You are on page 1of 28

Morlock Army List

The Morlocks at war

Morlock Army Rules


Morlock Initiative
Morlocks are subjected to the vagaries of emotion much like human soldiers. If anything the responses to
success and failure by the underdwellers are liable to be more disorganized and atavistic than a properly
trained human army. Destruction of the enemy heartens them immensely whether it be infantry or larger
machines, while losses to their own tunneler units (and hence their ultimate means of escape back into their
subterranean realm) tends to make the Morlocks fearful and hesitant.

When rolling for Initiative the underdweller player rolls a D10 and adds the following modifiers;

Each enemy unit destroyed in the previous turn +2

Each tunneler unit destroyed in the previous turn -2

Morlock Morale
The response of Morlocks to their losses can be notably more savage and mob-like than among human troops,
with bodies of Morlocks sometimes surging forward rather than falling back in response to casualties. A
sufficient show of firepower will, however, serve to cow the aggressive instincts of the Morlocks and send them
fleeing just as readily.

If a Morlock unit loses one, or more, elements during a phase (normally an enemy Combat phase), surviving
elements must check their morale at the end of the phase. Eliminated units do not have to test –they are beyond
caring. To check a unit’s morale, roll a die and deduct 1 from the result for each element the unit has lost during
that phase.

 If the modified result is 5 or greater the unit has passed its morale check and continues to fight
on as normal.
 If the modified result is 4 or less, the unit has failed its morale check and turned Feral (see
below).

Feral
Unruly mobs of Morlocks do not retreat in the same way as human troops might. From their perspective they
are on the hostile surface, exposed and in danger of being cut off from retreat. This can lead to units viciously
attacking like cornered rats, or scattering at the first sign of trouble to hide in whatever nearby drains, culverts
and basements they can find.

Once a unit has become Feral any further casualties suffered will cause the entire unit to scatter, abandoning
any weapons or machines they may have. Remove the rest of the Feral unit and count the whole unit as
casualties.

After rolling for initiative in the Initiative Phase of each subsequent turn roll a die on the special table below for
each Morlock unit that has become Feral.

A Feral unit may not move except as directed by the results on the table, although it will still make compulsory
moves such as dodging the Sun Gun attack. It can be imagined that the Morlocks have fallen into skulking and
quarrelling amongst themselves as command and control has broken down.
A Feral unit may fight back in assaults or use shooting attacks against visible enemies within range, but it may
not initiate assaults unless directed to by the requisite result on the table.

Modifiers:

Morlock player has won/lost the Initiative roll this turn: +/-2

Night/Day: +/-2

Per Element Lost -1

Unit is outnumbered by enemy elements within 9” -2

Unit outnumbers enemy elements within 9” +2

Result Tunneling units Non-tunneling units Units on the


tunneling board.

4 or less Unit removed as Unit removed as Unit removed as


casualties. casualties. casualties.
Scatter!

5-9 If on the surface Unit remains Unit does not move


submerge this turn. stationary this turn*. but automatically
Confusion! Unit automatically It may still shoot at recovers from Feral
recovers from Feral enemies and fight status in the End
status in the End back if assaulted as phase. In subsequent
phase. In subsequent noted above. turns the unit can act
turns the unit can act normally.
normally.

10+ If tunneling, emerge Move directly Unit must emerge


onto the surface this towards the nearest onto the surface this
Fury! turn. If on the surface enemy this turn. turn as close to the
move directly Launch an assault if enemy as possible,
towards the nearest capable, otherwise assaulting if capable.
enemy this turn. Unit stop at 1” and shoot. Unit remains Feral.
remains Feral. Unit remains Feral.

*Exception; if there is a tunnel entrance within move range the Feral unit will opt to move and enter the
tunnels.

Panic
Unlike humans Morlocks are not likely to panic and start to rout if discipline is lost by other units. The fractious
underworld of the Morlocks teeters on the edge of anarchy as a matter of course. As such no additional morale
checks are made by nearby units when a Morlock unit becomes Feral.

However other Morlock units will not voluntarily move within 3” of a Feral unit until it either loses its Feral
status or scatters completely – they know how dangerous their fellows can be!

Morlock Command and Control


The exercise of Morlock command and control is a murky subject. It is clear that they have leaders and an
officer class that direct the lower ranks, but how they communicate in combat is poorly understood. In practice
Morlock command seems to be every bit as effective as that of a modern army equipped with the latest wireless
telegraphy, but it is unknown whether this is achieved through any conventionally known form of science.

Order tokens
The Morlock field commander receives the normal number of order tokens for the size of their army (i.e. one
for every full 200 points value of the army).

Command Range
The Morlock field commander can only issue orders directly to the following units; Vehicles, Gars and Teks.
Other infantry or artillery units may be issued orders only if they are within 3” of a vehicle, Gar or Tek unit, or
within 6” of a Command squad.

Breakdown in Command and Control


Without the steadying hand (and whip) of the Morlock field commander or his lieutenants Morlock discipline is
scarcely worthy of the term. Grunts or other lowly Morlocks that are left too much to their own devices have
every chance of reverting to their baser instincts.

At start of the Initiative phase each turn roll a morale check for any Morlock units that are outside of command
range (i.e. infantry and artillery units that are more than 3” from a Gar, Tek or vehicle unit and more than 6”
from a command squad). The following additional modifiers apply to the check;

Unit is undamaged +2

Morlocks have the Initiative this turn +1

Tunnel entrance within unit Move range +1

Morlock units that fail the morale check become Feral as detailed above.

Morlock Orders
Discipline
Every turn, at the start of the Initiative phase, the Underdweller player can place an order token on each Feral
unit within command range to bring them back into order. The unit loses its Feral status immediately. Roll a
die, on a roll of 1 a single element in the unit is destroyed by the rough and ready Morlock disciplinary
measures (this loss does not cause a morale check). After the order token has taken effect it is discarded.

Go to ground
Every turn, at the start of the enemy combat phase, the Underdweller player can place an order token on any
infantry unit within command range to instruct them to go to ground, squeezing themselves into every nook
and cranny as only Morlocks can. The unit counts as being in heavy cover (+4 Def +2 Arm) until it moves again.
Leave the order token in place as a reminder of the unit’s status and discard it when the unit next moves.

[[[[ Just go to hidden status instead? ]]]]]

Send more Grunts!


Every turn, at the start of the End phase, the Underdweller player can place an order token on the tunnelling
board to summon more grunts from the teeming masses below. At the start of the next Underdweller first
movement phase take all of the Grunt casualties suffered so far and reorganize them into units of up to four
elements, with a maximum of six units total (i.e. a max of twenty four Grunt elements). The new Grunt units are
placed in depths and the order token is discarded.

Time Weaving
Every turn, at the start of the Initiative phase, the Underdweller player can place an order token on a unit
within command range to indicate that it has (or is, or will be) influenced by a Morlock Time Weaver from some
other point in the time stream. During this turn the unit can move twice as far as normal in one move phase OR
can double its number of attacks in assault OR fire at a double rate the combat phase. Leave the order token in
place as a reminder of the unit’s status and discard it when the unit doubles one of its actions. If the order token
is not used during the turn it was placed it is lost.

Tunneling
The Morlocks are a subterranean race and make extensive use of tunneling to move their forces around the
battlefield. For more on tunneling see the Tunneling Special Rules section.

Day and Night Rules


Morlock adaptations to the constant gloom of their underground realm make them ill-suited to combat in broad
daylight and they much prefer to operate at night. For more on this see the Day and Night Special Rules section.

Morlock Infantry
Morlock Grunts
Grunts are the lowest caste of Morlocks; hunched, hairy creatures with pallid, sickly-looking skin and
luminescent eyes. Individual grunts are weak and cowardly creatures, but in numbers they become
exceedingly dangerous and are capable of acts of cannibalistic savagery that are shocking to humans.

Grunts are generally used for manual labor and crew machines or artillery. They are the most numerous of
Morlock forces and are sometimes described as ‘swarming like ants’. Units are made up primarily of Morlock
Grunts led by a handful of Morlock ‘Govs’ of the officer caste. Grunts make up for their lack of physical prowess
and poor vision by being equipped with grenades and ‘sweepers’ - lightweight, fast-firing guns similar to the
new type of weapon that is being dubbed a ‘submachine gun’ in human armories.

