out from below is a potent one, but as we’ll see it does have its limitations.
The rules for tunneling split into two parts; rules for tunneling units in battle and rules for the underdweller’s
tunnel network. As we’ll see tunneling units are capable of moving along beneath the surface and (mostly)
safe from harm until they emerge, while the tunnel network allows the Morlocks to move their forces around
below ground and take advantage of a network of entrances created by the tunneling units.
Tunneling units
Units with the ‘Tunnel’ or ‘Super-Tunneler’ special rule are collectively called tunneling. These are units
capable of moving underground by dint of having digging claws, rock-melting thermal rays, gigantic
drillheads or other mechanisms.
Only a single marker is used for a tunneling unit regardless of the number of elements within the unit (e.g. a
unit of Mole Apes with four elements is represented by a single marker). Each tunneling unit must be
represented by its own marker while it is underground.
As with a hidden unit marker the ‘contents’ of a tunneling marker are kept secret until it emerges. Unlike a
hidden unit marker a tunneling marker cannot be revealed by an enemy unit being close enough.
Tunneling markers can never be stacked on top of each other, and if movement forces them together for any
reason the moving marker halts on contact with another tunneling marker.
Some special units (see later) can detect and make attacks on submerged tunnelers but for most the tunneling
marker is but a vague and distant rumbling noise until it emerges.
Tunneling Moves
Tunneling underground is a slow business in comparison to travelling on the surface. To reflect this
tunneling moves can only be made in the first movement phase unless the Morlock player expends order
markers.
[[[[[[[[ I put this in because it seemed a bit crazy to have things moving just as fast as on the surface and it
also prevents ‘porpoising’ by emerging, shooting and then submerging again on the same turn. ]]]]]]]]]
A tunneling unit moves up to 5” in a straight line measured by using the tunneling tool. Place the tool so that
the end of it is touching the tunneling marker and the arrow is pointed in the direction of the intended move.
A tunneler may not intentionally move into areas of water or impassable terrain and as noted above if it
moves into another tunneling marker it will immediately be halted.
Once the tool has been positioned roll a die to see if the tunneling marker succeeds in following its desired
course. On a 4 or better nothing goes amiss, but on a 1, 2 or 3 something has gone awry – this might be due
to a mechanical failure, simple confusion about which way to dig or encountering some especially hard
stone, water pocket or other hidden feature.
Roll another die and re-orient the tunneling tool to match the number indicated on the tunneling marker –
this is the new direction taken by our underworld travellers and they travel 5” on that course. On a roll of 9
or 10 the tunneling marker emerges onto the surface and forfeits the rest of its move instead of going off
course.
If a tunneling marker moves into impassable ground, a water feature or off the tabletop the whole unit is
considered destroyed, including anything it was transporting at the time.
Emergence/ Submergence
A tunneling unit can forfeit its movement phase to emerge from the ground or to submerge itself, effectively
changing from a marker into models on the tabletop or back again. No dice roll for movement is required in
this case.
Emerging
Emerging units are placed in contact with the tunneling marker and then the marker is removed. Transported
units aboard tunnelers can be deployed within 5” of the marker when the tunneling unit emerges, this
counting as their move for the phase. Emerging and disembarking units that are placed in contact with
enemy units make an assault attack in the combat phase.
An emerging tunneler is liable to cause a lot of damage so units with the tunnel or super-tunneler special
rule have an Assault weapon that is only ever used when they emerge into contact with an enemy unit,
fortification or building, e.g.
Once a tunneling unit is on the surface it acts in all ways like a normal unit of its type and the tunneling rules
are suspended until it submerges again. It may, for example, shoot in the combat phase if it doesn’t assault.
Submerging
When a unit submerges the models in it are removed and a tunneling marker is placed as close as possible to
the previous centre point of the unit. Tunneling transports can embark friendly elements that are within 5” of
the tunneling marker when they submerge. The unit to be transported must be wholly within 6” of the
tunneling marker and not have moved previously in the phase to be taken onboard. Whole units must be
taken on board for transport, although players can optionally rule that elements unable to fit aboard the
tunneling unit are removed as casualties as they are abandoned on the surface.
