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Bolt Action Cold War - Core Rules (Revision 4.325)

The document is a fan-made supplement for the Bolt Action wargame, extending its timeline into the Cold War era, featuring complex rules and mechanics tailored for diverse conflicts and technological advancements of the period. It includes detailed weapon charts, special rules for various units, and tactical support options, all optimized for 15mm miniatures. The ruleset is still a work in progress and aims to maintain the character of the Cold War while providing a comprehensive gaming experience.

Uploaded by

Adam Homr
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0% found this document useful (0 votes)
13 views71 pages

Bolt Action Cold War - Core Rules (Revision 4.325)

The document is a fan-made supplement for the Bolt Action wargame, extending its timeline into the Cold War era, featuring complex rules and mechanics tailored for diverse conflicts and technological advancements of the period. It includes detailed weapon charts, special rules for various units, and tactical support options, all optimized for 15mm miniatures. The ruleset is still a work in progress and aims to maintain the character of the Cold War while providing a comprehensive gaming experience.

Uploaded by

Adam Homr
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 71

1

A Fanmade Bolt Action Modification

REVISION 4.325

2
Table of Contents
Introduction ........................................................................................................................................... 4
Weapons Chart ....................................................................................................................................... 5
Types of weapons: .............................................................................................................................................................. 8

Rule Changes from BA 2nd Edition ......................................................................................................... 15


General Game Concepts and Mechanics: .......................................................................................................................... 15
Spotting/Hiding (WIP): ..................................................................................................................................................... 17
New HQ Options:.............................................................................................................................................................. 20
Changes to Artillery: ......................................................................................................................................................... 21
Movement, Orders and Units: .......................................................................................................................................... 22
Various Rules:................................................................................................................................................................... 23

Weapon Special Rules........................................................................................................................... 24


Ammunition Types (Large Calibre Guns): .......................................................................................................................... 29
Missile Guidance (WIP):.................................................................................................................................................... 30
Categories of Guidance:.................................................................................................................................................... 31
Guidance Technology: ...................................................................................................................................................... 32

Unit Special Rules ................................................................................................................................. 33


Helicopter & Airplane Rules (WIP) ........................................................................................................ 48
Helicopter Rules: .............................................................................................................................................................. 48
Airplane Rules: ................................................................................................................................................................. 49
Pylons/Hardpoints: .......................................................................................................................................................... 50
Helicopter/Aircraft Damage Result Charts: ....................................................................................................................... 51

Tactical Support Rules (WIP) ................................................................................................................. 53


Off Map Direct Support: ................................................................................................................................................... 53
Indirect Off Map Support: ................................................................................................................................................ 54
Electronic Warfare............................................................................................................................................................ 55

NBC Weapons Rules (WIP) .................................................................................................................... 56


Generic Platoon Selectors (WIP) ........................................................................................................... 57
Index of Special Rules & New Terms ..................................................................................................... 68

3
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.

Miniatures and Vehicles of this size can be sourced from:

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.

Oddzial Osmy: Good source for Polish and Soviet infantry

Thingiverse and Cults: Quite a lot of free vehicles can be downloaded, and 3D printed from there.

Etsy and Shapeways: Some useful 3D prints can be bought there.

Wargaming 3D: STLs for 3D printing can be sourced 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.

4
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

5
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!

6
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

7
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.

8
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.

Designated Marksman Rifle


This category includes all kinds of marksman rifles, which are in most cases scoped full rifle calibre
weapons. The best-known examples of this are the SVD and M21, but also include scoped G3s and FALs.
These weapons are not as effective as sniper rifles but can help to increase the combat range of rifle
squads.

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.

Light Machine Gun


Light machine guns are referring to traditionally belt-fed or magazine loaded, bipod equipped squad
machineguns like the MG42, the DP and the Bren. While there is an overlap with some other weapon types
this category is mostly reserved to older, traditional LMGs.

Medium Machine Gun


Medium machine guns are belt-fed, tripod or pintle mounted MGs that use rifle caliber ammunition. These
include the tripod and pintle mounted MG3s, M60s, PKs or older MMGs like the SG-43 and the M1919.

Gatling Machine Gun


Gatling machine guns are rotating, multibarreled machine guns, that represent the M134 and the Yak-B
rotary machine guns.

9
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.

Heavy Squad Automatic Weapon


Heavy SAWs are quite similar to regular ones, but they are usually full rifle calibre weapons. Examples
include the original RPK, the RPD, the M60E3 and the HK21.

General Purpose Machine Gun


General purpose machine guns are basically modern “multipurpose” MGs. This category was created to
show the difference of the newer MAG/M240, M60, PK and AANF-1 to the older LMGs like the Bren or DP.

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.

Stun Grenade / Flashbang


Stun grenades and flashbangs are pretty self-explanatory. This special type of grenade is used to stun
enemy infantry units and very effective in close combat.

Smoke Grenade / Smoke Discharger


Smoke grenades and smoke dischargers are smaller versions of the already known smoke shells that are
used by artillery pieces and mortars. While they are not as effective as larger smoke shells, they still can
break line of sight for infantry units.

10
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.

Light Automatic Cannon


Light automatic cannons are autocannons of the 20-25mm range. These include the German Rh 202 of the
Marder and Luchs, the Bushmaster M242 of the Bradley and the ZSU-23, that was both used in single, twin
or quad mounts (On the ZSU-23-4). Light ACs are very effective against infantry and also against lightly
armored vehicles.

