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A CAMPAIGN SYSTEM FOR

BOLT ACTION

Credits
Author: Craig Baxter
Play Testers: Craig Baxter,
Colby Smith
Graphic Design: Bryan Cook

INTRODUCTION
WHAT IS THIS PDF?
This PDF introduces a new and exciting way
to play Bolt Action with your friends and
club-mates. As a fresh 2nd Lieutenant, you
will grow your simple under strength infantry
platoon to a reinforced platoon by adding
units. Between each game your task force
will grow in size, your units moral will be
changed by attrition and experience, and
your commander will rise in the ranks.

CAMPAIGN
Campaigns are played out over several
rounds of games. It is up to you and your
opponent or group to determine how many
games you will play in the campaign. We
recommend your campaign is played out
over the course of 5 or 6 games. If your
campaign is played with a single opponent
or friend, all games will be played against
that individual.

GROUP OF CLUB EVENTS


If your campaign is done within a group
or club, you can change opponents each
game. For these group or club campaigns
you will want to allow players to bring armies
of their choosing and allow players to play
a different opponent each game round. This

will allow you to face off against several


different players as your task force grows
and changes.

TEAM EVENT
You could also limit army selections in a
team event to play a more historical feeling
campaign. For example: In a six player team
campaign you may have three German
players and three American players, each
player representing a different platoon
in the same company. Each game round
players match up with an opponent from
an opposing force. You could further dive
into history and limit armies to specific
theatres or operations (ie. North Africa,
Italy, Normandy, Battle of the Bulge, Kursk,
Stalingrad, Burma, Iwo Jima).

HISTORICAL CAMPAIGNS
Players who want to play a historical themed
campaign could use the theatre selectors
found in the Bolt Action army books as
a guide and place limits on the type of
units available to be taken in a task force.
Example: Players who want to play a North
Africa themed campaign would only allow
players to select units from the appropriate
North Africa Theatre selectors.

TASK FORCE CREATION


INITIAL TASK FORCE
Each player starts with a Regular 2nd
Lieutenant and two squads of their choosing.
The squads must have the same moral
and come from the same unit entry (ie. two
squads of regular grenadiers). Players are
allowed to spend 110pts on each infantry
squad. The Lieutenant represents the player
and starts the game as regular, with two
men in his command team, and equipped
as per the unit entry. The player also gets an
additional unit based on their nationality.
ADDITIONAL UNITS
Nation

USSR
USA
Germany
British

Unit

Inexperienced Squad
Regular MMG
Regular Sniper
Regular Sniper
Regular Light Howitzer
Regular Brixia Mortar

Romania

Regular MMG

Hungary

Regular MMG

Partisan
Other Nations

Task forces do not get any free units listed in


a Nations Armies of book.

Regular Bren Carrier/Pattern Carrier

Finns
Italian

Your starting task force will also include two


random units from the unit generator table.
You will add two additional units between
each game round. The number of units
you add to your task force can be adjusted
depending on the number of games you
are playing in your campaign. In a standard
campaign of six games your final task force
will contain about 15 units.

Regular Bazooka Team

Japanese
French

Roll a D6 for each starting unit. On a 5


or 6, the unit may take a regular soft skin
transport.

Regular Sniper
Inexperienced Squad

Above: Lt.
Schmidts
Grenadiers
Left: Lt.
Pavels
Guards
infantry
platoon

UNIT GENERATOR

you will be adding to your task force. Do this


for each additional unit youre adding to your
army.

To represent your commanders reinforcing


your platoon you will randomly generate
new units for your task force. Roll two D6
and cross reference them on this chart.
Compare the first dice to the horizontal axis
and the second dice to the vertical axis.
This determines the type of additional unit

Once you have determined the type of unit


you will be adding to the force consult the
appropriate unit table to determine what type
of unit your force has been reinforced with.

UNIT GENERATOR

Artillery

Artillery

Artillery

Artillery

Infantry

Infantry

Artillery

Artillery

Artillery

Infantry

Infantry

Infantry

Artillery

Artillery

Infantry

Infantry

Infantry

Vehicle

Artillery

Infantry

Infantry

Infantry

Vehicle

Vehicle

Infantry

Infantry

Infantry

Vehicle

Vehicle

Vehicle

Infantry

Infantry

Vehicle

Vehicle

Vehicle

Vehicle

INFANTRY
Piats, Anti-Tank Rifles, Anti-tank Dogs, etc.

