Bolt Action Reference - Warlord Games

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BOLT ACTIONAppendix IIMULTIPLAYER GAMESteams, the game otherwise plays exactly as described.One of our groups of players decided to use distinctlycoloured dice not only for each side but for each player aswell, so one side might be black, grey and brown, for example,whilst the other could be blue, green and yellow. Using thismethod, as a die is drawn from the dice cup it not onlyidentifies which side’s unit is activated next, but whichindividual player, and therefore which portion of the army. Thisgives a slightly different dynamic to the game, but is probablymore realistic and certainly speeds things along if teams areotherwise prone to dithering (or worse!).Although Bolt Action is designed for games between twoopposing players, during the course of developing the rules wehad recourse to playing many games between teams of two,three and even four players a side. In fact, most of our gameswere played in this way, with the command of each side sharedbetween a number of players. When playing in this fashion eachplayer would take a roughly equal proportion of the forces,usually all the forces on one flank or in the centre. As order diceare drawn from the dice cup the team would decide betweenthem whose need was greatest, and allocate the dice to theappropriate player. Aside from facilitating games between rivalRUlessummaryFriendly FireThe unit does not move and opens fire againsta friendly unit, mistaking it for enemy. Place afire order by the unit. The opposing playerchooses the target. The target must have anenemy unit within 12’’, as proximity to enemyis precisely what has caused the ‘friendly fireincident’. If no such target is available the unitdoes not fire and goes down instead.3, 4, 5 or 6PanicThe unit executes a run order and must moveas fast as possible away from the closestvisible enemy unit. If no enemy are visible theunit goes down instead.TURN SEQUENCE2. Turn End phaseRemove order dice for destroyed units. Return remaining orderdice to the cup, except for those units retaining an Ambush orDown order.ORDERSTROOP QUALITY AND , poor or littletraining, no combatexperienceRegular9Normal training and somecombat experienceVeteran10Special training (paras,commandos, marines) andextensive combatexperienceOFFICER MORALE MODIFERSOrderSummary of action1 FireFire at full effect without moving2 AdvanceMove and then fire3 RunMove at double speed without firing. Alsoused for assaulting4 AmbushNo move/fire, but wait for opportunity fire5 RallyNo move/fire, but lose D6 pin markers6 DownNo move/fire, but gain an extra –1 to be hitFUBAR!If an order test roll comes up two sixes then not only is theorder not given but the player must immediately roll on thechart below. Roll a die to find what action the unit takes.2101 or 2The TURN1. Orders phase1. Draw an order die from the dice cup and hand it tothe appropriate player.2. The player chooses one of his units and gives it anorder. Place the order die next to the unit to show thatit has received an order. Once a unit has been givenan order it cannot be given another order that turn.3. If necessary, the player takes an order test todetermine if the unit follows the order.4. The player executes the unit’s resulting action.5. Back to 1. Once all eligible units have received an order,the orders phase ends – move to the turn end phase.For you, Jerry, the war is over!FUBAR CHARTSecond Lieutenant 1First Lieutenant 2Captain 3Major ked vehicle9’’18’’Half-tracked vehicle9’’18’’Wheeled vehicle12’’24’’

BOLT ACTIONAppendix IIShootingTERRAIN TABLETerrain CategoryInfantryArtilleryWheeled VehiclesTracked VehiclesOpen GroundOKOKOKOKRough GroundNo RunNo*NoNo RunObstacleNo RunNoNoOK*BuildingOKNo*NoNo (!)RoadOKOK 2 2Key:OK – The unit can move through the terrain without hindrance – this is the default or normal rate for all kinds of troops over openground.OK* –The unit can cross this kind of terrain without hindrance unless it has been designated as an anti-tank obstacle, orimpassable bocage, or the equivalent, in which case it is impassable to all types of vehicle.No Run – The unit cannot cross or move within this kind of terrain if undertaking a run action, but can cross or move over with anadvance action.No – The unit cannot enter or move within this kind of terrain at all.No* – The unit cannot enter or move within this kind of terrain, except that it can be deployed within the terrain at the start of thegame. In this case it cannot move once deployed. This represents situations where guns are ‘dug in’ to positions prior to the battleas discussed in the section on Artillery.No (!) – The unit cannot enter or move within this kind of terrain, except that heavy and super-heavy tanks may move through anddemolish some buildings in some situations. See the rules for buildings on p99. 2 – The unit’s move rate is doubled if it moves entirely along a road or track. This enables vehicles to move rapidly along roadswhere the opportunity permits.VEHICLE MANOEUVRETypeAdvancePivot (90 )RunPivot (90 �’1Wheeled12’’224’’1DAMAGE VALUE TABLEOnce a target is hit the minimum score indicated is required toscore damage (i.e. 3 is a roll of 3, 4, 5 or 6 on a die)SHOOTING PROCEDURE1.2.3.4.5.6.7.DAMAGE VALUE TABLEDeclare targetTarget reactsMeasure range and open fireRoll to hitRoll to damageTarget takes casualtiesTarget checks moraleHIT MODIFIERSThe basic chance of hitting a target is a roll of 3, 4, 5 or 6 on adie (i.e. a roll of 3 ). The following modifiers apply.Shooting at point blank range 1Per pin marker on the firer–1Long range–1Inexperienced–1Fire on the move–1Target is ‘down’ infantry or artillery–1Target is a small unit–1Target is in soft cover–1Target is in hard cover–2REVERSE MOVESA vehicle can reverse straight backwards at up to half itsstandard advance rate unless it is a recce vehicle. A reccevehicle can reverse at its full advance rate and can manoeuvreas if driving forward.British Crocodile on the road213Troops and soft-skinned targetsResult neededInexperienced infantry or artillery3 Regular infantry or artillery4 Veteran infantry or artillery5 All soft-skinned vehicles6 Armoured targetsResult neededArmoured car/carrier7 Light tank8 Medium tank9 Heavy tank10 Super-heavy tank11

