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Armies of the Colonial Legion

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 stating Selectors that allow you to represent said “historic”
that this book is far from complete. While the basic battles, such as the skirmishes south of the Bulwark or the
fundamental requirements are required to use the first Siege of Sunhaven, or even “what-if” battles such as
Colonials as a faction in Bolt Action, it is far from what I the Invasion of Nicnevin or the Siege of Demokratos
would call a finished product. There may be placeholders, - Selectors that allow you to represent various
incomplete entry descriptions, incorrect or unbalanced regiments, clans, and other organised groups within the
units, missing graphics, and so many things I haven’t even Foxhole community (included with permission or even at
begun to work on fully. The title page isn’t even ready, the request of said clans)
and so it’s simply a placeholder with credits that haven’t - Custom “hero” units based on members of the
been fully updated. community
If you’re reading this, however, you most likely - A collection of scenarios representing various
don’t care that it’s not done. Your input now, while the unique battles, but this will eventually become a series of
core features of the book itself are being worked on, is vital campaign books separate from this army book
to ensuring the product reaches its full potential. - The book being completed, of course (no
For now, this book contains a list of all the special placeholders etc.)
rules needed to play, including the national rules exclusive As you can see, there are a lot of plans for this
to the Colonials and the composition of the Generic book, and what you see now is only the start of it. There
Reinforced Platoon selector, and almost all of the units – are similar plans for this book’s counterpart, Armies of
infantry, artillery, and vehicles – that make up the Colonial Caoiva, which will cover the Wardens.
Legion. With this, you can begin playing immediately I wanted to extend a huge thank you to everyone
assuming you have the regular Bolt Action rulebook as who has helped me with this project so far, both in the
well. creation of this rulebook and the complementary Tabletop
To serve as a teaser for what’s to come, the Simulator mods. I would never have dreamt that this
following features are planned for the final version of the project would become so popular within the Foxhole
book (alongside some that I may have forgotten to community.
include): May all of your tabletop battles result in victory –
- An illustrated front cover, similar to the other or at the very least a good time had by all!
Bolt Action army books
- Lots of drawings, paintings, and other artwork - “Robert Spark” (RobotSpark)
from the Foxhole community that serve as a very handy
reference to the Colonials
- Pictures of the Colonial 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
Caoiva.
THE ARMY LIST
This Army List is based upon the weapons and forces unique vehicles and vehicle variants. To help differentiate
available to ‘The Colonials’, one of the two factions the Warden army from the Colonial army further, the lore
players can choose to fight as in the video game Foxhole. of Foxhole is also considered to give flavour and
While there has been little difference between the two ‘authenticity’ to units. Player-driven actions are also
factions for the majority of the game’s history, Update 37 considered in the creation of this book.
– Arms Race added factional asymmetry in the form of

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
To dismount, the transport must be within 9” of a crane.
there are numerous cases of emplacement weapons being
used in an offensive role or being rapidly redeployed in the The crane performs a special Advance order similar to the
heat of battle that we find it fitting to provide rules for one done when assisting to mount, but the emplacement is
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
If the crane fails an order test to perform the special
way as regular artillery, but with different rules for
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
the emplacement must be within 9” of a friendly crane In either case, the emplacement is immediately assigned a
Down order die after the crane’s activation is resolved

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.

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 weapons chart in the rulebook, it will
are, they’re included in the various army books and appear here. This chart also includes weapons that have
supplements and are therefore not in one centralised identical profiles to existing weapons, but are renamed to
location). The weapons chart below shows all new 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 (2D6) then it would have 2D6 hits against units in
them every time the weapon is used. A list of all of these buildings).
new special rules is provided here.
APFA. Armour Piercing Field Artillery, or just APFA for
Anti-Structure (X). Some weapons, especially in short, is a devastating anti-tank shell produced for field
Foxhole, have impressive performance against buildings artillery that is highly valued by veteran soldiers as one of
(and anything inside of them) but mediocre performance the most potent anti-tank rounds in service. As such, any
against infantry. As such, when firing the HE shell of a weapon with this special rule may elect to fire an armour
weapon that has this special rule, treat that HE shell’s “hits piercing shell with a penetration value of +6 instead of
vs. targets in buildings” value as that shown in the brackets firing the regular high explosive shell. If a unit with APFA
(e.g. a weapon with HE (2”) would normally have D6 hits goes into ambush, you must specify which type of shell is
against units in buildings, but if it also had Anti-Structure loaded. The HE shell uses its standard pen value.

WEAPON LIST
The weapons of Foxhole aren’t as well-known as other Submachine Gun (SMG). Placeholder.
armies’ weapons – everyone knows the standard rifle of
Shotgun. Shotguns are not a common weapon in the
the British Army during WWII was the Lee-Enfield, but
Warden arsenal, but the Brasa shotgun imported from
it’s not as common to know that the main rifle of the
Warden infantryman is the No. 2 Loughcaster. This Estrella does its job well. Some resistance forces may use
section includes not only the names of all of the weapons their own shotguns, ranging from personally-owned
Brasa’s to double-barrel shotguns common with farmers.
available to the Wardens, but some info on their
characteristics and history, if any. Assault Rifle. Placeholder.
Rifle. Placeholder. Light Machine Gun (LMG). Placeholder.
Carbine. Placeholder. Medium Machine Gun (MMG). The Colonial Legion
Relic Rifle. Placeholder. relies on Kraunian models for medium machine gun
support – primarily, the KRN886-127 Gast, which is
Pistol. Placeholder. equipped with a bipod for slightly easier transportation. It
doesn’t see much use as a squad machine gun (which the other anti-tank guns. The 68mm gun makes up for the
Cataro mo.II serves as) but is still seen providing covering 40mm’s lower penetration in being a dedicated anti-tank
fire. The Gast was an attempt to create a more portable calibre. The king of all anti-tank guns is the 75mm, with
version of the earlier KRN879-127 Terrent (a non-canon incredible penetration and a dependable high-explosive
name for the old tripod machine gun before it was shell.
separated into two faction-specific variants). All three guns are used as weapons for vehicles,
with the 40mm and 68mm also existing as field and
Heavy Machine Gun (HMG). While the Gast could be emplaced weapons. High velocity armour piercing
considered a heavy machine gun by some, for the sake of
versions of the 40mm and 68mm exist that deal
the rules we treat it as a light and medium machine gun
devastating damage upon a successful impact and are still
and instead treat the high-velocity 12.7mm guns found on compatible with the regular gun’s ammo.
the G40 Sagittarii and similar mounts as heavy machine
guns, as they don’t have the calibre or explosive payload Flamethrower. There is no flamethrower in Foxhole.
that would make them autocannons. However, concept art for the game depicts soldiers
equipped with flamethrowers and the main limitation for
Anti-Tank Rifle. The Warden-exclusive 20mm anti-tank implementing a flamethrower into Foxhole is related to the
rifle was outdated even in the early days of the Great War
game’s engine – a limitation not imposed in a tabletop
due to the presence of heavy armour such as the Heavy
wargame, and so we allow flamethrowers to exist. It is
Infantry Carrier and the PL-1 “Phalanx”, but luckily they implied that both infantry and vehicle flamethrowers exist,
were few and far between. Even today the 20 Neville anti- so both are represented in the rules.
tank rifle finds use against lightly-armoured targets, and is
especially potent in the hands of partisan forces. Infantry Support Gun. The Daucus isg.III sees use in the
Colonial Legion, and thanks to its light weight it can keep
Anti-Tank Mortar. A uniquely Warden weapon, the
up in an advance that artillery can’t keep up with. Some
Bonesaw Mk. 2 is the only example of an anti-tank mortar
older Warden vehicles used the Infantry Support Gun as a
in service. Specifically, an anti-tank mortar refers to a
main armament, due to its small size and calibre alongside
spigot mortar loaded with an anti-tank charge – basically decent explosive capabilities, but compared to traditional
the British PIAT. The Bonesaw has two key variants – an artillery its range is very poor.
unmounted variant that can be fired independently, and a
mounted variant that is fired on a tripod. The tripod variant Petard Mortar. The Colonial HC-7 “Ballista” was the
can fire farther due to better recoil handling and thus more first vehicle to mount a petard mortar, carrying the 250mm
powerful cartridges to launch the warhead. Hades mortar in a heavily armoured vehicle. Warden
engineers were able to reverse-engineer it and create the
RPG. Placeholder.
Balfour Falconer 250mm, which was then mounted to
Anti-Tank Guns. The 40mm is the standard light anti- several other vehicles. The petard mortar concept involves
tank gun round in use with both factions, and is the most a large spigot mortar that launches a short-range high-
common anti-tank gun in use. It’s used primarily due to its explosive warhead that is devastating against buildings
high explosive yield – it lacks the armour penetration of and defences but ineffective against other targets.

