Beruflich Dokumente
Kultur Dokumente
BOLT ACTION
Credits
Author: Craig Baxter
Play Testers: Craig Baxter,
Colby Smith
Graphic Design: Bryan Cook
INTRODUCTION
WHAT IS THIS PDF? will allow you to face off against several
This PDF introduces a new and exciting way different players as your task force grows
to play Bolt Action with your friends and and changes.
club-mates. As a fresh 2nd Lieutenant, you
will grow your simple under strength infantry TEAM EVENT
platoon to a reinforced platoon by adding You could also limit army selections in a
units. Between each game your task force team event to play a more historical feeling
will grow in size, your unit’s moral will be campaign. For example: In a six player team
changed by attrition and experience, and campaign you may have three German
your commander will rise in the ranks. players and three American players, each
player representing a different platoon
CAMPAIGN in the same company. Each game round
Campaigns are played out over several players match up with an opponent from
rounds of games. It is up to you and your an opposing force. You could further dive
opponent or group to determine how many into history and limit armies to specific
games you will play in the campaign. We theatres or operations (ie. North Africa,
recommend your campaign is played out Italy, Normandy, Battle of the Bulge, Kursk,
over the course of 5 or 6 games. If your Stalingrad, Burma, Iwo Jima).
campaign is played with a single opponent
or friend, all games will be played against HISTORICAL CAMPAIGNS
that individual. Players who want to play a historical themed
campaign could use the theatre selectors
GROUP OF CLUB EVENTS found in the Bolt Action army books as
If your campaign is done within a group a guide and place limits on the type of
or club, you can change opponents each units available to be taken in a task force.
game. For these group or club campaigns Example: Players who want to play a North
you will want to allow players to bring armies Africa themed campaign would only allow
of their choosing and allow players to play players to select units from the appropriate
a different opponent each game round. This North Africa Theatre selectors.
TASK FORCE CREATION
Above: Lt.
Schmidt’s
Grenadiers
Left: Lt.
Pavel’s
Guards
infantry
platoon
UNIT GENERATOR
To represent your commanders reinforcing you will be adding to your task force. Do this
your platoon you will randomly generate for each additional unit you’re adding to your
new units for your task force. Roll two D6 army.
and cross reference them on this chart. Once you have determined the type of unit
Compare the first dice to the horizontal axis you will be adding to the force consult the
and the second dice to the vertical axis. appropriate unit table to determine what type
This determines the type of additional unit of unit your force has been reinforced with.
UNIT GENERATOR
1 2 3 4 5 6
1 Artillery Artillery Artillery Artillery Infantry Infantry
2 Artillery Artillery Artillery Infantry Infantry Infantry
3 Artillery Artillery Infantry Infantry Infantry Vehicle
4 Artillery Infantry Infantry Infantry Vehicle Vehicle
5 Infantry Infantry Infantry Vehicle Vehicle Vehicle
6 Infantry Infantry Vehicle Vehicle Vehicle Vehicle
INFANTRY
If you have been reinforced by an infantry Piats, Anti-Tank Rifles, Anti-tank Dogs, etc.
unit, roll two D6 and cross reference them If you rolled MMG/HMG the player Chooses
on this chart. Compare the first dice to the between and MMG and HMG as appropriate
horizontal axis and the second dice to the to their nation’s army list.
vertical axis. This is the new unit you will be
adding to your task force. Transport: Roll a D6 for each Infantry unit
in your force, on a 5 or 6 they can take
If you rolled for a Command Vehicle, roll on an appropriate soft skin transport. All
the Vehicle chart and upgrade the vehicle transports are regular.
to have the command +1 ability.
Players may spend up to 110 points on each
An Infantry Anti-Tank unit includes infantry infantry squad and must select a squad with
teams like Bazookas, Panzerschrecks, the appropriate moral rating.
