Bolt Action Cold War - Core Rules (Revision 4.325)
Bolt Action Cold War - Core Rules (Revision 4.325)
REVISION 4.325
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Table of Contents
Introduction ........................................................................................................................................... 4
Weapons Chart ....................................................................................................................................... 5
Types of weapons: .............................................................................................................................................................. 8
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Introduction
Welcome to Bolt Action Cold War, a fan-made supplement that extends the Bolt Action Timeline into the Cold War era.
The Cold War is in my opinion one of the most interesting periods for wargamers, because it spans multiple conflicts all
over the world, including very diverse forces and options, from the asymmetrical conflicts in Afghanistan, Angola and
Vietnam, to the real and conventional wars in the Persian Gulf (Iran-Iraq and the 2nd Gulf War) and Near East (Six Day War,
Yom Kippur War) or the potential battles on the North German Plains. The fighting forces range from rag-tag South
American, African or Central Asian “freedom fighters”, the hyper-specialized militaries of Israel and South Africa to the
diverse and tactical minded NATO and their more operationally focused Warsaw Pact enemies.
The Cold War also saw extreme technological steps in nearly all sectors of the defense industries, from modern composite
armor for tanks, to guided artillery shells, thermal imaging etc. For this reason, a Cold War supplement for Bolt Action
would inevitably become more complex and it would in my opinion be a disservice to this period to simplify or dumb
down everything. For this reason, some added aspects of this ruleset may look far more complicated than the ones of the
vanilla game, even though I try to simplify these aspects as much as possible, without sacrificing too much of the
character. It’s also important to remember that this ruleset is still WIP and is not a finished and polished one.
Furthermore, this ruleset is optimized for 15mm Miniatures (But should work fine for 28mm) due to the higher
availability of 15mm Cold War miniatures, vehicles, 1/144 planes and 1/87 (H0 scale) buildings. The recommended way of
playing is to just use normal rules for movement and weapon ranges. An arguably more realistic option is to keep the
intended weapons ranges and us ½ of the usual movement range, to give the game a slower pace.
QRF Miniatures: Large source for 15mm vehicles and minis, including minor nations
Skytrex Miniatures: Some US, British and Soviet vehicles, including rarer Soviet command, FIST and radar vehicles
Battlefront Miniatures: Team Yankee range, basic range of infantry and vehicles for major and some minor nations,
including plastic miniatures
Peter Pig Miniatures: Vietnam War miniatures for both sides, including vehicles. “Modern Africa” range, suitable for
African conflicts
Quality Castings: Nice ranges for WP vehicles and Infantry, Vietnamese, North Koreans, Mid-East forces, US and British.
Flashpoint Miniatures: Large range of Vietnam era miniatures, 90s era US miniatures (Ranger/Delta Force), Somalians and
Taliban
Roskopf Modelle: Good source for West-German vehicles, must be sourced from eBay though, because the company is
defunct.
Thingiverse and Cults: Quite a lot of free vehicles can be downloaded, and 3D printed from there.
ArmyBits: STLs for 3D printing can be sourced from there in addition to resin and metal models. A good variety of British,
Soviet (Including VDV and Speznas) and US minis, including towed artillery and their crews.
Faller, Noch, Auhagen, Vollmer, Kibri: H0 scale buildings and accessoires, which also fit 1:100/15mm scale wargaming.
Very useful for Cold War Germany/Central Europe.
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Weapons Chart
Weapons Chart
Small Arms
Type Range (‘‘) Shots Pen Special Rules
Rifle (Bolt Action/Semiautomatic) 24 1 - -
Battle Rifle 24 1/2 - Self-Loading Rifle
Assault Rifle 18 2 - Assault
Carbine 12/18 2/1 - Assault, CQC, Carbine
Automatic Rifle 30 3 - -
Light Support Weapon (LSW) 24 3 - Assault
Designated Marksman Rifle 30 1 - DMR
(DMR)
Shotgun 12 1 -1 Pen Breaching, CQC
Submachine Gun (SMG) 12 2 - Assault, CQC
Machine Pistol (PDW) 9 3 - Assault, CQC
Pistol 9 1 - Assault, CQC
Light Machine Gun (LMG) 36 4 - Team
Medium Machine Gun (MMG) 36 5 - Team, Fixed
Gatling Machine Gun 36 5 - Team, Fixed, Rotary Cannon
Squad Automatic Weapon (SAW) 24 4 - -
Heavy Squad Automatic Weapon 30 4 - -
(HSAW)
General Purpose Machine Gun 30 5 - Team
(GPMG)
Hand Grenade 6 1 - HE (1‘‘), One-Shot, Indirect Fire
Stun Grenade/Flashbang 6 1 - Stun Weapons, One-Shot, Indirect Fire
Smoke Grenade/Discharger 6 1 - Smoke Grenades, One Shot, Indirect Fire
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Heavy Weapons, Part 1
Type Range (‘‘) Shots Pen Special Rules
Heavy Machine Gun (HMG) 36 3 +1 Team, Fixed
Light Automatic Cannon 48 3 +2 Team, Fixed, HE (1‘‘)
Medium Automatic Cannon 60 3 +3 Team, Fixed, HE (1‘‘)
Heavy Automatic Cannon 72 2 +4 Team, Fixed, HE (1‘‘)
Super Heavy Automatic Cannon 84 2 +5 Team, Fixed, HE (1‘‘)
Heavy Gatling Machine Gun 36 4 +2 Team, Fixed, Rotary Cannon
Light Gatling Cannon 48 3 +2 Team, Fixed, HE (1‘‘), Rotary Cannon
Medium Gatling Cannon 60 2 +3 Team, Fixed, HE (1‘‘), Rotary Cannon
Heavy Gatling Cannon 72 2 +4 Team, Fixed, HE (1‘‘), Rotary Cannon
Grenade Launcher 3-18 1 +1 HE (1‘‘)
Grenade Launcher (Underbarrel) 3-18 1 +1 HE (1‘‘), Underbarrel
/ Rifle Grenades
Grenade Launcher (Revolver) 3-18 2 +1 HE (1‘‘)
Automatic Grenade Launcher 3-24 3 +1 Team, Fixed, HE (1‘‘)
Anti-Tank Rifle 36 1 +2 Team
Anti-Material Rifle 48 1 +2 Team, Sniper
PIAT 12 1 +5 Team, Shaped Charge
Bazooka/Panzerschreck 24 1 +5/+6 Team, Shaped Charge, Backblast!
Panzerfaust 3-12 1 +6 One-Shot, Shaped Charge, Backblast!
Light LAW 3-24 1 +7 One Shot, Shaped Charge, Backblast!
Medium LAW 3-30 1 +8 One Shot, Shaped Charge, Backblast!, HE (1‘‘)
Heavy LAW 3-36 1 +9 One Shot, Shaped Charge, Backblast!, HE (1‘‘)
Light Recoilless Rifle 30 1 +7 Team, Shaped Charge, Backblast!
Medium Recoilless Rifle 36 1 +8 Team, Shaped Charge, HE (1‘‘), Backblast!
Heavy Recoilless Rifle 48 1 +9 Team, Shaped Charge, HE (1‘‘), Backblast!
Incendiary Rocket Launcher 30 1 - Team, Incendiary, MIN, Backblast!, HE (3‘‘)
Basic MANPAD 6-60 1 +1 AA, Team, Backblast!
Improved MANPAD 6-72 1 +2 AA, Team, Backblast!
Modern MANPAD 6-96 1 +3 AA, Team, Backblast!
Light SAM 6-120 1 +2 AA, Fixed
Medium SAM 6-132 1 +3 AA, Fixed
Heavy SAM 6-144 1 +4 AA, Fixed
High Energy Laser (HEL) - 1 - Flak, Incendiary
Light AT Gun 48 1 +4 Team, Fixed
Medium AT Gun 60 1 +5 Team, Fixed, HE (1‘‘)
Heavy AT Gun 72 1 +6 Team, Fixed, HE (2‘‘)
Super Heavy AT Gun 84 1 +7 Team, Fixed, HE (3‘‘)
Ultra-Heavy AT-Gun 84 1 +8 Team, Fixed, HE (3‘‘)
Modern Ultra-Heavy AT-Gun 96 1 +9 Team, Fixed, HE (3‘‘)
Early Smoothbore AT Gun 84 1 +8 Team, Fixed, HE (2‘‘), HEAT, SABOT
Smoothbore AT Gun 84 1 +9 Team, Fixed, HE (3‘‘), HEAT, SABOT
Modern Smoothbore AT Gun 84 1 +10 Team, Fixed, HE (3‘‘), HEAT, SABOT
Large Smoothbore AT Gun 72 1 +11 Team, Fixed, HE (4‘‘), HEAT, SABOT
Electronmagnetic Gun 96 1 +12 Team, Fixed, No HE
Light ATGM 6-60 1 +7 Team, Shaped Charge, Backblast!
Medium ATGM 6-72 1 +8 Team, Shaped Charge, Backblast!
Heavy ATGM 6-96 1 +9 Team, Shaped Charge, Backblast!
Super Heavy ATGM 6-120 1 +10 Team, Shaped Charge, Backblast!
Ultra-Heavy ATGM 6-144 1 +11 Team, Shaped Charge, Backblast!
Flamethrower (Infantry) 9 D6 +3 Team, Flamethrower
Flamethrower (Vehicle) 18 D6+1 +3 Flamethrower
Flamethrower (Disposable) 9 D6 +3 Flamethrower, One-Shot, Backblast!