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


CLOSE AIR SUPPORT
The Colonial Legion has always relied on their Toxot 88- misidentification.
A fighters to wreak havoc on enemy columns, with the The Forward Air Observer unit can call an Air
airfield in Stonecradle becoming a main operating base Strike twice instead of once per game. Resolve the first air
once fighting in Northern Caoiva began. Ground and air strike as normal. Then, after the first air strike has been
forces have learnt to operate in tandem, with close air resolved, the FAO may call a second. Additionally, any
support able to knock out defences that impede the 'rookie pilot' results on the Air Strike chart may be
progress of the Colonial advance with little chance of rerolled.

MARCH OF THE LEGION


The Colonial Legion has relied on offensive doctrines to manner as it fires semi-automatically and can take a high
subdue many enemy nations – Caoiva being just the next amount of ammunition.
on the list. While this is obviously seen through the The Argenti r.II rifle is treated as a carbine, and
swiftness of the Legion’s vehicles, it’s also apparent almost all infantry squads are equipped with carbines as
through their firearms – the basic Colonial rifle, the their base weapon. This is always a free upgrade, unlike
Argenti r.II, is designed to be used in a highly mobile the Warden Blakerow 871 which costs 1 point.

FAITH IN ARMOUR
The Colonial Legion has always relied on their armoured vehicle with a damage value of 8+ or higher receive a +1
units to help win the battle, so much so that the sight of a bonus to their morale (in the same way as an officer's
tank is enough to inspire confidence in many Colonial morale bonus). This does not stack with multiple vehicles,
troops. Conversely, if the enemy is able to defeat Colonial but it does stack with any similar bonuses.
armour, then the hope for a swift and decisive victory will Whenever a Colonial vehicle with a damage value
be almost shattered. of 8+ is destroyed, all friendly infantry and artillery units
All Colonial infantry and artillery units within 6" within 6" must make a morale test. If they fail, they suffer
of or being transported (towed or as passengers) by a 1 pin.

METICULOUS ASSAULT (GREAT WAR ERA)


SOMETHING ABOUT LEADERSHIP UNDER MAROS reserve. In addition, units who choose to outflank may
BEING PERFECT AND TO EXACT MINUTES deploy 12” further along their edge than they normally
Colonial units never suffer the -1 morale penalty would.
when making an order test to come onto the board from
INSPIRING COURAGE (MODERN ERA)
SOMETHING ABOUT FEROCITY OF NEW PLAYERS units). When a ‘green’ unit checks to see if it is uprated, if
Whenever a ‘green’ Colonial unit is uprated from they are within 12” of a previously-uprated unit, they
Inexperienced to Regular after taking a casualty, that unit become Regular on a result of 4, 5, or 6 instead of just 5
confers a +1 morale bonus to any inexperienced ‘green’ or 6.
units within 12” (this does not stack with multiple uprated

INFANTRY
This section outlines all of the units in the Colonial Legion recruits straight out of boot camp, the forces available to
that aren’t considered to be artillery or vehicles. From the Colonial Legion are remarkably diverse. Like the rest
daring commandos and paratroopers serving alongside of the book, entries marked with an asterisk (*) are non-
some of history’s greatest generals to naïve and fresh canon or have assumed characteristics (e.g. it is likely
there was a H-5-Beta “Vulcan”, but its existence is not Colonial Legion, almost all infantry squads have assumed
confirmed and we don’t know enough about it to represent characteristics, and therefore entries and options with
it in the rules without making assumptions). Because of player-driven lore will be marked with an asterisk.
how little is known about the history and tactics of the
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
Colonial officers come from a large variety of experience to fully commit to them, some are the greatest
backgrounds, and thus have varying degrees of experience minds to ever send men to battle and will fight hard to take
and quality. While many are fresh with ideas but not the every inch of land they can.

- 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, carbine, shotgun, assault rifle, or Volta Repeater as depicted
Weapons
on the 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 Colonial Legion 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
Pistol, submachine gun, carbine, shotgun, assault rifle, or Volta Repeater as depicted
Weapons
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


The many nations that form the Colonial alliance provide Mesean infantry some of the better forces available to the
a large variety of attitudes and histories of war, but they Colonials. Velians are often happy to oblige and fight, but
all strive to win the war against the Warden Empire. While many sympathise with the Warden cause or believe the
it’s almost impossible to summarise the entirety of a Meseans have strong-armed them into an unfavourable
faction’s forces of on-and-off wars spanning centuries, alliance, leading to many soldiers being unwilling to fight.
there are some factors that have remained consistent – the Most Colonial soldiers will fight well, hoping to bring an
Meseans have always held fighting in high regard, often end to generations of war.
being described as having a ‘warrior culture’ that makes

RECRUIT SQUAD (GREAT WAR ERA)


At the onset of the Great Wars and even for quite a large military competency, the number and variety of people
part through it, many men and women from the various who willingly signed up meant that the average soldier
nations and states that form the Colonial Legion saw the was not the most skilled – but this could be made up for
war as a big adventure that all brave peoples of the with frightening strength and tenacity when the time called
Colonial nations should take part in. While some had for it.

Cost 35pts (Inexperienced)


Composition 1 NCO and 4 men
Weapons Carbines
- Add up to 5 additional men with carbines at +7pts each
- Any man in the squad with a carbine may take a Volta Repeater instead at no cost
- The NCO may have a submachine gun instead of a carbine for +3pts
- Up to 1 man may have a pistol instead of a carbine for -3pts
Options
- Up to 1 man may have a light machine gun instead of a carbine for +20pts – 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)


PLACEHOLDER.

Cost 50pts (Regular)


Composition 1 NCO and 4 men
Weapons Carbines
- Add up to 5 additional men with carbines at +10pts each
- Any man in the squad with a carbine may take a Volta Repeater instead at no cost
- The NCO may have a submachine gun instead of a carbine for +3pts each
- Up to 1 man may have a pistol instead of a carbine for -3pts
Options - Up to 1 man may have a light machine gun instead of a carbine for +20pts – 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 be given anti-tank grenades (sticky grenades) for +2pts per
man
- Bicycles (if taken)
Special Rules
- Tank hunters (if sticky grenades taken)

VETERAN INFANTRY SQUAD (GREAT WAR ERA)


PLACEHOLDER.

Cost 65pts (Veteran)


Composition 1 NCO and 4 men
Weapons Carbines
- Add up to 5 additional men with carbines at +13pts each
- Any man in the squad with a carbine may take a Volta Repeater instead at no cost
- The NCO and up to 2 men may have a submachine gun instead of a carbine for +3pts
- Up to 1 man may have a pistol instead of a carbine for -3pts each
Options - Up to 1 man may have a light machine gun instead of a carbine for +20pts each –
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 be given anti-tank grenades (sticky grenades) for +2pts per
man
- Bicycles (if taken)
Special Rules
- Tank hunters (if sticky grenades taken)

DRAFTED SQUAD (GREAT WAR ERA)


PLACEHOLDER.

Cost 20pts (Inexperienced)


Composition 1 NCO and 4 men
Weapons Volta Repeaters
- Add up to 15 additional men with Volta Repeaters at +4pts each
- The NCO and up to 19 men may have a carbine instead of a Volta Repeater at no
Options cost
- Up to 1 man may have a light machine gun instead of a Volta Repeater for +20pts –
another man becomes the loader
Special Rules - Shirkers

REPUBLIC RANGERS SQUAD (GREAT WAR ERA)


The Republic Rangers are an important part of the requisitioning on behalf of the Mesean Senate. They are
Colonial Legion, but they’re just as valued in the backlines also sent on patrols and are responsible for escorting high-
as they are on the front. Aside from being good fighters, value convoys. Their excellence in battle serves as an
Republic Rangers act as a de-facto “military police”, inspiration to new recruits, and the high demand for
managing military traffic and carrying out land and supply Rangers makes their arrival all the more welcome.