If you have been reinforced by an infantry


unit, roll two D6 and cross reference them
on this chart. Compare the first dice to the
horizontal axis and the second dice to the
vertical axis. This is the new unit you will be
adding to your task force.

If you rolled MMG/HMG the player Chooses


between and MMG and HMG as appropriate
to their nations army list.
Transport: Roll a D6 for each Infantry unit
in your force, on a 5 or 6 they can take
an appropriate soft skin transport. All
transports are regular.

If you rolled for a Command Vehicle, roll on


the Vehicle chart and upgrade the vehicle
to have the command +1 ability.

Players may spend up to 110 points on each


infantry squad and must select a squad with
the appropriate moral rating.

An Infantry Anti-Tank unit includes infantry


teams like Bazookas, Panzerschrecks,
INFANTRY

Captain

1st LT

FAO (Artillery)

Command Vehicle

Medic/Political Officer

FAO (Air)

Infantry Anti-Tank

Inexperience Infantry

Regular Infantry

Regular Infantry

Regular Infantry

Veteran Infantry

Regular Infantry

Veteran Infantry

MMG/HMG

Infantry Anti-Tank Inexperienced Infantry

Regular Infantry

Infantry Anti-Tank Inexperienced Infantry

Infantry Anti-Tank Inexperienced Infantry

Regular Infantry

Regular Infantry

Veteran Infantry

MMG/HMG

Veteran Infantry

MMG

Medium Mortar

MMG

Medium Mortar

Sniper

Medium Mortar

Heavy Mortar

Flame Thrower

Regular Infantry

ARTILLERY
If you have been reinforced with artillery,
roll two D6 and cross reference them on
this chart. Compare the first dice to the
horizontal axis and the second dice to the
vertical axis. Your roll will indicate what
type of artillery piece has been assigned to
your taskforce. Once you have rolled, select
an appropriate unit entry to add to your
task force. You may take any applicable
upgrades.
Transport: Roll a D6 for each artillery unit
in your force, on a 5 or 6 they can take
an appropriate soft skin transport. All
transports are regular.
ARTILLERY

Heavy Artillery

Medium Artillery

Light Artillery

Light AT

Light AC

Medium AT

Medium Artillery

Light Artillery

Light AT

Light AC

Medium AT

Heavy AC

Light Artillery

Light AT

Light AC

Medium AT

Heavy AC

Heavy AT

Light AT

Light AC

Medium AT

Heavy AC

Heavy AT

Multi Launcher

Light AC

Medium AT

Heavy AC

Heavy AT

Multi Launcher

Super Heavy AT

Medium AT

Heavy AC

Heavy AT

Multi Launcher

Super Heavy AT

Super Heavy AT

VEHICLE

VEHICLE DEFINITIONS

If you have been reinforced with a vehicle,


roll two D6 and cross reference them on
this chart. Compare the first dice to the
horizontal axis and the second dice to
the vertical axis. Players much select any
vehicle that matches the rolled description
and take any applicable upgrades. Use the
vehicle definitions section of this PDF to
determine if a vehicle is appropriate for the
category rolled.

SP Artillery (Self-Propelled Artillery)


Self-propelled artillery guns are motorized
howitzers and artillery pieces designed to
give infantry and armor, artillery support
that can keep up with the attack. For the
purposes of this PDF, self-propelled artillery
includes any vehicle that mounts a howitzer
as its primary weapon. Some examples
being, M7 Priest, M8 Scott, StuH 42 and
the SU-122. Notable exceptions would

