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Armies of Caoiva

An unofficial supplement for Bolt Action

VERSION ALPHA 0.1

Rulebook Credits
Authors
RobotSpark

Rules Experts
Stranger Days
Panzer4WithAKeyholeTurtleneck
Ripley

Playtesters
Stranger Days

Special Thanks
Siege Camp – For allowing us to use the Foxhole IP for both the Tabletop Simulator mod and the army books.
LiquidPopsicle – For handling the legal work required to obtain the use of the Foxhole IP.
Everyone who allowed their likeness (fictional or not) to be used for special units:
- [HoC] MaverickMarauder
Everyone who helped with the Tabletop Simulator Mod
YOU, the reader :)

IF YOU AREN’T PROPERLY CREDITED, PLEASE KEEP IN MIND THIS IS A WIP, BUT DO MENTION
THIS IN THE DISCORD SO I MAY FIX IT LATER - RobotSpark
Introduction
I wanted to start this introduction immediately by - Selectors that allow you to represent said
stating that this book is far from complete. While the “historic” battles, such as the skirmishes south of the
basic fundamental requirements are required to use the Bulwark or the first Siege of Sunhaven, or even “what-
Wardens as a faction in Bolt Action, it is far from what if” battles such as the Invasion of Nicnevin or the Siege
I would call a finished product. There may be of Demokratos
placeholders, incomplete entry descriptions, incorrect - Selectors that allow you to represent various
or unbalanced units, missing graphics, and so many regiments, clans, and other organised groups within the
things I haven’t even begun to work on fully. The title Foxhole community (included with permission or even
page isn’t even ready, and so it’s simply a placeholder at the request of said clans)
with credits that haven’t been fully updated. - Custom “hero” units based on members of the
If you’re reading this, however, you most likely community
don’t care that it’s not done. Your input now, while the - A collection of scenarios representing various
core features of the book itself are being worked on, is unique battles, but this will eventually become a series
vital to ensuring the product reaches its full potential. of campaign books separate from this army book
For now, this book contains a list of all the - The book being completed, of course (no
special rules needed to play, including the national rules placeholders etc.)
exclusive to the Wardens and the composition of the As you can see, there are a lot of plans for this
Generic Reinforced Platoon selector, and almost all of book, and what you see now is only the start of it. There
the units – infantry, artillery, and vehicles – that make are similar plans for this book’s counterpart, Armies of
up the Warden army. With this, you can begin playing the Colonial Legion, which will cover the Colonials.
immediately assuming you have the regular Bolt Action I wanted to extend a huge thank you to everyone
rulebook as well. who has helped me with this project so far, both in the
To serve as a teaser for what’s to come, the creation of this rulebook and the complementary
following features are planned for the final version of Tabletop Simulator mods. I would never have dreamt
the book (alongside some that I may have forgotten to that this project would become so popular within the
include): Foxhole community.
- An illustrated front cover, similar to the other May all of your tabletop battles result in victory
Bolt Action army books – or at the very least a good time had by all!
- Lots of drawings, paintings, and other artwork
- “Robert Spark” (RobotSpark)
from the Foxhole community that serve as a very handy
reference to the Wardens
- Pictures of the Warden infantry and vehicle
models as they appear in Tabletop Simulator, to serve
as a reference for both well-known and brand new units
- Diagrams to help illustrate some of the new
rules included
- A complete history of Foxhole, from the days
of Iain Callahan to the burnouts of the Great Wars. Of
course, due to the nature of the “lore” of Foxhole many
liberties will be taken and assumptions made, so while
it may not be 100% accurate it will serve as a good
reference for staging “historic” battles
CHANGELOG
ALPHA RELEASES
ALPHA 0.1
- Initial release to coincide with the Armies of
the Colonial Legion.
THE ARMY LIST
This Army List is based upon the weapons and forces of Foxhole is also considered to give flavour and
available to ‘The Wardens’, one of the two factions ‘authenticity’ to units. Player-driven actions are also
players can choose to fight as in the video game Foxhole. considered, such as the fanatical devotion to an old leader
While there has been little difference between the two named Iain Callahan being largely emphasised by the
factions for the majority of the game’s history, Update 37 player base as opposed to any in-game lore (while he does
– Arms Race added factional asymmetry in the form of exist in lore, he isn’t a ‘martyr’ or religious icon as he is
unique vehicles and vehicle variants. To help differentiate portrayed by the playerbase).
the Warden army from the Colonial army further, the lore

NEW RULES
Foxhole is a unique game, with mechanics and features cover this need to be created, and are included in all Army
that aren’t present in real combat. As such, new rules to Books that cover Foxhole nations.

NCO WEAPON LIMITS


NCO’s in a squad may only take the following weapons: as the bayonet and grenade launcher) may only be taken if
Pistol, submachine gun, rifle, carbine, shotgun, or assault they are not considered a weapon (like the bayonet).
rifle, depending on what options are available within the NCO’s may never take heavy weapons or weapons that
squad. Options that require these weapons as a base (such require an assistant.

EMPLACEMENTS
Emplacements are weapons that can be packaged onto the (measured from the centre of the crane). Then, the crane
back of a flatbed truck by means of a crane and moved to must perform a special Advance order – it does not move
a new front. They have no mobility aside from being or fire, instead spending its activation loading the
‘towed’ in this matter. They would be treated as immobile, emplacement onto the transport.
as most of their deployment happens outside of battle, but
there are numerous cases of emplacement weapons being To dismount, the transport must be within 9” of a crane.
The crane performs a special Advance order similar to the
used in an offensive role or being rapidly redeployed in the
one done when assisting to mount, but the emplacement is
heat of battle that we find it fitting to provide rules for
towing them on means of a flatbed. placed anywhere so that it is entirely on open or rough
ground within 9” from the crane instead of loaded onto the
Units with the ‘emplacement’ special rule can be towed by transport.
means of a flatbed and crane, which is treated in the same
way as regular artillery, but with different rules for If the crane fails an order test to perform the special
mounting and dismounting. Advance order when mounting/dismounting, the
emplacement cannot mount/dismount this round and must
To mount a flatbed (or another unit that can transport wait until the next round.
emplacements, listed as a special rule), the transport and
In either case, the emplacement is immediately assigned a
the emplacement must be within 9” of a friendly crane
Down order die after the crane’s activation is resolved.

EXTRA CAVALRY RULES


Despite the lack of dedicated cavalry in Foxhole, we think - Units that have “forward deployment” cannot
it would be fun to add it as an option (and also additional deploy in this way if they are mounted on horseback – it is
rules to consider even more use of cavalry). assumed that when they use “forward deployment”, they
Certain selectors allow for “cavalry platoons” to use their horses to arrive on the battlefield quickly, and
be formed, representing a detachment from a larger then have them lead away to safety before the battle starts.
cavalry division. If all of the infantry squads taken in a - Spotters may not be taken on horseback, and so
selector with the “cavalry platoon” special rule are they are ignored when buying horses for a unit that can
mounted on horseback, then any headquarters unit or take them. Spotters may use “forward deployment” even
infantry team may also be mounted on horseback for +2pts if the main unit is mounted on horseback.
per man. This is done on a unit-by-unit basis, so some units - Forward observers of any type may not call in
can be taken on horseback while some aren’t. any off-map strikes until they have dismounted – it is
Of course, giving units the ability to ride on assumed that they need to set up the equipment necessary
horseback when they previously couldn’t adds some more to relay their firing coordinates or target back to
nuance to the rules that need to be ironed out: headquarters, which cannot be done on horseback.

STORM CANNON FORWARD OBSERVER


The Storm Cannon Forward Observer behaves exactly like book. For now, it’s not recommended to include this unit
the Naval Forward Observer from the D-Day: Overlord in playtesting lists as the unit does not need playtesting.

POWERFUL ANTI-TANK GRENADES


The powerful impact of the BF5 White Ash Flask grenade Any unit with the “powerful anti-tank grenades”
makes it a step above other anti-tank grenade options, and special rule counts each hit against a tank in close quarters
so we include rules to reflect its improved ability to knock as 2 hits – so if 3 infantry score hits against the tank, this
out tanks. is counted as 6 when calculating damage.

NEW WEAPONS
There are some weapons that exist in the Foxhole universe weapons – if a weapon is mentioned in a unit’s entry that
that aren’t included in the rules for Bolt Action (or if they doesn’t appear in the main weapons chart in the rulebook,
are, they’re included in the various army books and it will appear here. This chart also includes weapons that
supplements and are therefore not in one centralised have identical profiles to existing weapons, but are
location). The weapons chart below shows all new renamed to fit the Foxhole universe.

FOXHOLE WEAPONS CHART


Small Arms
Type Range (“) Shots Pen Special Rules
Carbine 24 1 - No ‘fire on the move’ penalty (but not ‘assault’)
Shotgun 18 1 - Assault
-1 ‘to hit’ penalty, has a +1 damage bonus against
infantry and artillery crew without the ‘extra
Volta Repeater 24 1 -
protection’ special rule (does not count as a pen
bonus)
Heavy Weapons
Type Range (“) Shots Pen Special Rules
Bonesaw Anti-Tank
12 1 +6 Team, Shaped Charge
Mortar
Mounted Bonesaw
24 1 +6 Team, Fixed, Shaped Charge
Anti-Tank Mortar
Cutler RPG 24 1 +4 Team, Shaped Charge, HE (1”)
Venom RPG 24 1 +5 Team, Shaped Charge
Team, Shaped Charge, no ‘to hit’ penalty when
Bane RPG 24 1 +5
shooting at targets at over half range
Ignifist 12 1 +4 One-Shot, Shaped Charge
Grenade Launcher 6-18 1 HE Indirect Fire, HE (1”)
60 (or 30- Team, Fixed, Howitzer, HE (2”), Anti-Structure
Field Artillery 1 HE
72) (2D6), APFA
Infantry Support
24 1 HE Team, Fixed, HE (2”)
Gun
Petard Mortar 24 1 HE Team, Fixed, HE (1”), Anti-Structure (3D6)

NEW SPECIAL RULES


Some weapons have new special rules to save repeating (and anything inside of them) but mediocre performance
them every time the weapon is used. A list of all of these against infantry. As such, when firing the HE shell of a
new special rules is provided here. weapon that has this special rule, treat that HE shell’s “hits
vs. targets in buildings” value as that shown in the brackets
Anti-Structure (X). Some weapons, especially in
(e.g. a weapon with HE (2”) would normally have D6 hits
Foxhole, have impressive performance against buildings
against units in buildings, but if it also had Anti-Structure the most potent anti-tank rounds in service. As such, any
(2D6) then it would have 2D6 hits against units in weapon with this special rule may elect to fire an armour
buildings). piercing shell with a penetration value of +6 instead of
firing the regular high explosive shell. If a unit with APFA
APFA. Armour Piercing Field Artillery, or just APFA for
goes into ambush, you must specify which type of shell is
short, is a devastating anti-tank shell produced for field loaded. The HE shell uses its standard pen value.
artillery that is highly valued by veteran soldiers as one of
WEAPON LIST
The weapons of Foxhole aren’t as well-known as other Assault Rifle. The Aalto Storm Rifle 24 is one of the most
armies’ weapons – everyone knows the standard rifle of advanced weapons available to the Warden infantryman,
the British Army during WWII was the Lee-Enfield, but always in high demand due to its automatic and single fire
it’s not as common to know that the main rifle of the modes. Out of all of the weapons in service on the Veli-
Warden infantryman is the No. 2 Loughcaster. This Caoiva front, the Storm Rifle is the closest to a true assault
section includes not only the names of all of the weapons rifle.
available to the Wardens, but some info on their
characteristics and history, if any. Light Machine Gun (LMG). The Malone Mk. 2 is among
the heaviest of machine guns that are issued to squads, but
Rifle. The No. 2 Loughcaster is a reliable and sturdy rifle its high rate of fire makes up for its bulk. As such, any light
with good accuracy, good damage, and a high ammo machine gun specifically marked as the Malone light
capacity. The rifle has served virtually unchanged since machine gun gets an extra shot, increasing the total
the start of the Great Wars. The Clancy-Raca M4 is the number of shots from 4 to 5.
primary sniper rifle available to the Wardens, with
Medium Machine Gun (MMG). Similar to the German
excellent range and accuracy that make it a popular choice
for marksmen. Army’s use of the MG 34 and MG 42 as both a squad light
machine gun and a support medium machine gun, the
Carbine. The semi-automatic Blakerow 871 serves as an Malone Mk. 2 also serves as a medium machine gun.
alternative to the Loughcaster, with its lightweight making While it doesn’t have a dedicated tripod, an extra assistant
it popular amongst troops. Being semi-automatic, the and larger quantities of ammo allow it to fire for longer at
carbine can fire on the move without suffering the -1 ‘to- the cost of mobility. As such, we grant any medium
hit’ penalty for doing so. Do note that the carbine does not machine gun specifically marked as the Malone medium
get ‘assault’ – infantry using it do not get the ‘tough machine gun an extra shot, increasing the total number of
fighters’ rule. shots from 5 to 6.
Relic Rifle. PLACEHOLDER Heavy Machine Gun (HMG). While the Malone could
be considered a heavy machine gun by some, for the sake
Pistol. Pistols and revolvers are common throughout the of the rules we treat it as a light and medium machine gun
Warden Empire, with many soldiers being given one to and instead treat the high-velocity 12.7mm guns found on
train with as children. The Ferro 879 pistol and Cometa
the Swallowtail 988/127-2 and similar mounts as heavy
T2-9 revolver are imported from Estrella, who also export
machine guns, as they don’t have the calibre or explosive
to the Colonials. The Wardens also field a unique burst- payload that would make them autocannons.
fire pistol – the Cascadier 873 – that is popular with
officers and specialists, and is coveted by Colonial soldiers Anti-Tank Rifle. The Warden-exclusive 20mm anti-tank
as a trophy. rifle was outdated even in the early days of the Great War
due to the presence of heavy armour such as the Heavy
Submachine Gun (SMG). The Warden-made Fiddler Infantry Carrier and the PL-1 “Phalanx”, but luckily they
Model 868 is an ideal close-quarters weapon, making it
were few and far between. Even today the 20 Neville anti-
popular with NCOs and urban combatants. The Colonial
tank rifle finds use against lightly-armoured targets, and is
“Pitch Gun” is weaker and smaller than the Fiddler, but especially potent in the hands of partisan forces.
this allows it to be easily concealed and is often given to
specialist soldiers as a secondary weapon (such as tank Anti-Tank Mortar. A uniquely Warden weapon, the
crew, medics, etc.). Bonesaw Mk. 2 is the only example of an anti-tank mortar
in service. Specifically, an anti-tank mortar refers to a
Shotgun. Shotguns are not a common weapon in the
spigot mortar loaded with an anti-tank charge – basically
Warden arsenal, but the Brasa shotgun imported from
the British PIAT. The Bonesaw has two key variants – an
Estrella does its job well. Some resistance forces may use
unmounted variant that can be fired independently, and a
their own shotguns, ranging from personally-owned mounted variant that is fired on a tripod. The tripod variant
Brasa’s to double-barrel shotguns common with farmers.
can fire farther due to better recoil handling and more
stability for more powerful cartridges to launch the limitation for implementing a flamethrower into Foxhole
warhead. is related to the game’s engine – a limitation not imposed
in a tabletop wargame, and so we allow flamethrowers to
RPG. Placeholder.
exist. It is implied that both infantry and vehicle
Anti-Tank Guns. The 40mm is the standard light anti- flamethrowers exist, so both are available as units.
tank gun round in use with both factions, and is the most
Infantry Support Gun. The Daucus isg.III sees use in the
common anti-tank gun in use. It’s used primarily due to its
Colonial Legion, and thanks to its light weight it can keep
high explosive yield – it lacks the armour penetration of up in an advance that artillery can’t keep up with. Some
other anti-tank guns. The 68mm gun makes up for the older Warden vehicles used the Infantry Support Gun as a
40mm’s lower penetration in being a dedicated anti-tank main armament, due to its small size and calibre alongside
calibre. The king of all anti-tank guns is the 75mm, with
decent explosive capabilities, but compared to traditional
incredible penetration and a dependable high-explosive artillery its range is very poor.
shell.
All three guns are used as weapons for vehicles, Petard Mortar. The Colonial HC-7 “Ballista” was the
with the 40mm and 68mm also existing as field and first vehicle to mount a petard mortar, carrying the 250mm
emplaced weapons. High velocity armour piercing Hades mortar in a heavily armoured vehicle. Warden
versions of the 40mm and 68mm exist that deal engineers were able to reverse-engineer it and create the
devastating damage upon a successful impact and are still Balfour Falconer 250mm, which was then mounted to
compatible with the regular gun’s ammo. several other vehicles. The petard mortar concept involves
a large spigot mortar that launches a short-range high-
Flamethrower. There is no flamethrower in Foxhole. explosive warhead that is devastating against buildings
However, concept art for the game depicts soldiers and defences but ineffective against other targets
equipped with flamethrowers and the (suspected) main
REINFORCED PLATOON
Reinforced Platoon
Era Great War or Modern (Must choose one)
1 Lieutenant – First or Second
2 Infantry squads
Plus
0-3 Infantry squads
0-1 Captain or Major
0-1 Medic
0-1 Forward observer (Artillery, Air, or Storm cannon)
0-1 Machine gun team
0-1 Mortar team
0-1 Sniper team
0-1 Flamethrower team
0-1 Anti-tank team
0-1 Field weapon, Emplaced weapon, or Immobile weapon
0-1 Armoured Car
0-1 Tank or Self-propelled gun
0-1 Transport vehicle or tow (soft-skins or armoured) per infantry and artillery unit in the platoon