Medium Automatic Cannon


Medium automatic cannons are autocannons with a 25-35mm range, with the most common example
being the 30mm 2A42 of the BMP-2, the 30mm M230 gun of the Apache or the 27mm BK 27 used on the
Tornado.

Heavy Automatic Cannon


35-40mm guns (With exceptions) are represented in this category. Heavy autocannons include the 40mm
Bofors gun, the 57mm S-60 AA gun or the 35mm KDA gun that is used on SPAAGs and towed AA guns.

Super Heavy Automatic Cannon


This weapon category represents 40mm+ autocannons. Prominent examples are the 50mm gun of the
Marder 2 or the 76mm autocannon of the Otomatic SPAAG.

Heavy Gatling Machine Gun


Heavy gatling machine guns represent gatling machine guns of larger caliber, such as the YakB-12,7 or the
GAU-19. Weapons like these are incredibly effective against infantry but are pricy.

Light Gatling Cannon


This category represents gatling cannons in the 20-25mm range. Examples of these weapons are the 20mm
M61 Vulcan and the 20mm M197.

Medium Gatling Cannon


This category represents gatling cannons in the 23-25mm range like the 23mm GSh-6-23or 25mm GAU-12.

Heavy Gatling Cannon


Heavy gatling cannons represent the heavy GAU-8 Avenger and the GSh-6-30.

Grenade Launcher
Grenade launchers like the HK69 or the M79 are represented in this category.

Grenade Launcher (Underbarrel) / Rifle Grenades


This category represents the different underbarrel grenade launchers and rifle grenades. Examples of these
include the Energa rifle grenade and the HK79, the GP-25 and M203 underbarrel grenade launchers.

11
Grenade Launcher (Revolver)
This category represents the various revolver-type grenade launchers like the RG-6, the Milkor MGL or the
RGA-86.

Automatic Grenade Launcher


Automatic Grenade Launchers represent the mostly belt-fed weapons like the AGS-17, Mk.19, Mk.18 and
XM174.

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.

Light Recoilless Rifle


This category represents the mostly earlier reloadable AT launchers. Examples of these include the PzF 44,
the RPG-2 and early RPG-7, the LRAC de 73mm and the M67 Recoilless Rifle.

Medium Recoilless Rifle


Medium Recoilless Rifles represent the more effective AT weapons like the LRAC 89 and the more
advanced ammunitions for the Carl Gustaf and RPG-7.

Heavy Recoilless Rifle


In this category the most effective AT launchers are collected. Examples of these are the DARD-120, the
Panzerfaust 3, the most modern variants of the RPG-7 and the RPG-29.

12
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

High Energy Laser (HEL)

Light AT Gun

Medium AT Gun

Heavy AT Gun

Super Heavy AT Gun

Ultra-Heavy AT-Gun

Modern Ultra-Heavy AT-Gun

Early Smoothbore AT Gun

Smoothbore AT Gun

13
Modern Smoothbore AT Gun

Large Smoothbore AT Gun


In this category you will find large caliber smoothbore guns that were developed at the end of the cold war
and beyond. Examples include the 140mm RUAG and Rheinmetall guns, the XM 291 and the Soviet 152mm
LP83.

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

Super 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.

14
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.

General Game Concepts and Mechanics:


Hit Modifiers
The basic chance of hitting a target is a roll of 3, 4, 5 or 6 on a die (i.e. a roll of 3+). The following modifiers
apply:

Hit Modifiers

Shooting at point blank range +1


Per pin marker on the firer -1
Long range -1
Inexperienced -1
Fire on the move -1
Target is Down infantry/artillery -1
Target is a small unit -1
Target is in soft cover -1
Target is in hard cover -2
Target is moving slowly (target has done an Advance -1
order)
Target is moving fast (target has done a Run order) -2

Troop Quality and Morale


Quality Morale Examples
Untrained 7 Untrained paramilitaries, guerillas and armed civilians/militiamen with little
tactical training and no experience.
Inexperienced 8 Conscripts, reservists, paramilitaries and guerillas with poor or little training
and litte to no combat experience
Regular 9 Conscripts, regular/professional militaries with normal training and possible
combat experience
Veteran 10 Experienced or well drilled regulars, paratroopers, naval infantry or special
forces

15
Damage Values and Penetration Modifiers

Damage Value Table


Untrained infantry or artillery 2+
Inexperienced infantry or artillery 3+
Regular infantry or artillery 4+
Veteran infantry or artillery 5+
All soft-skinned vehicles 6+
Armoured Targets Result Needed
Armoured Car/Carrier 7+
Light Tank 8+
Medium Tank 9+
Heavy Tank 10+
Super-Heavy Tank 11+
Main Battle Tank 12+
Modern Main Battle Tank 13+
Future Main Battle Tank 14+

Shooting at Vehicles (WIP, this will change)

Additional Penetration Modifier for Heavy Weapon Against Armoured


Targets

Vehicle’s rear armor +2


Vehicle’s side armor +3
Vehicle’s top armor +4
Long range -1

16
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:

Spotting Base Values


Unit type (Experience) Daytime Base Value
Infantry (Inexperienced) 12
Infantry (Regular) 18
Infantry (Veteran) 24

Vehicle/Support Team with Optics (Inexperienced) 36


Vehicle/Support Team with Optics (Regular) 42
Vehicle/Support Team with Optics (Veteran) 48

Vehicle/Support Team with no Optics (Inexperienced) 12


Vehicle/Support Team with no Optics (Regular) 18
Vehicle/Support Team with no Optics (Veteran) 24

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)

This system is not optimal and needs work/finetuning, but it is a start.

