Professional Documents
Culture Documents
Rulebook Credits
Authors
RobotSpark
Rules Experts
Stranger Days
Panzer4WithAKeyholeTurtleneck
Ripley
Playtesters
Stranger Days
Special Thanks
Siege Camp – For allowing us to use the Foxhole IP for both the Tabletop Simulator mod and the army books.
LiquidPopsicle – For handling the legal work required to obtain the use of the Foxhole IP.
Everyone who allowed their likeness (fictional or not) to be used for special units:
- [HoC] MaverickMarauder
Everyone who helped with the Tabletop Simulator Mod
YOU, the reader :)
IF YOU AREN’T PROPERLY CREDITED, PLEASE KEEP IN MIND THIS IS A WIP, BUT DO MENTION
THIS IN THE DISCORD SO I MAY FIX IT LATER - RobotSpark
Introduction
I wanted to start this introduction immediately by 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.
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
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.
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
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.
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.
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.
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-
RECRUIT SQUAD
Placeholder.
RECONNAISSANCE SQUAD
Placeholder.
ENGINEER SQUAD
Placeholder.
MARINE SQUAD
Placeholder.
CAVALRY SQUAD
Placeholder.
PARATROOPER SQUAD
Placeholder.
DRAFTED SQUAD
Placeholder.
SNIPER TEAM
Placeholder.
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,
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
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.
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!
IMMOBILE WEAPONS
These weapons are more permanent in location than to be moved means that they will never be moved or
emplaced weapons, which are transportable by flatbed and deployed in the heat of battle. As such, we treat them as
quickly deployed. While it is possible for some of these being unable to move at all during the course of a game of
weapons to be moved, the time and effort it takes for them Bolt Action.
EMPLACEMENT MORTAR
Despite the name, the Emplacement Mortar is an immobile or destroyed. The immobile platform allows the
mortar that does not benefit from the ‘emplacement’ rules. Emplacement Mortar to fire at longer ranges than the
Also known as the House Mortar, they are often deployed infantry mortar can, making it an ideal weapon for
on the top floor of houses in towns with the roof removed defensive purposes.
HOWITZER†
The Howitzer is one of few weapons that can provide anti- 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.
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.
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.
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.
WT-3 “PUGIO”*
Placeholder.
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-
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.
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.
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
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
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.
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.
HC-2 “SCORPION”
Placeholder.
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.
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.
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.
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.
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.
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
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.
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.
ENCLOSED ARTILLERY
There are certain artillery pieces fielded by the Warden entry will specify what slot it can be taken in under
Empire that are fully enclosed in armour, and instead of Warden selectors.
treating them as artillery we treat them as vehicles. Each
GUN TURRET
The Gun Turret is the turret of a tank placed onto a Most defensive tactics rely on the massed concentration of
concrete base, allowing it to act as a defensive structure. these turrets to effectively deter armour. Obviously, the
The original tank design where the turret comes from has Gun Turret is immobile and can only be used effectively
been lost to time, but it’s turret is still chosen because of when defending.
its small size, making it easily fit onto its concrete base.
COASTAL GUN
Coastal Guns are an important defensive tool in protecting never enough to go around – their armoured case protects
beachheads and ports from invasion. They can fire at long them from all angles, and is often enough to prevent
range to destroy enemy fleets long before they reach the enemy ships from 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
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”.
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.