ARMY SPECIAL RULES


Not all of the Army Special Rules apply in all other rules apply in both kinds of selectors. If a selector
circumstances – the rules listed as ‘Great War Era’ apply can be taken as both a Great War or Modern Era selector,
only in Great War Era selectors, and rules listed as you must choose which one it is taken as.
‘Modern Era’ apply only in Modern Era selectors. All
LARGE BATTERIES
A large part of Warden doctrine, whether this is on the area (and making a direct hit more likely).
defensive or during an attack, is the saturation of enemy When rolling for whether or not a unit is hit by the
forces with heavy artillery such as the guns found in Viper ‘fire for effect’ result of an artillery barrage, roll two dice
Pit, Weathered Expanse, and similar locations. While the and take the highest result out of the two. For example, if
mobility of Warden artillery is greatly reduced, with you were to roll a 4 (a near miss) and a 6 (a direct hit!)
almost all artillery being an emplacement or fixed into the then the 6 is used. Note that this applies to both friendly
ground, it’s more accurate than their Colonial and enemy targets, so get your men clear of the firing
counterparts, allowing for more shells to land in the same sector!

CALLAHAN’S BUZZSAW
The Malone Mk. 2 has the highest fire rate of any weapon medium machine guns’ fire one extra shot. This is always
on the Veli-Caoiva front, and as such it has earnt itself a a free upgrade, unlike the British Vickers K for example
fearsome reputation. Serving in both a squad role and a which costs 5 points. Note that not all light and medium
fire support role, the Malone has become a staple of the machine guns get this bonus – only those specifically
Warden arsenal and few soldiers fight without one in referred to as a ‘Malone light/medium machine gun’
support. (which is mainly everything except vehicle-mounted light
All ‘Malone light machine guns’ and ‘Malone machine guns).

CAOIVISH CRAFTSMANSHIP
The citizens of Caoiva, in particular those of the north, lived.
pride themselves on fine art and craftsmanship. This was When any Warden vehicle with the ‘Caoivish
particularly true early on in the Great Wars, when tanks craftsmanship’ special rule is hit in the front firing arc by
were painstakingly crafted to artisanal standards. This a heavy weapon for the first time in the game, treat that
provided the minor benefit of marginally improved vehicle’s armour rating as one higher than normal. For
armour in combat, but this work was considered example, a Devitt Ironhide Mk. IV shot at by a medium
unsustainable to equip Caoiva with a modern armoured anti-tank gun that hits the Ironhide’s front firing arc would
force. Even in strict manufacturing facilities and treat its armour value as +10 instead of +9 the first time
production lines, the same level of craftsmanship and this happens in the game, but all subsequent hits would
attention to detail can be found in certain models of tank, treat the armour as +9.
especially in those with heavier armour. In both cases, (When this rule is given to super-heavy tanks, they
however, the harsh treatment most tanks receive on the still get this bonus and have their armour treated as 12+.)
frontline make any benefits from this craftsmanship short-

DEFENCE OF CAOIVA (GREAT WAR ERA)


For almost the entirety of the Great Wars, the Wardens - During set-up, any Warden unit starting the game
were on the defensive. There were limited counter-attacks Hidden may start the game already in Ambush. If
and several pushes to disrupt the Colonial foothold in you decide to do so, place one of your Order Dice
Caoiva, but every Warden commander was ordered to rely already in place next to them, as if you had ordered
on the next defensive line behind them to hold out against them to Ambush.
the Colonial push. Such defensive thinking ensured that - At the end of any turn, any Warden unit with a
Warden forces soon became experts at holding ground. Down order die that chooses to keep their die may
In scenarios with an attacker and a make an order test to change the die to Ambush. If
defender, before rolling to determine the attacker and the test is failed, the unit remains Down. Note that
defender, the Warden player may choose to defend. If they if a unit changes to Ambush they only lose 1 pin for
choose not to, roll as normal (the Warden player may still passing an order test, but if the order test is failed
end up the defender). Note that in a Warden versus they lose D3 pins as normal for staying Down at
Warden battle neither player gets to elect to be the the end of a turn.
defender. - After both sides have deployed and any
If the Warden player is the defender (including preparatory bombardment has been resolved, any
against Warden attackers), they get the following Warden infantry or artillery unit may elect to go
advantages: Down before the first round of the game. For each
- The player can re-roll the die on the Artillery unit that does this, you may place up to 10" worth
Barrage and Smoke Barrage chart – Warden of sandbags (or 4 sandbag sections - curved or
artillery batteries are already ranged in on no- straight - from the Tabletop Simulator mod) or
man’s land. similar hard cover around them.
IN THE NAME OF CALLAHAN! (MODERN ERA)
In the darkest hours of the history of Caoiva, one man can instead of 1 upon successfully passing an order test.
be called upon for reassurance. Archon Lord Iain Additionally, if the officer commanding the unit is Veteran
Callahan, founder of Caoiva and protector of the Caoivish and the unit can successfully perform an action, roll a D6,
people, serves as an icon of Caoivish perseverance against with a -1 modifier for an inexperienced unit and a +1
all odds, and his name is often invoked by officers who modifier for a veteran unit. On a 4+ the unit receives the
wish to inspire morale within their troops. Some of the best 'fanatic' special rule until the end of their next activation.
commanders can even inspire almost fanatical devotion (If a unit that temporarily becomes 'fanatic' has a
into their men, even if only temporarily. number of pin markers equal to or above their morale
Any infantry or artillery unit activated by an value when they lose the 'fanatic' rule, they are
officer's "You Men, Snap To Action!" ability loses 2 pins immediately removed as casualties.)

TYPES OF UNIT
The list is divided into categories as follows.

Headquarters Units
1 Infantry
Infantry Squads and Teams
Field Weapons
2 Artillery Emplaced Weapons
Immobile Weapons
Tanks
Self-Propelled Guns
Armoured Cars
3 Vehicles
Enclosed Artillery
Transports and Tows
Ambulances
INFANTRY
This section outlines all of the units in the Warden Army Because of how little is known about the history and
that aren’t considered to be artillery or vehicles. From tactics of the Warden Empire, almost all infantry squads
fanatical squads who can trace their unit’s loyalty to the have assumed characteristics, and therefore entries and
times of Archon Iain Callahan to conscripts sent to options with player-driven lore will be marked with an
desperately stem the tide of the Colonial advance, the asterisk.
forces available to the Warden Empire are remarkably Entries and options that have been removed from
diverse. the game are marked with a dagger (†).
Like the rest of the book, entries marked with an Entries and options that represent an older version
asterisk (*) are non-canon or have assumed characteristics of a vehicle/unit that has since been updated (for example,
(e.g. it is likely there was a Devitt Mk. I, but its existence gunboats using 55mm ‘light artillery’ and now being
is not confirmed and we don’t know enough about it to equipped with 120mm ‘medium artillery’) are marked
represent it in the rules without making assumptions). with a diesis (‡).

HEADQUARTERS UNITS
Each platoon is centred upon a core that includes a including higher-ranking officers, as well as medical units
headquarters unit in the form of a First or Second and supporting observers.
Lieutenant. Other HQ units can be added to the force,

OFFICER
Warden officers come from a large variety of leadership through aristocratic means, others worked their
backgrounds, and thus have varying degrees of experience way up to a leadership role and command with both
and quality. While some officers bought their way into authority and competence.

- 2nd Lieutenant 35pts (Inexperienced), 50pts (Regular), 65pts (Veteran)


- 1st Lieutenant 60pts (Inexperienced), 75pts (Regular), 90pts (Veteran)
Cost
- Captain 95pts (Inexperienced), 110pts (Regular), 125pts (Veteran)
- Major 135pts (Inexperienced), 150pts (Regular), 165pts (Veteran)
Composition 1 officer
Pistol, submachine gun, rifle, carbine, shotgun, or assault rifle as depicted on the
Weapons
models
- The officer may be accompanied by up to 2 men at a cost of +7pts each
Options
(Inexperienced), +10pts each (Regular), or +13pts each (Veteran)

MEDIC
The medics of the Warden Army are some of the bravest soldiers face, all without a weapon (at least, in theory).
frontline combatants. They carry their brethren to safety, Medics are courageous and befitting of their calling, and
facing the same hail of bullets and explosions that regular so they must be taken as veteran.

Cost 30pts (Veteran)


Composition 1 medic
Weapons Pistol or none, as depicted on the models
Options - The medic may be accompanied by up to 2 men at a cost of +8pts each

FORWARD OBSERVER
Forward observers represent heavy weaponry too large to bombers, and even storm cannon batteries. All observers
put on the table as they provide long-ranged fire support are regular or veteran, with those of lesser ability being
to the battle. Observers are often equipped with a radio unlikely to find themselves in such a position.
backpack, used to call in support from artillery, fighter-

- Air Force Forward Observer 75pts (Regular), 90pts (Veteran)


Cost - Artillery Forward Observer 100pts (Regular), 115pts (Veteran)
- Storm Cannon Forward Observer 150pts (Regular), 165ps (Veteran)
Composition 1 forward observer
Weapons Pistol, submachine gun, rifle, carbine, or assault rifle as depicted on the models
- The forward observer may be accompanied by up to 2 men at a cost of +10pts each
Options
(Regular), or +13pts each (Veteran)

INFANTRY SQUADS AND TEAMS


Warden soldiers have always fought hard to defend their Iain Callahan, long dead during the time of the Great Wars
homeland, and the Great Wars is no exception. While it’s but just as revered as when he was alive. Of course, not all
almost impossible to summarise the entirety of a faction’s Wardens believe in fighting an endless war for a dead man,
forces of on-and-off wars spanning centuries, there are and so unwilling and inexperienced troops are not
some factors that have remained consistent – as war uncommon. The large majority of Wardens simply want
became a normal part of life, a large number of Wardens to repel the invading Colonial forces and reclaim their
began to hold an almost fanatical devotion to their leader homeland, forced by circumstance to fight.

INEXPERIENCED INFANTRY SQUAD (GREAT WAR ERA)


Manning the Bulwark, which stretches from Caoiva’s citizens enlist, but many only received basic training and
eastern coast to the western coast, was not an easy task. most had never fired a weapon in anger by the time the
Prior to the Great War a small force of highly trained Colonial Legion marched northwards. Automatic weapons
soldiers was spread out thinly along the wall to deter any were rare, and many squads were equipped with nothing
would-be invaders, but once tensions with the Colonials but rifles. Most of these new recruits were sent to garrison
started to rise it became clear that this force would not be various parts of the Bulwark, primarily around
able to hold out against an entire army, even with the Barronstown where the Colonial Legion had concentrated
Bulwark. Even before the declaration of war, a large their assault. Some fought with distinction, but most were
recruitment drive designed to bolster the numbers too inexperienced to fight effectively.
defending the Bulwark saw a large number of Caoivish

Cost 35pts (Inexperienced)


Composition 1 NCO and 4 men
Weapons Rifles
- Add up to 5 additional men with rifles at +7pts each
- Up to 1 man may have a pistol instead of a rifle for -3pts
- Up to 1 man may have a Malone light machine gun instead of a rifle for +20pts –
Options
another man becomes the loader (always the pistol-armed soldier if present)
- The entire squad may be mounted upon bicycles for +1pt per man
- The entire squad may take the ‘green’ special rule at no cost
- Green (if taken)
Special Rules
- Bicycles (if taken)

REGULAR INFANTRY SQUAD (GREAT WAR ERA)


The standard Warden squad in the early parts of the Great was issued, which was also used defensively, was the
Wars was expected to fight defensively, more than in the grenade launcher. The NCO may have been given a
later parts of the war where the Colonial forces had been submachine gun when skirmishing and during
put on the defensive themselves. Automatic weapons were counterattacks, and eventually during all offensive
almost always designed to be used at long ranges, and any operations, but early on this was the exception and not the
weapons that had a shorter range than the rifle were rule.
practically unheard of. The only offensive weapon that

Cost 50pts (Regular)


Composition 1 NCO and 4 men
Weapons Rifles
Options - Add up to 5 additional men with rifles at +10pts each
- The NCO may have a submachine gun instead of a rifle for +3pts
- Up to 1 man may have a pistol instead of a rifle for -3pts
- Up to 1 man may have a Malone light machine gun instead of a rifle for +20pts –
another man becomes the loader (always the pistol-armed soldier if present)
- Up to 1 man may have a grenade launcher alongside their rifle for +20pts†
- The entire squad may be mounted upon bicycles for +1pt per man
- The entire squad may be given anti-tank grenades (sticky grenades) for +2pts per
man
- The entire squad may be given powerful anti-tank grenades (white ash impact
grenades) for +1pt per man if anti-tank grenades taken
- Bicycles (if taken)
Special Rules - Tank hunters (if sticky grenades or white ash impact grenades taken)
- Powerful anti-tank grenades (if white ash impact grenades taken)

VETERAN INFANTRY SQUAD (GREAT WAR ERA)


The most experienced and highly trained of Warden were also selected for fighting in the skirmishes prior to
soldiers were a valuable asset in the planned defence of and shortly after the declaration of war, often performing
Caoiva in the event of a Colonial invasion. They were beyond their numbers. As such, all priority for weapons
assigned to garrison highly important key positions along went to these men, and alongside reconnaissance troops
the bulwark, such as Blemish which acts as the gateway and long-standing regiments they were often the best
for the strategically important Great March highway. They suited for close combat operations.

