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Rules Reference

Find game rules, full descriptions, and available book and page references.

General Rules

  • 25-PDR AT Shell

    In the Western Desert the 25-pdr often found itself pitched against enemy tanks. It was provided with an AT shell which was fired with the maximum charge over a flat trajectory to achieve the highest velocity. We give this a Pen value of +4 – the same as a light anti-tank gun. The 25-pdr can shoot either HE or AT, just like an anti-tank gun.

    Reference: Bolt Action Rulebook · p. 238

  • Ad Hoc Equipment

    Immediately before deployment, roll one D6 for this unit: 1-3: No change. 4: Two models replace their rifles with SMGs. 5-6: One model receives an LMG and another model becomes its loader.

    Reference: Page reference unavailable

  • Amphibious

    An amphibious vehicle can move directly forward only over otherwise impassable deep water at half speed by means of an Advance action, i.e. a vehicle that would normally advance at 12" can move over water at 6". A vehicle cannot make any other action whilst moving over water – it cannot reverse, cannot turn, and will ignore all rules that otherwise oblige it to reverse or go Down. A vehicle that is immobilised whilst in the water is sunk or abandoned and is therefore destroyed together with any occupants. Note that vehicles can shoot whilst afloat, but if equipped with floatation screens will not be able to do so with any hull-mounted weapons (as specified in the relevant Bolt Action supplements).

    Reference: Bolt Action Rulebook · p. 149

  • Ampulomet

    If an ampulomet hits an armoured vehicle and fails to penetrate its armour, roll a die. On the score of a 6 the vehicle is ‘on fire’ as described for a damage result of 3 on the Damage Results on Armoured Targets on page 140 of the Bolt Action rulebook.

    Reference: Bolt Action Rulebook · p. 257

  • Armoured All Round

    Some tanks were almost as heavily armoured at the sides and rear as at the front – so no modifiers apply for penetration when shooting at the sides, rear or from above. All shots count against the full armour value.

    Reference: Bolt Action Rulebook · p. 149

  • Assault

    This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, infantry models armed with an assault weapon count as Tough Fighters. Tough Fighters When a unit with the 'Tough Fighters' special rule fails to damage units in close quarters it can reroll the failed rolls to damage.

    Reference: Bolt Action Rulebook · p. 96

  • Bamboo Spears

    Men armed with bamboo spears may not shoot but can fight normally in close quarters.

    Reference: Bolt Action Rulebook · p. 271

  • Behind Enemy Lines

    When Outflanking, this unit ignores the –1 modifier to the Order test for coming onto the table.

    Reference: Bolt Action Rulebook · p. 236

  • Bicycles

    Bicycle-mounted infantry follow the same rules as infantry, except when moving entirely on a road, in which case they double their Run move to 24" (this move cannot be used to assault). In addition, the first time they receive any order other than Run, or if they receive a pin marker, they dismount and abandon their bicycles for the rest of the game – replace the models with models on foot.

    Reference: Bolt Action Rulebook · p. 119

  • Body Armour

    Small arms (rifles, machine guns, etc.) and HE suffer a -1 modifier to damage soldiers wearing body armour. Troops wearing body armour do not increase their pace when given a run order. They may still be given a run order, but don’t move any faster: they run at the normal pace of 6”.

    Reference: Bolt Action Rulebook · p. 255

  • Breakout Commander

    Once per game, when Leyser uses You Men, Snap to Action!, choose one infantry unit receiving an order from him. That unit immediately removes one Pin marker before making any required Order test.

    Reference: Page reference unavailable

  • Cavalry

    Cavalry are generally treated as units of infantry except where noted below. Cavalry can dismount and fight on foot as infantry, from which point none of these rules apply. To facilitate this, players will need mounted and foot versions of cavalry models. A cavalry unit moves at 9" at an Advance and 18" at a Run, with the same movement rules and restrictions for infantry, except that we do not allow cavalry that have not yet dismounted to enter or assault buildings, nor to board transport vehicles. Cavalry units do not benefit from any advantage from going/being Down, and in addition their cover saves are always reduced by 1 (i.e. soft cover is 6+ and hard cover is 5+). On the other hand, cavalry can react by making an immediate escape move in the same way as a recce vehicle (at normal speed, not double speed). See the Vehicle rules on page 150. A cavalry unit can dismount as part of any Advance move. Once dismounted, riders move and fight as infantry. Troops cannot remount once dismounted. Cavalry units can carry infantry small arms, but the only weapon that can be fired whilst mounted is a pistol or a carbine in which case it is treated as a pistol. Note that carbines are treated as rifles when used by troops on foot. All other weaponry can only be fired if dismounted. While mounted, cavalry units have the Tough Fighters special rule (see below). This makes a mounted charge quite a practical proposition if the riders are able to weather their enemy’s reaction shooting. Following combat, cavalry are allowed to roll an extra die when they make their regroup move (i.e. 2D6" rather than D6"). TOUGH FIGHTERS: Some troops excel at close quarters fighting, whether because of special selection or training, like commando units, or due to cultural disposition as in the case of Ghurkhas and other similar troops. When a model with this special rule fails to damage in close quarters against enemy infantry or artillery units, it can re-roll the failed rolls to damage. For example, ten ‘tough’ fighters attack in close quarters against a unit of Regular infantry. They roll ten dice to damage and score five casualties. This allows them to immediately re-roll the five failed rolls to damage, and this time they score two more casualties, for a total of seven casualties.

    Reference: Bolt Action Rulebook · p. 119

  • Cavalry Carbine

    These short-barreled rifles count as pistols when used from horseback, and rifles when used on foot.

    Reference: Bolt Action Rulebook · p. 205

  • Command Vehicle

    Command vehicles are equipped with two-way radios that enable them to direct squadrons of tanks, tank destroyers and other armoured vehicles into battle. The command vehicle adds a morale bonus of +1 to itself and to any other friendly vehicle within 12". In addition, when it activates, it can use one ‘Snap to action’ extra die onto any one friendly vehicle within 12", except for other Command Vehicles. Command vehicles count as Platoon Commanders for the purpose of receiving orders from other Officers (see Officers, on page 112).

    Reference: Bolt Action Rulebook · p. 149

  • Commander’s Reconnaissance

    After all armies have deployed but before the first Order Die of the game is drawn, choose one friendly tank already deployed on the battlefield. That vehicle may be redeployed anywhere within its normal deployment area, obeying all normal deployment restrictions.

    Reference: Page reference unavailable

  • Coordinated Breach

    After this unit successfully clears or destroys a defensive obstacle, it may immediately move 3”. This move may pass through the section just cleared but must obey normal movement restrictions and may not be used to enter close quarters.

    Reference: Page reference unavailable

  • Crew-Carried Weapon

    The crew can either fire the vehicle weapon or the crew-carried weapon, but not both.

    Reference: Bolt Action Rulebook · p. 214

  • Croatian Pride

    Whenever this unit successfully carries out an order issued to it using You Men, Snap to Action!, remove one additional Pin marker from the unit.

    Reference: Page reference unavailable

  • Desert Fighters

    The unit has learned how to become adept at mitigating the worst effects of fighting in the desert, and ignores all the climate conditions described on p291 of the Bolt Action rulebook.

    Reference: Bolt Action Rulebook · p. 291

  • Dog Mines

    A dog mine is a one-shot weapon with a range of 18”. Dog mines may only target stationary vehicles (i.e.any vehicle that is not sporting an order dice showing a Run or Advance order). Dog mines are fired as normal, except that instead of rolling to hit, roll on the following chart. Note that if a Recce vehicle reacts to the dog mine attack by moving, the dog mine automatically scores a 2-3: Result Effect: 1 The dog, due to familiarity with Soviet vehicles, hits the closest friendly stationary vehicle within range instead of the target (no line of sight is needed in this case). Resolve the hit as described for 4–6 below. If no target presents itself see 2–3 below 2-3 The dog is either gunned down or bolts from the noise of battle and deserts, possibly lured by the smell of German sausages. The traitor will be shot on sight by political officers 4-6 The dog scampers to the target, crawls underneath and explodes. The vehicle suffers a hit with a Pen of +5 (no Pen modifiers apply)

    Reference: Bolt Action Rulebook · p. 257

  • Dug In

    A Dug In unit counts as ‘Down’ when shot at, even if it’s not Down (additional +2 to cover save and the number of hits from HE is halved, rounding down). If the unit does go Down while Dug In, it gets the ability to re-roll failed cover saves. Being Dug In offers no additional protection or benefit against enemy assaults (although tank assaults are an exception, see page 294). Units count as Dug In until they’re ordered to Advance or Run. If possible, mark the locations of vacated foxholes, gun pits, and trenches so that they can be re-occupied or captured by the enemy later.

    Reference: Bolt Action Rulebook · p. 294

  • Easily Catches Fire

    If a roll on the vehicle damage table results in the vehicle catching fire add D3 pin markers rather than just 1 before taking a morale test

    Reference: Bolt Action Rulebook · p. 226

  • Engineering Coordination

    When Raus’s Command Vehicle uses You Men, Snap to Action!, its additional order may be given to either a friendly vehicle, Panzer-Pioniere Squad, or Panzer Recovery Specialists team within 12".

    Reference: Page reference unavailable

  • Engineers

    Units of engineers are equipped with explosives and other specialised gear for destroying battlefield fortifications and defences. To represent this, when a unit of engineers assaults a building, the defenders cannot benefit from the Defensive Position bonus (see page 110). In addition, engineers have several advantages when it comes to the rules for minefields and other fortifications (see page 296-297).

    Reference: Bolt Action Rulebook · p. 120

  • Extra Selection (Soviet)

    You may take up to 3 anti-tank teams (any mix of anti-tank rifle teams, ampulomet anti-tank teams and ‘dogmines’ anti-tank teams) as 1 anti-tank team selection.

    Reference: Bolt Action Rulebook · p. 257

  • Fanatics

    Fanatics are unwilling to give in and will die fighting rather than flee or surrender. If forced to take a morale check, they ignore negative morale modifiers from pin markers, so long as the unit includes at least two men. Should the unit be reduced to one man, he must make the check as normal. Remember that order tests are not morale checks, and are therefore modified as normal. Fanatic units with at least two men left are not routed and destroyed when they have a number of pin markers equal to or higher than their morale value. Of course, such a unit is not very likely to be able to do anything until it manages to Rally. When a fanatics unit is defeated in close quarters fighting, the fight counts as a draw instead and another round is immediately fought. Continue fighting until the fanatics unit wins, is completely wiped out or is defeated and left with a single model, in which case it is destroyed.

    Reference: Bolt Action Rulebook · p. 120

  • Fast

    Some tracked vehicles had superior engines, suspensions or transmission, allowing them to move faster than other similar vehicles or even earlier versions of the same vehicle. A tracked vehicle that is designated as ‘fast’ has a basic move rate of 12" when Advancing and 24" at a Run.

    Reference: Bolt Action Rulebook · p. 149

  • Field Repair

    If this unit is given a Down order while within 3" of a friendly vehicle suffering an Immobilized result, roll a D6: 1–3: No effect 4–5: Remove the Immobilized result 6: Remove the Immobilized result and remove 1 Pin marker from the vehicle.

    Reference: Page reference unavailable

  • Fieldcraft

    These units are rigorously trained and equipped for traversing different types of difficult terrain, and therefore treat rough ground as open ground instead.

    Reference: Bolt Action Rulebook · p. 120

  • Fixed

    When ordered to Fire, fixed weapons can only target an enemy unit that lies at least partially within their front arc (i.e. within an angle of 45 degree to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire order. When ordered to Advance, fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire suffering to hit for ‘fire on the move’. When ordered to Run that are carried and crewed by infantry teams, move the normal 12" over open ground or 6" over rough ground, obstacles etc. Artillery weapons only move 6" on a Run order. Fixed weapon units can never assault other units. If assaulted by an enemy, the gun itself is ignored and the crew models are assaulted as normal.

    Reference: Bolt Action Rulebook · p. 155

  • Flak

    All enemies with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and firing arc (nothing can block line of sight to the target because the target is plainly visible in the sky). Flak units fire regardless of whether they have already taken an action or not that turn. Flak fire does not require an action and takes place outside of the normal turn sequence. See page 117 for full details. Note that vehicle-mounted flak machine guns do not halve their shots when fired against aircraft (see page 134)

    Reference: Bolt Action Rulebook · p. 117

  • Flamethrower

    Hits from flamethrowers allow no cover saves. When shooting with a flamethrower, roll a single die to hit as normal, but if you score a hit, it is multiplied into D6 (or D6+1 in the case of a vehicle-mounted flamethrower). As no saves are allowed, simply roll for damage in the usual manner. Flamethrowers always hit the top armour of vehicles – this represents the tendency of burning liquid to seep through hatches and other openings. Also, flamethrowers don’t rely on kinetic energy to penetrate a target’s armour, so they don’t suffer the -1 Pen penalty when firing at long range against armoured vehicles (see page 138), nor the +1 Pen for firing at point-blank range. Any unit hit by a flamethrower takes 1 pin marker because it has been hit, and a further D3 pin markers to account for the unbridled terror unleashed upon it, for a total of D3+1 pin markers on the target. On the other hand, the unit firing the flamethrower (whether an infantry or vehicle) also receives 1 pin marker, whether they hit or missed the target. This represents the danger and confusion these weapons inflict on the operators themselves. A unit hit by a flamethrower must check its morale once firing has been worked out and pin markers allocated, as described above. Note that a morale check is required regardless of the number of casualties caused and even if no damage has been suffered at all. A unit failing this check is destroyed immediately – its morale completely shattered. Vehicles failing their morale in this way are abandoned and considered destroyed. After shooting with an infantry man-pack flamethrower, roll a D6. On a result of 1 or 2 the flamethrower has run out of fuel and is now useless. If this happens, the man carrying the flamethrower is replaced with an unarmed model. If you don’t have such model, remove the model instead (no morale check caused). After shooting with a vehicle-mounted flamethrower, roll a D6 (or a dice for each flamethrower fired, if the vehicle has more than one). On a result of 1 or 2 that flamethrower has run out of fuel and is now useless. This does not otherwise affect the vehicle. When rolling on the Armoured Vehicle Damage Results Tables (see pages 140–141) against a vehicle equipped with flamethrowers, add an extra +1 to the roll to represent the increased risk from carrying around so much volatile fuel for the flamethrower. See the rules for vehicles on page 129.

    Reference: Bolt Action Rulebook · p. 97

  • Frozen Transmission

    Each time the Winter Storm Tiger I is issued an Advance or Run order, roll a D6: 1: The Tiger suffers an Immobilized result 2–4: The Tiger may move only half its normal movement distance during this activation 5–6: The Tiger moves normally.

    Reference: Page reference unavailable

  • Green

    Raw troops are usually rated as Inexperienced with a morale value of 8 – but we make allowance for troops who, whilst inexperienced, may be extremely confident or even foolhardy. Green troops might run at the first shot fired – or they might surprise the enemy by proving remarkably fierce or resistant. Either way, they are unpredictable. Green units are inexperienced and therefore have a morale rating of 8. The first time the unit suffers a casualty roll a die (after taking any morale checks caused by the attack). On a roll of a 1 the unit suffers an additional D6 pin markers and goes Down – if it has already taken its action this turn, flip the order die to Down; if not then place an order die from the dice bag to show the unit is Down. There is no further effect. On a roll of 2, 3, 4 or 5 the unit fights on as you would expect – no further account is made of the fact it is green. On a 6 the unit is immediately up-rated to regular with a morale value of 9 for the rest of the battle.

    Reference: Bolt Action Rulebook · p. 120

  • Gun Shield

    This unit has a gun shield, the crew counts as in soft cover from small arms hits that come from models within the front arc of the gun. Note that hits from heavy weapons, close quarters attacks, and any attacks that ignore cover saves also ignore the Gun Shield rule.

    Reference: Bolt Action Rulebook · p. 126

  • Gyro-Stabilisers

    When a weapon is described as gyro-stabilised in a vehicle’s entry, it does not suffer the –1 ‘to hit’ penalty for shooting and moving if the crew are Veteran. This does not apply to vehicles with Inexperienced or Regular crew, nor does it apply to any co-axial machine gun.

    Reference: Bolt Action Rulebook · p. 220

  • HE n"

    The HE rule refers to weapons that can fire a high explosive shot. Some weapons can only fire HE shots and their Pen value is indicated as HE. Some weapons, for instance anti-tank guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. If the target is an infantry or artillery unit, the weapon must fire HE, but against vehicles (either armoured or soft-skins), the player must declare which type of shot the weapon is firing as he declares the target. The number in bracket after the HE shows how powerful the shell is and therefore how large its explosion is going to be, rated from 1"– 4" in diameter (see the chart on page 99).

    Reference: Bolt Action Rulebook · p. 97

  • Hitler's Buzz Saw

    German light and medium machine guns fire one extra shot. Note that this applies to all light and machine guns, both those carried by infantry units and vehicle-mounted ones. This is reflected in the stat block

    Reference: Bolt Action Rulebook · p. 201

  • Howitzer

    This weapon can either shoot directly at a target drawing its line of fire ‘over open sights’ in the normal way, or it can shoot indirect fire as described below. When firing over open sights it has no minimum range. When using indirect fire, a howitzer has a minimum range. This is shown in brackets on the Weapons chart – for example, light howitzers have a minimum range of 0 – 24". If a howitzer switches from indirect fire to direct fire and then returns to indirect fire, always against the same target, the zeroing-in sequence is reset.

    Reference: Bolt Action Rulebook · p. 100

  • Indirect Fire

    These indirect fire weapons cannot hit targets within their minimum range (see weapon profiles), measured from the centre of the weapon itself. If a target is found to be within this minimum range the shot misses automatically and is ignored. The crew of an indirect-firing weapon must still be able to see their target unit to shoot, unless a spotter is employed – see the Spotter rule below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory. When firing using indirect fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire order and if the target unit has not moved from their position, a hit is scored on a 5+ (to count as ‘moved’, every model in the unit must end its move at least 2" away from the position of any models in the unit in the previous turn). This represents the shooter adjusting his aim by observing where shots are falling. If the shooter continues to fire under the same conditions given above (i.e. shooter Fires and target does not move), a hit is scored on a 4+ in the next turn, then 3+ and finally 2+ in all subsequent turns. If the shooter receives any order other than Fire or the target moves, the ranging in process is reset. However, if a hit is scored in any turn, the shooter is zeroed in on the target and, as long as the conditions given above continue, all further shots hit on 2+, even if the target unit is then lost from view (obscured by a moving vehicle, a spotter is killed, etc.). Units hit by indirect fire receive no cover saves of any kind. However, if the target unit is or goes Down when shot at with indirect fire, the number of hits suffered is still halved. When fired against vehicles, hits from indirect fire weapons always strike the vulnerable top armour, counting the +1 penetration modifier to damage regardless of the actual position of the firer. If an open-topped armoured vehicle is hit by indirect fire add the +1 penetration modifier to the roll to damage, and also add +1 to the die roll on the Damage Results table (see page 140-141). Weapons cannot be fired indirectly by a unit that was in Ambush that turn – indirect fire takes time. Howitzers and mortars can also fire smoke shells to lay a smoke screen – see page 128 for rules covering this. If a unit includes both normal weapons and indirect firing weapons (such as one or more light mortars inside a unit of riflemen), any mortar in the squad can pick a target individually, regardless of what the rifles and other mortars in the squad are doing. Ranging in is kept track of separately for each mortar (you might have to write things down…).

    Reference: Bolt Action Rulebook · p. 101

  • Infiltrator

    This covers both small units trained to deploy ahead of the main force, like scouts, as well as snipers and other small teams that were adept at disguising themselves and other stealth-based operations. If the unit takes a cover save while it does not have an Advance or Run order dice on it, it receives an additional +1 to the roll. In addition, the unit might benefit from special deployment rules, as detailed in the scenario being played (see page 161).

    Reference: Bolt Action Rulebook · p. 120

  • Low Velocity Light Anti-Tank Gun

    This gun counts as a light anti-tank gun but with an armour penetration rating of +3 instead of the usual +4

    Reference: Bolt Action Rulebook · p. 274

  • May Not Run

    This unit may not be given Run orders.

    Reference: Bolt Action Rulebook · p. 286

  • Medic

    If the medic’s own unit, or any friendly infantry or artillery unit that has a model within 6" of the medic model itself, suffers damage from small arms fire, one die is rolled for each point of damage caused. On a 6, that damage is ignored and does not cause a casualty. Note that a medic cannot be used against damage inflicted by heavy weapons (see page 92), nor against damage suffered in close quarters combat (page 109). Self Defence - Medic units can’t fire any weapons (including those of a transport vehicle they are on), nor assault into close quarters. They will fight in close quarters if assaulted. Note that medic units and their dice are always ignored for the purpose of victory conditions, for both sides (e.g. they cannot capture objectives, they are worth nothing when killed, etc.).

    Reference: Bolt Action Rulebook · p. 113

  • 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 amongst the crew of the ambulance. All infantry and artillery units within 6" of the vehicle count as within 6" of a medic. Ambulances are destroyed if they end their turn closer to enemy units than to friendly units

    Reference: Bolt Action Rulebook · p. 149

  • Mobile Reserve

    After deployment is complete but before the first Order Die is drawn, choose one friendly non-artillery infantry unit within 12" of Leyser. That unit may immediately make a move of up to 6".

    Reference: Page reference unavailable

  • Motorcycles

    Motorcycles are generally treated as units of infantry, except where noted below. Sidecar riders are simply treated like two infantry models mounted on a multiple base. Bikers can dismount and fight on foot as infantry, from which point none of these rules apply. To facilitate this, players will need mounted and foot versions of biker models. A motorbike unit moves at 12" at an Advance and 24" at a Run with the same movement rules and restrictions for wheeled vehicles, except that bikes are allowed to make any number of turns as they move. Also, we do not allow motorbikes that have not yet dismounted to enter buildings, nor to board transport vehicles. Motorbike units do not benefit from any advantage from going/being Down. However, they can react by making an immediate escape move in the same way as a recce vehicle (at normal speed, not double speed). See the Vehicle rules on page 150. A motorbike unit can dismount as part of any Advance move. Once dismounted, riders move and fight as infantry. Troops cannot remount once dismounted. Bike riders can carry infantry small arms, but cannot shoot whilst moving. All weaponry can only be fired when stationary, i.e. with a Fire action, in which case we assume riders momentarily halt or get off their machines to shoot. Bikes are not allowed to make an assault, and if assaulted they can make an immediate escape move as for other recce vehicles. If attacked at close quarters, motorbikes fight as infantry. Each man fights. We imagine any bike riders unlucky enough to be fighting at close quarters will abandon their machines to fight and then remount should they survive. Should they win the combat their regroup move is 2D6" rather than D6"

    Reference: Bolt Action Rulebook · p. 121

  • Multiple Launcher

    A multiple launcher fires as a heavy mortar, but its chance of hitting never gets any better than a 6 (no ranging in), and its minimum range is increased to 36". However, every time you fire it, pick the first target unit as normal and then check which other enemy units are within 6" of the original template these are also targets. If you find that there is a friendly unit within 6" of the original template, you cannot fire and the shot is wasted. Once the target units have been determined, check if any of these units are within the minimum range these units are missed automatically. Then roll to hit for all remaining target units, one at a time in any order you prefer, hitting on 6. If you score one or more hits, work out the total of all of the hits inflicted by the salvo on target units, using the relevant templates, and then proceed to roll to damage. The unit firing a multiple launcher (whether an infantry or vehicle) also receives 1 pin marker, whether they hit or missed the target. This represents the extensive time needed to reload these destructive weapons, as well as the choking smoke released by the exhaust fumes of the salvo of large rockets. When being towed, multiple launchers count as light howitzers.

    Reference: Bolt Action Rulebook · p. 102

  • One Shot

    This is a disposable weapon that can be fired only once per game. once fired, replace the model with another model armed in the same way but that no longer carries the disposable weapon. If a unit of infantry includes a proportion of men armed with one-shot weapons, then each of these models is allowed to direct its fire against a separate enemy unit, regardless of the target chosen by the other models in their unit. This enables a unit to split its fire between two or more different enemy units and is therefore an exception to the rule that normally prevents this. Note that you do not have to fire all of a unit’s one-shot weapons in the same turn; some can be kept for use in further turns. Declare the targets for all weapons that are firing at a different target from the unit’s as you declare the unit’s target and before proceeding to roll for all of them separately.

    Reference: Bolt Action Rulebook · p. 102

  • One-Man Turret

    Combining the roles of commander, gunner and loader together and squeezing the man responsible into a one-man turret means it's hard to do different things at once! To represent this, it is always necessary to take an order test when issuing an Advance order, even if the tank is not pinned. In addition, you can fire either the main gun or the rear-mounted machine gun, but not both in the same turn.

    Reference: Bolt Action Rulebook · p. 149

  • One, Not Both!

    The crew can either shoot the vehicle’s main gun, or the MMG, but not both.

    Reference: Bolt Action Rulebook

  • Open-Topped

    Open-topped armoured vehicles are pinned by hits from small arms in the same way as soft-skins and infantry. If assaulted by infantry, open-topped armoured vehicles are destroyed automatically if the vehicle is damaged, in the same way as for soft-skins. If hit against the top armour then add an additional +1 to the damage result roll to represent the effect of a shot falling into an open-topped vehicle. Note that all hits upon the upper surface of armoured vehicles count the additional +1 penetration regardless of whether the target is open or not – so open-topped armoured vehicles suffer a double penalty: +1 penetration and +1 damage result.

    Reference: Bolt Action Rulebook · p. 149

  • Panzer Recovery

    If this unit is given a Down order while within 3" of a friendly vehicle suffering from a damage result, roll a D6: 1–3: No effect 4–5: Repair one damage result 6: Repair one damage result and remove 1 Pin marker from the vehicle.

    Reference: Page reference unavailable

  • Panzerbüchse

    At ranges of up to 12", its base armour penetration is increased by two to a total of +6, at over half range armour penetration is reduced by two instead of the usual one to a total of +2.

    Reference: Bolt Action Rulebook · p. 208

  • Petard Mortar

    The Petard mortar is treated as a heavy howitzer with only half the normal range (for both direct and indirect fire). This is reflected in it's weapon profile.

    Reference: Bolt Action Rulebook · p. 242

  • Rangers Lead The Way!

    Units of Rangers are allowed to make a Run move after both sides have finished set-up, but before the first turn of the game. During this move, the unit cannot assault enemy units, and cannot be targeted by enemies in Ambush.

