You are on page 1of 5

Version 1.

MODERN COMBAT
Modern Wargames Rules

www.boltaction.com

TURN SEQUENCE Shooting


1. ORDERS PHASE: • Declare target.
• Draw an order die. • Target reacts.
• Select unit and give it an order. • Measure range and open fire.
• If necessary take an order test. • Roll to hit.
• Execute the units resulting action. • Roll to damage.
• Repeat steps until all units have been ordered. • Target takes casualties.
• Target checks morale.
2. TURN END PHASE:
HIT MODIFIERS
Remove order dice for destroyed units. Return remaining order
The basic chance of hitting a target is a roll of 3+.
dice to the cup, unless retaining Ambush or Down order.
The following modifiers apply.
Shooting at point blank range (6”) ……………………….…….…………. +1
Orders Sniper (ignore terrain) …....…………………………………………………..…... +1
Fire Fire at full effect without moving. Per pin marker on the firer ………………………………….……............ -1
Advance Move normally and then fire. Second shot in same action (Elite infantry) …………………….………… -1
Run Double speed no firing. Also for assaulting. Long range (over ½, except ATGM, Pistol, Advanced Optics & Grenades) …. -1
Ambush No move/fire, but wait for opportunity fire. Inexperienced ………………………………….........………….…….….…….. -1
Rally No move/fire, but lose D6 pin markers. Shape Charge ……………………………………………………….……………… -1
Down No move/fire, but gain an extra -1 to be hit. Fire on the move (except Elite & Fire Control System) ….…………………. -1
Firing team weapon reduced to a single model ……..……………. -1
FUBAR Grenade thrown indirectly …………..……………………………………… -1
If an order test roll comes up two sixes then the order is not Target is ‘down’ infantry or artillery ….…………………………......... -1
given but the player must roll a die and consult the chart below. Target is a single model ………………….…………………….…………….. -1
1 or 2 Friendly Fire: The unit does not move and opens fire Target is moving helicopter ……………………………..…………….……. -1
against a friendly unit, mistaking it for enemy. Place a fire Target is in soft cover (does not combine with hard cover) …….….……. -1
order by the unit. The opposing player chooses the Target is in hard cover (does not combine with soft cover) ………........ -2
target. The target must have an enemy unit within 12”, DAMAGE VALUES
as proximity to enemy is precisely what has caused the The minimum score indicated below is required to score damage.
“friendly fire incident.” If no such target is available the
Troops & Soft-Skinned Targets: Result Needed
unit does not fire and simply goes down.
Inexperienced infantry or artillery ……………………… 3+
3 to 6 Panic! The unit executes a run order and must move as
Regular infantry or artillery ………………………………… 4+
fast as possible away from the closest visible enemy unit.
Veteran infantry or artillery ……………………………….. 5+
If no enemy are visible the unit simply goes down.
All soft-skinned vehicles …………………………………….. 6+
Infantry wearing body armour gain +1 to the damage result needed.
Troop Quality & Morale ROLL TO DAMAGE – ARMOURED TARGETS
Armoured targets cannot be damaged by small arms. For each hit on
TROOP QUALITY MORALE OFFICER MORALE MODIFIER an armoured target by a heavy weapon, roll one die and add the PEN
Inexperienced 8 Squad/Group Leader +1 value of the weapon and any appropriate modifiers.
Armoured Targets: Result Needed
Regular 9 Jihadist Leader +2 Armoured Car/Up-Armoured Soft-Skin ……..………. 7+
Light Tank …………………………………………………………… 8+
