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-Bolt-Action Scifi Rules-

Version 1.6
Rule mods by Jared Blando
Rules tweaks/additions:

Alternate Activation and Dice Pulling


Instead of having a dice for each unit go into the draw bag at the beginning of each turn, each player subtracts a number of
his dice equal to the amount of players in the game. For example, if there are two players, each player will subtract two dice
from going into the bag, leaving a total of four less dice in the bag. If there are three players, each player subtracts three dice
from his total going into the draw bag. This will increase the games speed, as well as give a further fog of war.

Infantry Damage save starts at 3+ base.


-Inexperienced -1
-Regular
-Armored +1
-H. Armored +2 (H.A drops to Armored if hit with any weapon +2 PEN and up)
-Veteran +1

MOVEMENT Rates:
Walker- 8" in Open terrain - Move as Infantry.
Infantry- 6" in Open terrain- Full movement in Rough and Forest. No run through Rough or Forest.
Tracked- 9" in Open terrain- Full movement in Rough, Half in Forest. No run through Rough or Forest.
Wheeled-12" in Open terrain- Half movement in Rough and Forest terrain. No run through Rough or Forest.
Grav -12" in Open terrain- Full movement in Rough, Half in Forest terrain. Run through Rough, No run through Forest.

Squad Detachments
A Squad may leave behind up to three soldiers called a Detachment. This Detachment may only act normally if they are
within twelve inches of a soldier from the Parent squad (The rest of the Squad with the Sergeant). The squad leader may not
be left behind, but MGs and/or AT assets may be.

-Squads Share Activation Dice


The Units still follows all the Activation unit die rules, and these units must follow the order given to the Parent unit. If they
are shot at and pinned, so is the parent unit and vice versa, and they share these markers. A squad ordered Down will affect
Squad normally, with both obeying the order die, same as when order to Rally. When ordered to Run, neither may shoot,
but may move. If a Detachment moves, it may only move if the Squad is given a Run or Advance order, and it may only
move towards its Parent unit. The Parent unit may not move outside of the twelve inch Detachment bubble.
When the Parent is given an Advance or Fire order die, the Detachment may fire at a separate unit than the Parent unit.

-Enemy Shooting and Casualties


If an Enemy causes casualties on the squad and both Parent and Detachment are in Range and LOS of the enemy, then
casualties are removed from the squad normally. If an Enemy causes casualties but is only in Range and LOS of either
Parent or Detachment, then they may only take casualties from whomever they can see (and are firing at!). An opposing
player may specify whether he is firing at the Detachment or Parent unit, but will suffer penalties to his shooting according
to whatever part they are shooting at. For Example: An enemy Advancing opens fire at a squad Detachment at Long range
and in a building. The Enemy unit will suffer a -5 to hit ( The Detachment is a Small unit -1, Hard cover-2, Advancing -1,
Long Range -1, equals -5 to hit Penalty), forcing them to roll 6's then 6's to score a hit. However, any hits will pin the entire
squad, and any casualties caused may only be taken from the Detachment. Any Casualties are tallied up normally when
taking 50% casualties from enemy shooting and forcing a Morale check.

Squad Coherency
A Squad may spread up to two inches away from each other and still maintain coherency.
Special Rules:
Air Support- A Commander (2nd Lieutenant and up) may act as a Forward air observer for a single turn with no penalty,
using the same rules as a Forward Air Observer. A Platoon Sergeant may do the same, though he suffers a -1 to his die roll
for the Air Strike Chart. A Fire order Die must be given to the whole unit. Also an Enemy who also posseses Airsupport
may negate this attack on a 5+. If the Strike is negated, the Strike is lost. If you have already called in an Air strike and an
enemy calls one in, you may still roll a 5+ to negate their strike.

Advanced Guidence System Marker- AGSM


Once per turn, a friendly unit within 16 of a Unit possessing and AGSM may gain a +1 to hit when launching an AT
Missile at an enemy target, as long as the enemy target is also visible to the Unit. If the Unit is Pinned, it may not use this
ability. For Snipers- If the Sniper uses the AGSM system before he is issued an activation die and fires at another unit in the
same turn, he will not be able to select the model to be removed from the enemy squad. His spotter is too busy using the
AGSM to spot for the sniper. If he fires before using the AGSM, then he may select an enemy model as normal.