Cost 30pts (Veteran)


Composition 1 NCO and 1 man
Weapons Carbines
- Add up to 8 additional men with carbines at +15pts each
- The NCO and up to 2 men may have a submachine gun instead of a carbine for +3pts
each
- The NCO and up to 3 men may have a shotgun instead of a carbine for +3pts each
- The NCO and up to 9 men may have a Volta Repeater instead of a carbine at no cost
Options - Up to 1 man may have a pistol instead of a carbine for -3pts each
- Up to 1 man may have a Malone light machine gun instead of a carbine 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
- If no additional men are taken, the squad gains the “traffic direction” rule
- Stubborn
Special Rules - Traffic direction (if no additional men taken): Colonial forces do not suffer the -1
penalty for attempting to bring vehicles onto the table. In addition, if a Colonial force
includes a Republic Rangers Squad with this rule in reserve, it gains the benefit of a +1
modifier to bring vehicles onto the table
- Lead by example: Friendly “green” units within 6” of this unit receive a +1 bonus to
their morale if this unit has not failed an order test or morale test this round
- Bicycles (if taken)

SWORDS OF MARO SQUAD (GREAT WAR ERA)


Placeholder. This unit represents the Swords of Maro that
appear in the lore, not the player-made regiment of the
same name.

Cost 70pts (Veteran)


Composition 1 NCO and 4 men
Weapons Carbines
- Add up to 5 additional men with carbines at +14pts each
- The NCO and up to 2 men may have a submachine gun instead of a carbine for +3pts
each
- The NCO and up to 2 men may have a shotgun instead of a carbine for +3pts each
- The NCO and up to 9 men may have a Volta Repeater instead of a carbine at no cost
- Up to 2 men may have a pistol instead of a carbine 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)
- The entire squad may be given anti-tank grenades (sticky grenades) for +2pts per
man
- The entire squad may take the ‘fanatics’ special rule and lose the ‘stubborn’ special
rule for +2pts per man
- Stubborn (if ‘fanatics’ not taken)
Special Rules - Fanatics (if taken)
- Tank hunters (if sticky grenades taken)

RECRUIT SQUAD
Placeholder.

Cost 35pts (Inexperienced)


Composition 1 NCO and 4 men
Weapons Carbines
- Add up to 5 additional men with rifles at +7pts each
- The NCO may have a Volta Repeater instead of a carbine at no cost
- The NCO may have a submachine gun instead of a carbine for +3pts
- The NCO and up to 1 man may have a shotgun instead of a carbine for +3pts each
- Up to 1 man may have a pistol instead of a carbine for -3pts
Options - Up to 1 man may have a light machine gun instead of a carbine for +20pts – 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 be given anti-tank grenades (sticky grenades) for +2pts per
man
- 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 taken)

REGULAR INFANTRY SQUAD


Placeholder.

Cost 50pts (Regular)


Composition 1 NCO and 4 men
Weapons Carbines
- Add up to 5 additional men with carbines at +10pts each
- The NCO and up to 1 man may have a submachine gun instead of a carbine for +3pts
each
- The NCO and up to 2 men may have a shotgun instead of a carbine for +3pts each
- The NCO and up to 2 men may have a Volta Repeater instead of a carbine at no cost
- Up to 1 man may have a pistol instead of a carbine for -3pts
Options
- Up to 1 man may have a light machine gun instead of a carbine for +20pts – another
man becomes the loader (always the pistol-armed soldier if present)
- The entire squad may be mounted upon bicycles for +1pt per man
- Up to 4 men can have an Ignifist in addition to other weapons for +3pts each
- If Ignifists are not taken, the entire squad may be given anti-tank grenades (sticky
grenades) for +2pts per man
- Bicycles (if taken)
Special Rules
- Tank hunters (if sticky grenades taken)

VETERAN INFANTRY SQUAD


Placeholder.

Cost 65pts (Veteran)


Composition 1 NCO and 4 men
Weapons Carbines
- Add up to 5 additional men with carbines at +13pts each
- The NCO and up to 6 men may have a submachine gun instead of a carbine for +3pts
each
- The NCO and up to 9 men may have a shotgun instead of a carbine for +3pts each
- The NCO and up to 9 men may have a Volta Repeater instead of a carbine at no cost
- Up to 2 men may have a pistol instead of a carbine for -3pts each
Options
- Up to 2 men may have a light machine gun instead of a carbine for +20pts each –
another man becomes the loader (always one of the pistol-armed soldiers if present)
- The entire squad may be mounted upon bicycles for +1pt per man
- Up to 4 men can have an Ignifist in addition to other weapons for +3pts each
- If Ignifists are not taken, the entire squad may be given anti-tank grenades (sticky
grenades) for +2pts per man
- Bicycles (if taken)
Special Rules
- Tank hunters (if sticky grenades taken)

RECONNAISSANCE SQUAD
Placeholder.

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


Composition 1 NCO and 3 men
Weapons Carbines
- Add up to 6 additional men with carbines at +10pts each (Regular), or +13pts each
(Veteran)
Options - The NCO and up to 4 men may have a submachine gun instead of a carbine for +3pts
each
- The NCO and up to 4 men may have a shotgun instead of a carbine for +3pts each
- The NCO and up to 2 men may have an assault rifle instead of a carbine for +5pts
each
- 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
Placeholder.

Cost 65pts (Veteran)


Composition 1 NCO and 4 men
Weapons Carbines
- Add up to 5 additional men with carbines at +13pts each
- The NCO and up to 6 men may have a submachine gun instead of a carbine for +3pts
each
- The NCO and up to 9 men may have a shotgun instead of a carbine for +3pts each
- The NCO and up to 6 men may have an assault rifle instead of a carbine for +5pts
each
- The NCO and up to 9 men may have a Volta Repeater instead of a carbine at no cost
Options - Up to 2 men may have a pistol instead of a carbine for -3pts each
- Up to 1 man may have a light machine gun instead of a carbine for +20pts each –
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 carbine for +20pts – another man
becomes the assistant (always one of the pistol-armed soldiers if present)*
- Up to 4 men can have an Ignifist in addition to other weapons for +3pts each
- If Ignifists are not taken, the entire squad may be given anti-tank grenades (sticky
grenades) for +2pts per man
Special Rules - Tank hunters (if sticky grenades taken)

MARINE SQUAD
Placeholder.

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


Composition 1 NCO and 4 men
Weapons Carbines
- Add up to 5 additional men with carbines at +10pts each (Regular), or +13pts each
(Veteran)
- The NCO and up to 9 men may have a submachine gun instead of a carbine for +3pts
each
- The NCO and up to 9 men may have a shotgun instead of a carbine for +3pts each
Options - Up to 3 men may have a pistol instead of a carbine for -3pts each
- Up to 3 men may have a light machine gun instead of a carbine for +20pts each –
another man becomes the loader (always one of the pistol-armed soldiers if present)
- Up to 4 men can have an Ignifist in addition to other weapons for +3pts each
- If Ignifists are not taken, the entire squad may be given anti-tank grenades (sticky
grenades) for +2pts per man
Special Rules - Tank hunters (if sticky grenades taken)

CAVALRY SQUAD
Placeholder.

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


Composition 1 NCO and 2 men
Weapons Cavalry Carbines
- Add up to 7 additional men with cavalry carbines at +10pts each (Regular), or +13pts
each (Veteran)
- The NCO and up to 2 men may have a submachine gun instead of a cavalry carbine
for +3pts each
- The NCO and up to 9 men may have a pistol instead of a cavalry carbine for -3pts
Options
each
- Up to 1 man may have a light machine gun instead of a cavalry carbine for +20pts
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

PARATROOPER SQUAD
Placeholder.