    Reference: Bolt Action Rulebook · p. 222

  • Recce

    When reversing, either voluntarily or because of a failed order test (with enemy in its front arc), a recce vehicle can reverse at its full Advance rate (i.e. 12" or 9") rather than at half rate. Some recce vehicles can even reverse at their Run rate if they are especially small and manoeuvrable, or if they have dual direction steering – as did some German armoured cars. These exceptions are indicated in the Army Lists. If they fail an order test, these vehicles will always reverse at a Run rate, so try to stay away from the edge of the table! Escape reaction: Unlike other vehicles, recce vehicles that are shot at can react, as long as they have taken no other action that turn yet (or are in Ambush). This is the same as described for an infantry or artillery unit reacting by going Down when shot at, except that before going Down, the recce vehicle makes an escape reaction. An escape reaction is a normal move at Advance or Run speed, just as if the vehicle had received an Advance or Run order. As normal, this move may be forward or reverse, but the escaping vehicle must attempt to end its move out of sight of the attacking enemy. If this is not possible, the vehicle must attempt to get (or improve) its cover save from the attack. If this is also impossible, then it must end its move further away from the attacker than when the attack is declared. In other words, this move cannot be used to move closer to the attacker, unless this gives the unit cover, or gets it out of sight of the attacker. In any case, it cannot be used to assault enemy units. Once the escape move is done, turn the vehicle dice to Advance or Run. Note that vehicles escaping at Advance speed cannot fire. The enemy’s shot is then resolved as normal. If the target has moved out of range or sight then the unit shoots and automatically misses. When an enemy unit that is over 6" away declares an assault against a recce vehicle that has taken no action yet that turn, the vehicle may react either by firing against the assaulting unit, as normal, or with an escape as described above, except that in this case the vehicle must simply attempt to increase the distance from the enemy (ignore the line of sight and cover priorities). After the escape move is done, measure the range from the assaulting unit. If the unit is out of range, the assaulting unit must simply move as fast as they can towards the assaulted vehicle (keeping their distance from other enemy units on that path, as normal). If the assault succeeds, the assault is resolved as normal (assaulting infantry hits on 6, even if the reverse move was done at Run speed). Recce vehicles cannot react with an escape if they are towing anything. Also, recce vehicles cannot react with an escape to an air-strike or artillery barrage, as the artillery barrage does not target the vehicle directly, and the air-strike does not require line of sight from the attacking plane and does not roll to hit, instead hitting automatically. They are allowed to leave the table via an escape move in scenarios that allow a unit to voluntarily leave the table.

    Reference: Bolt Action Rulebook · p. 150

  • Recce (Dual Direction Steering)

    When reversing, either voluntarily or because of a failed order test (with enemy in its front arc), a recce vehicle can reverse at its full Advance rate (i.e. 12" or 9") rather than at half rate. Some recce vehicles can even reverse at their Run rate if they are especially small and manoeuvrable, or if they have dual direction steering – as did some German armoured cars. These exceptions are indicated in the Army Lists. If they fail an order test, these vehicles will always reverse at a Run rate, so try to stay away from the edge of the table! Escape reaction: Unlike other vehicles, recce vehicles that are shot at can react, as long as they have taken no other action that turn yet (or are in Ambush). This is the same as described for an infantry or artillery unit reacting by going Down when shot at, except that before going Down, the recce vehicle makes an escape reaction. An escape reaction is a normal move at Advance or Run speed, just as if the vehicle had received an Advance or Run order. As normal, this move may be forward or reverse, but the escaping vehicle must attempt to end its move out of sight of the attacking enemy. If this is not possible, the vehicle must attempt to get (or improve) its cover save from the attack. If this is also impossible, then it must end its move further away from the attacker than when the attack is declared. In other words, this move cannot be used to move closer to the attacker, unless this gives the unit cover, or gets it out of sight of the attacker. In any case, it cannot be used to assault enemy units. Once the escape move is done, turn the vehicle dice to Advance or Run. Note that vehicles escaping at Advance speed cannot fire. The enemy’s shot is then resolved as normal. If the target has moved out of range or sight then the unit shoots and automatically misses. When an enemy unit that is over 6" away declares an assault against a recce vehicle that has taken no action yet that turn, the vehicle may react either by firing against the assaulting unit, as normal, or with an escape as described above, except that in this case the vehicle must simply attempt to increase the distance from the enemy (ignore the line of sight and cover priorities). After the escape move is done, measure the range from the assaulting unit. If the unit is out of range, the assaulting unit must simply move as fast as they can towards the assaulted vehicle (keeping their distance from other enemy units on that path, as normal). If the assault succeeds, the assault is resolved as normal (assaulting infantry hits on 6, even if the reverse move was done at Run speed). Recce vehicles cannot react with an escape if they are towing anything. Also, recce vehicles cannot react with an escape to an air-strike or artillery barrage, as the artillery barrage does not target the vehicle directly, and the air-strike does not require line of sight from the attacking plane and does not roll to hit, instead hitting automatically. They are allowed to leave the table via an escape move in scenarios that allow a unit to voluntarily leave the table.

    Reference: Bolt Action Rulebook · p. 150

  • Reinforced Front Armour

    Some tanks’ heavy frontal armour was comparable to that of some much heavier tanks, so against all shots hitting the front of the vehicle it counts its damage value as 1 higher than the damage value given in the entry.

    Reference: Bolt Action Rulebook · p. 150

  • Reinforced Rear Armour

    Treat hits against the rear armour as hits against the side armour (i.e. +1 penetration modifier rather than +2)

    Reference: Bolt Action Rulebook · p. 210

  • Relay Orders

    Once per game, when Leyser is given a Fire order, he may use the Messenger instead of firing. Until the end of the turn, the range of Leyser's Morale Bonus and You Men, Snap to Action! increases from 6" to 12".

    Reference: Page reference unavailable

  • Rifle Grenade Adaptor

    This weapon is fired directly and does not use Indirect Fire. After it has been fired, the model continues to use its rifle normally.

    Reference: Page reference unavailable

  • Rocket Mortar

    The rocket mortar is treated as a heavy howitzer with only half the normal range (for both direct and indirect fire). On the other hand, the devastating blast of the 380mm rocket mortar allows the player to re-roll all dice that failed to score damage for the blast, as well as the dice for the number of pin markers. In addition, it inflicts 4D6 hits on targets inside buildings.

    Reference: Bolt Action Rulebook · p. 213

  • Schürzen Armoured Skirts

    These stand-off, thin armoured plates protecting a tank’s turret and hull sides were developed to act as additional armour against Russian anti-tank rifles. Later they became more widely used and also helped protect a tank against shaped charges by detonating the warhead before it hit the main armour. If a German tank has Schürzen, then anti-tank rifles and shaped charges, such as bazookas, PIATs, etc., never get the +1 penetration bonus for hitting the vehicle in the side.

    Reference: Bolt Action Rulebook · p. 210

  • Shaped Charge

    The warhead of these rocket-propelled grenades can take out any tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so they never suffer the -1 penetration modifier for firing at long range, nor the +1 Pen for point-blank range.

    Reference: Bolt Action Rulebook · p. 103

  • Shirkers

    Shirkers always count pin markers as double, for order tests, morale checks, routing and so on (e.g. one pin marker is a -2 penalty, two is – 4 and so on). In addition, they must always take an order test when given an order, even when they are not pinned.

    Reference: Bolt Action Rulebook · p. 121

  • Skis

    Ski troops ignore movement penalties for snow and other winter conditions.

    Reference: Bolt Action Rulebook · p. 205

  • Slow

    Some heavily armoured vehicles, like early war British infantry tanks, were designed to simply keep pace with accompanying infantry. A vehicle that is designated as ‘slow’ has a basic move rate of 6" when Advancing and 12" at a Run.

    Reference: Bolt Action Rulebook · p. 150

  • Slow Load

    The vehicle cannot be given an order until at least one other unit on the same side has already been given orders (whether successfully or not). If an army is left with a number of units which all have the Slow Load special rule, when the army receives its first order dice of the turn, put the dice back in the bag and draw again. The next dice drawn for that army can then be allocated to a model with slow load as if another unit had already been ordered.

    Reference: Bolt Action Rulebook · p. 151

  • Small Vehicle Flamethrower

    This vehicle's flamethrower causes D6 hits rather than D6+1 hits.

    Reference: Bolt Action Rulebook · p. 245

  • Sniper

    The leader of this unit is equipped with a rifle with a high-power telescopic sight. These units often include a second man (i.e. the team’s observer, which acts as a loader in rules terms), in which case the sniper rifle has the Team Weapon special rule. This means that, if the leader is killed, the second man can fire the sniper rifle, with the usual -1 penalty to hit (as well as the -1 penalty to Morale due to the loss of the leader). Unlike other units with the Team Weapon special rule, all members of a sniper team can fire any weapon they are carrying in any turn when the sniper is not using his scope (see below), and in an assault they can use beneficial rules, like those from submachine guns, tough fighters, etc. When a sniper shoots using a Fire or Ambush order the player can decide it uses the rifle’s scope, in which case the following special rules apply: The rifle range changes to 36". However, if the target is then found to be within 12", the shot misses automatically. The shot benefits from an additional +1 modifier to hit. Any hits go straight to damage, no cover saves allowed, and benefit from a +1 modifier on damage rolls against infantry and artillery units. If the sniper successfully rolls to hit and damage, the firing player can pick the squad leader in the target unit as a casualty. This includes NCOs, leaders of weapon teams and artillery units, officers, medics, observers, and so on.

    Reference: Bolt Action Rulebook · p. 122

  • Spotter

    Some indirect weapons teams can be provided with a ‘spotter’ as indicated in the various weapons’ unit entry. A spotter is always a single, unarmed, model. The spotter is part of the mortar or artillery unit, but is always treated separately and is not one of the crew. He cannot be placed within coherency of the weapon crew – his role is to lie in some forward position from where he can relay target coordinates to the crew, directing their fire using either a radio or fixed line. As the spotter forms part of the same unit as the weapon he is directing, no separate order die is provided for him (this also means that when you count the number of units in your army, the spotter and gun count as one). During a turn either the weapon crew can be given an order or the spotter can be given an order – but not both. Spotters can never assault or fire any weapon against enemy units. Note however that a spotter that does not have an order die next to it always counts as Down, as it would indeed lie flat on the ground for most of the time except when moving.Spotters have the Infiltrators special rule (see page 120). When spotters move, they follow the rules for infantry units, and they do not have the Fixed special rule. If an indirect fire weapon is fired by veteran or regular crew, and it has a spotter, then the crew are assumed to be able to also see whatever any spotter (or forward observer) in your force can see. Note, however, that a spotter/observer can only spot for a single Indirect Fire weapon per game turn. If the firing unit switches to a different spotter in a following turn, this resets the ranging-in process, just as if the unit had moved. This can potentially enable a mortar or artillery piece to shoot at targets that lie on the other side of a hill, woods or in some other position that is invisible to the crew itself. The spotter and the crew are treated entirely separately in other respects – as if they were two units – and the spotter is not taken into account when it comes to determining whether the weapons team or artillery piece is destroyed. Should his associated weapons team or artillery piece be destroyed, then the spotter is also removed as a casualty – he abandons his post and makes his way back to his own lines without taking any further part in the battle. Note that spotters are always ignored for the purpose of victory conditions (e.g. they cannot capture/control/hold/deny objectives and areas of the table, move out of the table to score points, etc). If the spotter is destroyed, this makes no difference to the weapons team or artillery crew, other than that their aim can no longer be guided by the spotter. If an indirect fire weapon has ranged in against a target and the spotter is killed, the weapon can continue to fire on the target, hitting on 2+. If the weapon had not ranged in yet, it cannot see the target and cannot shoot it any more – choose a different target.

    Reference: Bolt Action Rulebook · p. 102

  • Static Position

    The gun may pivot normally with an advance, but it may never run or be towed during the battle.

    Reference: Page reference unavailable

  • Stubborn

    Stubborn troops don’t give in easily! If forced to take a morale check, they ignore negative morale modifiers from pin markers. Remember that order tests are not morale checks, and are therefore modified as normal.

    Reference: Bolt Action Rulebook · p. 122

  • T-26A

    The two MMGs of the T-26A may fire at different targets, as long as they are in the same arc.

    Reference: Bolt Action Rulebook · p. 260

  • Tank Hunters

    Tank hunter units are equipped with specialised close quarters anti-tank weaponry. This includes anti-tank grenades, sticky bombs, Gammon bombs, satchel charges, lunge bombs, Molotov cocktails and the like. If a tank hunter unit wins an assault and scores damage against an armoured vehicle, the effect is resolved on the damage result table as for a normal anti-tank penetration rather than as for superficial damage. In addition, these troops don’t suffer from the Tank Fear rule when assaulting fully-enclosed armoured vehicles. See page 144 for an explanation of how assaults against armoured vehicles are resolved.

    Reference: Bolt Action Rulebook · p. 122

  • Tank Riders

    A tank rider unit may mount onto or dismount from a tank counting it as a transport for these purposes. Once mounted the unit is replaced by a few tank rider models placed on the tank itself. One unit of tank riders may ride upon one tank. As with other transported units the tank riders may not be targeted whilst they ride upon their tank; however, unlike with other transported troops, tank riders must immediately disembark if the tank they are riding upon is shot at. Regardless of what kind of weapon is shooting at the tank, so long as the firer is within range of the tank the tank rider unit immediately disembarks when the shot is declared and before rolling dice to determine hits. Units disembarking in this way immediately go ‘down’ or remain ‘down’ if they are down already.

    Reference: Bolt Action Rulebook · p. 255

  • Team Weapon

    Support Team Weapons: Support team weapons normally have a crew of two, three or more members, comprising one man to fire the weapon and a number of loaders or other crewmen to help operate it, move it about, carry ammunition and act as lookouts. All the crew members are fully occupied whether carrying equipment, serving the weapon, or keeping watch. Note that although in reality crewmen often carried small arms, and many crew models will undoubtedly do so, in the game crews of weapon teams never fire these weapons and are therefore not allocated personal armament in the Army Lists – they all count as unarmed. Unarmed models fight in close quarters, but have no ranged weaponry. A team weapon shoots at full effectiveness so long as there are at least two men to serve it. A minimum of two crew is always needed to fire at full effect. If only one man remains to serve a team weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty. Remember that sometimes a team weapon and its crew might be mounted on a single base for ease of use. If the crew suffers casualties, simply place a die on the base and rotate it to show how many models have been killed. Squad-Based Team Weapons: The most common team weapon carried by the typical infantry squad is the light machine gun. If a team weapon is included in an infantry squad, then one of the other infantrymen in the squad becomes its second crewman, for example, a Bren gun team of firer and loader. Choose which model becomes the loader – you can pick any model in the squad, and you must mark this model clearly, so that both you and the opponent can easily recognise it. Then keep the loader within an inch of the weapon-carrying model at all times. When the team weapon is fired, the loader cannot fire his own personal weapon – he is too busy crewing the team weapon. If the loader is killed or is not within an inch of the firer, the weapon suffers a -1 ‘to hit’ penalty as described above.

    Reference: Bolt Action Rulebook · p. 103

  • Technical Personnel

    This unit is unarmed and may not fire or initiate an assault.

    Reference: Page reference unavailable

  • Tough Fighters

    Some troops excel at close quarters fighting, whether because of special selection or training, like commando units, or due to cultural disposition as in the case of Ghurkhas and other similar troops. When a model with this special rule fails to damage in close quarters against enemy infantry or artillery units, it can re-roll the failed rolls to damage. For example, ten ‘tough’ fighters attack in close quarters against a unit of Regular infantry. They roll ten dice to damage and score five casualties. This allows them to immediately re-roll the five failed rolls to damage, and this time they score two more casualties, for a total of seven casualties.

    Reference: Bolt Action Rulebook · p. 122

  • Turn On The Spot

    These vehicles 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 in the direction of travel.May not use if towing

    Reference: Bolt Action Rulebook · p. 151

  • Turret Rear-Mounted Machine Gun

    Some tanks have a machine gun mounted to specifically cover the back of their turret. When firing, first select a target for the tank’s main gun (or co-axial machine gun) and resolve it. Whichever arc the main gun has engaged an enemy, the rear-mounted machine gun can only shoot into the opposite arc. So, if the main gun fires forwards, the rear-mounted gun must shoot behind; if the main gun fires to the right quarter, the rear-mounted gun must shoot to the left quarter, and so on.

    Reference: Bolt Action Rulebook · p. 151

  • Unreliable

    If the vehicle suffers one or more pin markers as a result of an enemy attack, it automatically suffers one further pin marker in addition – such is its extreme operational unreliability.

    Reference: Bolt Action Rulebook · p. 151

  • Versatile

    The weapon can also be fired as a medium howitzer (use the medium howitzer profile)

    Reference: Bolt Action Rulebook · p. 208

  • Vickers K Gun

    A Vickers K guns shoots with +1 dice compared to a regular LMG

    Reference: Bolt Action Rulebook

  • Vulnerable

    All shots to the side and rear of the vehicle get an additional +1 penetration modifier (i.e. in total, +2 for side hits and +3 for rear hits)

    Reference: Bolt Action Rulebook · p. 226

  • Waterborne

    May only move in areas of deep or shallow water, being treated as a half-track vehicle for speed and turning ability.

    Reference: Bolt Action Rulebook · p. 286

  • Weak Sides

    The vehicle’s weak side armour means that all shots to the side of the vehicle count as to the rear (i.e. they have a +2 penetration modifier rather than +1).

    Reference: Bolt Action Rulebook · p. 151

  • Who Dares Wins!

    To represent their special training and motivation, units of SAS have the Fanatics special rule. Fanatics are unwilling to give in and will die fighting rather than flee or surrender. If forced to take a morale check, they ignore negative morale modifiers from pin markers, so long as the unit includes at least two men. Should the unit be reduced to one man, he must make the check as normal. Remember that order tests are not morale checks, and are therefore modified as normal. Fanatic units with at least two men left are not routed and destroyed when they have a number of pin markers equal to or higher than their morale value. Of course, such a unit is not very likely to be able to do anything until it manages to Rally. When a fanatics unit is defeated in close quarters fighting, the fight counts as a draw instead and another round is immediately fought. Continue fighting until the fanatics unit wins, is completely wiped out or is defeated and left with a single model, in which case it is destroyed.

    Reference: Bolt Action Rulebook · p. 236

Armies of China

Supplement: The Limit of Endurance — China, 1937–45 (v2.1)

  • Chinese Central Army Special Rules

    Inconsistent Morale

    Any Chinese unit, regardless of subfaction, that is not Veteran, Stubborn, or Fanatic loses 1 point of morale if the Chinese force has taken more casualties than the opposing force by 2 dice, any Chinese unit that is not Veteran, Stubborn, or Fanatic gains 1 point of morale if the Chinese force has inflicted more casualties by 2 dice.

    An Inch of Mountain, an Inch of Blood

    Central Army non-vehicle units ignore the first pin they receive (the pin is still placed on them, however, and further pins still apply as normal) as long as there is cover within 1” of them and between them and at least one visible enemy, or while in a building and able to see at least 1 enemy. (If they leave cover or the building as part of an order, e.g. to Advance, they would ignore the first pin’s penalties while in cover, but all penalties would return instantly once the rule’s prerequisites are no longer met.)

    Scorched Earth

    Any enemy unit coming on from Reserve suffers an additional -1 penalty to come onto the table before Turn 3. In addition, any flanking units suffer an additional -1 penalty to come onto the table.

    Magnetic Warfare

    Any Central Army unit that is set up on the table before Turn 1 may start the game already in Ambush. If you decide to do so, set one of your order dice in place next to them, as if you had ordered them to Ambush, before drawing the first dice on Turn 1.

    War of Resistance

    Certain infantry and artillery units in this list may have additional options to represent German Trained Division troops, Surprise Troops, and Dare to Die Corps. If a unit is eligible to be taken as that force, its unit entry will say so, it may also enable that unit to take further options not available to the unit ordinarily. These unit entries have the option for “War of Resistance”, and then list some or all of the 3 options. Once an option is selected, the following rules and costs each apply. Only one option may be taken per force. Whenever the chosen option is available for a unit, the option must be taken. If a unit cannot meet the veterancy requirements for a force, it cannot be taken. E.g. German Trained Division forces cannot take Conscript squads, but may still take Cavalry, though the cavalry would not gain Initiative Training as an option.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1)

  • Chinese Central Army Special Rules — Dare to Die Corps

    Inconsistent Morale

    Any Chinese unit, regardless of subfaction, that is not Veteran, Stubborn, or Fanatic loses 1 point of morale if the Chinese force has taken more casualties than the opposing force by 2 dice, any Chinese unit that is not Veteran, Stubborn, or Fanatic gains 1 point of morale if the Chinese force has inflicted more casualties by 2 dice.

    An Inch of Mountain, an Inch of Blood

    Central Army non-vehicle units ignore the first pin they receive (the pin is still placed on them, however, and further pins still apply as normal) as long as there is cover within 1” of them and between them and at least one visible enemy, or while in a building and able to see at least 1 enemy. (If they leave cover or the building as part of an order, e.g. to Advance, they would ignore the first pin’s penalties while in cover, but all penalties would return instantly once the rule’s prerequisites are no longer met.)

    Scorched Earth

    Any enemy unit coming on from Reserve suffers an additional -1 penalty to come onto the table before Turn 3. In addition, any flanking units suffer an additional -1 penalty to come onto the table.

    Magnetic Warfare

    Any Central Army unit that is set up on the table before Turn 1 may start the game already in Ambush. If you decide to do so, set one of your order dice in place next to them, as if you had ordered them to Ambush, before drawing the first dice on Turn 1.

    War of Resistance

    Certain infantry and artillery units in this list may have additional options to represent German Trained Division troops, Surprise Troops, and Dare to Die Corps. If a unit is eligible to be taken as that force, its unit entry will say so, it may also enable that unit to take further options not available to the unit ordinarily. These unit entries have the option for “War of Resistance”, and then list some or all of the 3 options. Once an option is selected, the following rules and costs each apply. Only one option may be taken per force. Whenever the chosen option is available for a unit, the option must be taken. If a unit cannot meet the veterancy requirements for a force, it cannot be taken. E.g. German Trained Division forces cannot take Conscript squads, but may still take Cavalry, though the cavalry would not gain Initiative Training as an option.

    Dare to Die Corps

    Non-Vehicle Units, with the exception of Suicide AT soldiers, must be upgraded with Fanatics for +2pts per man. Infantry squads (including cavalry) also have the following rule for +1pt per man: Dare to Die!: When a unit is reduced to 50 per cent or less of its starting strength, the remaining models in that unit are automatically upgraded to higher quality – Inexperienced troops become Regular and Regulars become Veterans, while Veteran units increase their base Morale to 11. For example, when a unit of 9 Regular Chinese infantry is reduced to 4 men or below, the men immediately upgrade to Veterans before any more dice are rolled (including any Morale check they must take for the casualties just suffered).

    Reference: The Limit of Endurance — China, 1937–45 (v2.1)

  • Chinese Central Army Special Rules — German Trained Division

    Inconsistent Morale

    Any Chinese unit, regardless of subfaction, that is not Veteran, Stubborn, or Fanatic loses 1 point of morale if the Chinese force has taken more casualties than the opposing force by 2 dice, any Chinese unit that is not Veteran, Stubborn, or Fanatic gains 1 point of morale if the Chinese force has inflicted more casualties by 2 dice.

    An Inch of Mountain, an Inch of Blood

    Central Army non-vehicle units ignore the first pin they receive (the pin is still placed on them, however, and further pins still apply as normal) as long as there is cover within 1” of them and between them and at least one visible enemy, or while in a building and able to see at least 1 enemy. (If they leave cover or the building as part of an order, e.g. to Advance, they would ignore the first pin’s penalties while in cover, but all penalties would return instantly once the rule’s prerequisites are no longer met.)

    Scorched Earth

    Any enemy unit coming on from Reserve suffers an additional -1 penalty to come onto the table before Turn 3. In addition, any flanking units suffer an additional -1 penalty to come onto the table.

    Magnetic Warfare

    Any Central Army unit that is set up on the table before Turn 1 may start the game already in Ambush. If you decide to do so, set one of your order dice in place next to them, as if you had ordered them to Ambush, before drawing the first dice on Turn 1.

    War of Resistance

    Certain infantry and artillery units in this list may have additional options to represent German Trained Division troops, Surprise Troops, and Dare to Die Corps. If a unit is eligible to be taken as that force, its unit entry will say so, it may also enable that unit to take further options not available to the unit ordinarily. These unit entries have the option for “War of Resistance”, and then list some or all of the 3 options. Once an option is selected, the following rules and costs each apply. Only one option may be taken per force. Whenever the chosen option is available for a unit, the option must be taken. If a unit cannot meet the veterancy requirements for a force, it cannot be taken. E.g. German Trained Division forces cannot take Conscript squads, but may still take Cavalry, though the cavalry would not gain Initiative Training as an option.

    German Trained Division

    Non-Vehicle Units must be taken as Regular or Veteran. Infantry units other than Suicide AT soldiers must be upgraded with Initiative Training (Regular and Veteran German Trained units are not affected by the -1 morale penalty for losing the squad/team leader) for +1pt per man. Officers gain Blitzkrieg (Regular and Veteran German Trained officers may take 1 additional order dice from the bag when making a “You men, snap to action!”) for +5pts.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1)

  • Chinese Central Army Special Rules — Surprise Troops

    Inconsistent Morale

    Any Chinese unit, regardless of subfaction, that is not Veteran, Stubborn, or Fanatic loses 1 point of morale if the Chinese force has taken more casualties than the opposing force by 2 dice, any Chinese unit that is not Veteran, Stubborn, or Fanatic gains 1 point of morale if the Chinese force has inflicted more casualties by 2 dice.

    An Inch of Mountain, an Inch of Blood

    Central Army non-vehicle units ignore the first pin they receive (the pin is still placed on them, however, and further pins still apply as normal) as long as there is cover within 1” of them and between them and at least one visible enemy, or while in a building and able to see at least 1 enemy. (If they leave cover or the building as part of an order, e.g. to Advance, they would ignore the first pin’s penalties while in cover, but all penalties would return instantly once the rule’s prerequisites are no longer met.)

    Scorched Earth

    Any enemy unit coming on from Reserve suffers an additional -1 penalty to come onto the table before Turn 3. In addition, any flanking units suffer an additional -1 penalty to come onto the table.

    Magnetic Warfare

    Any Central Army unit that is set up on the table before Turn 1 may start the game already in Ambush. If you decide to do so, set one of your order dice in place next to them, as if you had ordered them to Ambush, before drawing the first dice on Turn 1.