INFANTRY
1 2 3 4 5 6
1 Captain 1st LT FAO (Artillery) Infantry Anti-Tank Inexperienced Infantry Regular Infantry
2 Command Vehicle Medic/Political Officer Infantry Anti-Tank Inexperienced Infantry Regular Infantry Regular Infantry
3 FAO (Air) Infantry Anti-Tank Inexperienced Infantry Regular Infantry Veteran Infantry MMG/HMG
4 Infantry Anti-Tank Inexperience Infantry Regular Infantry Veteran Infantry MMG Medium Mortar
5 Regular Infantry Regular Infantry Veteran Infantry MMG Medium Mortar Sniper
6 Regular Infantry Veteran Infantry MMG/HMG Medium Mortar Heavy Mortar Flame Thrower
ARTILLERY
If you have been reinforced with artillery,
roll two D6 and cross reference them on
this chart. Compare the first dice to the
horizontal axis and the second dice to the
vertical axis. Your roll will indicate what
type of artillery piece has been assigned to
your taskforce. Once you have rolled, select
an appropriate unit entry to add to your
task force. You may take any applicable
upgrades.
Transport: Roll a D6 for each artillery unit
in your force, on a 5 or 6 they can take
an appropriate soft skin transport. All
transports are regular.
ARTILLERY
1 2 3 4 5 6
1 Heavy Artillery Medium Artillery Light Artillery Light AT Light AC Medium AT
2 Medium Artillery Light Artillery Light AT Light AC Medium AT Heavy AC
3 Light Artillery Light AT Light AC Medium AT Heavy AC Heavy AT
4 Light AT Light AC Medium AT Heavy AC Heavy AT Multi Launcher
5 Light AC Medium AT Heavy AC Heavy AT Multi Launcher Super Heavy AT
6 Medium AT Heavy AC Heavy AT Multi Launcher Super Heavy AT Super Heavy AT
VEHICLE
1 2 3 4 5 6
SP Artillery SP Artillery SP Artillery
1 Armored Car Light Tank Medium Tank
Heavy Howitzer Medium Howitzer Light Howitzer/ Mortar
SP Artillery SP Artillery
2 Armored Car Light Tank Medium Tank SP AT
Medium Howitzer Light Howitzer/ Mortar
SP Artillery
3 Armored Car Light Tank Medium Tank SP AT Heavy Tank
Light Howitzer/Mortar
Super Heavy
5 Light Tank Medium Tank SP AT Heavy Tank SP AA
Tank
Super Heavy Flame Tank/
6 Medium Tank SP AT Heavy Tank SP AA
Tank Vehicle
include the M3 Lee or Grant, which would be armament, they often were bristling with
classified as a medium tank. Also note that machine guns and faster than their heavier
for the purpose of this campaign vehicles cousins. A light tank is any fully tracked
with multi-launchers, like the Katyusha, are vehicle with up to 8+ light armor and usually
considered self-propelled artillery. an anti-tank gun. Light tanks include M5
Stuarts, Panzer IIs and T-60s.
SPAT (Self-Propelled Anti-Tank)
Self-propelled anti-tank guns were vehicles Medium Tank
that mounted powerful anti-tank guns. With Medium tanks made up the core of most
armor barely thick enough to protect the nations main battle tanks. This core of
crew from small arms, these armored fight armored fighting vehicles was found on
vehicles would often lay in wait to ambush nearly every battlefield leading the attack
advancing enemy tanks before falling back to from the front. A medium tank is any fully
new positions. A self-propelled anti-tank gun tracked vehicle with up to 9+ medium armor
refers to any soft skin or armored open toped and usually an anti-tank gun. Medium tanks
vehicle whose primary weapon is an anti-tank include the iconic Panzer IV, M4 Sherman, and
gun, which does not have the recce ability, T-34. Note: The StuG III, StuG IV, Jadgepanzer
or any fully armored vehicle that has a fixed IV, and Hetzer that mount anti-tank guns may
anti-tank gun. Examples include the Marder count as medium tanks.
III, SU-100, or M10 Wolverine.