Veteran 10 Junior Officer +2
Medium Tank …………………………………….………………..9+
Senior Officer +3 Heavy Tank ………………………………………………..………..10+
Super-Heavy Tank ……………………………………..……….. 11+
Movement PEN Modifiers For Heavy Weapons Against Armoured Targets
Firing at vehicles side or top armour ……..…..………. +1
ADVANCE RUN Firing at vehicles rear armour ………………………….... +2
TYPE
(90° TURNS) (90° TURNS) Target is at long range …………….…………………..…….. -1
Damage Roll Total: Result
Infantry 6” 12”
Less than target’s armour ……………………. No Damage
Tracked Vehicle 10” (1) 20” (0) Equal to target’s armour ……………………… Superficial Damage
Over target’s armour …………………………… Full Damage
Armoured Wheeled Vehicle 12” (2) 24” (1) Over target’s armour +3 ………………………. Massive Damage
Light Wheeled Vehicle 14” (2) 28” (1) Roll on the ‘Damage Results on Armoured Targets’ table (over leaf)
for the effects of the damage.
Damage results on armoured targets Close quarters
INFANTRY VS. INFANTRY
SUPERFICIAL DAMAGE: Roll D6 -3 • Declare target & target reacts.
FULL DAMAGE: Roll D6 • Measure distance and move
MASSIVE DAMAGE: Roll 2D6 and apply both results assaulting models.
OPEN TOPPED HIT BY INDIRECT FIRE: Add +1 • Fight first round of close quarters:
1. Attackers roll to damage.
DIE ROLL EFFECT
2. Defenders take casualties.
Crew Stunned: +1 pin marker. Place a Down order die on the vehicle or charge current order 3. Defenders roll to damage.
1 or less
die to Down. Vehicle is halted and cannot take a further action that turn. 4. Attackers take casualties.
5. Side taking most casualties is
Immobilized: +1 pin marker. Vehicle cannot move for the rest of the game. If the vehicle has
2 already taken an action this turn flip the order die to Down. If a further immobilized result is destroyed.
suffered the vehicle is Knocked Out. • Fight another round in the case
of a tie.
On Fire: +1 pin marker then make a Morale check for the vehicle. If the test is failed, vehicle is • Winner regroups.
3 Knocked Out, otherwise place a Down order die on the vehicle or charge its order die to Down.
Vehicle is halted and cannot take further action that turn. INFANTRY VS. VEHICLES
• Unit without AT weapons test at
4, 5 or 6 Knocked Out: The vehicle is destroyed and becomes a wreck. -3 Morale to assault fully-enclosed
armoured vehicle.
Weapons chart • Roll to hit:
• Vehicle has run: Cannot be hit.
• Vehicle has advanced: 6
SMALL ARMS RANGE SHOTS PEN SPECIAL
• Stationary or halted: 4, 5 or 6
Pistol 6” 2 - Assault, No Long • Roll for damage as for shooting:
• Damage roll = number of hits
Bolt Action Rifle 24” 1 -
scored + D6
SMG 12” 2 - Assault, No Long • Compare total to Damage Value
and roll on Damage Results on
Assault Rifle 24” 2 - Assault Armoured Targets table.
Sniper Rifle 36” 1 - Team, Sniper grenades
LMG/SAW 30” 3 - • Can throw grenades once per
action. Designate a model n the
MMG 36” 4 - Team, Fixed unit that will throw grenades, not
HEAVY WEAPONS (*NOTE) RANGE SHOTS PEN SPECIAL shooting their normal weapon.
• Declare either fragmentation or
HMG 36” 3 +1 Team, Fixed smoke grenade.
• Range of grenades is 2-8”.
Light AT Weapon 12” 1 +6 One Shot, Shape Charge
• No long range modifier.
RPG/SMAW 24” 1 +5 Shape Charge, HE (D3) • Roll 1D6 to hit applying normal to
hit modifiers.
Recoilless Rifle 24” 1 +6 Shape Charge, Team, HE (D3)
• Smoke = 3” smoke.
Shape Charge, Team, Fixed, • Fragmentation = HE (D3).
ATGM 6-60” 1 +6