    War of Resistance

    Certain infantry and artillery units in this list may have additional options to represent German Trained Division troops, Surprise Troops, and Dare to Die Corps. If a unit is eligible to be taken as that force, its unit entry will say so, it may also enable that unit to take further options not available to the unit ordinarily. These unit entries have the option for “War of Resistance”, and then list some or all of the 3 options. Once an option is selected, the following rules and costs each apply. Only one option may be taken per force. Whenever the chosen option is available for a unit, the option must be taken. If a unit cannot meet the veterancy requirements for a force, it cannot be taken. E.g. German Trained Division forces cannot take Conscript squads, but may still take Cavalry, though the cavalry would not gain Initiative Training as an option.

    Surprise Troops

    Non-Vehicle Units must be upgraded with Fieldcraft for +1pts per man. Non-Vehicle Units must be upgraded with Behind Enemy Lines for +1pts per man: When Outflanking (as described on page 172 of the Bolt Action v3 Rulebook) this unit ignores the -1 modifier to the Order test for coming onto the table. Officers may take Infiltrators for +1pts per man Veteran or Regular Officers may be OSS/SOE officers, gaining Intelligence for +50pts.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1)

  • Chinese Communist Party Army Special Rules

    Inconsistent Morale

    Any Chinese unit, regardless of subfaction, that is not Veteran, Stubborn, or Fanatic loses 1 point of morale if the Chinese force has taken more casualties than the opposing force by 2 dice, any Chinese unit that is not Veteran, Stubborn, or Fanatic gains 1 point of morale if the Chinese force has inflicted more casualties by 2 dice.

    Ambush!

    Communist Recce Platoons do not require transports. All infantry squads and platoon leaders in Recce Platoons gain Infiltrators for free. This does not apply to weapons teams or other units.

    The Party Commands the Gun

    A Communist Chinese force can bring 1 Zhĭdaŏyuán Political Officer. He is slotted into the mandatory Rifle platoon. Zhĭdaŏyuán have the following special rules: Criticism & Self-Criticism: The first time a CPC infantry unit destroys or routes an enemy unit, or captures an objective within a 12” range of a Zhĭdaŏyuán, roll 1D6 to determine if any lessons were learned from the unit’s Criticism & Self-Criticism session. On a roll of 4+ the unit may gain Fanatic. If a Fanatic or Stubborn unit succeeds on this roll, replace that rule with Stubborn-Fanatics; This unit counts as Fanatics and does not lose the Fanatics rule when reduced to a single man. Inspiring Rhetoric: Inexperienced squads within 12" do not suffer the -1 to hit penalty for being Inexperienced.

    Sparrow Warfare

    After set-up but before Turn 1, all non-Infiltrator infantry units can make a 9” movement. All units with Infiltrators, at any point, may make an Advance speed movement, and be placed in Ambush provided that they either did not move, or end their movement further away from the nearest visible enemy unit than they started. These movements cannot trigger an Ambush, but are considered a Run order for the purposes of Hidden Deployment. If an Infiltrator unit is forced to deploy in their regular deployment zone, they may make the Turn 0, 9" movement as though they were non-Infiltrators.

    Protracted People’s War

    Certain infantry and artillery units in this list may have additional options to represent Guerrillas, 88th Independent Brigade, and Korean Resistance Fighters If a unit is eligible to be taken as that force, its unit entry will say so, it may also enable that unit to take further options not available to the unit ordinarily. These unit entries have the option for “Protracted People’s War”, and then list some or all of the options. Only one “Protracted People’s War” option may be taken per unit.

    Guerillas

    Units must be upgraded with Fieldcraft for +1pts per man, if they do not already have it. Units must be upgraded with Behind Enemy Lines for +1pts per man, if they do not already have it: When Outflanking (as described on page 172 of the Bolt Action v3 Rulebook) this unit ignores the -1 modifier to the Order test for coming onto the table. Units set up on the table before Turn 1 may start the game already in Ambush. If you decide to do so, set one of your order dice in place next to them, as if you had ordered them to Ambush, before drawing the first dice on Turn 1.

    88th Independent Brigade

    Certain infantry and artillery units in this list may have additional options to represent Guerrillas, 88th Independent Brigade, and Korean Resistance Fighters If a unit is eligible to be taken as that force, its unit entry will say so, it may also enable that unit to take further options not available to the unit ordinarily. These unit entries have the option for “Protracted People’s War”, and then list some or all of the options. Only one “Protracted People’s War” option may be taken per unit. Guerillas: Units must be upgraded with Fieldcraft for +1pts per man, if they do not already have it. Units must be upgraded with Behind Enemy Lines for +1pts per man, if they do not already have it: When Outflanking (as described on page 172 of the Bolt Action v3 Rulebook) this unit ignores the -1 modifier to the Order test for coming onto the table. Units set up on the table before Turn 1 may start the game already in Ambush. If you decide to do so, set one of your order dice in place next to them, as if you had ordered them to Ambush, before drawing the first dice on Turn 1. 88th Independent Brigade Units must be taken as Veteran. Units must be upgraded to Stubborn for +1pts per man. 1 Officer in an entire force may be upgraded to Intelligence for +50pts. May use the optional Paratroopers - Combat Jump rules (BA 3rd Ed. p. 282-284)

    Korean Resistance Fighters

    Units must be taken as Veteran. Units must be upgraded to Fanatics for +2pts per man.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1)

  • Chinese Expeditionary Force Army Special Rules

    Inconsistent Morale

    Any Chinese unit, regardless of subfaction, that is not Veteran, Stubborn, or Fanatic loses 1 point of morale if the Chinese force has taken more casualties than the opposing force by 2 dice, any Chinese unit that is not Veteran, Stubborn, or Fanatic gains 1 point of morale if the Chinese force has inflicted more casualties by 2 dice.

    Allied Support

    A Chinese Expeditionary Force army may include up to 2 non-officer infantry units (including forward observers) from the British (or British Indian), or United States army lists. It may not be Inexperienced. It is exempt from Chinese special rules. Its native special rules still apply (in choosing a British national rule, it applies to any British units taken). It is considered part of the Chinese force for the purpose of Inconsistent Morale (so losing them still counts against the force), however it is not considered a Chinese unit for the same (they are unaffected by the morale change).

    First Army Under Heaven

    All rifle/carbine-armed (though not Pistol-Carbine armed) Regular or Veteran infantry units roll bonus dice when shooting. For every three men shooting rifles/carbines roll one extra die – so four riflemen would roll one extra die, for example. These extra shots can be assumed to come from any of the men shooting.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1)

  • Collaborationist Forces Army Special Rules — Manchukuo

    Collaborationist Forces

    Collaborationist forces do not follow the “Inconsistent Morale” rule, or any other Chinese rules.

    Japanese Support

    Any Collaborationist force may take up to 2 of the following units from the Armies of Imperial Japan index from the main rule book and the Additional Japanese Units section in this book. Non-vehicle units cannot be taken in mandatory slots, and all unit availability is subject to normal restrictions. These units benefit from Japanese national rules and do not follow any Collaborationist or Chinese special rules: Any Infantry, Officer, or Team Weapons with the exception of the Bamboo Spear Fighter Squad (Late War), and Suicide Anti-Tank teams. Artillery or Air observers Any non-amphibious & non-Homeland Defence tanks. Assault Guns & Tank Destroyers cannot be taken. Any Tankettes & Armored Cars Any Anti-Aircraft Vehicles Type 95 Kurogane All Japanese infantry squads gain Barrier Troops (Any Collaborationist unit with Shirkers that begins the turn within 6” of a unit with Barrier Troops loses Shirkers for that turn only.)

    South Manchuria Railway Company

    Manchukuoan armies may, after choosing starting sides, but before deployment, place up to 18” of single track railway (H0 gauge is almost perfect for 3 ft 6 in narrow gauge, OJ scale is close for Standard Gauge, S scale should also work). Manchukuoan units may deploy up to 6” away from the rail line, in addition to normal deployment methods. Opposing forces may not deploy within 6” of the railway, unless required to do so by scenario rules. The railway may not be placed within 6” of a building, must be on open terrain, and must be connected to the player’s chosen table edge

    Narco State

    All non-Veteran Manchukuoan Infantry units must be taken as Shirkers at -2pts per man. This Shirkers status is inactive so long as they are within a Manchukuoan officer’s command radius.

    Black Dragon Society

    A Manchukuoan force may, in addition to units from Japanese Support, take one Kempeitai Political Officer, which benefits from all Japanese special rules and does not follow any Chinese or Collaborationist special rules. As with other Japanese units in a Manchukuoan force, it has Barrier Troops. Additionally, one Manchukuoan officer, or ‘Eastern Jewel’ Anti-Bandit Troop NCO, in the entire force can take the Intelligence special rule for +50pts: Once per game, at the beginning of any turn (as long as the Intelligence officer/NCO is on the table), the Officer/NCO may act on intelligence gathered about the enemy force before the first die is drawn from the dice bag. Roll a D6, a Veteran Officer/NCO receives a +1 modifier to the roll, an Inexperienced one receives a -1 modifier. On a 4+, the player activating the Officer/NCO may choose a die from the bag for the first activation. If both players are doing this in the same turn and both succeed in this roll, the results cancel out and the dice is randomly drawn, as normal

    Skilled Riders

    Manchukuoan cavalry treat obstacles as open ground while mounted (except when assaulting defended obstacles)

    Mongolian Cavalry Tradition

    All Mounted Manchukuoan cavalry have the Born in the Saddle special rule. These cavalry troopers may fire cavalry carbines at their full rifle range while mounted.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1)

  • Collaborationist Forces Army Special Rules — Wang Jingwei Regime

    Collaborationist Forces

    Collaborationist forces do not follow the “Inconsistent Morale” rule, or any other Chinese rules.

    Japanese Support

    Any Collaborationist force may take up to 2 of the following units from the Armies of Imperial Japan index from the main rule book and the Additional Japanese Units section in this book. Non-vehicle units cannot be taken in mandatory slots, and all unit availability is subject to normal restrictions. These units benefit from Japanese national rules and do not follow any Collaborationist or Chinese special rules: Any Infantry, Officer, or Team Weapons with the exception of the Bamboo Spear Fighter Squad (Late War), and Suicide Anti-Tank teams. Artillery or Air observers Any non-amphibious & non-Homeland Defence tanks. Assault Guns & Tank Destroyers cannot be taken. Any Tankettes & Armored Cars Any Anti-Aircraft Vehicles Type 95 Kurogane All Japanese infantry squads gain Barrier Troops (Any Collaborationist unit with Shirkers that begins the turn within 6” of a unit with Barrier Troops loses Shirkers for that turn only.)

    Low Morale

    Any non-Veteran, non-Stubborn, and non-Fanatic Wang Jingwei regime infantry squad (note: this does not include HQ units, such as officers, medics, FOO, etc.) must be Shirkers at -2pts per man.

    Low Supplies

    Any Wang Jingwei Regime unit armed exclusively with rifles and/or SMGs may choose to take the “Low Ammunition” trait for -1pt per model, with the following effect: On a Fire or Advance order, roll 1D6 after firing. On a 1 that squad has run out of ammunition and may no longer fire.

    Anti-Partisan Duties

    When fighting against Wang Jingwei Regime forces, enemy snipers, observers and spotters cannot use their special deployment rules, and must instead be deployed like the rest of the force. In addition, enemies cannot outflank the Wang Jingwei Regime forces, but must always come in from their own table edge when arriving from Reserve.

    Pacification Patrols

    1 non-Japanese, non-Barrier Troop squad per Rifle platoon gains Infiltrators for free. In addition Wang Jingwei forces may choose to place their infiltrators first, and no opposing infiltrators may deploy within 18” of any Wang Jingwei units, or their Japanese allies.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1)

  • Guangxi Clique Army Special Rules

    Inconsistent Morale

    Any Chinese unit, regardless of subfaction, that is not Veteran, Stubborn, or Fanatic loses 1 point of morale if the Chinese force has taken more casualties than the opposing force by 2 dice, any Chinese unit that is not Veteran, Stubborn, or Fanatic gains 1 point of morale if the Chinese force has inflicted more casualties by 2 dice.

    Top-Heavy Command

    All Warlords may take a Company Commander in the mandatory officer slot for their mandatory Rifle Platoon.

    Efficient Conscription

    Guangxi Clique Rifle Platoons may contain an extra squad of infantry. In addition, Guangxi Conscript squads may add 11, rather than the usual 9, models to the squad.

    Well Trained Militia

    Every Inexperienced unit that has one or more pin markers can make a test to lose one pin marker if there are any enemy units within 12" immediately before an order is given to it. For example, a unit of infantry has two pin markers and there is an enemy unit within 12" – when the infantry are allocated an order they can test to lose one pin marker immediately before the order test is taken. Roll a die: on a roll of 4, 5 or 6 the test is passed and the unit loses one pin marker; on a 1, 2 or 3 the test is failed and the unit retains the pin markers it has. Once this has been done, continue to test to see if the unit obeys its order in the usual way, even if they have lost their last pin marker (in which case the order test is taken without negative modifiers from pin markers).

    Reference: The Limit of Endurance — China, 1937–45 (v2.1)

  • Ma Clique Army Special Rules

    Inconsistent Morale

    Any Chinese unit, regardless of subfaction, that is not Veteran, Stubborn, or Fanatic loses 1 point of morale if the Chinese force has taken more casualties than the opposing force by 2 dice, any Chinese unit that is not Veteran, Stubborn, or Fanatic gains 1 point of morale if the Chinese force has inflicted more casualties by 2 dice.

    Top-Heavy Command

    All Warlords may take a Company Commander in the mandatory officer slot for their mandatory Rifle Platoon.

    Horse Lords

    When mounted, attacking, and on open ground, Ma Clique units roll attacks and inflict casualties first during an Assault.

    Skilled Riders

    Ma cavalry treat obstacles as open ground for purposes of movement while mounted (except when assaulting defended obstacles, or for purposes of Horse Lords).

    Jihad

    Any squad may be given the “Mujahid” special rule for +1pt per man, making them Fanatics, and causing them on a failed order test to charge the nearest visible enemy, making a Run move to close as far as possible with the enemy, and assaulting in melee if possible. (Stubborn or Shirkers cannot be taken with Mujahid)

    Reference: The Limit of Endurance — China, 1937–45 (v2.1)

  • Shanxi Clique Army Special Rules

    Inconsistent Morale

    Any Chinese unit, regardless of subfaction, that is not Veteran, Stubborn, or Fanatic loses 1 point of morale if the Chinese force has taken more casualties than the opposing force by 2 dice, any Chinese unit that is not Veteran, Stubborn, or Fanatic gains 1 point of morale if the Chinese force has inflicted more casualties by 2 dice.

    Top-Heavy Command

    All Warlords may take a Company Commander in the mandatory officer slot for their mandatory Rifle Platoon.

    Taiyuan Arsenal

    Any Shanxi Clique artillery unit can take the Mountain Gun special rule for free, however any gun so upgraded may not have a gun shield. Any unit with this upgrade is not affected by Rough Ground like other artillery units. Instead, it may move through Rough Ground in the same manner as infantry with Fieldcraft, and ignores all negative movement effects related to snow or ice in scenarios that introduce them. Additionally, each platoon commander may equip one of their extra men with a Light Mortar for +20pts. If this option is taken, you must pay for at least 2 additional men as the Light Mortar needs a loader and the platoon commander must attend to his command duties.

    Home Country

    When fighting against the Shanxi Clique, enemy snipers, observers and spotters cannot use their special deployment rules, and must instead be deployed like the rest of the force. In addition, enemies cannot outflank the Shanxi Clique, but must always come in from their own table edge when arriving from Reserve.

    Guerrilla Administration

    When attempting an outflanking manoeuvre as described on p.172 of the Bolt Action rulebook, Shanxi Clique infantry units ignore the –1 modifier to the Order test for coming on to the table.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1)

  • Yunnan Clique Army Special Rules

    Inconsistent Morale

    Any Chinese unit, regardless of subfaction, that is not Veteran, Stubborn, or Fanatic loses 1 point of morale if the Chinese force has taken more casualties than the opposing force by 2 dice, any Chinese unit that is not Veteran, Stubborn, or Fanatic gains 1 point of morale if the Chinese force has inflicted more casualties by 2 dice.

    Top-Heavy Command

    All Warlords may take a Company Commander in the mandatory officer slot for their mandatory Rifle Platoon.

    Mountainous Population

    All Regular & Veteran Infantry units in a Yunnan Clique force have the Fieldcraft trait.

    Burma Road Benefactors

    The forward air observer unit in a Yunnan Clique list may call an air-strike twice, instead of once per game. Resolve the first air-strike as normal. Then, after the first air-strike has been resolved, the FAO may call a second (when issued a Fire order).

    Field Artillery Training Center

    When rolling on the Artillery or Smoke Barrage Table, a Yunnan Clique forward artillery observer may perform 1 re-roll. The second result must stand.

    Francophone Procurement

    Marked Yunnan Clique Infantry squads may take an Automatic Rifle for +6pts and/or a VB launcher for +20pts. The infantryman equipped with a VB launcher can either shoot as a rifleman or a light mortar with the following weapon profile. Weapon: Brandt Mle 31 (VB) Type: Launcher Range: 6-18” Shots: 1 PEN: HE Special Rules: Indirect Fire, HE (1”)

    Reference: The Limit of Endurance — China, 1937–45 (v2.1)

  • Allied Support

    A Chinese Expeditionary Force army may include up to 2 non-officer infantry units (including forward observers) from British (or British Indian) or United States army lists. They may not be Inexperienced and are exempt from Chinese special rules; their native special rules still apply. They count as part of the Chinese force for Inconsistent Morale losses, but do not count as Chinese units for the morale change. The Limit of Endurance v2.1, p. 44. Battle/force text; not a build restriction on the Chinese catalog entries.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 6

  • Ambush!

    Communist Recce Platoons do not require transports. All infantry squads and platoon leaders in Recce Platoons gain Infiltrators for free. This does not apply to weapons teams or other units.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 64

  • An Inch of Mountain, an Inch of Blood

    Central Army non-vehicle units ignore the first pin they receive (the pin is still placed on them, however, and further pins still apply as normal) as long as there is cover within 1” of them and between them and at least one visible enemy, or while in a building and able to see at least 1 enemy. (If they leave cover or the building as part of an order, e.g. to Advance, they would ignore the first pin’s penalties while in cover, but all penalties would return instantly once the rule’s prerequisites are no longer met.)

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 11

  • Anti-Partisan Duties

    When fighting against Wang Jingwei Regime forces, enemy snipers, observers and spotters cannot use their special deployment rules, and must instead be deployed like the rest of the force. In addition, enemies cannot outflank the Wang Jingwei Regime forces, but must always come in from their own table edge when arriving from Reserve.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 108

  • Barrier Troops

    Eligible Nationalist or Collaborationist units with Shirkers that begin the turn within 6 inches of a unit with Barrier Troops lose Shirkers for that turn only. Japanese support infantry squads and the additional Manchukuo Kempeitai have Barrier Troops.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 105

  • Behind enemy linesSurprise Troops

    When Outflanking (as described on page 172 of the Bolt Action v3 Rulebook) this unit ignores the -1 modifier to the Order test for coming onto the table.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 22

  • Blitzkrieg

    Regular and Veteran German Trained officers may take one additional order die from the bag when issuing You Men, Snap to Action!

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 13

  • Born in the Saddle

    All Mounted Manchukuoan cavalry have the Born in the Saddle special rule. These cavalry troopers may fire cavalry carbines at their full rifle range while mounted.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 107

  • Cavalry Carbines

    Cavalry carbines count as pistols when used from horseback and rifles when used on foot. The Limit of Endurance v2.1, pp.76, 95.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 6

  • Criticism & Self-Criticism

    The first time a CPC infantry unit destroys or routes an enemy unit, or captures an objective within the Zhidaoyuan's Morale Bonus range, roll 1D6; on 4+ it may gain Fanatic. A Fanatic or Stubborn unit that succeeds instead replaces that rule with Stubborn-Fanatics. This can activate once per unit per game. The Limit of Endurance v2.1, p.68.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 6

  • Dare to Die!

    At 50 percent or less of starting strength, remaining models immediately improve their quality: Inexperienced becomes Regular, Regular becomes Veteran, and Veteran base morale becomes 11. Apply this before further dice, including a casualty morale check. For a nine-man squad, the threshold is four men or fewer.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 13

  • Disorienting

    Whenever this unit shoots with its black-powder rifles, it receives 1 pin marker. The Limit of Endurance v2.1, p. 6.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 6

  • Extra selectionSuicide Anti-Tank Team

    You may take up to 3 suicide anti-tank teams as 1 selection in each platoon selector that includes anti-tank teams. This is in addition to an anti-tank rifle team where allowed.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 24

  • Extra selectionSuicide Anti-Tank Team

    You may take up to 3 suicide anti-tank teams as 1 selection in each platoon selector that includes anti-tank teams. The Limit of Endurance v2.1, p.79.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 79

  • Extra selectionSuicide Anti-Tank Team

    Extra selection: up to 3 suicide anti-tank teams may be selected as one selection in a qualifying anti-tank slot. The Limit of Endurance v2.1, p.98.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 98

  • First Army Under Heaven

    All rifle/carbine-armed (though not Pistol-Carbine armed) Regular or Veteran infantry units roll bonus dice when shooting. For every three men shooting rifles/carbines roll one extra die – so four riflemen would roll one extra die, for example. These extra shots can be assumed to come from any of the men shooting.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 44

  • First Army Under Heaven

    All rifle- or carbine-armed (but not Pistol-Carbine-armed) Regular or Veteran infantry units roll one bonus shooting die for every three men shooting rifles/carbines. The Limit of Endurance v2.1, p. 44. Battle-rule text; not a build restriction.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 6

  • Flag

    Any Infantry or Artillery unit within 12 inches and line of sight to the flag adds +1 to its morale value. Only one flag may be included in a force. A model equipped with the flag exchanges all its weapons for a pistol. The Limit of Endurance v2.1, pp.66, 68, 88.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 6

  • FlagFlag bearer

    The flag bearer exchanges all weapons for a pistol.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 14

  • FlagFlag bearer

    The flag bearer exchanges all their weapons for a pistol.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 45

  • Gun Assembly

    To represent the gun being transported disassembled, when it is unlimbered the artillery unit receives a pin marker; when it is limbered, the mule team and the transported artillery unit receive a pin marker. Source: The Limit of Endurance v2.1, p.129.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 6

  • Horse Lords

    The Ma Cliques continued a long tradition of cavalry in their region, organised on effectively feudal lines, and trained with the saber; there are a number of recorded occasions of Ma cavalry charging and destroying Japanese infantry. When mounted, attacking, and on open ground, Ma Clique units roll attacks and inflict casualties first during an Assault.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 84

  • Improved HEM4A4 Sherman Medium Tank

    Instead of HE (1 inch), the medium anti-tank gun has HE (2 inches) (75mm gun tanks).

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 60

  • Improvised Role

    The naval mount or 3.7-inch gun is not designed to engage ground targets. Each time it shoots against a ground target, it gains one pin marker. The Limit of Endurance v2.1, p.102.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 6

  • Inconsistent Morale

    Chinese forces often displayed great courage and devotion, but also frequently broke and routed in the face of significant opposition. Any Chinese unit, regardless of subfaction, that is not Veteran, Stubborn, or Fanatic loses 1 point of morale if the Chinese force has taken more casualties than the opposing force by 2 dice, any Chinese unit that is not Veteran, Stubborn, or Fanatic gains 1 point of morale if the Chinese force has inflicted more casualties by 2 dice.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 11

  • Initiative Training

    Regular and Veteran German Trained units are not affected by the −1 morale penalty for losing their squad/team leader.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 13

  • Inspiring Rhetoric

    Inexperienced squads within 12 inches do not suffer the -1 to hit penalty for being Inexperienced. The Limit of Endurance v2.1, p.68.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 6

  • Intelligence

    Once per game at the start of a turn, while the Intelligence officer/NCO is on the table, roll a D6 before drawing the first order die. Add 1 for Veteran or subtract 1 for Inexperienced. On 4+, choose the first order die. If both players succeed in the same turn, cancel the effects and draw randomly.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 106

  • Lances

    Mounted Ma Clique cavalry gain one additional attack in close quarters against Infantry and Artillery, but may not fire their carbines while mounted. Lances are discarded if the unit dismounts. The Limit of Endurance v2.1, p.95.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 6

  • Limited Crew

    Only up to 3 of the Sumida M.2593's firing-port weapons may be fired per turn. The Limit of Endurance v2.1, p.83.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 6

  • Limited CrewSumida M.2593

    Only up to 3 of the firing port weapons may be fired per turn. The Limit of Endurance v2.1, p.83.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 83

  • Low Ammunition

    After firing on a Fire or Advance order, roll a D6. On a 1 the squad has run out of ammunition and may no longer fire.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 107

  • Low Morale

    The Collaborationist army run from Nanjing was notably uninterested in heavy combat, with fears of desertion and defection constant in all but the most well ordered formations. Any non-Veteran, non-Stubborn, and non-Fanatic Wang Jingwei regime infantry squad (note: this does not include HQ units, such as officers, medics, FOO, etc.) must be Shirkers at -2pts per man.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 107

  • Low-velocity light anti-tank gun

    This light anti-tank gun has Pen +3 instead of the usual +4. The included LV_LIGHT_AT weapon profile has Pen +3. Source: The Limit of Endurance v2.1, pp.123, 131.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 6

  • Low-velocity light anti-tank gunInfantry Gun

    Low-velocity light anti-tank gun: this light anti-tank gun has a Pen rating of +3 instead of the usual +4.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 27

  • Low-velocity light anti-tank gunRenault FT

    The Renault FT's low-velocity light anti-tank gun counts as a light anti-tank gun but has Pen +3 instead of the usual +4.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 127

  • Low-velocity light anti-tank gunRenault NC-27

    The Renault NC-27's low-velocity light anti-tank gun counts as a light anti-tank gun but has Pen +3 instead of the usual +4.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 128

  • Low-velocity light anti-tank gunRenault ZB

    The low-velocity light anti-tank gun has a Pen rating of +3 instead of the usual +4.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 59

  • Low-velocity light anti-tank gunVickers 6-Ton Mark E Type B

    Low velocity light anti-tank gun: the gun counts as a light anti-tank gun but with an armour penetration rating of +3 instead of the usual +4. The source adds the parenthetical '(if option taken)' despite listing this as the vehicle's weapon; preserved as printed.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 37

  • Magnetic Warfare

    Any Central Army unit that is set up on the table before Turn 1 may start the game already in Ambush. If you decide to do so, set one of your order dice in place next to them, as if you had ordered them to Ambush, before drawing the first dice on Turn 1.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 12

  • Mountain Gun

    Any Shanxi Clique artillery unit can take the Mountain Gun special rule for free, however any gun so upgraded may not have a gun shield. Any unit with this upgrade is not affected by Rough Ground like other artillery units. Instead, it may move through Rough Ground in the same manner as infantry with Fieldcraft, and ignores all negative movement effects related to snow or ice in scenarios that introduce them. Additionally, each platoon commander may equip one of their extra men with a Light Mortar for +20pts. If this option is taken, you must pay for at least 2 additional men as the Light Mortar needs a loader and the platoon commander must attend to his command duties.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 85

  • Mujahid

    This Ma Clique squad has Fanatics. On a failed order test, it charges the nearest visible enemy, making a Run move to close as far as possible and assaulting if possible. Mujahid cannot be combined with Stubborn or Shirkers.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 84

  • Pacification Patrols

    Wang Jingwei’s Collaborationist forces took part in a number of major anti-partisan sweeps, inflicting heavy casualties on insurgent forces. 1 non-Japanese, non-Barrier Troop squad per Rifle platoon gains Infiltrators for free. In addition Wang Jingwei forces may choose to place their infiltrators first, and no opposing infiltrators may deploy within 18” of any Wang Jingwei units, or their Japanese allies.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 108

  • Retractable wheelsSumida M.2593

    When on rails the Sumida moves at wheeled-vehicle speed while bound to tracks. Off rails it moves as usual. Switching modes requires a Down order while on and aligned with rails. The Limit of Endurance v2.1, p.83.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 83

  • Retractable Wheels

    When on rails, the Sumida moves at wheeled-vehicle speed while bound to the tracks. Off the rails it moves as usual. Switching modes requires a Down order while on and aligned with the rails. The Limit of Endurance v2.1, p.83.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 6

  • Sabotage!