Cost 65pts (Veteran)


Composition 1 NCO and 4 men
Weapons Rifles
- Add up to 5 additional men with rifles at +13pts each
- The NCO and up to 2 men may have a submachine gun instead of a rifle for +3pts
- Up to 1 man may have a pistol instead of a rifle for -3pts each
- Up to 1 man may have a Malone light machine gun instead of a rifle for +20pts –
another man becomes the loader (always the pistol-armed soldier if present)
Options - Up to 1 man may have a grenade launcher alongside their rifle for +20pts†
- The entire squad may be mounted upon bicycles for +1pt per man
- The entire squad may be given anti-tank grenades (sticky grenades) for +2pts per
man
- The entire squad may be given powerful anti-tank grenades (white ash impact
grenades) for +1pt per man if anti-tank grenades taken
- Bicycles (if taken)
Special Rules - Tank hunters (if sticky grenades or white ash impact grenades taken)
- Powerful anti-tank grenades (if white ash impact grenades taken)

RECONNAISSANCE SQUAD (GREAT WAR ERA)


Warden reconnaissance troops prior to the Breaching were doctrine could be strictly enforced, but the importance of
drawn from garrisons in towns south of the Bulwark, often keeping the peace and denying the Colonials access to
maintaining law and order alongside their normal duties as towns south of the Bulwark meant that many units were
Colonial sympathisers became more common. They were equipped with valuable automatic and close combat
officially lightly armed to ensure their mobility, and after weapons.
the Breaching the scarcity of armaments meant this

Cost 40pts (Regular), 52pts (Veteran)


Composition 1 NCO and 3 men
Weapons Rifles
- Add up to 6 additional men with rifles at +10pts each (Regular), or +13pts each
Options
(Veteran)
- The NCO and up to 3 men may have a submachine gun instead of a rifle for +3pts
each
- Up to 2 men may have a shotgun instead of a rifle for +3pts each
- Up to 1 man may have a grenade launcher alongside their rifle for +20pts†
- The entire squad may be mounted upon bicycles for +1pt per man if motorbikes are
not taken
- The entire squad may be mounted upon motorbikes for +5pts per man if bicycles are
not taken
- Bicycles (if taken)
Special Rules
- Motorbikes: If taken, a mounted squad uses the motorbikes rules (see main rulebook)

CONSCRIPTED SQUAD (GREAT WAR ERA)


As the possibility of a Colonial breakthrough at would guide their hand in battle. Even this wasn’t always
Barronstown became apparent, the Warden Empire began the case, as many soldiers didn’t believe in the
mandatory conscription instead of encouraged superstitions of a dead leader and his bloodline – the
volunteering. With the legislation enacted just in time for Archon of Caoiva wasn’t a descendant of Callahan’s at the
the first conscripted squads to see action before the time – and would look for the best opportunity to desert
Breaching, Warden conscripts were often sent to the front and flee.
with little more than rifles and the belief that Callahan

Cost 20pts (Inexperienced)


Composition 1 NCO and 4 men
Weapons Rifles
- Add up to 15 additional men with rifles at +4pts each
- Up to 1 man may have a Malone light machine gun instead of a rifle for +20pts –
Options another man becomes the loader
- The entire squad may remove the ‘shirkers’ special rule and take the ‘green’ special
rule for +3pts per man
- Shirkers (if taken)
Special Rules
- Green (if taken)

“THE HANDS” SQUAD (GREAT WAR ERA)


Serving the one and only Iain Callahan long before the tactics. Early in the Great Wars, “The Hands” would act to
Great Wars, “The Hands” are the longest operating maintain order in dissenting towns south of the Bulwark at
military unit in Caoiva. “The Hands” were Callahan’s first, and eventually the many conscripts tasked with
chosen men, responsible for assisting him in the holding off the Colonial invasion.
unification of Caoiva and the defence of northern Caoiva This unit represents “The Hands” that appear in
against invaders. This has given them a reputation for the lore, not the player-made regiment named the Hands
efficient military police duties and outstanding defensive of Callahan.

Cost 30pts (Veteran)


Composition 1 NCO and 1 man
Weapons Rifles
- Add up to 8 additional men with rifles at +15pts each
- The NCO and up to 2 men may have a submachine gun instead of a rifle for +3pts
each
- Up to 1 man may have a pistol instead of a rifle for -3pts each
Options
- Up to 1 man may have a Malone light machine gun instead of a rifle for +20pts each –
another man becomes the loader (always the pistol-armed soldier if present)
- Up to 1 man may have a grenade launcher alongside their rifle for +20pts†
- The entire squad may be mounted upon motorbikes for +5pts per man
Special Rules - Stubborn
- Get back in the fight!: If any friendly unit fails an attempt to rally it can immediately roll
a second attempt if within 6” of a “Hands” squad.
- Motorbikes: A mounted squad uses the motorbikes rules (see main rulebook)

EIGHT SONS SQUAD (GREAT WAR ERA)


Much like “The Hands”, the Brigade of the Eight Sons has would go on to fight in the Velian Civil War, lead directly
a long history of serving Caoiva. The brigade was formed by Carden Callahan himself. Now, they serve as the
after Carden Callahan, the fourth son of Iain Callahan, lead strongest patrons of the Callahan lineage, fighting to free
a small force of men into Ogmaran and diplomatically their land from the Colonial menace and restore Caoiva to
gained the support and trust of the local populace. They its former prosperity.

Cost 80pts (Veteran)


Composition 1 NCO and 4 men
Weapons Rifles
- Add up to 5 additional men with rifles at +16pts each
- The NCO and up to 2 men may have a submachine gun instead of a rifle for +3pts
each
- Up to 2 men may have a pistol instead of a rifle for -3pts each
- Up to 2 men may have a Malone light machine gun instead of a rifle for +20pts each –
Options another man becomes the loader (always one of the pistol-armed soldiers if present)
- Up to 1 man may have a grenade launcher alongside their rifle for +20pts†
- The entire squad may be given anti-tank grenades (sticky grenades) for +2pts per
man
- The entire squad may be given powerful anti-tank grenades (white ash impact
grenades) for +1pt per man if anti-tank grenades taken
- Eight Sons squads are always Fanatics
Special Rules - Tank hunters (if sticky grenades or white ash impact grenades taken)
- Powerful anti-tank grenades (if white ash impact grenades taken)

INEXPERIENCED INFANTRY SQUAD


After centuries of war, the large majority of the Warden farming. When the Warden Empire calls upon them to
Empire is at the very least familiar with the basics of fight for their homeland, even those that fight willingly
fighting and fieldcraft. However, there are still many who may not be the best – and as such are best represented as
have managed to avoid the horrors of war by working in inexperienced.
other positions, such as logistics, factory work, and

Cost 35pts (Inexperienced)


Composition 1 NCO and 4 men
Weapons Rifles
- Add up to 5 additional men with rifles at +7pts each
- The NCO may have a submachine gun instead of a rifle for +3pts
- Up to 1 man may have a pistol instead of a rifle for -3pts
- Up to 1 man may have a Malone light machine gun instead of a rifle for +20pts –
another man becomes the loader (always the pistol-armed soldier if present)
Options - The entire squad may be mounted upon bicycles for +1pt per man
- The entire squad may be given anti-tank grenades (sticky grenades) for +2pts per
man
- The entire squad may be given powerful anti-tank grenades (white ash impact
grenades) for +1pt per man if anti-tank grenades taken
- The entire squad may take the ‘green’ special rule at no cost
- Green (if taken)
Special Rules - Bicycles (if taken)
- Tank hunters (if sticky grenades or white ash impact grenades taken)
- Powerful anti-tank grenades (if white ash impact grenades taken)

REGULAR INFANTRY SQUAD


The average Warden soldier is a well-trained individua l, supplementing automatic weapons for increased firepower
armed well with a wide variety of weapons. The rifle and high explosive weapons for dealing with defences
forms the common bulk of an infantryman’s arsenal, but allow Warden infantry to operate effectively.

Cost 50pts (Regular)


Composition 1 NCO and 4 men
Weapons Rifles
- Add up to 5 additional men with rifles at +10pts each
- The NCO and up to 1 man may have a submachine gun instead of a rifle for +3pts
each
- The NCO and up to 2 men may have an assault rifle instead of a rifle for +5pts each
- The NCO and up to 2 men may have a carbine instead of a rifle for +1pt each
- Up to 1 man may have a pistol instead of a rifle for -3pts
- Up to 1 man may have a Malone light machine gun instead of a rifle for +20pts –
Options
another man becomes the loader (always the pistol-armed soldier if present)
- Up to 1 man may have a grenade launcher alongside their rifle for +20pts†
- The entire squad may be mounted upon bicycles for +1pt per man
- The entire squad may be given anti-tank grenades (sticky grenades) for +2pts per
man
- The entire squad may be given powerful anti-tank grenades (white ash impact
grenades) for +1pt per man if anti-tank grenades taken
- Bicycles (if taken)
Special Rules - Tank hunters (if sticky grenades or white ash impact grenades taken)
- Powerful anti-tank grenades (if white ash impact grenades taken)

VETERAN INFANTRY SQUAD


Where there is a front, there is a demand for the Warden are determined to claim victory once and for all. Often,
Empire’s best infantry. Often coming from long lines of they will volunteer or even assist in creating elite and
warriors lasting from the very beginnings of the Great specialised regiments (often called ‘clans’ after those that
War, experienced soldiers have been exposed to war and were united by Callahan when Caoiva was founded).

Cost 65pts (Veteran)


Composition 1 NCO and 4 men
Weapons Rifles
- Add up to 5 additional men with rifles at +13pts each
- The NCO and up to 6 men may have a submachine gun instead of a rifle for +3pts
each
- The NCO and up to 9 men may have an assault rifle instead of a rifle for +5pts each
- The NCO and up to 9 men may have a carbine instead of a rifle for +1pt each
- Up to 2 men may have a pistol instead of a rifle for -3pts each
- Up to 2 men may have a Malone light machine gun instead of a rifle for +20pts each –
Options
another man becomes the loader (always one of the pistol-armed soldiers if present)
- Up to 1 man may have a grenade launcher alongside their rifle for +20pts†
- The entire squad may be mounted upon bicycles for +1pt per man
- The entire squad may be given anti-tank grenades (sticky grenades) for +2pts per
man
- The entire squad may be given powerful anti-tank grenades (white ash impact
grenades) for +1pt per man if anti-tank grenades taken
- Bicycles (if taken)
Special Rules
- Tank hunters (if sticky grenades or white ash impact grenades taken)
- Powerful anti-tank grenades (if white ash impact grenades taken)

RECONNAISSANCE SQUAD
As the war progressed and the Wardens began larger Caoiva, and while they don’t carry as much heavy
offensive operations, reconnaissance units have become weaponry as other experienced units do, they make the
infinitely more valuable. The best reconnaissance squads most out of lighter but specialised equipment such as
are well-adapted to the mountainous terrain of northern carbines.

Cost 40pts (Regular), 52pts (Veteran)


Composition 1 NCO and 3 men
Weapons Rifles
- Add up to 6 additional men with rifles at +10pts each (Regular), or +13pts each
(Veteran)
- The NCO and up to 2 men may have a submachine gun instead of a rifle for +3pts
each
- The NCO and up to 4 men may have a shotgun instead of a rifle for +3pts each
- The NCO and up to 2 men may have an assault rifle instead of a rifle for +5pts each
Options
- The NCO and up to 9 men may have a carbine instead of a rifle for +1pt each
- Up to 1 man may have a grenade launcher alongside their rifle for +20pts†
- The entire squad may be mounted upon bicycles for +1pt per man if motorbikes are
not taken
- The entire squad may be mounted upon motorbikes for +5pts per man if bicycles are
not taken
- Bicycles (if taken)
Special Rules
- Motorbikes: If taken, a mounted squad uses the motorbikes rules (see main rulebook)

ENGINEER SQUAD
Engineers are the ‘first in, last out’ of any army, and the We allow them to take the flamethrower – a weapon that
Wardens are no exception. Not only do they lay defences has been hinted at in concept art but never implemented
and destroy those of the enemy’s, engineers pack a lot of into the game, and thus is not treated as canon.
specialised weaponry and are a formidable fighting force.

Cost 65pts (Veteran)


Composition 1 NCO and 4 men
Weapons Rifles
- Add up to 5 additional men with rifles at +13pts each
- The NCO and up to 6 men may have a submachine gun instead of a rifle for +3pts
each
- The NCO and up to 9 men may have a shotgun instead of a rifle for +3pts each
- The NCO and up to 6 men may have an assault rifle instead of a rifle for +5pts each
- The NCO and up to 6 men may have a carbine instead of a rifle for +1pt each
- Up to 2 men may have a pistol instead of a rifle for -3pts each
- Up to 1 man may have a Malone light machine gun instead of a rifle for +20pts each –
Options
another man becomes the loader (always one of the pistol-armed soldiers if present)
- Up to 1 man may have a flamethrower instead of a rifle for +20pts – another man
becomes the assistant (always one of the pistol-armed soldiers if present)*
- Up to 2 men may have a grenade launcher alongside their rifle for +20pts each†
- The entire squad may be given anti-tank grenades (sticky grenades) for +2pts per
man
- The entire squad may be given powerful anti-tank grenades (white ash impact
grenades) for +1pt per man if anti-tank grenades taken
- Tank hunters (if sticky grenades or white ash impact grenades taken)
Special Rules
- Powerful anti-tank grenades (if white ash impact grenades taken)
CAVALRY SQUAD
The Warden Cavalry were, like most armies, once the treacherous terrain (such as the mountains of the north)
forefront of any assault and quick mobilisation. Now, with quicker than infantry and more easily than transports.
the advent of machine guns and mechanized warfare, they Most cavalry only use their horses to arrive to the
are all but obsolete as a breakthrough force. However, they battlefield, but it isn’t unheard of (especially early on in
still function well as mounted infantry for quick the Great Wars) for cavalry units to make daring charges
deployment, and they are able to traverse much more at the enemy!