Anti Missile System AMS (4+ or 5+)


On a D6, 4+ (X+) against successful missile hit negates hit. However an AMS may be overwhelmed with shots on the same
turn. Every shot after the first will decrease the die roll by one on the same turn. Ex- second missile hit on the same turn will
be a 5+ to intercept, the third will be a 6.

AT Missiles- AT missiles do not suffer a -1 PEN for over half range due to the nature of the penetrating warhead.

Grenade Launchers- Direct fire only.


Infantry/Light- (Assault Weapon, 24 Range, D2HE +1 to Hit)
Medium- ( Assault Weapon, 36 Range, D3 HE)
Automatic- (x 2 shots)

Grav Vehicle- Grav Vehicles move as wheeled vehicles with no restrictions over Rough terrain with the exception of
trees. They may NOT move over impassible terrain such as buildings.

HQ Comms - Command vehicles have a 24 inch range to grant +1 leadership bonus to vehicles. Vehicles may pass this
Leadership bonus off to an infantry unit within its vicinity up to 6" away. An unmounted infantry unit will benefit from this
Leadership bonus only if its within 8" of a vehicle, OR if its within 16" of the HQ group or Command vehicle. An HQ
group without a Command vehicle has leadership bonus range of 16".

No Shaped Charge Rule.

Reactive Armor- ERA


When a vehicle with Reactive Armor is successfully hit with a Maingun or AT missile with +4 PEN and up, it may
automatically count its armor as one category higher than it is for the resolution of the hit. (EX: Medium armor goes to
Heavy, Heavy goes to Super Heavy, etc.) After the first hit however, the armor is compromised and will only benefit from
the ERA armor on a D6 roll of 5+ for each hit thereafter. ERA is not used if hit in the Rear arc.

Smoke Grenades- (Once per game) An infantry squad may use their Smoke Grenades at any time during their turn,
whether Assaulting or Advancing, etc. The entire infantry unit counts as having soft cover for giving or receiving fire for
the duration of that turn.

Smoke Launchers- (Once per game) Vehicle may trigger its Smoke Launchers at any time during its turn, after
shooting for example. Smoke gives a vehicle Soft Cover for the rest of the turn when receiving or giving fire.

Stabilizers- Vehicle does NOT suffer from the -1 to hit during an Advance order with their main AT gun. Weapon must be
+2 PEN and up.

Sub-Orbital Insertion A Unit with Sub-Orbital Insertion may deploy normally as other infantry, or may be held in
Reserve (In ANY mission). If held in Reserve, you may deploy them onto the table at any point during the game, though a
Reserve LD test must be passed as normal. If you decide to bring them in and you pass your reserve roll, pick an insertion
point anywhere on the table and mark it with a token. Roll a D6 and consult the Sub-Orbital Insertion Chart. Once landed,
the Unit acts normally, and may receive any order die of the players choosing. (Including a Run order to assault!)
Sub-Orbital Insertion Chart
1-The unit arrives on the token but takes D3 casualties and is Pinned.
2, 3 - The Unit is delayed, put a Down Dice on the Unit. Add a +1 to your next roll on this Chart for this Unit.
4 - The Unit arrives but lands 10 away from the token. Each player rolls a D6, the highest roller moves the unit as they
choose.
5 - The Unit arrives but lands 10 away from the token. Controlling player moves the unit as he chooses.
6 - The Unit arrives on the token!

Walker Assault! - When walkers wade into a close combat, they receive a number of dice equal to their size to roll
against their enemy for the resolution of the combat. Walkers receive Enemy Defensive fire even within 6 they are just too
big to surprise anybody! They roll their Attack die first and the enemy removes casualties. Then the enemy rolls his attack
die and tallies up the hits. If the hits of the defender outnumber the hits of the Attacker, than the Walker is destroyed. If not,
the walker wins the combat and the enemy platoon is destroyed. Walkers may assault vehicles, but follow the same rules as
per infantry, and ignore the Tank Terror morale test.

Regular walkers are hit on a 4+ in CC, Veteran walkers are hit on a 5+ in CC. Heavy Walkers add +1 to this.
Walker Attack Dice
Light Walker- 10 Dice, No PEN
Medium Walker 8 Dice +1 PEN
Heavy Walker 6 Dice +2 PEN

UAV Drones Unmanned Aerial Vehicle Drones are a common sight on the future battlefield, especially as a localized
reconnaissance or attack element. Small and mobile, they provide invaluable assistance to NCOs on the frontlines.