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:

2D6 Die Roll (In this case 5+2) = 7

– 3 (Inexperienced Team) + 3 (Target is in the open) + 6 (Vehicle) +6 (Muzzle Flashes)

= 19 (Which means that the tank has been spotted by the team)

17
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

Daytime Visibility Modifiers (Spotter)


The spotter uses flashlights or headlights +6´´ / +12´´
The spotter has the “Scouts” or “Recce” special +12´´ / +18´´
rules
The spotter is equipped with binoculars (Officers, +6´´
Snipers and Forward Observers)
The spotter uses thermal vision See individual TI rules.
The spotter uses Ground Search Radar See GSR rules.
The spotter uses Fire Control Radar See FCR rules.
All modifiers are cumulative

18
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

Nighttime Visibility Modifiers (Spotter)


The spotter uses flashlights or headlights +6´´ / +12´´
The spotter has the “Scouts” or “Recce” special +6´´ / +6´´
rules
The spotter is “inexperienced” or “veteran” -6´´ / +6´´
The spotter uses night vision See individual NV rules.
The spotter uses thermal vision See individual TI rules.
The spotter uses Ground Search Radar See GSR rules.
The spotter uses Fire Control Radar See FCR rules.
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.

Flashlights and headlights can only be used during night fighting.

Please remember that these rules are WIP, subject to change and
need finetuning

19
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.

Radio Telephone Operator (RTO)


This officer has a personal radio operator. With the help of this RTO the officer the officer can add 6’’ to
the range for the “You Men, Snap to Action!“.

Note that this range increase does not affect the morale bonus.

Senior NCO/Platoon Sergeant (SNCO)


This officer is supported by an experienced sergeant who aids in various functions. If a unit that is in range
of the officer must roll to check morale after losing half its men, it can reroll in case of failing this roll.

Air/Ground Liaison Officer (ALO/GLO)


This forward observer is assisted by a liaison officer, who can improve coordination to support assets. If
taken the forward observer can reroll a support roll if the roll showed a 1.

20
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:

-Units are affected by EW (Target Location)

-Enemy Artillery can be subjected to counter-battery fire

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

21
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.

22
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.

Command Vehicle (CV)


A command vehicle is now treated the same as an officer and thus can have different ranks/boni. It is only
different in being a vehicle.

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.

Sidearms and Secondary Weapons


Weapons teams, loaders and other previously unarmed soldiers now have access to weapons and can
defend themselves. A weapons team or gun can now fire its small arms instead of the main weapon. For
example, if a recoilless rifle is not fired during a turn, the loader and gunner may use their secondary
weapons (If applicable).

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.

23
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.

Less than ideal


This weapon is considered less than ideal and gets an additional -1 modifier for firing at long ranges.

Tandem Warhead (TW)


These anti-tank weapons are equipped with a tandem warhead, which modifies the ERA save roll by +1.
This means that 1st Generation ERA has to roll a +6 to prevent penetration, 2nd Generation +5 etc.

Top Attack (TA)


These anti-tank weapons are either plane-launched or use a special top attack (This included downward
firing EFP’s) mode to directly fire at the rooftop of the tank. Attacks from this weapon are directed at the
top armor, no matter where the firing unit is placed in relation to the target. They also evade APS and
Softkill systems (Sthora) of all kind.

Automatic Mortar
This Mortar has a semiautomatic loading system which allows it to make 2 attacks instead one.

Designated Marksman Rifle (DMR)


These weapons are specialized marksman rifles which can serve as fire support for a squad. When firing a
DMR, roll two D6 and choose the higher value.

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.

Self-Loading Rifle (SLR)


Due to the higher caliber and recoil than assault rifles these rifles can are hard to control in automatic fire
mode. Weapons with the SLR rule can fire only 1 time when used during an advance order but can fire 2
times like assault rifles during a fire order.

Easy Ranging
This indirect fire weapon has an advantage during ranging. It always gets a +1 modifier during ranging.

24
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.

Extended Range (ER)


This weapon may use extended range ammunition, which extend the maximum range of the weapon
system for another ½ of the “usual” maximum range of this weapon type. Values are always rounded up
for reasons of simplicity.

Long Range (LR)


This weapon has a longer range than other weapon of its type or caliber, which extend the maximum range
of the weapon system for another ¼ of the “usual” maximum range of this weapon type. Values are always
rounded up for reasons of simplicity.

Short Range (SR)


This weapon has a shorter range than other weapon of its type or caliber. Thus, its range is reduced by ¼ of
the “usual” maximum range of this weapon type. Values are always rounded up for reasons of simplicity.

Non-Line of Sight (NLOS)


This weapon does not need a line of sight and can fire upon any target that is in the line of sight of any
other allied unit. Firing NLOS does work like firing in line of sight and the rules for firing indirect do not
apply here.

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.

Dual-Purpose Improved Conventional Munition (DPICM)

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.

High Explosive Cluster Ammunition (HE-CLUS)


This weapon can use HE-CLUS (High Explosive Cluster Ammunition) ammunition instead of the normal HE.
The DPICM attack works like normal HE but is useless against even thin-skinned vehicles and negates only
soft infantry cover. The HE-CLUS attack uses the same template/s as the HE one, if not stated otherwise.

25
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.