Note that even with order markers a tunneling unit may not emerge and submerge again on the same turn.
Super-Tunnelers
Super-tunnelers are exceptionally large, fast digging examples of their type. The effects of this are twofold;
Firstly, a super tunneler is moved in the same way as any other tunneler but unlike normal tunnelers it can
move in both movement phases while it is submerged without requiring order markers to do so.
Secondly, unlike a simpler tunneling vehicle that creates a tunnel that collapses behind it, a super tunneler
creates a permanent tunnel so large that it essentially operates as an underground highway for vehicles and
infantry. When a super tunneler emerges it always leaves a tunnel entrance marker behind it on the
battlefield. This connects to the underdweller’s tunnel network and on subsequent turns, the Morlocks can
have units arrive on the table by placing them first on the tunnel entrance and then moving as normal as
discussed in the tunnel network rules below.
These tunnel entrances can be “destroyed” by collapsing them. They have a defense value of 8 and an armor
value of 14. Any damage sustained will collapse them.
1 2 3 4 5
TUNNELS
DEPTHS
The Tunnels
Units in the tunnels are close beneath the surface and ready to emerge. They are capable of firing
subterranean artillery at targets on the surface and are somewhat vulnerable to enemy counter measures. As
a general rule Reserve forces start in the tunnels.
Non-tunneling units in the tunnels can only exit to the surface via a tunnel entrance, either a pre-placed one
if the scenario has them or one left behind by an emerging super tunneler. Place the unit within 5” of the
tunnel entrance in the first move phase. Assaults may be made by placing units in contact with enemies
within 5” of the entrance, but in this case tunnelers do not get their special emergence assault attack when
exiting via an existing tunnel entrance as there is adequate warning of their approach.
A non-tunneling unit can only return to the tunnels via a tunnel entrance. All elements of the unit must be
within 5” of the entrance at the start of the unit’s move to do so. The unit forfeits its actions that turn to be
removed from the tabletop and returned to the tunnel board. As with tunneling units keep track of how many
turns the unit spends in the tunnels, it may emerge from the same entrance or a different one within 10” for
each turn the unit spends in the tunnels.
Non-underdwellers may not normally enter the tunnels unless specifically permitted to do so by the scenario.
Any brave souls that ventured below would almost certainly be lost and the nature of their adventurers in the
Morlock infested underworld lie outside the parameters of this game.
Depths
Units in the depths are far enough underground to be completely unaffected by events on the surface and
may not interact with it in any way. As a general rule Reinforcements start in the Depths.
Subterranean Artillery
As mentioned above subterranean artillery can fire at targets on the surface while still in the tunnels.
Measure all ranges for the artillery from an existing tunnel entrance. Likewise subterranean artillery
positioned on the surface can potentially target units in the tunnels if within range of a tunnel entrance.
Obviously no line of sight is required for using subterranean artillery as we assume they use listening
devices or other detectors to locate their targets. Surface targets being attacked by subterranean artillery in
tunnels are resolved as per the normal rules, simply pick a target and determine the results.
For counter fire from the surface things are less precise and necessarily abstracted. If multiple units are in
the tunnels roll a die to randomly determine which unit is attacked (if there are more than ten units in the
tunnels the underdweller player chooses which ten are available to be attacked. If the weapon has any form
of barrage effect all elements in the unit are attacked. Hitting the target is tricky so increase the Defense of
the models under attack by +2, the effects of being hit while underground are liable to be disastrous,
however, so increase the Power of attacking weapons by +1.
Anti-tunneler countermeasures
The Morlock’s unexpected attacks from below have created new challenges for both the human race and for
the Martians. New ways of fighting have had to be developed and new drills learned by soldiers of all
armies, an additional burden for nations already committed to the great war of survival against the Martian
menace. A key element of the defensive strategies that have been created is the early detection of a coming
attack. Seismologists around the world had already noted strange anomalies and attributed them to the
Martians before the underdwellers first became known. Subsequently their studies have offered up the only
successful solution found so far for tracking Morlock movements through solid rock by listening for the
ground tremors created by their digging.