Using UAVs- There are three types of UAV's, Recon, Strike, and Jammers. UAVs may be shot at with any weapon with +1
PEN and lower, but the shooter will ALWAYS need 6 then 6's to hit. Any enemy shooter more than 18 away may NOT
fire at a UAV as they are just too small and fast for heavier weapons to hit, unless those weapons have the FLAK special
rule. A unit in Ambush may fire at them as usual. A UAV drone has a DV of 4+. Hits on a UAV will not Pin the UAV or
the Parent unit. UAV's do not count against the squad that launched them for Morale purposes if they are destroyed. If
destroyed the Parent squad may not relaunch another UAV for the rest of the game. If the UAV is still alive at the end of the
turn, a D6 roll of 4+ will return the UAV to the squad (remove the UAV from the table, and the squad may relaunch it again
when they are issued another Order die). On a 1-3 the UAV is left on the table and may move again normally once the
squad is issued another Order die.

Recon UAV- A Recon Drone may be launched by an Infantry squad when the squad is issued an Advance, Fire, or an
Ambush Order Die. Once Activated, the Recon drone maybe be placed anywhere within 16 of the Parent squad. If the
UAV is within 8 of an enemy unit, the UAV may choose to do one of two things.
Reveal -The UAV may Reveal an enemy Hidden unit, in which case the Hidden marker is taken off of the Enemy unit
immediately.
Target Spotter -The UAV may give a +1 to hit bonus to any friedly unt within 24 and LOS of the target Enemy unit. This
bonus only applies to one unit in a turn. To be a Target Spotter, the UAV must be within LOS of the Enemy unit.

Strike UAV A Strike Drone may be launched by an Infantry squad when the squad is issued an Advance, Fire, or an
Ambush Order Die. Once Activated, the Strike drone maybe be placed anywhere within 12 of the Parent squad. If the
UAV is within 16 of an enemy unit, the UAV may open fire. A Strike UAV has Stabilizers and does not suffer from either
Long or Short Range, though it obeys other normal shooting Rules.
Anti Infantry - The UAV opens up on an enemy squad with underslung machineguns. (LMGS, ROF6 Range 16 )
Anti Tank -The UAV Fires underslung missiles at an enemy vehicle. (Light AT missiles, ROF2, +3 PEN Range 16)

Jammer UAV- A Jammer Drone may be launched by an Infantry squad when the squad is issued an Advance, Fire, or an
Ambush Order Die. Once Activated, the Jammer drone maybe be placed anywhere within 12 of the Parent squad. If the
UAV is within 8 of any enemy units, the UAV has a possibility of disrupting the enemies communications.
Satellite Scramble -When an enemy player wants to issue an order to a unit within 8 of a Jammer Drone, that unit must
roll a Leadership test (Including Pins). If passed, the unit received the Order die as usual, and the unit may act normally. If
the test is failed, the unit may not accept the Order die and the enemy player must issue the Order die to another unit. The
Jammer drone may affect multiple units in a turn. If a FUBAR is rolled, the order die is LOST and put aside from the bag
for the duration of the turn.
NATO Force Selection
Infantry Platoon
1-2 Command Squad
3-6 Combat Infantry Squads (No transports)
0-2 Combat Vehicles
1-5 Support Vehicles
1-4 Support Units

Mechanized Infantry Platoon (+1 on die roll to see who is attacking)


1 Command Squad (Transport must be taken, but DO NOT count as support vehicles)
2-4 Combat Infantry Squads (Transports must be taken, but DO NOT count as support vehicles)
1-4 Combat Vehicles
0-4 Support Vehicles
0-2 Support Units

Armored Platoon (+2 on die roll to see who is attacking)


1 Command Squad (Transport must be taken, but DO NOT count as support vehicles)
0-2 Combat Infantry Squads (Transports must be taken, but DO NOT count as support vehicles)
2-7 Combat Vehicles
0-3 Support Vehicles
0-3 Support Units

NATO FORCES
NATO Special Rules:
Superior Comms- NATO ignores the standard Comms rule, and utilizes the following instead. Whilst mounted in a
Command vehicle, a NATO HQ squad may grant their Leadership Bonus to any unit (Vehicles or infantry) within 30
inches. If the NATO HQ loses its command vehicle, or is dismounted and not within 1 inch of the Command Vehicle, then is
Leadership bonus is reduced to 20 from the HQ squad.