BOLT ACTIONAppendix IIShootingTERRAIN TABLETerrain CategoryInfantryArtilleryWheeled VehiclesTracked VehiclesOpen GroundOKOKOKOKRough GroundNo RunNo*NoNo RunObstacleNo RunNoNoOK*BuildingOKNo*NoNo (!)RoadOKOK 2 2Key:OK – The unit can move through the terrain without hindrance – this is the default or normal rate for all kinds of troops over openground.OK* –The unit can cross this kind of terrain without hindrance unless it has been designated as an anti-tank obstacle, orimpassable bocage, or the equivalent, in which case it is impassable to all types of vehicle.No Run – The unit cannot cross or move within this kind of terrain if undertaking a run action, but can cross or move over with anadvance action.No – The unit cannot enter or move within this kind of terrain at all.No* – The unit cannot enter or move within this kind of terrain, except that it can be deployed within the terrain at the start of thegame. In this case it cannot move once deployed. This represents situations where guns are ‘dug in’ to positions prior to the battleas discussed in the section on Artillery.No (!) – The unit cannot enter or move within this kind of terrain, except that heavy and super-heavy tanks may move through anddemolish some buildings in some situations. See the rules for buildings on p99. 2 – The unit’s move rate is doubled if it moves entirely along a road or track. This enables vehicles to move rapidly along roadswhere the opportunity permits.VEHICLE MANOEUVRETypeAdvancePivot (90 )RunPivot (90 �’1Wheeled12’’224’’1Once a target is hit the minimum score indicated is required toscore damage (i.e. 3 is a roll of 3, 4, 5 or 6 on a die)SHOOTING PROCEDURE1.2.3.4.5.6.7.DAMAGE VALUE TABLEDeclare targetTarget reactsMeasure range and open fireRoll to hitRoll to damageTarget takes casualtiesTarget checks moraleHIT MODIFIERSThe basic chance of hitting a target is a roll of 3, 4, 5 or 6 on adie (i.e. a roll of 3 ). The following modifiers apply.Shooting at point blank range 1Per pin marker on the firer–1Long range–1Inexperienced–1Fire on the move–1Target is ‘down’ infantry or artillery–1Target is a small unit–1Target is in soft cover–1Target is in hard cover–2REVERSE MOVESA vehicle can reverse straight backwards at up to half itsstandard advance rate unless it is a recce vehicle. A reccevehicle can reverse at its full advance rate and can manoeuvreas if driving forward.British Crocodile on the road212DAMAGE VALUE TABLETroops and soft-skinned targetsResult neededInexperienced infantry or artillery3 Regular infantry or artillery4 Veteran infantry or artillery5 All soft-skinned vehicles6 Armoured targetsResult neededArmoured car/carrier7 Light tank8 Medium tank9 Heavy tank10 Super-heavy tank11