Cost 55pts (Regular), 70pts (Veteran)


Composition 1 NCO and 4 men
Weapons Cavalry Carbines
- Add up to 5 additional men with cavalry carbines at +11pts each (Regular), or +14pts
each (Veteran)
- The NCO and up to 2 men may have a submachine gun instead of a cavalry carbine
for +2pts each
- The NCO and up to 9 men may have a pistol instead of a cavalry carbine for -4pts
Options
each
- Up to 1 man may have a Malone light machine gun instead of a cavalry carbine for
+19pts each – another man becomes the loader (always one of the pistol-armed
soldiers if present)
- The entire squad may be mounted upon horses for +2pts per man
- Cavalry (if horses taken)
Special Rules - Cavalry carbines: Being literally a carbine, these weapons count as pistols when used
on horseback, and carbines when used on foot

CONSCRIPTED SQUAD
Although the Warden Empire is always in a state of Demoralised and often underequipped compared to the
conscription, when the Colonial Legions push rest of the Warden armed forces, conscripts are always a
uncomfortably far into their lands the Wardens will put last ditch effort in a defensive plan, with many Generals
more effort into ensuring nobody can dodge the draft. hoping they never have to actually be used.

Cost 20pts (Inexperienced)


Composition 1 NCO and 4 men
Weapons Rifles
- Add up to 15 additional men with rifles at +4pts each
- The NCO may have a submachine gun instead of a rifle for +3pts
Options - Up to 1 man may have a pistol instead of a rifle for -3pts
- Up to 1 man may have a Malone light machine gun instead of a rifle for +20pts –
another man becomes the loader (always the pistol-armed soldier if present)
Special Rules - Shirkers

PARTISAN SQUAD
Partisans are an incredibly powerful tool in the arsenal of warmongering Colonials treading on Warden turf armed
the Wardens. Cutting off enemy logistics is enough to turn with whatever they can get their hands on, regular infantry
even the most experienced and fanatic of soldiers into an sent to fight in the backlines, and dedicated commandos
ineffective fighting force – not to mention that you can armed to the teeth with heavy weapons and explosives.
often steal some supplies for yourself in the process. Any dedicated teams, such as mortars and anti-
This entry allows you to select various different tank rifles, that might get special rules such as ‘green’ or
kinds of partisans, including disgruntled citizens of ‘stubborn’ are represented through regular teams taken in
Northern Veli and Warden territories that are tired of the partisan selectors that grant them these special rules.

Cost 28pts (Inexperienced), 40pts (Regular), 56pts (Veteran)


Composition 1 NCO and 3 men
Weapons Rifles
- Add up to 6 additional men with rifles at +7pts each (Inexperienced), +10pts each
(Regular), or +14pts each (Veteran)
- The NCO and up to 4 men may have a submachine gun instead of a rifle for +3pts
each
- The NCO and up to 4 men may have a shotgun instead of a rifle for +3pts each
- The NCO and up to 4 men may have an assault rifle instead of a rifle for +5pts each
- The NCO and up to 4 men may have a carbine instead of a rifle for +1pt each
- Up to 3 men may have a pistol instead of a rifle for -3pts each
Options
- Up to 3 men may have a Malone light machine gun instead of a rifle for +20pts each –
another man becomes the loader (always one of the pistol-armed soldiers if present)
- Up to 1 man may have a grenade launcher alongside their rifle for +20pts†
- The entire squad may be mounted upon bicycles for +1pt per man
- The entire squad may be given anti-tank grenades (sticky grenades) for +2pts per
man
- The entire squad may be given powerful anti-tank grenades (white ash impact
grenades) for +1pt per man if anti-tank grenades taken
- Inexperienced partisans (rebels) are Green
- Veteran partisans (commandos) are Stubborn
- Behind enemy lines: When outflanking as described on page 119 of the main Bolt
Action rulebook, partisans (of all veterancies) ignore the -1 modifier to the order test for
coming onto the table
Special Rules - Bicycles (if taken)
- Tank hunters (if sticky grenades or white ash impact grenades taken)
- Powerful anti-tank grenades (if white ash impact grenades taken)
- Inexperienced partisans (rebels) may only take one Malone light machine gun or
grenade launcher per squad to represent their lack of dedicated supply lines and
structure

“THE HANDS” SQUAD


With the large amount of men serving on the frontline, Warden Empire has to offer.
“The Hands” are able to fulfil more of a military police This unit represents “The Hands” that appear in
role. Their generations-long servitude to Iain Callahan and the lore, not the player-made regiment named the Hands
his lineage has resulted in some of the best soldiers the of Callahan.

Cost 30pts (Veteran)


Composition 1 NCO and 1 man
Weapons Rifles
- Add up to 8 men with rifles at +15pts each
- The NCO and up to 6 men may have a submachine gun instead of a rifle for +3pts
each
- The NCO and up to 9 men may have an assault rifle instead of a rifle for +5pts each
- The NCO and up to 9 men may have a carbine instead of a rifle for +1pt each
Options
- Up to 2 men may have a pistol instead of a rifle for -3pts each
- Up to 2 men may have a light machine gun instead of a rifle for +20pts each – another
man becomes the loader (always one of the pistol-armed soldiers if present)
- Up to 1 man may have a grenade launcher alongside their rifle for +20pts†
- The entire squad may be mounted upon motorbikes for +5pts per man
- Stubborn
- Get back in the fight!: If any Warden unit fails an attempt to rally it can immediately roll
Special Rules
a second attempt if within 6” of a “Hands” squad.
- Motorbikes: A mounted squad uses the motorbikes rules (see main rulebook)
EIGHT SONS SQUAD
The Brigade of the Eight Sons is a much smaller unit than toughest, most brutal battles the Wardens have ever had to
it was at the time of the Breaching. Thanks to the rising fight. While their casualties at times are almost
popularity in blind devotion to Iain Callahan (caused irreplaceable, they still see active combat as both a morale
largely by the appearance of “The Hands” in propaganda), booster and propaganda icon, and some of the best troops
the Brigade of the Eight Sons has fought in some of the to fight on either side of the Mercy river.

Cost 80pts (Veteran)


Composition 1 NCO and 4 men
Weapons Rifles
- Add up to 5 additional men with rifles at +16pts each
- The NCO and up to 9 men may have a submachine gun instead of a rifle for +3pts
each
- The NCO and up to 9 men may have a shotgun instead of a rifle for +3pts each
- The NCO and up to 9 men may have an assault rifle instead of a rifle for +5pts each
- The NCO and up to 9 men may have a carbine instead of a rifle for +1pt each
- Up to 2 men may have a pistol instead of a rifle for -3pts each
Options
- Up to 2 men may have a light machine gun instead of a rifle for +20pts each – another
man becomes the loader (always one of the pistol-armed soldiers if present)
- Up to 1 man may have a grenade launcher alongside their rifle for +20pts†
- The entire squad may be given anti-tank grenades (sticky grenades) for +2pts per
man
- The entire squad may be given powerful anti-tank grenades (white ash impact
grenades) for +1pt per man if anti-tank grenades taken
- Eight Sons squads are Fanatics
Special Rules - Tank hunters (if sticky grenades or white ash impact grenades taken)
- Powerful anti-tank grenades (if white ash impact grenades taken)

MEDIUM MACHINE GUN TEAM


The Malone Mk. 2 is a very popular machine gun. With a down. The medium machine gun version has an extra
125-round drum magazine and a very high rate of fire, the assistant, and specialised training and plentiful
Malone can mow down any Colonial infantry squads that ammunition make it far different from the Malone in a
dare approach it – or at the very least keep their heads light machine gun role.

Cost 35pts (Inexperienced), 50pts (Regular), 65pts (Veteran)


Weapons 1 Malone medium machine gun
Composition 3 men
- Team weapon
- Fixed
Special Rules
- Malone medium machine gun: The Malone Mk. 2 has a notoriously high rate of fire,
and so it has 6 shots instead of 5 in the medium machine gun role

CUTLER LAUNCHER 4 TEAM (ANTI-TANK TEAM)


The Cutler Launcher 4, one of many rocket propelled prefer the Bonesaw Mk. 3. It does less damage against
grenade launchers, is not as popular with Wardens who vehicles but its charge is packed with explosive filler.

Cost 48pts (Inexperienced), 60pts (Regular), 72pts (Veteran)


Weapons 1 Cutler RPG
Composition 2 men
- Team weapon
Special Rules
- Shaped charge
ANTI-TANK RIFLE TEAM (ANTI-TANK TEAM)
Anti-tank rifles are some of the earliest forms of anti-tank threat to tanks if they’re allowed to flank without being
weaponry. While they aren’t very effective against the opposed. The primary anti-tank rifle used is the 20 Neville
more heavily-armoured vehicles of the modern battlefield, Anti-Tank Rifle, which can hold a magazine of 8 20mm
they can take on lightly armoured vehicles and still pose a rounds.

Cost 21pts (Inexperienced), 30pts (Regular), 39pts (Veteran)


Weapons 1 anti-tank rifle
Composition 2 men
- Team weapon
Special Rules - You may take up to three anti-tank rifle teams as one anti-tank team in selectors that
allow this unit

BONESAW MK. 3 TEAM (ANTI-TANK TEAM)


The Bonesaw Mk. 3 is a very unique anti-tank armament advantages over traditional rocket propelled grenade
available to the Wardens. It utilises a spigot launcher to launchers, such as being able to utilise a larger warhead
fire a highly-potent anti-tank charge. This provides and a lack of any back blast from firing.

Cost 48pts (Inexperienced), 60pts (Regular), 72pts (Veteran)


Weapons 1 Bonesaw anti-tank mortar
Composition 2 men
- Team weapon
Special Rules
- Shaped charge

MOUNTED BONESAW MK. 3 TEAM (ANTI-TANK TEAM)


While the regular Bonesaw Mk. 3 performs well in an allowing it to be mounted on a tripod, which increases its
ambush, its short range means that it suffers in a defensive range to better engage armoured targets through a more
line. The Mounted Bonesaw Mk. 3 addresses this issue by powerful launcher.

Cost 48pts (Inexperienced), 60pts (Regular), 72pts (Veteran)


Weapons 1 Mounted Bonesaw anti-tank mortar
Composition 2 men
- Team weapon
Special Rules - Fixed
- Shaped charge

SUICIDE ANTI-TANK SQUAD (ANTI-TANK TEAM)


In the darkest and most desperate hours of the Warden equipping such squads is very easy, but even though an
Empire’s rugged defence of its homeland, suicidal charges anti-tank charge does not guarantee the squad’s demise
are called upon to stem the Colonial advance for just a they are not a popular option for the troops who serve in
little bit longer. Equipped with nothing but sticky grenades them and the officers who command them. This unit is
(or BF5 White Ash Flask Grenades), training and treated like a squad but selected as an anti-tank team.

Cost 25pts (Inexperienced)


Composition 1 NCO and 4 men
Weapons Unarmed with anti-tank grenades (sticky grenades)
- Add up to 15 additional men at +5pts each
Options - The entire squad may be given powerful anti-tank grenades (white ash impact
grenades) for +1pt per man
- Tank hunters
- Powerful anti-tank grenades (if white ash impact grenades taken)
Special Rules
- Unarmed men with anti-tank grenades neither shoot nor attack in close quarters,
except when assaulting vehicles

SNIPER TEAM
While snipers aren’t as prevalent on the Veli-Caoiva front during the First Battle of Sunhaven, in which a sniper team
as in other conflicts, they can still play a pivotal role in snuck far behind enemy lines to get a clear shot and cause
battles by killing weapon crews and eliminating high- chaos within the Colonial ranks. Warden snipers use the
ranking personnel. Perhaps the most famous sniper Clancy-Raca M4, which is valued for its long range and
operation was the assassination of Legate Silas Maro accuracy.

Cost 50pts (Regular), 65pts (Veteran)


Weapons Sniper has a rifle with scope and a pistol, spotter has a pistol
Composition 2 men
- Team weapon
Special Rules
- Sniper

LIGHT MORTAR TEAM


Light mortars provide indirect fire support close to the tear into infantry, leaving little left in its wake, and when
action, having a much shorter range than other mortars and used in sufficient numbers they can even deter tanks and
howitzers. It comes with a potent shrapnel shell that can other armoured vehicles.

Cost 24pts (Inexperienced), 35pts (Regular), 46pts (Veteran)


Weapons 1 light mortar
Composition 2 men
- Team weapon
Special Rules
- Indirect fire
ARTILLERY
The artillery and field weapons of the Wardens come in a perfect and refine the field guns, emplaced weapons, and
much larger variety than that of the Colonials. Fighting defensive artillery that can effectively disrupt any
defensively, the Wardens have had many opportunities to offensive.

FIELD WEAPONS
Field weapons are a vital part of the Warden arsenal. only heavy weapons able to keep up with the advance of a
Artillery, anti-tank, and close support weapons all exist on motorised force, and as such these are the heavy weapons
field carriages that allow for mobility within a battle, most likely to be seen in a game of Bolt Action set in the
creating some much-needed flexibility in defensive lines. Foxhole universe.
They are also valuable in offensive manoeuvres, being the

LOGAN CANNON 150MM†


The Logan Cannon 150mm is an odd weapon. While it has it justice. As such, this weapon does high damage against
a calibre of 150mm, the barrel itself is around 5 to 10 vehicles and structures, but not against infantry – traits that
calibres long, with most 150mm guns averaging around 30 make it a highly valued weapon for offensives in
calibres long. This allows the gun to retain its light weight, combination with other artillery.
but representing it as a heavy howitzer doesn’t properly do

Cost 168pts (Inexperienced), 210pts (Regular), 252pts (Veteran)


Weapons 1 150mm field artillery
Team 4 men
Options - May add a spotter for +10pts
- Treat as light artillery for the purposes of movement and towing
- Gun shield
- Team weapon
Special Rules - Fixed
- Howitzer
- Anti-Structure (2D6)
- APFA

BALFOUR FALCONER 250MM


The introduction of the HC-7 “Ballista” siege tank brought from the 250mm Hades Mortar Cannon used on the
up much concern for the Wardens. Its 250mm petard Ballista, the Balfour Falconer 250mm provides a
mortar excelled at defeating bunkers and defensive somewhat vulnerable platform for the 250mm petard
structures, and there was nothing in the Warden arsenal mortar, which can rip through buildings like paper (but not
that could do the same job. Hurriedly reverse-engineered much else).