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Heavy Weapons, Part 2
Type Range (‘‘) Shots Pen Special Rules
Light Mortar 12-24 1 HE Team, Fixed, Indirect Fire, HE (1‘‘), Easy Ranging
Medium Mortar 12-60 1 HE Team, Fixed, Indirect Fire, HE (2‘‘)
Heavy Mortar 12-72 1 HE Team, Fixed, Indirect Fire, HE (3‘‘)
Light Howitzer 72 (24-96) 1 HE Team, Fixed, Howitzer, HE (2‘‘)
Medium Howitzer 84 (30-120) 1 HE Team, Fixed, Howitzer, HE (3‘‘)
Heavy Howitzer 96 (36-144) 1 HE Team, Fixed, Howitzer, HE (4‘‘)
Light MRLS 24-96 1 HE Team, Fixed, Multiple Launcher, HE (2‘‘)
Medium MRLS 30-120 1 HE Team, Fixed, Multiple Launcher, HE (3‘‘)
Heavy MRLS 36-144 1 HE Team, Fixed, Multiple Launcher, HE (4‘‘)
Light Mine Clearing Line Charge 6-12 6 HE Team, Fixed, MICLIC, HE (3‘‘)
(MICLIC-L)
Heavy Mine Clearing Line Charge 6-18 12 HE Team, Fixed, MICLIC, HE (6‘‘)
(MICLIC-H)
Light Unguided HE/AP Rocket 48 3 HE/+5 HE (2‘‘), One-Shot, Aerial Ammunition
Medium Unguided HE/AP Rocket 60 2 HE/+6 HE (3‘‘), One-Shot, Aerial Ammunition
Heavy HE/AP Unguided Rocket 72 1 HE/+7 HE (4‘‘), One-Shot, Aerial Ammunition
125kg/250lbs Bomb 6 (24-96) 1 HE HE (3‘‘), One-Shot, Aerial Ammunition
250kg/500lbs Bomb 6 (24-96) 1 HE HE (4‘‘), One-Shot, Aerial Ammunition
500kg/1000lbs Bomb 6 (24-96) 1 HE HE (5‘‘), One-Shot, Aerial Ammunition
1000kg/2000lbs Bomb 6 (24-96) 1 HE HE (6‘‘), One-Shot, Aerial Ammunition
125kg/250lbs Cluster Bomb 6 (24-96) 1 HE HE-CLUS/DPICM (3‘‘), One-Shot, Aerial Ammunition
250kg/500lbs Cluster Bomb 6 (24-96) 1 HE HE-CLUS/DPICM (4‘‘), One-Shot, Aerial Ammunition
500kg/1000lbs Cluster Bomb 6 (24-96) 1 HE HE-CLUS/DPICM (5‘‘), One-Shot, Aerial Ammunition
1000kg/2000lbs Cluster Bomb 6 (24-96) 1 HE HE-CLUS/DPICM (6‘‘), One-Shot, Aerial Ammunition
125kg/250lbs Napalm Bomb 6 (24-96) 1 HE Napalm (3‘‘), One-Shot, Aerial Ammunition
250kg/500lbs Napalm Bomb 6 (24-96) 1 HE Napalm (4‘‘), One-Shot, Aerial Ammunition
500kg/1000lbs Napalm Bomb 6 (24-96) 1 HE Napalm (5‘‘), One-Shot, Aerial Ammunition
1000kg/2000lbs Napalm Bomb 6 (24-96) 1 HE Napalm (6‘‘), One-Shot, Aerial Ammunition
Basic SRAAM 6-96 1 +2 AA, Minimum Distance, One-Shot
Improved SRAAM 6-120 1 +3 AA, Minimum Distance, One-Shot
Modern SRAAM 6-144 1 +4 AA, Minimum Distance, One-Shot
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Types of weapons:
Due to the advance in technology the list of weapons increased. While certain weapons stay the same,
some have been reworked to better fit the Cold War theme.
One important thing to remember is, that though some weapons are technically quite similar, they might
have been used doctrinally different, which is why I added several new weapon categories, which could
have been “lumped together”.
This is currently not the “cleanest” solution but should increase flavor and further differentiate playstyles
between different units and different nations. Furthermore, these new weapons still might change.
Small Arms
Rifle
While outdated since the early days of the Cold War, rifles, whether bolt-action or semiautomatic ones
were still used in a wide range of conflicts, by militias, reserve units and other less fortunate groups.
Examples of this weapon type are the Lee-Enfield rifle used by the Afghan Mujahedeen, the SKS used by
various Warsaw Pact rear area forces and the MAS-49/56 that was in Service of the French army for a long
time.
Battle Rifle
Battle rifles, such as the G3, FN FAL or M14 were one of the basic types of standard armament for Western
Cold War forces. Having a full rifle calibre, they offer more range, but are also harder to control. Battle
Rifles excel in mid-range combat where they can make use of their range advantage.
Assault Rifle
Assault Rifles have become far, far more common since WW2, with assault rifles like the AK47/AKM and
M16 being in widespread use and NATO reequipping to intermediate calibre assault rifles like the FAMAS
or SA80/L85 in the 80s. Assault rifles are very effective in mid/short range combat, where their compact
size and low recoil gives them an advantage.
Carbine
Carbines are shortened versions of assault rifles, used by special forces or vehicle crews to get a maximum
of firepower out of a very compact weapon. Examples of carbines include the AKS-74U, the Colt
Commando and the HK53. Carbines, just like SMGs excel in close quarters combat and urban warfare but
are not the best choice for medium range combat.
Automatic Rifle
Automatic rifles are a category that is mostly used for the M14E2 automatic rifle, which is similar in
doctrinal use as the BAR. Other weapons that are categorized as automatic rifles are the FALO, HK11, Galil
ARM and the Zastava M77. Automatic rifles are useful in medium and long-range combat, where they can
outrange enemy assault rifles and battle rifles.
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Light Support Weapon
Light support weapons are a category that includes assault rifles that are used in an LMG/SAW role after
minor modifications. Examples include the LSW version of the M16, L86 LSW, HK13 and MG36. LSWs are
an effective complement to assault rifles, but they are not able to put out a similar volume of fire as SAWs,
GPMGs or LMGs.
Shotgun
The Shotgun was reworked to better represent the effective use of these weapons by Cold War militaries
and law enforcement. Cold War shotguns include the Remington 870, the HK512 and the famous SPAS-12.
Shotguns are extremely effective for close encounters but are not useful for even medium ranges.
Submachine Gun
Cold War submachine guns including the MP5, the MPL, M12 or the Carl Gustaf M/45 were mostly
different due to more modern materials and ergonomics from their WW2 counterparts and were more and
more replaced by battle/assault rifles in frontline military units. Submachineguns are very effective in close
range combat but are less useful for medium range combat.
Machine Pistol
Machine pistols are a new category of SMGs that are smaller, more compact and offer a high RoF in a small
frame. Examples of these are the MAC-10, the Skorpion vz.61, MP5K or the famous Uzi. These weapons are
ideal for close combat-oriented units and excel in urban combat.
Pistol
While pistols have not changed much in design, they are often manufactured with more modern materials
and are far lighter than their old WW2 counterparts. Though even with these advances, most army issued
relatively old pistols, like the M1911, the Browning HP or the P1 (Which is a rebranded P38). The Soviet
army was having a “relatively” new model with the Makarov, while Poland and Czechoslovakia used
domestic designs like the P-64 or the Vz.52.
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Squad Automatic Weapon
Squad automatic weapons represent more modern automatic weapons that are usually fed by a large
magazine or a belt. SAWs are usually of intermediate calibre and have better ergonomics as LMGs or
GPMGs. Examples of this category are the RPK-74, the HK23, Minimi/M249 or the drum-fed version of the
Stoner 63.
Hand Grenade
Hand grenades are basic infantry weapons and can be used in close combat. While they have a low range,
they can be used indirectly, lobbing them over walls etc.
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Heavy Weapons
Heavy Machinegun
This category is reserved for true heavy machineguns, like the DShk, the M2HB or the NSV. These are large
caliber weapons that can also used against enemy armor in limited capacity.
Grenade Launcher
Grenade launchers like the HK69 or the M79 are represented in this category.
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Grenade Launcher (Revolver)
This category represents the various revolver-type grenade launchers like the RG-6, the Milkor MGL or the
RGA-86.
Anti-Tank Rifle
This category is only added for completion and represents old WW2 AT-rifles like the Boys or PTRD.
Anti-Material Rifle
Anti-Material rifles are heavy sniper rifles in the 12,7mm + range. Famous examples are the M82, the IWS-
2000 and the MacMillan TAC-50.
PIAT
This legacy category represents the PIAT launcher of WW2 fame.
Bazooka/Panzerschreck
This legacy category represent the old WW2 variants of the Bazooka and the Panzerschreck.
Panzerfaust
This legacy category represents old, disposable WW2 variants of the Panzerfaust.
Light LAW
The Light LAW category represents the (mostly early) and relatively weak disposable anti-tank weapons
like the RPG-18, RPG-75, the Wasp 58 or the M72-LAW.
Medium LAW
This category represents the medium caliber range of disposable, shoulder-launched anti-tank weapons.
Examples include the RPG-26, the AT-4 and the C90.
Heavy LAW
Heavy LAWs are representing the most modern and effective disposable launchers, like the RPG-27, the
APILAS or the LAW-80.
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Incendiary Rocket Launcher
Incendiary rocket launchers are shoulder launched weapons that use an incendiary or thermobaric
warhead. Famous examples are the RPO and the M202.
Basic MANPAD
Improved MANPAD
Modern MANPAD
Light SAM
Medium SAM
Heavy SAM
Light AT Gun
Medium AT Gun
Heavy AT Gun
Ultra-Heavy AT-Gun
Smoothbore AT Gun
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Modern Smoothbore AT Gun
Electronmagnetic Gun
Light ATGM
This category of ATGMs represent the least effective variants, including the early variants of the Maljutka
or the Dragon.
Medium ATGM
Heavy ATGM
Ultra-Heavy ATGM
Flamethrower (Infantry)
Infantry-based flamethrowers are the traditional, backpack-based flamethrowers like the Soviet LPO-50 or
the US M9.
