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	<title>2d4chan - User contributions [en]</title>
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	<updated>2026-04-27T00:09:58Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Tesla_Lightning_Gun_Artillery_Steamer&amp;diff=472600</id>
		<title>Tesla Lightning Gun Artillery Steamer</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Tesla_Lightning_Gun_Artillery_Steamer&amp;diff=472600"/>
		<updated>2019-04-01T01:59:13Z</updated>

		<summary type="html">&lt;p&gt;2600:6C42:7C00:F0F:316A:189A:7A53:AD9C: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Icg-us020.png|300px|right|thumb|300px|Nothing says Mad Science like giant friggen Tesla coils]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Cause it wouldn&#039;t be a steampunk universe without NIKOLA FREAKING TESLA!&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The development of the &#039;&#039;&#039;Tesla Lightning Gun&#039;&#039;&#039; began before even the first cylinders of the first War of the Worlds were launched from the red planet. Nikolai Tesla had been experimenting with ways to transfer power without wires (cause that&#039;s safe) but when the Martians landed in London, the eccentric Serbian realized that his failed power project could be the key to bridging the ludicrous technology gap. The United States Military took interest but dismissed the project initially as infeasible due to the huge power requirements of such a system and the fact that massive arcs of electric power generally are near impossible to aim, but once the forces inside the great coils of captured Martian electric wire could be tuned to seek out the strange alloy of the Tripods, Humanity finally had a weapon to rival the cruel beams of the Heat Rays. &lt;br /&gt;
&lt;br /&gt;
First only employed in static defenses, Tesla soon was able to miniaturize his lightning gun to the point where it could be mounted on a Holt Steam Tank chassis and distributed throughout the US Army as a much needed force multiplayer when holding unprepared defenses. Even the great [[Land Ironclad]] &#039;&#039;Albuquerque&#039;&#039; had its fore 7 inch gun replaced with one of these weapons.   &lt;br /&gt;
&lt;br /&gt;
==In All Quiet on the Martian Front==&lt;br /&gt;
As befits such an eccentric weapon, the Tesla Lightning gun has some pretty wacky rules in game.&lt;br /&gt;
&lt;br /&gt;
For mobility and defense, the Tesla Steamer has similar stats to you standard MK II steam tank, with a movement of 6 inches and a defense of 4 and armor of 7 (one less than the 8 of the Baldwin tank due to the open top). Its when we start talking about weaponry that things get interesting.&lt;br /&gt;
&lt;br /&gt;
The Lightning Gun has the special rule &#039;&#039;Lightning Gun&#039;&#039; which has the majority of a page dedicated to it in the rule book but we&#039;ll try to keep it simple here.&lt;br /&gt;
&lt;br /&gt;
Essentially, every movement phase the player may make the choice of either move or charge the weapon. If they choose to move than the Steamer moves its six inches and nothing of particular interest happens. If the player instead charges the weapon, a die is placed next to the tank to indicate its status. It is totally possible to simply skip a turn however without charging or moving. The super capacitors in the trailer can sustain a charge of two dice indefinitely but players do have the choice to overcharge to three with the downside that if you don&#039;t fire the Lighting gun at the next opportunity then you loose all three dice as there is an emergency grounding to prevent the weapon from frying itself and its operators.&lt;br /&gt;
&lt;br /&gt;
When firing the Lightning Gun, choose a target within 40 inches and line of sight. Then roll every die you have generated at once and add them together, the result of this arithmetic is the power rating of your attack, though if you roll there of a kind the delicate machinery inside the cannon is fried and it can no longer fire for the rest of the game. Yes this does mean that you can theoretically have a power of 30 (then again you could have a power of 1). But the fun doesn&#039;t stop there. Once the damage has been worked out roll a die. If there any units within the resultant value in inches than they are hit to as the energy arcs from this original target to its new victim. You then roll the same amount of dice you originally had against the new target. Then you do it again, and again, and again, till either there are no new units within your dice roll of the last target hit or you roll three of a kind, though if you roll three of a kind with arcing attacks you can still fire. Yes the arc can strike friendly units so you might want to pull your dough boys back before unleashing the power of Zeus.&lt;br /&gt;