Unit: 4 elements

Points per Unit: [45]

Type Speed Defense Armor Special

Infantry

Morlock Grunts 6 5 4 Stealth, Nightbreed

Weapons Range Power Special

Sweepers 10” - Rapid Fire 2

Grenades Assault +2

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.

Nightbreed
A unit with the Nightbreed special rule is subject to penalties in bright light including daylight. For more on this
see the Day and Night Special Rules section.

Morlock Gars
Morlock Gars are the soldier caste of their society where they act as overseers and enforcers for the shadowy
Morlock Govs and Ministers. Gars are visibly bigger and better fed than the scrawny grunts, standing as much
as a head taller than the lowlier castes. They are also more commonly seen wearing clothing and even armor
made of hide, metal or bone. Helmets or goggles are sometimes worn by gars, presumably to provide them with
some protection against daylight when they must fight in it.

Gars are used to spearhead Morlock attacks, hold on to captured territory and secure it. They are usually
heavily equipped with Sweepers, hand cannons, grenades and electrified stun whips that they wield with great
relish against lowly grunts and terrorized enemies alike. In battle Gars follow the barked commands of their
leaders with well-drilled, almost mindless, efficiency although they remain bullies at heart and will retreat if
strongly resisted.

Unit: [3] elements

Points per Unit: [60]

Type Speed Defense Armor Special

Infantry

Morlock Gars 6 5 5 Stealth

Weapons Range Power Special

Sweepers 10” - Rapid Fire 2

Hand Cannons 10” +1

Stun Whips, Grenade Assault +2

Note that thanks to their protective equipment gars are not subject to the normal penalties suffered by
Morlocks in daylight.

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.

Hand cannons and Sweepers


When a Gar element shoots the player can choose to fire Hand Cannons or Sweepers with it. A different weapon
can be chosen each time, but only one weapon is used.

Infiltrator Teams
These are teams of Morlocks, aided by Mole Apes, specialized at infiltrating the enemy’s battle lines. Mole Apes
are not believed to be a regressed form of Morlocks but a different species altogether. They are a slave race of
the Morlocks and are more akin to ground burrowing apes. These creatures seem to have only a rudimentary
intelligence and are driven by their Morlock masters to dig tunnels through which Morlock infiltrators attack
on the battlefield. They are fierce fighters in hand to hand combat, but if their Morlock masters are killed the
nearby Mole Apes will immediately burrow underground and never be seen again.

Mole Apes look like some form of bizarre hairless mixture of a gigantic seven foot Mole and a hairless ape with
giant blinking eyes, mole-like snout, and huge webbed hands with long claws useful for digging. They have a
hump on their back of hardened skin and wear no clothes or accouterments. No identifiably female Mole Apes
have ever been seen.

The Mole Apes can tunnel quickly and efficiently through the ground and the Morlok infiltrator teams follow
closely behind. Units move by digging tunnels and spring out at opportune times to ambush enemy units.
Morlok infiltrators cannot carry too much equipment as they must squeeze down the narrow passages dug by
the Mole Apes. They normally have shot guns, grenades and electrified stun whips for capturing prisoners that
can then be swiftly dragged away into the tunnels below.

Unit: 4 elements (3 Morlocks and 1 Mole Apes)

Points per Unit: [55]

Type Speed Defense Armor Special

Infantry

Mole Apes 6 5 5 Stealth, Nightbreed


Tunnel, Enslaved

Morlock Infiltrators 6 5 4 Stealth, Nightbreed

Weapons Range Power Special

Mole Ape Claws Assault +3

Stun Whips, Grenade Assault +2

Hand Cannons 10” +1

Nightbreed
A unit with the Nightbreed special rule is subject to penalties in bright light including daylight . For more on
this see the Day and Night Special Rules section.

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.

Tunnel
A unit with the Tunnel special rule is able to move underground until it is time for it to emerge . For more on
this see the Tunnelling Special Rules section. In the case of Morlock Infiltrators the entire unit benefits from the
Tunnel ability as long as the Mole Ape element is still alive.

Targeting
When firing on Morlock Infiltrators unit treat each element as a separate unit and allocate the weapons
shooting against them accordingly before making any rolls to hit or damage.

Enslaved
If the Morlock Infiltrator unit is reduced to having only the Mole Ape element still alive it is removed as the
Mole Apes immediately burrow underground to escape their cruel masters.

Magma Men
A strange underground species apparently subjugated by the Morlocks, Magma Men are immense creatures
that seem to be some form of living rock infused with energy from a magma-like inner core. They are huge,
hulking beasts able to punch through armor plate or smash a man with a single blow. They are so hot to the
touch that their footsteps burn the surfaces they walk on. Magma men also have a projectile attack of limited
range that consists of spitting balls of molten rock at their target. These magma balls not only have large impact
strength but at temperatures of 3000 degrees or more can melt their way through most armor and structural
materials.
Magma men are always seen in herds and driven by Morlock Teks. If left without direction from their Tek
controllers Magma men will invariably collapse into a shapeless mass and disappear into the ground. It is
thought likely that the surface is, relatively speaking, such a frigid and hostile place that it is physically harmful
to these creatures, something that further underlines the cruelty of their Morlock masters.

Unit: 4 elements (2 Teks, 2 Magma men)

Points per Unit: [70]

Type Speed Defense Armor Special

Infantry

Magma Men 5 7 7 Gas Proof, Tunnel

Teks 5 4 4 Stealth, Controllers

Weapons Range Power Special

Spit Magma 7” +5 Magma men only

Fists Assault +4 Magma men only

Stun Whips Assault +2 Teks only

Gas Proof
Magma Men are unaffected by gas due to their unique physiology. Black Dust and Green Gas cannot harm them.

Tunnel
A unit with the Tunnel special rule is able to move underground until it is time for it to emerge. For more on
this see the Tunneling Special Rules section. In the case of Magma men the entire unit benefits from the Tunnel
ability as long as at least one Magma men element is still alive.

Targeting
When firing on Magma men unit treat each element as a separate unit and allocate the weapons shooting
against them accordingly before making any rolls to hit or damage.

Controllers
If the Magma men unit is reduced to having only Magma men elements still alive it is removed as the Magma
men immediately abandon their humanoid shapes and drain away underground.

Morlock Teks
Much speculation exists about the Morlock ‘Tek’ caste. As a race the Morlocks clearly have access to incredible
science and technology, yet despite this their overall mien is that of savage, cannibalistic barbarians. Someone
or something must create and maintain the Morlock war machines and this is believed to be the role of the teks.
No physical differentiation has been spotted between teks and grunts, both are equally hunched and ill-formed
with perhaps a marginal differentiation in cranial development. However Teks typically wear more clothing
than Grunts (typically dirty, off-white in colour), and almost invariably have protective goggles or visors when
venturing above ground. When teks are identified on the surface they are a priority target for most human
commanders on the principle that they are ‘probably up to no good.’
Unit: 2 elements

Points per Unit: [30]

Type Speed Defense Armor Special

Teks 5 4 4 Stealth, Repair

Weapons Range Power Special

Stun Whips Assault +2

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.

Repair
If a Tek element is touching a friendly vehicle in the combat phase it can attempt to repair it. Roll a die, on a 1-5
the repair attempt is unsuccessful, on a 6 or more the repair is successful and 1 point of lost Armor is restored.
Multiple teks can attempt to repair the same vehicle in a turn but Armor can never be restored to a number
greater than its starting number.

Morlock Command Squad


The highest echelons of Morlock society are seldom seen above ground perhaps due to a unique sensitivity to
the surface world or simply a deep-seated psychosis brought on by countless generations of inbreeding.
Reports of their physical appearance have been conflicting, some saying they are disgustingly corpulent
monstrosities barely able move their own bulk, others reporting tall, whip-thin albinos of preternatural
intellect. It is know that there are a handful of ‘govs’ and, rarer still, ‘minsters’ that rule over the Morlocks and
direct their actions, but no peaceful communication has ever been established with these shadowy rulers.

