Bolt Action 2 Quickref

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Bolt Action 2 Quickref PRELIMINARY PHASE 1. Declare target The minimum score required to convert Damage Results 2. Target reacts – if not activated, may go DOWN a hit into damage is shown below When an armoured vehicle is hit by HE, do not roll for Resolve Air Strikes, Artillery Barrages and Smoke 3. Measure range and open fire Troops & Softskins multiple hits and instead roll once to penetrate using ORDERS PHASE 4. Roll to hit Inexperienced infantry/artillery 3+ the PEN value of the shell. 5. Roll to damage — 1 always fails, 6 potential special Regular infantry/artillery 4+ Die Damage Results 1 Draw an Order Die 6. Target takes casualties Veteran infantry/artillery 5+ Roll 2 Give one unit an order, place the die by 7. Target checks morale if 50% or more casualties taken that unit. Once a unit has been given an All soft-skinned vehicles 6+ Equal Superficial Roll 1d6-3 on Effects Table order it cannot be given another that Turn. HIT MODIFIERS Armoured Targets +1 or Normal Roll 1d6 on Effects Table 3 Resolve Order Test (if necessary). If + 2 damage successful, remove one Pin Marker. If The basic chance to hit is 3+. Indirect fire requires 6+ on the first Armoured car/carrier 7+ + 3 or Massive Roll 1d6 twice on the Effects failed, unit goes Down. Turn, then 5+, then 4+, etc. Light tank 8+ greater damage Table Point blank range + 1 Target is a small unit –1 4 Execute the unit’s resulting action. Medium tank 9+ Damage Effects 5 Back to 1, until all units have received Per Pin Marker –1 Target is in soft cover –1 Heavy tank 10+ If it is an open-topped vehicle hit by indirect fire, add + 1 to the result orders. Long range –1 Target is in hard cover –2 Super-heavy tank 11+ Inexperienced –1 Target is in bunker –4 1 or Crew Add one additional Pin TURN END PHASE less stunned Marker. Place a DOWN Fire on the move –1 Target hidden AND in –4 / –5 Penetration Modifiers for heavy weapons vs. armoured targets Order Die; the vehicle Remove Order Dice for destroyed units. Return soft/hard cover Vehicle’s side or top armour + 1 cannot take any further Order Dice to the cup, except for those units Target is DOWN –2 Crew weapon reduced –1 action that Turn. If the retaining an AMBUSH or DOWN order. to 1 man Vehicle’s rear armour + 2 vehicle has turrets, check for Long range – 1 Turret Jam 2 Immobilized Add one additional Pin Marker and a DOWN Order Die. The vehicle cannot ORDER SUMMARY Quality Morale Examples H.E. shells have a Penetration (PEN) move for the rest of the game. A further Immobilized 1 FIRE No move. Fire at full effect Inexperienced 8 Conscript, poor or little training, no modifier that is fixed to the H.E. value, result means the vehicle is 2 ADVANCE Move and fire at -1 to hit combat experience and in some cases can result in more Pins on the target. Knocked out. If it has turrets, 3 RUN Move at double speed or Regular 9 Normal training and some combat check for Turret Jam. Assault experience H.E. Pins PEN Hits vs. 3 On fire Add one additional Pin 4 AMBUSH No move/fire, but wait for Veteran 10 Special training (paras, commandos, opportunity fire targets in Marker and make a Morale marines) and extensive combat Check for the crew: 5 RALLY No move/fire, lose 1d6 Pin experience buildings Markers If passed, the fire is 6 DOWN No move/fire, gain -2 to be hit OFFICER MODIFIERS 1” d2 + 1 d3 controlled; place a DOWN 2” d3 + 2 d6 Order Die, the vehicle can do nothing else that Turn. Rank Morale Extra Orders Order Range 3” d3 + 3 2d6 If failed, the crew abandons If an Order Test results in TWO SIXES the order is 2nd Lieutenant + 1 1 6” 4” d6 + 4 3d6 the vehicle and it is not given and the unit rolls 1d6 immediately on the 1st Lieutenant + 2 2 6” considered Knocked out. table below: If the vehicle has turrets, 1–2 FRIENDLY No move. Open fire on a Captain + 3 3 12” check for Turret Jam. FIRE friendly unit within 12” of Major + 4 4 12” Type Advance Run enemy (opponent chooses 4–6 Knocked out Mark the vehicle in some target). If no unit is close way to indicate that it’s a PINNED & CASUALTY MODIFIERS Infantry 6” 12” enough to enemy, unit wreck. Wrecked AFVs count goes DOWN instead. as Impassable Terrain. Infantry unit without leader (NCO) –1 Tracked vehicle 9” 18” 3–6 PANIC Unit executes a RUN Turret Jam order and must move as Per Pin Marker –1 ½-Track vehicle 