Flamethrower (Vehicle)
In this category vehicle-mounted flamethrowers like the ones of the M67 and TO-55 are represented.
Flamethrower (Disposable)
This category only represents the disposable, single shot DM34 “Handflammpatrone” so far.
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Rule Changes from BA 2nd Edition
These are rules that have changed from BA’s 2nd Edition. Those changes are small and should not interfere
much with the flow of gaming.
Hit Modifiers
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Damage Values and Penetration Modifiers
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Spotting/Hiding (WIP):
Spotting rules haven been overhauled and are more expansive. Additionally, daytime spotting is now
necessary (Although you can of course choose to discard those rules, for a more “vanilla” experience).
The basic spotting stays similar to the night fighting rules as described in the 2nd edition rulebook, but
additionally there are “basic spotting ranges” for daytime spotting (In which enemy units are automatically
spotted and which are added to the spotting role) and more different modifiers. Spotting is also
determined on the abilities of both the spotter and the target, inexperienced or regular infantrymen being
far worse at spotting than a recon vehicle for example.
The following base spotting values are applied now for daytime spotting:
Vehicles/Support Team with Optics: This category represents units such as: Tanks, IFVs with magnifying
optics for their main guns, recon vehicles (Armed and unarmed), drones, planes and attack helicopters and
support units ATGM/Anti-Tank teams which can use the optics of their weapon.
Vehicles/Support Team with no Optics: This category represents units such as: Trucks, Jeeps, Command
vehicles with no optics, transports with machineguns (Those would only use iron sights), transport and
lightly armed helicopters and support units such as MMG/HMG teams which aim with iron sights)
Spotting Formula:
Daytime Spotting: Base value + 2D6 + Modifier / Nighttime Spotting: 2D6 + Modifier
Example: An inexperienced recon team tries to spot a tank in the open during a night battle. The team
does neither use night vision, nor flashlights, the tank has fired, has a regular crew and is 14´´ from the
team:
= 19 (Which means that the tank has been spotted by the team)
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Daytime Visibility Modifiers (Target)
The target has a Fire, Advance, Run or Rally order +12´´
die on it
The target has a Down order die on it -6´´
The target has a “Muzzle Flashes!” marker on it +6´´
The target has the “Backblast!” special rule +6´´
The target is a small unit -6´´
The target is a vehicle +12´´
The target is in cover or concealment -6´´
The target is in the open +12´´
The target has the “Scouts” or “Camouflage -12´´
Training” special rules
The target was successfully spotted by a friendly +6´´
unit in 12´´ distance
The target is a helicopter +18´´
The target is a plane/large drone +24´´
The target has the “Behind enemy lines” special -6´´
rule
The target is “inexperienced” or “veteran” +6´´ / -6´´
All modifiers are cumulative
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Nighttime Visibility Modifiers (Target)
The target has a Fire, Advance, Run or Rally order +6´´
die on it
The target has a Down order die on it -6´´
The target has a “Muzzle Flashes!” marker on it +6´´
The target is a small unit -6´´
The target is a vehicle +6´´
The target is in cover or concealment -6´´
The target is in the open +6´´
The target has the “Scouts” or “Camouflage -6´´
Training” special rules
The target was successfully spotted by a friendly +6´´
unit in 12´´ distance
The target is a helicopter +12´´
The target is a plane/large drone +18´´
The target has the “Behind enemy lines” special -6´´
rule
The target is “inexperienced” or “veteran” +6´´ / -6´´
The target uses flashlights or headlights +6´´ / +12´´
The target uses an IR-Searchlight (Only applicable +12´´
if the spotter has night vision too)
All modifiers are cumulative
All infantry units are “equipped” with flashlights and all vehicles can use their headlights now. Activating
these can be done in addition to every normal order, that means it is perfectly possible to give an assault
order, move activate flashlights or headlights and fire in one turn.
Upon activating lights, the units should get a “light” marker to represent this. Lights can increase the
spotting ability of units, but also makes it easier for enemies to spot the user.
Please remember that these rules are WIP, subject to change and
need finetuning
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New HQ Options:
New additions to HQ units are available to give new options to officers, observers and medics. In addition
to supporting the units in question with their special abilities, these count as normal soldiers and can fight
as such.
Runner
This Officer has a runner or courier at his disposal. Once per game the commander can use “You Men, Snap
to Action” on a unit that is out of his range.
Stretcher Bearers
This medic has a pair of stretcher bearers with him and can help his patients more adequately. The medic
can now reroll a failed roll to save a unit.
Note that this range increase does not affect the morale bonus.
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Changes to Artillery:
Targeting
Artillery is allowed to fire at targets that are in LOS or in the LOS of a spotter. Additionally, a forward
observer can now act as a spotter and artillery is allowed to target units out of LOS in certain
circumstances:
Counter-Battery Fire
Work in Progress
Artillery Ranges
To give artillery an edge over tank guns and to represent modern, increased artillery ranges all ranges for
artillery have been increased. Now howitzers can fire over the full length of most gaming tables.
Artillery/Gun “Weight”
Due to modern materials and designs in modern guns sometimes have large discrepancies between the
“weight class” and the actual level of firepower (The T-12 and MT-12 anti-tank guns for example being
lighter than the PaK 43, but much more powerful), thus weight classes are indicated in the “team size”
category of the unit and split in three categories (light, medium, heavy).
Indirect fire.
Pinning affects indirect fire. If a unit that is able to fire indirectly is pinned, it always receives a -1 to hit. The
number of pin markers does not matter here.
Inexperienced units always receive a -1 modifier during ranging, which means that inexperienced units
cannot hit a target on the first try without positive modifiers. This does not apply if the unit in question
has a spotter that has the target in LOS.
Forward Observer
If a target that is fired upon by artillery and a forward artillery observer has a direct line of sight to the
target, the firing artillery piece gets a +1 modifier during ranging.
If the observer is equipped with a laser rangefinder this bonus is increased to +2.
If the observer is equipped with a laser designator, he can lase a target with it. Any firing artillery piece that
is equipped with laser guided ammunition the firing artillery piece receives a +3 modifier during ranging.
Multiple Launcher
Work in progress
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Movement, Orders and Units:
Regroup/Spread Out (One Inch Gap)
Due to the increased lethality of modern weapons the importance of maintaining proper distance to avoid
multiple deaths due to grenades or HE weapons.
Infantry squads that are at least rated regular are allowed to spread out further than the usual less than
one inch. Soldiers must maintain LOS to at least half of the squad, be visually cohesive (It must still be clear
to which squad a soldier belongs) and can spread out 2’’ from each other (It is recommended to increase
this to 3’’ if playing with 28mm minis).
If spread out the squad receives a temporary -1 modifier on morale (A regular squad is rated as an
inexperienced and a veteran as a regular one etc.) until they regain cohesion (E.g. they go back to the usual
maximum 1’’ distance).
Climbing
Any infantry unit can scale cliffs, walls and other vertical obstacles now. To climb, the player needs to make
a successful order test, measure the height of the cliff (It may not be higher than 3’’) and place the unit on
top of the cliff or behind the wall/obstacle, directly in front of their old position. If the order test fails, the
units automatically goes down.
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Various Rules:
Pintle Mounts
Pintle mounted weapons do not get the Flak tag automatically anymore. Remember that pintle mounted
weapons like HMGs/MMGs can still be used against helicopters, according to the helicopter rules.
Assault
Units do not automatically gain Tough Fighters from weapons with the Assault tag.
Medics/Geneva Convention
Medics now carry arms and can defend themselves and return at units that opened fire on them. They are
only allowed to target units that attacked them.
Sniper
The Anti-Material Rifle can replace the Rifle in certain sniper units. Snipers also can ignore any bonus from
Flak Jackets or Ballistic Vests.
For sniper rules, refer to the 2nd edition rulebook.
Transports
Transport Vehicles, as long as they are armed or have an armor value of at least 7+, will not be
automatically destroyed when enemy infantry is close.
Slow
See under Fast/Slow in the chapter “Unit Special Rules”.
Shaped Charge
Shaped charges never suffer the -1 penetration modifier for long ranges (Refer to page 73 of the 2 nd
edition rulebook). Additionally, the target that gets hit by a shaped charge gets a +1 modifier on the roll to
damage chart.
Note that the gunner of heavy weapons like ATGMs, AT-guns etc. is usually unarmed and only the crew
supporting him can fire their weapons in self-defense.
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Weapon Special Rules
These are additional special rules (With some vanilla ones collected ones for easier access) for Bolt Action
Cold War, for the standard rules, refer to the 2nd edition rulebook.
Automatic Mortar
This Mortar has a semiautomatic loading system which allows it to make 2 attacks instead one.
Rotary Cannon
This is a gatling-type weapon, which doubles the dices used for attacks, due to the high rate of fire
This rule only counts for autocannons and machineguns. After every attack the player must make a +3 roll
to see if the gun overheats. In case of failing this roll the weapon is unavailable in the next turn, due to
overheating.
Underbarrel/Rifle Grenades
This kind of weapon is an integral part of a firearm and not a standalone weapon that replaces a small arm.
The player can choose if the model uses its main weapon or the grenade launcher/rifle grenade when
firing, but never can fire both in one go.
Easy Ranging
This indirect fire weapon has an advantage during ranging. It always gets a +1 modifier during ranging.
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Kinetic Energy Missile (KEM)
This missile is not a usual one, equipped with a shaped charge warhead, but has a solid penetrator.
It loses the shaped charge rule, but gains a +1 penetration bonus for every quarter (After the first) of the
maximum range it needs to reach the target.
This means that a KEM missile with a maximum range of 72’’ can get a +1 penetration bonus if it attacks a
target that is 50’’ away.
Because of the extreme speed and high mass, it is also not affected by ERA, APS and Shtora. KEM missiles
also gain a +24’’ bonus for maximum range.
