sci fi bolt action rules 1 6 pdf 152k

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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.

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Page 1: Sci Fi Bolt Action Rules 1 6 PDF 152k

-Bolt-Action Scifi Rules-Version 1.6

Rule mods by Jared BlandoRules tweaks/additions:

Alternate Activation and Dice PullingInstead 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 DetachmentsA 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 DiceThe 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 CasualtiesIf 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 CoherencyA Squad may spread up to two inches away from each other and still maintain coherency.

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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- AGSMOnce 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- ERAWhen 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!)

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Sub-Orbital Insertion Chart1-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 DiceLight Walker- 10 Dice, No PENMedium Walker – 8 Dice +1 PENHeavy 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.

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NATO Force SelectionInfantry Platoon1-2 Command Squad 3-6 Combat Infantry Squads (No transports)0-2 Combat Vehicles1-5 Support Vehicles1-4 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 Vehicles0-4 Support Vehicles0-2 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 Vehicles0-3 Support Vehicles0-3 Support Units

NATO FORCES

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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 InfantrySmoke Grenades2nd 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+ DamageTrackedMedic (Heals casualties on 5+)

Combat Infantry Units----------------------------------------------------------------------NATO Infantry Squad (Regular 40 pts) (Veteran 55pts) Armored InfantryNCO (Assault rifle w/ G.launcher) and 4 men (w/A.rifles)Smoke GrenadesAdd 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 InfantryNCO (Assault rifle w/ G.launcher) and 3 men (w/A.rifles)

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Smoke GrenadesSub-Orbital InsertionTank HuntersOptions-*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, 24”Range).*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+)Tracked2 x Pintle mounted LMGs (ROF4)Super Heavy AT gunHE 2D6Stabilizers AMS systemSmoke Launchers

-Leopard 3 MBT (Regular 230pts)Heavy Tank (10+)TrackedCoaxial Light AutocannonPintle mounted LMG (ROF4)Heavy AT gunHE 1D6Stabilizers AMS systemSmoke Launchers

-AISW Combat Walker (Regular 145 pts) (Veteran 160pts)Light tank (8+) Medium Walker2x H.Autocannons, (ROF 3, No HE)LMG (Front/Left/Right arcs)Smoke LaunchersAMS systemOptions-*(+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+)WheeledPintle mounted HMGSmoke LaunchersRecceMay hold up to three passengers*Replace HMG with Pintle mounted Minigun (LMG 5 shots) for +5 pts.

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*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)TrackedL. AutocannonPintle mounted HMGAutomatic Medium Grenade LauncherAMS systemSmoke LaunchersHolds 10 infantrymen

-Warrior III IFVS (Regular 125pts)Light tank (8+ )TrackedRecceL. AutocannonPintle mounted HMGAutomatic Medium Grenade LauncherAMS systemSmoke Launchers*Replace L. Autocannon, HMG, w/ H. Autocannon for +10pts.

-ARFV Squad (Autonomous Robotic Fighting Vehicle) (Regular (45pts)TrackedSoft Skin (6+) Tracked.StabilizersHMG * 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+ )WheeledRecceSuper Heavy AT GunPintle mounted HMGAMS systemSmoke Launchers

-NATO Heavy Weapons TeamRegular (40pts) Veterans (55pts)H. Armored Infantry3 crewHMG * Replace HMG with Automatic M.Grenade Launcher for +15pts.

-NATO Scout Sniper TeamRegular (55pts) Veterans (70pts)Armored Infantry

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Sniper2 crewSniper 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 SelectionInfantry Platoon0-2 Command Squad 4-7 Combat Infantry Squads 1-3 Combat Vehicles1-5 Support Vehicles1-4 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 Vehicles0-4 Support Vehicles0-2 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 Vehicles0-2 Support Vehicles0-3 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---------------------------------------------------------------------------------------

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-Neo Sov Command Squad (Regular 40 pts) (Veteran 55pts)2nd Lieutenant (Armed with Assault rifle w/G.launcher) Armored InfantrySmoke 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 SquadRegular (40pts) Veterans (55pts)Armored InfantrySmoke Grenades1 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, 24”Range) *Arm up to two squad members RPG 9 launchers for +15 pts each (+4 PEN, 16”range, HE D2)*Replace a RPG 9 with a SPRIGGAN AT launcher (+15pts) (+6 PEN, 32”range, Team, Fixed)*Add Tank Hunters for +2pts per Rifleman.*Add a Single RSD Drone for +60pts (6+Softskin, Move 8”as 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 PlatoonRegular (65pts) Veterans (80pts)H.Armored InfantryTank HuntersSmoke Grenades1 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, 30”Range)*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+)Tracked1 pintle mounted HMGSuper Heavy AT gunHE 1D6 Stabilizers AMS system (5+)Reactive ArmorSmoke Launchers

-T64C ER MBT (Regular 180pts)Medium tank (9+) Light Tank (8+ Sides and Rear)

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Tracked1 coaxial LMG1 pintle mounted HMGHeavy AT gunHE 1D6 AMS system (5+)Reactive ArmorSmoke Launchers

-BMTR 2C- Heavy Assault Walker (Regular 170 pts)Medium tank (9+ Front/Side). Light tank (8+ Rear)Heavy Walker2 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+)TrackedLMG (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 WalkerSmoke LaunchersLMG (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+)WheeledAPCLight AutocannonM.Grenade LauncherAA quad SAM launcher (4 Ammo, Flak) Smoke LaunchersHolds 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+)WheeledLMG (Front and side arcs)Recce vehicleMay carry up to three passengers

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*Add Smoke Launchers (+5pts)*Make Command vehicle (+10 pts)

-BMD 90 Scout Vehicle (Regular 55 pts)Armored Car (7+)WheeledMMG (Front and side arcs)Recce vehicleMay 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 Infantry3 crewHMG *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 7”and 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 tankCoaxial HMGSuper Heavy AT gun (HE 1D6) Stabilizers Advanced ECM PackageAMS system (4+)Smoke Launchers

-Katana IFV (Regular 175pts)

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Light Tank (8+ front) Armored Car (7+ sides and rear)Grav tank2 x Coaxial MMGsH. AT gun Stabilizers Advanced ECM PackageAMS system (4+)Smoke LaunchersMay hold up to 8 Passengers

-Corporate Clan Infantry PlatoonRegular (75pts) Veterans (95pts)Armored InfantryLMG Stabilizers1 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 SquadRegular (75pts) (Leadership 10)H.Armored Infantry5 Combots with E.CarbinesEnergy Carbines (Assault Weapon, Range 16”, ROF2, +1 PEN)RobotOptions-*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.