A Morlock Command Squad consists of either a Morlock Minster (The army Field Commander) or a Morlock
Gov. In both cases these characters are carried around on top of an armored Palanquin carried by Magma Men.
In addition to these formidable palanquin-bearers they have an escort of specially trained Gars for protection
and are accompanied by Morlock Teks for communication and to act as a battlefield staff. This is a combined
unit of three different elements.

Unit: 3 elements ( 1 Palanquin, 1 Gars, 1 Teks)

Points per Unit: [80]

Type Speed Defense Armor Special

Gars 5 5 5

Teks 5 4 4

Palanquin 5 7 7 Rally, Field Commander

Weapons Range Power Special

Spit Magma 7” +5 Palanquin only

Fists Assault +4 Palanquin only

Sweepers (SMGs) 10” - Gars only. Rapid Fire 2


Stun Whips, Grenade Assault +2 Gars and Teks only.

Hand Cannons 10” +1 Gars only.

Targeting
When firing on the Morlock Command Squad treat each element as a separate unit and allocate the weapons
shooting against them accordingly before making any rolls to hit or damage.

Hand cannons and SMGs


When the Gar element shoots the player can choose to fire Hand Cannons or Sweepers with it. A different
weapon can be chosen each time, but only one weapon is used.

Rally
If a friendly unit is within 6” of a command element it can reroll a failed morale check, including a check
induced by panic. If the Tek element has been destroyed or removed from the Morlock command squad for any
reason Rally range is reduced to 3” instead of 6”.

Field Commander
Only the command unit representing the army’s minister has the Field Commander rule. For more on Field
Commanders see page 63 of the main rule book and the Morlock Special Rules.

Morlock Artillery
Gas Mortar
The Morlocks make use of light and versatile mortars on the battlefield to provide fire support to their
advancing forces. The weapons themselves appear to use a variant of magnetic induction similar to that of coil
guns to hurl bombs in a high arc although simpler, more conventional mortars powered by chemical explosives
have also been seen. The bombs used by Morlocks are of two types; high explosive and an insidious ‘nerve gas’
that can take effect with only skin contact instead of needing to be inhaled. Morlock nerve gas also persists on
the battlefield, tainting areas for a considerable period of time –days or even weeks -before finally dispersing.

Unit: 3 elements

Points per Unit: [60]

Type Speed Defense Armor Special

Artillery 5 4 4 May fire HE or Gas

Weapons Range Power Special

HE Shells 20” +1 Barrage 1

Nerve Gas Canisters 30” +2 Template

Nerve Gas
Nerve gas canisters negate cover. This potent chemical concoction is deadly to humans and is a lingering agent.
Place nerve gas canister impact templates on the battlefield where they land after rolling the appropriate die to
hit (misses do not place templates). Gas templates are not removed afterwards, roll to hit against any unit that
subsequently passes through them and check for damage if the hit is successful. Martians, Drones, and
lobototons are immune to nerve gas and are not affected by it.
Magmapult
The ‘Magmapult’ or ‘lava launcher’ is a sophisticated vehicle-mounted catapult that seems to have been adapted
by the Morlocks from smelting equipment. The catapult consists of a heavy cauldron in a cradle arm heated by
an electrical furnace that can rapidly melt stone or even large slugs of steel or iron. It can then launch these
molten materials like a catapult over extremely long distances. Scientists have repeatedly cast doubt on the
viability of physically hurling molten fireballs over such great distances that they can outrange some human
artillery pieces, but veterans of battles with the Morlocks literally have the scars to prove it can be done. Quite
how the Morlocks manage this feat remains a mystery.

Unit: 1 element

Points per Unit: 160

Type Speed Defense Armor Special

Artillery 5 6 9

Weapons Range Power Special

Magma Catapult 100” +5[?] Barrage 4

2xHeavy Sweepers 20” +1 Rapid Fire 3

Time Weaver
The Time Weaver is a vehicle that carries an adaptation of what appears to be a form of ‘time machine’
technology as described by what were thought to be particularly fanciful novelists in the past. Its primary
attack is a time distortion that effectively moves its targets rapidly forward through time, aging them with such
nightmarish swiftness that flesh and bone turn to dust or steel to rust in the blink of an eye. Fortunately
personnel behind cover and within armored vehicles have shown greater resistance to this effect, with the time
distortion effect being slowed or stopped before doing too much harm depending on the thickness and quality
of the intervening material. Individuals are still affected, however, only aging years instead of centuries so the
effects are considerably less profound. Even so, youthful Steamtank crews have been known to return as gray-
haired old men after fighting the Morlocks!

As if this were not enough cause for alarm the Time Weaver has a more insidious and potentially far more
deadly application. When directed at Morlock forces the Time Weaver creates subtle nudges with the time
distortion effect to speed up the hideous underdwellers, allowing them to move and even shoot more quickly
than seems possible. The overrun of the heavily fortified Yellow Knife Redoubt in August 1919 is entirely
attributed to a Time Weaver being used to permit the Morlocks to approach unobserved until the last moment.

Unit: 1 element

Points per Unit: [200]

Type Speed Defense Armor Special

Vehicle 5 6 8

Weapons Range Power Special

Time Weaver 30” +5 See below

2X Heavy Sweepers 20” +1 Rapid Fire 3

Time Weaver Special Rules


Due to the unique effects of the Time Weaver a number of special rules apply to its use. Ultimately, however, it
is treated as a weapon so any rules not specifically mentioned here apply in full to a Time Weaver – it has a
nominal Range and Power to represent its affects, for example, and the normal rules for arc, range and line of
sight apply to its ‘shooting’.

Unreliable: The Time Weaver is tricky, barely understood technology. Each time it fires a die is rolled after the
barrage template has been positioned. On a roll of 3 + the Time Wave operates as intended – see effects below.
On a roll of a 2, the Time Weaver has inadvertently created a field that warps the whole machine to some
unknown point in the time stream and it disappears entirely, never to be seen again. On the roll of a 1, the Time
Weaver has malfunctioned so badly it creates a time warp centered on whatever it was targeting. Place the
barrage template on the targeted unit. Anything under the template is warped out of time and simply
disappears along with the Time Weaver itself.

Vs Enemies: Place the barrage template on the target unit and roll to hit ignoring modifiers for cover. The size
of barrage depends on the die roll; If it scores exactly the number needed to hit only the targeted unit is
affected, if the roll is exceeded by one a 1” barrage is created, by two a 2” barrage is created and so on up to a
maximum of a 4” barrage by beating the roll needed to hit by four or more. Roll against the Armor of every unit
touched by the barrage using the Time Weaver’s Power of +5. Cover bonuses to Armor apply in full for this die
roll as the distortion effect is lessened by intervening materials.

Vs Friends: Place the barrage template over a friendly target and then roll to hit as described above. Any
friendly unit touched by the Time Weaver barrage template can move twice as far as normal in the second
move phase OR can double its number of attacks in assault OR fire at a double rate if it has not yet fired this
turn. All of the units touched can choose different options if desired (one unit might double its move while
another doubled its attacks), but each unit can only use ONE of the above options.

Drill Bomber
The drill bomber is a seldom-observed but particularly fiendish Morlock artillery piece. It comprises a tracked
crawler chassis carrying a half-dozen drill-tipped torpedoes known as mole missiles. The missiles are
unleashed while the bomber is still underground and will tunnel independently towards their target before
detonating beneath it. Mole missiles are capable of travelling over considerable distances with reasonable
accuracy, although they can run afoul of unexpectedly dense rock or deep water en route to their targets and
have been known to ‘lose their way’.

Whatever entity controls the mole missiles is clearly capable of receiving some form of direction from their
carrier as they have been known to change course and even double-back on occasion. Given the difficulties of
knocking out the drill bomber while it remains below ground it is fortunate that the exploding charge of
individual mole missiles is mercifully small. This has prompted speculation that this particular war machine is
in fact intended for use in subterranean conflicts where its pin-point accuracy and lack of collateral
destructiveness would be vital.