Ineffective Seeker/Effective Seeker


This Missile’s seeker is different from average one by being either a bad one (due to bad electronics or a
worse cooling system than other ones) or an extraordinarily good one (improved cooling, better acquisition
etc.). Because of this it gets a -1 or +1 modifier while rolling to hit.

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.

Rapid Autoloader / Magazine Autoloader (AUTO-RAP/AUTO-MAG)


In addition to the normal advantage of an Autoloader this Autoloader that is able to reload extremely fast
and is able to reroll an attack on a fire order if the first one has missed.

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.

Standoff Weapon (STANDOFF)


This weapon is launched from a standoff range that is out of range for gun based anti-air and MANPADs.
The Plane using this weapon can only be intercepted by units that can make use of SAMs and does not
need to actually come on the table for firing.

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.

26
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.

Modern Rifle Optics (MRO)


These weapons are equipped with modern rifle optics (Like the SUSAT scope, or the Aimpoint 1000/2000),
which improve target acquisition compared to iron sights. This gives a 6’’ range bonus to infantry weapons
equipped with these.

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.

Terminally Guided Munition (TGM)


This indirect firing weapon can fire terminally guided munition. This type of ammunition uses sensors to
correct itself and provides higher accuracy. If TGMs are used, it is possible to reroll a missed shot, if the roll
was at least a +3. Each TGM can be used only one time, but the ability can be taken multiple times to
increase the number of uses.

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

Predicted Line of Sight (PLOS)


This, otherwise unguided anti-tank weapon can predict a flight path of a moving vehicle and is able to hit
those far more accurately. This weapon does not receive negative modifiers for hitting moving vehicles.

27
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.

Mine Clearing Line Charge (MICLIC)


Work in Progress

Munitions Dispenser /Mine Dispenser


Work in Progress

Stand-Off Munitions Dispenser /Mine Dispenser


Work in Progress

Cased Telescopic Ammunition/Caseless Ammunition (CTA/CASE)


Work in progress

Electrothermal-Chemical Gun (ETC)


Work in progress

Scatterable Mines (SCAM)


Work in progress

Electronic Counter-Countermeasures +X (ECCM)


Work in progress

Off-Boresight Missile (BORE)


Work in progress

All-Aspect Missile (ASPCT)


Work in progress

Bullpup Rifle (BULL)


Work in progress

28
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:

Sabot Ammunition (SABOT)


This unit’s weapon can fire modern sabot ammunition, which give a +1 on penetration, but a -1 modifier
on the damage result chart.

HEAT Ammunition (HEAT)


This unit’s weapon can fire modern HEAT ammunition, which in addition to the Shaped Charge rules, but
have an additional -1 modifier on hitting long range targets. It can also double as a high explosive shell (If
no dedicated one is available), but using a the next smaller HE template (A smoothbore cannon with a HE
template of 3‘‘ would get a 2‘‘ template when firing HEAT against infantry for example).

HESH Ammunition (HESH)


This unit’s weapon can fire modern HESH ammunition, which can ignore ERA and add a +1 modifier on the
damage results chart but have an additional -1 modifier on hitting targets. Additionally, HESH ammunition
does not get a damage modifier for long range. Can be used in place of HE ammunition, but using a the
next smaller HE template (A smoothbore cannon with a HE template of 3‘‘ would get a 2‘‘ template when
firing HESH against infantry for example).

Canister Ammunition (CAN)


This unit’s weapon can fire modern Canister ammunition, which basically acts as a large shotgun. It does
have a penetration modifier of +1, can use up to 2D6 shots and has a range of 9’’.

It can only target infantry units in a 45° arc though.

Illumination Rounds (ILLU)


This recoilless rifle, artillery piece or mortar can use illumination rounds that can add a muzzle flash marker
to a target or target zone. The marker illuminates a 12’’ radius instead of a 6’’ one and lasts 1D3 turns.

29
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:

Ultra Heavy ATGM (SAH, LAS, ER, TW, HE 3’’)

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.

30
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.

Beam Riding (LOSBR)


Beam Riding missiles are automatically following a guidance beam and only need limited input from a
shooter. This works like SACLOS for gaming purposes but only needs one successful roll, like regular
weapons.

Semi-Active Homing (SAH)


These missiles are homing on the reflection of a guidance beam (Radar, Laser etc.) and do not rely on the
direct guidance of the shooter, but on his ability to “paint” the target with the guidance beam. These
missiles work like usual SACLOS ones, but do not get a negative modifier for firing on the move.
Units that are equipped with these missiles can also rely on the LOS of units that are equipped with laser
designators and hit units beyond their own LOS (Provided that the missile is laser guided).

Fire and Forget/Homing (F&F)


These missiles are automatically guided and are not dependent on the shooter’s ability to guide/steer a
missile. The F&F missile only needs one successful roll, no matter which distance. They also do not get a
negative modifier for firing on the move.

Active Radar Homing (ARH)


These missiles are homing by active radar. They work like usual F&F missiles, but if they miss and the
missed roll was a 1, the missile realigns itself and the player needs to roll to hit a large target that is in 24’’
range from the intended target. This target can be a vehicle, gun, building etc. They also do not get a -1
modifier for long range.

31
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.

Laser Guidance (LAS)


This weapon is guided manually with a laser beam. Can be detected and possibly countered by LWR’s and
certain Softkill systems. It is not possible to counter laser guided SAM’s and MANPAD’s with ECM.
Lasers always can be degraded by bad weather and get a -1 modifier to hit during rain or fog.

