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Bolt Action 2 QuickRef

1. The document provides rules for resolving combat between units in a tabletop wargame, including rules for firing, movement orders, damage results, and more. 2. Key information includes the chance to hit based on range and conditions, damage results for different targets, penetration modifiers, and morale and order rules. 3. The summary focuses on resolving combat between units by determining the order and action for each unit, rolling to hit the target and inflict damage or other effects based on the target and weapons used.

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ubershep
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0% found this document useful (0 votes)
194 views

Bolt Action 2 QuickRef

1. The document provides rules for resolving combat between units in a tabletop wargame, including rules for firing, movement orders, damage results, and more. 2. Key information includes the chance to hit based on range and conditions, damage results for different targets, penetration modifiers, and morale and order rules. 3. The summary focuses on resolving combat between units by determining the order and action for each unit, rolling to hit the target and inflict damage or other effects based on the target and weapons used.

Uploaded by

ubershep
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1.

Declare target The minimum score required to convert


PRELIMINARY PHASE a hit into damage is shown below Damage Results
2. Target reacts – if not activated, may go DOWN
When an armoured vehicle is hit by HE, do not roll for
Resolve Air Strikes, Artillery Barrages and Smoke 3. Measure range and open fire Troops & Softskins multiple hits and instead roll once to penetrate using
ORDERS PHASE 4. Roll to hit Inexperienced infantry/artillery 3+ the PEN value of the shell.
5. Roll to damage — 1 always fails, 6 potential special Regular infantry/artillery 4+ Die Damage Results
1 Draw an Order Die 6. Target takes casualties
Veteran infantry/artillery 5+ Roll
2 Give one unit an order, place the die by 7. Target checks morale if 50% or more casualties taken
that unit. Once a unit has been given an All soft-skinned vehicles 6+ Equal Superficial Roll 1d6-3 on Effects Table
order it cannot be given another that Turn.
HIT MODIFIERS Armoured Targets +1 or Normal Roll 1d6 on Effects Table
3 Resolve Order Test (if necessary). If +2 damage
successful, remove one Pin Marker. If The basic chance to hit is 3+. Indirect fire requires 6+ on the first Armoured car/carrier 7+ + 3 or Massive Roll 1d6 twice on the Effects
failed, unit goes Down. Turn, then 5+, then 4+, etc. Light tank 8+ greater damage Table