Unit: 1 element

Points per Unit: [160]

Type Speed Defense Armor Special

Vehicle 5 4 8 Tunnel

Weapons Range Power Special

Mole Missile 20” +3 Tunnel, Limit (6), Subterranean Artillery

2x Heavy Sweepers 20” +1 Rapid Fire 3


Emergence Assault +4 Drill bomber only

Drill Bomber Special Rules


A mole Missile Launcher consists of a rack of Mole Missiles on a Tunnall Chassis. Mole Missiles fire by placing a
tunneling marker on the table in front of the launcher. You may fire up to two Mole missiles in your combat
phase. Note that Mole Missile launchers have a limited ammunition supply of 6 missiles in total. Once they have
all been fired, there are no more. There is no need to roll to hit at this time. On each subsequent movement
phase the Mole missiles move towards their targets just like any Tunneling vehicle. (See the Tunneling Special
rules Section). Once the Tunneling marker comes within a single move of its target, roll to hit the target in the
combat phase as normal. If it hits, roll for damage. Regardless of whether it hits or misses the missile is
considered destroyed in the attack and the marker is removed. If at any time during your move phase the
marker representing your missile is within a single move of an enemy unit, you can attack it instead of your
original target.

Tunnel
A unit with the Tunnel special rule is able to move underground until it is time for it to emerge . For more on
this see the Tunnelling Special Rules section.

Subterranean Artillery
The drill bomber is a subterranean artillery piece. This means it can fire the designated weapons while still
underground in the tunnels or while represented by a tunneling marker. Mole missiles that are launched from
the tunnels are deployed within 5” of a tunnel entrance.

Magnetic cannon
Morlocks employ a variety of magnetic cannon in support of their infantry in a role broadly analogous to
human field guns. These typically feature large crews of Morlock grunts or human slaves to drag them into
position with a handful of Teks to make the cannon function. The cannon use magnetic induction to hurl
projectiles at great speed towards their targets, typically having a much flatter trajectory than ordinary
ordnance of equal weight. The projectiles used vary from simple rods of ferrous metal fired with such force that
they pierce armour like nails through a plank, to Radium pellets which explode on impact with a flash of
incinerating heat.

Unit: 3 elements

Points per Unit: [60]

Type Speed Defense Armor Special

Artillery 3 4 4

Weapons Range Power Special

Magnetic cannon 60” +1 Barrage 1

Tremor totem
The tremor totem appears to be smaller cousin of the immensely destructive Morlock weapon known as the
seismic hammer. While the seismic hammer relies on an intense, but brief, shock wave to do damage the tremor
totem creates cataclysmic vibrations in a rising pitch comparable to an Opera singer shattering a wine glass.
Survivors report that an initial warning of the attack can be felt as a churning in the guts and sense of
impending dread. As the correct sympathetic harmonics are reached glass shatters and porcelain cracks, then
as the vibrations reach their crescendo any vehicles, artillery pieces and people remaining in the vicinity are
messily shaken apart from within.
Tremor totems can be employed from both above and below ground, although this limits their effective range.
The skeletal appearance of these devices and their absence of any apparent power source has led to scientists
concluding that they are in fact merely portable ‘antennae’ for a much larger subterranean engine that has not
yet been seen.

Unit: 3 elements

Points per Unit: [60]

Type Speed Defense Armor Special

Artillery 3 4 4

Weapons Range Power Special

Tremor Totem 20” See below Subterranean Artillery, see below

Tremor Totem Special Rules


When a tremor totem shoots pick a target point on the tabletop and make a die roll to see if the totem has hit.
No line of sight is required but the target spot must be in range. A roll of 6+ means the tremor totem is on target
and takes effect. If the die roll is successful place one tremor token at the target point. All tremor totems in a
unit must aim at the same spot when firing. Multiple units of tremor totems are allowed (and advised) to
choose the same target spot in order to magnify the effect.

There is no immediate effect as it takes time for the vibrations to build up. In the End Phase of the turn resolve
the effects of any tremor tokens on the tabletop as attacks with the following characteristics:

Number of tremor tokens on target point Barrage Power

0-2 1 -

3 2 +2

4 3 +3

5+ 4 +4

The barrage is centered on the target point and will affect every unit and structure touched by it. Cover
provides no protection whatsoever against tremor attacks. Against buildings and field fortifications the Power
of the tremor attack is doubled (i.e. -/+4/+6/+8).

After all tremor token stacks have been resolved remove two tokens from each stack on the tabletop. Any
tremor tokens remaining on the table will be resolved in the end phase of the next turn (aftershocks), and may
be added to by more tremor totems’ ‘firing’ during next turn. Note that all tremor stacks are reduced in the end
phase of each turn, including those left from earlier turns.

Optional: Once a tremor totem has rolled 6+ to ‘range in’ it hits automatically if it fires at the same target point
on subsequent turns.

Subterranean Artillery
The tremor totem is a subterranean artillery piece. This means it can fire the designated weapons while still
underground in the Tunnels section of the underdwellers tunneling board. Tremor totem attacks from the
tunnels can be made against enemies within 20” of a tunnel entrance.
In the event of a tremor totem attack being made against a unit that is in the tunnels (Morlock un-civil wars
come to mind) place any tremor totems generated on the unit under attack. An underground unit with tremor
totems may not move until the tremor tokens have subsided.
Geothermal Pulser
The principles of the tremor totem seemed to have been expanded on in another Morlock device that has been
dubbed the ‘geothermal pulser’. The pulser is believed to use some form of energetic ray like the Martian’s
deadly heat ray to achieve an effect similar to the tremor totem on a microscopic level.

The energetic excitation of the pulser’s ray boils mud and liquefies rock under the target to create a molten
geyser in moments. The size and intensity of the eruption varies according to the accuracy of the ray; a
dispersed volley produces only a momentary heating whereas an accurate one creates a miniature volcano
spewing white-hot lava.

Unit: 1 element

Points per Unit: [160]

Type Speed Defense Armor Special

Vehicle 5 4 8 Tunnel

Weapons Range Power Special

Geothermal Pulser 40” +1* Rapid Fire 4, Barrage 1 , Subterranean Artillery

2x Heavy Sweepers 20” +1 Rapid Fire 3

Emergence Assault +4

Geothermal Pulser Special Rules


A geothermal pulser needs no line of sight to attack. All four shots must be made against the same target model
or structure. Roll to hit vs the target’s Defence as normal but ignore any modifiers for cover. The Power of the
attack is equal to twice the number of shots that hit and creates a barrage template centered over the original
target equal to the number of shots that hit (e.g. a geothermal pulser that hits with three out of its four shots
has a Power of +3 and creates a 3” barrage). If all four attacks scores hits a permanent lava vent is left behind at
the target’s location after the attack has been resolved – see the Morlock Static Defenses rules for more on Lava
Vents.

Tunnel
A unit with the Tunnel special rule is able to move underground until it is time for it to emerge . For more on
this see the Tunnelling Special Rules section.

Subterranean Artillery
The geothermal pulser is a subterranean artillery piece. This means it can fire the designated weapon while still
underground in the tunnels or while represented by a tunneling marker. A Geothermal pulser in the tunnels
can attack targets within 40” of a tunnel entrance. Firing while underground makes targeting accurately much
harder, adding +2 to the Defense of targets.

Seismic Hammer
The largest Morlock artillery piece yet seen is undoubtedly the seismic hammer. It’s an enormous device part-
pile driver, part oversized tuning fork. The vibrational energies imparted by a swing of the hammer travel
through the ground and unleash their destructive fury at a pre-set point. The ground rings like a bell as it
ripples outward shattering rocks and trees from the impact point. The effect is comparable to a heavy artillery
barrage – people and animals caught by the shock wave are likely to be killed where they stand, buildings and
vehicles are unlikely to survive unless they are both lucky and sturdily-built.
Unit: 1 element

Points per Unit: [190]

Type Speed Defense Armor Special

Vehicle 5 4 8 Tunnel

Weapons Range Power Special

Seismic Hammer 100” +5 See Below, Subterranean Artillery

2x Heavy Sweepers 20” +1 Rapid Fire 3

Emergence Assault +4

Seismic Hammer Special Rules


A seismic hammer needs no line of sight to attack. Place the barrage template on the target unit and roll to hit
ignoring modifiers for cover. The size of barrage depends on the die roll; If it scores exactly the number needed
to hit only the targeted unit is affected, if the roll is exceeded by one a 1” barrage is created, by two a 2” barrage
is created and so on up to a maximum of a 4” barrage by beating the roll needed to hit by four or more. Roll
against the Armor of every unit touched by the barrage using the seismic hammer’s Power of +5. Cover bonuses
do not apply against the seismic hammer.