    While this unit is in Reserve or Outflank, enemy units in Reserve suffer an additional -1 modifier on the test to arrive. In addition, enemy outflanking units must take another test when they become available, still with the additional -1 modifier; if they fail, they may only deploy up to 12 inches from their table edge along the chosen short table edge. Source: The Limit of Endurance v2.1, p.114.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 6

  • Scorched Earth

    Any enemy unit coming on from Reserve suffers an additional -1 penalty to come onto the table before Turn 3. In addition, any flanking units suffer an additional -1 penalty to come onto the table.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 12

  • Self Sacrifice

    If a suicide anti-tank team assaults an enemy vehicle and the model reaches contact, remove it and immediately resolve a hit against the vehicle with penetration +8; no other penetration modifiers apply. The Limit of Endurance v2.1, pp.79, 98.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 6

  • Self SacrificeSuicide Anti-Tank Team

    If a suicide anti-tank team assaults an enemy vehicle and the model manages to move into contact with the target, remove it and immediately resolve a hit against the vehicle with a penetration value of +8 (no other penetration modifiers apply).

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 24

  • Skilled Riders

    Ma cavalry treat obstacles as open ground for purposes of movement while mounted (except when assaulting defended obstacles, or for purposes of Horse Lords). Manchukuo employed substantial numbers of cavalry recruited from the Mongolian population of Manchuria, in addition to other cavalry, including White Russian emigres, and Manchu nobility. Manchukuoan cavalry treat obstacles as open ground while mounted (except when assaulting defended obstacles)

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 84

  • Slow (only when towing)Horse-Drawn Limber

    A vehicle designated as Slow has a basic move rate of 6 inches when Advancing and 12 inches at a Run; this applies only while towing. Source: The Limit of Endurance v2.1, p.130.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 130

  • Slow (only when towing)Horse-Drawn Limber

    Slow (only when towing): a vehicle designated as Slow has a basic move rate of 6 inches when Advancing and 12 inches at a Run. Source: The Limit of Endurance v2.1, p.130.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 130

  • Slow… Pitifully Slow

    The Renault FT is a Slow tank and may not make a double-speed Run move. It may still be given a Run order to avoid the One-man turret rule, but moves only at its basic speed. Source: The Limit of Endurance v2.1, p.127.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 6

  • Sparrow Warfare

    After set-up but before Turn 1, all non-Infiltrator infantry units can make a 9” movement. All units with Infiltrators, at any point, may make an Advance speed movement, and be placed in Ambush provided that they either did not move, or end their movement further away from the nearest visible enemy unit than they started. These movements cannot trigger an Ambush, but are considered a Run order for the purposes of Hidden Deployment. If an Infiltrator unit is forced to deploy in their regular deployment zone, they may make the Turn 0, 9" movement as though they were non-Infiltrators.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 64

  • Stubborn As A Mule

    When taking an order test, if doubles are rolled the mules refuse to cooperate even if the test was passed: place the order die Down and add one pin marker to the team. This does not apply if Fubar is rolled. Source: The Limit of Endurance v2.1, p.129.

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 6

  • Well Trained Militia

    Every Inexperienced unit that has one or more pin markers can make a test to lose one pin marker if there are any enemy units within 12" immediately before an order is given to it. For example, a unit of infantry has two pin markers and there is an enemy unit within 12" – when the infantry are allocated an order they can test to lose one pin marker immediately before the order test is taken. Roll a die: on a roll of 4, 5 or 6 the test is passed and the unit loses one pin marker; on a 1, 2 or 3 the test is failed and the unit retains the pin markers it has. Once this has been done, continue to test to see if the unit obeys its order in the usual way, even if they have lost their last pin marker (in which case the order test is taken without negative modifiers from pin markers).

    Reference: The Limit of Endurance — China, 1937–45 (v2.1) · p. 86

Armies of Denmark

Supplement: A Brief Encounter — The Danish Army in Bolt Action (v1.6)

  • Denmark Army Special Rules

    Always a Spare

    While there was a specific assistant under the TOE of a Danish squad, all riflemen were considered ammunition carriers and could assist with loading. As such, when taking an LMG, a loader model does not need to be designated in a Danish squad. As long as the squad has one additional remaining man, and the squad began their turn in cohesion, an LMG armed model does not suffer a -1 shooting penalty due to the lack of a loader.

    Waiting in Ambush

    With several hours warning of the attack, although not able to fully mobilize, Denmark was able to move what it could to the border in preparation for the arrival of the Germans. Any Danish unit may be designated as ‘Hidden’ at the start of the game, and the Danish player may remove any number of dice from the bag as well and use them to place units in Ambush.

    Pro Rege et Grege

    Units noted with the Pro Rege et Grege rule, if taken as Regular, may be upgraded to Guards status for +1 point per model, gaining the Stubborn special rule.

    More Citizens Than Soldiers

    To reflect a limited pool of experienced troops, for any unit in a platoon that is not an HQ unit, or otherwise listed exclusively as an 0-1 selection in the Platoon Selector, a Danish force must have one inexperienced unit for every regular unit. i.e. taking a regular infantry squad requires an inexperienced infantry squad; a regular artillery requires an inexperienced artillery. They do not need to be the same type, but is based on the designations in the force selector i.e. a regular medium howitzer can pair with an inexperienced light anti-tank gun, or a regular MMG and an inexperienced mortar for the ‘2 machine gun teams or mortar teams (any mix)’ slot. Engineer squads are exempt from More Citizens Than Soldiers.

    Reference: A Brief Encounter — The Danish Army in Bolt Action (v1.6)

  • Anti-vehicle

    The Madsen gets +1 to hit on Fire orders against vehicles as if an anti-tank gun.

    Reference: A Brief Encounter — The Danish Army in Bolt Action (v1.6) · p. 19

  • Extra Selection

    For purposes of force selection, a Grenadiers Team may use any slot designated for a light mortar team. You may take up to 4 Grenadier Teams in the 0–2 light mortar slots of a force selector.

    Reference: A Brief Encounter — The Danish Army in Bolt Action (v1.6) · p. 13

  • Hit & Run

    If given an Advance order, the Nimbus may fire the weapon from its starting position before moving, after which it may then move the normal advance distance.

    Reference: A Brief Encounter — The Danish Army in Bolt Action (v1.6) · p. 22

  • HQ Choice

    One Chaplain per force may be taken external of the platoon selector.

    Reference: A Brief Encounter — The Danish Army in Bolt Action (v1.6) · p. 6

  • Improvised Role

    The m/32 was not designed to engage ground targets, even if it could be used for it in theory. Each time it shoots against a ground target it gains 1 pin marker to represent the strain on it and its crew.

    Reference: A Brief Encounter — The Danish Army in Bolt Action (v1.6) · p. 18

  • Inspiring Presence

    Upon receiving his order die (except for Down), a chaplain may select 1 friendly unit within 6" and roll a D6, applying the following modifiers: Inexperienced -1, Veteran +1. On a 4+, the chaplain may remove 1 pin marker from the selected unit.

    Reference: A Brief Encounter — The Danish Army in Bolt Action (v1.6) · p. 6

  • Intelligence Training

    Once per game, at the beginning of any turn roll 1D6 before the first die is drawn. An Inexperienced officer has a -1 modifier. On a 4+, the player may choose the die from the bag for the first activation of the turn.

    Reference: A Brief Encounter — The Danish Army in Bolt Action (v1.6) · p. 5

  • Marksman Team

    If taken solo, the sniper does not suffer -1 to hit for lack of a spotter. If taken as a 2 man team, the normal -1 to hit is added if the spotter is killed.

    Reference: A Brief Encounter — The Danish Army in Bolt Action (v1.6) · p. 15

  • Panserpatroner

    The ineffective 'armor piercing' rounds do not confer a penetration value, but when firing at inexperienced or regular vehicles, the MMG can cause pins as if the target was open-topped.

    Reference: A Brief Encounter — The Danish Army in Bolt Action (v1.6) · p. 23

  • Platform Mounted

    Platform mounted with 360 degrees of fire.

    Reference: A Brief Encounter — The Danish Army in Bolt Action (v1.6) · p. 19

  • Self-Defense

    Self-Defense.

    Reference: A Brief Encounter — The Danish Army in Bolt Action (v1.6) · p. 6

Armies of Germany

  • Germany Army Special Rules

    Hitler's Buzz Saw

    German light and medium machine guns fire one extra shot. Note that this applies to all light and machine guns, both those carried by infantry units and vehicle-mounted ones (for vehicle-mounted ones, first halve the number of shots they roll, then add +1 to the halved number).

    Blitzkrieg

    Regular and Veteran German offices may take 1 additional order dice rom the bag when making a "You men, snap to action"

    Initiative Training

    Regular and Veteran German units are not affected by the -1 morale penalty for losing the squad/team leader.

    Panzer Ace

    Although the term Tank Ace is from contemporary use, many German Tank commanders and their feats have attained an almost mythical status - partly through propaganda, but also through sheer skill in battle. A single veteran vehicle in your Force (among those that have this option in their vehicle entry) may be designated as a Panzer Ace. When using its main gun it received an additional +1 Pen modifier on the roll to damage all enemy vehicles, as well as an additional +1 modifier when rolling on the damage tables. This does not apply to co-axial weapons.

    Defend the Fatherland!

    Certain infantry and artillery units in this book may have additional options to represent the different distinct forces of the Waffen-SS, Fallschirmjäger, and Gebirgsjäger. A unit entry may contain options to take that unit as one of those forces. If a unit is eligible to be taken as that force, its unit entry will say so, it may also enable that unit to take further options not available to the unit ordinarily. Vehicles might also belong to any of these distinct forces, but this makes no difference in rules terms and is normally just a matter of using the right painting/marking scheme.

    Reference: Armies of Germany

  • 'Get Back in the Fight, Now!'Feldjägerkorps Squad

    If any German unit fails an attempt to rally, it can immediately re-roll the failed attempt if within 12” of a Feldjägerkorps squad.

    Reference: Armies of Germany · p. 34

  • 128mm KwK 44Panzer VIII Maus

    This gun was almost as effective at long ranges as at short range – so does not suffer the -1 penetration penalty when shooting at targets over half range. It counts a full +7 penetration bonus at all ranges.

    Reference: Armies of Germany · p. 63

  • 128mm Pak 44Jagdtiger

    The 128mm Pak 44 was almost as effective at long ranges as at short range – so it does not suffer the -1 penetration penalty when shooting at targets at over half range. It counts its full +7 penetration bonus at all ranges.

    Reference: Armies of Germany · p. 66

  • AmbulanceSdkfz 251/8 Ambulance

    Much like empty transports, ambulances are destroyed if they end their turn closer to enemy units than to friendly units.

    Reference: Armies of Germany · p. 93

  • AmbulancesField Ambulance

    Much like empty transports, ambulances are destroyed if they end their turn closer to enemy units than to friendly units.

    Reference: Armies of Germany · p. 92; Armies of the Soviet Union · p. 87; Armies of Imperial Japan · p. 76

  • AuxiliaryBorgward B-IV Demolition Vehicle

    Auxiliary: This vehicle cannot be given the Command Vehicle special rule and therefore cannot be the command vehicle of an Armoured Platoon.

    Reference: Armies of Germany · p. 72

  • Chained Dogs

    Any Strafbattalion penal squad or Replacement army squads within 6” of a Feldgendarmerie or Feldjägerkorps squad ignore their Shirkers special rule.

    Reference: Armies of Germany · p. 36

  • Communications VehicleSdkfz 251/6

    While this vehicle is present on the table, friendly vehicles in reserve ignore the usual -1 Morale penalty on tests for entering from reserve.

    Reference: Armies of Germany · p. 85

  • Demolition Charges

    A unit may place a demolition charge once per game by taking a fire order. Place a marker (on a 25mm round base) in base contact with a single man in the firing unit. Once placed, if the placing unit is assaulted by an enemy, or destroyed in any way, the marker is removed. To trigger the charge, the unit must make a Run order in a subsequent turn and move at least 3” away (this cannot be used to assault an enemy unit). After the Run move is complete, the demolition charge immediately explodes, with the 3” template centred onto the marker. If the marker is placed in contact with a building, when it explodes treat this as a direct hit by a 3” HE weapon against the building (and any unit inside) instead of using the template. If the marker is placed in contact with a vehicle, and it explodes before the vehicle moves away, treat this as a direct hit by a 3” HE weapon against the vehicle instead of using the template.

    Reference: Armies of Germany · p. 25

  • Dual Mode SuspensionSdkfz 254 Mittlere Gepanzer Beobachtungskraftwagen

    This vehicle can count as either tracked or wheeled each turn – declare just before moving.

    Reference: Armies of Germany · p. 84; Armies of the British Commonwealth · p. 69

  • Elite of the Elite!Brandenburgers Special Forces Squad

    To represent their special training and motivation, Brandenburger units have the Tough Fighters and Fanatics special rules.

    Reference: Armies of Germany · p. 37

  • Engineering SelectionGoliath Demolition Team

    0–2 of these units can be taken in an Engineer Platoon instead of one or both of the nonmandatory Engineer squads.

    Reference: Armies of Germany · p. 48

  • Engineering SelectionTurmstellung

    0–2 of these vehicles can also be taken in an Engineer Platoon instead of one or both of the nonmandatory Engineer squads.

    Reference: Armies of Germany · p. 63; Armies of Germany · p. 64

  • Experimental

    The relatively high rate of fire combined with the larger calibre round wore out the barrel quite quickly. When rolling to hit, if a double 1 is rolled, reduce the gun’s Shots value to 1 for the rest of the game.

    Reference: Armies of Germany · p. 57

  • For the FatherlandVolksgrenadier Squad

    Green units are inexperienced and have a morale rating of 8. The first time the unit suffers a casualty roll a die (after taking any morale checks caused by the attack). On a roll of a 1 the unit suffers an additional D6 pin markers and goes Down – if it has already taken its action this turn, flip the order die to Down; if not then place an order die from the dice bag to show the unit is Down. There is no further effect. On a roll of 2, 3, 4 or 5 the unit fights on as you would expect – no further account is made of the fact it is green. On a 6 the unit is immediately up-rated to regular with a morale value of 9 for the rest of the battle. If Volksgrenadiers are uprated to Regular infantry as a result of the test, then roll a further die and on a roll of 5 or 6 they are uprated again to Veterans.

    Reference: Armies of Germany · p. 41

  • Fortification GunTurmstellung

    This vehicle starts the game having already suffered an Immobilised result. In scenarios that do not allow units to start on the table, place this unit in base contact with your table edge as soon as you know which side of the table is yours.

    Reference: Armies of Germany · p. 63; Armies of Germany · p. 64; Armies of Germany · p. 99

  • Get Back in the FightFeldgendarmerie Squad

    If any German unit fails an attempt to rally, it can immediately re-roll the failed attempt if within 6” of a Feldgendarmerie squad.

    Reference: Armies of Germany · p. 33

  • GötterdämmerungPanzer VIII Maus

    As the Maus would have only seen action in the last days of the Third Reich, and probably suffered from technical issues and supply shortages, roll a die every time the vehicle completes a move: Result Effect: 1 Broken down/out of fuel: The vehicle is immobilised for the rest of the game. 2 Breaking down/fuel low: The vehicle may make one more move after this one, then runs out of fuel and is immobilised. 3+ OK: Continue as normal, rolling again after next move.

    Reference: Armies of Germany · p. 63

  • Gun AssemblyMule Team

    To simulate the fact that the gun was actually transported disassembled, when the gun is unlimbered the artillery unit receives a pin marker. When the gun is limbered, the mule team (and consequently the ‘transported’ artillery unit) receives a pin marker.

    Reference: Armies of Germany · p. 92

  • Heavy ChargeBorgward B-IV Demolition Vehicle

    The heavy charge can only be used once per game, but it does indeed go off with a huge bang. In order to use the charge, the Borgward must be successfully ordered to Advance. Before moving, place a 4” template in contact with the centre of the front hull of the vehicle, then execute a reverse move straight back. After this, any model hit by the template counts as hit by a heavy howitzer, except that the Pen is +5 and that units in buildings (and the buildings themselves) suffer 4D6 hits instead.

    Reference: Armies of Germany · p. 72

  • Independent Operative5th Columnist Unit

    The 5th Columnists have no contact with the military forces they are attempting to support, are unaware of any planning or tactical considerations and possibly do not even speak the same language. As a result, 5th Columnists may not be taken as a compulsory unit for any platoon. They cannot use any national special rules, cannot claim any leadership or activation bonuses from officers and cannot be activated by the first die drawn out of the bag each turn.

    Reference: Armies of Germany · p. 44

  • Inspiring PresenceChaplain

    Upon receiving his order dice (except for Down), a chaplain may select 1 friendly unit within 6” and roll a D6, applying the following modifiers: Inexperienced -1, Veteran +1. On a 4+, the chaplain may remove 1 pin from the selected unit.

    Reference: Armies of Germany · p. 27; Armies of the United States · p. 29; Armies of Great Britain · p. 26

  • Intelligence Training

    Once per game, at the beginning of any turn (as long as the Intelligence officer is on the table), the Officer may act on intelligence gathered about the enemy force before the first die is drawn from the dice bag. Roll a D6, A Veteran Officer receives a +1 modifier on the roll, an Inexperienced one receives a -1 modifier. On a result of 4+, the player using this ability may choose an order die from the bag to be activated first. If both players are doing this in the same turn and both succeed in this roll, the results cancel out and the dice is randomly drawn, as normal.

    Reference: Armies of Germany · p. 26

  • Massive Shells128MM Pak 44

    The 128mm Pak 44 was almost as effective at long ranges as at short range – so it does not suffer the –1 penetration penalty when shooting at targets at over half range. It counts its full +7 penetration bonus at all ranges

    Reference: Armies of Germany · p. 55

  • Mechanised InfantryPanzergrenadier Squad

    Panzergrenadier squads can re-roll any failed order test that is required to mount or dismount a transport vehicle. In addition, if their transport vehicle is destroyed, Panzergrenadier units suffer D3 hits rather than D6 hits.

    Reference: Armies of Germany · p. 31

  • Mixed Quality

    Any time an order test is failed, roll a D6 and apply the following: Roll Outcome: 1-2 The unit immediately goes Down, and in addition it takes D3 pins 3-4 The unit immediately goes Down as normal 5-6 The unit immediately makes a Run order towards the nearest visible enemy unit (or Advance if slowed by terrain). If this Run/Advance move would bring them into contact with that unit, it counts as an assault into close quarters. If there is no visible enemy unit, react as if a 3–4 had been rolled

    Reference: Armies of Germany · p. 23

  • Mixed QualityDefend the Fatherland! (Waffen-SS)

    (Inexperienced only) Any time an order test is failed, roll a D6 and apply the following: 1–2: the unit immediately goes Down, and in addition it takes D3 pins 3–4: the unit immediately goes Down as normal 5–6: The unit immediately makes a Run order towards the nearest visible enemy unit (or Advance if slowed by terrain). If this Run/Advance move would bring them into contact with that unit, it counts as an assault into close quarters. If there is no visible enemy unit, react as if a 3–4 had been rolled

    Reference: Armies of Germany · p. 23

  • Mobile FortressPanzer VIII Maus

    To fulfil its role as a breakthrough tank, the Maus had extremely advanced heavy armour (for its period). There is no penetration modifier for hitting a Maus from the side or top, and the penetration modifier for hitting a Maus in its rear arc is reduced to +1.

    Reference: Armies of Germany · p. 63

  • Mountain GunMountain Gun

    Any unit with this upgrade is not affected by difficult ground like other artillery. Instead, it may move through difficult ground in the same manner as infantry, and ignores all negative movement effects related to snow or ice.

    Reference: Armies of Germany; Armies of Italy

  • Multiple FlamethrowersFlammpanzer II Flamingo

    The vehicle can only use 1 flamethrower per turn.

    Reference: Armies of Germany · p. 57; Armies of Germany · p. 69

  • No Smoke RoundsLight Mortar Team

    This mortar cannot fire smoke.

    Reference: Armies of Germany · p. 48; Armies of Imperial Japan · p. 44

  • Panzer Ace

    A single veteran vehicle in your Force (among those that have this option in their vehicle entry) may be designated as a Panzer Ace. When using its main gun it receives a +1 Pen modifier on the roll to damage all enemy vehicles, as well as an additional +1 modifier when rolling on the damage tables. This does not apply to co-axial weapons.

    Reference: Armies of Germany · p. 22

  • ParanoiaBrandenburgers Special Forces Squad

    When the enemy rolls on the FUBAR chart, they suffer a -2 modifier to the roll, such is the paranoia induced in the enemy by the Brandenburgers’ irregular activities.

    Reference: Armies of Germany · p. 37

  • Party IndoctrinationHitler Youth Squad

    Hitler Youth squads are Green and must test when they first suffer a casualty as described in the rulebook. However, if Hitler Youth squads are uprated to Regular infantry as a result of the test, then roll a further die – on a roll of 5 or 6 they become Fanatics.

    Reference: Armies of Germany · p. 42

  • Remote-controlledBorgward B-IV Demolition Vehicle

    It is assumed the vehicle operator is just outside the gaming area, operating the vehicle by remote. After giving a successful order to the Borgward B-IV, and before it moves, roll a die. Die Roll Effect: 1 The radio transmitter has lost contact with the vehicle: instead of executing the order, it simply goes Down where it is. 2 The transmitter is malfunctioning: the Borgward B-IV makes a reverse move directly backwards instead of the order envisioned by the player controlling the vehicle. 3+ The Borgward B-IV acts normally. If a roll ever needs to be taken on another chart that affects the Borgwald B-IV’s movement (E.g., mud, rubble snow etc), both rolls need to be taken.

    Reference: Armies of Germany · p. 72

  • Remote-Operated MineGoliath Demolition Team

    The Goliath model itself is just a marker, and it is treated as a one-shot weapon with a range of 18”. Goliaths can only target stationary vehicles (i.e. any vehicle that is has not received an order dice showing a Run or Advance order) or a unit inside a building. Goliaths are fired as normal, except that instead of rolling to hit, roll on the following chart. Note that if a Recce vehicle reacts to the Goliath attack by moving, the mine automatically scores a result of 1–4. Dice Result Effect: 1-4The Goliath breaks down, or is damaged or prematurely detonated by enemy fire. The Goliath model is removed and has no effect. 5–6The Goliath reaches the target and is detonated. If the target is a vehicle, it suffers a hit with a Pen of +7 (no Pen modifiers apply). If the target is a unit inside a building, the unit is hit by the equivalent of a heavy howitzer – remember that if this explosion scores 12 or more hits, it brings down the entire building, killing everyone inside.

    Reference: Armies of Germany · p. 48

  • Rocket MortarSturmtiger

    The rocket mortar is treated as a heavy howitzer and cannot fire to long range. On the other hand, the devastating blast of the 380mm rocket mortar allows the player to re-roll all dice that failed to score damage for the blast, as well as the D6 for the number of pin markers. In addition, it inflicts 4D6 hits on targets inside buildings.

    Reference: Armies of Germany · p. 68

  • Sabotage!Brandenburgers Special Forces Squad

    Enemy units in reserve suffer an additional -1 modifier on the test to come onto the table.

    Reference: Armies of Germany · p. 37

  • Self-defenceChaplain

    see the Medic entry in the Bolt Action Rulebook, page 113 Chaplain units can’t fire any weapons (including those of a transport vehicle they are on), nor assault into close quarters. They will fight in close quarters if assaulted. Note that chaplain units and their dice are always ignored for the purpose of victory conditions, for both sides (e.g. they cannot capture objectives, they are worth nothing when killed, etc.).

    Reference: Armies of Germany · p. 27; Armies of the United States · p. 29; Armies of Great Britain · p. 26; Armies of Italy

  • Skilled RidersAdd Horses

    Cossacks treat obstacles as open ground while mounted (except when assaulting defended obstacles).

    Reference: Armies of Germany · p. 39; Armies of the Soviet Union · p. 39

  • Slow (only when towing)Mule Team

    Some heavily armoured vehicles, like early war British infantry tanks, were designed to simply keep pace with accompanying infantry. Any vehicle with the Slow special rule has a basic move rate of 6" when Advancing and 12" at a Run.

    Reference: Armies of Germany · p. 92; Armies of the Soviet Union · p. 86

  • Slow (towing)Horse-Drawn Limber

    When towing this vehicle has a basic move rate of 6" when Advancing and 12" at a Run.

    Reference: Armies of Germany · p. 91; Armies of Germany · p. 92

  • Slow... Pitifully SlowPanzer 17R 730(F)

    The FT-17/18 has the Slow special rule. In addition, we do not allow it to make a double-speed Run move at all. It can still be given a Run order (thereby avoiding the ‘One-man Turret’ rule), but moves at its basic speed only.