Cost 76pts (Inexperienced), 95pts (Regular), 114pts (Veteran)


Weapons 1 250mm petard mortar
Team 3 men
- Treat as light artillery for the purposes of movement and towing
- Gun shield
Special Rules - Team weapon
- Fixed
- Anti-Structure (3D6)

SWALLOWTAIL 988/127-2
While not a popular weapon by any means, the cumbersome and vulnerable on a field carriage, but when
Swallowtail 988/127-2 provides heavy machine gun used effectively it can essentially melt any squad it
support with its dual high-velocity 12.7mm guns. encounters. Its field carriage and narrow arc of fire prevent
Originally mounted in defensive positions, such as on the it from firing at incoming planes like the 12.7mm Flak
Bulwark and in bunkers, the dual 12.7mm guns prove Gun can.
Cost 36pts (Inexperienced), 45pts (Regular), 54pts (Veteran)
Weapons 2 heavy machine guns
Team 3 men
- Treat as light artillery for the purposes of movement and towing
- Gun shield
Special Rules
- Team weapon
- Fixed

BALFOUR WOLFHOUND 40MM


The Balfour Wolfhound 40mm was one of the first field could take on Colonial armour without being an expensive
weapons used by the Caoivish Empire. A successful and maintenance-heavy vehicle. Nowadays it also serves
attempt to mate the 40mm gun seen on early vehicles such as an infantry support gun, being used to take down
as the Storm Tank and O’Brien V.101 Freeman to a field defensive structures.
carriage, the Wolfhound was one of few weapons that

Cost 48pts (Inexperienced), 60pts (Regular), 72pts (Veteran)


Weapons 1 40mm light anti-tank gun
Team 3 men
- Gun shield
- Team weapon
Special Rules - Fixed
- HE: Instead of having a rating of 1”, the 40mm anti-tank gun’s HE shell has a rating of
2”

BALFOUR RAMPART 40MM


Using the common 40mm calibre found on many blow to any vehicle it fights through its high velocity
Warden vehicles and field weapons, the Balfour 40mm barrel. The Rampart also boasts an up-armoured
Rampart 40mm is able to deal a much more devastating gun shield, resistant to even larger shrapnel pieces.

Cost 52pts (Inexperienced), 65pts (Regular), 78pts (Veteran)


Weapons 1 40mm HVAP light anti-tank gun
Team 3 men
- Gun shield
- Team weapon
- Fixed
Special Rules - 40mm HVAP: The 40mm HVAP light anti-tank gun gets a +1 modifier to results rolled
on the ‘Damage Results’ table
- HE: Instead of having a rating of 1”, the 40mm HVAP anti-tank gun’s HE shell has a
rating of 2”

COLLINS CANNON 68MM


The Collins Cannon 68mm is a powerful and reliable anti- emplacement counterpart. It’s also towable by virtually
tank gun that is more easily concealed than its any vehicle, which means it can be easily redeployed.

Cost 60pts (Inexperienced), 75pts (Regular), 90pts (Veteran)


Weapons 1 68mm medium anti-tank gun
Team 4 men
- Gun shield
Special Rules - Team weapon
- Fixed
EMPLACED WEAPONS
There are many weapons used by the Warden Empire that to wherever they are needed – sometimes in the heat of
don’t require the mobility of a field carriage, but still need battle – making them a powerful tool when used wisely,
to be relocated when needed as opposed to immobile but it’s all too easy to deploy them at a useless position or
defences. Emplaced weapons can be redeployed by flatbed have the enemy arrive while they’re being unpackaged!

12.7MM FLAK GUN


Originally mounted in defensive positions on the Bulwark because of its rotating platform, mitigating the
to protect against both planes and infantry, the 12.7mm Swallowtail’s notoriously narrow arc of fire. Being an
Flak Gun boasts a powerful armament of two high- emplaced weapon, the 12.7mm Flak Gun can be loaded
velocity 12.7mm heavy machine guns, hence the name. and unloaded onto (i.e. can mount and dismount) flatbeds.
The Flak Gun is generally preferred over the Swallowtail

Cost 44pts (Inexperienced), 55pts (Regular), 66pts (Veteran)


Weapons 2 heavy machine guns on a rotating platform
Team 3 men
- Emplacement
- Immobile: This unit cannot move without being towed
Special Rules - Gun shield
- Team weapon
- Flak

68MM ANTI-TANK GUN


Designed to be used in trench systems, the 68mm Anti- platform. Although more cumbersome to move and
Tank Gun is a cheaper alternative to the Collins Cannon therefore less useful in an offensive role, the Anti-Tank
68mm that has the advantage of being on a rotating Gun excels when used in defensive trench lines.

Cost 64pts (Inexperienced), 80pts (Regular), 96pts (Veteran)


Weapons 1 68mm medium anti-tank gun on a rotating platform
Team 4 men
- Emplacement
- Immobile: This unit cannot move without being towed
Special Rules
- Gun shield
- Team weapon

HUBER LARIAT 120MM


The Huber Lariat 120mm, while classified as a light Mounted on a crucifix platform and able to be shipped
howitzer, brings a punch to any battlefield and is most between fronts on a flatbed, the Lariat is useful both in
accurately classed as a medium howitzer in game terms. defence and in support of offensive operations.

Cost 60pts (Inexperienced), 75pts (Regular), 90pts (Veteran)


Weapons 1 120mm medium howitzer on a rotating platform
Team 4 men
Options - May have a spotter for +10pts
- Emplacement
- Immobile: This unit cannot move without being towed
Special Rules
- Team weapon
- Howitzer

HUBER EXALT 150MM


Ever since its introduction, the Colonials have learnt to wake but a muddy field covered with craters and littered
fear the heavy firepower of the Huber Exalt 150mm. Much with the corpses of those unfortunate enough to be caught
like all heavy artillery, sustained fire from the Exalt can in its huge blast radius. Despite potential damage to their
level towns and destroy forests, leaving nothing in its own land, the Exalt is popular with Warden forces.

Cost 96pts (Inexperienced), 120pts (Regular), 144pts (Veteran)


Weapons 1 150mm heavy howitzer on a rotating platform
Team 5 men
Options - May have a spotter for +10pts
- Emplacement
- Immobile: This unit cannot move without being towed
Special Rules - Gun shield
- Team weapon
- Howitzer

IMMOBILE WEAPONS
These weapons are more permanent in location than to be moved means that they will never be moved or
emplaced weapons, which are transportable by flatbed and deployed in the heat of battle. As such, we treat them as
quickly deployed. While it is possible for some of these being unable to move at all during the course of a game of
weapons to be moved, the time and effort it takes for them Bolt Action.

EMPLACEMENT MORTAR
Despite the name, the Emplacement Mortar is an immobile or destroyed. The immobile platform allows the
mortar that does not benefit from the ‘emplacement’ rules. Emplacement Mortar to fire at longer ranges than the
Also known as the House Mortar, they are often deployed infantry mortar can, making it an ideal weapon for
on the top floor of houses in towns with the roof removed defensive purposes.

Cost 44pts (Inexperienced), 55pts (Regular), 66pts (Veteran)


Weapons 1 medium mortar on a rotating platform
Team 3 men
Options - May have a spotter for +10pts
- Immobile: This unit cannot move for the entire game and is therefore always set-up
onto the table (up to 12” from the player’s table edge) even in scenarios that do not
Special Rules allow initial set-up of units
- Team weapon
- Indirect fire

HOWITZER†
The Howitzer is one of few weapons that can provide anti- structures, and vehicles are all at risk. Howitzers are often
infantry support to a battle. Most other weapons such as found in batteries, but can also be found alone if supplies
field artillery and anti-tank guns are specialised in anti- or artillerymen are scarce.
structure or anti-vehicle duties. The Howitzer excels at This entry represents the old howitzer, before the
barraging areas, often in large batteries, where infantry, Huber Lariat and Huber Exalt were added to the game.

Cost 60pts (Inexperienced), 75pts (Regular), 90pts (Veteran)


Weapons 1 120mm medium howitzer on a rotating platform
Team 4 men
Options - May have a spotter for +10pts
- Immobile: This unit cannot move for the entire game and is therefore always set-up
Special Rules onto the table (up to 12” from the player’s table edge) even in scenarios that do not
allow initial set-up of units
- Team weapon
- Howitzer

STATIC ARTILLERY*
The Warden Empire is known for their extensive expected fighting takes place. They’re even less mobile
defensive lines, some of which date hundreds of years than the Huber Lariat and Exalt, being permanently fixed
prior to the Great Wars. Some of these defensive lines rely in place. Because of this, these guns are no longer made in
on Static Artillery – large calibre guns built into the the modern day, but there are many examples that remain
ground on a rotating platform, often far behind where the in good enough shape to be used in combat.

Cost 92pts (Inexperienced), 115pts (Regular), 138pts (Veteran)


Weapons 1 150mm heavy howitzer on a rotating platform
Team 5 men
Options - May have a spotter for +10pts
- Immobile: This unit cannot move for the entire game and is therefore always set-up
onto the table (up to 12” from the player’s table edge) even in scenarios that do not
Special Rules allow initial set-up of units
- Team weapon
- Howitzer
VEHICLES
This section outlines all of the vehicles available to the is not confirmed and we don’t know enough about it to
Warden faction. This includes neutral vehicles, such as represent it in the rules without making assumptions). For
civilian vehicles and any of the vehicles from the Basset vehicle entries with multiple variants, each individua l
Motor Society, that also appear in the Colonial Army List variant will be marked (e.g. the entry for the Silverhand is
book. Like the rest of the book, entries marked with an called the Silverhand Mk. I*, II*, III*, & IV – the Mk. IV
asterisk (*) are non-canon or have assumed characteristics is the only canon variant, the rest are assumed).
(e.g. it is likely there was a Devitt Mk. I, but its existence

TANKS
The Caoivish Empire is well known for their powerful pace of Colonial innovation, and in the case of the
tank designs that were able to stem the Colonial advance Juggernaut and Silverhand they made bold innovations of
and are able to fight anything that is thrown at them. While their own. For many devout Wardens, armour is holy and
the Colonial forces had better tank designs at the start of to fight alongside a Silverhand or Flood is to fight
the Great Wars, Warden tank designs caught up with the alongside Callahan and the Father Sun.

STORM TANK
The Storm Tank is the earliest known tank design, and is armour. The Storm Tank’s official operating name
believed to predate the Great Wars. It was supposedly used alongside any schematics has been lost to time, but some
in border skirmishes prior to the Breaching, fighting in examples have been recovered and sent to the front in a
large line formations that protected its vulnerable side desperate attempt to end the fighting once and for all.

Cost 84pts (Inexperienced), 105pts (Regular), 126pts (Veteran)


Weapons 1 turret-mounted 40mm light anti-tank gun
Damage Value 8+ (light tank)
Options - Must remove the ‘Unreliable’ special rule for +20pts if using a Great War Era selector
- HE: Instead of having a rating of 1”, the 40mm anti-tank gun’s HE shell has a rating of
2”
- Reinforced armour: Against all shots hitting the front of the vehicle it counts its
damage value as 9+
- Slow
- Slow traverse: A Storm Tank cannot be given an order until at least one other unit on
Special Rules the same side has already been given orders (whether successfully or not) – ignore this
if there are only units with slow traverse left
- Thin sides: All shots to the side of the vehicle get an additional +1 penetration modifier
(i.e. +2 in total)
- Unreliable (Modern Era only): If the vehicle suffers one or more pin markers as a
result of an enemy attack it automatically suffers one further pin marker in addition
- Caoivish craftsmanship: See national rules

KING SPIRE MK. I & GALLANT MK. II


The King Spire Mk. I is one of the oldest tanks in Warden the ‘teapot’ or ‘kettle’ due to the shape of its turret, and the
service, and its design reflects this. It is utterly despised by common Warden tanker saying ‘in the kettle’ comes from
its crews for its cramped interior, minimal armour, and this. The King Gallant Mk. II, built upon the chassis of the
lacking armament, but much to their dismay it remains a King Spire, boasts improved frontal armour and a
popular option with the tacticians who never have to crew powerful Infantry Support Gun instead of a single machine
them as recon or command vehicles. It’s often known as gun.

Cost 56pts (Inexperienced), 70pts (Regular), 84pts (Veteran)


Weapons 1 turret-mounted Malone medium machine gun
Damage Value 7+ (armoured carrier)
- May replace the Malone medium machine gun with an infantry support gun, taking the
Options
‘one-man turret’ and ‘extra frontal armour’ special rules, for +20pts (King Gallant Mk. II)
- Recce
- Malone medium machine gun (King Spire Mk. I only): The Malone Mk. 2 has a
notoriously high rate of fire, and so it has 6 shots instead of 5 in the medium machine
gun role
- Extra frontal armour (King Gallant Mk. II only): Against all shots hitting the front of the
Special Rules vehicle it counts its damage value as 8+
- One-man turret (King Gallant Mk. II only): Combining the roles of commander, gunner
and loader and squeezing the unfortunate fellow into a tiny one-man turret means it’s
hard to do different things at once! To represent this, it is always necessary to make an
order test when issuing an Advance order, even if the tank is not pinned
- Caoivish craftsmanship: See national rules

DEVITT MK. I* & II*


The Devitt series of light tank went into design shortly spare parts for maintenance. While the large majority of
after the Breaching, and was rapidly developed to deal the early versions of the Devitt were melted down to be
with superior Colonial armour designs. The early used for other tank designs, the desperation of Caoiva
examples of the Devitt were masterful works of art that meant that some of the early Devitts would see action well
could go toe-to-toe with their Colonial contemporaries, beyond their intended lifetime.
but were time consuming to produce with virtually no

Cost 88pts (Inexperienced), 110pts (Regular), 132pts (Veteran)


Weapons 1 turret-mounted 40mm light anti-tank gun
Damage Value 8+ (light tank)
Options - May take the ‘thin sides’ special rule for -10pts (Devitt Mk. I)*
- HE: Instead of having a rating of 1”, the 40mm anti-tank gun’s HE shell has a rating of
2”
- Thin sides (Devitt Mk. I only): All shots to the side of the vehicle get an additional +1
penetration modifier (i.e. +2 in total)
Special Rules - Unreliable: If the vehicle suffers one or more pin markers as a result of an enemy
attack it automatically suffers one further pin marker in addition (note that this rule is
not removed in Great War Era selectors – these tanks were unreliable even when they
were being made)
- Caoivish craftsmanship: See national rules

DEVITT MK. III


The Devitt Mk. III was the result of an attempt to refine effective design, with little impact on the tank’s
the Devitt Mk. II for mass production. Adopting simpler capabilities. The Mk. III has remained in service virtually
construction techniques and standardising production unaltered, remaining competitive due to its cost and low
facilities resulted in a much more reliable and cost skill requirement.