VEHICLE

SP Artillery
Heavy Howitzer

SP Artillery
Medium Howitzer

SP Artillery
Light Howitzer/ Mortar

Armored Car

Light Tank

Medium Tank

SP Artillery
Medium Howitzer

SP Artillery
Light Howitzer/ Mortar

Armored Car

Light Tank

Medium Tank

SP AT

SP Artillery
Light Howitzer/Mortar

Armored Car

Light Tank

Medium Tank

SP AT

Heavy Tank

Armored Car

Light Tank

Medium Tank

SP AT

Heavy Tank

SP AA

Light Tank

Medium Tank

SP AT

Heavy Tank

SP AA

Super Heavy
Tank

Medium Tank

SP AT

Heavy Tank

SP AA

Super Heavy
Tank

Flame Tank/
Vehicle

include the M3 Lee or Grant, which would be


classified as a medium tank. Also note that
for the purpose of this campaign vehicles
with multi-launchers, like the Katyusha, are
considered self-propelled artillery.
SPAT (Self-Propelled Anti-Tank)
Self-propelled anti-tank guns were vehicles
that mounted powerful anti-tank guns. With
armor barely thick enough to protect the
crew from small arms, these armored fight
vehicles would often lay in wait to ambush
advancing enemy tanks before falling back to
new positions. A self-propelled anti-tank gun
refers to any soft skin or armored open toped
vehicle whose primary weapon is an anti-tank
gun, which does not have the recce ability,
or any fully armored vehicle that has a fixed
anti-tank gun. Examples include the Marder
III, SU-100, or M10 Wolverine.
SPAA (Self Propelled Anti-Aircraft)
A self-propelled anti-aircraft gun was lightly
armored vehicle that mounted anti-aircraft
guns. Often attached to armored units to
provide some defense from roaming aircraft,
their powerful guns could be brought to bear
on ground targets as well as air targets. A selfpropelled anti-aircraft gun refers to any vehicle
that mounts an anti-aircraft gun as its primary
weapon. Examples include the US M16 with
its impressive 4 .50cals, the Russian quad
Maxim mounted on a truck, or the German
Sdkfz 7/2.
Armored Car
Armored cars where lightly armed and
armored wheeled or half tracked vehicles,
used to perform reconnaissance missions
for their primary force. Often armed with
only machineguns or autocannons, these
vehicles could still play a decisive role in an
engagement. An armored car refers to any
wheeled or halftrack scout vehicle usually with
the Recce ability. Examples include the SdKfz
222, White Scout Cars and BA-10 armored
cars.
Light Tank
Light tanks were lightly armored fully-tracked
vehicles. While mounting lighter armor and

armament, they often were bristling with


machine guns and faster than their heavier
cousins. A light tank is any fully tracked
vehicle with up to 8+ light armor and usually
an anti-tank gun. Light tanks include M5
Stuarts, Panzer IIs and T-60s.
Medium Tank
Medium tanks made up the core of most
nations main battle tanks. This core of
armored fighting vehicles was found on
nearly every battlefield leading the attack
from the front. A medium tank is any fully
tracked vehicle with up to 9+ medium armor
and usually an anti-tank gun. Medium tanks
include the iconic Panzer IV, M4 Sherman, and
T-34. Note: The StuG III, StuG IV, Jadgepanzer
IV, and Hetzer that mount anti-tank guns may
count as medium tanks.
Heavy Tank
Heavy tanks where some of the biggest,
heaviest tanks to be fielded during the war.
The armor was nearly impenetrable and they
often mounted powerful anti-tank guns that
could knock out enemy tanks of all sizes. A
heavy tank is any fully tracked vehicle with
10+ heavy armor and an anti-tank gun. The
Russian KV-1, German Tiger, and US Pershing
are all heavy tanks. Note: For the purpose
of this campaign the German Panther is
considered a Heavy Tank.
Super Heavy Tank
Super Heavy tanks pushed the technological
limits of the war. These massive machines
where rarely knocked out by enemy fire and
struck fear into anyone opposing them. A
super heavy tank is any fully tracked vehicle
with the super heavy armor and an anti-tank
gun. Super heavy tanks include the King Tiger
and some Churchill tanks.
Flame Tank/ Vehicle
Vehicles that mounted flamethrowers are
some of the most terrifying and brutal vehicles
used during the war and where often used
to burn enemies out of fortifications. A flame
tank or vehicle is any vehicle that has a flame
thrower. The US Satan, German Flammpanzer
II, and Russian OT-34 are all flame tanks.