Cost 70pts (Veteran)


Composition 1 NCO and 4 men
Weapons Carbines
- Add up to 5 additional men with carbines at +14pts each
- The NCO and up to 9 men may have a submachine gun instead of a carbine for +3pts
each
- The NCO and up to 9 men may have a shotgun instead of a carbine for +3pts each
Options
- Up to 2 men may have a pistol instead of a carbine for -3pts each
- Up to 2 men may have a light machine gun instead of a carbine for +20pts each –
another man becomes the loader (always one of the pistol-armed soldiers if present)
- Up to 4 men can have an Ignifist in addition to other weapons for +3pts each
Special Rules - Stubborn

DRAFTED SQUAD
Placeholder.

Cost 20pts (Inexperienced)


Composition 1 NCO and 4 men
Weapons Rifles
- Add up to 15 additional men with carbines at +4pts each
- The NCO may have a submachine gun instead of a carbine for +3pts
- Up to 1 man may have a pistol instead of a carbine for -3pts
Options - Up to 1 man may have a light machine gun instead of a carbine for +20pts – another
man becomes the loader (always the pistol-armed soldier if present)
- The entire squad may become “green” and lose the “shirkers” special rule at +3pts per
man
- Shirkers (if green not taken)
Special Rules
- Green (if taken)
PARTISAN SQUAD
Placeholder.

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


Composition 1 NCO and 3 men
Weapons Carbines
- Add up to 6 additional men with carbines 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 carbine for +3pts
each
- The NCO and up to 4 men may have a shotgun instead of a carbine for +3pts each
- The NCO and up to 4 men may have an assault rifle instead of a carbine for +5pts
each
Options
- The NCO and up to 4 men may have a Volta Repeater instead of a carbine at no cost
- Up to 3 men may have a pistol instead of a carbine for -3pts each
- Up to 3 men may have a light machine gun instead of a carbine for +20pts each –
another man becomes the loader (always one of the pistol-armed soldiers if present)
- 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
- 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
Special Rules coming onto the table
- Bicycles (if taken)
- Tank hunters (if sticky grenades taken)
- Inexperienced partisans (rebels) may only take one light machine gun per squad to
represent their lack of dedicated supply lines and structure

REPUBLIC RANGERS SQUAD


Placeholder.

Cost 30pts (Veteran)


Composition 1 NCO and 1 man
Weapons Carbines
- Add up to 8 additional men with carbines at +15pts each
- The NCO and up to 6 men may have a submachine gun instead of a carbine for +3pts
each
- The NCO and up to 9 men may have a shotgun instead of a carbine for +3pts each
- The NCO and up to 9 men may have an assault rifle instead of a carbine for +5pts
each
Options
- The NCO and up to 9 men may have a Volta Repeater instead of a carbine at no cost
- Up to 1 man may have a pistol instead of a carbine for -3pts each
- Up to 1 man may have a light machine gun instead of a carbine for +20pts each –
another man becomes the loader (always the pistol-armed soldier if present)
- The entire squad may be mounted upon motorbikes for +5pts per man
- If no additional men are taken, the squad gains the “traffic direction” rule
- Stubborn
- Traffic direction (if no additional men taken): Colonial forces do not suffer the -1
penalty for attempting to bring vehicles onto the table. In addition, if a Colonial force
Special Rules includes a Republic Rangers Squad with this rule in reserve, it gains the benefit of a +1
modifier to bring vehicles onto the table
- Lead by example: Friendly “green” units within 6” of this unit receive a +1 bonus to
their morale if this unit has not failed an order test or morale test this round
- Bicycles (if taken)

SWORDS OF MARO SQUAD


Placeholder.

Cost 70pts (Veteran)


Composition 1 NCO and 4 men
Weapons Carbines
- Add up to 5 additional men with carbines at +14pts each
- The NCO and up to 9 men may have a submachine gun instead of a carbine for +3pts
each
- The NCO and up to 9 men may have a shotgun instead of a carbine for +3pts each
- The NCO and up to 9 men may have an assault rifle instead of a carbine for +5pts
each
- The NCO and up to 9 men may have a Volta Repeater instead of a carbine at no cost
Options
- Up to 2 men may have a pistol instead of a carbine 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)
- The entire squad may be given anti-tank grenades (sticky grenades) for +2pts per
man
- The entire squad may take the ‘fanatics’ special rule and lose the ‘stubborn’ special
rule for +2pts per man
- Stubborn (if ‘fanatics’ not taken)
Special Rules - Fanatics (if taken)
- Tank hunters (if sticky grenades taken)

MEDIUM MACHINE GUN TEAM


The Colonial Legion relies on the Kraunian-made mount has proven more popular than the finicky nature of
KRN886-127 Gast machine gun as its primary medium the Terrent’s built-in tripod, as it allows for the machine
machine gun. The Gast is a bipod-mounted version of the gun to be more easily moved forward in support of an
previous iteration of machine gun, the KRN879-127 advance.
Terrent, which is mounted on a small tripod. The bipod

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


Weapons 1 medium machine gun
Composition 3 men
- Team weapon
Special Rules
- Fixed

VENOM C.II 35 TEAM (ANTI-TANK TEAM)


Placeholder.

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


Weapons 1 Venom RPG
Composition 2 men
- Team weapon
Special Rules
- Shaped charge

BANE 45 TEAM (ANTI-TANK TEAM)


Placeholder.
Cost 52pts (Inexperienced), 65pts (Regular), 78pts (Veteran)
Weapons 1 Bane RPG
Composition 2 men
- Team weapon
- Shaped charge
Special Rules
- This weapon doesn’t suffer the -1 ‘to hit’ penalty when shooting at targets at over half
range

SUICIDE ANTI-TANK SQUAD (ANTI-TANK TEAM)


Placeholder.

Cost 25pts (Inexperienced)


Composition 1 NCO and 4 men
Weapons Unarmed with anti-tank grenades (sticky grenades)
Options - Add up to 15 additional men at +5pts each
- Tank hunters
Special Rules - Unarmed men with anti-tank grenades neither shoot nor attack in close quarters,
except when assaulting vehicles

DAUCUS ISG.III TEAM


Placeholder.

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


Weapons 1 30mm infantry support gun
Composition 3 men
- Team weapon
Special Rules
- Fixed

SNIPER TEAM
Placeholder.

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


Placeholder.

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 Colonial Legion non-canon or have assumed characteristics (e.g. it is likely
aren’t as varied as the selection available to the Wardens, there was a H-5-Beta “Vulcan”, but its existence is not
as most Colonial artillery is mounted to vehicles. Like the confirmed and we don’t know enough about it to represent
rest of the book, entries marked with an asterisk (*) are it in the rules without making assumptions).

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

120-68 “KORONIDES” FIELD GUN†


The 120-68 “Koronides” Field Gun is an odd weapon. doesn’t properly do it justice. As such, this weapon does
While it has a calibre of 150mm, the barrel itself is around high damage against vehicles and structures, but not
5 to 10 calibres long, with most 150mm guns averaging against infantry – traits that make it a highly valued
around 30 calibres long. This allows the gun retains its weapon for offensives in combination with other artillery.
light weight, but representing it as a heavy howitzer

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


Weapons 1 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

20-120 “KORONIDES” FIELD GUN


Placeholder.

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


Weapons 1 120mm medium howitzer
Team 4 men
Options - May have a spotter for +10pts
- Gun shield
- Team weapon
Special Rules
- Fixed
- Howitzer

G40 SAGITTARII
While not a popular weapon by any means, the G40 cumbersome and vulnerable on a field carriage, but when
Sagittarii provides heavy machine gun support with its used effectively it can essentially melt any squad it
dual high-velocity 12.7mm guns. Originally used by the encounters. Its field carriage and narrow arc of fire prevent
Wardens 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

AA-2 BATTERING RAM


The AA-2 Battering Ram 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

68-45 “SMELTER”
The 68-45 “Smelter” is the most powerful anti-tank gun to deemed that they needed their own version of the weapon.
be fitted to a field carriage in the Veli-Caoiva conflict. The The “Smelter” is capable of handling almost any Warden
success of the 68mm HVAP gun mounted to the Warden vehicle thrown its way, save for the toughest of Battle
Noble Widow surprised Colonial forces, and it was soon Tanks.

