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Shooting: 3+ to hit
(p.18)
Orders
(p.20)
Choose one of six orders to give a unit from the choices below:
1. FIRE - Fire at full effect without moving.
2. ADVANCE - Move and then fire.
3. RUN - Move at double speed without firing. Also used for ASSAULT.
4. AMBUSH - no move/fire, but wait for opportunity fire.
5. RALLY - No move/fire, but remove d6+1 pin markers.
6. DOWN - No move/fire, but gain -1 when being targeted.
Movement
(p.26)
Obstacle
No Run
Building
OK
*
Road
OK
OK
x2
OK
OK*
No Run
*
!
x2
Tracked: 9/18
OK
No Run
OK*
!
x2
No hindrances.
No hindrances, unless impassable terrain specifically for vehicles.
Unit can ADVANCE, but not RUN through this terrain.
Unit cannot enter or move through.
Unit cannot enter or move through unless initially deployed inside.
Units cannot enter or move through except Hvy/Super-hvy tanks (p99).
Movement rate is doubled if the unit moved entirely along this terrain.
(p.32)
(p.22)
Regulars: 9
Veterans: 10
NCO Dead: -1
+3 : Capt.
+4 : Major
1.
2.
3.
4.
Declare target - target gets to react (ie. DOWN or escape for recce)
Measure range & fire - roll to hit then roll to kill (6 then 6 is exceptional dam.)
Casualties are chosen by the target player except for exceptional casualties.
Morale check is made if the target lost 1/2 or more of its current number.
11+ Super-hvy
Pistol
6
1
Assault
SMG
12
2
Assault
Auto. Rifle
30
2
Ass. Rifle
24
2
Assault
LMG
30
3
Team
MMG
36
4
Team, fixed
Heavy Weapons
Rng. Shots Pen.
Special Rules
HMG
36
3
+1
Team, fixed
Auto-cannon, Light 48
2
+2
Team, fixed, HE(d2)
Auto-cannon. Med. 72
2
+3
Team, fixed, HE(d2)
AT, Rifle
36
1
+2
Team
AT, Light
48
1
+4
Team, fixed, HE(d2)
AT, Medium
60
1
+5
Team, fixed, HE(d2)
AT, Heavy
72
1
+6
Team, fixed, HE(d3)
AT, Super Heavy
84
1
+7
Team, fixed, HE(d3)
Mortar, Light
12-24 1
HE
Team, indirect, HE(d3)
Mortar, Medium
18-60 1
HE
Team, fixed, indirect, HE(d6)
Mortar, Heavy
18-72 1
HE
Team, fixed, indirect, HE(2d6)
Bazooka
24
1
+5
Team, shaped charge
PIAT
12
1
+5
Team, shaped charge
Panzerfaust
12
1
+6
One-shot, shaped charge
Panzerschreck
24
1
+6
Team, shaped charge
Howitzer, Light
0/24-48 1
HE
Team, fixed, howitzer, HE(d6)
Howitzer, Med.
0/24-60 1
HE
Team, fixed, howitzer, HE(2d6)
Howitzer, Hvy.
0/24-72 1
HE
Team, fixed, howitzer, HE(3d6)
Flamethrower (Inf.)
6
d6
+2
Team, flamethrower
Flamethrower (Veh.) 18 2d6 +3
Flamethrower
HE(3d6): d6/+4
Close Quarters
(p.85)
Soft-skinned Vehicles
Result Needed
6+
Armoured Targets
Result Needed
Armoured car/carrier
Tank, light
Tank, medium
Tank, heavy
Tank, super-heavy
7+
8+
9+
10+
11+
1.
2.
3.
4.
Declare target.
Target reacts - if more than 6 away, defender may fire at assaulting unit.
Measure move distance and move assaulting models.
Fight first round of close quarters.
a. Attackers roll to damage > Defenders take casualties
b. Defenders roll to damage > Attackers take casualties
c. Loser surrenders and is removed. (Loser took the most casualties).
5. Resolve draws - further rounds of close quarters occur simultaneously.
6. Winner regroups - winner rolls a d6 and may move that many inches.
(p.56)
+1
+2
-1
(p.87)
1 or less Crew Stunned - add a PIN marker to the vehicle. Order is changed to
DOWN and the vehicle cannot take an action this turn.
2
4-6
Rifle
Special Rules
24
-
1
-
10
Tank hunters
36
9
4
Team, fixed
HE
60
36
36
1
4
4
+5
-
Results of Damage
Soft-skinned or open topped
Enclosed armoured vehicle
Destroyed if damaged
Roll on Damage Results Table*
Special Rules
24
Assault
Assault
Medic (1)
Rifles (6 men)
LMG (4 men)
24
30
10
1
3+1
Team
4+1
Team, fixed
Slow (6 move)
Medium AT Gun
36
10
10
18-60
HE
60
+5
+6
-
HE(d3)
Turret
Fixed
10
Morale 10
10
Pistol
Assault
Roll to Damage
Assault Rifle
10
6+
4+
n/a
Below are the stats for some German units in Bolt Action:
Morale 10
Medic (1)
Pistol
d6 Roll to Hit
Below are the stats for some British units in Bolt Action:
2nd Lt. +2 Attend.
Vehicles Order
Vehicle was ADVANCING
Otherwise
Vehicle was RUNNING
72
36
36
1
4
4
10