If a unit with the Tremor Detection special rule doesn’t move in either movement phase it can attempt
to locate and identify a tunneling marker instead of shooting in the combat phase. Roll three dice and
add the result together, this is the range in inches at which a tunneling marker can be detected this
turn. E.g. a roll of 3+5+9= 17 indicates the unit can detect a tunneling marker within 17” this turn. If
multiple tunneling markers lie within range select one to be detected.
The underdweller player must reveal what a detected tunneling marker represents and the number of
elements in the unit where applicable. A tunneling marker that has been detected can be attacked by
subterranean artillery that is within range. Place a counter on the tunneling marker to indicate that it
has been detected. A Tunneling unit will remain detected until it emerges onto the surface or returns
to the tunneling board. If the unit with Tremor Detection rolls 25 or greater it can instead elect to
detect one randomly selected unit in the tunnels section of the underdweler’s tunneling board.
Human countermeasures
Terrapohone Squad
The ‘Terraphone’ is the patent invention of Professor Edward J Chumbley and Dr Anders V Falkersen. It
comprises a portable sounding box and seismic detection pegs which are emplaced in a precise circle around
the listening post. Infantry trained in the use of the Terraphone are able to discern the approximate distance
and depth to tunneling units. More importantly the frequency and pitch of the digging sounds can be
analyzed to determine what manner of threat is approaching. Reliable detection is still tricky as identifying
the confusing jumble of sounds takes a talented ear, but portable Terraphones have proven invaluable in
counteracting the underdweller’s surprise attacks.
Unit: 1 element
Points per Unit: [10]
Type Speed Defense Armor Special
Infantry 6 5 4 Stealth, Tremor Detection
Weapons Range Power Special
Rifles 15” - -
Stealth
A unit with the Stealth special rule can move while it is hidden as described in the rules for hidden
units on p66 of the main rulebook.
Tremor Detection
Terraphone squads are able to potentially detect underground movement as detailed in the Tremor
Detection rules.
[[[ Allow command squads/vehicles to upgrade to gain tremor detection? ]]]]
Support Unit
Terraphone squads are ignored when it comes to calculating how many units an army contains and
how many units have been destroyed. However, if it comes to counting up points values and at the end
of a game to determine a winner Terraphone squads do count their full value just like other troops.
Terraphone Flivver
Mounting a Terraphone squad in a Flivver was initially a field expedient used to chase underdweller
tunneling noises over long distances and cover more ground. Mobile Terraphones units proved themselves
useful on extended fronts and purposes-built Flivvers to carry them soon followed.
Unit: 1 element
Points per Unit: [25]
Type Speed Defense Armor Special
Vehicle 10 5 4 See below
Tremor Detection
Terraphone Flivvers are able to potentially detect underground movement as detailed in the Tremor
Detection rules.
Road Vehicle
Flivvers are really road vehicles and not good at tackling difficult terrain. Instead of doubling the
distance moved over difficult ground Flivvers multiply the distance covered by four, so 1” travelled
counts as 4”.
Support Unit
Terraphone Flivvers are ignored when it comes to calculating how many units an army contains and
how many units have been destroyed. However, if it comes to counting up points values and at the end
of a game to determine a winner Terraphone Flivvers do count their full value just like other troops.
Terraphone Steamer
As the Morlocks became wise to the presence of detection units on the surface they began to purposefully
target them to clear the way for major attacks. While this in itself served some of the Terraphones’ purpose
by forewarning of impending tunneller assault the loss of experienced Terraphone operators was keenly felt.
Experiments were made with mounting the requisite equipment inside an armored chassis for better
protection, typically utilizing the ubiquitous Baldwin tank as a basis.
