BarracksVehicle Special RulesLast updated: 15 April 2024
Bolt Action 2nd Edition
VehiclesAmphibious
An amphibious vehicle can move directly forward only over otherwise impassable deep water at half speed by means of an Advance action, i.e. a vehicle that would normally advance at 12" can move over water at 6".
A vehicle cannot make any other action whilst moving over water, cannot reverse, cannot turn, and will ignore all rules that otherwise oblige it to reverse or go Down. A vehicle that is immobilised whilst in the water is sunk or abandoned and is therefore destroyed together with any occupants. Note that vehicles can shoot whilst afloat, but if equipped with floatation screens will not be able to do so with any hull-mounted weapons.
VehiclesCommand Vehicle
Command vehicles are equipped with two-way radios that enable them to direct squadrons of tanks, tank destroyers and other armoured vehicles into battle. The command vehicle adds a morale bonus of +1 to itself and to any other friendly armoured vehicle within 12” (but no Snap to action extra dice).
VehiclesOpen-Topped
Open-topped armoured vehicles are pinned by hits from small-arms in the same way as soft-skins and infantry. If assaulted by infantry open-topped armoured vehicles are destroyed automatically if the vehicle is damaged, in the same was as for soft-skins.

If hit by indirect fire then add +1 to the damage result roll to represent the effect of a shot falling into an open-topped vehicle. Note that all hits upon the upper surface of armoured vehicles count +1 penetration regardless of whether the target is open or not - so open-topped armoured vehicles suffer a double penalty: +1 penetration and +1 damage result.
VehiclesOne-man Turret
It is always necessary to make an order test when issuing an Advance order, even if the tank is not pinned.
VehiclesRecce
When reversing, either voluntarily or because of a failed order test (with enemy in its front arc), a recce vehicle can reverse at its full Advance rate (i.e. 12" or 9") rather than at half rate, and can manoeuvre as if driving forward, i.e. a wheeled vehicle or half-track can make two 90° pivots or and a tracked vehicle can make a single 90° pivot.

Some recce vehicles can even reverse at their Run rate if they are especially small and manoeuvrable or if they have dual direction steering - as did some German armoured cars. These exceptions are indicated in the Army Lists. If they fail an order test, these vehicles will always reverse at a Run rate. Recce vehicles will also spot hidden enemy at longer ranges than other vehicles.

Escape Reaction
Unlike other vehicles, recce vehicles that are shot at can react, as long as they have taken no other action that turn yet. This is the same as described for an infantry or artillery unit reacting by going Down when shot at, except that before going Down, the recce vehicle makes an escape reaction.
An escape reaction is a move at Advance or Run rate, which may be forward or reverse, as long as it results in the escaping vehicle ending out of sight of the attacking enemy, or in cover from the attack, or at least further away from the attacker than when the attack is declared.In other words, this move cannot be used to move closer to the attacker. It also cannot be used to assault enemy units if the escaping vehicle is a tank. Once the escape move is done, mark the vehicle as Down, just as if the recce vehicle had failed an order test.

The enemy's shot is then resolved as normal. If the target has moved out of range or sight then the unit shoots and automatically misses. Note that if firing at a recce vehicle with HE, first determine whether the recce vehicle would be hit by the explosion and then decide to escape or not, just like a unit deciding to go Down when hit by HE.

When an enemy unit declares an assault against a recce vehicle that has taken no action yet that turn, the vehicle may react with an escape as described above. If the recce vehicle decides not to escape, then it can react by shooting at the assaulting unit (if allowed to do so), as normal. After the escape move is done, measure the range from the assaulting unit. If the unit is out of range, the assaulting unit must simply run towards the vehicle. If the assault succeeds, the assault is resolved as normal (assaulting infantry hits on 6, even if the reverse move was done at Run speed).
Recce vehicles cannot react with an escape if they are towing anything. Also, recce vehicles cannot react with an escape to an air strike or artillery barrage, as the artillery barrage does not target the vehicle directly, and the air strike does not require line of sight from the attacking plane and does not roll to hit, instead hitting automatically.
VehiclesSlow
A vehicle that is designated as slow has a basic move rate of 6" when Advancing and 12" at a Run.
VehiclesSlow Load
The vehicle cannot be given an order until at least one other unit on the same side has already been given orders (whether successfully or not).
If an army is left with a number of units which all have the slow load special rule, when the army receives its first order dice of the turn, put the dice back in the bag and draw again. The next dice drawn for that army can then be allocated to a model with slow load as if another unit had already been ordered.
VehiclesTurret Rear-Mounted Machine Gun
When firing, first select a target for the tank main gun (or co-axial machine gun) and resolve it. Whichever arc the main gun has engaged an enemy, the rear-mounted machine gun can only shoot into the opposite arc.
VehiclesVulnerable
Because of the riveted construction, all shots to the side and rear of the vehicle get an additional +1 penetration modifier.