Subterranean Artillery
The seismic hammer is the archtypical subterranean artillery piece. This means it can fire the designated
weapon while still underground in the tunnels or while represented by a tunneling marker. A seismic hammer
in the tunnels can attack targets within 100” of a tunnel entrance. Firing while underground makes targeting
accurately much harder, adding +2 to the Defense of targets.

Machines
Toroid Skimmer
Morlock toroid skimmer are flat, ring-shaped stones with a large electrical generator in the center and metallic
cables wound tightly around their circumference. Although referred to as ‘skimmers’ they actually float like a
hot air balloon by creating a form of repulsion that interacts with the Earth’s magnetic field. It appears the field
is manipulated to cause the flier to slide along parallel to the ground, ‘skimming’ just above the surface like a
stone skipping across the surface of a lake.

Skimmers are used for rapid transport in tunnels and on the surface. Each can carry a single element of Morlock
infantry or can be armed with weapons like a heavy sweeper, gas mortar, or magnetic cannon. Skimmers in a
single unit can be equipped differently, but you must pay the appropriate points for each.

Unit: 4 elements

Points per Unit:

Basic infantry carrier: 35

With Heavy Sweeper: 45

With Gas Mortar 55

With Magnetic cannon 65


Type Speed Defense Armor Special

Vehicle 8 6 5 Transport

Weapons Range Power Special

Heavy Sweeper 20” +1 Rapid Fire 3

Gas Mortar (HE shell) 20” +1 Barrage 1

Gas Mortar (Nerve gas) 30” +2 Template

Magnetic cannon 60” +1 Barrage 1

Transport
A toroidal skimmer can transport a single infantry element if it is not upgraded with a heavy weapon. A
transported element can fire freely from aboard the skimmer as they are not beneath armor, but conversely
they may be targeted separately and will take hits if the skimmer is struck by a barrages or other area of effect
weapons. Transported infantry benefit from cover that adds +3 to their Defense and +2 to their Armor.

Skimmer
The skimmer doesn’t fly like an aircraft, rather it floats above the ground and skims along when moving. A
toroid skimmer floats at a nominal height of 1” above the tabletop (modelers should feel free to make their
models any height they please, in rules terms it remains 1”). The toroid skimmer is unaffected by terrain in any
way as it floats just above it. If a flyer has to traverse terrain more than 1” high it must expend 1” of movement
of horizontal movement for each vertical inch it has to rise in order to be above the terrain (e.g. a flyer moving
into an area of 3” high woods would have a maximum move of 5”). A flyer which has insufficient movement to
rise above terrain may not move into it. Toroid skimmers never gain any of the benefits of cover and are not
deemed to be high enough to avoid the effects of gas, barrages etc.

Nerve Gas (Gas mortar flyer only)


Nerve gas canisters negate cover. This potent chemical concoction is deadly to humans and is a lingering agent.
Place nerve gas canister impact templates on the battlefield where they land after rolling the appropriate die to
hit (misses do not place templates). Gas templates are not removed afterwards, roll to hit against any unit that
subsequently passes through them and check for damage if the hit is successful. Martians, Drones, and
lobototons are immune to nerve gas and are not affected by it.

Screwtank
The most common and general purpose of all Morlock vehicles has been dubbed the ‘Screwtank’ by the
doughboys, although more learned types prefer the name ‘Tunnall’ as an accurate descriptor of its purpose. It’s
essentially a tracked tunneling machine powered by hydrogen gas cells. A screwtank is normally equipped
with a pair machinegun-like heavy sweepers but is primarily a cargo delivery vehicle capable of carrying a full
unit of Morlock gars or grunts.

Screwtanks are tough and well-armored to survive crushing impacts from falling debris, but they are slow-
moving on the surface. Recently some Screwtanks have appeared that seem to have been upgraded with the
addition of a large-bore heavy sweeper referred to by the troops as a ‘grinder’ or ‘grind gun’.

Unit: 3 elements

Points per Unit: [190]

With Grind guns [250]

Type Speed Defense Armor Special


Vehicle 5 4 8 Tunnel, Transport

Weapons Range Power Special

2xHeavy Sweeper 20” +1 Rapid Fire 3

Grind gun 30” +2 Rapid Fire 2

Emergence Assault +4

Transport
Each screwtank can carry up to 4 elements of Morlock Infantry inside. Any troops carried in a screwtank have
to be paid for in addition to the screwtank’s points and follow the rules for transport vehicles on page age 64 of
the main rulebook.

Grind gun
Screwtanks can be upgraded to mount a grind gun for an additional 20 points per model. All the screwtanks in
the same unit must be identically equipped. [[[[[[[[[ Does this replace a sweeper? ]]]]]]

Tunnel
A unit with the Tunnel special rule is able to move underground until it is time for it to emerge. For more on
this see the Tunnelling Special Rules section.

Assault Worm
In principle this machine appears to be constructed of multiple scewtank hulls linked together by articulated
joints. Whether this is truly the case or a superficial resemblance fron using similar castings has yet to be
determine. One thing is certain – that the assault worm is a considerably more dangerous machine than the
standard screwtank. Transportation space has been sacrificed to make room for deadlier weapons and
increased armor while the articulated hull makes it a more agile and hence more difficult target.

Assault worms are often used as the spearheads of a Morlock attack, breaking through into the heart of enemy
positions and causing havoc until the main body has had time to deploy. Two armament types have been
observed to date; the most common fires a thermal ray of extreme lethality but mercifully short reach, latterly
an electrical discharge cannon with similarities to the Tesla electric arc (although far more tightly controlled)
has been seen in use.

Unit: 3 elements [?]

Points per Unit: [270]

With Electro-cannon [315]

Type Speed Defense Armor Special

Tank 5 5 9 Tunnel

Weapons Range Power Special

Thermal ray 20” +5

Electro-Cannon 30” +4 Rapid Fire 2

Emergence Assault +4

Electro cannon
Assault worms can be upgraded to mount an electro cannon in place of their thermal ray for an additional 15
points per model. All the assault worms in the same unit must be identically equipped.

Tunnel
A unit with the Tunnel special rule is able to move underground until it is time for it to emerge . For more on
this see the Tunnelling Special Rules section.

Abyssal Crawler
The largest Morlock tunneling machine is known as the abyssal crawler. Crawlers breach the surface only in the
very largest of battles, a monstrous slab of moving metal rising from the depths. The tunnels carved out by
these behemoths are the size of underground highways and they seem to be most commonly used to maintain
links between subterranean Morlock strongholds. Only on rare occasion are the Morlocks willing to risk these
mighty machines in combat. This has led to speculation that given their undoubted effectiveness they must be
few in number and virtually irreplaceable.

It seems unlikely that abyssal crawlers were designed for war, like so many other Morlock machines they
appear to have been adapted from civilian engineering machines. Nonetheless these great digging engines rival
even formidable land ironclads with their thick armor and ability to absorb punishment . All abyssal crawlers
sighted to date have been equipped with the same primary armament of twin thermal rays and a seismic
hammer. These weapons are believed to be tools an intrinsic to the method by which it digs; the hammer
pulverizes rock while the thermal rays are used to both liquefy the detritus and seal the tunnel walls.

Unit: 1 element

Points per Unit: [310]

Type Speed Defense Armor Special

Machine 5 5 10 Super Tunneler

Weapons Range Power Special

Seismic Hammer 100” +5 See Below

2x Thermal Rays 20” +5

4x Heavy Sweepers 20” +1 Rapid Fire 3

Emergence Assault +6

Super Tunneler
A unit with the super-tuneler special rule is able to move underground until it is time for it to emerge . For
more on this see the Tunneling Special Rules section.