MORAL GENERATOR
HQ, Infantry Support, Artillery and Vehicles
start with a random morale value. Roll a
D6 on the morale generation table which
reflects the available moral values of the unit
entry. For example, if your unit can only be
inexperienced or regular, roll on Table 2. If the
unit is available as inexperienced, regular or
veteran, roll on Table 1.
TABLE 1

Inexperienced

2-4

Regular

5-6

Veteran

TABLE 2

1-2

Inexperienced

3-6

Regular

Example 1: When Craig was reinforcing his


task force, he added a ZIS-3 anti-tank gun and
a T-34. He now needs to check to see what
their moral is. He rolls a d6 for each additional
unit. All morale ratings are available in their
unit entries. Craig rolls a 5 for the Zis-3 which
means it is veteran. He then rolls a 2 for the
T-34 which means it is regular.
Example 2: Colby has
added a Tiger to his
task force. Tigers can
only be purchased as
regular or veteran so
Colby uses the Moral
Generator Table 3.
Colby rolls a 6, the
Tiger is Veteran.

TABLE 3

1-4

Regular

5-6

Veteran

SUBSTITUTIONS:
Players use their own collections of miniatures
to field their task force. This will require
players to have a large and diverse collection
of models. There will likely come a time when
you are unable to field the unit you rolled up
because to dont own the necessary models.
If this occurs you are allowed to substitute the
unit selection with an inexperienced infantry
squad or armored transport.
Additionally you can choose to substitute in
an inexperienced infantry squad or armored
transport for a unit you roll up.
Note: A task force can have no more than
six infantry squads. If your force has the
maximum number of infantry squads in it
and you roll up another squad you may either
opt for an armored transport or reroll on the
infantry table.

Example 1: Craig added a medic to his task


force. He is looking over at Colby who now
has four infantry squads to Craigs 2. Feeling
outnumbered Craig decides he needs more
infantry and substitutes out the medic for a
squad of Inexperienced Soviets.
Example 2: Colby has rolled his dice and gets
to add a heavy autocannon. Neither Colby
nor Craig have a German heavy autocannon
in their collection. Since Colby cannot add
the autocannon to his task force, he opts to
substitute the autocannon for an SdKfz 251
halftrack.

GAME PHASE
After generating a task force, meet up with
your opponent and play a game of Bolt
Action. This could be a mission from the rule
book, a community mission, or a homegrown
mission created by you and your opponent.

AFTER ACTION PHASE


After each game you and your opponent will
need to check your units experience, conduct
vehicle maintenance, and check on promotion
during the after action phase.

EXPERIENCE BETWEEN GAMES


At the end of each game roll a D6 for each
unit in your force to see if their moral and
experience improves or if it is diluted by
replacements.
MORALE

Decrease Moral

2-4

No Change

5-6

Moral Increases

Add one to the result if you won the game or if


the unit held an objective.
Subtract one if the unit was destroyed or if
their NCO was killed. If a vehicle or artillery
piece is destroyed during the game roll a D6
on a 1-3 their commander was killed and the
unit is considered it to have lost its NCO. On
a 4-6 he survives.
Example 1: Colby has won his first game. He
now needs to check to see what happens to
his unit. Colby decides to roll for his regular
Grenadier Squad. He rolls a D6 and gets a 1.
He adds one to the roll since he won. That
bumps his roll up to a 2. The Grenadier squad
just narrowly avoids losing moral.
Example 2: Craig now rolls for one of his
squads. Craig selects a veteran medium
machine gun team which was destroyed
during the game. Craig rolls a 2, which
becomes a 1 since the unit was destroyed.
Craigs veteran medium machine gun is now
regular medium machine gun.
Example 3: Craig now rolls for his regular
Guard Infantry squad. He lost the game
but the unit wasnt destroyed and its NCO
survived. Craig rolls a 5. The Guard Infantry
are now veterans.

