BarracksArmies of the Soviet UnionLast updated: 15 April 2024
Armies of the Soviet Union
Army Special RulesArmies of the Soviet Union
The Great Patriotic War
Whenever a unit of infantry or artillery models fails a morale check and would otherwise be destroyed as a consequence, take the test again and apply this second result.
This re-roll applies to all infantry and artillery units, including HQ units that would otherwise be destroyed if they failed a morale check.

Note that this rule only applies to infantry and artillery, and not to tanks or other vehicles.
Massed Batteries
When rolling to determine the 'Fire for effect' radius from the aiming point (D6+6") instead of rolling one die, roll two dice and take the highest score.
Not One Step Back!
When a friendly infantry unit fails an Order test with 6" of a commissar, remove one model from the unit and re-roll the dice.

Note that there is no choice in the matter - if the commissar is within 6" of the unit he wil shoot dissenters whether you want him to or not! The second result stands as normal - the commissar can only make a single re-roll for each unit affected.

This rule does not apply to units other than infantry, and does not apply to infantry units already reduced to one or two models, or consisting of only one or two models to start with.
Quantity Has a Quality All of It's Own
The Russian army gets a free 12-man squad of inexperienced infantry, with all of the possible options you have models for.
infantryHeadquarters
Officer
UnitInexperiencedRegularVeteran
Second (Junior) Lieutenant355065
First (Senior) Lieutenant607590
Captain95110125
Major135150165

Composition

1 Officer and up to 2 further soldiers

Weapons

Pistol, submachine gun, or rifle as depicted on the models.

OptionsCostMax
Attendant7 | 10 | 132
Forward Observer
UnitInexperiencedRegularVeteran
Artillery Forward Observer-100115
Air Force Forward Observer-7590

Composition

1 Forward Observer and up to 2 further soldiers

Weapons

Pistol, submachine gun, or rifle as depicted on the models.

OptionsCostMax
Attendant10 | 132

Special Rules

  • Massed Batteries (Artillery Forward Observer)
Medic
UnitInexperiencedRegularVeteran
Medic-2530

Composition

1 Medic and up to 2 further soldiers

Weapons

Pistol or none as depicted on the models.

OptionsCostMax
Attendant10 | 132
Commissar
UnitInexperiencedRegularVeteran
Commissar15--

Composition

1 Commissar and up to 2 further soldiers

Weapons

Pistol, submachine gun, or rifle as depicted on the models.

OptionsCostMax
Attendant72

Special Rules

  • Not One Step Back!
Frontnik Commissar
UnitInexperiencedRegularVeteran
Frontnik Commissar-40-

Composition

1 Commissar and up to 2 further soldiers

Weapons

Pistol, submachine gun, or rifle as depicted on the models.

OptionsCostMax
Attendant102

Special Rules

  • Inspiring Rhetoric: Aside from watching for political disloyalty, the commissar also helped train and boost the confidence of new soldiers. Inexperienced squads within 6" of the commissar do not suffer the -1 to hit penalty for being inexperienced.
  • Not One Step Back!
Chaplain
UnitInexperiencedRegularVeteran
Chaplain202530

Composition

1 Chaplain

Weapons

Pistol or none as depicted on the models.

OptionsCostMax
Pistol1 | 1 | 11

Special Rules

  • Inspiring Presence: Upon receiving his order die (except for Down), a chaplain may select one friendly unit within 6" and roll a D6, applying the following modifiers: Inexperienced -1, Veteran +1. On a 4+, the chaplain may remove 1 pin from the selected unit.
  • Non-Combatant: The chaplain is there to support the soldiers, not win battles. A chaplain unit cannot be used to claim or contest objectives.
  • Self-Defence Only: Clergymen are not soldiers and will not take part in hostile actions - they cannot fire any weapon, nor assault enemy units. However, there is anecdotal evidence of several examples of chaplains who broke regulations to carry a pistol for self-defence only; German chaplains were even issued with a pistol. If your chaplain is equipped with a pistol, it can only be used in close quarters if the enemy assaults him (including firing it at the assaulting enemies as a reaction, if applicable).
Field Ambulance
UnitInexperiencedRegularVeteran
Field Ambulance-5060

Weapons

None

Damage Value

6+ (soft-skinned)

Transport

None

Special Rules

  • Medical Vehicle: Being in proximity of an ambulance means that any wounded soldiers nearby have a chance of being treated by a medic or stretcher bearer from amongst the crew of the ambulance. All infantry and artillery units within 6" of the vehicle count as within 6" of a Medic.
infantryInfantry Squads and Teams
Anti-Tank Rifle Squad
UnitInexperiencedRegularVeteran
Anti-Tank Rifle Squad355065

