BarracksCore RulesLast updated: 15 April 2024
Bolt Action 2nd Edition
RulesThe Turn
  1. Orders phase
    1. Draw an order die from the dice cup and hand it to the appropriate player.
    2. The player chooses one of his units and gives it an order. Place the order die next to the unit to show that it has received an order. Once a unit has been given an order it cannot be given another order that turn.
    3. If necessary, the player takes an order test to determine if the unit follows the order.
    4. The player executes the unit's resulting action.
    5. Back to 1. Once all eligible units have received an order, the orders phase ends - move to the turn end phase.
  2. Turn End phase
    • Remove order dice for destroyed units. Return remaining order dice to the cup, except for those units retaining an Ambush or Down order.
RulesOrders
#OrderSummary of Action
1FireFire at full effect without moving
2AdvanceMove and then fire
3RunMove at double speed without firing. Also used for assaulting
4AmbushNo move/fire, but wait for opportunity fire
5RallyNo move/fire, but lose D6 pin markers
6DownNo move/fire, but gain an extra -2 to be hit
FUBAR!

If an order test roll comes up two sixes then not only is the order not given but the player must immediately roll on the chart below. Roll a die to find what action the unit takes.

ResultDescription
1 - 2Friendly Fire

The unit does not move and opens fire against a friendly unit, mistaking it for enemy. Place a fire order by the unit. The opposing player chooses the target. The target must have an enemy unit within 12", as proximity to enemy is precisely what has caused the 'friendly fire incident'. If no such target is available the unit does not fire and goes down instead.

3 - 6Panic

The unit executes a run order and must move as fast as possible away from the closest visible enemy unit. If no enemy are visible the unit goes down instead.

Troop Quality and Morale
QualityMorale
Inexperienced8
Regular9
Veteran10
Officer Bonuses
RankMorale BonusExtra OrdersRange
2nd Lieutenant+116"
1st Lieutenant+226"
Captain+3312"
Major+4412"
RulesMovement
TypeAdvanceRun
Infantry6"12"
Tracked vehicle9"18"
Half-tracked vehicle9"18"
Wheeled vehicle12"24"
Terrain
TypeInfantryArtilleryWheeled VehiclesTracked Vehicles
Open GroundOKOKOKOK
Rough GroundNo RunNo*NoNo Run
ObstacleNo RunNoNoOK*
BuildingOKNo*NoNo (!)
RoadOKOKx2x2
  • OK - The unit can move through the terrain without hindrance - this is the default or normal rate for all kinds of troops over open ground.
  • OK* - The unit can cross this kind of terrain without hindrance unless it has been designated as an anti-tank obstacle, or impassable bocage, or the equivalent, in which case it is impassable to all types of vehicle.
  • No Run - The unit cannot cross or move within this kind of terrain if undertaking a run action, but can cross or move over with an advance action.
  • No - The unit cannot enter or move within this kind of terrain at all.
  • No* - The unit cannot enter or move within this kind of terrain, except that it can be deployed within the terrain at the start of the game. In this case it cannot move once deployed. This represents situations where guns are 'dug in' to positions prior to the battle as discussed in the section on Artillery.
  • No (!) - The unit cannot enter or move within this kind of terrain, except that heavy and super-heavy tanks may move through and demolish some buildings in some situations.
  • x2 - The unit's move rate is doubled if it moves entirely along a road or track. This enables vehicles to move rapidly along roads where the opportunity permits.
Vehicle Manoeuvre
TypeAdvancePivot (90˚)RunPivot (90˚)
Tracked9"218"None
Half-track9"218"1
Wheeled12"224"1
Reverse Moves

A vehicle can reverse straight backwards at up to half its standard advance rate unless it is a recce vehicle. A recce vehicle can reverse at its full advance rate and can manoeuvre as if driving forward.

RulesShooting
  1. Declare target
  2. Target reacts
  3. Measure range
  4. Roll to hit
  5. Roll to damage
  6. Target takes casualties
  7. Target checks morale
Hit Modifiers

The basic chance of hitting a target is a roll of 3+.
The following modifiers apply.

TypeModifier
Shooting at point blank range+1
Per pin marker on the firer-1
Long range-1
Inexperienced-1
Fire on the move-1
Team weapon reduced to 1 crew member-1
Target is a small team (1 or 2 soldiers)-1
Target is in soft cover-1
Target is in hard cover-2
Target is Down (infantry / artillery only)-2
Damage Value

Once a target is hit the minimum score indicated is required to score damage.