Airburst
This unit is equipped with a weapon system that can use Airburst ammunition. If chosen, the weapon
system ignores cover, gun shields and armor values on open topped vehicles.
Bunkerfaust
This recoilless rifle can use a special bunker-busting HE (2’’) round that reduces the cover modifier to hit
infantry in buildings to -1, instead of -2.
This weapon can use DPICM (Dual-Purpose Cluster) ammunition instead of the normal HE. The DPICM
attack works like normal HE, but also has an armor penetration value of +4 (Always attacks the top armor)
and negates infantry cover. The DPICM attack uses the same template/s as the HE one, if not stated
otherwise.
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Napalm (NAP)
This weapon can use Napalm instead of the usual HE. Napalm works similar to a flamethrower but uses a
template to hit. Additionally, any infantry units that are in a 3’’ radius of the template get a pin marker and
the area of the template becomes impassable for infantry for 1D6 rounds.
Fixed Mount
This usually portable weapon is mounted on a tripod for more accurate long-range firing. It gains additional
12’’ to its maximum range but is now bound to the fixed rule.
Autoloader (AUTO)
Due to the loading process not being affected by a possible stressed or panicked loader, this Tank receives
a +1 bonus for making an order test for a fire order.
A Magazine Autoloader uses magazines that need a long time to reload. The tank is able to fire two times
(at the same target) on a fire order but is not allowed fire in the next round.
Cruise Missile
This missile is a rather slow air to ground missile and can be intercepted by enemy anti-air systems. When
firing this missile from a plane it can be targeted and shot down like a conventional plane.
Aerial Ammunition
This unguided weapon is exclusively delivered by air and is not very accurate. It always receives a -1
modifier to hit.
Helicopters are exempt from this rule and only planes are affected.
Backblast!
This weapon (Usually a recoilless rifle or rocket launcher) has a large backblast and is not allowed to fire
from buildings. On open field, this weapon always needs at least 3’’ of free space behind the shooter (In a
45° arc) to fire, though certain allowances can be made (A recoilless rifle can be fire over a wall, or over the
edge of a trench for example).
If this is not the case, the weapon may fire, but the shooter and units that are in the backblast area suffer 1
pin marker each.
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Confined Space (CS)
This weapon, due to technical advantages can fire from confined spaces like buildings. This weapon can
ignore the effect of the backblast rule.
Suppressed Weapons
These units’ weapons are equipped with sound suppressors and subsonic ammunition; they receive no
muzzle flashes marker when firing and no related spotting modifier. This works only for pistols,
automatic/assault/battle rifles, rifles, carbines, SMGs, PDWs and DMRs.
Stun Weapon
This weapon does not do damage but gives 1 D3 pin markers to the targeted unit. If the roll to hit is a
natural 1 the effect is applied to the user of the stun grenade (Representing a missed roll), while on a roll
of 6 the targeted enemy squad has to go down.
Breaching
This weapon is very effective in close combat, especially in room clearing. If a soldier that is equipped with
a weapon that has the Breaching tag kills an enemy, he immediately can do another attack. This effect can
“stack” until a dice roll misses.
Anti-Air (AA)
This unit fires automatically at planes like units that have the Flak tag and generally follow the same rules.
As opposed to weapons that have the Flak tag, units equipped with weapons that have this tag cannot use
these against ground targets.
Smoke Grenades
These grenades are used for providing smoke screens and works like smoke shells used by mortars or
artillery. The diameter of the smoke screen is similar to the one of the light mortar (3’’) and hit on a roll of
3+. In case of a miss, the enemy player may move the smoke screen up to 6’’.
Versatile
This weapon can be used in more than one role. An example would be a heavy howitzer that can be used
as a heavy anti-tank gun
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Carbine
Carbines are short barreled versions of certain assault rifles. They have a lower range than assault rifles
(12´´ vs. 18´´) but are not affected by body armour (Like SMGs are). Additionally, it is possible to fire at
longer ranges (18´´) but only with a lower rate of fire (1 shot instead of 2).
A carbine equipped with a modern rifle optic has a higher basic range of 18´´ (See Modern Rifle Optics
(MRO)) and can thus fire 2 shots at 18´´.
Incendiary
If this weapon hits a vehicle, it causes no damage. Instead, roll a die: on a 4+ it sets the vehicle on fire as if
the player had rolled a 3 on the damage results table in the Bolt Action 2nd Edition rulebook (p.108).
Follow the instructions in the table.
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Ammunition Types (Large Calibre Guns):
All vehicles armed with smoothbore cannons always have access to Sabot Ammunition and HEAT
ammunition in addition to the usual AP and HE, though they (And of course units equipped with regular
anti-tank guns) can take other ammunition types as specified in their special rules:
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Missile Guidance (WIP):
Guided missiles are one of the most profound novelties on a Cold War battlefield. Guided weapons
normally include ATGMs, MANPADs and SAMs (Note that there could be exceptions, like guided bombs) .
Due to the different guidance types, different technologies, this ruleset includes various rules for the
different missile types.
Note that guided missiles never get a negative modifier for hitting targets at long range and against
“moving” targets.
All necessary rules for missiles are included in the weapon name. An example would be:
This missile is an Ultra Heavy ATGM, uses semi-active homing (SAH), is guided by laser (LAS), has extended
range (ER), has a tandem warhead (TW) and can be used as a HE weapon with a 3’’ template.
While at the first glance this may seem overcomplicated it is not as complicated as it looks and serves to
diversify and authentically portray various missile types.
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Categories of Guidance:
MCLOS (MCLOS)
These missiles are completely manual guided and are prone to misses. To portray the difficult task of
manually steering the missile the full range of an MCLOS missile is divided by three. Depending on the
distance to the target an MCLOS missile needs up to three successful, consecutive rolls to hit, to actually
hit the target.
Example: A light MCLOS ATGM (Full range of 60’’) fires at a tank at a distance of 32’’. Since this is in the
second third of the full range it now has to make two consecutive, successful rolls to hit. If the ATGM would
be further away than 40’’ it would have to make three successful rolls.
SACLOS (SACLOS)
These missiles are only semi-manual guided and are much more accurate. To portray the simplified
guidance (The gunner does not steer the missile, but only has to keep aiming at the target, to which the
missile aligns) the SACLOS missile works like the MCLOS one, but the full range is only divided in two halves
and the SACLOS missile only needs two successful rolls.
Example: A basic SACLOS MANPAD (Full range of 84’’) fires at a helicopter at a distance of 44’’. Since this is
in the second half of the full range it now has to make two consecutive, successful rolls to hit. If the
MANPAD armed unit moves closer than 42’’ it only has to make on successful roll.
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Anti-Radiation Missile (ARM)
This weapon is homes in on radiation sources. It works like usual F&F missiles but can reroll a missed shot.
It also can only be used against units that have the fire control radar or ground search radar tag and do not
get a -1 modifier for long range.
Guidance Technology:
Wire Guided (WIRE)
This weapon is guided manually with a wire connection. Due to the wire being in danger of ripping off it
receives a -1 modifier to hit when an obstacle is in the LOS/path of flight of the firing unit. It is not possible
to counter wire guided SAM’s and MANPAD’s with ECM unless they rely on other means of guidance too.
Radio-Link (RADIO)
This weapon is guided with a radio-link and is hard to intercept. It is not possible to counter wire guided
SAM’s and MANPAD’s with ECM and Softkill systems don’t apply to radio guided ATGM’s.
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Unit Special Rules
IR-Searchlight (Tank and Heavy Weapons)
This vehicle has an active IR-searchlight to illuminate targets. The searchlight works only in daytime related
reduced visibility conditions (not for weather related low vis) and gives a 24’’ bonus to spotting rolls.
ERA is dangerous to infantry that is close by (Closer than 3’’ from the side that gets hit) and a hit on an ERA
equipped vehicle will always cause a +3 damage roll against them, due to the shrapnel that flies around.
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1st Generation APS (Active Protection System)
This vehicle is equipped with APS, which gives the ability to use a saving roll against attacks using rocket or
missile-based weapons (LAWs, recoilless rifles, ATGMs etc.). When attacked with one of these weapons the
player can make a +6 roll, which prevents a hit if successful. APS is dangerous to infantry that is standing
close to the point of interception (Between 3’’ and 6’’ from the vehicle) and a hit on an APS equipped
vehicle will always cause a +3 damage roll
against them, due to the shrapnel that flies
around. This only applies to the
interception arc of the APS (Refer to the
Illustration). APS systems usually only have
frontal and side protection, unless stated
otherwise.
It usually protects the frontal arc of the vehicle turret unless stated otherwise.
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Coincidence Rangefinder (CRF)
This vehicle is equipped with a Coincidence Rangefinder, which means that long range applies with 2/3 of
the maximum range instead of the usual 1/2 when given a Fire order.
If a forward observer is equipped with an LRF it does not affect the armament of the observer but serves
the purpose of ranging for more accurate artillery fire. A forward observer that is equipped with an LRF can
give a bonus to an artillery piece firing at targets in the observer’s LOS. The bonus that is applied to the
artillery piece is a +2 modifier during ranging (See page 8, artillery rules).
IR-Searchlight (Infantry)
This unit has an active IR-searchlight to illuminate targets. The searchlight works only in daytime related
reduced visibility conditions (not for weather related low vis) and gives a 15’’ bonus to spotting rolls.
Advanced Stabilizer
This vehicle is outfitted with a stabilizer, which allows it to ignore the -1 modifier when shooting during an
Advance order and allows it to shoot during a Run order, applying a -1 hit modifier.
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Bulldozer Blades
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 or super heavy tanks. When rolling to damage a
building during an assault add +2 to the D6 roll that is added to the tank’s armor
Entrenchment Blade
This vehicle is equipped with a dozer blade, to support the entrenching of the tank. On a Down order it
receives an additional -1 hit modifier.