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


Weapons 1 68mm HVAP medium anti-tank gun
Team 4 men
- Gun shield
- Team weapon
Special Rules - Fixed
- 68mm HVAP: The 68mm HVAP medium anti-tank gun gets a +1 modifier to results
rolled on the ‘Damage Results’ table

EMPLACED WEAPONS
There are many weapons used by the Colonial Legion 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 by the Wardens of its rotating platform, mitigating the Sagittarii’s
on the Bulwark to protect against both planes and infantry, notoriously narrow arc of fire. Being an emplaced weapon,
the 12.7mm Flak Gun boasts a powerful armament of two the 12.7mm Flak Gun can be loaded and unloaded onto
12.7mm heavy machine guns, hence the name. The Flak (i.e. can mount and dismount) flatbeds.
Gun is generally preferred over the G40 Sagittarii because

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


Weapons 2 HMGs 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 AA-2 Battering therefore less useful in an offensive role, the Anti-Tank
Ram 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

50-500 “THUNDERBOLT” CANNON


Placeholder.

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
- Emplacement
- Immobile: This unit cannot move without being towed
Special Rules
- 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 52pts (Inexperienced), 65pts (Regular), 78pts (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
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
- Indirect Fire

HOWITZER†
The Howitzer is one of few weapons that can provide anti- barraging areas, often in large batteries, where infantry,
infantry support to a battle. Most other weapons such as structure, and vehicle are all at risk. Howitzers are often
field artillery and anti-tank guns are specialised in anti- found in batteries, but can also be found alone if supplies
structure or anti-vehicle duties. The Howitzer excels at or artillerymen are scarce.

Cost 72pts (Inexperienced), 90pts (Regular), 108pts (Veteran)


Weapons 1 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
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

STATIC ARTILLERY*
The Colonial Legion has made good use of Warden guns built into the ground on a rotating platform, often far
artillery captured from supply caches and defensive lines. behind where the expected fighting takes place. These
Some of these defensive lines aren’t based around guns are rarely made now in favour of bunker garrisons
bunkers, and so instead of using garrisons and and Storm Cannons, but there are many examples that
emplacements they rely on Static Artillery – large calibre remain in good enough shape to be used in combat.

Cost 100pts (Inexperienced), 125pts (Regular), 150pts (Veteran)


Weapons 1 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 existence is not confirmed and we don’t know enough
Warden faction. This includes neutral vehicles, such as about it to represent it in the rules without making
civilian vehicles and any of the vehicles from the Basset assumptions). For vehicle entries with multiple variants,
Motor Society, that also appear in the Warden Army List each individual variant will be marked (e.g. the entry for
book. Like the rest of the book, entries marked with an the tankette is called the T12 “Actaeon” Tankette & T13
asterisk (*) are non-canon or have assumed characteristics “Aristaeus” Tankette* – the “Actaeon” is the canon
(e.g. it is likely there was a H-5-Beta “Vulcan”, but its variant, while the “Aristaeus” is not canon).

TANKS
Colonial tank design has always been a step ahead of their impenetrable Bulwark, and rush northwards to Sunhaven.
contemporaries. It was the use of armoured vehicles that A balance between ease of manufacture and high
allowed the Legion to push past the otherwise performance in the field has allowed many tanks to
dominate their opposition with ease. Skilled engineers in create some of the most advanced tank designs to ever see
the Velian capital of Damokratos work night and day to combat, miles ahead of whatever the Wardens can field.

ARMOURED FIGHTING TRACTOR


The Armoured Fighting Tractor is one of the oldest for centuries to come. Often, the armoured fighting tractor
ancestors of modern tank designs. While only equipped would provide support for tank platoons prior to and
with machine guns, the top-mounted turret and dual-track shortly after the Breaching. Some see service today, but
arrangement set the standard for almost all tank designs their age is starting to show.

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


Weapons 2 turret-mounted light machine guns
Damage Value 7+ (armoured carrier)
Options - Must remove the ‘Unreliable’ special rule for +20pts if using a Great War Era selector
- Unreliable (Modern Era only): If the vehicle suffers one or more pin markers as a
Special Rules
result of an enemy attack it automatically suffers one further pin marker in addition

PL-1 “PHALANX”
The PL-1 “Phalanx” is another early tank design – one that around and a dual 40mm sponson armament ideal for
still sees considerable use in modern times, despite its age taking out enemy armour. Alongside the Armoured
and archaic configuration. Affectionately nicknamed the Fighting Tractor and the Heavy Infantry Carrier, the
‘toaster’ by its crews, the “Phalanx” is one of the toughest “Phalanx” allowed the Colonial Legion to storm past the
vehicles that isn’t a battle tank, with formidable armour all Bulwark and northwards to Sunhaven.

Cost 192pts (Inexperienced), 240pts (Regular), 288pts (Veteran)


1 left sponson-mounted 40mm light anti-tank gun and 1 right sponson-mounted 40mm
Weapons
light anti-tank gun
Damage Value 9+ (medium 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 guns’ HE shells have a rating
of 2”
- Armoured all around
- Unreliable (Modern Era only): If the vehicle suffers one or more pin markers as a
Special Rules
result of an enemy attack it automatically suffers one further pin marker in addition
- Special firing arcs (sponsons): Use the firing arcs illustrated in the accompanying
diagram only when firing – when taking damage and other arc-related things, use the
regular method of determining firing arcs
HEAVY INFANTRY TANK*
The Heavy Infantry Carrier was only one half of a mutual Tank was intended to be a male tank, but difficulties in
pair in early tank doctrine – the “female” tank, armed with replacing the machine guns with larger weapons prompted
machine guns and tasked with destroying enemy infantry the development of sponsons. This resulting in a
(and transporting friendly infantry). Doctrine stated that “hermaphrodite” tank – both machine guns and cannons –
“female” tanks were to be accompanied by “male” tanks, that was much more expensive and therefore less prevalent
armed with heavier weaponry such as the 40mm, and the than the Heavy Infantry Carrier. There was at least one
two would provide mutual protection. The Heavy Infantry Heavy Infantry Tank with the nickname “Hermie”.

Cost 464pts (Inexperienced), 580pts (Regular), 696pts (Veteran)


1 forwards-left hull-mounted medium machine gun, 1 forwards-right hull-mounted
Weapons medium machine gun, 1 left sponson-mounted 40mm light anti-tank gun, and 1 right
sponson-mounted 40mm light anti-tank gun
Damage Value 11+ (super-heavy tank)
Options - Must remove the ‘Unreliable’ special rule for +20pts (Great War Era selectors only)
- HE: Instead of having a rating of 1”, the 40mm anti-tank guns’ HE shells have a rating
of 2”
- Armoured all around
- Unreliable (relic vehicle only): If the vehicle suffers one or more pin markers as a
Special Rules
result of an enemy attack it automatically suffers one further pin marker in addition
- Special firing arcs (forwards-left, forwards-right, sponsons): Use the firing arcs
illustrated in the accompanying diagram only when firing – when taking damage and
other arc-related things, use the regular method of determining firing arcs

T12 “ACTAEON” TANKETTE & T13 “ARISTAEUS” TANKETTE*


The T12 “Actaeon” Tankette is a development of the combat as support for advancing infantry. The T13
armoured car concept. While not as well-suited to escort “Aristaeus” Tankette replaces the 12.7mm machine gun
duties, urban combat, and anti-partisan patrols as the with an anti-tank rifle similar to that found on the
“Xiphos” and its variants, the “Actaeon” shines in open “Percutio”.

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


Weapons 1 forward-facing hull-mounted medium machine gun
Damage Value 7+ (armoured carrier)
- May replace the medium machine gun with a forward-facing hull-mounted anti-tank
Options
rifle for +10pts (T13 “Aristaeus” Tankette)*
Special Rules - Open-topped

WT-3 “PUGIO”*
Placeholder.