Radar Guidance (RADR)


This weapon is guided manually per Radar or is actively homing with its own Radar. It can be detected by
RWR’s and it is possible to counter radar guided SAM’s and MANPAD’s with ECM.

Infrared Guidance (INFR)


This weapon is an infrared homing/manually guided one. It can be possibly countered by Shtora and receives
a -1 modifier to hit in a very hot environment (If a source of fire, like a burning vehicle or building is in a
radius of 6’’ of the firing unit or the target). Infrared SAM’s and MANPAD’s can also be countered with ECM.

Fiber Optics (FOG)


This weapon is guided manually with a camera and a fiber optical cable or wireless connection. Due to the
modern camera and optics it does not receive a negative hit modifier on long range.

Opto-Electronic (OPT/OPT-TI)/ Television Guided (TV/TV-TI)


This weapon is guided with a (high contrast) camera/optical sensor and wireless connection. Due to it
relying on an older camera and high-contrast images it receives a -1 modifier to hit on low light and
obscured sight conditions (Fog, Night etc.). Missiles that are tagged with OPT-TI or TV-TI have a thermal
imager and do not apply to this rule.

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.

1st Generation Passive IR-Equipment (Tank and Heavy Weapons)


This vehicle has passive IR night vision equipment, which allows a 24’’ spotting bonus for nighttime
spotting rolls.

2nd Generation Passive IR-Equipment (Tank and Heavy Weapons)


This vehicle has passive IR night vision equipment, which allows a 30’’ spotting bonus for nighttime
spotting rolls.

3rd Generation Passive IR-Equipment (Tank and Heavy Weapons)


This vehicle has passive IR night vision equipment, which allows a 36’’ spotting bonus for nighttime
spotting rolls.

1st Generation Thermal Imaging (Tank and Heavy Weapons)


This vehicle has Thermal Imaging equipment, which allows a 36’’ spotting bonus for all conditions. This unit
can also spot hostile vehicles through smoke, with an additional hit modifier of -1.

2nd Generation Thermal Imaging (Tank and Heavy Weapons)


This vehicle has Thermal Imaging equipment, which allows a 42’’ spotting bonus for all conditions. This unit
can also spot hostile vehicles and infantry through smoke, with no additional hit modifier.

Ground Surveillance Radar (Vehicle) (GSR-V)


This vehicle or unit is equipped with a ground surveillance radar, which allows it to have an 84’’ spotting
bonus for all conditions. This unit can also spot hostile vehicles and infantry through smoke, with no
additional hit modifier. These Radar systems are affected by the fixed rule due to the complicated setup
process (Heli-borne and plane systems are an exception) and cannot be used while moving.

1st Generation ERA (Explosive Reactive Armor)


This vehicle is equipped with early ERA, which increases the armor value against attacks using shaped
charges, like HEAT warheads or ATGMs. 1st Generation ERA decreases the penetration value of every
weapon that uses the HEAT/Shaped Charge rule by 1.

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.

2nd Generation ERA (Explosive Reactive Armor)


Works like 1st Generation ERA but decreases the penetration value of HEAT/Shaped Charge weapons by 2

Kontakt-5 (Explosive Reactive Armor)


Works like 2nd Generation ERA but can also decrease the penetration value of Sabot/AP ammunition used
by AT-guns or tanks by 1.

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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.

2nd Generation APS (Active Protection


System)
Works like 1st Generation APS but succeeds
with a +5 roll.

Shtora / AN/VLQ-6 (Softkill Protection


System)
This Softkill protection System works
against infrared/laser-guided missiles and
vehicles/weapons with laser rangefinders.

Being attacked by an infrared guided


weapon, gives the player the opportunity to make a saving roll.
Jamming IR guided weapon works on as successful +4 roll and causes a missile to miss, but does not affect
laser rangefinders or laser guided missiles.
Against laser guided weapons or the use of laser rangefinders Shtora will after a successful +4 roll
automatically launch a 3’’ diameter smoke barrier between the tank and LOS of the enemy weapon. This
breaks LOS and causes laser rangefinders to lose their bonus. This can be countered with thermals,
however.

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.

Laser Rangefinder (LRF)


If a unit is equipped with an LRF, it means that long range does not apply when given a Fire order. When
the vehicle fire after been given an Advance order long range does only apply on 3/4 of the maximum
range.

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.

1st Generation Night Vision Equipment (Infantry)


This soldier can use a passive IR night vision scope or night vision goggles, which allows an 18’’ spotting
bonus for nighttime spotting rolls.

2nd Generation Night Vision Equipment (Infantry)


This soldier can use a passive IR night vision scope or night vision goggles, which allows a 21’’ spotting
bonus for nighttime spotting rolls.

3rd Generation Night Vision Equipment (Infantry)


This soldier can use a passive IR night vision scope or night vision goggles, which allows a 24’’ spotting
bonus for nighttime spotting rolls.

Ground Surveillance Radar (Portable) (GSR-P)


This infantry unit is equipped with a ground surveillance radar, which allows it to have a 60’’ (42’’ for
enemy infantry) spotting bonus for all conditions. This unit can also spot hostile vehicles and infantry
through smoke, with no additional hit modifier. These Radar systems are affected by the fixed rule due to
the complicated setup process and cannot be used while moving.
Stabilizer
This vehicle is outfitted with a stabilizer, which allows it to ignore the -1 modifier when shooting during an
Advance order.

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.

