Professional Documents
Culture Documents
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.
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.
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.
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-
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.
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.
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-
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.
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.
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.
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.
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.
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
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
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.
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.
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.
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.
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.
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.
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).
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.
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.
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
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.
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.
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.
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
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.
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.
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