Cost 104pts (Inexperienced), 130pts (Regular), 156pts (Veteran)


Weapons 1 turret-mounted 40mm light anti-tank gun
Damage Value 8+ (light tank)
- HE: Instead of having a rating of 1”, the 40mm anti-tank gun’s HE shell has a rating of
Special Rules 2”
- Caoivish craftsmanship: See national rules

DEVITT IRONHIDE MK. IV


As the 68mm anti-tank gun became more common on the the 68mm round. The much higher cost of the Ironhide has
battlefield, the Devitt Mk. III’s armour became prevented it from completely replacing the Mk. III, but it
increasingly inadequate. The Devitt Ironhide Mk. IV was still serves in armour regiments throughout Caoiva where
produced to provide increased armour protection against the Colonial “Pelekys” tank destroyer lurks. It also boasts
superior cold weather handling, with shovel-like
attachments to the tracks to deal with deep snow.

Cost 136pts (Inexperienced), 170pts (Regular), 204pts (Veteran)


Weapons 1 turret-mounted 40mm light anti-tank gun
Damage Value 9+ (medium tank)
- HE: Instead of having a rating of 1”, the 40mm anti-tank gun’s HE shell has a rating of
Special Rules 2”
- Caoivish craftsmanship: See national rules

SILVERHAND MK. IP* & IIP*


The development process of the now-iconic Silverhand overall armour thickness. The Mk. IIp focused armour to
Mk. IV was far from smooth. Lead by Rowan Dewar, the front, but it was still inadequately armed with a single
famous for his development of the 68mm Dewar-AT-14 40mm gun. Dewar famously said that the early
used on the Niska Mk. II, several iterations were made Silverhands were as deadly as “the purr of a stray cat” in
before a dual-gun arrangement utilising the very same frustration after a failed trial. Both variants saw limited
68mm gun was decided upon. The Mk. Ip had a 40mm gun service, where valuable information was learnt and
and evenly-spaced armour, but this was at the cost of applied to future variants.

Cost 120pts (Inexperienced), 150pts (Regular), 180pts (Veteran)


Weapons 1 turret-mounted 40mm light anti-tank gun
Damage Value 8+ (light tank)
- May take the ‘extra frontal armour’ and ‘thin sides’ special rules, removing the
Options
‘armoured all around’ special rule, for -10pts (Silverhand Mk. IIp)*
- HE: Instead of having a rating of 1”, the 40mm anti-tank gun’s HE shell has a rating of
2”
- Armoured all around (Silverhand Mk. Ip only)
- Extra frontal armour (Silverhand Mk. IIp only): The Silverhand was designed for frontal
Special Rules
assault, and as such almost all of the armour was to the front. Against all shots hitting
the front of the vehicle it counts its damage value as 9+
- Thin sides: (Silverhand Mk. IIp only) All shots to the side of the vehicle get an
additional +1 penetration modifier (i.e. +2 in total)

SILVERHAND MK. III* & IV


The Silverhand is arguably the most effective tank in the who humbly declined having the tank named after him.
Warden Empire’s arsenal. It’s the only assault tank to The Mk. III replaced the 40mm gun on the Mk. Ip and Mk.
serve in the Caoiva-Veli front, produced in higher IIp with the 55mm light artillery turret found on the Ronan
numbers than the Flood-series battle tank and the Devitt- Gunship, which saw limited production as an infantry
series light tank. After going through development hell support tank, where the Mk. IV retained the 40mm turret
and various different iterations, the potent dual-gun and and the 68mm hull gun for a potent anti-tank armament
heavy frontal armour design was chosen by Rowan Dewar, that finally made the Silverhand “roar”.

Cost 164pts (Inexperienced), 205pts (Regular), 246pts (Veteran)


1 turret-mounted 40mm light anti-tank gun and 1 forward-facing hull-mounted 68mm
Weapons
medium anti-tank gun
Damage Value 8+ (light tank)
- May replace the turret-mounted 40mm light anti-tank gun with a turret-mounted 55mm
Options
light howitzer for -10pts (Silverhand Mk. III)*
- HE: Instead of having a rating of 1”, the 40mm anti-tank gun’s HE shell has a rating of
Special Rules
2”
- Extra frontal armour: The Silverhand was designed for frontal assault, and as such
almost all of the armour was to the front. Against all shots hitting the front of the vehicle
it counts its damage value as 9+
- Thin sides: All shots to the side of the vehicle get an additional +1 penetration modifier
(i.e. +2 in total)
- Caoivish craftsmanship: See national rules

SILVERHAND TEAGLAMA MK. V*


The Silverhand Teaglama Mk. V was a stopgap measure with a 68mm hull gun once they became readily available,
to field a large number of Silverhands while the 68mm but the Teaglama still sees life as an infantry support tank
gun’s production lines could be expanded. Armed with over the Mk. IV in certain situations thanks to the high
two 40mm cannons, the plan was to retrofit all Teaglama’s explosive power of the two 40mm guns.

Cost 156pts (Inexperienced), 195pts (Regular), 234pts (Veteran)


1 turret-mounted 40mm light anti-tank gun and 1 forward-facing hull-mounted 40mm
Weapons
light anti-tank gun
Damage Value 8+ (light tank)
- HE: Instead of having a rating of 1”, the 40mm anti-tank guns’ HE shells have a rating
of 2”
- Extra frontal armour: The Silverhand was designed for frontal assault, and as such
almost all of the armour was to the front. Against all shots hitting the front of the vehicle
Special Rules
it counts its damage value as 9+
- Thin sides: All shots to the side of the vehicle get an additional +1 penetration modifier
(i.e. +2 in total)
- Caoivish craftsmanship: See national rules

SILVERHAND CHIEFTAIN MK. VI


Placeholder.

Cost 184pts (Inexperienced), 230pts (Regular), 276pts (Veteran)


2 turret-mounted heavy machine guns (on a single turret) and 1 forward-facing hull-
Weapons
mounted 250mm petard mortar
Damage Value 8+ (light tank)
- Extra frontal armour: The Silverhand was designed for frontal assault – the Chieftain
doubly so! Against all shots hitting the front of the vehicle it counts its damage value as
10+
Special Rules
- Thin sides: All shots to the side of the vehicle get an additional +1 penetration modifier
(i.e. +2 in total)
- Caoivish craftsmanship: See national rules

SILVERHAND COINNEAL MK. VII*


The success of the H-5-Beta “Vulcan” proved to the addition to its powerful 40mm gun to help clear out
Wardens that a flamethrower tank was necessary for buildings from a distance. The Silverhand Coinneal Mk.
clearing out entrenched positions. The Silverhand was VII could carry fuel both internally and externally or just
chosen, as it was big enough to house the flamethrower in externally on fuel tanks fixed to its mudguards.

Cost 148pts (Inexperienced), 185pts (Regular), 222pts (Veteran)


1 turret-mounted 40mm light anti-tank gun and 1 forward-facing hull-mounted
Weapons
flamethrower
Damage Value 8+ (light tank)
- May empty the internal fuel tanks and rely on the external fuel tanks, removing the
Options
‘volatile fuel tanks’ special rule, for +10pts
- HE: Instead of having a rating of 1”, the 40mm anti-tank gun’s HE shell has a rating of
2”
- Extra frontal armour: The Silverhand was designed for frontal assault, and as such
almost all of the armour was to the front. Against all shots hitting the front of the vehicle
it counts its damage value as 9+
Special Rules
- Thin sides: All shots to the side of the vehicle get an additional +1 penetration modifier
(i.e. +2 in total)
- Volatile fuel tanks (if tanks not emptied): These make the tank a potential fireball.
When rolling on the damage table against this unit, add a +1 to the roll
- Caoivish craftsmanship: See national rules

FLOOD MK. I† & ASCENSION MK. V†


The Flood battle tank was designed by legendary tank with its hull-mounted turreted machine gun. Still wanting
designer Cormac Flood in a lull during the Great Wars by to get the edge over Colonial designs, the Flood Ascension
reverse-engineering the Colonial Lance-36. The Flood Mk. V saw a long-barrelled 75mm gun fitted to provide
Mk. I is capable of fighting any vehicle in the Colonial extra accuracy at long range.
Legion’s arsenal with ease, and can easily support infantry

Cost 248pts (Inexperienced), 310pts (Regular), 372pts (Veteran)


1 turret-mounted 75mm heavy anti-tank gun and 1 forward-facing hull-mounted Malone
Weapons
medium machine gun
Damage Value 10+ (heavy tank)
Options - May take the ‘long barrel’ special rule for +10pts (Flood Ascension Mk. V) †
- Long barrel (Flood Ascension Mk. V only): This vehicle doesn’t suffer the -1 ‘to hit’
penalty when shooting at targets at over half range with its 75mm anti-tank gun
Special Rules - Malone medium machine gun: The Malone Mk. 2 has a notoriously high rate of fire,
and so it has 6 shots instead of 5 in the medium machine gun role
- Caoivish craftsmanship: See national rules

FLOOD REDEMPTION MK. IV* & ADJURER MK. IV ACV*


Before the creation of the Flood Ascension Mk. V, a the armament for a versatile command battle tank, which
successful ‘tank destroyer’ based on the Flood-series, became the Flood Adjurer Mk. IV ACV (Armoured
there was an attempt to mate a Warden-made 40mm High- Command Vehicle). The 40mm HVAP gun has a smaller
Velocity Armour Piercing (HVAP) gun to the Flood’s breach and shell than the 75mm gun, meaning that more
turret. This resulted in the Flood Redemption Mk. IV. It room for radio equipment in the turret could be made, and
performed favourably compared to the regular 40mm gun, it has better anti-tank characteristics than the regular
with similar penetration but a better explosive yield, yet it 40mm gun. The Adjurer is often seen commanding both
was deemed unsuitable for a ‘tank destroyer’ based on the regular tank and tank destroyer formations thanks to its
Flood-series, and the Redemption only saw a limited versatility and despite its low production numbers.
production run. However, the 40mm HVAP was chosen as

Cost 212pts (Inexperienced), 265pts (Regular), 318pts (Veteran)


1 turret-mounted 40mm HVAP light anti-tank gun and 1 forward-facing hull-mounted
Weapons
Malone medium machine gun
Damage Value 10+ (heavy tank)
Options - May take the ‘command vehicle’ special rule for +25pts (Flood Adjurer Mk. IV ACV)*
- 40mm HVAP: The 40mm HVAP light anti-tank gun gets a +1 modifier to results rolled
on the ‘Damage Results’ table
Special Rules
- HE: Instead of having a rating of 1”, the 40mm HVAP anti-tank gun’s HE shell has a
rating of 2”
- Command vehicle (Flood Adjurer Mk. IV ACV only)
- Malone medium machine gun: The Malone Mk. 2 has a notoriously high rate of fire,
and so it has 6 shots instead of 5 in the medium machine gun role
- If taken as the leader of an armoured platoon, a radio network can be formed with any
selection of vehicles from a single entry instead of just this tank’s entry (Flood Adjurer
Mk. IV ACV only)
- Caoivish craftsmanship: See national rules

FLOOD JUGGERNAUT MK. VII† & JUGGERNAUT ASCENSION MK. VIII*


The up-armoured Flood Juggernaut Mk. VII is the heaviest thing keeping it from becoming the standard Warden tank
vehicle still in production from both the Warden and design is its exorbitant cost. The Flood Juggernaut
Colonial arsenals. The incredible frontal armour of the Ascension Mk. VIII combines the gun of the Mk. V with
Juggernaut can only be reliably penetrated by bunker the improved armour of the Mk. VII for one of the
defences. The reliable engine of the Mk. I ensures that it deadliest vehicles to have ever seen combat in Caoiva.
doesn’t sacrifice speed to achieve this, either. The only
Cost 376pts (Inexperienced), 470pts (Regular), 564pts (Veteran)
1 turret-mounted 75mm heavy anti-tank gun and 1 forward-facing hull-mounted Malone
Weapons
medium machine gun
Damage Value 11+ (super-heavy tank)
- May take the ‘long barrel’ special rule for +10pts (Flood Juggernaut Ascension Mk.
Options
VIII)*
- Long barrel (Flood Juggernaut Ascension Mk. VIII only): This vehicle doesn’t suffer
the -1 ‘to hit’ penalty when shooting at targets at over half range with its 75mm anti-tank
gun
Special Rules
- Malone medium machine gun: The Malone Mk. 2 has a notoriously high rate of fire,
and so it has 6 shots instead of 5 in the medium machine gun role
- Caoivish craftsmanship: See national rules

SELF-PROPELLED GUNS
All sorts of vehicles are utilised by the Wardens that can to guns crudely placed on a set of wheels or tracks, there
be considered self-propelled guns – from tank destroyers is a lot to choose from.

SILVERHAND SEALGAIR MK. VIII*


The success of the Niska Mk. II Blinder as a tank destroyer modified suspension that lowers the tops of the tracks and
despite its weak armour prompted the creation of a well- removes the turret to make room for a long-barrelled
armoured tank destroyer to remedy the Niska’s major 68mm gun, making it an effective tank destroyer that
drawback. The Silverhand Sealgair Mk. VIII uses a doesn’t have to shy away from receiving enemy fire.

Cost 120pts (Inexperienced), 150pts (Regular), 180pts (Veteran)


Weapons 1 forward-facing hull-mounted 68mm medium anti-tank gun
Damage Value 8+ (light tank)
- Long barrel: This vehicle doesn’t suffer the -1 ‘to hit’ penalty when shooting at targets
at over half range with its 68mm anti-tank gun
- Extra frontal armour: The Silverhand was designed for frontal assault, and as such
almost all of the armour was to the front. Against all shots hitting the front of the vehicle
Special Rules
it counts its damage value as 9+
- Thin sides: All shots to the side of the vehicle get an additional +1 penetration modifier
(i.e. +2 in total)
- Caoivish craftsmanship: See national rules

NOBLE FALCONER MK. IX*


The Noble-series of self-propelled guns was originally of the Noble-series made it the most suitable for this role,
conceived as a line of tank destroyers, yet the success of yet its slow speed still didn’t satisfy the needs of the
the Colonial Ballista and the issues experienced in using Wardens. The Silverhand Chieftain would soon become
the Balfour Falconer in a similar role prompted the rapid the standard over the Noble Falconer, yet the latter would
development of a Ballista-equivalent. The heavy armour still see use as a cheaper option to the Chieftain.