&lt;br /&gt;
A Tesla Lightning Cannon will cost you 350 points to add to your United States force.&lt;br /&gt;
&lt;br /&gt;
{{American Forces in All Quiet on the Martian Front}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2600:6C42:7C00:F0F:316A:189A:7A53:AD9C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Tesla_Lightning_Gun_Artillery_Steamer&amp;diff=472612</id>
		<title>Tesla Lightning Gun Artillery Steamer</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Tesla_Lightning_Gun_Artillery_Steamer&amp;diff=472612"/>
		<updated>2019-04-01T01:57:35Z</updated>

		<summary type="html">&lt;p&gt;2600:6C42:7C00:F0F:316A:189A:7A53:AD9C: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Icg-us020.png|300px|right|thumb|300px|Nothing says Mad Science like giant friggen Tesla coils]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;cause it wouldn&#039;t be a steampunk universe without Nikola Freaking Tesla&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The development of the &#039;&#039;&#039;Tesla Lightning Gun&#039;&#039;&#039; began before even the first cylinders of the first War of the Worlds were launched from the red planet. Nikolai Tesla had been experimenting with ways to transfer power without wires (cause that&#039;s safe) but when the Martians landed in London, the eccentric Serbian realized that his failed power project could be the key to bridging the ludicrous technology gap. The United States Military took interest but dismissed the project initially as infeasible due to the huge power requirements of such a system and the fact that massive arcs of electric power generally are near impossible to aim, but once the forces inside the great coils of captured Martian electric wire could be tuned to seek out the strange alloy of the Tripods, Humanity finally had a weapon to rival the cruel beams of the Heat Rays. &lt;br /&gt;
&lt;br /&gt;
First only employed in static defenses, Tesla soon was able to miniaturize his lightning gun to the point where it could be mounted on a Holt Steam Tank chassis and distributed throughout the US Army as a much needed force multiplayer when holding unprepared defenses. Even the great [[Land Ironclad]] &#039;&#039;Albuquerque&#039;&#039; had its fore 7 inch gun replaced with one of these weapons.   &lt;br /&gt;
&lt;br /&gt;
==In All Quiet on the Martian Front==&lt;br /&gt;
As befits such an eccentric weapon, the Tesla Lightning gun has some pretty wacky rules in game.&lt;br /&gt;
&lt;br /&gt;
For mobility and defense, the Tesla Steamer has similar stats to you standard MK II steam tank, with a movement of 6 inches and a defense of 4 and armor of 7 (one less than the 8 of the Baldwin tank due to the open top). Its when we start talking about weaponry that things get interesting.&lt;br /&gt;
&lt;br /&gt;
The Lightning Gun has the special rule &#039;&#039;Lightning Gun&#039;&#039; which has the majority of a page dedicated to it in the rule book but we&#039;ll try to keep it simple here.&lt;br /&gt;
&lt;br /&gt;
Essentially, every movement phase the player may make the choice of either move or charge the weapon. If they choose to move than the Steamer moves its six inches and nothing of particular interest happens. If the player instead charges the weapon, a die is placed next to the tank to indicate its status. It is totally possible to simply skip a turn however without charging or moving. The super capacitors in the trailer can sustain a charge of two dice indefinitely but players do have the choice to overcharge to three with the downside that if you don&#039;t fire the Lighting gun at the next opportunity then you loose all three dice as there is an emergency grounding to prevent the weapon from frying itself and its operators.&lt;br /&gt;
&lt;br /&gt;