Squad Support LMGs- NATO Infantry squad LMG's have a ROF 4.

Close Air Support- NATO has devoted much of its available airpower to controlling the skies over the battlefield in order to
provide the ground troops with deadly fire support. The first time a NATO player calls in airsupport, they may roll two dice
and pick the highest when rolling on the Air Strike Chart.

HQ Units---------------------------------------------------------------------------------------
-NATO Command Squad (Regular 40 pts) (Veteran 55pts)
Armored Infantry
Smoke Grenades
2nd Lieutenant (Assault rifle w/ optional G.launcher)
*Add up to 2 infantrymen w/ A.rifles for +8pts each, Vets +10pts each)
*Upgrade to H.Armor for +8 pts each, Vets +12pts
*Upgrade CO to 1rst Lieutenant for +20 pts (+2 LD Bonus)
*Upgrade CO to Captain for +35 pts (+3 LD Bonus)
*Add Air Support Ability for 50pts. (One Air Strike)
*Add Artillery Support Ability for 50pts. (One Artillery and One Smoke Barrage)

-Medical Drone (Regular 40pts)


5+ Damage
Tracked
Medic (Heals casualties on 5+)

Combat Infantry Units---------------------------------------------------------------------


-NATO Infantry Squad (Regular 40 pts) (Veteran 55pts)
Armored Infantry
NCO (Assault rifle w/ G.launcher) and 4 men (w/A.rifles)
Smoke Grenades
Add 5 infantrymen w/ A.rifles for +8 pts each, Vets for +10 pts each)
Options-
*Add second G.launcher to an infantryman for +10 pts.
*Arm two infantrymen with LMG's +5pts each.
*Arm one infantryman with a JAVELIN AT launcher for 25pts. (Fixed, PEN+6 w/ 32" Range)
*May Add ARFV drone (6+ Softskin,Tracked, Stabilizers) w/HMG for 40pts
--Replace HMG on ARFV Drone w/ DRAGON AT launcher for +40 pts
--Replace HMG on ARFV Drone w/ L. AT Gun for +30pts.
--Replace HMG on ARFV Drone w/ L.Autocannon for +10pts.
*Add a Single UAV Drone to the squad :(Recon UAV )+20pts, (Strike UAV) +45pts, or (Jammer UAV) +30pts.
*Add Tank Hunters for +2pts per Rifleman.
*MUST take a Warrior III IFV as a transport option if playing a Mechanized Platoon.

-Ranger Orbital Drop Infantry Squad (Regular 50 pts) (Veteran 65pts)


Armored Infantry
NCO (Assault rifle w/ G.launcher) and 3 men (w/A.rifles)
Smoke Grenades
Sub-Orbital Insertion
Tank Hunters
Options-
*Add up to 4 additional infantrymen w/ A.rifles for +10 pts each, Vets for +12 pts each..
*Add LMG to an infantryman for +10 pts.
*Add a H.Combat Rifle to an infantryman for +20pts each. (+2PEN, ROF1, 24Range).
*Add a Single UAV Drone to the squad :(Recon UAV )+20pts, (Strike UAV) +45pts, or (Jammer UAV) +30pts.

Combat Vehicles------------------------------------------------------------------------------
-M1A4 Powell MBT (Regular 310pts)
Super Heavy Tank (11+)
Tracked
2 x Pintle mounted LMGs (ROF4)
Super Heavy AT gun
HE 2D6
Stabilizers
AMS system
Smoke Launchers

-Leopard 3 MBT (Regular 230pts)


Heavy Tank (10+)
Tracked
Coaxial Light Autocannon
Pintle mounted LMG (ROF4)
Heavy AT gun
HE 1D6
Stabilizers
AMS system
Smoke Launchers

-AISW Combat Walker (Regular 145 pts) (Veteran 160pts)