Mountaineers
All units with the Mountaineer rule treat all rough ground (except water obstacles) as open ground. The
players should discuss and agree before the game if the gaming table includes some terrain that they think
this rule should not apply to, such as water features and other terrain elements that obviously mountain
troops would have no advantage in crossing.
In addition to that, Mountaineers are better at climbing, being able to scale cliffs of any height (With a
“speed” of 6’’ per turn) and not being forced to make an order test before climbing. When climbing a cliff
that is higher than 6’’ the squad stays “in position” to portray them being still in the process of scaling the
cliff.
Heli
This unit is using the helicopter rules and can be targeted by anti-air or ground weapons depending on its
flying level (See helicopter rules).
Additionally, all unguided weapons (MGs, AGLs, Automatic Cannons etc.) that are used by a helicopter
receive the Aerial Ammunition rule (Weapons that already have the rule are exempted from this).
Home Ground
These troops are fighting to defend their homes and put their local knowledge to deadly effect, choosing
the best defensive positions, laying ambushes and bringing up reserves on road networks they know well.
This unit does not suffer the usual -1 on its roll to come on from reserve or outflank. In addition, if this unit
is deploying on the table at the start of the game or in the first wave it may set up after all other units have
deployed from both sides (but before Forward Deployers). It must set up within its normal deployment
zone but may begin the game Hidden and on Ambush if the controlling player wishes.
Motorized Infantry
The motorized squad can re-roll any failed order test that is required to mount or dismount a transport
vehicle.
Mechanized Infantry
The mechanized squad can re-roll any failed order test that is required to mount or dismount a transport
vehicle, like the motorized squad. In addition, it receives a +1 on order tests as long as it is close (6’’) to an
IFV.
GLADIO/Active Measures
This unit can be placed anywhere on the table outside of the enemy deployment zone and begins the game
with an ambush order.
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Hitler’s Buzzsaw
This unit is equipped with a MG-42 or one of its ancestors. To represent this the MG of this squad has its
number of shots increased by 1.
Huntsmen
These men of the light infantry formations were trained in the forests and hills of middle Europe. Treat all
woods and hills (normally rough ground) as open ground for movement purposes.
Flak-Jackets
This unit is equipped with Flak-Jackets which improve its armor against shrapnel.
Explosive based weapons that are used against this unit suffer an additional -1 modifier to damage rolls.
Ballistic Vests
This unit is equipped with Kevlar Vests which improve its armor against small arms and shrapnel.
HE based weapons and specified small arms (Shotguns, Pistols, SMGs and PDWs) that are used against this
unit suffer an additional -1 modifier to damage rolls. Due to their weight troops wearing body armour do
not increase their pace when given a run order. They can still be given a run order (to assault in close
combat for example) but don't move any faster than their normal pace of 6".
Fast/Slow
This unit is faster/slower than its pendants. This gives an added (Or subtracts) ¼ of its usual range to the
maximum movement range.
Demolition charges
Once per game, an engineer unit issued a Down order can place a demolition charge at any point adjacent
to one of its members. Note an order test must be made to issue the Down order. The engineer unit may
detonate the charge after being issued an Advance, Fire, or Ambush order. The charge may not be
detonated if the placing unit is currently Down. The charge is treated as HE (3"). A demolition charge may
be defused if at least one of its members is adjacent to the charge and a Down order has been issued. Note
an order test must be made to issue the Down order.
Engineers
The unit gains a +1 mine clearing modifier. Engineers can choose to remove a section of barbed wire 6"
wide when they cross it.
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Paranoia
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 this squads’ irregular activities.
Sabotage!
Enemy units in Reserve suffer an additional -1 modifier on the test to come on to the table. In addition,
outflanking enemy units must take another test when they become available (still with an additional -1
modifier), and if they fail it, they can only be deployed up to 12" from their table edge along the chosen
short table edge.
Explosives (EXP)
Used in the same way HE is used to blow up buildings, bunkers, bridges, minefields, or tank traps.
Explosives have an HE rating of 4" using 3d6 to blow up these targets. To use explosives the engineer team
must start their turn adjacent to the target then Advance at least 4" away from the target. At that point the
explosives detonate and the player tests to see if the target is destroyed. To detonate explosives all
friendly units must be outside of 4" of the target (refer to buildings, bunkers & minefield rules see 178).
Guerillas (GUE)
Guerillas can go into ambush or to go down instead of firing during an advance order. Additionally, units
with the Guerilla tag may prepositioned anywhere outside of the enemy deployment zone in a scenario in
which they are on the attacking side.
If Guerillas start off-table, they might come on the table from a terrain feature outside of the original
enemy deployment zone, instead of the border of the table.
Blowout Panels
This tank is equipped with modern blowout panels, that increase the survivability of the tank in case of
penetration. Add a -1 modifier for rolls on the tank damage chart.
Firing Ports
This vehicle is equipped with firing ports, which means the troops can fire from the inside.
Firing from the inside is only allowed for small arms. Small arms of a transported infantry squad may fire if
the vehicles stand still or makes an advance move (On which they also receive the -1 modifier, as if they
would have moved themselves).
Troops firing from Firing Ports always receive a -1 modifier to hit their target and can only shoot at half
range.
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1st Generation CM (Chaff/Flares) (1st GEN ECM)
This unit is equipped with basic ECM countermeasures which give the ability to make a +5 roll when
attacked with any kind of anti-air missile, which if successful give a -1 hit modifier for surface to air missiles
and MANPADS.
Airborne
The airborne squad can re-roll any failed order test for coming onto the table. Additionally, units with the
Airborne tag may prepositioned anywhere outside of the enemy deployment zone in a scenario in which
they are on the attacking side.
Airmobile
The airmobile squad can re-roll any failed order test that is required to mount or dismount a transport
helicopter. Additionally, it gets a +1 bonus on order tests if a friendly attack helicopter is close by (12’’).
In addition, airmobile units can rappel down from a transport helicopter. To rappel from a helicopter the
Heli needs to stay still at low altitude or nap of the earth. Using an advance order troops can now fast-rope
directly under the helicopter and being able to fire afterwards. This technique is useful to drop squads at
points where helicopters cannot land.
Naval Infantry
The naval squad can re-roll any failed order test that is required to mount or dismount a transport
ship/boat or any amphibious transport vehicle. Additionally, this unit does neither have to execute an
order test for crossing shallow water, nor does it receive a pin marker for leaving it.
Vehicles equipped with an FCR also get an 84’’ spotting bonus against air targets independent of visibility
conditions.
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Laser Designator
This unit is equipped with a laser designator. This gives a +1 modifier on the Artillery/Smoke and Air Strike
chart. It can also be used to mark targets for Laser Guided Ammunition. To mark a target, declare the use
of the marker, the target being marked (It must be in 60’’ range and in LOS). The target now receives a
laser marker, which works with Laser Guided Ammunition or laser guided missiles. The target stops being
marked if the unit that lases it moves, receives a Down order, goes out of range or LOS.
The laser itself is slaved to the main weapons range and cannot be used against infantry (ATGMs and AT
guns are a viable target though).
(Prototype) (PROT)
This vehicle or weapon is still a prototype and is not entirely reliable. It must make an order test even if not
pinned but receives a 1+ on that roll. The +1 bonus is not applied if the vehicle has a pin marker. Prototype
weapons only must take an order test when fired, while prototypes vehicles have to take an order test
when moving. Likewise, a prototype vehicle armed with a proven weapon does not have to take a test
while firing but moving.
Camouflage Training
This infantry unit is a scout unit and has excellent training in camouflage. Thus, this unit always receives
the small unit modifier if fire upon, no matter how many squad members are present.
Scouts
Unless mounted, this unit may set up in the same manner as snipers or observers. (The unit may use
forward deployment where the mission permits). They also can automatically reveal hidden units that are
in a 60’’ radius and in LOS.
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Composite Armor/Advanced Composite Armor (CA/ACA)
Modern composite armor is effectively protecting against shaped charges and HEAT ammunition. Thus,
Composite Armor gives a -1 modifier to penetration, while Advanced Composite Armor Gives a -2 modifier.
Due to the complex matrix of materials CA/ACA takes a lot of space and only protects the frontal arc of a
vehicle if not stated otherwise.
Immobile: This weapon is very large, heavy and thus can only be moved by vehicle, like very heavy AT guns
and artillery pieces.
Unsafe Dismount: This transport vehicle is hard to dismount, due to small doors, hatches, or roof access
only. Troops who dismount from this vehicle always must take an order test with a -1 modifier before
doing so.
Ambulance (AMB)
This vehicle is an ambulance and works similar to the medic. It is only different in being a vehicle, but it can
save units on a roll of 5.
Ski Troops
Ski troops ignore movement penalties for snow and other winter conditions.
Frogmen
These units are well versed in combat diving and can cross any water obstacles. The Frogmen rule includes
all points of the Naval Infantry rule. In addition, Frogmen can cross deep water at half their usual
movement speed. While crossing deep water they cannot attack or be attacked.
If this rule applies to a recce vehicle it overrules the stated reverse speed of the recce rule. The escape
reaction is not touched by this.
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Dismounted Commander
Modern IFVs, like tanks are well armed and need good crew coordination. The commander of this infantry
fighting vehicle dismounts with the transported infantry. Because of this coordinating the vehicle is hard,
which is why the vehicle must make an order test for an advance order when no soldiers are transported.
Waterborne
May only move in areas of Deep or Shallow water, being treated as a tracked vehicle for speed and turning
ability.
Spotting
Hidden enemy units are revealed if a dog team moves (or is deployed) within 24’’ of them.
Delicate
This plane/helicopter is extraordinarily vulnerable, and it is easy to hit vital parts. Because of this it receives
a +1 modifier (Stacks with the usual +1 modifier that Helis receive) for the damage result chart.
Sturdy
This plane/helicopter is rather sturdy and can take quite some hits. Because of this it receives a -1 modifier
for the damage result chart.