    Reference: Armies of Germany · p. 96

  • Squeeze-bore

    At ranges of up to 12”, its base armour penetration is increased by 2 to a total of +6, at over half range armour penetration is reduced by 2 instead of the usual 1 to a total of +2.

    Reference: Armies of Germany · p. 53

  • Squeeze-bore (18")

    At ranges of up to 18”, its base armour penetration is increased by 1 to a total of +3.

    Reference: Armies of Germany · p. 57

  • Stationary Firing Platform

    The vehicle may not fire if given an Advance order.

    Reference: Armies of Germany · p. 39; Armies of Imperial Japan · p. 67

  • Stationary Firing PlatformOpel Blitz with Flak 38

    This unit may only shoot when using a Fire or Ambush order.

    Reference: Armies of Germany · p. 76; Armies of Germany · p. 78; Armies of Germany · p. 79

  • Stationary Firing PlatformSdkfz 251 Stuka Zu Fuss

    This unit may only fire the multiple launcher when using a Fire order.

    Reference: Armies of Germany · p. 76; Armies of Germany · p. 96

  • Stationary Firing Platform (multiple launcher)S303(F) and S307(F) Half-Track

    This unit may only fire the multiple launcher when using a Fire order.

    Reference: Armies of Germany · p. 100; Armies of Germany · p. 102

  • Stielgranate 41Stielgranate 41

    This increases the weapon’s Pen to +6, but only at short range. Stielgranate 41 ammunition cannot be used beyond half range.

    Reference: Armies of Germany · p. 54

  • Stubborn as a MuleMule Team

    When taking an order test and any doubles are rolled, the mules become stubborn and refuse to cooperate even if the order test was passed. Place the order die to Down and add 1 pin marker to the team. This rule does not apply if Fubar is rolled.

    Reference: Armies of Germany · p. 92

  • StuG RidersBegleit - StuG Escort Infantry Squad

    StuG riders may be used as follows with StuG III Ausf F,G and H, StuG IV, StuH 42 and StuG 32b. A StuG rider unit can mount or dismount from a StuG counting it as a transport for these purposes. One unit of assault gun riders can ride upon one StuG. As with other transported units the unit cannot be targeted whilst they ride upon their StuG; however, unlike with other troops, StuG riders must immediately disembark if the StuG they are riding upon is shot at. Regardless of what kind of weapon is shooting at the StuG, as long as the firer is within range of the vehicle the StuG riders disembark when the shot is declared and before rolling the dice to determine hits against the StuG. Units disembarking in this way follow the rules for units forced to disembark from a transport that is immobilised set on fire, as described in the Bolt Action rulebook.

    Reference: Armies of Germany · p. 36

  • Tracked BikeKettenkrad

    A Kettenkrad moves as a half-track.

    Reference: Armies of Germany · p. 90

  • Traffic DirectionFeldgendarmerie Squad

    Until 1942 the Heer had its own independent unit for traffic control (the Vekehrsregelung-polizei), but even from the outset members of the Feldgendarmerie were still called upon to carry out this role. If a German force includes a Feldgendarmerie squad in reserve it does not suffer the –1 penalty for attempting to bring vehicles onto the table.

    Reference: Armies of Germany · p. 33

  • Traffic DirectionFeldjägerkorps Squad

    By the time the Feldjägerkorps was formed, traffic duties were generally carried out by the Feldgendarmerie. However, members of the Feldjägerkorps were still called upon to carry this role. If a German force includes a Feldjägerkorps squad in reserve it does not suffer the –1 penalty for attempting to bring vehicles onto the table.

    Reference: Armies of Germany · p. 34

  • Winter Equipment

    Any infantry unit may take skis for no additional cost. An infantry unit equipped with skis ignore all negative movement effects related to snow or ice in scenarios that introduce them. Any artillery units may be upgraded to mountain guns for no additional cost, but you must remove all gun shields from any gun upgraded in this way. Any unit with this upgrade is not affected by difficult ground like other artillery. Instead, it may move through difficult ground in the same manner as infantry, and ignores all negative movement effects related to snow or ice in scenarios that introduce them.

    Reference: Armies of Germany · p. 23; Armies of Italy · p. 22

Armies of Great Britain

  • Great Britain Army Special Rules

    Fix Bayonets!

    For every three models (irrespective of what armament they carry) in your unit involved in close quarters you may add an additional die when rolling to damage. These attacks are assumed to come from any of the models in the unit. For example, four models would add one additional die.

    Artillery Support

    When rolling on the Artillery Barrage Table or the Smoke Barrage Table, roll two dice and pick the highest result.

    Come On, Lads!

    The morale bonus of British Platoon Commanders and Company Commanders is increased by 1, but any cover save they and the men in their unit receive is reduced by 1.

    For King and Country

    Certain infantry and artillery units in this book have additional options to represent the different distinct forces of the Guards, Commandos, Airborne, and Chindits. A unit entry may contain options to take that unit as one of these forces. If a unit is eligible to be taken as that force, its unit entry will say so, and this may also enable that unit to take further options not available to the unit ordinarily.

    Reference: Armies of Great Britain

  • 'Get Back in the Fight!'Corps of Military Police Section

    If any British unit fails an attempt to Rally it can immediately roll a second attempt if within 6” of a Corps of Military Police section.

    Reference: Armies of Great Britain · p. 36

  • Airborne QF 6-pdrQF 6-PDR

    The QF 6-pdr used by British airborne forces had a special carriage that allowed them to be towed as if they were light anti-tank guns.

    Reference: Armies of Great Britain · p. 47

  • AmbulanceField Ambulance

    Much like empty transports, are subject to the Enemy Proximity rule, as described in the Bolt Action rulebook (see page 145).

    Reference: Armies of the United States · p. 89; Armies of Great Britain · p. 96; Armies of the British Commonwealth · p. 118

  • Commando (Second) LieutenantAdd a Commando (Second) Lieutenant

    Representing a First or Second Lieutenant who leads his men directly, this is an officer model that follows the rules of a Platoon Commander, except that his morale bonus is just +1 and his ‘You men, snap to action!’ only affects 1 other unit instead of 2. The unit does not suffer from the effects of losing its NCO if the officer is still alive.

    Reference: Armies of Great Britain · p. 32; Armies of Great Britain · p. 34

  • Commando Team Weapons

    Commando machine gun teams, mortar teams, anti-tank teams, and flamethrower teams can fire any small arms they carry, if the team is not firing the main weapon.

    Reference: Armies of Great Britain · p. 23

  • Deflate Those TyresSAS Jeep - North Africa

    SAS jeeps may Advance through areas of difficult ground classed as sandy, rocky or anything similar.

    Reference: Armies of Great Britain · p. 85

  • Extra SelectionEarly War Motorcycle and Sidecar

    You may take up to three Motorcycle and Sidecars as one selection in each Armoured Platoon. A maximum of one light mortar and one anti-tank rifle may be taken in each platoon.

    Reference: Armies of Great Britain · p. 80; Armies of the British Commonwealth · p. 107

  • FieldcraftFor King and Country! (Chindits)

    This applies to light howitzers and light anti-tank-guns too, but not to other artillery units. These units are rigorously trained and equipped for traversing different types of difficult terrain, and therefore treat rough ground as open ground instead.

    Reference: Armies of Great Britain · p. 23

  • Flotation ScreenDD Sherman

    DD Shermans, while moving through deep water during any part of their move, may not fire any of their weapons. DD Shermans starting their turn in shallow water may lower their floatation screens and fire their weapons normally.

    Reference: Armies of Great Britain · p. 72; Armies of the British Commonwealth · p. 102

  • Frontal Armour PlatingAdd Frontal Armour Plating

    This vehicle cannot be damaged by small arms hits from the frontal arc, but will still receive pin markers as normal.

    Reference: Armies of Great Britain · p. 86; Armies of the British Commonwealth · p. 111

  • Gun AssemblyMule Team

    To simulate the fact that the gun was actually transported disassembled, when the gun is unlimbered the artillery unit receives a pin marker. When the gun is limbered, the mule team (and consequently the transported artillery unit) receives a pin marker.

    Reference: Armies of Great Britain · p. 94; Armies of the British Commonwealth · p. 112

  • Improvised Role3.7-Inch QF Dual-Purpose AA/AT Gun

    The 3.7-inch gun is not really designed to engage ground targets. Each time it shoots against a ground target it receives one pin marker to represent both the mechanical strain on the gun and its crew!

    Reference: Armies of Great Britain · p. 49; Armies of the British Commonwealth · p. 93

  • Independent

    If a Commando subsection loses its NCO, roll a die. On a roll of 3 or more, another model within the unit is immediately selected to act as the unit’s NCO. On the roll of 1 or 2, treat the subsection as having lost its NCO as normal.

    Reference: Armies of Great Britain · p. 23

  • Inspiring PresenceChaplain

    Upon receiving his order dice (except for Down), a chaplain may select 1 friendly unit within 6” and roll a D6, applying the following modifiers: Inexperienced -1, Veteran +1. On a 4+, the chaplain may remove 1 pin from the selected unit.

    Reference: Armies of Germany · p. 27; Armies of the United States · p. 29; Armies of Great Britain · p. 26

  • Iron Discipline

    Any Regular or Veteran unit may remove 2 pin markers rather than the usual 1 if an order test is passed.

    Reference: Armies of Great Britain · p. 23

  • Jettison Fuel TrailerInfantry Tank MK IV Churchill Crocodile

    The normal bonus for trying to damage flamethrowing vehicles does not apply to the Churchill Crocodile.

    Reference: Armies of Great Britain · p. 63; Armies of the British Commonwealth · p. 98

  • Landing CraftLanding Craft, Assault

    Standard rules for transports apply, with the exception that transported units must begin the game on landing craft and cannot board them unless the landing craft is partially on solid ground.

    Reference: Armies of Great Britain · p. 95; Armies of the British Commonwealth · p. 117; Armies of the British Commonwealth · p. 118

  • Light HE

    Instead of HE (3”) the super-heavy anti-tank gun has HE (1”).

    Reference: Armies of Great Britain · p. 47

  • Littlejohn Adaptor

    The littlejohn adaptor increases the penetration of the QF 2-pdr light anti-tank gun, giving it a Pen value of +5. However, the gun cannot fire HE. In addition, if you roll a 1 (before modifiers) when you are rolling to hit, then it breaks and the gun cannot be used for the rest of the game.

    Reference: Armies of Great Britain · p. 24

  • LZ SignalsUpgrade to Pathfinders

    If at least one unit of Pathfinders is not in reserve (i.e. is deployed or in first wave), then any friendly Airborne unit in reserve may re-roll failed order tests to come onto the table from reserve. This includes Airborne Sections, Airlanding Rifle Squad, any unit upgraded to Airborne, Tetrarch and Locust tanks, and Airborne Recce Jeeps.

    Reference: Armies of Great Britain · p. 30; Armies of the British Commonwealth · p. 85

  • Questionable Firing PlatformReplace LMG with light mortar

    The light mortar would need to be removed from the sidecar to fire. We represent this by only permitting the light mortar to be fired on a Fire order.

    Reference: Armies of Great Britain · p. 80; Armies of the British Commonwealth · p. 107

  • Securing the BeachesRoyal Navy Commando Subsection

    Royal Navy Commando Subsections count as engineers when attempting to clear underwater mines (page 298). If a Royal Navy Commando Subsection is on the table with a Rally order, any attempt to bring on reserves via boat, landing craft or amphibious vehicle ignores the normal -1 modifier.

    Reference: Armies of Great Britain · p. 34; Armies of the British Commonwealth · p. 87

  • Self-defenceChaplain

    see the Medic entry in the Bolt Action Rulebook, page 113 Chaplain units can’t fire any weapons (including those of a transport vehicle they are on), nor assault into close quarters. They will fight in close quarters if assaulted. Note that chaplain units and their dice are always ignored for the purpose of victory conditions, for both sides (e.g. they cannot capture objectives, they are worth nothing when killed, etc.).

    Reference: Armies of Germany · p. 27; Armies of the United States · p. 29; Armies of Great Britain · p. 26; Armies of Italy

  • Stubborn as a MuleMule Team

    When taking an order test and doubles are rolled, the mules become stubborn and refuse to cooperate even if the order test was passed. Place the order die to Down and add 1 pin marker to the team. This rule does not apply if a Fubar is rolled.

    Reference: Armies of Great Britain · p. 94; Armies of the British Commonwealth · p. 112

  • Traffic DirectionCorps of Military Police Section

    If a British force includes a Corps of Military Police section in reserve it does not suffer the –1 penalty for attempting to bring vehicles onto the table.

    Reference: Armies of Great Britain · p. 36

  • Turret-mountingLanchester 6x4 Armoured Car

    Both the turret-mounted HMG and MMG must be fired at the same target.

    Reference: Armies of Great Britain · p. 80

  • Who Dares Wins!

    To represent their special training and motivation, SAS units count as Fanatics except that they do not lose this rule when reduced to a single man. Fanatics are unwilling to give in and will die fighting rather than flee or surrender. If forced to take a morale check, they ignore negative morale modifiers from pin markers. SAS Fanatic units are not routed and destroyed when they have a number of pin markers equal to or higher than their morale value. Of course, such a unit is not very likely to be able to do anything until it manages to Rally. When a Fanatics unit is defeated in close quarters fighting, the fight counts as a draw instead and another round is immediately fought. Continue fighting until the fanatics unit wins, is completely wiped out or is defeated.

    Reference: Armies of Great Britain · p. 35

Armies of Imperial Japan

  • Imperial Japan Army Special Rules

    Death Before Dishonour - Gyokusai

    All Imperial Japanese infantry and artillery units have the Fanatics special rule. In addition, they automatically pass morale checks for being assaulted by enemy tanks (note that artillery pieces are still destroyed as normal).

    Banzai

    A Japanese Officer may be given a special Banzai! order. This counts as a “You Men Snap to Action” with the following exceptions: If the order is given successfully, assign the officer a Run order die. Then ALL infantry units within 6” that haven’t already received an order that turn are issued a Run order. Note that this includes infantry units which cannot normally assault enemies, such as those with the Fixed special rule, or the Self-defence special rule. All infantry units can and will assault into close quarters if given the opportunity. All affected units, including the initiating officer, must then attempt to engage the closest visible enemy unit in close quarters. Note that, other than for the initiating officer, no order test is required for any units affected by a Banzai! order. This means that affected units execute their Run orders automatically, without any dice rolled, and as such retain any pin markers they have.

    Lack of Radios

    When you give the Command Vehicle special rule to a vehicle that does not have it in its entry for the purposes of choosing a command vehicle for an Armoured Platoon, you can give it the rule for free instead of paying the normal +10pts. If you do so, the vehicle reduces the radius of its Command Vehicle rule from 12” to 6”. This represents communication by means of flags or hand signals.

    Yamato Damashii

    Certain infantry and artillery units in this book may have additional options to represent the different distinct forces of the SNLF, Paratroopers, Veteran Jungle Fighters, or Home Defence. A unit entry may contain options to take that unit as one of those forces. If a unit is eligible to be taken as that force, its unit entry will say so, it may also enable that unit to take further options not available to the unit ordinarily.

    Reference: Armies of Imperial Japan

  • AA Mine DischargerGain AA mines

    The Japanese developed an Anti-aircraft round with a parachute that would detonate to damage low flying aircraft. The Mortar counts as having the Flak special rule, but only ever hits warplanes on a roll of 6. Flak: All enemies with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and firing arc (nothing can block line of sight to the target because the target is plainly visible in the sky). Flak units fire regardless of whether they have already taken an action or not that turn. Flak fire does not require an action and takes place outside of the normal turn sequence. See Rulebook page 117 for full details.

    Reference: Armies of Imperial Japan · p. 44

  • AmbulancesField Ambulance

    Much like empty transports, ambulances are destroyed if they end their turn closer to enemy units than to friendly units.

    Reference: Armies of Germany · p. 92; Armies of the Soviet Union · p. 87; Armies of Imperial Japan · p. 76

  • Armour-Piercing ShellsAdd armour-piercing shells (Mid and Late-war only)

    This gun can shoot either as a light howitzer, or as a light anti-tank gun with +3 Pen instead of +4 (declare what shell is loaded if setting on Ambush).

    Reference: Armies of Imperial Japan · p. 45; Armies of Imperial Japan · p. 46

  • Battle Flag

    Any Infantry or Artillery unit within 12” and line of sight to a Battle Flag adds +1 to its morale value. Only one Battle Flag may be included in a force. In addition,if you roll 1 on the Air Strike table, the enemy cannot target a unit that is within 12” of a flag. A Battle Flag cannot be given to a unit’s leader (e.g. NCOs, officers, etc), or to a model with a Signalling Bugle.

    Reference: Armies of Imperial Japan · p. 25

  • Bitter Rivalry

    SNLF platoon commanders reduce their cost by 5pts and SNLF company commanders reduce their cost by 10pts. On the other hand, their ‘You Men, Snap to Action!’ ability (including when executing a Banzai order) only affects other SNLF units, amphibious vehicles and all transport vehicles that are transporting at least one SNLF unit.

    Reference: Armies of Imperial Japan · p. 24

  • BridgingSoko Sagyo SS-Ki Armoured Work Vehicle

    You can give a Down order to this unit and mark it as having its ramps extended. While ramps are extended the vehicle cannot move, but other vehicles may drive over it and 3” in front and behind it, treating the area as open ground, though vehicles may not use Run orders to cross.

    Reference: Armies of Imperial Japan · p. 61

  • Dug InType 97 Chi-Ha - Dug In

    This vehicle starts the game having already suffered an Immobilised result. In scenarios that do not allow units to start on the table, place this unit within 6" of your table edge as soon as you know which side of the table is yours.

    Reference: Armies of Imperial Japan · p. 54

  • Engineering SelectionSoko Sagyo SS-Ki Armoured Work Vehicle

    0–1 of these vehicles may also be taken in an Engineer Platoon instead of one of the non-mandatory Engineer squads.

    Reference: Armies of Imperial Japan · p. 61

  • Extra SelectionSuicide Anti-Tank Team - Nikuhaku

    You may take up to 2 suicide teams, in any combination of anti-tank and anti-infantry, as a single Anti-tank team selection in each Rifle Platoon.

    Reference: Armies of Imperial Japan · p. 40; Armies of Imperial Japan · p. 41

  • GiretsuUpgrade to Giretsu

    When outflanking, this unit ignores the -1 modifier to the order test for coming onto the table, and in addition, they remain Fanatics even when reduced to a single man.

    Reference: Armies of Imperial Japan · p. 32

  • Gun AssemblyMule Team

    To simulate the fact that the gun was transported disassembled, when the gun is unlimbered the artillery unit receives a pin marker. When the gun is limbered, the mule team (and consequently the ‘transported’ artillery unit) receives a pin marker.

    Reference: Armies of Imperial Japan · p. 73

  • HE (Special)320MM Type 98 Spigot Mortar

    Different from a normal heavy mortar, the Spigot Mortar uses the 4” diameter template, has a Pen value of +1 and causes D6 pins. On the other hand, whenever it is fired, the crew receive 1 pin to represent the complicated loading procedure.

    Reference: Armies of Imperial Japan · p. 47

  • High Rate of FireAnti-Tank Rifle Team

    The Type 97 has 2 Shots rather than the normal 1 for an anti-tank rifle. Note however, that it also has the Fixed special rule.

    Reference: Armies of Imperial Japan

  • Immobile320MM Type 98 Spigot Mortar

    Once deployed, this gun cannot be moved. In scenarios that do not allow units to start on the table, place this unit within 6" of your table edge as soon as you know which side of the table is yours.

    Reference: Armies of Imperial Japan · p. 47; Armies of Imperial Japan · p. 48

  • Improvised Tank HuntersImprovised Anti-Tank Team

    The unit has the normal rules for Tank Hunters and may also re-roll failed rolls to hit against vehicles. However, they always use the Superficial Damage chart against fully enclosed armoured targets. Tank Hunters: Tank hunter units are equipped with specialised close quarters anti-tank weaponry. This includes anti-tank grenades, sticky bombs, Gammon bombs, satchel charges, lunge bombs, Molotov cocktails and the like. If a tank hunter unit wins an assault and scores damage against an armoured vehicle, the effect is resolved on the damage result table as for a normal anti-tank penetration rather than as for superficial damage. In addition, these troops don’t suffer from the Tank Fear rule when assaulting fully-enclosed armoured vehicles. See page 144 for an explanation of how assaults against armoured vehicles are resolved.

    Reference: Armies of Imperial Japan · p. 42

  • Indian National ArmyIndian National Army Squad

    The INA is not subject to any of the Imperial Japanese Army special rules. In addition, any units of Indian troops fighting for the Allies count as Fanatics in close quarters against INA units.

    Reference: Armies of Imperial Japan

  • Iron Discipline (SNLF)

    SNLF units remove two pin markers (rather than the usual one) when they successfully pass an order test.

    Reference: Armies of Imperial Japan · p. 24

  • Japanese War DogsWar Dog Handlers

    War dog units weren’t used for main infantry tasks. This unit may never be taken as a mandatory infantry squad in a Rifle or Infantry Recce Platoon. Any separate dog model is purely decorative and always ignored in game terms, and it is removed if the handler is removed

    Reference: Armies of Imperial Japan · p. 34

  • Kamikaze

    If a suicide anti-tank team assaults (or is assaulted by) an enemy vehicle, when the model is in contact with the enemy, remove it and immediately resolve a hit against the vehicle with a Penetration value of +8 (no other penetration modifiers apply). Note that these units and their dice are always ignored for the purpose of victory conditions, for both sides (in the same way as Medics).

    Reference: Armies of Imperial Japan · p. 40

  • KamikazeSuicide Anti-Infantry Team - Kirikomi Tai

    If a suicide anti-infantry team assaults (or is assaulted by) an enemy infantry or artillery unit, or a soft-skinned vehicle, when the model is in contact with the enemy, remove it and immediately inflict 2D6 small-arms hits on the enemy, with no cover saves allowed. Although this is a close quarters assault, neither unit strikes any blows nor are any other close quarters rules applied. The shock of being attacked in this manner also inflicts D3 pin markers on the enemy. This attack has no effect on armoured vehicles, except that open-topped armoured vehicles take the D3 pins (but suffer no damage). Note that these units and their dice are always ignored for the purpose of victory conditions, for both sides (in the same way as Medics).

    Reference: Armies of Imperial Japan · p. 41

  • Landing CraftToku Daihatsu-class Landing Craft

    Landing Craft: Standard rules for transports apply, with the exception that units must begin the game on landing craft and cannot board them unless the landing craft is partially on solid ground.

    Reference: Armies of Imperial Japan · p. 73

  • Light AAType 93 13.2MM AA Machine Gun Team

    This gun counts as a light automatic cannon for the purposes of moving and towing.

    Reference: Armies of Imperial Japan · p. 48

  • Light ShellType 92 70MM Battalion Gun

    Due to the small amount of explosive in its lightweight ammunition, this light howitzer has a rating of HE (1”).

    Reference: Armies of Imperial Japan · p. 45

  • Lone SniperLone Sniper

    A lone sniper has the Sniper special rule. As he is unaccompanied, he does not have the Team Weapon rule and therefore does not suffer the -1 to hit for not having a spotter. Sniper: The leader of this unit is equipped with a rifle with a high-power telescopic sight. These units often include a second man (i.e. the team’s observer, which acts as a loader in rules terms), in which case the sniper rifle has the Team Weapon special rule. This means that, if the leader is killed, the second man can fire the sniper rifle, with the usual -1 penalty to hit (as well as the -1 penalty to Morale due to the loss of the leader). Unlike other units with the Team Weapon special rule, all members of a sniper team can fire any weapon they are carrying in any turn when the sniper is not using his scope (see below), and in an assault they can use beneficial rules, like those from submachine guns, tough fighters, etc. When a sniper shoots using a Fire or Ambush order the player can decide it uses the rifle’s scope, in which case the following special rules apply: The rifle range changes to 36". However, if the target is then found to be within 12", the shot misses automatically. The shot benefits from an additional +1 modifier to hit. Any hits go straight to damage, no cover saves allowed, and benefit from a +1 modifier on damage rolls against infantry and artillery units. If the sniper successfully rolls to hit and damage, the firing player can pick the squad leader in the target unit as a casualty. This includes NCOs, leaders of weapon teams and artillery units, officers, medics, observers, and so on.

    Reference: Armies of Imperial Japan · p. 43

  • Low Angle FireLight Mortar Team

    The mortar has a minimum range of 6".

    Reference: Armies of Imperial Japan · p. 44

  • Low-angle Fire

    Japanese infantry equipped with light mortars were trained to use them in low angle attacks which could reduce the range to around 40 metres. Therefore, all Japanese light mortars have a minimum range of 6” and not the usual 12”.

    Reference: Armies of Imperial Japan · p. 25

  • Machine Gun TransportHorse-Drawn Limber

    This unit may transport 1 medium machine gun team so long as it has 3 crewmen or fewer.

    Reference: Armies of Imperial Japan · p. 73

  • Mine RakeSoko Sagyo SS-Ki Armoured Work Vehicle

    The SS-KI will clear minefields on a roll of 4+ despite only having a damage value of 7+.

    Reference: Armies of Imperial Japan · p. 61

  • Multiple FlamethrowersSoko Sagyo SS-Ki Armoured Work Vehicle

    The vehicle can only fire one flamethrower per turn.

    Reference: Armies of Imperial Japan · p. 61

  • No Ground-attack AircraftForward Air Observer

    When rolling on the Warplane Type Table, a roll of 1–3 is a Strafing Fighter, and a roll of 4–6 is a Fighter-bomber.

    Reference: Armies of Imperial Japan · p. 27

  • No Smoke RoundsLight Mortar Team

    This mortar cannot fire smoke.

    Reference: Armies of Germany · p. 48; Armies of Imperial Japan · p. 44

  • Platoon StructureIJA Grenadier Squad

    Rifle and Recce Infantry Platoons may include a single IJA Grenadier squad.

    Reference: Armies of Imperial Japan · p. 30

  • Platoon StructureSNLF Grenadier Squad

    Rifle and Recce Infantry Platoons may include a single SNLF Grenadier squad.

    Reference: Armies of Imperial Japan · p. 31

  • Poor MoraleBamboo Spear Fighters - Boeitai Squad

    Boeitai squads do not benefit from the Death Before Dishonour special rule.