Cost 164pts (Inexperienced), 205pts (Regular), 246pts (Veteran)


Weapons 1 forward-facing hull-mounted 250mm petard mortar
Damage Value 9+ (medium tank)
- Extra frontal armour: The Noble Falconer was designed to withstand some of the
heaviest anti-tank weaponry the Colonials could field, and as such almost all of the
armour was to the front. Against all shots hitting the front of the vehicle it counts its
damage value as 10+
Special Rules
- Slow: The Noble Falconer Mk. IX’s move is reduced to 6" advance and 12" run
- Thin sides: All shots to the side of the vehicle get an additional +1 penetration modifier
(i.e. +2 in total)
- Caoivish craftsmanship: See national rules

NOBLE WIDOW MK. XIV


The Noble Widow Mk. XIV is the Caoivish answer to the an extremely powerful high velocity armour piercing anti-
Pelekys, although with a uniquely Warden take on what a tank gun second only to the 75mm in performance. Its
tank destroyer should be. Instead of boasting high mobility pitiful speed prevents it from hunting tanks, but when a
and long range, the Noble Widow sports some of the Noble Widow springs an ambush on an unsuspecting
toughest armour to be found outside of a battle tank and armoured column there is little that can be done to stop it.

Cost 160pts (Inexperienced), 200pts (Regular), 240pts (Veteran)


Weapons 1 forward-facing hull-mounted 68mm HVAP medium anti-tank gun
Damage Value 9+ (medium tank)
- 68mm HVAP: The 68mm HVAP medium anti-tank gun gets a +1 modifier to results
rolled on the ‘Damage Results’ table
- Extra frontal armour: The Noble Widow was designed to withstand some of the
heaviest anti-tank weaponry the Colonials could field, and as such almost all of the
armour was to the front. Against all shots hitting the front of the vehicle it counts its
Special Rules
damage value as 10+
- Slow: The Noble Widow Mk. XIV’s move is reduced to 6" advance and 12" run
- Thin sides: All shots to the side of the vehicle get an additional +1 penetration modifier
(i.e. +2 in total)
- Caoivish craftsmanship: See national rules

NISKA MK. II BLINDER


The Niska Mk. II Blinder was one of the first Warden compared to a 75mm gun and the Flood that uses it. The
vehicles to carry the potent 68mm Dewar-AT-14 anti-tank use of the Niska-series halftrack as a platform for the
gun. While not as powerful as the 75mm Caine 56-H gun 68mm provides a highly mobile but generally weak tank
found on the Flood Mk. I battle tank, the 68mm is less destroyer that also doubles as an infantry support vehicle.
expensive and therefore more of them can be fielded

Cost 88pts (Inexperienced), 110pts (Regular), 132pts (Veteran)


Weapons 1 forward-facing hull-mounted 68mm medium anti-tank gun
Damage Value 7+ (armoured carrier)
- Long barrel: This vehicle doesn’t suffer the -1 ‘to hit’ penalty when shooting at targets
Special Rules at over half range with its 68mm anti-tank gun
- Open-topped
DEVITT-CAINE MK. IV MMR
The Warden response to the Colonial “Peltast” mortar on the chassis of the Devitt-series light tank. While not as
halftrack came in the form of the Devitt-Caine Mk. IV agile as the “Peltast”, the Devitt-Caine boasts superior
MMR. The unique open-topped turret, while unorthodox armour and can therefore provide fire support closer to the
for Warden design, allows for the installation of a mortar frontlines.

Cost 96pts (Inexperienced), 120pts (Regular), 144pts (Veteran)


Weapons 1 turret-mounted medium mortar
Damage Value 8+ (light tank)
Special Rules - Open-topped

BMS PACKMULE “FLAKBED”*


An improvised anti-aircraft vehicle, the BMS Packmule for engaging air targets, it is also seen engaging ground
“Flakbed” consists of a regular flatbed with a 12.7mm targets as a cheap and inexpensive heavy machine gun
Flak Gun mounted on the back. While designed primarily platform.

Cost 48pts (Inexperienced), 60pts (Regular), 72pts (Veteran)


Weapons 2 platform-mounted heavy machine guns
Damage Value 6+ (soft-skin)
Special Rules - Flak

74B-1 RONAN GUNSHIP, 74C-2 RONAN METEORA GUNSHIP, & 74D-3 RONAN ARDAITHE
GUNSHIP*
Direct gunboat support in a battle is a very uncommon to take on both land and naval targets with ease. The 74c-
sight – with most gunboats providing artillery support 2 Ronan Meteora Gunship swaps out its machine gun
prior to an invasion or offensive – but there are situations turret for an additional 120mm artillery piece, making it
where the direct involvement of naval support would suited for artillery support. The 74d-3 Ronan Ardaithe
prove handy. The 74b-1 Ronan Gunship was designed to Gunship, which swaps out the rear artillery piece for an
wrest control of the waterways, being suitable for both additional twin machine gun turret, is preferred for raiding
seaborne and river operations. Its twin machine gun turret naval targets as it doesn’t suffer from the ammunition
and 120mm artillery piece provide potent fire support, able storage issues that come with the 120mm gun.

Cost 140pts (Inexperienced), 175pts (Regular), 210pts (Veteran)


2 turret-mounted heavy machine guns (on a single turret) covering the front and side
Weapons
arcs and 1 turret-mounted 120mm medium howitzer covering the rear and side arcs
Damage Value 7+ (armoured carrier)
- May replace the 2 turret-mounted heavy machine guns with a turret-mounted 120mm
medium howitzer covering the front and side arcs for +25pts (74c-2 Ronan Meteora
Gunship)
Options
- May replace the turret-mounted 120mm medium howitzer with 2 turret-mounted heavy
machine guns (on a single turret) covering the rear and side arcs for -25pts (74d-3
Ronan Ardaithe Gunship)*
- Armoured all around: No penetration modifiers when shooting at the sides, rear, or
from above
Special Rules
- Waterborne: May only move in areas of deep or shallow water being treated as a
tracked vehicle for speed and turning ability

74B-1 RONAN GUNSHIP (PRE-UPDATE 42)‡ & 74C-2 RONAN METEORA GUNSHIP (PRE-
UPDATE 42)‡
The gunboat, prior to Update 42, was equipped with 55mm guns like those found on the ground. This entry represents
artillery guns, classified in the game as ‘light artillery’. the 55mm-equipped gunboats, and are best taken when
However, with the artillery rework, these became 120mm representing old battles (like War 19).

Cost 132pts (Inexperienced), 165pts (Regular), 198pts (Veteran)


2 turret-mounted heavy machine guns (on a single turret) covering the front and side
Weapons
arcs and 1 turret-mounted 55mm light howitzer covering the rear and side arcs
Damage Value 7+ (armoured carrier)
- May replace the 2 turret-mounted heavy machine guns with a turret-mounted 55mm
Options light howitzer covering the front and side arcs for +15pts (74c-2 Ronan Meteora
Gunship)
- Armoured all around: No penetration modifiers when shooting at the sides, rear, or
from above
Special Rules
- Waterborne: May only move in areas of deep or shallow water being treated as a
tracked vehicle for speed and turning ability

ARMOURED CARS
While useful for recon, armoured cars serving on the Veli- mobilised to intercept any threats to Warden logistics.
Caoiva front tend to be designed and used for infantry This section also includes lighter combat vehicles,
support and urban combat more than anything else. They such as motorbikes and utility vehicles, that are taken in
also serve in the anti-partisan role, being quickly the Armoured Car slot.

O’BRIEN V.110 & V.121 HIGHLANDER


The O’Brien V.110 armoured car is one of the oldest partisan roles. To better protect the more remote and
vehicles in the Warden arsenal. It predates the Breaching, mountainous regions of northern Caoiva, the O’Brien
being used to quell insurrection and border insurgents in V.121 Highlander was designed, removing the V.110’s
urban environments south of the Bulwark. Its dual wheels in favour of tracks more suited to off-road
machine-gun armament and two-man crew make it an conditions.
incredibly cheap vehicle, valuable in recon and anti-

Cost 56pts (Inexperienced), 70pts (Regular), 84pts (Veteran)


Weapons 2 turret-mounted light machine guns
Damage Value 7+ (armoured carrier)
Options - Replace wheels for tracks at no cost (O’Brien V.121 Highlander)
Special Rules - Recce

O’BRIEN V.144 ICEBREAKER


As a result of further development of the O’Brien V.121 rounds. In addition to this, the vehicle is fitted with a
Highlander, the O’Brien V.144 Icebreaker was designed. 20mm anti-tank rifle to deal with light enemy armour. Its
It fits the role of a heavy tracked armoured car due to its only downside is reduced speed and increased
reinforced frontal armour plating. This armour is able to construction costs.
withstand any weapon calibre up to high-velocity 12.7mm

Cost
Weapons 1 turret-mounted anti-tank rifle
Damage Value 7+ (armoured carrier)
- Extra frontal armour: Against all shots hitting the front of the vehicle it counts its
Special Rules damage value as 8+
- Recce
O’BRIEN V.99 SHEPHERD*
The O’Brien V.99 Shepherd was the first heavy armoured machine guns being able to take on light armour. Its turret
car to be developed by Caoiva, and predates the Great was a modified version of the dual machine gun turret
Wars. It was used in a similar fashion to the O’Brien V.110 from what would eventually become the 74b-1 Ronan
as an anti-insurrection vehicle, with its more powerful Gunship.

Cost 80pts (Inexperienced), 100pts (Regular), 120pts (Veteran)


Weapons 2 turret-mounted heavy machine guns
Damage Value 7+ (armoured carrier)
Special Rules - Recce

O’BRIEN V.101 FREEMAN


The O’Brien V.101 Freeman is a cheap heavy armoured able to directly engage armour, it is one of the faster
car that carries the 40mm Deckard 21-C anti-tank gun. The vehicles to carry the 40mm gun available to the Wardens,
chassis’ design predates the O’Brien V.110, barely being making it suitable for recon operations. It’s generally
able to carry the weight of the 40mm gun. While the V.101 disliked by its crews for its poor off-road performance,
has limited armour protection that prevents it from being however.

Cost 84pts (Inexperienced), 105pts (Regular), 126pts (Veteran)


Weapons 1 turret-mounted 40mm light anti-tank gun
Damage Value 7+ (armoured carrier)
- HE: Instead of having a rating of 1”, the 40mm anti-tank gun’s HE shell has a rating of
2”
- One-man turret: Combining the roles of commander, gunner and loader and
squeezing the unfortunate fellow into a tiny one-man turret means it’s hard to do
Special Rules different things at once! To represent this, it is always necessary to make an order test
when issuing an Advance order, even if the tank is not pinned
- Recce
- Slow traverse: This vehicle cannot be given an order until at least one other unit on
the same side has already been given orders (whether successfully or not)

DRUMMOND SPITFIRE 100D


The Drummond Spitfire 100d, which is fitted with a light escort for convoys and as a quick-reaction vehicle meant
machine gun ideal for disrupting Colonial logistics, is a to react to enemy partisan incursions swiftly and
very popular vehicle for partisans. It also serves as a light decisively.

Cost 20pts (Inexperienced), 25pts (Regular), 30pts (Veteran)


Weapons 1 pintle-mounted light machine gun
Damage Value 6+ (soft-skin)
Special Rules - Flak

MOTORBIKE SQUAD
The Wardens have access to only one motorbike – the when they are removed after sustaining damage!) While it
Kivela Power Wheel 80-1, which is used primarily in the may seem odd to include an infantry squad under the
recon role and thus has no mounting for any weapons. It is ‘armoured car’ heading, we treat them as several vehicles
still used in combat as a faster form of transport for troops acting as one unit instead of an infantry squad. They also
to temporarily dismount and fire from, but unlike the count as an Armoured Car for all selectors that take the
Reconnaissance Squad we do not allow any men in the Motorbike Squad.
Motorbike Squad to abandon their vehicles (except for

Cost 17pts (Inexperienced), 25pts (Regular), 33pts (Veteran)


Weapons 1 forward-facing rifle or submachine gun
Damage Value 6+ (soft-skin)
- Replace the rifle or submachine gun with a Malone light machine gun for +10pts
Options - Replace the rifle or submachine gun with a light mortar for +5pts
- Replace the rifle or submachine gun with an anti-tank rifle for +5pts
- Recce
- Turn on the spot: Motorbikes are so small and agile that they can turn on the spot
enabling them to execute a full speed Run ‘reverse’, finishing the move facing the
direction of travel
- Questionable firing platform: The sidecar is purely a transportation option for the
Malone light machine gun, light mortar, and anti-tank rifle – they require time to set up
to fire, and thus can only be operated with a Fire order
Special Rules
- Extra selection: You may take up to 4 Motorbike Squad units as one selection in each
selector that can take the Motorbike Squad. Each vehicle must have the same
experience level and forms a unit with a single order dice, operating like ‘transport
units’, as presented on page 217 of the Bolt Action rulebook (except for the lack of
transport rules). A maximum of one Malone light machine gun and light mortar may be
taken in each unit of 2 to 4 motorbikes, and no more than half of the unit’s motorbikes
may be equipped with an anti-tank rifle

ENCLOSED ARTILLERY
There are certain artillery pieces fielded by the Warden entry will specify what slot it can be taken in under
Empire that are fully enclosed in armour, and instead of Warden selectors.
treating them as artillery we treat them as vehicles. Each

GUN TURRET
The Gun Turret is the turret of a tank placed onto a Most defensive tactics rely on the massed concentration of
concrete base, allowing it to act as a defensive structure. these turrets to effectively deter armour. Obviously, the
The original tank design where the turret comes from has Gun Turret is immobile and can only be used effectively
been lost to time, but it’s turret is still chosen because of when defending.
its small size, making it easily fit onto its concrete base.

Cost 120pts (Inexperienced), 150pts (Regular), 180pts (Veteran)


Weapons 1 turret-mounted medium anti-tank gun
Damage Value 9+ (medium tank)
- The Gun Turret is always counted as in Hard Cover to attackers and counts
immobilised damage results as crew stunned instead. It cannot move for the entire
game and is therefore always set-up onto the table (up to 12” from the player’s table
Special Rules
edge) even in scenarios that do not allow initial set-up of units
- You may take up to three Gun Turrets as one Tank selection in any Warden selector
that allows it

COASTAL GUN
Coastal Guns are an important defensive tool in protecting never enough to go around. Their armoured case protects
beachheads and ports from invasion. They can fire at long them from all angles, and is often enough to prevent
range to destroy enemy fleets long before they reach the enemy ships from destroying a coastal gun before it
shore. The only issue with coastal guns is that there are destroys them.

Cost 112pts (Inexperienced), 140pts (Regular), 168pts (Veteran)


Weapons 1 turret-mounted heavy howitzer
Damage Value 8+ (light tank)
- The Coastal Gun counts immobilised damage results as crew stunned instead. It
cannot move for the entire game and is therefore always set-up onto the table (up to
12” from the player’s table edge) even in scenarios that do not allow initial set-up of
Special Rules
units
- You may take one Coastal Gun as one Immobile Weapon selection in any Warden
selector that allows it

TRANSPORTS AND TOWS


While the Warden forces don’t have as many dedicated The transport capacities of many vehicles have
troop transport options as the Colonials, there are more been increased from their in-game values as to be more
options for tows. Like the Colonials, the Wardens have balanced and realistic – there’s no reason the standard
access to a wide variety of civilian vehicles at their truck shouldn’t be able to carry more passengers, for
disposal and are able to rely on vehicles from the Basset instance – and most vehicles can tow field weapons.
Motor Society to perform specialised tasks.