Troops and Soft-Skinned TargetsResult
Inexperienced infantry or artillery3+
Regular infantry or artillery4+
Veteran infantry or artillery5+
All soft-skinned vehicles6+
Armoured TargetsResult
Armoured car/carrier7+
Light tank8+
Medium tank9+
Heavy tank10+
Super-heavy tank11+
Weapons
Small ArmsRangeShotsPenRules
Pistol61-Assault
Rifle241-
SMG122-Assault
Shotgun181-Assault
Automatic rifle302-
Assault rifle182-Assault
LMG364-Team
MMG365-Team, Fixed
VB Launcher6-181HEIndirect Fire, HE (1")
Heavy WeaponsRangeShotsPenRules
HMG363+1Team, Fixed
Light automatic cannon482+2Team, Fixed, HE (1")
Heavy automatic cannon722+3Team, Fixed, HE (1")
Anti-tank rifle361+2Team
PIAT121+5Team, Shaped Charge
Bazooka241+5Team, Shaped Charge
Panzerschreck241+6Team, Shaped Charge
Panzerfaust121+6One-shot, Shaped Charge
Sturmpistole61+3Shaped Charge
GrB-39 grenade launcher: Anti-personnel6-241HETeam, Indirect fire, HE (1")
GrB-39 grenade launcher: Anti-tank241+3Team, Shaped Charge
Light AT gun481+4Team, Fixed, HE (1")
Medium AT gun601+5Team, Fixed, HE (1")
Heavy AT gun721+6Team, Fixed, HE (2")
Super-heavy AT gun841+7Team, Fixed, HE (3")
Flamethrower (infantry)6D6+3Team, Flamethrower
Flamethrower (vehicle)12D6+1+3Flamethrower
Light mortar12-241HETeam, Indirect Fire, HE (1")
Medium mortar12-601HETeam, Indirect Fire, HE (2")
Heavy mortar12-721HETeam, Indirect Fire, HE (3")
Light howitzer48 (or 24-60)1HETeam, Indirect Fire, HE (2")
Medium howitzer60 (or 30-72)1HETeam, Indirect Fire, HE (3")
Heavy howitzer72 (or 36-84)1HETeam, Indirect Fire, HE (4")
HE Shots
DiameterPenPinHits vs targets in buildings
1"+1D2D3
2"+2D3D6
3"+3D32D6
4"+4D63D6
Shooting At Vehicles

Additional penetration modifier for Heavy Weapons against Armoured Targets

TypeModifier
Side or top armour+1
Rear armour+2
Long range-1
  • Superficial damage - Against armoured vehicles only, if the die roll to damage has scored the exact minimum needed after all modifiers are taken into account, then the shot only cause superficial damage.
    In this case deduct -3 from the damage result dice roll before consulting the table.
  • Massive damage - If a weapon beats the damage value of the target by a total of 3 or greater than the minimum score required, then the player rolls twice on the damage results chart.
    Roll once and apply the result, then roll again and apply the second result.
  • Turret jam - When you inflict a damage result against a vehicle with a turret and the vehicle is not destroyed, you take a turret jam test - roll a D6.
    On a 1-3, nothing happens.
    On a 4-6, the turret is jammed and for the rest of the game the turret is limited in the arc that the damage-causing hit came from.
Damage Results on Vehicles
D6Effect
1Crew Stunned

Add one additional pin marker to the vehicle. Place a down order die on the vehicle or change its current order die to down to show that it is halted and cannot take a further action that turn.

2Immobilised

Add one additional pin marker to the vehicle. The vehicle cannot move for the rest of the game. Place a suitable marker or token by the vehicle to show this. If the vehicle has already taken an action this turn flip the order die to downto indicate it has been brought to a halt. If a further immobilised result is suffered the crew abandon the vehicle and it is considered knocked out (see below).

3On Fire

Add one additional pin marker and then make a morale check for the vehicle. If the test is passed the fire has been put out or fizzles out of its own accord. Place a down order die on the vehicle or change its current order die to down to show that it is halted and cannot take a further action that turn. If the test is failed, the crew abandon the vehicle and it is considered knocked out (see below).

4+Knocked Out

Mark the vehicle in some fashion to indicate it is wrecked - a blackened cotton ball and/or an upside-down turret work quite well. Some players like to use models of wrecked vehicles instead. Either way, wrecks of armoured vehicles count as impassable terrain. If players prefer not to bother with wrecks, destroyed vehicles can be removed altogether, perhaps blown apart by an internal explosion leaving only scattered debris.

  • Superficial Damage (damage roll matches required value) - D6-3
  • Full Damage (damage roll beats required value by 1 or 2) - D6
  • Massive Damage (damage roll beats required value by 3 or more) - 2D6
  • Open-topped hit by indirect fire - Add +1.
RulesClose Quarters
  1. Declare target
  2. Measure move distance
  3. Target reacts
  4. Move assaulting models
  5. First round of close quarters
    1. Attackers roll to damage
    2. Defenders take casualties
    3. Defenders roll to damage
    4. Attackers take casualties
    5. Loser surrenders and is destroyed
  6. Resolve draws - further rounds of close quarters
  7. Winner regroups
RulesBuildings
TypeLine of SightTo Hit ModifierExtra ProtectionSpecial
Small ArmsOpening-2Yes-
Heavy WeaponsWall-2Yes-
HE WeaponsWall-No10+ hits = Collapse!
FlamethrowersOpening-No4+ hits = On Fire!
Close QuartersOpening-NoDefensive Position
Bunkers have several exceptions to these rules (see rulebook)