Composition

1 NCO and 4 soldiers

Weapons

Rifles

OptionsCostMax
Additional soldier7 | 10 | 132
Anti-Tank Rifle15 | 15 | 153
Anti-tank grenades2 | 2 | 27

Special Rules

  • Tank Hunters (if anti-tank grenades taken)
Frontnik Anti-Tank Rifle Team
UnitInexperiencedRegularVeteran
Frontnik Anti-Tank Rifle Team--45

Composition

2 soldiers

Weapons

Anti-Tank Rifle

Special Rules

  • Forward Position: Frontnik anti-tank rifle teams may be deployed like snipers.
  • Team Weapon
Rifle Squad
UnitInexperiencedRegularVeteran
Rifle Squad35--

Composition

1 NCO and 4 soldiers

Weapons

Rifles

OptionsCostMax
Additional soldier77
Free Unit01
Anti-tank grenades (molotov cocktails)212

Special Rules

  • Green
  • Tank Hunters (if anti-tank grenades taken)
Light Machine Gun Squad
UnitInexperiencedRegularVeteran
Light Machine Gun Squad3550-

Composition

1 NCO and 4 soldiers

Weapons

Rifles

OptionsCostMax
Additional soldier7 | 107
Free Unit0 | 01
SMG3 | 31
LMG20 | 202
Anti-tank grenades2 | 212

Special Rules

  • Tank Hunters (if anti-tank grenades taken)
Submachine Gun Squad
UnitInexperiencedRegularVeteran
Submachine Gun Squad5065-

Composition

1 NCO and 4 soldiers

Weapons

Submachine guns

OptionsCostMax
Additional soldier10 | 137
Free Unit0 | 01
LMG20 | 201
Anti-tank grenades2 | 212

Special Rules

  • Tank Hunters (if anti-tank grenades taken)
Tank Riders Squad
UnitInexperiencedRegularVeteran
Tank Riders Squad-6580

Composition

1 NCO and 4 soldiers

Weapons

Submachine guns

OptionsCostMax
Additional soldier13 | 166
LMG20 | 201
Anti-tank grenades2 | 211
SN-42 Body Armour5 | 511

Special Rules

  • Tank Hunters (if anti-tank grenades taken)
  • Tank Riders: A tank rider unit can mount onto or dismount from a tank counting it as a transport for these purposes.
Guards Squad
UnitInexperiencedRegularVeteran
Guards Squad-50-

Composition

1 NCO and 4 soldiers

Weapons

Rifles

OptionsCostMax
Additional soldier106
SMG311
LMG202
Panzerfaust51
Anti-tank grenades211

Special Rules

  • Tank Hunters (if anti-tank grenades taken)
Veteran Squad
UnitInexperiencedRegularVeteran
Veteran Squad--65

Composition

1 NCO and 4 soldiers

Weapons

Rifles

OptionsCostMax
Additional soldier136
SMG311
LMG202
Panzerfaust52
Anti-tank grenades211
Tough Fighters111

Special Rules

  • Tank Hunters (if anti-tank grenades taken)
  • Tough Fighters (if option is taken)
NKVD Squad
UnitInexperiencedRegularVeteran
NKVD Squad-50-

Composition

1 NCO and 4 soldiers

Weapons

Rifles

OptionsCostMax
Additional soldier106
SMG311
LMG201
Fanatics311

Special Rules

  • Fanatics (if option is taken)
Assault Engineer Squad
UnitInexperiencedRegularVeteran
Assault Engineer Squad--65

Composition

1 NCO and 4 soldiers

Weapons

Rifles

OptionsCostMax
Additional soldier136
Bangalore Torpedoes101
Demolition Charges311
SMG311
LMG201
Flamethrower201
SN-42 Body Armour511
Anti-tank grenades311
Panzerfaust52

Special Rules

  • Bangalore Torpedoes (if taken)
  • Demolition Charges (if taken)
  • Tank Hunters (if anti-tank grenades taken)
Scout Squad
UnitInexperiencedRegularVeteran
Scout Squad--70

Composition

1 NCO and 4 soldiers

Weapons

Rifles

OptionsCostMax
Additional soldier142
SMG37
Anti-tank grenades311

Special Rules

  • Behind Enemy Lines: When Outflankingm units of Scouts ignore the -1 modifier to the Order test for coming onto the table
  • Scouts count as Observers/Snipers for Set-Up purposes
  • Tank Hunters (if anti-tank grenades taken)
People's Militia Squad
UnitInexperiencedRegularVeteran
People's Militia Squad35--