When firing the Lightning Gun, choose a target within 40 inches and line of sight. Then roll every die you have generated at once and add them together, the result of this arithmetic is the power rating of your attack, though if you roll there of a kind the delicate machinery inside the cannon is fried and it can no longer fire for the rest of the game. Yes this does mean that you can theoretically have a power of 30 (then again you could have a power of 1). But the fun doesn&#039;t stop there. Once the damage has been worked out roll a die. If there any units within the resultant value in inches than they are hit to as the energy arcs from this original target to its new victim. You then roll the same amount of dice you originally had against the new target. Then you do it again, and again, and again, till either there are no new units within your dice roll of the last target hit or you roll three of a kind, though if you roll three of a kind with arcing attacks you can still fire. Yes the arc can strike friendly units so you might want to pull your dough boys back before unleashing the power of Zeus.&lt;br /&gt;
&lt;br /&gt;
A Tesla Lightning Cannon will cost you 350 points to add to your United States force.&lt;br /&gt;
&lt;br /&gt;
{{American Forces in All Quiet on the Martian Front}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2600:6C42:7C00:F0F:316A:189A:7A53:AD9C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Flame_Tank&amp;diff=217213</id>
		<title>Flame Tank</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Flame_Tank&amp;diff=217213"/>
		<updated>2019-04-01T01:29:39Z</updated>

		<summary type="html">&lt;p&gt;2600:6C42:7C00:F0F:316A:189A:7A53:AD9C: /* In All Quiet on the Martian Front */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:FLAME IV.jpg|300px|right|thumb|This is my flammenwerfer, with which I will werf flammen]]&lt;br /&gt;
&lt;br /&gt;
While the [[Mk IV Steam Tank]] is a somewhat unwieldy weapons platform due to its colossal size, that same size has allowed the Ordinance Department and the designers at Baldwin to install new and interesting weapons to take on the Martian Invaders.&lt;br /&gt;
&lt;br /&gt;
After experiencing the might of the Martians first hand the Tank Corps submitted a request for a roughly equivalent weapons system to the Heat ray. Captured heat rays proved impossible to duplicate despite exhaustive studies, so a more indigenous solution had to be devised. The DuPont Chemical Company proposed a weapon that would spray a two part fuel onto the tripods that once ignited would burn at a temperature hot enough to roast the Invaders where they stood. Due to the size of the storage tanks required to maintain a jet of flame long enough give the tripods trouble, and the actual size of the weapon itself precluded its installation on any vehicle smaller than a MK IV and thus the MK IV Flame Tank was born.&lt;br /&gt;
&lt;br /&gt;
The Flame Tanks towering superstructure is needed to raise the Flame Gun to the level of the Tripods to give the weapon a greater chance of damaging the alien machine. While somewhat bizarre looking, commanders in the field have reported a surge in moral whenever the Flame Tank is deployed, its superstructure rising in defiance of the towering tripods.&lt;br /&gt;
&lt;br /&gt;
==In All Quiet on the Martian Front==&lt;br /&gt;
&lt;br /&gt;
The Flame Tank is one of the more iconic units in AQMF and oh boy is it good on the table top. With the turret you can engage Martians in every direction so you don&#039;t have to worry about whether you have the right facing to start purging the Xenos in flame. Due to the unique nature of the Flame Gun, you get the FLAMEGUN special rule when firing it. When you make an attack with the flame gun roll a D10 and divide by two and round up to the nearest whole number. The result is how many attacks you can make for this shooting step. Oh, it also gets +3 power and ignore cover modifiers, Hellfire indeed. The only limiting factor is a somewhat short range of 15 inches.&lt;br /&gt;
&lt;br /&gt;
More mundanely you get a pair of forward mounted 4 inch guns which allow you to take some potshots at martians outside of your flame guns range or kneecap tripods up close so that you can more easily burn them. These have the standard range of 30 inches and a +2 power.&lt;br /&gt;
&lt;br /&gt;