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


1 medium machine gun covering the forward and left arcs, 1 medium machine gun
Weapons
covering the forward and right arcs
Damage Value 7+ (armoured carrier)
Special Rules - Amphibious

93K-A “SICA”*
MESSAGE MARSALVAD ABOUT PROPOSED LORE range accuracy and the common use of parts. The
CHANGES – The “Sica” was one of the primary light rangefinder was hard to use for fresher crews, and only
tanks of the Colonial Legion alongside the early variants veterans could fully take advantage of it. The “Sica”
of the H-series tanks. Experience and knowledge would only fall out of fashion after the introduction of the
discovered when building the “Sica” would be applied to Dimiourg-produced H-5 “Hatchet”.
the 85K-series, including the use of a rangefinder for long-

Cost 104pts (Inexperienced), 130pts (Regular), 161pts (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
2”
Special Rules
- Rangefinder: When taken as veteran, this vehicle doesn’t suffer the -1 ‘to hit’ penalty
when shooting at targets at over half range

H-5 “HATCHET”
The H-5 “Hatchet” marks a turning point in Colonial massed numbers on open fields to achieve superiority, the
armour doctrine. Where previous tank designs relied on H-5 is better suited to the harsh terrain of northern Caoiva.
The failure of older tank designs near Whedon’s Row had The H-5 is a modernisation of the previous H-series tanks,
shown the importance in developing a tank design that can being cheaper and easier to manufacture alongside
adapt to any terrain required of it, and the H-5 was created. sporting modern features such as a three-man crew.

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”

H-5-BETA “VULCAN”*
As a greater need for close ranged weaponry to support “Hatchet” with a flamethrower instead of an anti-tank gun.
infantry in the mountainous terrain and towns of the north, The H-5-Beta stores fuel for the flamethrower internally,
many weapons were fitted to vehicles either as a transport but a trailer for additional fuel reserves can be attached at
or as a dedicated firing platform. One of the more the cost of speed. Some cautious tank commanders opt to
successful results was the H-5-Beta “Vulcan”, using the use the trailer exclusively, reducing the risk of the tank
chassis and design of the regular and well-liked H-5 exploding should it be hit.

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


Weapons 1 turret-mounted flamethrower
Damage Value 8+ (light tank)
- May use the fuel trailer for fuel storage, gaining the ‘jettison fuel trailer’ and ‘slow’
special rules for -10pts
Options
- If the trailer is taken, you may empty the internal fuel tanks, removing the ‘volatile fuel
tanks’ special rule, for +10pts
- Jettison fuel trailer (if trailer taken): If the internal fuel tanks are emptied, then the
normal bonus for trying to damage flame-throwing vehicles does not apply to the H-5-
Beta “Vulcan”
Special Rules - Slow (if trailer taken): The H-5-Beta “Vulcan” is slow when it tows the fuel on a trailer -
its move is reduced to 6" advance and 12" run
- 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

H-8 “KRANESCA”
The H-8 “Kranesca” is built for speed and well and a careless tanker can run out of fuel in the midst
manoeuvrability. With a specially fitted engine, the H-8 is of battle. While not as mechanically sound as the H-5 (and
remarkably fast, making it suitable for outflanking nowhere near as cheap to maintain), the H-8 “Kranesca”
operations and quick redeployment. The new engine also is a favourite of experienced tank crews within the
allows for boosting to dramatically increase the H-8’s Colonial Legion.
speed temporarily, but fuel consumption is increased as

Cost 128pts (Inexperienced), 160pts (Regular), 192pts (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
2”
- Manoeuvrable design: The H-8 “Kranesca” is able to move fast and stop quickly,
giving the gunner enough time to aim properly. This unit doesn’t suffer the -1 ‘to-hit’
Special Rules
penalty when firing on the move, unless you decide to boost.
- Boost: When this unit Advances, before resolving movement, you may declare that
you are boosting. If you boost, after performing your first move, immediately perform
another move if you are able. You cannot fire in-between the first and second move. At
the end of this unit’s activation, if the unit has an Advance order die, change it to a Run
(but do not perform a run action) and roll on the chart below, with a -1 modifier for an
inexperienced crew and a +1 modifier for a veteran crew.

Out of fuel. The vehicle is immediately immobilised. It cannot move for


1 or less
the rest of the game, but may continue to fire
Fuel low. The vehicle may make one more non-boosted move after
2
this round, then runs out of fuel as above
3+ Fuel OK. The vehicle still has enough fuel to move and boost normally

85K-A “SPATHA”, 85K-B “FALCHION”, & 85K-C “FALCATA”*


The 85K-series of tank has been a mainstay of the Colonial armament. Thus, the 85K-b “Falchion” was born. While
Legion ever since it was first introduced. The first in the individually worse than the “Spatha”, the “Falchion”
series – the 85K-a “Spatha” – was originally meant to be shines logistically as a vehicle that can be easily supplied
an improvement over most conventional tanks at the time, in large numbers on virtually any front. Attempts to create
which were lightly armed and armoured, by having thicker an infantry support version of the “Falchion” by mounting
armour and a powerful 40mm HVAP gun coupled with a the turret of the Type C – “Charon” gunboat to the hull of
rangefinder to increase accuracy. However, tank crews the “Falchion” resulted in the 85K-c “Falcata”, which due
found the rangefinder hard to use, and Kraunian engineers to its manufacturing complexities in comparison to the
saw an opportunity to streamline the production of the “Falchion” and negligible performance improvements is
basic 85K design at the cost of requiring a simpler rarer on the field.

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


Weapons 1 turret-mounted 40mm light anti-tank gun
Damage Value 9+ (medium tank)
- May replace the 40mm light anti-tank gun with a 40mm HVAP light anti-tank gun and
take the ‘rangefinder’ special rule for +10pts if regular, +15pts if veteran (85K-a
Options “Spatha”)
- May replace the 40mm light anti-tank gun with a 55mm light howitzer for -10pts (85K-
c “Falcata”)*
- 40mm HVAP (85K-a “Spatha” only): The 40mm HVAP light anti-tank gun gets a +1
modifier to results rolled on the ‘Damage Results’ table
- HE (85K-a “Spatha” and 85K-b “Falchion” only): Instead of having a rating of 1”, the
Special Rules
40mm and 40mm HVAP anti-tank guns’ HE shells have a rating of 2”
- Rangefinder (85K-a “Spatha” only): When taken as veteran, this vehicle doesn’t suffer
the -1 ‘to hit’ penalty when shooting at targets at over half range

LANCE-36 & LANCE-40 “HALBERD”


The Lance-36, along with the improved Lance-40 any Warden vehicle in service at the time. The Lance-40
“Halberd”, is the workhorse of the Colonial Legion’s “Halberd” saw general improvements to the basic design
armoured groups. Painstakingly designed by Velian of the Lance-36, including changes to the manufacturing
engineers in Damokratos, the Lance-36 was revolutionary process and a new engine that increased power at the cost
when it first entered combat. There was simply nothing of fuel efficiency. The Lance-36 and 40 remain
like it that was available to the Warden forces, and the competitive even against modern Warden tanks.
Lance’s 75mm Hesper C/23 was able to penetrate virtually

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


1 turret-mounted 75mm heavy anti-tank gun and 1 forward-facing hull-mounted
Weapons
medium machine gun
Damage Value 10+ (heavy tank)
LANCE-42 “ONAGER”*
The Lance-42 “Onager” replaces the 75mm Hesper C/23 “Ballista” with its 250mm petard mortar. While the
of the Lance-36 and Lance-40 with a 20-120 “Koronides” “Ballista” is better suited to engaging defences with its
medium howitzer, allowing it to engage defences and high explosive mortar rounds, the “Onager” can hold its
infantry with ease. The “Onager” exists as a more versatile own against infantry and even tanks in the right
‘siege tank’, a class of tank established by the HC-7 circumstances.

Cost 240pts (Inexperienced), 300pts (Regular), 360pts (Veteran)


Weapons 1 turret-mounted 120mm medium howitzer and 1 forward-facing hull-mounted MMG
Damage Value 10+ (heavy tank)

DMMT-56 “DRAGOON”*
The DmMT-56 “Dragoon” is widely considered to be a in the dying breaths of the Great Wars and were shrouded
“post-war” tank, entering widespread service after the end in secrecy.
of the Great Wars. Designed in Dimiourg, the “Dragoon” This vehicle is very clearly not meant to be a fair
is another example of stunning Colonial engineering being fight to any of the WWII-era technology that compromises
put to good use, with impenetrable frontal armour and the most of Foxhole’s vehicle line-up. As such, it’s advised to
most powerful anti-tank gun in service. Although the talk to your opponent first before taking this unit as having
design was officially adopted after hostilities with Caoiva to deal with such a vehicle may come as a nasty surprise
had ended, early prototypes (which were often referred to to them if kept in secret!
as Lance-56’s to confuse Warden intelligence) saw service

Cost 532pts (Inexperienced), 665pts (Veteran), 798pts (Veteran)


Weapons 1 turret-mounted 85mm super-heavy anti-tank gun with coaxial machine gun
Damage Value 11+ (super-heavy tank)
- Extra frontal armour: Against all shots hitting the front of the vehicle it counts its
Special Rules
damage value as 12+

SELF-PROPELLED GUNS
Self-propelled guns are an important part of the Colonial and “Peltast” earning a notorious reputation amongst the
arsenal, with many notable vehicles such as the “Pelekys” ranks of Warden soldiers as brutally effective machines.