Heavy Tank
SPAA (Self Propelled Anti-Aircraft) Heavy tanks where some of the biggest,
A self-propelled anti-aircraft gun was lightly heaviest tanks to be fielded during the war.
armored vehicle that mounted anti-aircraft The armor was nearly impenetrable and they
guns. Often attached to armored units to often mounted powerful anti-tank guns that
provide some defense from roaming aircraft, could knock out enemy tanks of all sizes. A
their powerful guns could be brought to bear heavy tank is any fully tracked vehicle with
on ground targets as well as air targets. A self- 10+ heavy armor and an anti-tank gun. The
propelled anti-aircraft gun refers to any vehicle Russian KV-1, German Tiger, and US Pershing
that mounts an anti-aircraft gun as its primary are all heavy tanks. Note: For the purpose
weapon. Examples include the US M16 with of this campaign the German Panther is
its impressive 4 .50cals, the Russian quad considered a Heavy Tank.
Maxim mounted on a truck, or the German
Sdkfz 7/2.
Super Heavy Tank
Super Heavy tanks pushed the technological
Armored Car limits of the war. These massive machines
Armored cars where lightly armed and where rarely knocked out by enemy fire and
armored wheeled or half tracked vehicles, struck fear into anyone opposing them. A
used to perform reconnaissance missions super heavy tank is any fully tracked vehicle
for their primary force. Often armed with with the super heavy armor and an anti-tank
only machineguns or autocannons, these gun. Super heavy tanks include the King Tiger
vehicles could still play a decisive role in an and some Churchill tanks.
engagement. An armored car refers to any
wheeled or halftrack scout vehicle usually with
the Recce ability. Examples include the SdKfz Flame Tank/ Vehicle
222, White Scout Cars and BA-10 armored Vehicles that mounted flamethrowers are
cars. some of the most terrifying and brutal vehicles
used during the war and where often used
to burn enemies out of fortifications. A flame
Light Tank tank or vehicle is any vehicle that has a flame
Light tanks were lightly armored fully-tracked thrower. The US Satan, German Flammpanzer
vehicles. While mounting lighter armor and II, and Russian OT-34 are all flame tanks.
MORAL GENERATOR
HQ, Infantry Support, Artillery and Vehicles Example 1: When Craig was reinforcing his
start with a random morale value. Roll a task force, he added a ZIS-3 anti-tank gun and
D6 on the morale generation table which a T-34. He now needs to check to see what
reflects the available moral values of the unit their moral is. He rolls a d6 for each additional
entry. For example, if your unit can only be unit. All morale ratings are available in their
inexperienced or regular, roll on Table 2. If the unit entries. Craig rolls a 5 for the Zis-3 which
unit is available as inexperienced, regular or means it is veteran. He then rolls a 2 for the
veteran, roll on Table 1. T-34 which means it is regular.
Example 2: Colby has
TABLE 1
added a Tiger to his
1 Inexperienced task force. Tigers can
2-4 Regular only be purchased as
5-6 Veteran regular or veteran so
Colby uses the Moral
TABLE 2
Generator Table 3.
1-2 Inexperienced
Colby rolls a 6, the
3-6 Regular
Tiger is Veteran.
TABLE 3
1-4 Regular
5-6 Veteran
SUBSTITUTIONS:
Players use their own collections of miniatures Example 1: Craig added a medic to his task
to field their task force. This will require force. He is looking over at Colby who now
players to have a large and diverse collection has four infantry squads to Craig’s 2. Feeling
of models. There will likely come a time when outnumbered Craig decides he needs more
you are unable to field the unit you rolled up infantry and substitutes out the medic for a
because to don’t own the necessary models. squad of Inexperienced Soviets.
If this occurs you are allowed to substitute the Example 2: Colby has rolled his dice and gets
unit selection with an inexperienced infantry to add a heavy autocannon. Neither Colby
squad or armored transport. nor Craig have a German heavy autocannon
Additionally you can choose to substitute in in their collection. Since Colby cannot add
an inexperienced infantry squad or armored the autocannon to his task force, he opts to
transport for a unit you roll up. substitute the autocannon for an SdKfz 251
halftrack.
Note: A task force can have no more than
six infantry squads. If your force has the
maximum number of infantry squads in it
and you roll up another squad you may either
opt for an armored transport or reroll on the
infantry table.
GAME PHASE
After generating a task force, meet up with
your opponent and play a game of Bolt
Action. This could be a mission from the rule
book, a community mission, or a homegrown
mission created by you and your opponent.