Seismic Hammer Special Rules


A seismic hammer needs no line of sight to attack. Place the barrage template on the target unit and roll to hit
ignoring modifiers for cover. The size of barrage depends on the die roll; If it scores exactly the number needed
to hit only the targeted unit is affected, if the roll is exceeded by one a 1” barrage is created, by two a 2” barrage
is created and so on up to a maximum of a 4” barrage by beating the roll needed to hit by four or more. Roll
against the Armor of every unit touched by the barrage using the seismic hammer’s Power of +5. Cover bonuses
do not apply against the seismic hammer.

Subterranean Artillery
The seismic hammer is the archtypical subterranean artillery piece. This means it can fire the designated
weapon while still underground in the tunnels or while represented by a tunneling marker. A seismic hammer
in the tunnels can attack targets within 100” of a tunnel entrance. Firing while underground makes targeting
accurately much harder, adding +2 to the Defense of targets.

Abyssal Crawler Damage


The abyssal crawler is a large machine and is not automatically destroyed by taking damage. Instead roll a die
and consult the abyssal crawler damage table. If the abyssal crawler has suffered more than one point of
damage add +1 to the die roll for each additional point of damage scored, for example if a crawler has taken
three points of damage roll a die and add +2 to the result. As with other machines with a damage chart, multiple
rolls of the same result have no additional effect other than to reduce the abyssal crawler’s Armor value further
– note that each potential weapon damage result is a different outcome so on a roll of 8 always roll again to see
if a different weapon is taken out of commission.

Abyssal Crawler Damage Resolution Chart

Score Result
1-5 The abyssal crawler is partially damaged and its Armor value is permanently reduced by -1.

6 The abyssal crawler’s engines are damaged, reducing its speed by -1. In addition the crawler’s Armor
value is permanently reduced by -1.

7 The abyssal crawler’s directional controls are crippled. When the crawler moves roll a die; 1-3 move
directly ahead, 4-5 move directly towards the enemy table edge, 6-7 move directly towards the table
edge to the player’s left, 8-9 move directly towards the table edge to the player’s right, 0 submerge if on
the surface or surface if tunneling. In addition the crawler’s Armor value is permanently reduced by -1.

8 The abyssal crawler’s armament is damaged. Roll a die; 1-4 a heavy sweeper is destroyed, 5-7 a thermal
ray is destroyed, 8-0 the seismic hammer is destroyed. If a thermal ray or the seismic hammer is
destroyed the abyssal crawler may no longer tunnel and becomes immobilized if it is still below ground.
In addition the crawler’s Armor value is permanently reduced by -1.

9 The abyssal crawler is immobilized and may no longer move, if obliged to move for any reason it is
destroyed. In addition the crawler’s Armor value is permanently reduced by -1.

10+ The abyssal crawler explodes and is destroyed.

The God Head


The first reports of the largest of all Morlock war machines were initially dismissed as cases of shell shock or
the ravings of mad men. It was only after the battle of Trondheim that the first photographs emerged revealing
a gigantic, disembodied head floating above the battlefield. Even now encounters with this apparition have
been so rare as to bid some to dub it a collective expression of the Jungian subconscious, although more
practically-minded souls point out that the subconscious has yet to be captured on photographic plates.

The God Head may be unique, it serves as part tribute collector, part citadel, part temple to the Morlock’s
benighted gods. Slaves and treasures sent into its voluminous maw are apparently consumed and never seen
again. Its appearance on the battlefield has heralded disaster on more than one occasion as the burning rays of
its eyes scouring the land and the deep bellowing of its voice strikes terror into men’s hearts.

Unit: 1 element

Points per Unit: [680]

Type Speed Defense Armor Special

Machine 5 6 11
Weapons Range Power Special

2x Fiery Gaze 100” +5 Rapid Fire 2

Fireball 30” +3 Barrage 4

Awful Majesty
The booming roars of the God Head are disconcerting even for veteran troops. A creeping, preternatural fear
grips the most hardened fighters as the God Head looms above them while the Morlocks are driven into an
ecstatic frenzy by its presence. As long as the God Head is on the battlefield all human morale checks suffer a -1
penalty, while Morlocks gain a +1 bonus to morale checks.

Giant floating head


The God Head floats above the ground at a nominal height of 3” above the tabletop. The god head is unaffected
by terrain in any way as it floats just above it. If the God Head has to traverse terrain more than 3” high it must
expend 1” of movement of horizontal movement for each vertical inch it has to rise in order to be above the
terrain. If the god head has insufficient movement to rise above terrain may not move into it. The God Head
never gains any of the benefits of cover but it is deemed to be high enough to avoid the effects of gas, barrages
etc which are not specifically aimed at it, likewise such attacks aimed against the God Head will not affect
nearby models on the ground.

God head Damage


The god head is a large entity and is not automatically destroyed by taking damage. Instead roll a die and
consult the god head damage table. If the god head has suffered more than one point of damage add +1 to the
die roll for each additional point of damage scored, for example if the god head has taken three points of
damage roll a die and add +2 to the result. As with other machines with a damage chart, multiple rolls of the
same result have no additional effect other than to reduce the god head’s Armor value further – note that each
potential weapon damage result is a different outcome so on a roll of 8 always roll again to see if a different
weapon is taken out of commission.

The god head can survive 5 ‘critical hits’ as described in the table before it is destroyed. When recording armor
reduction the minimum value the god head’s Armor can be reduced to is 1 – the god head can never be reduced
to zero Armor. This means the god head can only be destroyed by critical hits no matter how much damage it
takes.

God head Damage Resolution Chart

Score Result
1-5 The god head is partially damaged and its Armor value is permanently reduced by -1.

6 The god head’s power source is damaged, reducing its speed by -1. In addition the god head’s Armor
value is permanently reduced by -1.

7 The god head’s directional controls are crippled. When the god head moves roll a die; 1-3 move directly
ahead, 4-5 move directly towards the enemy table edge, 6-7 move directly towards the table edge to the
player’s left, 8-9 move directly towards the table edge to the player’s right, 0 move directly towards the
player’s own table edge. In addition the god head’s Armor value is permanently reduced by -1.

8 The god head’s armament is damaged. Roll a die; 1-7 a Fiery gaze is destroyed, 8-0 the fire ball ability is
lost. In addition the god head’s Armor value is permanently reduced by -1.

9 The god head drifts to the ground and may no longer move, if obliged to move for any reason it suffers a
critical hit. In addition the god head’s Armor value is permanently reduced by -1.
10+ The god head suffers a critical hit. In addition the god head’s Armor value is permanently reduced by -1.
Once the god head has taken five critical hits it is destroyed.

Morlock Static Defenses


‘Wherever these Morlocks breach the surface of our world it is changed by their presence. While not as eerily alien
as the profound alterations caused by the Martians, the influence of the Underdwellers is, if anything, more subtle
and nightmarish in its quality.

The land becomes tortured and primordial, a place of fuming vents and flowing lava as if touched again by a fierce,
primitive age long since past. Strange idols and towers are raised to survey the land and enforce ownership by its
new subterranean masters. I shudder for those poor souls enslaved in such benighted lands, and count the days
until I can bring about their liberation.’ – Theodore Roosevelt

The following static defenses are available for Morlocks in defensive scenarios including;

 Scenario 2 The Bunkers


 Scenario 5 The Fortress
 Scenario 9 The Excavation
 Scenario 10 The Redoubt
 Scenario M2 Versus the Volcano

Tunnel entrance
Dark, gaping tunnel entrances can be found throughout Morlock territory. Some are natural cave formations
that have been enlarged for the Morlock’s purposes, others mark the terminus of smooth-sided tubes of melted
stone that plunge deep below the ground. Tunnel entrances connect to a labyrinth of underground highways
that stretch beneath the surface and go deeper still. Morlocks use the tunnel network to move forces unseen
beneath the battlefield, and the entrances act as psychological strongpoints for Grunts that get skittish about
being on the surface.