Remote Control
This crew served weapon can be fire remotely, thus HE templates do not affect it as much and can only kill
one crewman per hit.
For the purpose of movement, the RPV can move up to 24’’ (Since it cannot attack, advance and run
movements are treated the same).
Due to the low altidude in which the RPV operates small arms, autocannons and machineguns of all kinds
can attack the RPV with a -2 hit penalty. Specialized AA units, like ones with the Flak tag get a -1 modifier.
The RPV extends the LOS of the controller, meaning that everything in LOS of the RPV is in LOS of the unit
that controls the RPV.
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Unmanned Air Vehicle (UAV)
This unit is a small unmanned aerial vehicle. Due to it being relatively small and low observable it gets an
additional -1 modifier when fired upon.
LZ Signals
If you deploy at least one unit of Pathfinders on the table before the game states (i.e. the Pathfinders are
not in the first wave or in reserve), then any friendly paratroopers and glider units in reserve may re-roll
failed Order tests to come onto the table
Paramilitaries
These “soldiers” are not regular soldiers, but paramilitaries, policemen or other fighters that are not
trained in “real combat”. Paramilitaries count as having one extra pin marker on them when taking any
order test, if a vehicle with at least +7 armor value is in at least 18’’ range, except when firing at a vehicle
that causes the pin marker. Note that this penalty also affects units without any pin marker, which must
therefore take an order test on –1 morale to execute orders even if they have no pin markers.
Paramilitaries get a 1+ damage modifier against units that have the Guerilla (GUE) tag.
Reservists
These “soldiers” are reservists and have been called up to fight. Since they are a bit “out of shape” always
must make an order test to make a run, advance or fire order.
If the Reservists have the Green tag, they may roll two dices and choose the higher number when rolling to
uprate the unit.
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Political Officer
This officer is not a military field officer but a political functionary, serving in “political education” and
“motivation”.
If a unit with the Shirker tag is in 12’’ range of the political officer it acts like a normal unit, meaning that
they do not have to take an order test if they are not pinned and pin markers count as usual.
Bridgelayer
This vehicle is a specialized Bridgelayer that can bridge the gap over a river or trench. By moving the
bridgelayer next to the gap and giving a down order it can deploy and bridge an obstacle of a maximum
width of 6´´ inch (It is recommended to double this value when using 28mm minis). The bridge can be used
by all vehicles and counts as regular terrain, though it can only be crossed with an advance order.
Bicycles
(p89) When moving on roads, they double their Run move to 24" (cannot be used to Assault). The first time
they receive an order other than Run, or if they receive a Pin marker, they dismount and abandon their
bicycles for the rest of the game
False Flag
The enemy cannot shoot or assault this squad (or entire False Flag reinforced platoon) until they reveal
themselves by opening fire or assaulting. If an enemy Infantry or Artillery unit, or a soft skin or open-
topped vehicle, ends its move within 12" of the squad (or any unit in a False Flag reinforced platoon), it is
close enough to notice potential errors in uniform, equipment or procedure. Roll a die (Inexperienced units
subtract -1, Veterans add +1) - on a 4+ they have been identified and may be targeted. If the squad's
officer has already been removed, there is no strong foreign speaker to respond to the enemy's challenges
and the squad/reinforced platoon is automatically identified if within 12" of an enemy unit. (Once any unit
in a False Flag platoon is identified, the entire force is now recognized as hostile, except squads that have
False Flag as a unit special rule).
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Airplane
This unit is using the airplane rules and can only be targeted by weapons that can attack flying targets.
Additionally, all unguided weapons (MGs, AGLs, Automatic Cannons etc.) that are used by a plane receive
the Aerial Ammunition rule (Weapons that already have the rule are exempted from this).
Jet
This jet plane is faster than older CAS/COIN planes and thusly gets a -1 modifier to hit when fired upon.
Fast Mover
This supersonic jet is faster than older generation jets and thusly gets an additional -1 modifier to hit when
fired upon.
Hovercraft
This vehicle can move over land and water. It is treated as a fast, wheeled vehicle when turning and
moving.
Intelligence
Once per game, at the beginning of any turn before the first die is drawn from the dice bag. Roll a D6 and
apply modifiers: Inexperienced -1, Veteran +1. On a 4+, the player activating the Intelligence Officer may
choose a die from the bag for the first activation. If both players attempt to activate this ability
simultaneously, each must roll 1D6. The higher score wins and immediately uses this ability, but the losing
player may attempt to use his ability on another turn instead.
Inspiring Presence
Upon receiving his order dice (except for Down), the unit with this trait 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 from the selected unit.
Propaganda Loudspeakers
A unit equipped with propaganda speakers provides a +1 modifier for morale checks for all friendly infantry
units in a 12" radius. If an enemy unit is in this radius the propaganda speakers do not encourage friendlies,
but influence enemies, giving a -1 penalty to morale checks.
Desert Fighters
These soldiers have become adept at surviving and fighting in desert conditions and ignore the desert
climate effects.
Desert Dwellers
Similar to Desert Fighters, but they can also ignore the effects of haze and mirage on the weather effects
table. If a sandstorm is rolled, the unit gains only one pin marker and still retains the Desert Fighters rule.
Jungle Fighters
These soldiers have become adept at surviving and fighting in jungle conditions and ignore the jungle
climate effects.
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Motorcycles
Moves at 12" for Advance and 24" at a Run with same rules and restrictions as Wheeled vehicles, except
they may make any number of turns as they move. Cannot react to enemy attacks by going Down. Can
react by making escape move (at normal move, not double speed). Can dismount as part of
any Advance move but cannot remount. Bike riders cannot shoot while moving. Cannot assault and can
make an escape move if assaulted. If attacked at close quarters, they fight as infantry. Each man fights.
Regroup 2D6" rather than D6".
Quad Bikes
Works just like Motorcycles, but using the same rules and restriction as tracked vehicles.
Snowmobiles
Using the same rules as motorcycles, but only having their full movement range on snowy/icy ground.
When there is no snowy ground, snowmobiles can only move at half of their usual range and need to make
an order test before every move.
Loitering Munition
Work in Progress
Kamikaze RPV
Work in Progress
Unmanned Turret
Work in Progress
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Interceptor
Work in Progress
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Helicopter & Airplane Rules (WIP)
Helicopter Rules:
Helicopters in Bolt Action Cold War are treated a bit similar to usual vehicles, with few main differences:
Altitude, Speed and Damage.
Helicopters are extremely fast compared to ground vehicles and because of that they can move a
whopping 24’’/36’’ (Advance/Run). To portray helicopter movement are four different altitudes, which all
have different modifiers:
Landing
This Heli has landed, small arms, autocannons and machineguns of all kinds can attack the Helicopter with
no penalties. SAMs and MANPADs cannot attack the helicopter at this height and normal LOS rules apply
here.
The helicopter is treated like a land vehicle but cannot move (Unless it would change altitude).
Soldiers and equipment can be unloaded at this height but need to make an order test.
High Altitude
This Heli is flying high and can be seen from afar, small arms, autocannons and machineguns of all kinds
cannot attack the Helicopter. SAMs can engage the helicopter with no additional penalties. The helicopter
cannot hide behind obstacles but is now allowed to make a run move.
The helicopter can change the altitude by one or two levels with a run order. When changing the altitude,
the helicopter loses either 1/3 (1 level) or 1/2 (2 levels) of the movement range for this turn. This means
that a helicopter that changes from “nap of the earth” to “high altitude” can only move 18’’ after changing
altitude.
Helicopters are (For now) divided in three categories and can be found in the same lists as ground vehicles:
Attack Helicopters (Tanks)
Anti-Tank Helicopters (Tank Destroyers)
Transport Helicopters (Transport)
48
Airplane Rules:
Airplanes in Bolt Action Cold War have special rules based on the optional plane rules by Warlord Games.
49
Pylons/Hardpoints:
Helicopters and planes feature pylons/hardpoints that can be used to attach different weapons. To portray
this, helicopters and planes will receive a number of hardpoints specified in the army lists and a list of
weapons to equip them.
Below an example:
This helicopter can now equip with the weapons stated below. Since not every pylon can equip every
weapon, pylons are divided into different “classes”, as can be seen above. This means that a pylon called
“H1” can only equip weapons that are allowed to be fitted to that class. Next to this not every weapon can
be used in every era, which is why they are marked with a key letter to represent which during which era
the weapon can be used (E for early, M for mid, L for late).
In some cases, two or more pylon classes are “occupying” the same space (H2/H3 in the example above).
In this case the pylons can take weapons of both the category H2 and H3.
Most of these weapons come in packs, with multiple missiles attached to a rail for example. The example
shown above can for example equip 4 sets of 4x Heavy ATGM (SACLOS, LAS) and two sets of 2x Basic
MANPAD (F&F, INFR, SR), which are in total 16 Heavy ATGMs and 4 MANPADS.
Note that missiles, bombs and rockets count as One Shot and can only fire as often as they are present. If
the helicopter has 2 hardpoints with 2x missiles each, it can fire 4 missiles.
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Helicopter/Aircraft Damage Result Charts:
If the helicopter rolls Engine/Rotor Damage a second time it will automatically change to
Engine Fire.
3 Engine Fire
The engine is one fire and the crew do its best extinguishing it. Add one additional pin marker
to the helicopter and make a morale check. If the test is passed the fire has been put out and
the result is changed to Engine/Rotor Damage. Move the helicopter in a random direction for
6’’ and place a down marker to show that it cannot do a further action that turn. If the test is
failed the result is changed to Emergency Landing/Autorotation.
4 Emergency Landing/Autorotation
The engine is completely gone, but the pilot can still make an emergency landing. The
helicopter makes an emergency landing with all passengers receiving D6 hits. Before making
an emergency landing, the helicopter moves a certain distance in the direction it is currently
facing. When moving at high altitude the helicopter moves 12’’, at low altitude 6’’ and at nap
of the earth altitude it lands directly where it currently is.