Jack in the Box


This vehicle has a suboptimal ammunition storage and receives a +1 modifier on the damage result chart.

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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.

Behind Enemy Lines


When outflanking as described on page 119 of the Bolt Action rulebook, this unit ignores the -1 modifier to
the order test for coming onto the table.

Whisper in the Night


This vehicle is purpose built for recon and is designed to suppress engine sounds, it completely ignores the
visibility modifiers for Advance, Run and Rally orders, thus making it harder to spot.

Modern Communication Equipment (COMM)


This officer is equipped with modern and easy to handle radios and can double his command radius.

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.

Mine clearance experts


The Unit is equipped with mine clearance equipment.

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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).

Armed to the Teeth


Whenever this unit initiates close quarters combat with an enemy unit, the enemy cannot take advantage
of the Defensive Position rule. This unit always attacks first in any close quarters fight that they initiate.

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.

Home Defense Units


These units are specialized in defending important rear area installations and are trained to fight irregular
forces, like SOF.
They are not touched by the paranoia rule and they receive a +2 bonus on damage rolls against veterans.

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.

38
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.

2nd Generation CM (Chaff/Flares) (2nd GEN ECM)


Works like 1st Generation CM but succeeds on a +4 roll and give a -2 hit modifier to the attacker.

Laser Warning Receiver/Radar Warning Receiver (LWR/RWR)


This increases the chance of making a successful roll against guided missiles. If the enemy attacks with a
laser- or radar-guided missile, the LWR or RWR give a +1 bonus to any CM roll.

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.

Fire Control Radar


This vehicle is equipped with a fire control radar which effects its target acquisition capability. Vehicles
equipped with FCR can get a +1 modifier to hit, if this unit already fired at this target in the last turn. Fire
control radars usually only work for the main weapon, unless stated otherwise.

Vehicles equipped with an FCR also get an 84’’ spotting bonus against air targets independent of visibility
conditions.

Krasnopol/Copperhead (Laser Guided Ammunition) (PGM)


This piece of artillery can fire laser guided ammunition, which means that the player can adjust the HE
Templates for 3’’of his choosing, if the target has a laser marker. As long as the target has a laser marker
artillery pieces that are equipped with laser guided ammunitions get a +3 bonus during ranging (see page
8, artillery rules). Each PGM can be used only one time, but the ability can be taken multiple times to
increase the number of uses.

39
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.

Modern Fire Control System +x (FCS +x)


This vehicle/weapon has a modern FCS, which helps with target acquisition. The first level (FCS +1) gives a
+1 bonus to hit if the target that is fired upon was already targeted in the last round (Both orders must
have been fire orders). The second level (FCS +2) gives a general +1 bonus to hit during a fire order while
the third and last level (FCS +3) gives a general bonus when attacking during an advance order. The FCS
generally only works for the main weapon and possible ammunition that is fired from it (Like Soviet gun
launched ATGMs on tanks). Note that this rule is not touched by the stabilizer rule, which just eliminates
the -1 modifier for shooting on an advance order.

Blinding Laser (BLIND)


This vehicle is equipped with a blinding laser system, which can be used like a weapon, but does not do
damage to the target. Instead it blinds the optics of the enemy unit. This means that rangefinders of all
kinds, night vision, thermals etc. will be deactivated and the target receives a permanent -1 hit modifier. To
achieve this, the unit that is equipped with the blinding laser must make a successful +5 roll.

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.

Dual Direction Steering


For the Dual-direction steering rules, refer to the 2nd edition rulebook, on page 164.

40
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.

Auxiliary Power Unit (APU)


This, usually towed, gun is equipped with an auxiliary motor that allows it to move faster/on its own. As
opposed to manhandled guns it can move 9’’ and can still be moved by a single soldier.

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.

Forward Observer Vehicle (FO-V/FAC-V)


These vehicles are vehicular counterparts to the air observer or artillery observer and works similar to
them, with the only difference being that they are vehicles.

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.

Slow Reverse/Fast Reverse/Full Reverse


This vehicle is either exceptionally fast or exceptionally slow while reversing. A vehicle that has the slow
reverse rule can only reverse 1/3 of the usual movement range as opposed to the regular 1/2. A vehicle
that has the fast reverse rule can reverse at 2/3 of the forward movement speed. Vehicles with full reverse
can reverse at the same speed as if moving forward.

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.

Master of the Hunt


If not shooting during an Advance move, turn the order die to Ambush.

41
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.

Stealth Airframe (+x)


This plane/helicopter is built with a low RCS and infrared signature in mind and is thus harder to target by
units which use radar or infrared to guide their armaments. Depending on the given value, the roll to hit
this unit receives a -1 or -2 modifier. Only weapons that have the FCR (Fire control radar) rule, or the ones
that are guided by radar/infrared are affected by this.

Helmet-Mounted Display (HMD)


This plane is equipped with modern helmet-mounted displays, HUDs and other means to accurately use
the available weapons. It does not get the regular -1 modifier to hit that flying units receive.

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.

Remote Piloted Vehicle (RPV)


This unit can connect with a small remote piloted vehicle, which can be used to recon areas that are
otherwise out of sight. The RPV can be moved like a normal unit and is activated with the order dice of the
unit that controls it (Similar to a spotter for artillery units).

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.

42
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

Advanced Medical Facilities (MED)


This ambulance has advanced monitoring and aiding facilities and can help his patients more adequately. It
can now save wounded soldiers on a roll of 4+.

Get back in the fight!