BOLT ACTIONAppendix IIWEAPONS CHARTHE SHOTSHE shells have a penetration modifier that is fixed to the HEvalue, and, in some cases, can result in more ‘pins’ on thetarget as shown on the chart below.WEAPONS CHARTSmall-armsTypeRangeShotsPenSpecial RulesHEPinRifle24’’1n/a-D21 1Pistol6’’1n/aAssaultD31 1Submachine Gun (SMG)12’’2n/aAssaultD6D2 2Automatic rifle30’’2n/a-2D6D3 3Assault rifle24”2n/aAssault3D6D6 4Light Machine Gun (LMG)30’’3n/aTeamMedium Machine Gun (MMG)36’’4n/aTeam, FixedHeavy WeaponsPenSHOOTING AT VEHICLESAdditional Penetration modifiers for heavyweapons against armoured targetsGerman Panther Ausf ATypeRangeShotsPenSpecial RulesHeavy Machine Gun (HMG)36’’3 1Team, FixedLight automatic cannon48’’2 2Team, Fixed, HE (D2)Medium automatic cannon72’’2 3Team, Fixed, HE (D2)Anti-tank rifle36’’1 2TeamPIAT12’’1 5Team, Shaped ChargeDie RollEffectBazooka24’’1 5Team, Shaped Charge1 or lessPanzerschreck24’’1 6Team, Shaped ChargePanzerfaust12’’1 6One-shot, Shaped ChargeCrew Stunned. The crew is stunned or momentarily overcome by smoke or shock. Add one additional pin marker tothe vehicle. Place a down order die on the vehicle or change its current order die to down to show that it is haltedand cannot take a further action that turn.Light AT gun48’’1 4Team, Fixed, HE (D2)2Medium AT gun60’’1 5Team, Fixed, HE (D2)Heavy AT gun72’’1 6Team, Fixed, HE (D3)Immobilised. Part of the vehicle’s tracks or wheels are blown apart. Add one additional pin marker to the vehicle.The vehicle cannot move for the rest of the game. Place a suitable marker or token by the vehicle to show this. If thevehicle has already taken an action this turn flip the order die to down to indicate it has been brought to a halt. If afurther immobilised result is suffered the crew abandon the vehicle and it is considered knocked out (see below).3Super-heavy AT gun84’’1 7Team, Fixed, HE (D3)Flamethrower (infantry)6’’D6 2Team, FlamethrowerFlamethrower (vehicle)18’’2D6 3FlamethrowerOn Fire. The hit ignites either the vehicle’s fuel or ammunition. The crew are driven into a blind panic, fearing to betrapped in a burning wreck. Add one additional pin marker and then make a morale check for the vehicle. If the testis passed the fire has been put out or fizzles out of its own accord. Place a down order die on the vehicle or changeits current order die to down to show that it is halted and cannot take a further action that turn. If the test is failed,the crew abandon the vehicle and it is considered knocked out (see below).Light mortar12’’-24’’1HETeam, Indirect fire, HE (D3)4, 5 or 6Medium mortar18’’-60’’1HETeam, Fixed, Indirect fire, HE (D6)Heavy mortar18’’-72’’1HETeam, Fixed, Indirect fire, HE (2D6)Light howitzer(0/24’’)-48’’1HETeam, Fixed, Howitzer, HE (D6)Knocked Out. The vehicle is destroyed and becomes a wreck. Mark the vehicle in some fashion to indicate it iswrecked – a blackened cotton ball and/or an upside-down turret work quite well. Some players like to use models ofwrecked vehicles instead. Either way, wrecks of armoured vehicles count as impassable terrain. If players prefernot to bother with wrecks, destroyed vehicles can be removed altogether, perhaps blown apart by an internalexplosion leaving only scattered debris.Medium howitzer(0/24’’)-60’’1HETeam, Fixed, Howitzer, HE (2D6)Heavy howitzer(0/24’’)-72’’1HETeam, Fixed, Howitzer, HE (3D6)Vehicle’s side or top armour 1Vehicle’s rear armour 2Long range–1DAMAGE RESULTS ON ARMOURED TARGETSSuperficial Damage – Roll D6-3Massive Damage – Roll two results (see below)Full Damage – Roll D6Open-topped hit by indirect fire – Add 1215