5 Hard Crash
The helicopter is hit hard, and the pilot has completely lost control. The helicopter crashes
with all passengers receiving D6+3 hits. Before crashing to the ground, the helicopter moves
a certain distance in the direction it is currently facing When moving at high altitude the
helicopter moves 12’’, at low altitude 6’’ and at nap of the earth altitude it crashes directly
where it currently is.
6 Fireball!
The helicopter goes down in flames. The helicopter is destroyed, with no survivors.
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Damage Results on Airplanes (WIP)
Die Roll Effect
1 or less Pilot Blackout
The pilot is unconscious for a short time and loses control of the plane. Move the aircraft 18’’
into the direction it is currently facing and place a down order next to it.
2 Avionics Damage
The avionics are damaged, and the plane has problems properly moving and turning. Due to
the impaired effectiveness of the plane it always must make an order test before attacking or
leaving the table.
3 Fuel Loss
A piece of shrapnel pierces the fuel lines. Due to fuel loss the aircraft must roll a D6. On a roll
of 1-2 the self-sealing fuel tanks work as intended and the status is lost. On a roll of 3-5 the
plane gets a permanent fuel loss status and must pass an order test each turn, to see if the
pilot will risk further action. On a roll of 6 the plane’s fuel lines will catch fire and the result is
changed to On Fire!
4 On Fire!
The plane is one fire, and the pilot is doing his best extinguishing it. Add one additional pin
marker to the plane and make a morale check. If the test is passed the fire has been put out.
Move the aircraft 18’’ into the direction it is currently facing and place a down marker to
show that it cannot do a further action that turn. If the test is failed the result is changed to
Going Down!
5 Going Down!
The plane is hit and will go down. The plane will crash 18’’ from its current position, in the
direction it is currently facing. If available place a crater/crash marker at the crash site.
Optionally, roll a D6. On rolling at least a 3, the pilot can escape and lands below the initial
position of the plane. This can be used for flavor, or even for scenarios.
6 Fireball!
The aircraft disappears in a ball of fire. The plane is destroyed, with no survivors.
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Tactical Support Rules (WIP)
Tactical support including ballistic missiles, NBC weaponry and even means of electronical warfare.
In order to make a ballistic missile strike a token must be placed in the LOS of the artillery observer (Similar
to a regular barrage) while receiving a fire order, to mark the target of the missile strike. In the following
round the player must make a roll on the following missile strike chart to resolve the attack.
Before rolling on the following chart, enemy anti-air units that have the Fire Control Radar tag can try to
intercept the Missile, similar to how AA units in general can intercept planes during an air strike.
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Indirect Off Map Support:
NBC Warfare
NBC warfare is indiscriminate and can hurt enemy and friendly troops.
Chemical Shells
Friendly howitzers and heavy mortars can now fire a limited amount of chemical shells. The amount of
shells is determined by a D3 roll which decides how many chemical shots can be jointly fired by all artillery
units.
Chemical shells only work against infantry and vehicles with the “open top” rule but have double the
damage radius of a normal HE shell. They also add an area effect that lasts 1D6 rounds.
Infantry that is in the damage radius of the HE shell must make an order test against NBC weaponry
(Described in the chapter “NBC Weapons Rules”) if they are not already wearing NBC protection. Similarly,
infantry that wants to move through the contaminated area need NBC gear to do this.
Mass Contamination
A massive NBC attack contaminates a large area for a limited amount of time. The duration of the
contamination is determined by a roll of 1D6.
Due to the battlefield-wide contamination all infantry units need to don NBC gear (Described in the
chapter “NBC Weapons Rules”) and stay protected until the NBC contamination disperses.
Note: It is possible for the attacker to don NBC gear “pre-game” or during a previous turn and use this
ability in the next turn, to maximize the effect on enemies.
Decontamination Teams
When choosing decontamination teams, the player can decontaminate a limited amount of areas (1D3)
that were subjected to an NBC attack. Additionally, friendly units receive a +1 modifier when rolling to use
NBC gear.
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Electronic Warfare
Electronic warfare does not damage enemies directly but can act as combat support. EW options are also
not used by a forward observer, but by an officer. Electronical warfare is split into different abilities:
Target Location
This option gives the ability to decrypt radio communication of high value targets. If used the player can
make a dice roll for every unit that heavily relies on radio communication (Officers, Forward Observers,
Recon Vehicles and Artillery). If the roll is at least a +5 the units may be targeted by artillery (When out of
LOS) for an additional -1 during ranging.
Radio Jamming
With this option the player’s force can jam enemy radio communication and prevent effective command.
If used the player gains the ability to temporarily take a certain amount of order dices out of the game.
When the ability is used 1D2 enemy order dice can be taken out of the game for 1 turn each. Both can be
taken out during the same turn.
Radio Interception
If Radio Interception is taken, the players force can intercept enemy orders and make most of it. Once per
game the player can take 1D2 enemy order dices out of the game for one turn.
If electronic warfare is taken as support option, it is possible to choose one of the above options to use.
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NBC Weapons Rules (WIP)
NBC weapons like poison gas, nuclear arms etc., where a huge concern for both sides of the east/west
conflict. For this reason, I will include rules for fighting in NBC environment.
For our NBC rules there are two main cases, the NBC attack or fighting in already contaminated environment.
Fighting in contaminated environment forces troops to don NBC suits or gas masks which impair their ability
to fight, but make sure they survive the attack.
The NBC equipment for infantry is split up into two different parts:
NBC Suits: NBC suits offer full protection against all toxic or dangerous agents, but seriously impair the ability
of the infantry to move and do things. All Units are now considered “pinned” rule-wise due to the high stress
of a nuclear or chemical attack and doing things while donning a hazmat suit. Thus, until the NBC threat
ends, all units must take an order test before executing orders, with inexperienced and regular units having
a -1 modifier.
Gas Masks: Gas masks off basic resistance against poison gas but limit the ability of the infantry to move and
do things. Inexperienced and regular Units are now considered “pinned” rule-wise due to the high stress of
a gas attack and doing things while donning a gas mask. Thus, until the NBC attack ends, inexperienced and
regular units must take an order test before executing orders, with inexperienced units having a -1 modifier.
If troops do not arrive on an already contaminated battlefield (In which case, they automatically use NBC
suits or Gas Masks) they need to don their gear in an NBC attack scenario. They can also decide to put on
NBC gear before an NBC attack is made, without an order test, but going down for the rest of the turn.
In case of a declared NBC attack units must make an order test to see if they are quick enough in using their
suits. Veteran and regular units get a +1 modifier due to their rigorous training in NBC warfare, while
inexperienced get none. This special order-test needs to be done for every miniature in a unit and troops
that fail have to make a damage roll to see if they survived. Units now must apply the rules for NBC suits or
gas masks (Depending on which danger they encounter, NBC suits for radioactivity, gas masks for poison gas)
until the end of the game, or a specified amount of rounds that the players can determine.
In addition to these rules, due to the dangerous environment medics receive a -1 modifier to save a wounded
model.
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Generic Platoon Selectors (WIP)
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Reinforced (Generic) Platoon Composition
Reinforced Platoon
1 Officer (Lieutenant/2nd Lieutenant)
2 Infantry Squads
Plus
0-3 Infantry Squads
0-1 Captain or Major
0-1 Medic
0-1 Forward Observer
0-1 Machinegun
0-1 Mortar Team
0-1 Sniper Team
0-1 Flamethrower Team
0-1 Anti-tank Team
0-1 Field Artillery, Anti-Aircraft or Anti-tank gun
0-1 Armoured Car/Recon Vehicle
0-1 Tank/Tank-Destroyer/SPAAG/SPG
0-? Transport or Tow (1 per squad or artillery unit)
58
Reinforced (Generic) Company Composition
Reinforced Company
1 Officer/Command Vehicle (Captain or Major)
2 Infantry/Armor Platoons
Headquarters
0-1 Officer/Command Vehicle (Lieutenant/2nd Lieutenant)
0-1 Intelligence Officers
0-1 Medic
0-1 Forward Observer
0-2 Infantry/Security Squads
Plus
0-2 Infantry/Armor Platoons
0-1 Support/Armored Support Group
0-1 Anti-tank/Tank-Destroyer Group
0-1 Artillery/SPG Group
0-1 Recon/Armored Recon Group
0-1 Anti-Air/SPAAG Group
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(Generic) Infantry Platoon Composition
Reinforced Platoon
1 Officer/Command Vehicle (Lieutenant/2nd Lieutenant)
2 Infantry Squads
Plus
0-4 Infantry Squads
0-1 Medic
0-1 Machinegun
0-2 Light Mortar Team
0-1 Sniper Team
0-1 Anti-tank Team
0-? Transport or Tow (1 per squad or artillery unit)
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(Generic) Armored Platoon Composition
Reinforced Platoon
1 Command Vehicle (Lieutenant/2nd Lieutenant)
2 Tanks
Plus
0-4 Tanks
0-2 Infantry Squads (Requires a Transport for every Squad taken)
0-? Transport or Tow (1 per squad or artillery unit)
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(Generic) Support Group Composition
Reinforced Platoon
1 Officer/Command Vehicle (Lieutenant/2nd Lieutenant)
2 Support Teams (Anti-Tank, Machinegun, Mortar, Automatic
Grenade Launcher, Sniper etc.)