DAMAGED VEHICLES
BETWEEN GAMES
If a vehicle is knocked out or receives two
or more superficial damage results during
a game roll to see if the vehicle is damaged
beyond repair. This damage does not carry
over from game to game.
DESTROYED VEHICLES

1
2-6

Destroyed
Repaired

If the vehicle was knocked out subtract


one from your die roll. Any vehicles that are
destroyed are removed from your force.
Example: During the game Craigs T-34
was destroyed by Colbys PaK 40. After the
game, Craig rolls a D6 to see if the T-34 is
repaired. Craig rolls a 2 and subtracts one
from the total since the T-34 was knocked
out. The result is a 1. The T-34 is destroyed
and removed from Craigs task force.

FIELD PROMOTION
Between each game roll a D6 to check
to see if your task force commander is
promoted.
FIELD PROMOTION

1-4

No change

5-6

Promoted One Rank

Add one to the result if you won the game or


if your commander held an objective at the
end of the game.
If your commander is promoted he
permanently increases his rank. If a
commander becomes a Major he cannot
increase his rank any further.
Example: Colby won the game. He rolls
a D6 for his commander and adds one
because of the victory. Colby rolls a 5, which
becomes 6. Colbys 2nd Lieutenant has field
promoted and is now 1st Lieutenant.

REINFORCEMENT PHASE
Between each game roll to add additional
units to your force using the unit generation
rules you used to create your initial force.
If you are playing a longer campaign you may
want to only add one unit between games, if
youre playing a shorter campaign you may
want to add more units between games.
Between each game you will repurchase your
110 point infantry squads. Make sure you take
into account any change in moral. If the units
current moral rating is not available in their
unit entry select an appropriate alternative
unit that can be fielded at the current moral
level (example maybe your Ostruppen are
drafted into the SS). Otherwise purchase the
unit from the same unit entry. Repurchasing
your infantry squads between games will
give you the opportunity to re-equip your
existing infantry squads with new weapons
or upgrades. For example, you know your
opponent has a heavy tank so you give your
infantry anti-tank grenades or panzerfausts
between games.

Example of buying infantry squads


between games 1: Last game Colby had a
squad of eight regular Grenadiers. The squad
included a LMG and three SMGs for a total of
109 points. Before the next game, Colby must
repurchase the squad again. When he does
this he can equip the squad with different
weapons and upgrades from his unit entry.
Craig added a tank to his task force, but
Colby did not. This concerns Colby so when
he spends points on the Grenadiers infantry
he purchases seven men, one LMG, three
submachine guns, and two panzefausts for
109 points. Colby swapped out one ten point
soldier for two five point panzerfausts.
Example of buying infantry squads
between games 2: Last game Craig had a 10
man squad of inexperience riflemen with two
LMGs for 110 points. Between games the
squad became regular. Before the next game
Craig purchases 7 regular infantry men and
two LMGs for 110 points.

Task force Creation Example:


Colby decides to play a German task force.
He starts off with a Regular 2nd Lieutenant,
two squads, and a free MMG. For his squads
he chooses to run two squads of veteran
Grenadiers. Colby rolls a D6 for each unit to
see if he gets any soft skin transports. He
rolls a 5 and a 6 and adds two trucks to his
task force.
Colby then roles twice on the unit generator
chart. His first roll is a 3 and a 4. He cross
references the numbers and notes that he
gets to add an infantry squad. He gets a 5
and a 4 on his second roll and gets a vehicle.
Colby then rolls on the infantry table and
gets a 2 and a 5 so he adds a regular infantry
squad to his force. He chooses a squad of
regular Grenadiers. Colby then rolls on the
vehicle table and gets a 3 and a 6, which
indicates he can add a heavy tank. Colby
adds a Tiger Tank to his task force.
Colby again checks to see if his new squad
gets a truck. He rolls a 2 and it does not. He
then checks the Tigers moral and rolls a five,
the Tiger is a veteran.

Before each game, Colby will spend no


more than 110 points equipping each
infantry squad.
In between each game Colby will add two
new units to task force.

TASK FORCE
UNIT ROSTER

Unit

Notes

Moral

Size

Superficial
Damage

NCO Killed/
Destroyed

Captured
Objective/

TASK FORCE
UNIT ROSTER

Unit

Notes

Moral

Size

Superficial
Damage

NCO Killed/
Destroyed

Captured
Objective/

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