Unit: 1 element
Points per Unit: [40]
Type Speed Defense Armor Special
Tank 6 4 8 See below
Tremor Detection
Terraphone Steamers are able to potentially detect underground movement as detailed in the Tremor
Detection rules.
Scientists and engineers led by Dr Falkersen cautiously disassembled the device to learn its inner working
and found them to be considerably less alien than those of the Martians. A human-built version of the
seismic hammer was quickly derived and has been put into production. Although less sophisticated and
well-modulated than the Morlock’s seismic hammer the Hammer Tank has still proved a godsend for
commanders in the field. Gaining the ability to strike back against the underdwellers has enabled a
fundamental shift in the conduct of the war against them.
Unit: 1 element
Points per Unit: [160]
Type Speed Defense Armor Special
Tank 6 4 8 See below
Buried Mines
Various improvised ‘mines’ have been attempted by placing large charges of explosives in caves, tunnels,
wells and mineshafts in areas where the Morlocks are believed likely to attack. Equipped with mercury-
trembler switches these charges have been reasonably successful on a few occasions, but have proved too
wasteful and accident-prone to employ on a large scale. A variant of the Tesla mine has been tested that
promises to provide a more flexible solution, although the drilling rigs necessary for the Mk II Minelayer to
get the mine to a useful depth is still a work in progress.
Special Tesla anti-tunneler mines are placed by a MkII Minelayer just like ordinary Tesla mines. They work
like buried mines but only roll for detonation and effects against targets within 3” and have a power of +3.
Heavy Bombardment
With the advent of Terraphones barrages of well-directed heavy artillery fire have been shown to have some
limited effectiveness against tunnelers due to the shockwaves transmitted through the ground by exploding
shells. Using delayed impact fuses on artillery shells improves matters somewhat but the density and quality
of the ground is the biggest determinant; limestone and sandstone collapse more easily, granite and other
basaltic rock types transmit shockwaves better, dirt, loam, sand, earth and clay tend to absorb detonations
with little harm to those lurking just beneath the surface. As such bombardments are an unreliable tool, but
for commanders with Terraphone support and plentiful artillery it remains a viable option.
Martian Countermeasures
Detection Spikes
No new Martian tripods have been spotted that are seemingly designed for specific retaliation against the
underdwellers. In truth determining the precise purpose of the alien tripods has been mostly guesswork and
correlation to date, and is still probably an oversimplification of the vast, cold intellects at work behind
them. A change that has been noted, however is the appearance of curious spurs or spikes on the legs of
certain tripods. It has been surmised that these new extrusions represent some kind of equivalent to the
human’s Terraphones, probably operating on a much higher frequency but enabling the Martians to
triangulate the source of underground disturbances.
Any Martian tripod can be upgraded with detection spikes for the following additional points cost;
Assault +20pts
Grenadier +10pts
Scientist Free
Dominator +35pts
Scout +5pts
Slaver +10pts
Gatherer +25pts
Harvester +15pts
Founder Free
Overseer +40pts
Weapons
Such is the potency of the Martian invader’s weaponry that it is sometimes useable to attack tunneling units
at reduced effect.
Heat rays
Martians have been witnessed using their Heat Rays to melt the ground to counteract approaching tunnelers.
Although they are seldom used in such fashion it has long been theorized that concentrated Heat Rays could
be used to turn the very earth into a pool of molten lava.
Black Dust
Black Dust appears to be particularly dangerous to the underdwellers due to its lingering effects and
propensity for sinking into caves, tunnels and hollows. Although of little use against tunneling machines
Martian Black Dust has been used to effectively seal off the tunnel entrances left in their wake and prevent
Morlock reinforcements from reaching the surface.
Shock Canisters
The Martian’s high explosive shock canisters seem to function especially well against tunnelers, propagating
shockwaves through the ground that are highly dangerous to those below. This has led to some speculation
that shock canisters were created with subterranean warfare in mind, leading to unanswerable questions
about just how long ago the Martians first encountered the Morlocks.