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.
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.
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
Finns
Italian
Japanese
French
Regular Sniper
Inexperienced Squad
Above: Lt.
Schmidts
Grenadiers
Left: Lt.
Pavels
Guards
infantry
platoon
UNIT GENERATOR
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.
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
Regular 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
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
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
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.
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.
Decrease Moral
2-4
No Change
5-6
Moral Increases
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
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
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.
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/