    Reference: Armies of Imperial Japan

  • RadioType 1 Chi-He Medium Tank

    This tank cannot choose to get the Command Vehicle special rule for free with the Lack of Radios special rule.

    Reference: Armies of Imperial Japan · p. 55

  • Railroad WheelsType 91 So-Mo

    This vehicle treats any railroads on the battlefield as roads.

    Reference: Armies of Imperial Japan · p. 62; Armies of Imperial Japan · p. 66

  • Signalling Bugle

    All Inexperienced enemy Infantry and Artillery units within 36” of a Signalling Bugle suffer from a -1 modifier to their morale value, as long as they have no line of sight to the model carrying the Bugle. Only one Signalling Bugle may be included in a force. A Signalling Bugle cannot be given to a unit’s leader (e.g. NCOs, officers, etc), or to a model with a Battle Flag.

    Reference: Armies of Imperial Japan · p. 25

  • Slow (when Towing)Horse-Drawn Limber

    Some heavily armoured vehicles, like early war British infantry tanks, were designed to simply keep pace with accompanying infantry. A vehicle that is designated as ‘slow’ has a basic move rate of 6" when Advancing and 12" at a Run

    Reference: Armies of Imperial Japan · p. 73

  • Small Vehicle FlamethrowersSoko Sagyo SS-Ki Armoured Work Vehicle

    This vehicle’s flamethrowers are somewhat less powerful than those mounted on larger vehicles, so they count as infantry flamethrowers for the purposes of range and number of hits caused on the target.

    Reference: Armies of Imperial Japan · p. 61

  • SNLF Officer

    This Officer's 'You Men Snap to Action’ ability (including when executing a Banzai! order) only affects other SNLF units.

    Reference: Armies of Imperial Japan · p. 24

  • SpottingWar Dog Handlers

    Hidden enemy units are revealed if a handler moves (or is deployed) within 24” of them.

    Reference: Armies of Imperial Japan · p. 34

  • Stationary Firing Platform

    The vehicle may not fire if given an Advance order.

    Reference: Armies of Germany · p. 39; Armies of Imperial Japan · p. 67

  • Strict DisciplineKempeitai Officer

    Friendly units within 6” of a Kempeitai Officer may re-roll failed order tests. In addition, when a Green friendly Japanese unit (excluding Indian National Army units) within 6” of the Kempeitai officer rolls its Green roll, the unit may re-roll the dice; the second result stands.

    Reference: Armies of Imperial Japan · p. 27

  • Stubborn as a MuleMule Team

    When a mule team takes an order test and doubles are rolled, the mules become stubborn and refuse to cooperate even if the order test was passed. The mule team is forced to go Down and receives a pin marker. This rule does not apply if a FUBAR result is rolled.

    Reference: Armies of Imperial Japan · p. 73

  • Targeting

    All knee mortars in a unit must be used against the same target. This target may be a different unit to the other non-mortar armed models in the firing unit, in the same way as one-shot weapons.

    Reference: Armies of Imperial Japan · p. 25

  • Team Weapon (Lone Sniper)Replace rifle with a light machine gun

    A lone sniper equipped with an LMG suffers -1 to hit, as he has no loader.

    Reference: Armies of Imperial Japan · p. 43

  • Tough Fighters (Shin Gunto)

    Any model armed with a sword gains the Tough Fighters special rule. If the model already has the Tough Fighters special rule, it rolls an additional dice in close quarters against infantry and artillery units. Tough Fighters: When a model with this special rule fails to damage in close quarters against enemy infantry or artillery units, it can re-roll the failed rolls to damage.

    Reference: Armies of Imperial Japan · p. 25

  • Type BIJA Grenadier Squad

    IJA Grenadier squads count as at full strength as long as they include at least 16 models.

    Reference: Armies of Imperial Japan · p. 30

  • Type BIJA Infantry Squad

    IJA squads count as at full strength as long as they include at least 13 models.

    Reference: Armies of Imperial Japan · p. 29

  • Unpredictable

    Any time a Home Defence unit fails an order test, roll a D6 and consult the chart below: ResultEffect 1-2The unit immediately goes Down, in addition it takes D3 pin markers. 3-4The unit immediately goes Down as normal. 5-6The unit immediately makes a Run order towards the nearest visible enemy unit. If this move would bring them into contact with that unit, it counts as an assault into close quarters.

    Reference: Armies of Imperial Japan · p. 24

  • VersatileType 1 Ho-Ni Tank Destroyer

    The anti-tank gun may also be fired as if it were a light howitzer.

    Reference: Armies of Imperial Japan · p. 59

  • VersatileType 88 75MM Dual-Purpose AA Gun

    This weapon may also be fired as if it were a light howitzer.

    Reference: Armies of Imperial Japan · p. 48

  • WaterborneToku Daihatsu-class Landing Craft

    Waterborne: May only move in areas of deep or shallow water, being treated as a tracked vehicle for speed and turning ability.

    Reference: Armies of Imperial Japan · p. 73

Armies of Italy

  • Italian Co-Belligerent Army Special Rules

    Vendetta

    Upon receiving their order dice, but before rolling for the Order Test, any unit within 12” from an enemy unit may roll a D6. On a 4+, one pin marker is removed. Following this roll, you may take the Order Test as normal to see if the unit executes the order. You must take the Order Test even if the unit has no Pin markers left.

    Inter-Allied Coordination

    Artillery Forward Observers may re-roll the dice when rolling on the Artillery/Smoke Barrage tables. Intelligence Officers may re-roll the dice when resolving the Intelligence rule check. Additionally, you may add some units from Armies of the United States and Armies of Great Britain as indicated in the Force Selection Guide. These units don’t have any of the British or American Army Special Rules and instead have the Army Special Rules for the Italian Co-belligerent Army given here.

    Avanti!

    Certain units in this book may have additional options to represent the different distinct forces of the Bersaglieri, Paracadutisti, Alpini. A unit entry may contain options to take that unit as one or more of those forces. If a unit is eligible to be taken as that force, its unit entry will say so, it may also enable that unit to take further options not available to the unit ordinarily.

    Reference: Armies of Italy

  • Italian National Republican Army Special Rules

    Civil War

    All infantry and artillery units, except for Camicie Nere and units taken as Camicie Nere, Republican National Guard and units purchased as Shirkers or Fanatics, have the following special rule (this rule replaces the Green special rule for Inexperienced units): Conflicting Loyalties: Immediately before the opponent rolls to hit when shooting the unit, or for casualties in close combat versus the unit, the controlling player rolls a D6: 1–3: the unit gains Shirkers for the rest of the game 4–6: the unit gains Fanatics for the rest of the game

    No Defeatism

    All friendly units within 6” of a Platoon Commander or Company Commander ignore the effects of the Shirkers rule.

    German Support

    Any infantry LMG and MMG can be upgraded to a German machine gun for free, gaining the Hitler’s Buzzsaw special rule (i.e. they fire one additional shot). In addition, any infantry unit, except for support weapon teams and HQ units, may be equipped with up to two Panzerfausts for +15pts each. Finally, you may add some units from Armies of Germany as indicated in the Force Selection Guide. These units don’t have any of the German Army Special Rules and instead have the Army Special Rules for the Italian National Republican Army given here.

    Avanti!

    Certain units in this book may have additional options to represent the different distinct forces of the Bersaglieri, Paracadutisti, Alpini, and the Camicie Nere. A unit entry may contain options to take that unit as one or more of those forces. If a unit is eligible to be taken as that force, its unit entry will say so, it may also enable that unit to take further options not available to the unit ordinarily. Additionally, any and all infantry or artillery units may be given the Fanatics special rule for +2pts per model.

    Reference: Armies of Italy

  • Royal Italian Army Special Rules

    Ferrea Mole, Ferreo Cuore (Iron Hulls, Iron Hearts)

    Any Italian vehicle with this special rule in its entry may re-roll failed Advance and Run order tests. This rule does not apply when coming onto the table from reserve or outflanking, and it also does not apply for assaults.

    Alzo Zero! (Open Sights!)

    All Italian artillery units may reroll any failed morale checks.

    Mixed Quality

    All Inexperienced Italian infantry units have the Green special rule.

    Defensive Strategy

    Italian strategic thinking and the very organisation of its army was geared to a fairly static and defensive approach to warfare. All Italian forces have the following rules: During the first turn of the game, the enemy cannot order their units on the table to Run as they cautiously probe the terrain in front of the Italian line for minefields and make their way across barbed wire. Enemy units in first wave are exempt and can be ordered to Run as normal to enter the table. Any of your Regular or Veteran unit that is set up on the table before Turn 1 may start the game already in Ambush. If you decide to do so, set one of your order dice in place next to them as you deploy them, as if you had ordered them to Ambush, before drawing the first order die on Turn 1. In scenarios that require an attacker and a defender the Italian player may choose if they want to be defender or not, except if both forces are Italian, in which case this rule has no effect.

    Avanti!

    Certain units in this book may have additional options to represent the different distinct forces of the Bersaglieri, Paracadutisti, Alpini, and the Camicie Nere. A unit entry may contain options to take that unit as one or more of those forces. If a unit is eligible to be taken as that force, its unit entry will say so, it may also enable that unit to take further options not available to the unit ordinarily.

    Reference: Armies of Italy

  • ‘Get Back in the Fight, Now!'Carabinieri Military Police Squad

    If any Italian unit fails an attempt to Rally, it can immediately roll a second attempt if within 12” of a Carabinieri squad.

    Reference: Armies of Italy · p. 37

  • AmbulanceField Ambulance

    Like empty transports, ambulances are destroyed if they end their turn closer to enemy units than to friendly units, as described on page 114 of the rulebook.

    Reference: Armies of Italy

  • Anti-tank ammunitionSemovente 75/18

    The Semovente carried a selection of effective anti-tank shells, so the gun can also be fired as a medium anti-tank gun (declare what shell is loaded when setting an Ambush).

    Reference: Armies of Italy · p. 59

  • Arditi CamionettistiUpgrade to Arditi Camionettisti

    The unit can re-roll order tests that are required to mount or dismount a transport vehicle. In addition, if their transport vehicle is destroyed, the unit suffers D3 hits rather than D6 hits.

    Reference: Armies of Italy · p. 36

  • Conflicting Loyalties

    Immediately before the opponent rolls to hit when shooting the unit, or for casualties in close combat versus the unit, the controlling player rolls a D6: 1–3: the unit gains Shirkers for the rest of the game. 4–6: the unit gains Fanatics for the rest of the game. Additionally, any and all infantry or artillery units may be given the Fanatics special rule for +2pts per model.

    Reference: Armies of Italy · p. 89

  • Di Corsa!

    The unit may re-roll failed Advance and Run order tests. This rule does not apply when coming onto the table from reserve or outflanking, and it also does not apply for assaults.

    Reference: Armies of Italy · p. 21

  • Ferrea Mole, Ferreo Cuore (Iron Hulls, Iron Hearts)

    Despite the disparaging opinions of the Italian armoured forces held by Commonwealth soldiers and even their German allies, there were numerous examples of extreme bravery and initiative that have been conveniently left out of many popular accounts. Had their equipment been up to the same standards as that of the other armies in North Africa, things could have been different. Any Italian vehicle with this special rule in its entry may re-roll failed Advance and Run order tests. This rule does not apply when coming onto the table from reserve or outflanking, and it also does not apply for assaults.

    Reference: Armies of Italy · p. 21

  • Folgore!

    The unit can re-roll failed rolls to hit when assaulting vehicles.

    Reference: Armies of Italy · p. 21

  • Gun AssemblyMule Team

    To represent the fact that a mule-towed gun was actually transported disassembled, when the gun is unlimbered the artillery unit receives a pin marker. When the gun is limbered, the mule team (and consequently the transported artillery unit) each receive a pin marker.

    Reference: Armies of Italy · p. 69

  • Heavy Anti-tank AmmunitionSemovente 105/25

    The Semovente carried a selection of effective anti-tank shells, so the gun can also be fired as a heavy anti-tank gun (declare what shell is loaded when setting an Ambush).

    Reference: Armies of Italy

  • High Rate of Fire

    The Solothurn has 2 Shots rather than the normal 1 for an anti-tank rifle.

    Reference: Armies of Italy

  • HQ ChoiceChaplain

    A force can include a single Chaplain, who is not part of any of the platoon selectors, in the same manner as a Company Commander (see the Bolt Action rulebook)

    Reference: Armies of Italy

  • Improved BallisticsM15/42 Medium Tank

    At ranges of 24" or less, this gun has an Armour Penetration rating of +5 instead of the usual +4.

    Reference: Armies of Italy · p. 56

  • Inspiring PresenceChaplain

    Upon receiving his order die (except for Down), a Chaplain may select one friendly unit within 6” and roll a D6, applying the following modifiers: Inexperienced -1, Veteran +1. On a 4+, the Chaplain may remove 1 pin marker from the selected unit.

    Reference: Armies of Italy

  • Jettison Fuel TrailerMay add a trailer to carry the fuel tanks behind the vehicle

    The normal bonus for trying to damage flamethrowing vehicles does not apply to this vehicle.

    Reference: Armies of Italy · p. 53

  • Milizia Voluntaria

    Immediately before the opponent rolls to hit when shooting the unit, or for casualties in close combat versus the unit, the controlling player rolls a D6: 1–2: the section loses its will to fight and gains Shirkers. 3–4: the section remains the same and fights on as normal. 5–6: the section is filled with patriotic bravery and gains Fanatics.

    Reference: Armies of Italy · p. 22

  • Mountain GunMountain Gun

    Any unit with this upgrade is not affected by difficult ground like other artillery. Instead, it may move through difficult ground in the same manner as infantry, and ignores all negative movement effects related to snow or ice.

    Reference: Armies of Germany; Armies of Italy

  • Passenger-Operated MMGFiat 665NM Scudato

    The vehicle’s MMG does not have a dedicated gunner, so it can be fired only if the vehicle is transporting a unit.

    Reference: Armies of Italy · p. 68

  • Self-defenceChaplain

    see the Medic entry in the Bolt Action Rulebook, page 113 Chaplain units can’t fire any weapons (including those of a transport vehicle they are on), nor assault into close quarters. They will fight in close quarters if assaulted. Note that chaplain units and their dice are always ignored for the purpose of victory conditions, for both sides (e.g. they cannot capture objectives, they are worth nothing when killed, etc.).

    Reference: Armies of Germany · p. 27; Armies of the United States · p. 29; Armies of Great Britain · p. 26; Armies of Italy

  • Slow (only when towing)Horse-Drawn Limber

    A vehicle that is designated as ‘slow’ has a basic move rate of 6" when Advancing and 12" at a Run.

    Reference: Armies of Italy

  • StubbornMule Team

    When taking an order test, if doubles are rolled, the mules become stubborn and refuse to cooperate even if the order test was passed. Turn their order die to Down and add 1 pin marker to the team. This rule does not apply if a Fubar is rolled.

    Reference: Armies of Italy · p. 69

  • Too Many Turrets!Lancia Ansaldo IZ

    The additional MMG of the IZ may target the same or a different unit from the other two MMGs, however, it is always necessary to take an order test when issuing an Advance order, even if the IZ has no pin markers (in this case, take the test at the vehicle’s unmodified morale).

    Reference: Armies of Italy · p. 67

  • Traffic DirectionCarabinieri Military Police Squad

    If an Italian force has a Carabinieri squad in reserve, it does not suffer the -1 penalty for attempting to bring vehicles onto the table.

    Reference: Armies of Italy · p. 37

  • Versatile90/53 Dual-Purpose AA Gun

    The 90/53 can be fired as a medium howitzer (use the medium howitzer profile, declare what shell is loaded if setting on Ambush).

    Reference: Armies of Italy · p. 50; Armies of Italy · p. 64

  • VersatileUpgrade to Cannone da 75/32 Modello 37

    This gun can also fire as a light howitzer (declare what shell is loaded if setting on Ambush).

    Reference: Armies of Italy · p. 47

  • Winter Equipment

    Any infantry unit may take skis for no additional cost. An infantry unit equipped with skis ignore all negative movement effects related to snow or ice in scenarios that introduce them. Any artillery units may be upgraded to mountain guns for no additional cost, but you must remove all gun shields from any gun upgraded in this way. Any unit with this upgrade is not affected by difficult ground like other artillery. Instead, it may move through difficult ground in the same manner as infantry, and ignores all negative movement effects related to snow or ice in scenarios that introduce them.

    Reference: Armies of Germany · p. 23; Armies of Italy · p. 22

Armies of Switzerland

Supplement: Armed Neutrality — The Swiss Army in Bolt Action (v1.1)

  • Switzerland Army Special Rules

    Exceptional Marksmanship

    Shooting was the national pastime of the Swiss, and the Swiss army carried the superb K31 straight-pull rifle, a match-accurate rifle masquerading as a military arm, and better than any comparable arm of the period. As long as Swiss soldiers are given a Fire order (including from Ambush), all soldiers armed with Rifles gain an additional 2" of range, for a total of 26".

    Rather Die Than Live in Slavery

    While the Swiss knew they may not be the best armed or most experienced army, they carried with them a long, deep tradition of an armed citizenry standing in defense of the country and exemplified by the Rütli Oath. Any Swiss infantry squad that is reduced below 50% of its starting strength gains the Fanatics Special Rule.

    Dialed In

    Swiss defensive preparations included extensive mapping of the country for pre-determined artillery fire, making coordination of targeting quick and simple. Swiss indirect fire-weapons may make use of a spotter even if the unit is Inexperienced, and may take a spotter, if a unit option.

    Reference: Armed Neutrality — The Swiss Army in Bolt Action (v1.1)

  • Armored All Around

    Shots to all sides use the front armor value.

    Reference: Armed Neutrality — The Swiss Army in Bolt Action (v1.1) · p. 26

  • Bicycle-mounted MMG

    The MMG still requires the loader. It may only fire if the unit is given a Fire order, not during an Advance order.

    Reference: Armed Neutrality — The Swiss Army in Bolt Action (v1.1) · p. 7

  • Creaky Knees

    Mostly aged 50+, these old soldiers lacked the mobility of their youth. Local Guard units do not double their movement when given a Run order.

    Reference: Armed Neutrality — The Swiss Army in Bolt Action (v1.1) · p. 10

  • Fortress Switzerland

    The Swiss were prepared to slow the enemy advance by any means necessary, and the country was virtually wired for destruction. Swiss Engineers may destroy certain terrain pieces under the following conditions. Beginning their turn touching, or on the piece in question, and with no other units within 6” of it, they may execute a Run order, and move 6” towards their own table edge (or deployment zone if deployed in the center of the table) and roll 1D6. On a 1, the explosives fizzled. Failure! On a 2–5 they may: 1. Destroy a Bridge: The piece is now considered impassable terrain for all vehicles, and rough ground for infantry gingerly working their way over the ruined span. 2. Destroy a Building: The ground floor of the building, and any occupants, is treated as if struck by a heavy HE round (3D6 hits). 3. Tear Up the Road or Rails: A 6” segment of road or railroad, spanning 3” in either direction from a point at the edge of where the unit began its move. It is now considered rough ground for purpose of movement, and impassable for a train if previously rails. On a 6, due to overzealousness, too much explosives was used, and the unit suffers 1D6 hits and 1D3 pins. Road and rail segments destroyed are 6” from the mid-point for a 12" span in total.

    Reference: Armed Neutrality — The Swiss Army in Bolt Action (v1.1) · p. 12

  • Gun AssemblyMule Team

    To simulate the fact that the gun was actually transported disassembled, when the gun is unlimbered the artillery unit receives a pin marker. When the gun is limbered, the mule team (and consequently the transported artillery unit) receives a pin marker.

    Reference: Armed Neutrality — The Swiss Army in Bolt Action (v1.1) · p. 27

  • High Velocity

    The anti-tank rifle does not suffer a -1 penetration penalty when firing at long range.

    Reference: Armed Neutrality — The Swiss Army in Bolt Action (v1.1) · p. 15

  • Immobile

    Although mounted on wheels, the 2 man crew was not sufficient to move the Fahrpanzer. A vehicle capable of towing a medium anti-tank gun is needed to move the Fahrpanzer, and unless rail-mounted, must be taken in your list when taking a Fahrpanzer. The Fahrpanzer may fire with an Advance while being towed if the tow is given an Advance order as well, but with an additional -1 to hit (for -2 total modifier for moving). If rail-mounted, the Fahrpanzer may move on tracks like a wheeled vehicle.

    Reference: Armed Neutrality — The Swiss Army in Bolt Action (v1.1) · p. 22

  • Improvised Role

    The 7.5cm gun was not really designed to engage ground targets. Each time it shoots, except as flak, it gains one pin marker upon itself to represent both the mechanical strain on the gun and that upon its crew!

    Reference: Armed Neutrality — The Swiss Army in Bolt Action (v1.1) · p. 20

  • Inspiring Presence

    Upon receiving his order dice (except for Down), a chaplain may select one friendly unit within 6" and roll a D6, with the following modifiers: Inexperienced -1, Veteran +1. On a 4+, the chaplain may remove 1 pin from the selected unit.

    Reference: Armed Neutrality — The Swiss Army in Bolt Action (v1.1) · p. 5

  • Non-combatant

    The chaplain is there to support the soldiers, not win battles. A chaplain unit cannot be used to claim or contest objectives.

    Reference: Armed Neutrality — The Swiss Army in Bolt Action (v1.1) · p. 5

  • Open Door

    The rear door was usually left open due both to the fumes and the mobility of the loader. Shots to the rear are treated as if against a 5+ Soft Skin. In close combat, treat the Fahrpanzer as open-topped.

    Reference: Armed Neutrality — The Swiss Army in Bolt Action (v1.1) · p. 22

  • Rails Mounted

    If taken as rail mounted, the player may place up to 24" of railroad track on the table prior to the deployment phase. One end must be touching a table edge in their deployment zone (or the middle if deployed in the middle), and may not extend into the enemy deployment zone. In any scenario that allows forward deployment, the Fahrpanzer may be deployed outside of the deployment zone, anywhere on the rail line, but if opting to do so, must be deployed prior to all other units.

    Reference: Armed Neutrality — The Swiss Army in Bolt Action (v1.1) · p. 22

  • Ready and Waiting

    After deployment, but before the first die is drawn, the Swiss player may remove a die from the bag and use it to place the Border Guards in Ambush.

    Reference: Armed Neutrality — The Swiss Army in Bolt Action (v1.1) · p. 8

  • Select-fire

    The S-18/1100 may fire twice with a -1 modifier to hit on both shots.

    Reference: Armed Neutrality — The Swiss Army in Bolt Action (v1.1) · p. 20

  • Self-defense Only

    Clergymen are not soldiers and will not take part in hostile actions — they cannot fire any weapon, nor assault enemy units. If your chaplain is equipped with a pistol, it can only be used in close quarters if the enemy assaults him (including firing it at the assaulting enemies as a reaction, if applicable).

    Reference: Armed Neutrality — The Swiss Army in Bolt Action (v1.1) · p. 5

  • Severely Outdated

    Always requires a 6 to hit when firing indirect, even on subsequent turns firing.

    Reference: Armed Neutrality — The Swiss Army in Bolt Action (v1.1) · p. 19

  • Spirit of William Tell

    Skilled shooters were a dime a dozen for the Swiss. If the sniper loses his spotter, the sniper does not suffer from the -1 penalty to hit as long as the unit has no pins.

    Reference: Armed Neutrality — The Swiss Army in Bolt Action (v1.1) · p. 14

  • Steady Shots

    Too old for regular service, the Local Guards were still crack shots… on the range. As long as the unit is in light or heavy cover, they ignore the -1 penalty to hit for Inexperienced units with a Fire or Ambush order.

    Reference: Armed Neutrality — The Swiss Army in Bolt Action (v1.1) · p. 10

  • Stubborn as a MuleMule Team

    When taking an order test and doubles are rolled, the mules become stubborn and refuse to cooperate even if the order test was passed. Place the order die to Down and add 1 pin marker to the team. This rule does not apply if a Fubar is rolled.

    Reference: Armed Neutrality — The Swiss Army in Bolt Action (v1.1) · p. 27

  • Tough Fighters (While Mounted)

    Tough Fighters applies while mounted.

    Reference: Armed Neutrality — The Swiss Army in Bolt Action (v1.1) · p. 11

  • Uncertain Mettle

    Although some of the best trained soldiers in the Swiss military, Switzerland had always counted on her armed neutrality to deter actual active defense, and even the best soldiers were entirely untested. The first time the unit suffers a casualty roll 1D6. On a 1, the unit becomes Regular, and suffers an additional pin as reality of what they volunteered for hits the men. On a 2–5 nothing happens as they hold steady. On a 6, they find the joys of battle and become Stubborn.

    Reference: Armed Neutrality — The Swiss Army in Bolt Action (v1.1) · p. 8

Armies of the British Commonwealth

  • Australia Army Special Rules

    Never Give Up

    When assaulted in close quarters, Australian infantry and artillery units count as having the Fanatics special rule until the conclusion of the ensuing close quarters combat (or until the unit is reduced to a single model, as normal).

    Aggressive Patrolling

    Before the Infiltrators stage of the ‘Start of the Game’ phase (see page 174 of the Bolt Action Rulebook), an Australian Army may deploy any and all of their Infiltrators first, except against an enemy with this same rule (in which case the rules cancel each other out). Then, for any Infiltrators that the player has decided not to deploy at this point, put a die in the bag as normal, together with enemy Infiltrators’ Order Dice, and start drawing dice for Infiltrators as normal. In addition, one infantry section (of up to 5 men) per Rifle Platoon may be upgraded with the Infiltrator special rule for +1pt per model.

    Ambush Drills

    Australian infantry units may always react to enemy Ambush fire by going Down. To do so, place the Australian infantry unit in the position at which they have been ambushed and place a Down dice next to the unit. This unit’s activation is now complete and they cannot act further this turn. Then resolve the Fire order for the enemy unit who triggered their Ambush. Furthermore, Australian infantry who have already acted may still react by going Down to an Ambush fire made at the end of the turn by a unit which rolls a 4+ (see Page 73 of the Rulebook).

    Reference: Armies of the British Commonwealth

  • Canada Army Special Rules

    Dogged

    All Canadian infantry and artillery units that start the game with, or are reduced to, three or fewer models gain the Stubborn special rule. If they already have the Stubborn special rule, they gain the Fanatics special rule instead.

    Highly Motivated

    If any Canadian unit is within 12" of an enemy model they may subtract 1 from the result of any order test they are called upon to make.