H-10 “PELEKYS”
The H-10 “Pelekys” is a potent and feared tank destroyer, compartment was made into an open-topped fighting
cleverly adapting the chassis of the H-series light tank into compartment for the whole crew, which contained a long-
an open-topped gun carrier capable of mounting the 68mm range version of the 68mm gun mounted ‘backwards’.
anti-tank gun. By modifying the transmission, it was Unlike most other tank destroyer variants, the “Pelekys” is
possible to reverse the tank’s gear system and allow it to very fast with speeds matching that of the original H-5.
drive at full speed backwards (relative to a normal H-series Because of its range and speed, its feared by Warden
chassis) and at reverse speeds forwards. The front driver’s tankers, but its open top also makes it easy to capture.

Cost 112pts (Inexperienced), 140pts (Regular), 168pts (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
Special Rules at over half range
- Open-topped

H-12 “LABRYS”*
Placeholder.
Cost 100pts (Inexperienced), 125pts (Regular), 150pts (Veteran)
Weapons 1 forward-facing hull-mounted 120mm medium howitzer
Damage Value 8+ (light tank)
Special Rules - Open-topped

AGB.88 “PILUM”*
Placeholder.

Cost 108pts (Inexperienced), 135pts (Regular), 162pts (Veteran)


Weapons 1 turret-mounted 68mm medium anti-tank gun
Damage Value 8+ (light tank)
Special Rules - Open-topped

HC-2 “SCORPION”
Placeholder.

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


Weapons 2 forward-facing hull-mounted medium machine guns
Damage Value 9+ (medium tank)
- Anti-Structure (3D6)
Special Rules
- Slow

HC-7 “BALLISTA”
Developed in response to the immense fortifications the offensive firepower. Similar to the PL-1 “Phalanx” and the
Wardens relied on in Northern Caoiva, the HC-7 Heavy Infantry Carrier that were used to breach the
“Ballista” was developed to carry the new 250mm Hades Bulwark, the HC-7 relies on its strong armour to protect it
petard mortar into battle. The HC-series chassis turns the from most harm as it advances towards a defensive line,
light and nimble H-series chassis into a slower and more firing its incredibly powerful petard mortar at close range.
well-armoured vehicle, relying on a casemate-mounted While risky, very little can destroy bunkers as effectively
weapon as opposed to a turret-mounted weapon for as the “Ballista” can and so it is often seen in offensives.

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


Weapons 1 forward-facing hull-mounted 250mm petard mortar
Damage Value 9+ (medium tank)
- Anti-Structure (3D6)
Special Rules
- Slow

XHC-9 “ARBALEST”*
When Kraunian engineers began drafting what would HVAP gun were referred to as the XHC-9 “Arbalest” (the
eventually become the 85K-a “Spatha”, the then-untried ‘X’ denoting a prototype model). While the “Arbalest”
40mm HVAP gun was considered as an option for the only saw limited service, the performance of the 40mm
tank’s armament. In order to test its effectiveness, an HVAP gun was enough to convince the developers of the
already-existing tank had to field it in combat, and the HC- 85K-a to adopt it. The XHC-9 would continue to see
7 was used as a test bed. HC-7’s refitted with the 40mm service until all were gradually lost in combat.

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


Weapons 1 forward-facing hull-mounted 40mm HVAP light anti-tank gun
Damage Value 9+ (medium tank)
- 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”
- Slow

HH-D “PELTAST”
The HH-d “Peltast” provides essential fire support to mobile mortar support, the “Peltast” is a valuable tool in
infantry by mounting the Emplacement Mortar to a mobile most assaults, highly envied by the Wardens who are
halftrack platform. One of few vehicles that can provide forced to oppose it.

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


Weapons 1 medium mortar on a rotating platform
Damage Value 7+ (armoured carrier)
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

TYPE C – “CHARON” & D – “DANACE”*


The Type C – “Charon” is able to provide invaluable fire Farranac Coast, where they were able to hammer the
support to naval invasions with its 55mm light artillery Warden defensive positions with ease. The Type D –
gun. It was used to great effect in the invasion of “Danace” replaces the rear artillery gun with more
Fisherman’s Row and the naval skirmishes west of machine guns, for better engaging surface targets.

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 turret-mounted 55mm medium howitzer with 2 turret-mounted heavy
Options machine guns (on a single turret) covering the rear and side arcs for -15pts (Type D –
“Danace”)*
- 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- also serve in the anti-partisan role, being quickly
Caoiva front tend to be designed and used for infantry mobilised to intercept any threats to Warden logistics.
support and urban combat more than anything else. They
T3 “XIPHOS”
The T3 “Xiphos” armoured escort is designed primarily armament and decent manoeuvrability, the “Xiphos” can
for urban combat, and is one of the first designs in the T- strike at a moment’s notice and is one of few vehicles that
series of armoured escorts. Boasting a dual-machine gun can hold its own against infantry in urban combat.

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


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

T5 “PERCUTIO”
The T5 “Percutio” replaces the T3’s dual-machine gun the T5’s decent manoeuvrability allows it to retreat after
armament with an anti-tank rifle. Designed with the same being spotted. The open-topped turret remedies visibilit y
hit-and-run philosophy of urban combat as the T3, the issues of the T3 by allowing for more situational
T5’s anti-tank rifle can do some serious damage to awareness at the cost of less armour protection, making it
armoured vehicles when caught by surprise on a flank, and vulnerable to infantry when the crew isn’t careful.

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


Weapons 1 turret-mounted anti-tank rifle
Damage Value 7+ (armoured carrier)
- Open-topped
Special Rules
- Recce

UV-24 “ICARUS”
The UV-24 “Icarus” is a popular partisan tool based on a variant. It brings light armour and an RPG into battle,
field modification, now turned into a mass-produced allowing it to take on heavier escorts in convoys

Cost 68pts (Inexperienced), 85pts (Regular), 102pts (Veteran)


Weapons 1 pintle-mounted Venom RPG covering the forward arc
Damage Value 6+ (soft-skin)
- Extra frontal armour: Against all shots hitting the front of the vehicle it counts its
Special Rules
damage value as 7+

MOTORBIKE SQUAD
The Colonials have access to two motorbikes – the 03MM to abandon their vehicles (except for when they are
“Caster”, without any weapon mount, and the 00MS removed after sustaining damage!) While it may seem odd
“Stinger”, with a light machine gun mount. Both often act to include an infantry squad under the ‘armoured car’
as a faster form of transport for troops to temporarily heading, we treat them as several vehicles acting as one
dismount and fire from, but unlike the Reconnaissance unit instead of infantry. They also count as an Armoured
Squad we do not allow any men in the Motorbike Squad Car for all selectors that take the Motorbike Squad.

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 light machine gun for +10pts
Options
- Replace the rifle or submachine gun with a light mortar for +5pts
Special Rules - 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 light
mortar - it requires time to set up to fire, and thus can only be operated with a Fire
order
- 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 light machine gun and light mortar may be taken in
each unit of 2 to 4 motorbikes

00MS “STINGER”
Armed with a single light machine gun, the 00MS provide fire support with its light machine gun when
“Stinger” is often used for recon purposes, but it can needed. The “Stinger” is a favourite with partisans.

