KV-IV in Bolt Action
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KV-IV in Bolt action Points: Inexperienced (650 points) includes 15 crewmen and 1 commissar Damage Value: 10+ (Heavy Tank) Options • Spotter +10 points • Four man rocket reload crew + 28 points Weapons Hard point Weapons Range Shots Pen Special Rules Bow Bow MMG 36” 5 - Team, Fixed, forward arc Forward turret Medium Anti Tank Gun 60” 1 +5 Team, Fixed, forward, right, left arcs, HE(1”) coax MMG 36” 5 - Team, Fixed, forward, right, left arcs rear MMG 36” 5 - Team, Fixed, right, left arcs Forward sub turret Vehicle flame throwers 12” D6+1 +3 Team, Fixed, Forward, right, left arcs, Flamethrower Pintel HMG 36” 3 1 Team, Fixed, Flak Deck MG turret Twin MMG 36” 10 - Team, Fixed, Right arc Deck MG turret Twin MMG 36” 10 - Team, Fixed, Left arc Midships turret Twin heavy Howitzer (36”-84”) 2 HE Team, Fixed, forward, Left, right arcs, 72” Howitzer HE(4”) Rear MMG 36” 5 - Team, Fixed, Left Right arcs Pintel HMG 36” 3 1 Team, Fixed, Flak Midships sub Light Anti Tank gun 48” 1 +4 Team, Fixed, forward, right, left arcs, turret: HE(1”) Coax MMG 36” 5 - Team, Fixed, Left Right arcs Rear MMG 36” 5 - Team, Fixed, Left Right arcs Deck MG turret Twin MMG 36” 10 - Team, Fixed, Right arc Deck MG turret Twin MMG 36” 10 - Team, Fixed, Left arc Rear turret Medium Anti Tank Gun 60” 1 +5 Team, Fixed, rear, right, left arcs, HE(1”) coax MMG 36” 5 - Team, Fixed, rear, right, left arcs rear MMG 36” 5 - Team, Fixed, left, right arcs Katyusha Multiple launcher (12”-72”) 1 HE Team, Fixed, rear, right, left arcs, HE(3”) Special Rules Slow: maximum move of 6 inches Poor turning circle: instead of pivoting 90 degrees the front of the tank can be moved up to 3 inches to the left or right when the tank pivots. Commissar: has his own order dice and can only affect the tank crew and cannot operate any of the tanks weapons. Every time a crewman is shot “to encourage the others” one weapon becomes inoperable. Don’t worry there are more weapons than crewmen. There are 15 crewmen on board. The last crewman can be shot as an enemy of the state in a fit of zealotry by the commissar, at which point the tank is destroyed and the commissar has to walk home. Should the commissar decide to abandon the tank while the crew are still alive they will shoot him with their small arms, roll to save as normal. If the commissar survives he c.an act as a normal commissar. Twin heavy Howitzer: Both barrels fire at the same target. If both barrels hit the target, please two templates over the target and calculate the effect of each hit separately to determine the total number of hits and pin markers the target receives. Katyusha Rocket Launcher: This devastating weapon system can only be fired indirectly and can only be reloaded from outside of the tank, if the tank is taking a rally action. Rocket reload crew: Very silly option of taking a tank riding reload crew, equipped with ladders who can reload the rocket launcher when the tank spends a turn stationary and not down. They may be targeted separately from the tank but do not suffer pin markers, they will be affected by the pin markers accumulated by the tank. If they are all killed then the tank can only reload the rocket launcher by using a rally action. Observation tower: if deployed an artillery spotter can occupy the “crows nest” and observe for indirect fire from the tank – or if he is a forward observer for an artillery barrage. Like all observers he will count as “down” if targeted despite being “up”. If the tower is deployed the Midships sub turret can only fire in the same arc as the midships turret. The tank cannot take a “run” action whilst the tower is deployed – alright it can but the tower will collapse and the spotter or observer will be lost “overboard!”. Silly: this goes without saying. Due to the experimental nature of the vehicle it will not survive the battle. If it is not destroyed by enemy action or the commissar’s zealotry it will be destroyed at the end of the last turn in some sort of freak accident. If the commissar is on board at the time of this “accident”, he, too, is dead. So yes, despite spending a vast amount of resources on this fine vehicle you will lose it eventually. Unbalanced: Should all the main guns, medium or heavier, fire at a target or targets in the same arc, left or right, roll a D6 on the score of a 6 the tank will tip over on to its side and is destroyed. .