Light tank (8+)
Medium Walker
2x H.Autocannons, (ROF 3, No HE)
LMG (Front/Left/Right arcs)
Smoke Launchers
AMS system
Options-
*(+25 pts) Replace both H.Autocannons with Particle Beam Cannons (Automatic mode: 2x shots each, D2 HE, +2 PEN. -
Beam mode: 1x shot each, Light AT Gun)
*(+30 pts each) Replace one or both Chainguns with Rail Gun (Medium. AT gun)
*(+5 pts each) Replace one or both H.Autocannons with AP duel minigun mounts (LMG, ROF6)
*Add dorsal M. Grenade Launcher for +15 pts

Support Vehicles-----------------------------------------------------------------------------
-Lynx Recon ARV (Regular 50pts)
Armored Car (7+)
Wheeled
Pintle mounted HMG
Smoke Launchers
Recce
May hold up to three passengers
*Replace HMG with Pintle mounted Minigun (LMG 5 shots) for +5 pts.
*Replace HMG with Automatic M. Grenade Launcher for +25pts.

-Warrior II IFV (Regular 110pts)


Light tank (8+ Front Arc) Armored car (7+ Side/Rear arcs)
Tracked
L. Autocannon
Pintle mounted HMG
Automatic Medium Grenade Launcher
AMS system
Smoke Launchers
Holds 10 infantrymen

-Warrior III IFVS (Regular 125pts)


Light tank (8+ )
Tracked
Recce
L. Autocannon
Pintle mounted HMG
Automatic Medium Grenade Launcher
AMS system
Smoke Launchers
*Replace L. Autocannon, HMG, w/ H. Autocannon for +10pts.

-ARFV Squad (Autonomous Robotic Fighting Vehicle) (Regular (45pts)


Tracked
Soft Skin (6+) Tracked.
Stabilizers
HMG
* May add up to three more ARFV Vehicles to form a squad (shared Activation Die)
* Replace HMG with DRAGON AT launcher (PEN+7 w/ 32" Range) for +40 pts
* Replace HMG with L. AT Gun for +30pts.
* Replace HMG with L.Autocannon for +10pts.

Support Units---------------------------------------------------------------------------------
-G38 Hellcat TD (Regular 160pts)
Armored Car (7+ )
Wheeled
Recce
Super Heavy AT Gun
Pintle mounted HMG
AMS system
Smoke Launchers

-NATO Heavy Weapons Team


Regular (40pts) Veterans (55pts)
H. Armored Infantry
3 crew
HMG
* Replace HMG with Automatic M.Grenade Launcher for +15pts.

-NATO Scout Sniper Team


Regular (55pts) Veterans (70pts)
Armored Infantry
Sniper
2 crew
Sniper Rifle (Team, ROF1, +2 PEN, 32 range.)
* Add Advanced Guidance System Marker for 15pts.
*Add a Single UAV Drone to the squad :(Recon UAV )+20pts, (Strike UAV) +45pts, or (Jammer UAV) +30pts.

NEO-SOV Force Selection


Infantry Platoon
0-2 Command Squad
4-7 Combat Infantry Squads
1-3 Combat Vehicles
1-5 Support Vehicles
1-4 Support Units

Mechanized Infantry Platoon (+1 on die roll to see who is attacking)


0-1 Command Squad (Transport must be taken, but DO NOT count as support vehicles)
2-5 Combat Infantry Squads (Transports must be taken, but DO NOT count as support vehicles)
1-4 Combat Vehicles
0-4 Support Vehicles
0-2 Support Units

Armored Platoon (+2 on die roll to see who is attacking)


0-1 Command Squad (Transport must be taken, but DO NOT count as support vehicles)
1-3 Combat Infantry Squads (Transports must be taken, but DO NOT count as support vehicles)
3-8 Combat Vehicles
0-2 Support Vehicles
0-3 Support Units

NEO SOVIET FORCES


Soviet Special Rules:
Acceptable Losses- Soviet doctrine expects heavy casualties in its operations, and its soldiers are grimly determined to
fight and die to get the job done. All Soviet units may reroll the Motivation test to be removed from the table when suffering
50% casualties.

Heavy LMG's- Soviet LMG's have a 24 Range.

Red God of War- A Neo Sov player automatically receives a Preliminary Bombardment and never needs to roll for it at the
beginning of a mission. In addition, the first time an artillery bombardment is called in by the Commanding Officer, you
may reroll the first result on the Artillery Barrage OR Smoke Barrage chart, but must keep the second roll.