9” 18” 1–3 Nothing happens fast as possible away from Crew weapon reduced to one crew member –1 closest visible enemy. If 4–6 The turret is jammed and for the rest of the no visible enemy, unit Infantry assaulting a tank without AT weapons –3 Wheeled vehicle 12” 24” game is limited in the arc that the damage- goes DOWN instead. causing hit came from. Category Infantry Artillery Wheeled Tracked INFANTRY VS. INFANTRY Vehicles Vehicles d6 Effect d6 Effect Rookie Opposing player chooses one 1. Declare target Open ground OK OK OK OK 1 Miscalculation: Move the aiming point 3d6” in Pilot of your units as the target of a 1 2. Measure move distance a random direction, then resolves 4–6 result Rough ground No RUN No* No No RUN Here it comes! attack 3. Target reacts if assaulters more than 6” away Obstacle No RUN No No OK* The Nothing happens. Player may 2–3 Delay: Move the marker up to 12” and roll 2–3 4. Move assaulters skies change to another target again on the chart next Turn. Building OK No* No No (!) 5. Fight first round of close quarters: are within sight of FAO next Turn. Fire For Effect! Roll 1d6 for every unit within 4–6 A. Attackers roll to damage Road OK OK x2 x2 empty 6+d6” of target. On a 1–5, unit takes d3 Pins. (HE) B. Defenders take casualties No change to base movement rate Here it Resolve warplane attack as On a 6, unit is hit by heavy howitzer: place a 4” OK 4–6 C. Defenders roll to damage comes! shown on p.86 template and resolve hits. Infantry/Artillery can OK* No change to base movement rate unless D. Attackers take casualties Place Aircraft marker and go DOWN to halve hits taken. the terrain has been designated as an anti- E. Loser surrenders & is destroyed tank obstacle, impassable, or the equivalent, resolve AA fire. If aircraft 4-6 Smoke Screen Type of Weapon & 6. Resolve draws — further round(s) of close in which case it is impassable to all vehicles survives, roll 1d6: Deployed Radius: quarters fighting No RUN Cannot cross or move over with a RUN 1 Strafing Fighter: + 1 Pin, 2d6 Centre circle of Light mortar: 3” 7. Winner regroups action, but can with ADVANCE hits, + 2 PEN smoke on aiming Med. mor/light how: 4” Cannot enter or move across this type of point. LOS is blocked No Fighter-Bomber: + d2 Pins, Hvy mor/med how: 5” terrain at all 2–3 if it passes through 3” HE template, + 3 PEN INFANTRY VS. VEHICLES more than 2” of Hvy how/barrage: 6” Cannot enter or move within this terrain, but No* smoke, otherwise –1 can be deployed within it (but not move 4–6 Ground Attack Aircraft: + d3 Infantry cannot assault a vehicle making a penalty to shooting. within it) at the start of the game. Pins, 4” template, + 4 PEN RUN action unless it has been immobilized or otherwise brought to a halt. No (!) Cannot enter or move within this terrain except for Heavy and Super-Heavy tanks An infantry unit without anti-tank weapons Type Range Shots PEN Notes must make and pass a Morale Test with a –3 x2 Move rate doubled if move is entirely along modifier when attempting to assault any sort road. HMG 36” 3 + 1 Team, Fixed of fully-enclosed armoured vehicle. Light autocannon 48“ 2 + 2 Team, Fixed, HE 1” Vehicles can fire their weapons at infantry Heavy autocannon 72“ 2 + 3 Team, Fixed, HE 1” assaulting from more than 6” away and Type ADVANCE Pivot (90°) RUN Pivot (90°) Anti-tank rifle 36“ 1 + 2 Team within the weapon’s firing arc. PIAT 12“ 1 + 5 Team, Shaped charge Once per turn a Recce vehicle can react to Tracked 9” 1 18” None an enemy shooting or assaulting them by Bazooka 24“ 1 + 5 Team, Shaped charge ½-Tracked 9” 2 18” 1 making an Escape Move, unless it is towing.. Panzerschreck 24“ 1 + 6 Team, Shaped charge 12” 2 24” 1 Wheeled Panzerfaust 12“ 1 + 6 One shot, Team, Shaped charge Roll to Hit REVERSE MOVES Light AT gun 48“ 1 + 4 Team, Fixed, HE 1” Medium AT gun 60“ 1 + 5 Team, Fixed, HE 1” Vehicle with ADVANCE: 6 A vehicle can reverse straight backwards at up to half its Heavy AT gun 72“ 1 + 6 Team, Fixed, HE 2” Otherwise: 4,5,6 ADVANCE speed unless it is a Recce vehicle. A Recce vehicle Super-heavy AT 84“ 1 + 7 Team, Fixed, HE 3” Vehicle with RUN: N/A can reverse at its full ADVANCE rate, and manoeuvre as if Flamethrower (Inf.) 6“ d6 + 2 Team, Flamethrower driving forwards. Roll to Damage Flamethrower (veh.) 12“ d6+1 + 3 Flamethrower VB launcher 6“–18” 1 H.E.
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