If any friendly infantry unit fails an attempt to rally it can immediately roll a second attempt if within 6" of
a Military Police squad. This rule has no effect on vehicles.

Not One Step Back!


Whenever a friendly unit fails a Morale check or an Order test within 6" of a unit with this rule, the player
may remove one model from the unit and re-roll the dice. The second result stands, as normal. This rule
has no effect on vehicles and units that are reduced to one or two models.

Close Quarters Combat Training (CQC)


This unit is specially trained in CQC and is quite deadly in confined spaces and close encounters. If a soldier
with the CQC tag is equipped with weapons designed for close combat, he can make two attacks in close
combat.

Note: This rule works in tandem with Tough Fighters.

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

First Responder (FRP)


One man in the section is assigned as medic and follows the rules for medics found in the core rulebook.
The medic is not a separate unit and works in the same way as other differentiated soldiers in squads such
as NCOs and LMGs. It does not have the Geneva convention rule, but the medic effect only applies to the
section he's part of.

Long Range Recon Patrol (LRRP)


When a LRRP unit that is Outflanking as described on page 119 of the BA rulebook becomes available, it
may enter the battle from anywhere along either the right/left table edge (depending on the chosen side)
or any point along the enemy’s own table edge. For example, if a LRRP decided to outflank left, it could
enter from any point along the left table edge (regardless of the turn it became available), or any point
along the enemy’s table edge.

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).

Armored Crew Capsule


This vehicle has a special armored crew capsule that is separated from the rest of the vehicle. Due to this
added protection this vehicle cannot get the “Crew Stunned” status when rolling on the vehicle damage
chart (Rolling for turret jam is still required though). It also gets +1 modifier when rolling a morale check
after rolling for “On Fire” on the vehicle damage chart.

44
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.

45
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.

All-Terrain Articulated Tracked Vehicle (AT-ATV)


This vehicle is specially created for snowy, muddy and boggy conditions. It always treats snowy ground as
open ground for movement purposes, receives a +2 modifier on the “deep mud” table and a -1 modifier on
the “thin ice” table.

All-Terrain Vehicle (ATV)


This wheeled vehicle is designed for crossing tough terrain and features a much lower ground pressure
than regular wheeled vehicles. For this reason the vehicle is able to cross rough ground with an advance
move, just as tracked vehicles.

Constantly computed impact point (CCIP)


This plane is equipped with a ballistics computer that can accurately guess the impact point of certain
weapons. A plane equipped with this does not suffer a modifier from the Aerial Ammunition rule.

Loitering Munition
Work in Progress

Kamikaze RPV
Work in Progress

Military Operations in Urban Terrain (MOUT)


Work in Progress

Unmanned Turret
Work in Progress

Mine-Resistant Ambush Protected (MRAP)


Work in Progress

Mast-Mounted Sight (MMS)


Work in Progress

46
Interceptor
Work in Progress

47
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.

Nap of the Earth


This Heli is hovering barely above the ground, 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.
This means that a helicopter can hide behind buildings or trees but is not able to make a run order, due to
the high risks of flying at this level.
Soldiers and equipment can be unloaded at this height but need to make an order test with a -1 modifier,
due to the increased difficulty of “dropping” at low heights.

Low Level Flight


This Heli is flying above most obstacles and is able to be seen from afar, small arms, autocannons and
machineguns of all kinds can attack the Helicopter with a -1 hit penalty. The same applies for SAMs and
MANPADs. The helicopter cannot hide behind obstacles but is now allowed to make a run move.

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:

Example Attack Helicopter

Cost Inexperienced, Regular


Weapons 1 nose mounted light automatic cannon, 4 Hardpoints H1, 2 Hardpoints
H2/H3
Damage Value 8+ (light tank)
Options -
Special Rules Heli, Stabilizer, 1st Generation ECM, LWR, RWR

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.

Example Helicopter Weapons

Name Weapons: Hardpoints: Era Cost


Missile AT1 4x Heavy ATGM (SACLOS, LAS, One-Shot) H1 E,M
Missile AT2 4x Super Heavy ATGM (SACLOS, LAS, One-Shot) H1 M,L
Missile PAD2 2x Basic MANPAD (F&F, INFR, SR, One-Shot) H2 E,M
Missile PAD3 2x Basic MANPAD (F&F, INFR, ER, One-Shot) H2 M,L
Missile PAD4 2x Modern MANPAD (F&F, INFR, ER, One-Shot) H3 M,L
Rocket R12 12x Light Unguided HE Rocket H1 M,L
Rocket R23 12x Light Unguided AP Rocket H1 M,L

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.

50
Helicopter/Aircraft Damage Result Charts:

Damage Results on Helicopters (WIP)


Die Roll Effect
1 or less Pilot stunned
The pilot is stunned, and the helicopter is momentarily out of control. Move the helicopter in
a random direction by 12’’
2 Engine/Rotor Damage
A piece of shrapnel pierces the Engine/Rotor. Due to the impaired effectiveness of the
helicopter the movement rate is halved. Additionally, the helicopter can change altitude only
with a run order and uses the whole movement range for changing.

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.

51
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.

52
Tactical Support Rules (WIP)
Tactical support including ballistic missiles, NBC weaponry and even means of electronical warfare.

Off Map Direct Support:

Fire Support Option


Fire support like artillery or air strikes can heavily damage enemies, but also hit friendlies.

Off-Map Artillery Strike


This support option represents the regular artillery strike that the forward artillery observer can call in and
follows the regular rules for that.