Composition

1 NCO and 4 soldiers

Weapons

Rifles

OptionsCostMax
Additional soldier (unarmed)47
Rifle37
Free Unit01
Anti-tank grenades311

Special Rules

  • Green
  • Tank Hunters (if anti-tank grenades taken)
  • Unarmed soldiers neither shoot nor attack in close quarters - their only value is casualties
Medium Machine Gun Team
UnitInexperiencedRegularVeteran
Medium Machine Gun Team355065

Composition

3 soldiers

Weapons

1 MMG

OptionsCostMax
Gun shield5 | 5 | 51

Special Rules

  • Fixed
  • Gun Shield (if fitted) with the same rule as for artillery
  • Team Weapon
Anti-tank rifle team
UnitInexperiencedRegularVeteran
Anti-tank rifle team213039

Composition

2 soldiers

Weapons

1 Anti-tank rifle

Special Rules

  • Team Weapon
  • Extra Selection: You may take up to 3 anti-tank teams as 1 selection in each reinforced platoon
Flamethrower team
UnitInexperiencedRegularVeteran
Flamethrower team-5065

Composition

2 soldiers

Weapons

1 Infantry flamethrower

OptionsCostMax
ROKS-25 | 51

Special Rules

  • Flamethrower
  • ROKS-2: If this option is chosen then the flamethrower armed soldier cannot be chosen as an 'exceptional damage' result. The flamethrower operator is indistinguishable from an ordinary rifleman.
  • Team Weapon
Sniper Team
UnitInexperiencedRegularVeteran
Sniper Team-5065

Composition

2 soldiers

Weapons

1 Rifle

Special Rules

  • Sniper
  • Team Weapon
Sniper Detachment
UnitInexperiencedRegularVeteran
Sniper Detachment--65

Composition

1 NCO and 4 soldiers

Weapons

Rifles

OptionsCostMax
SMG31
Sniper Rifle302

Special Rules

  • Sniper Detachment Fire: On a Fire order, decide whether all models in the unit will fire their weapons normally, or the unit will use its sniper rifles. If you decide on the latter course, only the sniper rifle armed models can fire. They must target the same enemy unit, and declare the models they are targeting before firing is resolved. This can be the same model or two separate models in the target unit.
Zaichata Squad
UnitInexperiencedRegularVeteran
Zaichata Squad-120-

Composition

1 NCO and 2 soldiers

Weapons

Sniper Rifles

Special Rules

  • Master and Zaichata: One sniper is the master sniper, and the other two are the zaichata in training. The master sniper should be differentiated in some way, and acts as an NCO. If the master sniper is killed, the quality of the squad drops to inexperienced as the two zaichata no longer have veteran guidance to rely upon (in addition to the normal morale penalty for losing the NCO). However, should both zaichata be removed from play and only the master sniper remains, his quality will upgrade to veteran.
  • Team Spotting: On a Fire order, you decide who will fire: the master sniper or the zaichata. The other acts as a spotter and may not fire. If the zaichata fire they must target the same enemy unit, and declare the models they are targeting before firing is resolved. This can be the same model or two separate models in the target unit.
Light Mortar Team
UnitInexperiencedRegularVeteran
Light Mortar Team243546

Composition

2 soldiers

Weapons

1 Light mortar

Special Rules

  • Indirect Fire
  • Team Weapon
Medium Mortar Team
UnitInexperiencedRegularVeteran
Medium Mortar Team355065

Composition

3 soldiers

Weapons

1 Medium mortar

OptionsCostMax
Spotter10 | 10 | 101

Special Rules

  • Fixed
  • Indirect Fire
  • Team Weapon
artilleryField Artillery
ZiS-3 76.2mm Field Gun
UnitInexperiencedRegularVeteran
ZiS-3 76.2mm Field Gun405060

Composition

3 soldiers

Weapons

1 Light howitzer

Special Rules

  • Fixed
  • Gun Shield
  • Howitzer
  • Team Weapon
artilleryAnti-Tank Guns
ZiS-2 Anti-Tank Gun
UnitInexperiencedRegularVeteran
ZiS-2 Anti-Tank Gun607590

Composition

3 soldiers

Weapons

1 Medium anti-tank gun

Special Rules

  • Fixed
  • Gun Shield
  • Team Weapon
artilleryAnti-Aircraft Guns
37mm 61-K Model 1939
UnitInexperiencedRegularVeteran
37mm 61-K Model 1939486072