Cost 28pts (Inexperienced), 35pts (Regular), 42pts (Veteran)


Weapons 1 forward-facing light machine gun covering the front arc
Damage Value 6+ (soft-skin)
- Recce
- Turn on the spot: Motorbikes are so small and agile that they can turn on the spot
Special Rules
enabling them to execute a full speed Run ‘reverse’, finishing the move facing the
direction of travel

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 Colonial 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 bombarding the coastal gun before it
shore. The only issue with coastal guns is that there are can aim at the target.
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 Colonial
selector that allows it

TRANSPORTS AND TOWS


The Colonial Legion relies heavily on many different The transport capacities of many vehicles have
types of transports for its mechanized groups to keep up been increased from their in-game values as to be more
with the pace of the tanks. Like the Wardens, the Colonials balanced and realistic – there’s no reason the standard
have 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.

HH-A “JAVELIN” & HH-B “HOPLITE”


The HH-a “Javelin” acts as the basis for the HH-series of effective fire support with its 12.7mm machine gun. The
halftracks, a reliable halftrack model that has stuck with HH-b “Hoplite” reinforces the more vulnerable parts of
the Colonial Legion since its introduction. While not able the “Javelin” – primarily the front – with additional
to carry many troops, the “Javelin” is still able to provide armour plating.

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

AB-8 “ACHERON” & AB-11 “DORU”


The AB-8 “Acheron” and AB-11 “Doru” are vital the naval conflict west of Farranac Coast and its
transports in both amphibious operations and land subsequent invasion. The AB-11 “Doru” installs the
offensives. They were responsible for the successful 12.7mm machine gun on a raised firing platform to
invasion of Fisherman’s Row, and played a vital part in provide infantry with fire support.

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


Weapons None
Damage Value 7+ (armoured carrier)
Transport Up to 8 men
Tow None
- May take 1 pintle-mounted medium machine gun covering the forward arc for +15pts
Options
(AB-11 “Doru”)
- 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
Special Rules
order) in shallow and deep water
- Open-topped
- 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

HEAVY INFANTRY CARRIER


The Heavy Infantry Carrier is the largest armoured vehicle impact on the battlefield with its dual machine gun
to have ever seen service on the Veli-Caoiva front. armament and general toughness. Such is the resilience of
Boasting immense armour for its old age, the Heavy the Heavy Infantry Carrier that many thought-to-be-
Infantry Carrier relied on being nigh-impervious to all wrecked carriers are often repaired easily – so much so
anti-tank weaponry to transport infantry to a target. While that both sides often fight to take back the wrecked husk
modern weaponry has almost caught up to deal with the for recovery.
armour of the Heavy Infantry Carrier, it can still leave an

Cost 392pts (Inexperienced), 490pts (Regular), 588pts (Veteran)


1 hull-mounted medium machine gun covering the left half of the forward arc and the
Weapons forward half of the left arc and 1 hull-mounted medium machine gun covering the right
half of the forward arc and the forward half of the right arc
Damage Value 11+ (super-heavy tank)
Transport Up to 10 men
Tow None
Options - Must remove the ‘Unreliable’ special rule for +20pts (Breaching Era selectors only)
- Armoured all around
- Unreliable (relic vehicle 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
Special Rules
- Use the firing arcs illustrated in the accompanying diagram only when firing – when
taking damage and other arc-related things, use the regular method of determining
firing arcs

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. You may not tow more than one unit at a time.
To mount or dismount this transport, an emplacement and this transport must be within
9” of a friendly crane (measured from the centre of the crane). Only the transport must
be in range when dismounting - place the emplacement within 9” of the crane instead
of performing a Run action. In both cases, the crane must not have already been used
Special Rules to load/unload an emplacement this round and have an Advance order die or no order
die (if none, assign it the Advance order die and perform an order test if necessary – if
this test fails, the emplacement cannot use this crane to mount or dismount the
transport this round), and the transport may not have made a Run action this round.
The emplacement must use a Run order to mount or dismount a transport that can tow
it.
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 emplaced weapons to mount
Special Rules and dismount transports
- Slow

R-1 HAULER & R-9 “SPEARTIP” ESCORT


The R-1 Hauler is the unsung hero of the Colonial Legion. machine gun to the cabin of the truck, providing protection
Its versatility makes it ideal for short logistics runs and against light aircraft and enemy partisans. This entry can
quartermaster usage, being able to carry supplies, tow field also be used to represent civilian trucks, such as the
weapons, and transport passengers depending on what is Repurposed Truck, or the RR-3 “Stolon” Tanker in an ad
required of it. The R-9 “Speartip” Escort mounts a light hoc towing role by 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
- May have a pintle-mounted light machine gun covering the forward arc for +10pts (R-
Options
9 “Speartip” Escort)
Special Rules - Flak (R-9 “Speartip” Escort only)

R-5B “SISYPHUS” HAULER & ESCORT*


As the Colonial advance pushed further and further into While not strictly an ‘off-road’ vehicle, the “Sisyphus” is
Warden territory, the terrain and climate became harder to able to tackle more adverse terrain than the R-1 Hauler
navigate by conventional trucks. Colonial units would can, and was able to supply Colonial forces in Northern
often become stranded for days on end thanks to the R-1 Caoiva. The success of the R-5b “Sisyphus” Hauler lead
Haulers breaking down thanks to the climate and terrain. to an ‘escort’ variant – the R-5b “Sisyphus” Escort – being
To fix this, instead of creating a halftrack truck like the developed, which mounted a light machine gun to the
Wardens did – trading speed for off-road capability – the cabin in the same way as the R-9 “Speartip” Escort.
Colonials decided to improve the suspension and REWRITE – SISYPHUS SUCKS IN BAD TERRAIN
manoeuvrability of the R-1, creating the R-5b “Sisyphus”. AND WEATHER

Cost 39pts (Inexperienced), 49pts (Regular), 59pts (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
- May have a pintle-mounted light machine gun covering the forward arc for +10pts (R-
Options
5b “Sisyphus” Escort)*
- Flak (R-5b “Sisyphus” Escort only)
Special Rules
- Recce

R-15 – “CHARIOT”
A civilian model repurposed for military service, the R-15 a box’ and is a common sight in backline towns as soldiers
– “Chariot” boasts the largest transport capacity for any are ferried to the front. It’s uncommon for them to see
vehicle on the Veli-Caoiva front. Carrying up to 30 men, direct combat, but there are tales of suicidal pushes made
this bus is often referred to colloquially as the ‘platoon in possible through the sacrifice of a “Chariot”.

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


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

UV-05 “COLLECTOR”, UV-05A “ARGONAUT”, & UV-05C “ODYSSEY”


The UV-series of light utility vehicles are valued for their popular for recon and partisan duties. The same armour
high versatility, and can be seen wherever the Legion goes. modifications on the UV-24 are present on the UV-05c
The UV-05 “Collector” is fitted with radio equipment to “Odyssey”, which sees use as a command vehicle thanks
gather intel, which makes it popular with partisans and to its hatch and radio equipment. This entry can also be
recon elements. The UV-05a “Argonaut”, which removes used to represent civilian cars, such as the Staff Car, by
the radio equipment and lowers the top canopy, is also 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 (UV-05 “Collector”)
Options - May have the ‘recce’, ‘extra frontal armour’, and ‘command vehicle’ special rules for
+45pts (UV-05c “Odyssey”)
- Command vehicle (UV-05c “Odyssey” only)
- Extra frontal armour (UV-05c “Odyssey” only): Against all shots hitting the front of the
Special Rules
vehicle it counts its damage value as 7+
- Recce (UV-05 “Collector” and UV-05c “Odyssey” only)

R-11 – “DIANA” FIELD CAR* & UV-08A “VARYS”*


Field cars are often considered to be the vehicle in- Ambulance, and the UV-08a “Varys” which is classified
between a light utility vehicle and a truck. The Colonials as a heavy utility vehicle. This entry can also represent the
make good use of field cars, with the R-11 – “Diana” Field ‘pickup’ version of the Repurposed Truck.
Car, which is a non-medical version of the R-12 – “Salus”

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.

R-12 – “SALUS” AMBULANCE


The R-12 – “Salus” Ambulance is the only vehicle used a field hospital. However, a team of medics may operate
by the Colonial Legion specifically designed to carry from an ambulance in the thick of the fighting, in which
casualties. Often, the “Salus” won’t be in the heat of battle case it receives similar special rules to an infantry medic.
– that was the medic’s responsibility, with the “Salus” This entry can also represent civilian vehicles converted to
being tasked to take casualties away from the battle and to an 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.

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