4 Execute the unit’s resulting action.


Point blank range +1 Target is a small unit –1 Medium tank 9+ Damage Effects
5 Back to 1, until all units have received Per Pin Marker –1 Target is in soft cover –1 Heavy tank 10+ If it is an open-topped vehicle hit by indirect fire,
orders. Long range –1 Target is in hard cover –2 add + 1 to the result
Super-heavy tank 11+
Inexperienced –1 Target is in bunker –4 1 or Crew Add one additional Pin
TURN END PHASE Penetration Modifiers less stunned Marker. Place a DOWN
Fire on the move –1 Target hidden AND in –4 / –5 Order Die; the vehicle
soft/hard cover for heavy weapons vs. armoured targets
Remove Order Dice for destroyed units. Return cannot take any further
Order Dice to the cup, except for those units Vehicle’s side or top armour +1
Target is DOWN –2 Crew weapon reduced –1 action that Turn. If the
retaining an AMBUSH or DOWN order. to 1 man Vehicle’s rear armour +2 vehicle has turrets, check for
Long range –1 Turret Jam
2 Immobilized Add one additional Pin
Marker and a DOWN Order
Die. The vehicle cannot
ORDER SUMMARY Quality Morale Examples
H.E. shells have a Penetration (PEN) move for the rest of the
1 FIRE No move. Fire at full effect modifier that is fixed to the H.E. value, game. A further Immobilized
Inexperienced 8 Conscript, poor or little training, no
and in some cases can result in more result means the vehicle is
2 ADVANCE Move and fire at -1 to hit combat experience
Pins on the target. Knocked out. If it has turrets,
3 RUN Move at double speed or Regular 9 Normal training and some combat check for Turret Jam.
Assault experience H.E. Pins PEN Hits vs. 3 On fire Add one additional Pin
4 AMBUSH No move/fire, but wait for Veteran 10 Special training (paras, commandos,
opportunity fire targets in Marker and make a Morale
marines) and extensive combat Check for the crew:
5 RALLY No move/fire, lose 1d6 Pin experience buildings
Markers If passed, the fire is
1” d2 +1 d3
6 DOWN No move/fire, gain -2 to be hit OFFICER MODIFIERS controlled; place a DOWN
2” d3 +2 d6 Order Die, the vehicle can
Rank Morale Extra Orders Order Range do nothing else that Turn.
3” d3 +3 2d6
If failed, the crew abandons
If an Order Test results in TWO SIXES the order is 2nd Lieutenant +1 1 6” 4” d6 +4 3d6 the vehicle and it is
not given and the unit rolls 1d6 immediately on the 1st Lieutenant +2 2 6” considered Knocked out.
table below: If the vehicle has turrets,
Captain +3 3 12”
1–2 FRIENDLY No move. Open fire on a check for Turret Jam.
friendly unit within 12” of Major +4 4 12” Type Advance Run
FIRE enemy (opponent chooses 4–6 Knocked out Mark the vehicle in some
way to indicate that it’s a
target). If no unit is close
enough to enemy, unit
PINNED & CASUALTY MODIFIERS Infantry 6” 12” wreck. Wrecked AFVs count
goes DOWN instead. as Impassable Terrain.
Infantry unit without leader (NCO) –1 Tracked vehicle 9” 18”
3–6 PANIC Unit executes a RUN
Per Pin Marker –1
Turret Jam
order and must move as
fast as possible away from ½-Track vehicle 9” 18” 1–3 Nothing happens
Crew weapon reduced to one crew member –1
closest visible enemy. If 4–6 The turret is jammed and for the rest of the
no visible enemy, unit Infantry assaulting a tank without AT weapons –3 Wheeled vehicle 12” 24” game is limited in the arc that the damage-
goes DOWN instead. causing hit came from.
Category Infantry Artillery Wheeled Tracked INFANTRY VS. INFANTRY
Vehicles Vehicles d6 Effect d6 Effect
OK OK OK OK 1 Rookie Opposing player chooses one 1. Declare target
Open ground 1 Miscalculation: Move the aiming point 3d6” in
Pilot of your units as the target of a 2. Measure move distance
Rough ground No RUN No* No No RUN a random direction, then resolves 4–6 result
Here it comes! attack 3. Target reacts if assaulters more than 6”
No RUN No No OK* 2–3 Delay: Move the marker up to 12” and roll away
Obstacle 2–3 The Nothing happens. Player may
again on the chart next Turn. 4. Move assaulters
skies change to another target
Building OK No* No No (!) 5. Fight first round of close quarters:
are within sight of FAO next Turn. Fire For Effect! Roll 1d6 for every unit within
4–6 A. Attackers roll to damage
Road OK OK x2 x2 empty 6+d6” of target. On a 1–5, unit takes d3 Pins.
(HE) B. Defenders take casualties
OK No change to base movement rate 4–6 Here it Resolve warplane attack as On a 6, unit is hit by heavy howitzer: place a 4”
C. Defenders roll to damage
comes! shown on p.86 template and resolve hits. Infantry/Artillery can
OK* No change to base movement rate unless D. Attackers take casualties
Place Aircraft marker and go DOWN to halve hits taken.
the terrain has been designated as an anti- E. Loser surrenders & is destroyed
tank obstacle, impassable, or the equivalent, resolve AA fire. If aircraft Smoke Screen Type of Weapon &
survives, roll 1d6:
4-6 6. Resolve draws — further round(s) of close
in which case it is impassable to all vehicles Deployed Radius: quarters fighting
No RUN Cannot cross or move over with a RUN 1 Strafing Fighter: + 1 Pin, 2d6 Centre circle of Light mortar: 3” 7. Winner regroups
action, but can with ADVANCE hits, + 2 PEN smoke on aiming Med. mor/light how: 4”
No Cannot enter or move across this type of point. LOS is blocked
2–3 Fighter-Bomber: + d2 Pins, Hvy mor/med how: 5”
terrain at all
3” HE template, + 3 PEN
if it passes through INFANTRY VS. VEHICLES
more than 2” of Hvy how/barrage: 6”
No* Cannot enter or move within this terrain, but
4–6 Ground Attack Aircraft: + d3 smoke, otherwise –1 Infantry cannot assault a vehicle making a
can be deployed within it (but not move
Pins, 4” template, + 4 PEN penalty to shooting. RUN action unless it has been immobilized
within it) at the start of the game.
or otherwise brought to a halt.
No (!) Cannot enter or move within this terrain
except for Heavy and Super-Heavy tanks An infantry unit without anti-tank weapons
Type Range Shots PEN Notes must make and pass a Morale Test with a –3
x2 Move rate doubled if move is entirely along modifier when attempting to assault any sort
road. HMG 36” 3 +1 Team, Fixed of fully-enclosed armoured vehicle.
Light autocannon 48“ 2 +2 Team, Fixed, HE 1” Vehicles can fire their weapons at infantry
Heavy autocannon 72“ 2 +3 Team, Fixed, HE 1” assaulting from more than 6” away and
Type ADVANCE Pivot (90°) RUN Pivot (90°) Anti-tank rifle 36“ 1 +2 Team within the weapon’s firing arc.