BOLT ACTIONAppendix IIWEAPONS CHARTHE SHOTSHE shells have a penetration modifier that is fixed to the HEvalue, and, in some cases, can result in more ‘pins’ on thetarget as shown on the chart below.WEAPONS CHARTSmall-armsTypeRangeShotsPenSpecial RulesHEPinRifle24’’1n/a-D21 1Pistol6’’1n/aAssaultD31 1Submachine Gun (SMG)12’’2n/aAssaultD6D2 2Automatic rifle30’’2n/a-2D6D3 3Assault rifle24”2n/aAssault3D6D6 4Light Machine Gun (LMG)30’’3n/aTeamMedium Machine Gun (MMG)36’’4n/aTeam, FixedHeavy WeaponsPenSHOOTING AT VEHICLESAdditional Penetration modifiers for heavyweapons against armoured targetsGerman Panther Ausf ATypeRangeShotsPenSpecial RulesHeavy Machine Gun (HMG)36’’3 1Team, FixedLight automatic cannon48’’2 2Team, Fixed, HE (D2)Medium automatic cannon72’’2 3Team, Fixed, HE (D2)Anti-tank rifle36’’1 2TeamPIAT12’’1 5Team, Shaped ChargeDie RollEffectBazooka24’’1 5Team, Shaped Charge1 or lessPanzerschreck24’’1 6Team, Shaped ChargePanzerfaust12’’1 6One-shot, Shaped ChargeCrew Stunned. The crew is stunned or momentarily overcome by smoke or shock. Add one additional pin marker tothe vehicle. Place a down order die on the vehicle or change its current order die to down to show that it is haltedand cannot take a further action that turn.Light AT gun48’’1 4Team, Fixed, HE (D2)2Medium AT gun60’’1 5Team, Fixed, HE (D2)Heavy AT gun72’’1 6Team, Fixed, HE (D3)Immobilised. Part of the vehicle’s tracks or wheels are blown apart. Add one additional pin marker to the vehicle.The vehicle cannot move for the rest of the game. Place a suitable marker or token by the vehicle to show this. If thevehicle has already taken an action this turn flip the order die to down to indicate it has been brought to a halt. If afurther immobilised result is suffered the crew abandon the vehicle and it is considered knocked out (see below).3Super-heavy AT gun84’’1 7Team, Fixed, HE (D3)Flamethrower (infantry)6’’D6 2Team, FlamethrowerFlamethrower (vehicle)18’’2D6 3FlamethrowerOn Fire. The hit ignites either the vehicle’s fuel or ammunition. The crew are driven into a blind panic, fearing to betrapped in a burning wreck. Add one additional pin marker and then make a morale check for the vehicle. If the testis passed the fire has been put out or fizzles out of its own accord. Place a down order die on the vehicle or changeits current order die to down to show that it is halted and cannot take a further action that turn. If the test is failed,the crew abandon the vehicle and it is considered knocked out (see below).Light mortar12’’-24’’1HETeam, Indirect fire, HE (D3)4, 5 or 6Medium mortar18’’-60’’1HETeam, Fixed, Indirect fire, HE (D6)Heavy mortar18’’-72’’1HETeam, Fixed, Indirect fire, HE (2D6)Light howitzer(0/24’’)-48’’1HETeam, Fixed, Howitzer, HE (D6)Knocked Out. The vehicle is destroyed and becomes a wreck. Mark the vehicle in some fashion to indicate it iswrecked – a blackened cotton ball and/or an upside-down turret work quite well. Some players like to use models ofwrecked vehicles instead. Either way, wrecks of armoured vehicles count as impassable terrain. If players prefernot to bother with wrecks, destroyed vehicles can be removed altogether, perhaps blown apart by an internalexplosion leaving only scattered debris.Medium howitzer(0/24’’)-60’’1HETeam, Fixed, Howitzer, HE (2D6)Heavy howitzer(0/24’’)-72’’1HETeam, Fixed, Howitzer, HE (3D6)214Vehicle’s side or top armour 1Vehicle’s rear armour 2Long range–1DAMAGE RESULTS ON ARMOURED TARGETSSuperficial Damage – Roll D6-3Massive Damage – Roll two results (see below)Full Damage – Roll D6Open-topped hit by indirect fire – Add 1

BOLT ACTIONclose quartersCLOSE QUARTERS PROCEDURE – INFANTRY VS INFANTRY1.2.3.4.5.6.Declare targetTarget reactsMeasure move distance and move assaulting modelsFight first round of close quartersa. Attackers roll to damageb. Defenders take casualtiesc. Defenders roll to damaged. Attackers take casualtiese. Loser surrenders and is destroyedResolve draws – further rounds of close quartersWinner regroupsINFANTRY ASSAULTING VEHICLESInfantry cannot assault a vehicle making a run action unlesssubsequently immobilised or otherwise brought to a halt.An infantry unit that is not equipped with anti-tank weaponsmust take and pass an order test with a –3 modifier whenattempting to assault any kind of fully enclosed armouredvehicle.Vehicles can fire their weapons at infantry starting theirassault from more than 6” away and within the weapon’s firingarc in the usual fashion. Recce vehicles can react by makingan escape move as described on p95.Roll to HitVehicle advancing6Otherwise4, 5 or 6Vehicle runN/ARoll to DamageDamage roll number of hits scored D6If the vehicle is a soft-skin or open-topped it is destroyed ifdamaged. If it is an enclosed armoured vehicle roll on theDamage Results table. Infantry not armed with anti-tankweapons can only score superficial damage.If the vehicle survives the assault is over and assaultinginfantry regroup.US Marines suppress Japanese bunkers with overwhelming firepower

Although Bolt Action is designed for games between two . opposing players, during the course of developing the rules we had recourse to playing many games between teams of two, three and even four players a side. In fact, most of our games were played in this way, with the

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