HQ Units---------------------------------------------------------------------------------------
-Neo Sov Command Squad (Regular 40 pts) (Veteran 55pts)
2nd Lieutenant (Armed with Assault rifle w/G.launcher)
Armored Infantry
Smoke Grenades
+1 Leadership Bonus
*Add up to 2 Aides w/ A.rifles for +8pts each, Vets +10pts each)
*Upgrade to H.Armor for +8 pts each, Vets +12pts
*Upgrade CO to 1rst Lieutenant for +20 pts (+2 LD Bonus)
*Upgrade CO to Captain for +35 pts (+3 LD Bonus)
*Add Air Support Ability for 50pts.(One Air Strike)
*Add Artillery Support Ability for 50pts.(One Artillery and One Smoke Barrage)

Combat Infantry Units----------------------------------------------------------------------


-Soviet Rifle Squad
Regular (40pts) Veterans (55pts)
Armored Infantry
Smoke Grenades
1 NCO with A. Rifle and G. Launcher, 4 men with A. Rifles
*Add up to 7 more riflemen for +8pts each. +10 pts apiece for Veterans.
*Arm one squad member with a LMG for +5pts
*Arm one squad member w/Infantry Assault Grenade Launcher for +10pts. (Assault weapon , Light
Grenade launcher)
*Arm one squad member with a Plasma Gun for +20pts (+1 PEN, ROF2, 24Range)
*Arm up to two squad members RPG 9 launchers for +15 pts each (+4 PEN, 16range, HE D2)
*Replace a RPG 9 with a SPRIGGAN AT launcher (+15pts) (+6 PEN, 32range, Team, Fixed)
*Add Tank Hunters for +2pts per Rifleman.
*Add a Single RSD Drone for +60pts (6+Softskin, Move 8as Infantry, 2x linked HMGs)
*Add a Single UAV Drone to the squad :(Recon UAV )+20pts, (Strike UAV) +45pts, or (Jammer UAV) +30pts.
*MUST take a BDR 100 APC as a transport option if playing a Mechanized Platoon.

-Guards Shock Heavy Infantry Platoon


Regular (65pts) Veterans (80pts)
H.Armored Infantry
Tank Hunters
Smoke Grenades
1 NCO with A. Rifle, 4 men with A. Rifles
*Add up to 5 more Infantrymen for +10pts each.+12pts apiece for Veterans.
*Arm one squad member with a H. Plasma Gun for +25pts (ROF3, +1 PEN, 30Range)
*Add a Single UAV Drone to the squad :(Recon UAV )+20pts, (Strike UAV) +45pts, or (Jammer UAV) +30pts.

Combat Vehicles------------------------------------------------------------------------------
-T92KA MBT (Regular 240pts)
Heavy tank (10+)
Tracked
1 pintle mounted HMG
Super Heavy AT gun
HE 1D6
Stabilizers
AMS system (5+)
Reactive Armor
Smoke Launchers

-T64C ER MBT (Regular 180pts)


Medium tank (9+) Light Tank (8+ Sides and Rear)
Tracked
1 coaxial LMG
1 pintle mounted HMG
Heavy AT gun
HE 1D6
AMS system (5+)
Reactive Armor
Smoke Launchers

-BMTR 2C- Heavy Assault Walker (Regular 170 pts)


Medium tank (9+ Front/Side). Light tank (8+ Rear)
Heavy Walker
2 x linked LMG (fixed front arc)
H.Autocannon (Front and side arcs) (3 shots, no HE)
H. Energy Rifle (Front and side arcs) (Automatic mode: ROF3, D2 HE, +2 PEN. - Beam mode: ROF1, M.AT Gun D6 HE)
AMS system (5+)
Smoke Launchers
*Add Vehicle Flamethrower (+40 pts)

Support Vehicles-----------------------------------------------------------------------------
-BTR-T Support Tank (Regular 185pts) (May take two BTR-T's for every one Support Vehicle slot if ANY MBTs are
taken).
Medium tank (9+)
Tracked
LMG (front arc)
2 x L. Autocannons (linked)
SPRIGGAN AT missile system (4 Ammo, Missile system, M. AT gun)
2x Light Grenade Launchers (Linked)
AMS system (5+)
Smoke Launchers