Unit: 1 element

Points per Unit: 50

Type Speed Defense Armor Special

Exceptional Static 8 14 See Below

Weapons Range Power Special

None - - -

Static defense
A tunnel entrance cannot move. If it is damaged it is destroyed (blocked) outright.

Tunneling board
Tunnel entrances connect the tabletop battlefield to the underdweller player’s tunneling board. For more on
this see the Tunneling Special Rules section.

Vent conduits
Fuming vents in the earth are often the first visible indication of a Morlock presence. Whether these are opened
as a defensive measure intended to isolate the area or are simply a natural by-product of the Morlock’s
tunnelling is unknown. The vents can cause considerable damage to units that approach incautiously due to
their unpredictable gouts of steam, boiling mud, toxic gases or even molten lava.
Unit: 1 element

Points per Unit: 15

Type Speed Defense Armor Special

Exceptional Static 8 12 See Below

Weapons Range Power Special

Vent discharge - +1 Barrage 2

Static defense
A vent conduit cannot move. If it is damaged it is destroyed (blocked) outright.

Vent Discharges
Vents are constantly surrounded by clouds of vapor, just how dangerous they might be can only be practically
discovered at close quarters. The first time during a turn that a unit moves within 4” of a vent roll a die. On a 1-
6 the clouds of vapor surrounding the vent are harmless – for now, on a 7-9 the vent is discharging steam and
noxious gases with the effect shown above – any elements within 2” or that moves within 2” of the vent this
turn is attacked by a barrage centered on the vent. On a roll of 10 an exceptional eruption occurs with double
effect; +2 Power and Barrage 4. The vent discharge will persist until the end phase and a new roll is made if the
vent is approached in the following turn.

Fungus forests
Around most underdweller delving a variety of extravagant fungi springs up almost overnight. The growths are
large, fleshy and often luridly colored but in most cases they are analogous to ordinary terrestrial types albeit
on a fantastic scale. Scientists theorize that these mutated strains are a vital part of the Morlock’s natural
environment, supplying basic nutrients, fuel and buildings materials in their underground realm. Human troops
entering these fungus forests have reported disorientation and even what must be hallucinations brought
about by psychotropic spores. Morlocks on the other hand seem to be perfectly at home in such strange
environments.

Unit: 6”x6” Area

Points per Unit: 25

Fungus forest is a terrain type present in scenarios set in areas where the Morlocks are well established. They
can be represented in a variety of way and in game terms count as woodlands. Human infantry units that have
no protection against gas roll a die every time they move through fungus forests; on a 1-4 the unit is subjected
to terrifying hallucinations and must take an immediate morale check, on a 5 or greater nothing untoward
occurs. Morlock infantry in fungus forests gain a +1 modifier when making morale checks.

Lava moat
Morlocks do not build obstacles like walls and wire entanglements on the surface, probably because they would
be ineffective against tunneling attacks. Instead Morlocks protect their territory from ingress with wide ‘moats’
frequently replenished with molten lava from the depths.

Unit: 2”x6” Area

Points per Unit: 50

Lava moats form an area of terrain impassable to all infantry, artillery and vehicles, including tunnelers.
Skimmers and the god head can float over a lava moat without danger. Martian tripods can attempt to step
across a 2” wide section of lava moat at some risk; roll a die and add the tripod’s Speed characteristic. On a
score of 10 or greater the tripod has successfully crossed the lava moat. On a score of 9 or less the tripod slips
or miscalculates, it topples into the lava and is destroyed!

Crater turret
Crater turrets have been a recent development in Morlock defenses, perhaps copied from the gun turrets and
barbettes employed in human fortification lines. The crater turret is not used in a linear fashion however,
instead several are generally scattered over a wide area. Each crater turret comprises a reinforced pit and a
metal, dome-shaped weapon housing attached to a mechanism that allows it to rise and fall within the pit. The
weapon housing rises only to allow a shot to be taken before sinking back down again to help protect the turret
against return fire.

Points per Unit:

With Heavy Sweeper: 45

With Gas Mortar 55

With Magnetic cannon 65

Type Speed Defense Armor Special

Exceptional Static 6 10 See Below

Weapons Range Power Special

Heavy Sweeper 20” +1 Rapid Fire 3

Gas Mortar (HE shell) 20” +1 Barrage 1

Gas Mortar (Nerve gas) 30” +2 Template

Magnetic cannon 60” +1 Barrage 1

Static defense
A crater turret cannot move. If it is damaged it is destroyed outright.

Nerve Gas (Gas mortar only)


Nerve gas canisters negate cover. This potent chemical concoction is deadly to humans and is a lingering agent.
Place nerve gas canister impact templates on the battlefield where they land after rolling the appropriate die to
hit (misses do not place templates). Gas templates are not removed afterwards, roll to hit against any unit that
subsequently passes through them and check for damage if the hit is successful. Martians, Drones, and
lobototons are immune to nerve gas and are not affected by it.

Seeing tower
Seeing towers can take the appearance smooth pillars of stone or tiered stacks of metal reminiscent of oriental
pagodas. In either case the purpose is the same – an observation point from which the Morlocks can see any
moves being made against them on the surface. Seeing towers are often present near Morlock slave pens to
watch for escapes.

Unit: 1 element

Points per Unit: 25

Type Speed Defense Armor Special

Exceptional Static 3 10 See Below


Weapons Range Power Special

None - - -

Static defense
A seeing tower cannot move. If it is damaged it is destroyed outright.

Detector
A seeing tower sense any unit within 2D10”. Roll at the beginning of each underdweller phase an determine if
units are detected. Any hidden units (i.e. ‘blips’) within range are revealed and any ambushing units within
range are forced onto the table. Ambushing units are revealed if the center point of the terrain area where they
are concealed lies within range of the seeing tower.

Subterranean artillery
The presence of the tower gives the Morlocks a fixed aiming point to use for their calculations. When firing
subterranean artillery from the tunneling board count seeing towers are additional tunnel entrances for the
purpose of measuring the range to potential targets.

Sphinx
The most disquieting artifact of long term Morlock occupation has to be the monolithic ‘sphinxes’ that they
raise across the countryside. Scientific debate remains rife about these enigmatic structures, with some
pointing to the god head as a cultural link to this rare expression of Morlock culture. Sphinxes serve as
strongholds tribute collection points for an enslaved populace and fortified entrances to the Morlock’s
subterranean realm.

Unit: 1 element

Points per Unit: 75

Type Speed Defense Armor Special

Exceptional Static 8 14 See Below

Weapons Range Power Special

Thermal Ray 20” +5 -

Static defense
A sphinx cannot move. A Sphinx is destroyed when it has taken 3 points of damage.

Tunneling board
Sphinxes count as tunnel entrances connecting the tabletop battlefield to the underdweller player’s tunneling
board. For more on this see the Tunneling Special Rules section.

Howling sirens
Periodically sphinxes emit a keening howl that evokes unreasoning fear in nearby humans that hear it.
Strangely, enslaved populations have been observed proceeding to the nearest sphinx in a calm, orderly fashion
upon hearing the dreadful sound, lining up to descend below with bovine fatalism. Human morale checks taken
within 20” of a sphinx suffer a -1 penalty, while Morlocks within 20” of a sphinx gain a +1 bonus to morale
checks.
Scenarios for Underdwellers
Morlocks represent an entirely new faction in All Quiet on the Martian Front that is distinct from both humans and
Martians, although often driven by similar agendas. The core ten scenarios can all be used for various match ups
against human or Martian foes with minimal (mostly narrative) changes as detailed below. In addition to the core
scenarios two specifically Morlock-oriented scenarios are presented here and players, as ever, are encouraged to
create their own scenarios featuring the nefarious underdwellers.

Day and Night special rules


One feature that is unique to battles between humans and Morlocks is the importance of the how dark it is when the
fighting occurs. Martians care nothing for stealth and their tripods are terrifyingly easy to see at night by the glow of
their weapons and sensor eyes. Likewise Martians while certainly not all-seeing seem to be impeded not at all by
darkness, as many failed attempts at stealthy night-time approach have proved.