    Flame Warfare

    The following special rule applies to Rifle Platoons and Engineer Platoons: A single Rifle Section per Rifle Platoon in a Canadian force may have one man swap his rifle for a flamethrower for +30 points – another man becomes the assistant. Infantry Units with the Engineers special rule may not be given flamethrowers (but Engineer Platoons may still include Flamethrower Teams).

    Browning Machine Guns

    All turreted Canadian vehicles have the additional option of adding a pintle-mounted MMG for +15pts (as long as they don’t already have that option in their entry). They can also upgrade this MMG to an HMG for an additional +10pts.

    Airborne

    Some Commonwealth units, as indicated by the Canadian Force Selection Guide on page 37, may be taken as Airborne (only in Mid and Late War forces), as follows: Units must be taken as Veteran. Units must be given the Stubborn special rule for +1pt per model.

    Reference: Armies of the British Commonwealth

  • East Africa Army Special Rules

    Pangas

    All EAC infantry and artillery units (except for HQ units) are assumed to carry close quarters weaponry and therefore are Tough Fighters. Note that this means that upgrading a rifle to a submachine gun costs +3pts rather than +4pts (as stated in the entries).

    Local Area Control

    When an EAC infantry unit that is outflanking as described in the BA rulebook becomes available, it may enter the battle from anywhere along either the right/left table edge (depending on the chosen side) or any point along the enemy’s own table edge. For example, if a unit decided to outflank left, it could enter from any point along the left table edge (regardless of the turn it became available), or any point along the enemy’s table edge.

    Scouts

    A single Rifle Platoon may be designated as a Scout Platoon, gaining the following options: Mandatory units with 5 or fewer models may take the Infiltrator special rule for +1pt per model. Other infantry units in the platoon with 5 or fewer models may take the Infiltrator special rule for +2pts per model.

    Desert Mounted Infantry

    All infantry units within Rifle, Heavy Weapon, or Recce Infantry Platoons may be upgraded to Desert Mounted Infantry for +3pts per model: Mounted models are Desert Fighters (see page 291 of the Bolt Action rulebook) and treated as Cavalry in all respects except that they cannot make mounted charges. Mounted models ignore any movement penalties for moving through any terrain feature designated as desert terrain. All mandatory units in the platoon must be equipped this way in order for any further units to be upgraded. The models must be mounted on mules, horses, or camels.

    Nigerian Chindits

    Some Commonwealth units, as indicated by the East Africa Command Force Selection Guide on page 46, may be taken as Nigerian Chindits (only in Mid and Late War forces), as follows: Units must be taken as Veteran. Units must be given the following special rules for +3pts per man: Behind Enemy Lines: When outflanking, this unit ignores the -1 modifier to the order test for coming onto the table. Deep Jungle: When picking your force, Transport or Tow Vehicles may not be taken for Nigerian Chindit units. Note that this means that Nigerian Chindit units cannot be included in Recce Infantry Platoons. Fieldcraft. Superior Ambush Tactics: When deployed on the table, this unit may start the game on Ambush. While on Ambush, the unit has the Stubborn special rule.

    Reference: Armies of the British Commonwealth

  • India Army Special Rules

    Superior Endurance

    If an Indian infantry unit fails a Morale Check, re-roll it and apply the second result.

    Shared Knowledge

    All Inexperienced Indian infantry units have the Green special rule, and may re-roll the Green test.

    Moutain Experts

    Any Indian infantry unit may be upgraded to have Fieldcraft for +1pt per model.

    Ayo Gurkhali!

    Some Commonwealth units, as indicated by the Indian Force Selection Guide on page 58, may be taken as Gurkhas. Gurkha units must be taken as either Regular or Veteran, and must be given the following special rules for +4pts per model (or +3pts per model if the unit already has the Tough Fighters or the Fieldcraft special rule): Tough Fighters (note that SMGs cost only 3pts if given to these units) Fearsome Reputation: Enemy units may not use reaction fire against Gurkha units initiating close quarter assaults and do not benefit from Defensive Positions in the ensuing close quarters. Note that this rule does not affect the ability of enemy units on Ambush to open fire. Fieldcraft.

    Reference: Armies of the British Commonwealth

  • New Zealand Army Special Rules

    Steadfast Under Fire

    When rolling for the result of multiple Pin Markers caused by a single source (e.g. HE weapons, Flamethrowers, Artillery Barrages) against New Zealand infantry units, the result is always reduced by 1 (to a minimum of 1).

    Aggressive Patroling

    Before the Infiltrators stage of the ‘Start of the Game’ phase (see page 174 of the Bolt Action rulebook), the player may deploy any and all of their Infiltrators first, except against an enemy with this same rule (in which case the rules cancel each other out). Then, for any Infiltrators that the player has decided not to deploy at this point, put a die in the bag as normal, together with enemy Infiltrators’ dice, and start drawing dice for Infiltrators as normal. In addition, one infantry section (of up to 5 men) per Rifle Platoon may be upgraded with the Infiltrator special rule for +1pt per model.

    Māori

    Some Commonwealth units, as indicated by the New Zealand Force Selection Guide on page 69, may be taken as Māori. Māori units must be taken as either Regular or Veteran, and must be given the following special rules for +2pts per model: Tough Fighters. Kā mate! Kā ora!: When fighting in close quarters, Māori models always count as Fanatics, even if there is only a single model left in the unit.

    Reference: Armies of the British Commonwealth

  • South Africa Army Special Rules

    Turn the Flank

    South African vehicles get a +1 modifier to the Order test when entering from reserve instead of the normal -1 penalty (including when outflanking).

    Close-In Air Support

    When rolling on the Air Strike Table (page 116 of the Bolt Action rulebook), you may choose to re-roll the die.

    Shells, Not Lives

    When rolling on the Artillery Barrage Table or the Smoke Barrage Table (page 114 of the Bolt Action rulebook), you may choose to re-roll the die.

    Up-Gunned Italian Campaign Vehicles

    In Mid-War and Late War South African forces, the following options apply: South African Sherman tanks may add a pintlemounted MMG to their turrets for +15pts (as long as they don’t already have that option in their entry). They can also upgrade any pintle-mounted MMG to an HMG for +10pts. South African Recce Carriers may replace their hullmounted LMG with a pintle-mounted HMG for +20pts in addition to any other options in the unit entry.

    Reference: Armies of the British Commonwealth

  • 'Get Back in the Fight!'Corps of Military Police Section

    If any Commonwealth unit fails an attempt to Rally it can immediately roll a second attempt if within 6” of a Corps of Military Police section.

    Reference: Armies of the British Commonwealth · p. 88

  • AmbulanceField Ambulance

    Much like empty transports, are subject to the Enemy Proximity rule, as described in the Bolt Action rulebook (see page 145).

    Reference: Armies of the United States · p. 89; Armies of Great Britain · p. 96; Armies of the British Commonwealth · p. 118

  • BazookaFirst Special Service Squad "The Devil's Brigade"

    The Bazooka can be fired at a separate enemy unit, regardless of the target chosen by the other models in the unit, in the same manner as a One-Shot weapon.

    Reference: Armies of the British Commonwealth · p. 31

  • Corrugated Iron ArmourBob Semple Tank

    The vehicle can be pinned by small arms as well as heavy weapons.

    Reference: Armies of the British Commonwealth · p. 68

  • Deep JungleNigerian Chindit Section

    When picking your force, Transport or Tow Vehicles may not be taken for Nigerian Chindit Sections. Note that this means that Nigerian Chindit Sections cannot be included in Recce Infantry Platoons.

    Reference: Armies of the British Commonwealth · p. 45

  • Deep JungleNigerian Chindits

    When picking your force, Transport or Tow Vehicles may not be taken for Nigerian Chindit units. Note that this means that Nigerian Chindit units cannot be included in Recce Infantry Platoons.

    Reference: Armies of the British Commonwealth · p. 44

  • Desert Mounted InfantryDesert Mounted Infantry

    Mounted models are Desert Fighters (see page 291 of the Bolt Action rulebook) and treated as Cavalry in all respects except that they cannot make mounted charges. Mounted models ignore any movement penalties for moving through any terrain feature designated as desert terrain.

    Reference: Armies of the British Commonwealth · p. 44

  • Dual Mode SuspensionSdkfz 254 Mittlere Gepanzer Beobachtungskraftwagen

    This vehicle can count as either tracked or wheeled each turn – declare just before moving.

    Reference: Armies of Germany · p. 84; Armies of the British Commonwealth · p. 69

  • Extra SelectionEarly War Motorcycle and Sidecar

    You may take up to three Motorcycle and Sidecars as one selection in each Armoured Platoon. A maximum of one light mortar and one anti-tank rifle may be taken in each platoon.

    Reference: Armies of Great Britain · p. 80; Armies of the British Commonwealth · p. 107

  • Fearsome Reputation

    Enemy units may not use reaction fire against Gurkha units initiating close quarter assaults and do not benefit from Defensive Positions in the ensuing close quarters. Note that this rule does not affect the ability of enemy units on Ambush to open fire.

    Reference: Armies of the British Commonwealth

  • Fire-Belt Action

    If the Command Vehicle ‘snaps to’ another Marmon-Herrington armoured car and both units receive a Fire order to engage the same target, all machine guns on both vehicles fire at full rate for weapons of their type rather than half rate (i.e. they do not halve the number of shots they fire for being mounted on a vehicle), but they suffer an additional -1 to hit modifier.

    Reference: Armies of the British Commonwealth · p. 77

  • Flotation ScreenDD Sherman

    DD Shermans, while moving through deep water during any part of their move, may not fire any of their weapons. DD Shermans starting their turn in shallow water may lower their floatation screens and fire their weapons normally.

    Reference: Armies of Great Britain · p. 72; Armies of the British Commonwealth · p. 102

  • Frontal Armour PlatingAdd Frontal Armour Plating

    This vehicle cannot be damaged by small arms hits from the frontal arc, but will still receive pin markers as normal.

    Reference: Armies of Great Britain · p. 86; Armies of the British Commonwealth · p. 111

  • Gun AssemblyMule Team

    To simulate the fact that the gun was actually transported disassembled, when the gun is unlimbered the artillery unit receives a pin marker. When the gun is limbered, the mule team (and consequently the transported artillery unit) receives a pin marker.

    Reference: Armies of Great Britain · p. 94; Armies of the British Commonwealth · p. 112

  • HQ ChoiceChaplain

    A force can include a single Chaplain, who is not part of any of the platoon selectors, in the same manner as the Company commander (see the Bolt Action rulebook, page 183).

    Reference: Armies of the British Commonwealth · p. 83

  • Improvised Role3.7-Inch QF Dual-Purpose AA/AT Gun

    The 3.7-inch gun is not really designed to engage ground targets. Each time it shoots against a ground target it receives one pin marker to represent both the mechanical strain on the gun and its crew!

    Reference: Armies of Great Britain · p. 49; Armies of the British Commonwealth · p. 93

  • Inspiring PresenceChaplain

    Upon receiving his order die (except for Down), a Chaplain may select 1 friendly unit within 6” and roll a D6, applying the following modifiers: Inexperienced -1, Veteran +1. On a 4+, the Chaplain may remove 1 pin marker from the selected unit.

    Reference: Armies of the British Commonwealth · p. 83

  • Jettison Fuel TrailerInfantry Tank MK IV Churchill Crocodile

    The normal bonus for trying to damage flamethrowing vehicles does not apply to the Churchill Crocodile.

    Reference: Armies of Great Britain · p. 63; Armies of the British Commonwealth · p. 98

  • Jungle Fighters

    The unit has the Infiltrator special rule. In addition, if set up using the Infiltrator rules, they may begin the game Hidden and on Ambush.

    Reference: Armies of the British Commonwealth · p. 17

  • Kā mate! Kā ora!

    When fighting in close quarters, Māori models always count as Fanatics, even if there is only a single model left in the unit.

    Reference: Armies of the British Commonwealth · p. 67

  • Landing CraftLanding Craft, Assault

    Standard rules for transports apply, with the exception that transported units must begin the game on landing craft and cannot board them unless the landing craft is partially on solid ground.

    Reference: Armies of Great Britain · p. 95; Armies of the British Commonwealth · p. 117; Armies of the British Commonwealth · p. 118

  • LZ SignalsUpgrade to Pathfinders

    If at least one unit of Pathfinders is not in reserve (i.e. is deployed or in first wave), then any friendly Airborne unit in reserve may re-roll failed order tests to come onto the table from reserve. This includes Airborne Sections, Airlanding Rifle Squad, any unit upgraded to Airborne, Tetrarch and Locust tanks, and Airborne Recce Jeeps.

    Reference: Armies of Great Britain · p. 30; Armies of the British Commonwealth · p. 85

  • Motorized InfantryMotorised Infantry Section

    The unit can re-roll any failed order test that is required to mount or dismount a transport vehicle. In addition, if their transport is destroyed, this unit suffers D3 hits instead of D6 hits

    Reference: Armies of the British Commonwealth · p. 76

  • Native TroopsPapuan Infantry Battalion Section

    This unit does not benefit from the Never Give Up Army Special Rule.

    Reference: Armies of the British Commonwealth · p. 19

  • Only So Much RoomCanadian Recce Carrier

    If the vehicle has both a forward-facing machine gun and light mortar, it can fire either weapon each turn, but not both.

    Reference: Armies of the British Commonwealth · p. 34

  • Passenger-operated LMGC15TA Armoured Truck

    The vehicle’s LMG does not have a dedicated gunner, so it can be fired only if the vehicle is transporting a unit.

    Reference: Armies of the British Commonwealth · p. 35

  • Questionable Firing PlatformReplace LMG with light mortar

    The light mortar would need to be removed from the sidecar to fire. We represent this by only permitting the light mortar to be fired on a Fire order.

    Reference: Armies of Great Britain · p. 80; Armies of the British Commonwealth · p. 107

  • Railroad WheelsSchofield Tank

    This vehicle treats any railroads on the battlefield as if they were roads.

    Reference: Armies of the British Commonwealth · p. 69

  • Run to DangerNative Military Corps Medic

    A NMC medic unit that has not been activated yet that turn may choose to react when a friendly infantry or artillery unit is fired at. If you decide to do so, and the friendly unit is found to be within 12”, then the Medic and his men are immediately given a Run order (or an Advance order if terrain does not allow a Run). If successful, the unit is moved as close as possible to the the unit being fired at before the enemy rolls to hit.

    Reference: Armies of the British Commonwealth · p. 75

  • Securing the BeachesRoyal Navy Commando Subsection

    Royal Navy Commando Subsections count as engineers when attempting to clear underwater mines (page 298). If a Royal Navy Commando Subsection is on the table with a Rally order, any attempt to bring on reserves via boat, landing craft or amphibious vehicle ignores the normal -1 modifier.

    Reference: Armies of Great Britain · p. 34; Armies of the British Commonwealth · p. 87

  • Self-DefenceChaplain

    See the Medic entry in the Bolt Action rulebook, page 113. Chaplain units can’t fire any weapons (including those of a transport vehicle they are on), nor assault into close quarters. They will fight in close quarters if assaulted. Note that chaplain units and their dice are always ignored for the purpose of victory conditions, for both sides (e.g. they cannot capture objectives, they are worth nothing when killed, etc.).

    Reference: Armies of the British Commonwealth · p. 83

  • Semi-Independent Machine GunsFox Armoured Car

    You can either fire both machine guns against the same target, or against two separate targets as long as both targets are in the same firing arc.

    Reference: Armies of the British Commonwealth · p. 33

  • Shared Knowledge

    When rolling for a Green test, this unit may re-roll the result once.

    Reference: Armies of the British Commonwealth · p. 57

  • Small Vehicle FlamethrowerUnauthorized Badger

    This counts as an infantry flamethrower for determining the maximum range and number of hits caused on a target.

    Reference: Armies of the British Commonwealth · p. 32; Armies of the British Commonwealth · p. 34

  • Stubborn as a MuleMule Team

    When taking an order test and doubles are rolled, the mules become stubborn and refuse to cooperate even if the order test was passed. Place the order die to Down and add 1 pin marker to the team. This rule does not apply if a Fubar is rolled.

    Reference: Armies of Great Britain · p. 94; Armies of the British Commonwealth · p. 112

  • Superior Ambush TacticsNigerian Chindit Section

    When deployed on the table, this unit may start the game on Ambush. While on Ambush, the unit has the Stubborn special rule.

    Reference: Armies of the British Commonwealth · p. 45; Armies of the British Commonwealth · p. 44

  • Traffic DirectionCorps of Military Police Section

    If a Commonwealth force includes a Corps of Military Police section in reserve it does not suffer the –1 penalty for attempting to bring vehicles onto the table.

    Reference: Armies of the British Commonwealth · p. 88

Armies of the Soviet Union

  • Soviet Union Army Special Rules

    The Great Patriotic War

    Whenever a unit of infantry (including HQ) or artillery models, fails a morale check and would be destroyed as a consequence, take the test again and apply the second result.

    For the Motherland!

    Every Inexperienced unit that has one or more pin markers can attempt to lose one pin marker if there are any enemy units within 12” immediately before an order is given to it. Roll a die: on a roll of 4, 5, or 6 the test is passed and the unit loses one pin marker; on a 1, 2, or 3 the test is failed and the unit retains the pin markers it has. Once this has been done, continue to test to see if the unit obeys its order in the usual way, even if they have lost their last pin marker (in which case the order test is taken without negative modifiers from pin markers).

    Lack of Radios

    Soviet tanks lacked quality communications equipment, initially relying on rudimentary communication such as semaphore. When you give the Command Vehicle special rule to a vehicle that does not have it in its entry for the purposes of choosing a command vehicle for an Armoured Platoon, you can give it the rule for free instead of paying the normal +10pts. If you do so, however, the vehicle reduces the radius of its Command Vehicle rule from 12” to 6”. This represents communication by means of flags or hand signals.

    Massed Batteries

    When rolling to determine the ‘Fire for effect!’ radius from the aiming point (usually D6+6”), instead roll two dice and take the highest score. For example, if you roll a 2 and a 5 the roll of 5 is used, so units within 5+6=11” of the aiming point will be hit by the barrage. See the Bolt Action rulebook, page 114.

    Flying Tank

    When a Soviet forward air observer calls in an air-strike, treat a roll of 4, 5, or 6 on the Warplane Type table as the ground-attack aircraft result. Additionally, if a ground-attack aircraft type is rolled, an enemy unit attempting to shoot it down requires 5 hits rather than the usual 3.

    Not One Step Back!

    When a friendly infantry unit fails an order test within 6’’ of a commissar, remove one model from the unit and re-roll the dice. Note that there is no choice in the matter – if the commissar is within 6” of the unit he will shoot dissenters whether you want him to or not! The second result stands as normal – the commissar can only make a single re-roll for each unit affected. This rule only applies to infantry units of three or more models. If a unit has an initial size of, or has been reduced to, one or two models, this rule does not apply.

    Hammer and Sickle

    Certain infantry and artillery units in this book may have additional options to represent the different distinct forces of the Airborne, NKVD, or the Naval Brigade. A unit entry may contain options to take that unit as one of those forces. If a unit is eligible to be taken as that force, its unit entry will say so. It may also enable that unit to take further options not available to the unit ordinarily.

    Reference: Armies of the Soviet Union

  • AmbulancesField Ambulance

    Much like empty transports, ambulances are destroyed if they end their turn closer to enemy units than to friendly units.

    Reference: Armies of Germany · p. 92; Armies of the Soviet Union · p. 87; Armies of Imperial Japan · p. 76

  • AncillaryTachanka

    May not be given the Command Vehicle special rule for the purposes of creating an Armoured Platoon.

    Reference: Armies of the Soviet Union · p. 77

  • Armoured Gun BoatThe Bronekater - Soviet Riverine Craft

    The first time a damage roll resolved against the Bronekater equals or exceeds the Bronekater’s Damage Value, the result on the Damage Results on Armoured Vehicles table is always considered to be a 1, regardless of the actual result rolled.

    Reference: Armies of the Soviet Union · p. 78

  • Big ShellSU-152 and ISU-152

    Because of the sheer size and explosive power of its shell, the howitzer has an enhanced Pen value of +5.

    Reference: Armies of the Soviet Union · p. 76

  • Dog Mines

    A dog mine is a one-shot weapon with a range of 18”. Dog mines may only target stationary vehicles (i.e.any vehicle that is not sporting an order dice showing a Run or Advance order). Dog mines are fired as normal, except that instead of rolling to hit, roll on the following chart note that if a Recce vehicle reacts to the dog mine attack by moving, the dog mine automatically scores a 2–4 result) and apply the result: Result Effect: 1 The dog, due to familiarity with Soviet vehicles, hits the closest friendly stationary vehicle within range instead of the target (no line of sight is needed in this case). Resolve the hit as described for 5–6 below. If there is no eligible Soviet vehicle apply the 2–4 result instead. 2-4 The dog is either gunned down or bolts from the noise of battle and deserts. The dog mine has no effect. 5-6 The dog scampers to the target and crawls underneath it. The vehicle suffers a hit with a Pen of +3 (no Pen modifiers or cover saves apply).

    Reference: Armies of the Soviet Union · p. 49

  • Factory Worker CrewAdd Factory Worker Crew

    With a shortage of tank crews available, some factory workers climbed into the tanks they’d just built and drove them into battle themselves. Without proper training, however, completing even simple manoeuvres could be a challenge. This unit must pass an order test to perform any action, even if it has no pin markers.

    Reference: Armies of the Soviet Union · p. 68

  • Flying TankAir Force Forward Observer

    When a Soviet forward air observer calls in an air-strike, treat a roll of 4, 5, or 6 on the Warplane Type table as the ground-attack aircraft result. Additionally, if a ground-attack aircraft type is rolled, an enemy unit attempting to shoot it down requires 5 hits rather than the usual 3.

    Reference: Armies of the Soviet Union · p. 32

  • Guard Dogs

    A model equipped with a guard dog gains the Tough Fighters special rule. In addition they can spot Hidden enemies at 24" rather than the normal 12".

    Reference: Armies of the Soviet Union · p. 29

  • Hastily RepairedAdd Hastily Repaired

    Some knocked-out T-34s were towed in to receive only the most rudimentary of repairs, and then were sent back out to fight. Whenever this vehicle would suffer Superficial Damage, it instead suffers Full Damage.

    Reference: Armies of the Soviet Union · p. 68

  • Heavy Rocket LauncherM-30 Heavy Rocket Launcher

    This heavy rocket launcher fires HE (4”) rockets rather than the usual HE (3”) rockets. However, to represent the fact that it is so slow to reload, after it has fired, it must then be given a successful Rally order before it can be ordered to Fire again.

    Reference: Armies of the Soviet Union · p. 54

  • Improved BallisticsMay take the Improved Ballistics special rule (see page 58)

    Improved Ballistics (see page 58).

    Reference: Armies of the Soviet Union · p. 72

  • Improved BallisticsZIS-2 Anti-Tank Gun

    Against targets within half of its range, the ZiS-2 anti-tank gun has a base Pen value of +6 instead of +5.

    Reference: Armies of the Soviet Union · p. 59

  • Improved BalliticsM-42 Anti-Tank Gun

    Against targets within half of its range, the M-42 anti-tank gun has a base Pen value of +5 instead of +4.

    Reference: Armies of the Soviet Union · p. 58

  • Improved HEIS-2 Heavy Tank

    Instead of HE (2”) the heavy anti-tank gun has HE (3”).

    Reference: Armies of the Soviet Union · p. 70; Armies of the Soviet Union · p. 71; Armies of the Soviet Union · p. 73

  • Integrated TractorTake integrated tractor

    This allows the gun to be moved by its crew as if it were a medium howitzer.

    Reference: Armies of the Soviet Union · p. 53

  • Just a CartTachanka

    Tachanka move as wheeled vehicles. In addition, to represent the vulnerability of the horses, it has been given an unusually low Damage Value, and every time it suffers one or more pin markers as a result of an enemy attack, it automatically suffers one additional pin marker.

    Reference: Armies of the Soviet Union · p. 77

  • Lack of Radios

    The vehicle reduces the radius of its Command Vehicle rule from 12” to 6”. This represents communication by means of flags or hand signals.

    Reference: Armies of the Soviet Union · p. 27

  • Massed BatteriesArtillery Forward Observer

    When rolling to determine the ‘Fire for effect!’ radius from the aiming point (usually D6+6”), instead roll two dice and take the highest score. For example, if you roll a 2 and a 5 the roll of 5 is used, so units within 5+6=11” of the aiming point will be hit by the barrage. See the Bolt Action rulebook, page 114.

    Reference: Armies of the Soviet Union · p. 32

  • No OpticsAdd No Optics

    The main gun suffers an additional -1 to hit modifier.

    Reference: Armies of the Soviet Union · p. 68

  • Not One Step Back

    Soviet armies may include a single Commissar for each Rifle Platoon. Commissars are political officers and do not confer a Morale bonus to nearby troops. If soldiers show signs of disobeying orders the commissars will not hesitate to shoot them. When a friendly infantry unit fails an Order test within 6’’ of a commissar, remove one model from the unit and re-roll the dice. Note that there is no choice in the matter – if the commissar is within 6” of the unit he will shoot dissenters whether you want him to or not! The second result stands as normal the commissar may only make a single re-roll for each unit affected. This rule only applies to infantry units of three or more models. If a unit has an initial size of, or has been reduced to, one or two models, this rule does not apply.

    Reference: Armies of the Soviet Union · p. 28

  • Regimental SupportAnti-Tank Rifle Team

    If an Anti-tank Rifle team is taken in a Rifle Platoon, a second Anti-tank Rifle team may be taken in the same platoon (paying its cost as normal).

    Reference: Armies of the Soviet Union · p. 47

  • Scouts Lead the WayScout Squad

    Units of Scouts are allowed to make a Run move after both sides have finished set-up, but before the first turn of the game. During this move, the unit cannot assault enemy units, and cannot be targeted by enemies in Ambush.

    Reference: Armies of the Soviet Union · p. 43

  • Skilled RidersAdd Horses

    Cossacks treat obstacles as open ground while mounted (except when assaulting defended obstacles).

    Reference: Armies of Germany · p. 39; Armies of the Soviet Union · p. 39

  • Slow (only when towing)Mule Team

    Some heavily armoured vehicles, like early war British infantry tanks, were designed to simply keep pace with accompanying infantry. Any vehicle with the Slow special rule has a basic move rate of 6" when Advancing and 12" at a Run.