-LMTR Light Assault Walker (Regular 90pts) (May take two LMTR's for every one Support Vehicle slot).
Armored Car (7+)
Light Walker
Smoke Launchers
LMG (Front and Side arcs)
Light Energy Cannon (ROF2, +2 PEN, D2 HE.)
*Add Heavy Energy Cannon (Light AT Gun, D3 HE,+ 25pts)

-BDR 100 APC (Regular 80pts)


Armored car (7+)
Wheeled
APC
Light Autocannon
M.Grenade Launcher
AA quad SAM launcher (4 Ammo, Flak)
Smoke Launchers
Holds up to 13 passengers.
*(+35pts)- replace armament with Heavy Autocannon and SAGAT AT missile system (2 Ammo, treat as M. AT gun)
*Add AMS system for (+15 pts)

-BA 68 Scout Vehicle (Regular 45 pts)


Soft Skinned (6+)
Wheeled
LMG (Front and side arcs)
Recce vehicle
May carry up to three passengers
*Add Smoke Launchers (+5pts)
*Make Command vehicle (+10 pts)

-BMD 90 Scout Vehicle (Regular 55 pts)


Armored Car (7+)
Wheeled
MMG (Front and side arcs)
Recce vehicle
May carry up to six passengers
*Add Smoke Launchers (+5pts)
*Make Command vehicle (+10 pts)

Support Units---------------------------------------------------------------------------------
-Soviet Heavy Weapons Team Regular (45pts) Veterans (60pts)
H. Armored Infantry
3 crew
HMG
*Replace HMG with L. AT gun (+25 pts) (Fixed, Team)

-RSD Squad (Robotic Support Drone) Regular (60pts)


Infantry Soft Skin (6+)
Move as Infantry (8)
2 x HMG
* May add up to two more RSD Vehicles to form a squad (shared Activation Die)

Japanese Corporate FORCES--------------------------------------------------------


Japanese Special Rules:
Advanced ECM Package- Japanese vehicles are fitted with advanced countermeasure and targeting scramblers that make
them harder to hit. Any weapons other than MG's are at a -1 to hit.

Grav Tanks- The Japanese have had a breakthrough in Anti-grav technology, allowing their vehicles to mount heavy
weapons while being extremely maneuverable. However, this maneuverability comes at a price of heavy armor. Grav
Vehicles move as wheeled vehicles with no restrictions over soft and heavy cover, with the exception of trees. They may
NOT move over impassible terrain such as buildings.

Combat Suits- Japanese infantry are equiped with an advanced combat exo-skeleton that helps them run faster, lift heavier
loads, and protect them on the battlefield. As a consequnce, all Japanese Clan infantrymen may move 7and are armed with
stabilized LMGs, abilities that give them impressive speed and firepower.

Force Selection---------------------------------------------------------------------------------------------------------
-No-Dachi MBT (Regular 255pts)
Medium Tank (9+ front) Light Tank (8+ sides and rear)
Grav tank
Coaxial HMG
Super Heavy AT gun (HE 1D6)
Stabilizers
Advanced ECM Package
AMS system (4+)
Smoke Launchers

-Katana IFV (Regular 175pts)


Light Tank (8+ front) Armored Car (7+ sides and rear)
Grav tank
2 x Coaxial MMGs
H. AT gun
Stabilizers
Advanced ECM Package
AMS system (4+)
Smoke Launchers
May hold up to 8 Passengers

-Corporate Clan Infantry Platoon


Regular (75pts) Veterans (95pts)
Armored Infantry
LMG Stabilizers
1 NCO with a LMG, and 6 men with LMG's

Options-
*Replace LMG with a single AT Launcher for +20pts.
*Add up to two Combots to the squad for +15 pts each..
*Add Tank Hunters for +2 pts per infantryman.
*Add a Single UAV Drone to the squad :(Recon UAV )+20pts, (Strike UAV) +45pts, or (Jammer UAV) +30pts.

-Combot Squad
Regular (75pts) (Leadership 10)
H.Armored Infantry
5 Combots with E.Carbines
Energy Carbines (Assault Weapon, Range 16, ROF2, +1 PEN)
Robot
Options-
*Add up to 5 additional Combots to the squad for +15 pts each..
*Arm up to 2 Energy Rifles to the squad for +150 pts each..
*Add Tank Hunters for +2 pts per squad member.

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