Composition

4 soldiers

Weapons

1 Platform-mounted heavy automatic cannon

Special Rules

  • Fixed
  • Flak
  • Team Weapon
vehiclesTanks
BT-5 / BT-7 Light Tank
UnitInexperiencedRegularVeteran
BT-5 Light Tank100125150
BT-7 Light Tank100125150

Weapons

1 Turret-mounted light anti-tank gun with co-axial MMG

Damage Value

8+ (light tank)

OptionsCostMax
Light howitzer0 | 0 | 01
T-32/76 Medium Tank
UnitInexperiencedRegularVeteran
T-32/76 Medium Tank156195234

Weapons

1 Turret-mounted medium anti-tank gun with co-axial MMG and 1 forward facing hull-mounted MMG

Damage Value

9+ (medium tank)

T-34 Medium Tank
UnitInexperiencedRegularVeteran
T-34 Medium Tank156195234

Weapons

1 Turret-mounted medium anti-tank gun with co-axial MMG and 1 forward facing hull-mounted MMG

Damage Value

9+ (medium tank)

OptionsCostMax
OT-34: Replace hull-mounted MMG with flamethrower40 | 40 | 40
T-34/85 Medium Tank
UnitInexperiencedRegularVeteran
T-34/85 Medium Tank188235282

Weapons

1 Turret-mounted heavy anti-tank gun with co-axial MMG and 1 forward facing hull-mounted MMG

Damage Value

9+ (medium tank)

OptionsCostMax
OT-34/85: Replace hull-mounted MMG with flamethrower40 | 40 | 40
IS-2 Heavy Tank
UnitInexperiencedRegularVeteran
IS-2 Heavy Tank256320384

Weapons

1 Turret-mounted heavy anti-tank gun with co-axial MMG, 1 turret-mounted rear-facing MMG and 1 forward facing hull-mounted MMG

Damage Value

10+ (heavy tank)

Special Rules

  • HE: Instead of using 2" template, an IS-2's HE rounds use the 3" template
  • Slow Load: an IS-2 tank cannot be given an order until at least one other unit on the same side has already been given orders (whether successfully or not)
vehiclesTank Destroyers
SU-85
UnitInexperiencedRegularVeteran
SU-85176220264

Weapons

1 Casement-mounted forward facing heavy anti-tank gun

Damage Value

8+ (light tank)

vehiclesSelf-Propelled Artillery
SU-76
UnitInexperiencedRegularVeteran
SU-7692115138

Weapons

1 Forward facing light howitzer

Damage Value

8+ (light tank)

Special Rules

  • Howitzer
  • Open-Topped
Katyusha Rocket Launcher
UnitInexperiencedRegularVeteran
Katyusha Rocket Launcher648096

Weapons

1 Forward facing Katyusha multiple rocket launcher (heavy mortar)

Damage Value

6+ (soft-skinned)

Special Rules

  • Indirect Fire
  • Multiple Launcher
vehiclesAnti-Aircraft Vehicles
Tokarev 4M Quad Maxim on GAZ-AAA Truck
UnitInexperiencedRegularVeteran
Tokarev 4M Quad Maxim on GAZ-AAA Truck486072

Weapons

4 turret-mounted MMGs

Damage Value

6+ (soft-skinned)

OptionsCostMax
Bofors 40mm heavy automatic cannon-40 | -40 | -401

Special Rules

  • Flak
vehiclesArmoured Cars
BA-64
UnitInexperiencedRegularVeteran
BA-64486072

Weapons

1 turreted LMG with 360° arc

Damage Value

7+ (armoured car)

Special Rules

  • Open-Topped
  • Recce
vehiclesTransports and Tows
Truck
UnitInexperiencedRegularVeteran
Truck313947

Weapons

None

Damage Value

6+ (soft-skinned)

Transport

12 soldiers

Tow

Light howitzer; light or medium anti-tank gun

OptionsCostMax
Pintle-mounted MMG with 360° arc15 | 15 | 15
GAZ 'Jeep'
UnitInexperiencedRegularVeteran
GAZ 'Jeep'172125

Weapons

None

Damage Value

6+ (soft-skinned)

Transport

3 soldiers (none if equipped with MMG / HMG)

Tow

Light anti-tank gun

OptionsCostMax
Pintle-mounted MMG15 | 15 | 151
Pintle-mounted HMG25 | 25 | 251