As for defenses the flame tank has a defense of 4 and an armor rating of 10. While you will take hits more than 50% of the time its going to take a bit to put you down. However once a heat ray does penetrate your armor you must immediately roll a D10. On the result of a 10 the tanks containing the volatile flamer fuel explode, tearing the Flame tank apart and turning everything within 6 inches in a raging inferno. All units within 6 inches of the flame tank automatically take D5 hits with the same stats of the Flame gun, so +3 power, yikes. So you might want to consider not stacking up your units near the Flame Tank (not that you should have in the first place, given the Martians Sweep rules).&lt;br /&gt;
&lt;br /&gt;
The Mk IV Flame Tank will cost you 180 Points to add to your US force.&lt;br /&gt;
&lt;br /&gt;
{{American Forces in All Quiet on the Martian Front}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2600:6C42:7C00:F0F:316A:189A:7A53:AD9C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Armored_Infantry_Squad&amp;diff=52130</id>
		<title>Armored Infantry Squad</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Armored_Infantry_Squad&amp;diff=52130"/>
		<updated>2019-04-01T01:19:41Z</updated>

		<summary type="html">&lt;p&gt;2600:6C42:7C00:F0F:316A:189A:7A53:AD9C: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ARMORINFANTRY.jpg|300px|right|thumb|I can&#039;t see a thing out of this helmet!]]&lt;br /&gt;
&lt;br /&gt;
Beside the heat rays of the invaders, the most iconic weapon of the Martians is the terrible Black Dust. The Black Dust is a incredibly lethal chemical weapon that can eat through flesh in seconds, reducing the victim to little more that a collection of dissolved meat and bones loosely held together by whatever clothes they happened to have on at the time. A single grain of Dust when inhaled is more than capable of killing a man, dissolving the lungs and organs from the inside out.&lt;br /&gt;
&lt;br /&gt;
Conventional gas masks and leather gloves when paired with the standard uniform have proved effective at keeping a soldier alive for brief exposures, but are insufficient in fighting in a Dust covered environments or sustained dust bombardment. To improve on this, the Army began to develop a dedicated dust suit which would allow soldiers to continue to resist the invaders even in locations that would kill a soldier in standard issue gear. Based off of diving suits the Armored Dust Suit (ADS) developed by Westinghouse were light enough to actually be viable on the battlefield at a grand total of 50 lbs as well as provide suitable protection.&lt;br /&gt;
&lt;br /&gt;
The distinctive suits are not the only thing that sets armored infantry apart from the more regular infantry units. Their rifle is substantially more powerful than the M1903 Springfield, firing the same .50 cal BMG cartridge developed for the new Browning .50 cal machine gun. This increase in firepower is almost a necessity as armored infantry are often committed into the face of the strongest Martian attacks as the invaders have taken to the habit of blanketing their preferred breakthrough point in Black Dust.&lt;br /&gt;
&lt;br /&gt;
==In All Quiet on the Martian Front==&lt;br /&gt;
&lt;br /&gt;
Armored Infantry are a good choice if you don&#039;t like to move your dudes about a bunch and are tired of them getting absolutely buried under black dust. They only have a speed of 4 inches per move, which is substantially less than the 6 of regular infantry squads. However they are a bit more rugged than standard troops with a defense of 5 and an armor of 5, which means your guys will die about 10% less often. Of course the reason for wearing the Armored Dust Suit is to stop soldiers from dying to Dust, and Armored Infantry have the special rule Gas Proof which grants immunity to Black Dust and Green Gas weapons.&lt;br /&gt;
&lt;br /&gt;
Their .50 cal rifles get +1 power out to a range of 10 inches so now you can actually damage a Tripod with shooting attacks. You also get access to the standard Grenades and such which are +2 in assault.&lt;br /&gt;
&lt;br /&gt;
A unit of 3 elements will cost you 65 points.&lt;br /&gt;
&lt;br /&gt;
{{American Forces in All Quiet on the Martian Front}}&lt;/div&gt;</summary>
		<author><name>2600:6C42:7C00:F0F:316A:189A:7A53:AD9C</name></author>
	</entry>
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