Plus
0-4 Machinegun/Automatic Grenade Launcher
0-4 Mortar Team
0-2 Flamethrower Team
0-4 Anti-tank Team
0-2 Infantry Squads
0-? Transport or Tow (Maximum 1 per squad or team)
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(Generic) Engineer/Armored Engineer Group
Composition
Reinforced Platoon
1 Officer/Command Vehicle (Lieutenant/2nd Lieutenant)
2 Engineer Squads or Engineering vehicles
Plus
0-4 Engineer Squads/Engineering vehicles
0-4 Flamethrower Team
0-2 Anti-tank Team
0-? Transport or Tow (Maximum 1 per squad or team)
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(Generic) Anti-Tank/Tank-Destroyer Group Composition
Reinforced Platoon
1 Officer/Command Vehicle (Lieutenant/2nd Lieutenant)
2 Anti-Tank Teams or Anti-Tank Guns/Tank-Destroyer
Plus
0-4 Anti-Tank Teams or Anti-Tank Guns/Tank-Destroyer
0-? Transport or Tow (Maximum 1 per squad or team)
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(Generic) Artillery/SPG Group Composition
Reinforced Platoon
1 Officer/Command Vehicle (Lieutenant/2nd Lieutenant)
2 Field Artillery Guns or SPGs
Plus
0-4 Field Artillery Guns/SPGs
0-2 Forward Observer
0-? Transport or Tow (Maximum 1 per squad or team)
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(Generic) Recon/Armored Recon Group Composition
Reinforced Platoon
1 Officer/Command Vehicle (Lieutenant/2nd Lieutenant)
2 Armored Cars/Recon Vehicles or Recon Squads/Teams
Plus
0-4 Armored Cars/Recon Vehicles or Recon Squads/Teams
0-2 Sniper Team
0-2 Forward Observer
0-? Transport or Tow (Maximum 1 per squad or team)
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(Generic) Anti-Air/SPAAG Group Composition
Reinforced Platoon
1 Officer/Command Vehicle (Lieutenant/2nd Lieutenant)
2 Anti-Aircraft Gun/SPAAGs or MANPAD Teams
Plus
0-4 Anti-Aircraft Gun/SPAAGs or MANPAD Teams
0-? Transport or Tow (Maximum 1 per squad or team)
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Index of Special Rules & New Terms
A Bridgelayer ........................................................................ 44
BULL ................................................................................... 28
AA ...................................................................................... 27
Bulldozer Blades ................................................................ 36
ACA .................................................................................... 41
Bullpup Rifle ...................................................................... 28
Active Measures ................................................................ 36
Bunkerfaust ....................................................................... 25
Active Protection System .................................................. 34
Active Radar Homing ......................................................... 31 C
Advanced Composite Armor ............................................. 41
CA ....................................................................................... 41
Advanced Medical Facilities .............................................. 43
Camouflage Training ......................................................... 40
Advanced Stabilizer ........................................................... 35
CAN .................................................................................... 29
Aerial Ammunition ............................................................ 26
Canister Ammunition ........................................................ 29
Airborne ............................................................................. 39
Carbine............................................................................... 28
Airburst .............................................................................. 25
CASE ................................................................................... 28
Airmobile ........................................................................... 39
Cased Telescopic Ammunition .......................................... 28
Airplane ............................................................................. 45
Caseless Ammunition ........................................................ 28
All-Aspect Missile .............................................................. 28
Chaff................................................................................... 39
All-Terrain Articulated Tracked Vehicle ............................ 46
Climbing ............................................................................. 22
All-Terrain Vehicle ............................................................. 46
Close Quarters Combat Training ....................................... 43
AMB ................................................................................... 41
CM ...................................................................................... 39
Ambulance ......................................................................... 41
Coincidence Rangefinder .................................................. 35
AN/VLQ-6........................................................................... 34
COMM................................................................................ 37
Anti-Air .............................................................................. 27
Command Vehicle ............................................................. 23
Anti-Radiation Missile ....................................................... 32
Composite Armor .............................................................. 41
APU .................................................................................... 41
Confined Space .................................................................. 27
ARH .................................................................................... 31
Copperhead ....................................................................... 39
ARM ................................................................................... 32
CQC .................................................................................... 43
Armed to the Teeth ........................................................... 38
CRF ..................................................................................... 35
Armored Crew Capsule ..................................................... 44
Cruise Missile ..................................................................... 26
ASPCT ................................................................................. 28
CS ....................................................................................... 27
Assault ............................................................................... 23
CTA ..................................................................................... 28
AT-ATV ............................................................................... 46
CV ....................................................................................... 23
ATV..................................................................................... 46
AUTO.................................................................................. 26 D
Autoloader......................................................................... 26 Damage Results on Helicopters ........................................ 51
AUTO-MAG ........................................................................ 26 Delicate .............................................................................. 42
Automatic Mortar ............................................................. 24 Demolition charges ........................................................... 37
AUTO-RAP .......................................................................... 26 Desert Dwellers ................................................................. 45
Auxiliary Power Unit ......................................................... 41 Desert Fighters .................................................................. 45
B Designated Marksman Rifle .............................................. 24
Dismounted Commander .................................................. 42
Backblast! .......................................................................... 26
DMR ................................................................................... 24
Ballistic Vests ..................................................................... 37
DPICM ................................................................................ 25
Beam Riding....................................................................... 31
Dual Direction Steering ..................................................... 40
Behind Enemy Lines .......................................................... 37
Dual-Purpose Improved Conventional Munition ............. 25
Bicycles .............................................................................. 44
BLIND ................................................................................. 40 E
Blinding Laser .................................................................... 40 Easy Ranging ...................................................................... 24
Blowout Panels .................................................................. 38 ECCM .................................................................................. 28
BORE .................................................................................. 28 ECM .................................................................................... 39
Breaching ........................................................................... 27 Effective Seeker ................................................................. 26
68
Electronic Counter-Countermeasures +X ......................... 28 HESH .................................................................................. 29
Electrothermal-Chemical Gun ........................................... 28 HESH Ammunition ............................................................. 29
Engineers ........................................................................... 37 High Explosive Cluster Ammunition ................................. 25
Entrenchment Blade.......................................................... 36 Hitler’s Buzzsaw................................................................. 37
ER ....................................................................................... 25 HMD ................................................................................... 42
ERA ..................................................................................... 33 Home Defense Units.......................................................... 38
ETC ..................................................................................... 28 Home Ground .................................................................... 36
EXP ..................................................................................... 38 Hovercraft .......................................................................... 45
Explosive Reactive Armor ................................................. 33 Huntsmen .......................................................................... 37
Explosives .......................................................................... 38
I
Extended Range................................................................. 25
ILLU .................................................................................... 29
F
Immobile............................................................................ 41
F&F ..................................................................................... 31 Incendiary .......................................................................... 28
FAC-V ................................................................................. 41 Ineffective Seeker .............................................................. 26
False Flag ........................................................................... 44 INFR.................................................................................... 32
Fast .................................................................................... 37 Infrared Guidance.............................................................. 32
Fast Mover ......................................................................... 45 Inspiring ............................................................................. 45
Fast Reverse....................................................................... 41 Inspiring Presence ............................................................. 45
FCS +x ................................................................................. 40 Intelligence ........................................................................ 45
Fiber Optics ........................................................................ 32 IR-Searchlight .................................................................... 35
Fire and Forget/Homing .................................................... 31 IR-Searchlight (Infantry) .................................................... 35
Fire Control Radar ............................................................. 39 IR-Searchlight (Tank and Heavy Weapons) ...................... 33
Firing Ports......................................................................... 38
J
First Responder ................................................................. 44
Fixed Mount ...................................................................... 26 Jack in the Box ................................................................... 35
Flak-Jackets ........................................................................ 37 Jet....................................................................................... 45
Flares ................................................................................. 39 Jungle Fighters ................................................................... 45
FOG .................................................................................... 32 K
Forward Observer Vehicle ................................................ 41
FO-V ................................................................................... 41 Kamikaze RPV .................................................................... 46
Frogmen ............................................................................. 41 KEM .................................................................................... 25
FRP ..................................................................................... 44 Kinetic Energy Missile ....................................................... 25
Full Reverse ....................................................................... 41 Kontakt-5 ........................................................................... 33
Krasnopol ........................................................................... 39
G
L
Geneva Convention ........................................................... 23
Get back in the fight!......................................................... 43 LAS ..................................................................................... 32
GLADIO .............................................................................. 36 Laser Designator ................................................................ 40
Ground Surveillance Radar (Portable) .............................. 35 Laser Guidance .................................................................. 32
Ground Surveillance Radar (Vehicle) ................................ 33 Laser Guided Ammunition ................................................ 39
GSR-P ................................................................................. 35 Laser Warning Receiver ..................................................... 39
GSR-V ................................................................................. 33 Less than ideal ................................................................... 24
GUE .................................................................................... 38 Loitering Munition............................................................. 46
Guerillas ............................................................................. 38 Long Range ........................................................................ 25
Guidance ............................................................................ 32 Long Range Recon Patrol .................................................. 44
LOSBR ................................................................................. 31
H LR ....................................................................................... 25
HEAT .................................................................................. 29 LRF...................................................................................... 35
HEAT Ammunition ............................................................. 29 LRRP ................................................................................... 44
HE-CLUS ............................................................................. 25 LWR .................................................................................... 39
Heli ..................................................................................... 36 LZ Signals ........................................................................... 43
Helicopter Damage Results ............................................... 51
Helmet-Mounted Display .................................................. 42
69
M Q
70
Suppressed Weapons ........................................................ 27 U
T UAV .................................................................................... 43
Underbarrel ....................................................................... 24
TA ....................................................................................... 24
Unmanned Air Vehicle ...................................................... 43
Tandem Warhead .............................................................. 24
Unmanned Turret .............................................................. 46
Television Guided .............................................................. 32
Unsafe Dismount ............................................................... 41
Terminally Guided Munition ............................................. 27
TGM ................................................................................... 27 V
Thermal Imaging................................................................ 33
Versatile ............................................................................. 27
Top Attack ......................................................................... 24
Transports.......................................................................... 23 W
TV ....................................................................................... 32 Waterborne ....................................................................... 42
TV-TI ................................................................................... 32 Whisper in the Night ......................................................... 37
TW ...................................................................................... 24 WIRE .................................................................................. 32
Wire Guided....................................................................... 32
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