PIAT 12“ 1 +5 Team, Shaped charge Once per turn a Recce vehicle can react to
Tracked 9” 1 18” None an enemy shooting or assaulting them by
Bazooka 24“ 1 +5 Team, Shaped charge making an Escape Move, unless it is towing..
½-Tracked 9” 2 18” 1
Panzerschreck 24“ 1 +6 Team, Shaped charge
Wheeled 12” 2 24” 1 Panzerfaust 12“ 1 +6 One shot, Team, Shaped charge Roll to Hit
Light AT gun 48“ 1 +4 Team, Fixed, HE 1”
REVERSE MOVES Vehicle with ADVANCE: 6
Medium AT gun 60“ 1 +5 Team, Fixed, HE 1”
A vehicle can reverse straight backwards at up to half its Heavy AT gun 72“ 1 +6 Team, Fixed, HE 2” Otherwise: 4,5,6
ADVANCE speed unless it is a Recce vehicle. A Recce vehicle Vehicle with RUN: N/A
Super-heavy AT 84“ 1 +7 Team, Fixed, HE 3”
can reverse at its full ADVANCE rate, and manoeuvre as if
driving forwards. Flamethrower (Inf.) 6“ d6 +2 Team, Flamethrower
Roll to Damage
Flamethrower (veh.) 12“ d6+1 +3 Flamethrower
VB launcher 6“–18” 1 H.E. Indirect fire, HE 1” Damage roll: no. of Hits + D6
Type Range Shots PEN Notes AT weapon (*) 24“ 1 H.E. Team, Fixed, HE 3”
Rifle 24” 1 n/a — Light mortar 12”–24“ 1 H.E. Team, Indirect fire, HE 1” If the vehicle is soft-skinned or an open-
Pistol 6” 1 n/a Assault toped AFV, it is destroyed if damaged. If it is
Medium mortar 12”–60“ 1 H.E. Team, Fixed, Indirect fire, HE 2”
SMG 12” 2 n/a Assault an enclosed AFV, roll on the Damage
Heavy mortar 12”–72“ 1 H.E. Team, Fixed, Indirect fire, HE 3” Results chart (over).
AutoRifle 30” 2 n/a —
Light howitzer 48“ / 24-60” 1 H.E. Team, Fixed, Howitzer, HE 2” Infantry not armed with anti-tank weapons
AsR 18” 2 n/a Assault
Medium howitzer 60“ / 30-72” 1 H.E. Team, Fixed, Howitzer, HE 3” can only score Superficial damage.
Shotgun 18” 1 n/a Assault
Heavy howitzer 72“ / 36-84” 1 H.E. Team, Fixed, Howitzer, HE 4” If the vehicle survives, the assault is over
LMG 36” 4 n/a Team
and the assaulting infantry regroup.
MMG 36” 5 n/a Team, Fixed (*) See Blacker Bombard (British), Ampulomets (Soviet) for special rules

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