Off-Map Air Strike


This support option represents the regular air strike that the forward air observer can call in and follows
the regular rules for that.

Cruise/Ballistic Missile Strike


This support option represents a missile strike, using a large missile, like the Tochka, Tomahawk or the
Lance. To portray this a modified set of the artillery barrage rules are used.

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.

Missile Strike Chart


D6 Roll Effect
Miscalculation
This missile does not know where it is. Move the aiming point token 3D6’’ in a
1
random direction (Randomize per dice roll) and then immediately resolve a
missile strike for result 4-6 below.
Delay
The battery is probably busy with another fire mission in another part of the
2 or 3
battle.The player making the barrage can move the token up to 12’’. Roll
again at the beginning of the next turn.
Direct Hit!
The area around the aiming point is obliberated by the explosion, blasting the
enemy to smithereens.
Resolve a HE attack with a pen value of +6 against all units that are under a
4, 5 or 6 6’’ template around the target. If a unit survives, it takes D6 pin markers.
Infantry and artillery can go Down to halve the hits taken. Armoured targets
are hit on the top armour.
In addition to that, units that are in a further 6’’ from the target (A 12’’ radius
combined) receive 1D3 pin markers.

53
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.

54
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.

Defensive Electronic Warfare


If this option is taken, effects of enemy EW can be negated completely. Both players must roll a D6. If the
player who uses Defensive EW has a higher roll the enemy’s EW ability will negated immediately.

If electronic warfare is taken as support option, it is possible to choose one of the above options to use.

55
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.

56
Generic Platoon Selectors (WIP)

57
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

59
(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)

60
(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)

61
(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)

62
(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)

63
(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)

64
(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)

65
(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)

66
(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)

67
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

Magazine Autoloader ........................................................ 26 Quad Bikes ......................................................................... 46


Master of the Hunt ............................................................ 41
R
Mast-Mounted Sight ......................................................... 46
MCLOS ............................................................................... 31 Radar Guidance ................................................................. 32
Mechanized Infantry ......................................................... 36 Radar Warning Receiver .................................................... 39
MED ................................................................................... 43 RADIO ................................................................................ 32
Medics ............................................................................... 23 Radio-Link .......................................................................... 32
MICLIC ................................................................................ 28 RADR .................................................................................. 32
Military Operations in Urban Terrain ............................... 46 Rangefinder ....................................................................... 35
Mine clearance experts ..................................................... 37 Rapid Autoloader .............................................................. 26
Mine Clearing Line Charge ................................................ 28 Regroup ............................................................................. 22
Mine-Resistant Ambush Protected ................................... 46 Remote Control ................................................................. 42
MMS .................................................................................. 46 Remote Piloted Vehicle ..................................................... 42
Modern Communication Equipment ................................ 37 Reservists ........................................................................... 43
Modern Rifle Optics .......................................................... 27 Rifle Grenades ................................................................... 24
Motorcycles ....................................................................... 46 Rotary Cannon ................................................................... 24
Motorized Infantry ............................................................ 36 RPV..................................................................................... 42
Mountaineers .................................................................... 36 RWR ................................................................................... 39
MOUT................................................................................. 46 S
MRAP ................................................................................. 46
MRO ................................................................................... 27 SABOT ................................................................................ 29
Sabot Ammunition ............................................................ 29
N Sabotage! ........................................................................... 38
NAP .................................................................................... 26 SACLOS ............................................................................... 31
Napalm .............................................................................. 26 SAH..................................................................................... 31
Naval Infantry .................................................................... 39 SCAM ................................................................................. 28
Night Vision Equipment .................................................... 35 Scatterable Mines.............................................................. 28
NLOS .................................................................................. 25 Scouts................................................................................. 40
Non-Line of Sight ............................................................... 25 Secondary Weapons .......................................................... 23
Not One Step Back! ........................................................... 43 Self-Loading Rifle ............................................................... 24
Semi-Active Homing .......................................................... 31
O
Shaped Charge ................................................................... 23
Off-Boresight Missile ......................................................... 28 Short Range ....................................................................... 25
OPT .................................................................................... 32 Shtora ................................................................................ 34
Opto-Electronic ................................................................. 32 Sidearms ............................................................................ 23
OPT-TI ................................................................................ 32 Ski Troops .......................................................................... 41
Slow ............................................................................. 23, 37
P
Slow Reverse ..................................................................... 41
Paramilitaries .................................................................... 43 SLR ..................................................................................... 24
Paranoia............................................................................. 38 Smoke Grenades................................................................ 27
Passive IR-Equipment ........................................................ 33 Sniper ................................................................................. 23
PGM ................................................................................... 39 Snowmobiles ..................................................................... 46
Pintle Mount...................................................................... 23 Softkill Protection System ................................................. 34
PLOS ................................................................................... 27 Spotting ............................................................................. 42
Political Officer .................................................................. 44 Spread Out ......................................................................... 22
Predicted Line of Sight ...................................................... 27 SR ....................................................................................... 25
Presence ............................................................................ 45 Stabilizer ............................................................................ 35
Propaganda ....................................................................... 45 STANDOFF .......................................................................... 26
Propaganda Loudspeakers ................................................ 45 Standoff Weapon .............................................................. 26
PROT .................................................................................. 40 Stealth Airframe (+x) ......................................................... 42
Prototype ........................................................................... 40 Stun Weapon ..................................................................... 27
Sturdy ................................................................................ 42

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

71

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