    Reference: Armies of Germany · p. 92; Armies of the Soviet Union · p. 86

  • SN-42 Body Armour

    Hits from small arms (rifles, machine guns, etc.), HE weapons, and close-quarters attacks suffer a -1 modifier when rolling to damage soldiers wearing body armour. Additionally, troops wearing body armour do not increase their pace when given a Run order: they run at a pace of 6”

    Reference: Armies of the Soviet Union · p. 29

  • Super-Heavy MortarMT-13 Mortar

    Treat this weapon as a heavy howitzer, except that it may only fire indirectly, and has a range of 12–72”

    Reference: Armies of the Soviet Union · p. 54

  • Tank RidersTank Riders Squad

    A tank rider unit can mount onto or dismount from a tank counting it as a transport for these purposes. Once mounted the unit is replaced by a few tank rider models placed on the tank itself. A single unit of tank riders can ride upon each tank. As with other transported units the tank riders cannot be targeted whilst they ride upon the tank; however, unlike with other transported troops, tank riders must immediately disembark if the tank they are riding upon is shot at. As soon as the firer is found to be within range of the tank, the tank rider unit immediately disembarks before the roll to hit. Units disembarking in this way are treated like units disembarking from a transport that has been immobilised by enemy fire. In addition, tank riders may not mount on a vehicle with the Recce rule (having a number of men clinging to the back of vehicle isn’t conducive to keeping a low profile).

    Reference: Armies of the Soviet Union · p. 35

  • The Victory Banner

    Any Infantry or Artillery unit within 12” and line of sight to The Victory Banner adds +1 to its morale value. Only one Victory Banner may be included in a force. A model equipped with the Victory Banner exchanges all of their weapons for a pistol. The Victory Banner cannot be given to a unit’s leader (e.g. NCOs, officers, etc), so the unit must consist of at least two figures.

    Reference: Armies of the Soviet Union · p. 29

  • Tough Tank Hunters'Tank Hunters' Anti-Tank Team

    This unit has all the usual rules for Tank Hunters. In addition, they double their attacks in close combat against vehicles (i.e. each man makes 2 attacks).

    Reference: Armies of the Soviet Union · p. 48

  • VengeancePartisan Squad

    If the enemy force includes any Waffen-SS units, this unit gains the Fanatics special rule for the entire game. Fanatics are unwilling to give in and will die fighting rather than flee or surrender. If forced to take a morale check, they ignore negative morale modifiers from pin markers, so long as the unit includes at least two men. Should the unit be reduced to one man, he must make the check as normal. Remember that order tests are not morale checks, and are therefore modified as normal. Fanatic units with at least two men left are not routed and destroyed when they have a number of pin markers equal to or higher than their morale value. Of course, such a unit is not very likely to be able to do anything until it manages to Rally. When a fanatics unit is defeated in close quarters fighting, the fight counts as a draw instead and another round is immediately fought. Continue fighting until the fanatics unit wins, is completely wiped out, or is defeated and left with a single model, in which case it is destroyed.

    Reference: Armies of the Soviet Union · p. 43

  • VersatileEquip with armour piercing ammunition

    The SU-76 can fire its light howitzer as a medium anti-tank gun.

    Reference: Armies of the Soviet Union · p. 74

  • VersatileZIS-3 Divisional Gun

    The ZiS-3 can also fire as a light howitzer.

    Reference: Armies of the Soviet Union · p. 59

  • Winter VehicleAerosan

    The Aerosan can only travel over snow or flat ice – when doing so it is treated as a wheeled vehicle moving over open ground, and therefore cannot pass through obstacles.

    Reference: Armies of the Soviet Union · p. 86

Armies of the United States

  • United States Army Special Rules

    Fire and Manoeuvre

    For every three men who fire a rifle/carbine when a unit shoots, you may add one additional dice to the total of shots fired (these shots are assumed to come from any of the men armed as such). For example four men would add one additional shot, and twelve men would add four shots.

    Air Superiority

    The Forward Air Observer unit can call an Air Strike twice instead of once per game. Resolve the first air strike as normal. Then, after the first air strike has been resolved, the FAO may call a second.

    Modern Communications

    When units take an order test to move from reserve onto the table, do not apply the usual -1 penalty.

    By Air, Land, and Sea

    Certain infantry and artillery units in this book may have additional options to represent the different distinct forces of the Airborne, Rangers and Marines. A unit entry may contain options to take that unit as one of those forces. If a unit is eligible to be taken as that force, its unit entry will say so, it may also enable that unit to take further options not available to the unit ordinarily.

    Reference: Armies of the United States

  • 'Get Back in the Fight!'US Army Military Police Corps Squad

    If any friendly unit fails an attempt to Rally it can immediately roll a second attempt if within 6” of a Military Police Corps squad.

    Reference: Armies of the United States · p. 42

  • ‘We Ain’t Footsloggers'Rear Detachment Squad

    Non-frontline squads are made up of highly capable specialists in their own field, but their knowledge and experience of battlefield tactics and procedures are limited at best. To reflect this, the unit always counts as having lost their NCO.

    Reference: Armies of the United States · p. 42

  • Airborne Carriage57MM Anti-Tank Gun M1

    If the By Air, Land & Sea: Airborne option is taken, this is counted as a light anti-tank gun for the purposes of being towed.

    Reference: Armies of the United States · p. 53

  • AmbulanceField Ambulance

    Much like empty transports, are subject to the Enemy Proximity rule, as described in the Bolt Action rulebook (see page 145).

    Reference: Armies of the United States · p. 89; Armies of Great Britain · p. 96; Armies of the British Commonwealth · p. 118

  • Bulldozer BladesSherman Dozer

    Tanks with dozer blades can clear an adjacent obstacle (e.g. tank traps, beach obstacles, barbed wire, minefields, and bocage hedgerow) by receiving a Down order. The gap in the obstacle becomes rough ground. A Down order may also be used to fill in an anti-tank ditch. Tanks equipped with Bulldozer Blades can assault buildings even though they are not heavy tanks. When rolling against a building during an assault, treat this vehicle as a super-heavy tank (i.e. Damage Value and front armour 11).

    Reference: Armies of the United States · p. 65

  • Busy TurretM4 Sherman T34 Calliope

    You can either fire the turret’s main gun (or coaxial MMG), or the multiple launcher, but not both in the same turn.

    Reference: Armies of the United States · p. 63

  • Culin Hedgerow Cutter

    A tank so equipped may move at Advance rate through any bocage or hedgerow or comparable obstacle that is otherwise rated impassable to vehicles. As it does so it automatically creates a gap passable to any tracked vehicles moving at Advance rate.

    Reference: Armies of the United States · p. 26

  • CumbersomeM51 Multiple Machine Gun Carriage

    Because of the awkward layout and very high ammunition demand, this weapon counts as a heavy gun for the purposes of movement. It also counts as a vehicle-mounted machine gun for the purposes of determining the number of shots it fires.

    Reference: Armies of the United States · p. 52

  • Floatation ScreenDD Sherman

    DD Shermans moving through deep water through any part of their move may not fire any of their weapons. DD Shermans starting their turn in shallow water may lower their floatation screens and fire their weapons normally.

    Reference: Armies of the United States · p. 64

  • Frontal ArmourUS Airborne Armoured Jeep

    This soft-skinned vehicle cannot be damaged by small arms hits against its frontal arc, but will still be pinned as normal.

    Reference: Armies of the United States · p. 78; Armies of the United States · p. 79

  • Hull-Mounted LMGsAdd two hull-mounted forward-facing LMGs

    To represent the awkwardness of this weapon layout, these two weapons must be fired against the same target.

    Reference: Armies of the United States · p. 54

  • Inspiring PresenceChaplain

    Upon receiving his order dice (except for Down), a chaplain may select 1 friendly unit within 6” and roll a D6, applying the following modifiers: Inexperienced -1, Veteran +1. On a 4+, the chaplain may remove 1 pin from the selected unit.

    Reference: Armies of Germany · p. 27; Armies of the United States · p. 29; Armies of Great Britain · p. 26

  • Jettison Fuel TrailerSherman Crocodile

    The normal bonus for trying to damage flamethrowing vehicles does not apply to the Sherman Crocodile.

    Reference: Armies of the United States · p. 64

  • Landing CraftLanding Craft, Personnel

    Standard rules for transports apply, with the exception that units must begin the game on landing craft and cannot board them unless the landing craft is partially on solid ground.

    Reference: Armies of the United States · p. 88

  • Long-Range PenetrationMerrill's Marauders Squad

    When outflanking, as described in the Bolt Action rulebook (see page 172), Merrill’s Marauders may re-roll failed order tests for coming onto the table.

    Reference: Armies of the United States · p. 41

  • LZ SignalsPathfinders Squad

    If at least one unit of Pathfinders is not in reserve (i.e. is deployed or in first wave), then any friendly Airborne unit in reserve may re-roll failed order tests to come onto the table from reserve. This includes US Paratrooper Squads, Pathfinders Squads, Glider Squads and Glider Machine Gun Squads, any unit upgraded to Airborne, and Airborne Armoured Jeeps.

    Reference: Armies of the United States · p. 36

  • Mechanised Infantry

    This unit can re-roll any failed order test that is required to mount or dismount a transport vehicle. In addition, if their transport vehicle is destroyed, this unit suffers D3 hits rather than D6 hits.

    Reference: Armies of the United States · p. 33

  • Minimal TrainingRear Detachment Squad

    Rear Detachment Squads may not use any of their nation’s special rules.

    Reference: Armies of the United States · p. 42

  • Recon TroopsI&R Squad

    The unit will spot hidden enemy units at 18” rather than the normal 12”.

    Reference: Armies of the United States · p. 38

  • Regimental UnitsI&R Squad

    A force can include a maximum of 2 I&R Squads.

    Reference: Armies of the United States · p. 38

  • SelectionArmoured Infantry Machine Gun Squad

    A maximum of 1 Armoured Infantry Machine Gun Squad may be taken for each platoon. If this squad is included in the platoon, you are allowed to include one additional Bazooka team in the same platoon (only in platoons that allow Bazooka teams to begin with).

    Reference: Armies of the United States · p. 34

  • SelectionArmoured Infantry Mortar Squad

    A maximum of 1 Armoured Infantry Mortar Squad may be taken for each platoon. If this squad is included in the platoon, you are allowed to include one additional Bazooka team in the same platoon (only in platoons that allow Bazooka teams to begin with).

    Reference: Armies of the United States · p. 33

  • SelectionArmoured Infantry Rifle Squad

    For each of these squads included in the platoon, you are allowed to include one additional Bazooka team in the same platoon (only in platoons that allow Bazooka teams to begin with).

    Reference: Armies of the United States · p. 33

  • SelectionHeavy Weapons Rifle Team

    You may take Heavy Weapons Rifle Teams instead of either Mortar or Machine Gun Teams in any Heavy Weapons Platoon.

    Reference: Armies of the United States · p. 48

  • SelectionUSMC War Dog Team

    You may take 0–1 War Dog Team in addition to the normal infantry allowed for any Rifle Platoon that includes at least one unit of US Marines. Note that any dog models are purely decorative, and therefore always ignored in game terms and removed if their handler is removed.

    Reference: Armies of the United States · p. 48

  • Self-defenceChaplain

    see the Medic entry in the Bolt Action Rulebook, page 113 Chaplain units can’t fire any weapons (including those of a transport vehicle they are on), nor assault into close quarters. They will fight in close quarters if assaulted. Note that chaplain units and their dice are always ignored for the purpose of victory conditions, for both sides (e.g. they cannot capture objectives, they are worth nothing when killed, etc.).

    Reference: Armies of Germany · p. 27; Armies of the United States · p. 29; Armies of Great Britain · p. 26; Armies of Italy

  • SpottingUSMC War Dog Team

    The unit will spot hidden enemy units at 24” rather than the normal 12”.

    Reference: Armies of the United States · p. 48

  • Traffic DirectionUS Army Military Police Corps Squad

    If a force includes a Military Police Corps unit in reserve, it gains the benefit of a +1 modifier when rolling to bring vehicles onto the table from reserve.

    Reference: Armies of the United States · p. 42

Get You By Lists

  • Belgium Army Special Rules

    Forward Artillery Doctrine

    The Artillery Forward Observer unit may call an artillery barrage twice instead of once per game. Resolve the first barrage as normal. Then, after the first barrage has been resolved, the observer may call a second (when issued a Fire order).

    Highly Motivated Reserves

    Every Inexperienced unit that has one or more pin markers can make a test to lose one pin marker if there are any enemy within 12” immediately before an order is given to it. For example, a unit of infantry has two pin markers and there is an enemy unit within 12” – when the infantry are allocated an order they can test to lose one pin marker immediately before the order test is taken. Roll a die: on a roll of 4, 5 or 6 the test is passed and the unit loses one pin marker; on a 1,2 or 3 the test is failed and the unit retains the pin markers it has. Once this has been done, continue to test to see if the unit obeys its order in the usual way, even if they have lost their last pin marker (in which case the Order test is taken without negative modifiers from pin markers).

    Reference: Get You By Lists

  • Bulgaria Army Special Rules

    Axis Support

    A Bulgarian force may include a single unit from either the German or Italian army lists (though no German or Italian army special rules apply, except for Hitler’s Buzzsaw). si unit must be included as part of a platoon, taking the slot of the equivalent unit type (e.g. a sniper team for a sniper team, a tank for a tank), and may not be one of that platoon’s mandatory units. In addition, this unit may not be a Veteran unit, nor a vehicle with a Damage Value of 10 or higher.

    Roving Patrols

    Enemies cannot make Outflanking Manoeuvres and cannot use the Infiltrators special rule for deployment.

    Reference: Get You By Lists

  • Finland Army Special Rules

    Trained Huntsmen

    As long as any Finnish infantry unit has an Ambush Order die next to it, it can re-roll Morale checks. Also, when the unit opens Fire from Ambush, all models in the unit that are armed with a rifle, including snipers, gain an additional +1 to-hit bonus.

    Sisu

    When a Finnish infantry or artillery unit is reduced to 50 per cent or less of its starting strength, the remaining models in that unit are automatically upgraded to higher quality – Inexperienced troops become Regular and Regulars become Veterans, while Veteran units increase their base Morale to 11. For example, when a unit of 9 Regular Finnish infantry is reduced to 4 men or below, the men immediately upgrade to Veterans before any more dice are rolled (including any Morale check they must take for the casualties just suffered).

    Motti

    When attempting an outflanking manoeuvre as described on p.172 of the Bolt Action rulebook, Finnish infantry units ignore the –1 modifier to the Order test for coming on to the table.

    Skis

    All infantry units may be equipped with skis for free. Ski troops ignore movement penalties for snow and other winter conditions.

    Reference: Get You By Lists

  • France Army Special Rules

    Forward Artillery Doctrine

    The forward artillery observer unit may call an artillery barrage twice instead of once per game. Resolve the first barrage as normal. Then, after the first barrage has been resolved, the observer may call a second (when issued a Fire order).

    Highly-Motivated Reserves

    Every Inexperienced unit that has one or more pin markers can make a test to lose one pin marker if there are any enemy within 12” immediately before an order is given to it. For example, a unit of infantry has two pin markers and there is an enemy unit within 12” – when the infantry are allocated an order they can test to lose one pin marker immediately before the order test is taken. Roll a die: on a roll of 4, 5 or 6 the test is passed and the unit loses one pin marker; on a 1, 2 or 3 the test is failed and the unit retains the pin markers it has. Once this has been done, continue to test to see if the unit obeys its order in the usual way, even if they have lost their last pin marker (in which case the Order test is taken without negative modifiers from pin markers).

    Reference: Get You By Lists

  • Greece Army Special Rules

    Battlefield Knowledge

    Any Greek unit that is set up on the table before Turn 1 may start the game already in Ambush. If you decide to do so, set one of your order dice in place next to them, as if you had ordered them to Ambush, before drawing the first order die on Turn 1. In the first turn of the game, all Greek infantry counts as having the Fieldcraft rule. When attempting an outflanking manoeuvre, as described on page 172 of the Bolt Action rulebook, Greek units ignore the -1 modifier to the order test for coming onto the table.

    Reference: Get You By Lists

  • Hungary Army Special Rules

    Axis Support

    A Hungarian force may include a single unit from either the German or Italian army lists (though no German or Italian army special rules apply, except for Hitler’s Buzzsaw). This unit must be included as part of a platoon, taking the slot of the equivalent unit type (e.g. a sniper team for a sniper team, a tank for a tank), and may not be one of that platoon’s mandatory units. In addition, this unit may not be a Veteran unit, nor a vehicle with a Damage Value of 10 or higher (except for a Tiger I).

    Roving Patrols

    Enemies cannot make Outflanking Manoeuvres and cannot use the Infiltrators special rule for deployment.

    Reference: Get You By Lists

  • Norway Army Special Rules

    BATTLEFIELD KNOWLEDGE

    Any Norwegian unit that is set up on the table before Turn 1 may start the game already in Ambush. If you decide to do so, set one of your order dice in place next to them, as if you had ordered them to Ambush, before drawing the first order die on Turn 1. In addition, in the first turn of the game, all Norwegian infantry units count as having the Fieldcraft rule. When attempting an outflanking manoeuvre, as described on page 172 of the Bolt Action rulebook, Norwegian units ignore the -1 modifier to the Order test for coming onto the table.

    Reference: Get You By Lists

  • Partisans Army Special Rules

    Battlefield Knowledge

    Any Partisan unit that is set up on the table before Turn 1 may start the game already in Ambush. If you decide to do so, set one of your order dice in place next to them, as if you had ordered them to Ambush, before drawing the first dice on Turn 1. In addition, in the first turn of the game, all Partisan infantry units count as having the Fieldcraft rule. When attempting an outflanking manoeuvre, as described on page 172 of the Bolt Action rulebook, Partisan units ignore the -1 modifier to the order test for coming onto the table.

    HOME COUNTRY

    Enemies cannot make Outflanking Manoeuvres and cannot use the Infiltrators special rule for deployment

    Reference: Get You By Lists

  • Poland Army Special Rules

    NO HOPE OF RETREAT

    Whenever a Polish unit fails a morale check and would otherwise be destroyed as a consequence, take the test again and apply the second result. This re-roll applies to all units, facing this situation (including infantry, artillery and vehicles that suffer an On Fire damage result).

    Battlefield Knowledge

    Any Polish unit that is set up on the table before Turn 1 may start the game already in Ambush. If you decide to do so, set one of your order dice in place next to them, as if ordered them to Ambush, before drawing the first on Turn 1. In addition, in the first turn of the game, all Polish infantry units count as having the Fieldcraft rule. When attempting an outflanking manoeuvre, as described on page 172 of the Bolt Action rulebook, Polish units ignore the -1 modifier to the Order test for coming onto the table.

    Reference: Get You By Lists

  • Romania Army Special Rules

    AXIS SUPPORT

    A Romanian force may include a single unit from either the German or Italian army lists (though no German or Italian army special rules apply, except for Hitler’s Buzzsaw). This unit must be included as part of a platoon, taking the slot of the equivalent unit type (e.g. a sniper team for a sniper team, a tank for a tank), and may not be one of that platoon’s mandatory units. In addition, this unit may not be a Veteran unit, nor a vehicle with a Damage Value of 10 or higher.

    FRENCH ARTILLERY DOCTRINE

    Like many armies of Europe, the Romanians modelled their armed forces on many French concepts. French artillery doctrine called for artillery to be deployed close to the front line, where it could react quickly to an enemy’s actions. A Romanian forward artillery observer unit may call an artillery barrage twice instead of once per game. Resolve the first barrage as normal. Then, after the first barrage has been resolved, the observer may call a second (when issued a Fire order).

    Reference: Get You By Lists

  • The Netherlands Army Special Rules

    FORWARD ARTILLERY DOCTRINE

    The forward artillery observer unit may call an artillery barrage twice instead of once per game. Resolve the first barrage as normal. Then, after the first barrage has been resolved, the observer may call a second (when issued a Fire order).

    HIGHLY-MOTIVATED RESERVES

    Every Inexperienced unit that has one or more pin markers can make a test to lose one pin marker if there are any enemy within 12” immediately before an order is given to it. For example, a unit of infantry has two pin markers and there is an enemy unit within 12” – when the infantry are allocated an order they can test to lose one pin marker immediately before the order test is taken. Roll a die: on a roll of 4, 5 or 6 the test is passed and the unit loses one pin marker; on a 1, 2 or 3 the test is failed and the unit retains the pin markers it has. Once this has been done, continue to test to see if the unit obeys its order in the usual way, even if they have lost their last pin marker (in which case the Order test is taken without negative modifiers from pin markers).

    Reference: Get You By Lists

  • Bulgarian CavalryMounted Section

    The Bulgarian cavalry was not trained to charge into battle, but rather acted as a mobile reserve, or resistance pursuit unit. Bulgarian cavalry units may not move into contact with an enemy unit while mounted. On the other hand, Bulgarian cavalry sections do not suffer the -1 to their leadership roll to arrive from reserve.

    Reference: Get You By Lists

  • Deep Strike MissionKaukopartio Long Distance Recon Squads

    When a Kaukopartio unit is Outflanking as described on pg 172, it may enter the battle from anywhere along either the right/left table edge (depending on the chosen side) or any point along the enemy’s own table edge. For example, if a Kaukopartio decided to outflank left, it could enter from any point along the left table edge (regardless of the turn it became available), or any point along the enemy’s table edge.

    Reference: Get You By Lists

  • Hybrid WeaponSkoda 37mm/70mm Hybrid Gun

    When ordering the gun to Advance, as well as repositioning it, the barrel of the gun can be changed, turning it from a light anti-tank gun into a light howitzer (or vice versa). Declare what barrel the gun starts the game with when you deploy it.

    Reference: Get You By Lists

  • Improved BallisticsUpgrade to M-42 light anti-tank gun

    At ranges or 24” or less an M-42 ATG adds +1 to its penetration value.

    Reference: Get You By Lists

  • Improved HE

    Instead of HE (1”) the medium anti-tank gun has HE (2”).

    Reference: Get You By Lists

  • LancesAdd Lances

    Units equipped with lances gain one additional attack in close quarters against infantry and artillery units but may not fire their carbines while mounted. Lances are discarded if the unit dismounts.

    Reference: Get You By Lists

  • Liason OfficerLiason Officer

    This unit counts as a Forward Air Observer.

    Reference: Get You By Lists

  • Master of the Hunt

    This team can move into an Ambush position. In other words, they are allowed to make an Advance move and if they do not shoot any weapons then the team can turn their dice to to an Ambush order.

    Reference: Get You By Lists

  • MedicKaukopartio Long Distance Recon Squads

    Each man carries field surgery kit and is a skilled medic. Therefore, the unit can self-medicate and always acts exactly in the same way as if a medic was within 6in. of the unit.

    Reference: Get You By Lists

  • Mounted BARCavalry Section

    Note that the BAR Automatic Rifle may not fire while the operator is mounted.

    Reference: Get You By Lists

  • Mounted BARCavalry Section

    Note that the BAR Automatic Rifle may not fire while the operator is mounted

    Reference: Get You By Lists

  • Non TestatiCamicie Nere (Blackshirts) Militia Infantry Section

    Immediately before the opponent rolls to hit when shooting or for casualties in close combat versus a Camicie Nere section, the controlling player rolls a D6. On a result of 1-2, the section loses its will to fight and gains the Shirkers special rule. On a 3-4, the section remains the same. On a 5-6, the section is filled with patriotic bravery and gains the Fanatics special rule. Apply the ability before resolving the shooting or close combat. The result rolled then applies for the rest of the game.

    Reference: Get You By Lists

  • Pistol/SMG loaderForeign Legion Veteran Infantry Section

    The pistol/SMG-armed soldier is always the loader if present.

    Reference: Get You By Lists

  • Poor MaintenanceFlamethrower Team

    Handled by inexperienced partisans, the flamethrower is more likely to malfunction. When rolling to determine whether the flamethrower runs out of fuel, you suffer a –1 modifier to the roll.

    Reference: Get You By Lists

  • Romanian CavalryCavalry Section

    The Romanian cavalry was not trained to charge into battle, but rather acted as a mobile reserve, or pursuit unit. Romanian cavalry units may not move into contact with an enemy unit while mounted. On the other hand, Romanian cavalry sections do not suffer the -1 to their leadership roll to arrive from reserve.

    Reference: Get You By Lists

  • Severely OutdatedAdd 'Severely Outdated'

    Antiquated Dutch artillery is not precise enough to fire accurate artillery bombardments, and thus always needs a 6 to hit their target unit when firing indirect fire, even if firing on the same unit in subsequent turns.

    Reference: Get You By Lists

  • Slow... Pitifully Slow

    This tank is Slow as defined by the rules and, in addition, we do not allow it to make a double-speed Run move at all. It can still be given a Run order (thereby avoiding the ‘One-man Turret’ rule) but moves at its basic speed only.

    Reference: Get You By Lists

  • Small CarriageMace Thrower

    The weapon system was actually mounted on captured Soviet Maxim machine gun carriages. As such, the weapon was too small to tow behind a vehicle. The crew and weapon are instead counted as infantry when being transported, taking up 6 transport slots inside a vehicle. The crew may move the weapon up to 6" when given a Run order, even over rough ground.

    Reference: Get You By Lists

  • SMG loaderGroupe Franc/SES/GIA Veteran Infantry Section

    The SMG-armed man must be the loader if present.

    Reference: Get You By Lists

  • Stabilizer JacksReplace the light automatic cannon with a super heavy anti-tank gun and stabilizer jacks

    The vehicle may not fire if given an Advance order.

    Reference: Get You By Lists

  • Too Many JobsWZ.29 'Ursus' Armoured Car

    Combining the roles of commander, gunner for two different weapons and loader together means it’s hard to do different things at once! To represent this it is always necessary to make an order test when issuing an Advance order, even if the tank is not pinned. In addition, the vehicle may fire either the main gun or the turret-mounted MMG in the same turn, not both.

    Reference: Get You By Lists

  • Too Many TurretsLancia Ansaldo IZ

    It is always necessary to make an order test when issuing an Advance order, even if the vehicle is not pinned.

    Reference: Get You By Lists

  • Two-Rocket SalvoMace Thrower

    The weapon has two ammunition types,and has the below profiles. Declare which profile you are using before firing. You must load two rockets of the same type, so the next shot taken on a subsequent turn will need to use the same profile. Then, when both rockets have been fired, you can start the process again.

    Reference: Get You By Lists

  • VB Launcher

    The VB launcher attachment for the rifle converts the rifle into a short-range light mortar with stats as follows. The infantryman equipped with the VB launcher can either shoot as a rifleman or as a light mortar.

    Reference: Get You By Lists

  • Zrínyi weapons43M Zrínyi II

    The crew can either shoot the Zrínyi main gun or the MMG – but not both.

    Reference: Get You By Lists