NISKA MK. I GUN MOTOR CARRIAGE


The Niska-series halftrack, much like the HH-series the Niska Mk. II serves as an effective tank destroyer and
halftrack for the Colonials, has a limited transport capacity assault gun, the Mk. I acts as a tow and troop transport,
and is designed primarily as a weapons platform. While alongside supporting infantry with its machine gun.

Cost 56pts (Inexperienced), 70pts (Regular), 84pts (Veteran)


Weapons 1 pintle-mounted MMG covering the forward arc
Damage Value 7+ (armoured carrier)
Transport Up to 5 men
Tow Light howitzer; light or medium anti-tank gun; light anti-aircraft gun
Special Rules - Open-topped

MULLOY LPC & FLYING SQUID*


The Mulloy LPC serves as a dedicated troop transport, barges and gunboats, alongside its designed purpose as a
serving both on land and in amphibious operations. A landing craft.
common tactic used with the Mulloy is to fire from within The Mulloy Flying Squid employs smoke grenade
the vehicle and use its armour to withstand small arms fire. launchers to provide a smoke screen, providing cover for
Its waterborne capabilities enable the Mulloy to serve as a infantry during a naval invasion. While technically not in
potent raiding vessel, using its crew’s weapons to take out the game, it was planned once and so we include it here.

Cost 52pts (Inexperienced), 66pts (Regular), 80pts (Veteran)


Weapons None
Damage Value 7+ (armoured carrier)
Transport Up to 8 men
Tow None
- May take 2 mounted light mortars with only smoke shells (smoke grenade launchers),
Options
taking the ‘smoke grenade launchers’ special rule, for +25pts (Mulloy Flying Squid)*
- Amphibious: The LPC has more agility in water than most amphibious vehicles. This
unit may turn, reverse, and move at its full Run rate (and therefore be given a Run
order) in shallow and deep water
- Open-topped
Special Rules - Any infantry units being transported may be given a Fire order to fire any small arms
weapons from the back of the vehicle. If the transport has moved this round, the
infantry suffer the -1 to hit modifier for firing on the move (including weapons or units
that normally ignore this penalty, such as weapons with Assault). Infantry firing in this
way may be targeted instead of the transport, as if they were in hard cover
- Smoke grenade launchers (Mulloy Flying Squid only): The light mortars count as one
weapon (and thus both can be fired even if the transport is empty) and must both be
fired at once. They always fire at target points exactly 6” away from the LPC and
directly in front of it along either side. This always hits – assume you rolled a 6 to hit
when firing

DEVITT FERRET MK. III APC*


As the war progressed, the need for a troop transport that and disembark. This created an open-topped carrier (The
could protect infantry from the harsh winter weather of Devitt Ferret Mk. III APC) that provided sufficient
northern Caoiva was realised as the Wardens began small protection against wind and allowed for its use as a
counteroffensives, and a surplus of Devitt Mk. III’s meant reconnaissance vehicle because of its visibility. It was
that a vehicle using the same chassis was preferable. common for pintle machine guns to be installed as a field
Warden engineers took it a step further and made the modification to provide fire support for the embarked
simple modification of removing the turret, leaving the infantry.
hole in which it was placed as a way for infantry to embark

Cost 61pts (Inexperienced), 77pts (Regular), 93pts (Veteran)


Weapons None
Damage Value 8+ (light tank)
Transport Up to 6 men
Tow None
- May take one pintle-mounted Malone medium machine gun covering the forward arc
Options
for +10pts
- Open-topped
Special Rules
- Caoivish craftsmanship: See national rules

DEVITT BADGER MK. IV APC*


The success of the Devitt Ferret Mk. IIIc was only Personnel Carrier) amended the latter issue by using the
challenged by the long time it took to disembark and its Devitt Ironhide Mk. IV as a basis.
light armour. The Devitt Badger Mk. IV APC (Armoured

Cost 93pts (Inexperienced), 117pts (Regular), 141pts (Veteran)


Weapons None
Damage Value 9+ (medium tank)
Transport Up to 6 men
Tow None
- May take one pintle-mounted Malone medium machine gun covering the forward arc
Options
for +10pts
- Open-topped
Special Rules
- Caoivish craftsmanship: See national rules

BMS PACKMULE FLATBED


One of the Basset Motor Society’s most successful designs carrying capacity and power of the flatbed makes it a
is the Packmule Flatbed truck. Able to carry containers, popular vehicle in the eyes of logistics drivers.
emplaced weapons, and even certain small vehicles, the

Cost 16pts (Inexperienced), 20pts (Regular), 24pts (Veteran)


Weapons None
Damage Value 6+ (soft-skin)
Transport None
Tow Any anti-tank gun, howitzer or anti-aircraft gun; any emplacement
- This vehicle can tow emplacements – field weapons can be towed in the regular way
Special Rules
or as an emplacement (you must specify which before towing)

BMS CLASS 2 MOBILE AUTO-CRANE


The BMS Class 2 Mobile Auto-Crane is one of the most loads and unloads vital supplies ferried by flatbeds to the
important vehicles fielded on the Veli-Caoiva front, but is front. However, it can have a direct impact on a battle by
perhaps comparatively boring in combat. Instead of allowing the offensive deployment of emplaced weapons,
bringing heavy armaments to bear on the enemy or such as the emplaced anti-tank and anti-air guns.
whisking troops to the frontlines, the Mobile Auto-Crane

Cost 16pts (Inexperienced), 20pts (Regular), 24pts (Veteran)


Weapons None
Damage Value 6+ (soft-skin)
Transport None
Tow None
- Crane: This unit counts as a crane and is needed for emplacements to mount and
Special Rules dismount transports
- Slow

DUNNE TRANSPORT
The Dunne Transport is the workhorse of the Warden roles wherever the Wardens operate. This entry can also
armed forces. Its versatility makes it ideal for short be used to represent civilian trucks, such as the
logistics runs and quartermaster usage, being able to carry Repurposed Truck, the modified Dunne Flatbed 1b that
supplies, tow field weapons, and transport passengers removes the rear benches and metal canvas supports, or
depending on what is required of it. Many successful the Dunne Fuelrunner 2d in an ad hoc towing role by
variants of the Dunne have gone on to serve in specialised removing all transport capacity.

Cost 31pts (Inexperienced), 39pts (Regular), 47pts (Veteran)


Weapons None
Damage Value 6+ (soft-skin)
Transport Up to 12 men
Tow Light howitzer; light or medium anti-tank gun; light anti-aircraft gun

DUNNE LEATHERBACK 2A
As Colonial partisan raids continued to grow in intensity, 2a is called in. Boasting additional armour, the
the need for better protection for Warden logistics was met Leatherback is resistant to most small-arms fire, making it
with the introduction of armed convoys. When a convoy useful against partisan attacks and also as an impromptu
is impractical, scouts and watchtowers are used to survey armoured personnel carrier.
the path ahead, and if all else fails the Dunne Leatherback

Cost 55pts (Inexperienced), 69pts (Regular), 83pts (Veteran)


Weapons None
Damage Value 7+ (armoured carrier)
Transport Up to 12 men
Tow Light howitzer; light or medium anti-tank gun; light anti-aircraft gun
Special Rules - Open-topped

DUNNE LANDRUNNER 12C


The Dunne Landrunner 12c is a halftrack variant of the and chained wheels to navigate harsh terrain. It’s also
regular Dunne Transport, designed for use in harsher valued for its increased towing capacity, allowing it to
climates with dilapidated roads. It transports materials carry the heavier weapons in the Warden arsenal without
from the most remote locations in Caoiva, using its tracks having to use an expensive flatbed.

Cost 35pts (Inexperienced), 44pts (Regular), 53pts (Veteran)


Weapons None
Damage Value 6+ (soft-skin)
Transport Up to 12 men
Light or medium howitzer; light, medium or heavy anti-tank gun; light or heavy anti-
Tow
aircraft gun

DUNNE CARAVANER 2F
A civilian model repurposed for military service, the ‘platoon in a box’ and is a common sight in backline towns
Dunne Caravaner 2f boasts the largest transport capacity as soldiers are ferried to the front. It’s uncommon for them
for any vehicle on the Veli-Caoiva front. Carrying up to to see direct combat, but there are tales of suicidal pushes
30 men, this bus is often referred to colloquially as the made possible through the sacrifice of a Caravaner.

Cost 60pts (Inexperienced), 75pts (Regular), 90pts (Veteran)


Weapons None
Damage Value 6+ (soft-skin)
Transport Up to 30 men
Tow None

DRUMMOND 100A, LOSCANN 55C, & STAFF CAR


The Drummond-series light utility vehicle is valued for its operations, but isn’t suited for long-range seaborne travel.
reconnaissance capabilities and versatility, and is a The Loscann still sees use in non-amphibious conditions
favourite amongst partisan forces. The Drummond 100a is due to its open back and general reliability. This entry can
fitted with a radio pack that allows its crew to gather intel. also be used to represent civilian cars, such as the Staff
The Drummond Loscann 55c allows for amphibious Car, by not selecting any options.

Cost 16pts (Inexperienced), 21pts (Regular), 26pts (Veteran)


Weapons None
Damage Value 6+ (soft-skin)
Transport Up to 3 men
Tow None
- May have the ‘recce’ special rule for +10pts (Drummond 100a only)
Options
- May have the ‘Amphibious’ special rule for +10pts (Drummond Loscann 55c only)
- Amphibious (Drummond Loscann 55c only)
Special Rules
- Recce (Drummond 100a only)

HEAVY FIELD CAR*


While no official military field cars are produced by the Dunne transport is unavailable, impractical, or simply
Warden Empire, civilian models are used when required. inefficient. This entry can also represent the ‘pickup’
They often tow artillery and anti-tank guns when the version of the Repurposed Truck.

Cost 22pts (Inexperienced), 27pts (Regular), 33pts (Veteran)


Weapons None
Damage Value 6+ (soft-skin)
Transport Up to 6 men
Tow Light howitzer; light or medium anti-tank gun; light anti-aircraft gun

AMBULANCES
All ambulances count as medics, and can be fielded in any the selector does not allow any transports, ambulances
Theatre Selector instead of an infantry medic. However, if cannot be used.

DUNNE RESPONDER 3E
The Dunne Responder 3e is the only vehicle used by the hospital. However, a team of medics may operate from an
Warden Empire specifically designed to carry casualties. ambulance in the thick of the fighting, in which case it
Often, the Responder won’t be in the heat of battle – that receives similar special rules to an infantry medic. This
was the medic’s responsibility, with the Responder being entry can also represent civilian vehicles converted to an
tasked to take casualties away from the battle and to a field ambulance role.

Cost 50pts (Regular), 60pts (Veteran)


Weapons None
Damage Value 6+ (soft-skin)
None – however, much like empty transports, ambulances are destroyed if they end
Transport their turn closer to enemy units than to friendly units, as described on page 114 of the
main rulebook.
- Medical vehicle: Being in proximity of an ambulance means that any wounded
soldiers nearby have a chance of being treated by a medic or stretcher bearer from
Special Rules
amongst the crew of the ambulance. All infantry and artillery units within 6” of the
vehicle count as within 6” of a medic
THEATRE SELECTORS
SOUTHERN CAOIVA SKIRMISHES
The territory of Caoiva extends far below the Bulwark, Empire at the time, the skirmishes were of vital
and prior to the official declaration of war there were many importance and, despite failing to stop the Colonial forces
skirmishes between Warden and Colonial forces. Once from attacking, saw many decisive Warden victories.
war became an inevitability, the skirmishes became an Due to the flat terrain and the long supply lines
effort to disrupt the Colonials prior to their inevitable required, Warden cavalry units saw plenty of action during
northward offensive, to ensure that the Bulwark would this time. The lack of terrain and tactics prohibitive to
hold and that sufficient reinforcements could be prepared cavalry resulted in these skirmishes being considered the
for a counteroffensive if necessary. “golden age” of horseback fighting during the Great Wars.
Assigned to the best soldiers in the Caoivish

SPECIAL RULES
On the Offensive – Warden forces do not benefit from headquarters unit that can be given rifles as one of their
the ‘Defence of Caoiva’ special rule. weapon options may take cavalry carbines (counts as
pistols on horseback, but counts as carbines on foot).
Early War – No headquarters or infantry units may take Additionally, you may take up to three
assault rifles, even if given the option to do so. “Tachanka” units as one vehicle in the Tanks and Self-
Propelled Gun slot for the purposes of selection.
Cavalry Platoon – If all of the infantry squads taken in If either or all of the above options are utilised,
a platoon are mounted on horseback, then any you may not take any vehicles (except for the Horse-
headquarters unit or infantry team in the platoon may also Drawn Limber and the “Tachanka”).
be mounted on horseback for +2pts per man. Any
Southern Caoiva Skirmishes Reinforced Field Weapon:
Platoon - Logan Cannon 150mm
0-1
Era - Swallowtail 988/127-2
Great War
- Balfour Wolfhound 40mm
1 Lieutenant – First or Second Armoured Cars
Infantry squads:
Vehicle:
- Regular Infantry Squad (Great War Era)
2 - O’Brien V.110
- Veteran Infantry Squad (Great War Era)
- O’Brien V.99 Shepherd*
- Cavalry Squad 0-1
- O’Brien V.101 Freeman
Plus - Drummond Spitfire 100d
- Motorbike Squad
Headquarters
Tanks and Self-Propelled Guns
0-1 Captain or Major
Vehicle:
0-1 Medic
- King Spire Mk. I
0-1 Forward Observer (Artillery or Air) - King Gallant Mk. II
0-1
- Storm Tank
Infantry
- Horse-Drawn “Tachanka” –
Infantry Squads: PLACEHOLDER MG NAME*
- Regular Infantry Squad (Great War Era) Transports and Tows
- Veteran Infantry Squad (Great War Era)
0-3 - Reconnaissance Squad (Great War Era) Transport vehicle per infantry unit in the
- “The Hands” Squad (Great War Era) Reinforced Platoon:
- Eight Sons Squad (Great War Era) - Dunne Transport
0-1
- Cavalry Squad - Drummond 100a
- Drummond Loscann 55c
0-1 Medium Machine Gun Team
- Heavy Field Car*
Anti-Tank Team: Tow per artillery unit in the Reinforced
0-1
- Anti-Tank Rifle Team Platoon:
0-1 Sniper Team 0-1 - Dunne Transport
- Heavy Field Car*
0-1 Light Mortar Team - Horse-Drawn Limber*
Artillery

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