Morlocks, on the other hand, are creatures of darkness and at night they can be very stealthy indeed as far as
humans and Martians are concerned. Conversely in broad daylight Morlocks are disheartened and discomforted,
being virtually blind they tend to expose themselves to long range fire more easily.

To represent these special factors the Day and Night special rules apply the following modifiers to the characteristics
of Morlock infantry with the ‘nightbreed’ special rule.

At night the Defence characteristic of all nightbreed elements is increased by one.

By day the Defence characteristic of all nightbreed elements is reduced by one.

For example a Morlock Grunt infantry element normally has a Defence of 5, so at night this increases to 6 while in
daytime it is reduced to 4.

Obviously this can hand a big advantage or a big disadvantage to the lowliest Morlock infantry and is considered an
optional rule. We can imagine that an in-between ‘cloudy’ or ‘twilight’ state occurs as well, when no modifiers apply
in either direction.

This is the way games are played when you don’t use the Day and Night rules – either the battle is during a brightly
moonlit night or during an overcast day. In the scenarios that follow whether they occur by day or night is specified
for story purposes and to add a little flavour, apply the rule or dispense with it at your whim.

Dusk and Dawn


Sometimes a game can occur at dusk or dawn with the light conditions changing over the first few turns of the game.
Where this occurs the first turn is considered to be Day or Night (i.e. Day for dusk, Night for dawn), the second turn
is considered ‘twilight’ with no modifiers applying and on the third turn and all subsequent turns the new conditions
come in to play (i.e. Night for Dusk, Day for Dawn). This is summarised below:
First turn Second turn Third turn and later

Dusk Day Twilight Night

Dawn Night Twilight Day

[[[this is really simplistic right now, do we want more? Searchlights, flares, smoke? Limited visibility is an entire topic
but not sure it’s worth chasing too far as it only applies to humans vs Morlocks, feels more like a flavour-rule that
belongs in the army list, although with having the tunnelling rules too I wonder if this is plenty]]]

Scenario 0 The Encounter


As The Encounter depicts two forces clashing it works with Morlocks just as well. In this case newly emergent
Morlocks intent on capturing slaves from a nearby town run into a force of roving Martians with the same target, or
humans hastily mobilised to investigate reports of the Morlock’s approach.

Day/Night
If both players agree to use the Day/Night rules roll a die before deployment. On a roll of 2-5 the battle takes place
at night, on a 6-9 the battle occurs in day time, on a 1 the game takes place at dusk, and on a 10 the game takes
place at dawn.

Set Up
The Underdweller player deploys using the rules for human deployment with the following exception if the standard
set-up is used; A Morlock unit may only be placed in Ambush if the battle is taking place at dawn, dusk or night.

When it comes to deploying Hidden infantry and artillery onto the battlefield a Hidden unit marker may not be
deployed within 12” of an enemy Hidden unit marker that has already been placed.

Terrain, Objective, Game Duration and Victory


No other changes are made to this scenario – just go straight from the book.

Scenario 1 The Outskirts


The outskirts scenario can be played with the Morlocks as either attackers or defenders against either Martians or
humans. If the Morlocks are on the attack then they are seeking to gain control of an area the Ministers deem
important because it holds slaves, supplies or information. If the Morlocks are on the defensive they are considered
to have established themselves in the vicinity and do not wish to simply cede their territory to the first tripod that
happens to come by.

Terrain
During terrain set-up the underdweller player may place up to two tunnel entrances. If the underdweller player is
defending the tunnel entrances can be placed anywhere in the underdweller’s half of the table. If the underdweller
player is attacking tunnel entrances can be placed up to 6” on to the table from the attacker’s table edge.
Day/Night
If both players agree to use the Day/Night rules and the underdweller player is defending roll a die before
deployment. On a roll of 2-5 the battle takes place at night, on a 6-9 the battle occurs in day time, on a 1 the game
takes place at dusk, and on a 10 the game takes place at dawn. If the underdweller player is attacking the battle
automatically takes place at night.

Set Up
When defending the underdweller player deploys using the rules for human deployment. Morlock units may only be
placed in Ambush if the battle is taking place at dusk, dawn or night. When attacking the Morlock force is deployed
as detailed for the Martians in this scenario, although any units may, at the option of the underdweller player, be
placed on the tunnelling board in the ‘tunnels’ section instead of in reserve.

Victory
On the attack Morlocks and humans obviously cannot get tripods into the defender’s set-up zone. Instead, any unit
that is above half-strength counts as a tripod for victory purposes. For example a four element strong unit of Grunts
would still count as a tripod for scoring purposes even if it lost one element, but not if lost two or three. Routing
human units and Feral Morlock units do not count for scoring purposes regardless of their remaining strength.

Objective and Game Duration


No other changes are made to this scenario.

Scenario 2 The Bunkers


As for the outskirts scenario the bunkers is eminently suitable for play with Morlocks. The reasons for conflict are
likely to be similar, and in this case the bunkers scenario depicts a more fully entrenched defence whether it be
Morlock, human or Martian.

Terrain
During terrain set-up the underdweller player may place up to two tunnel entrances. If the underdweller player is
defending the tunnel entrances can be placed anywhere in the underdweller’s half of the table. If the underdweller
player is attacking tunnel entrances can be placed up to 6” on to the table from the attacker’s table edge. The field
fortification along the center line have deep, heavily reinforced foundations and count as impassable terrain to
tunnellers in this scenario.

Day/Night
If both players agree to use the Day/Night rules and the underdweller player is defending roll a die before
deployment. On a roll of 2-5 the battle takes place at night, on a 6-9 the battle occurs in day time, on a 1 the game
takes place at dusk, and on a 10 the game takes place at dawn. If the underdweller player is attacking the battle
automatically takes place at night.

Set Up
When defending the underdweller player deploys using the rules for human deployment. Morlock units may only be
placed in Ambush if the battle is taking place at dusk, dawn or night. When attacking the Morlock or human force is
deployed as detailed for the Martians in this scenario, although any units may, at the option of the underdweller
player, be placed on the tunnel board in the ‘tunnels’ section instead of in reserve.

Objective
The Martians will have little interest in actually occupying primitive earthworks themselves, but they may be in a
strategically important location. In the event of a Morlock (or human) attack on bunkers ‘held’ by Martians the game
objective is changed to re-occupying the bunkers instead of clearing them.
Victory
The attacker wins if all three field fortifications on the center line have no defending units left wholly within them.
Note that Routing human units and Feral Morlock units do not count as occupying field fortifications. If Martians are
defending they lose if any of the field fortifications are occupied by attacking infantry units at the end of the game.

Game Duration
No other changes are made to this scenario.

Scenario 3 The Cylinder


By its nature the cylinder scenario casts the defenders as being the Martians. However Morlocks as attackers can
have a different motivation than a human force to add some variation. Instead of simply destroying the cylinder the
Morlocks seek to capture both it and the nearby construction machines for their own ends.

Day/Night
The underdwellers have to move quickly to seize the cylinder so they do not have the luxury of waiting for darkness.
If both players agree to use the Day/Night rules roll a die before deployment. On a roll of 2-5 the battle takes place
at night, on a 6-9 the battle occurs in day time, on a 1 the game takes place at dusk, and on a 10 the game takes
place at dawn.

Objective
The Morlock objective is to end the game with surviving units close to the constructor engines and the cylinder in
order to capture them.

To assist in this for this scenario Morlok Tek elements are equipping with a special electro-mechanical device that
will ‘stun’ any nearby Contructor Engine. If a Constructor Engine starts the turn within 6” of a Morlok Tek it can take
no actions at all for that turn.

Victory
If a Constructor Engine is stunned on the last turn of the game it is considered captured.

Terrain, Set Up, Game Duration


No other changes are made to this scenario.

Scenario 4 The Harvest

Scenario 5 The Fortress

Scenario 6 The Rescue

Scenario 7 The Ruins

Scenario 8 The Founder

Scenario 9 The Excavation

Scenario 10 The Redoubt

Scenario M1 Night Terrors

Scenario M2 Versus the Volcano

Scenario M3 Uninvited Guests

You might also like