Automatic Cannon/Chain Gun 48” 3 +3


HE (D2), Guided Missile

Team, Fixed, HE (D3)


smoke
Roll at the start of each turn:
Light AT Gun 48” 1 +4 Team, Fixed, HE (D2) • 1: Smoke dispersed.
• 2: Drifts D6”.
Medium AT Gun 60” 1 +5 Team, Fixed, HE (D2) • 3, 4, 5 or 6: Stays in place.
Heavy AT Gun 72” 1 +6 Team, Fixed, HE (D3)
Impossible shots
Super-Heavy AT Gun 84” 1 +7 Team, Fixed, HE (D6) If shooting to hit value is >6 a further
result of 6 is needed to score a hit.
Grenade Launcher 6-24” 1 HE GL, HE (D3)

Automatic Grenade Launcher 6-24” 2 HE Team, Fixed, GL, HE (D3) HE Shots


Medium Mortar (4” smoke) 18-60” 1 HE Indirect Fire, Team, Fixed, HE (D6) HE PIN PEN
Heavy Mortar (5” smoke) 18-60” 1 HE Indirect Fire, Team, Fixed, HE (2D6) D2 1 +1
Light Howitzer (4” smoke) (0/24)-48” 1 HE Indirect Fire, Team, Fixed, HE (D6) D3 1 +1
Medium Howitzer (5” smoke) (0/24)-60” 1 HE Indirect Fire, Team, Fixed, HE (2D6) D6 D2 +2
Heavy Howitzer (6” smoke) (0/24)-72” 1 HE Indirect Fire, Team, Fixed, HE (3D6) 2D6 D3 +3
*NOTE: Heavy weapons fired against unfortified buildings treat the target as being in soft cover. 3D6 D6 +4
Close Air Support (CAS) Target Buildings (TB)
CAS attacks represent aircraft that are attacking ground targets in A TB building represents a building on the tabletop that has an
support of troops in contact. If air assets are available for a scenario, unknown status. They must be empty at the start of the game
once per game an officer or leader may call for CAS against a target. (enemy units cannot deploy in TB buildings). Not all buildings
To call CAS: should be TB, only specific buildings of interest to a scenario (other
• Request an air strike by placing a Down order on a unit with LOS buildings are “regular” buildings). A TB building will remain TB until
to the target. Mark the target. one of the following occurs:
• Add a CAS die (unique color) to the dice bag. • It is breached by a friendly unit.
• When the CAS die is drawn, roll 1D6 can consult the CAS • It is occupied by enemy forces already in play.
Identification chart. Once either of the above occurs, the building is then treated like a
• Unit requesting CAS must be Down with LOS to the target when regular building. Regular buildings are assaulted using the normal
CAS arrives, otherwise CAS is waved off (CAS may not be called rules for assaulting buildings from the Bolt Action rulebook.
again for the rest of the game).
ASSAULTING
Assaulting a TB building determines the status of the building. A
CAS IDENTIFICATION
unit must use a Run order to assault a TB building. At least one
Air assets are attempting to locate the target. Add the CAS model must make it to an entryway (door or gate), with additional
1, 2 or 3
die back into the dice bag at the end of the turn. models “stacking” up behind the lead model.
Air assets have acquired the target. Roll 1D6 and consult Take an entry test by rolling 1D6 to determine the building status:
4, 5 or 6 • 1 or 2: Building is booby-trapped with an IED. Resolve an IED
the CAS Strike chart.
test by rolling 1D6 and consulting the IED Test table.
• 3 or 4: Building is occupied by 1D3+1 Martyrs armed with
CAS STRIKE assault rifles waiting in ambush.
• 5: The building is unoccupied.
Off target. Target point scatters 2D6" in a random
1 or 2 direction. Resolve HE (2D6) with +3 penetration against
• 6: The building is occupied by an HVT accompanied by two
all units within 6" of the target point. guards with assault rifles.
CLEARING
On target. Resolve HE (2D6) with +3 penetration against
3, 4, 5 or 6 To clear a building the assaulting unit must eliminate all resistance
all units within 6" of the target point.
located inside the building. If the building is not destroyed and is
unoccupied the assaulting unit may move into the building
Helicopters normally. If occupied, the unit must resolve an assault against the
Helicopters are treated as vehicles with some special rules. occupants. Any HVT present is automatically captured if the enemy
MOVEMENT & TRANSPORT unit is defeated in close quarters.
• Helicopters moves using the Advance or Run orders. When SUPPRESSION FIRE
moving they can move to any point on the table. A Run order is Prior to assaulting a TB, units may conduct suppression fire against
required when the helicopter either enters or leaves the table the building. Range is measured to the center of the building. LOS
(cannot do both in the same turn). It can leave or enter the table can be drawn to any part of the building. For each successful hit,
at any point around the edge of the table. roll 1D6 and record a pin on the building for each result of 4+. After
• A Down order is used to either indicate the helicopter is hovering resolving a entry test, if the building is occupied by enemy, roll 1D6
in place, or landing. If landing, place the helicopter on the ground for each pin. For each result of a 6 one of the occupants was killed
within 5” of its current position (facing any direction desired). by the suppression fire and is removed prior to resolving the close
Issuing a Down order to a landed helicopter indicates it will quarter combat.
remain on the ground.
• Units can mount or dismount a landed helicopter using the IED TEST
normal rules for mounting and dismounting vehicles .
A large IED is set off causing 1D6 + 2 hits with a -2
• While hovering, troop s with the Air Mobile special rule can use a 1 or 2 penetration on the breaching unit. The building is destroyed
fast rope insertion to repel down onto the tabletop. Troops must and becomes rubble.
be placed within 6” of the current ground position of the
helicopter (center point on the ground below the helicopters A small IED is set off causing 1D3 + 1 hits with a -1
3 or 4
hovering position). penetration on the breaching unit.
• If an order test is failed the helicopter leaves the table if airborne 5 or 6 The IED is deactivated or fails to go off, no effect.
or stays on the ground if landed.
SHOOTING
• Helicopters can shoot their weapons using the same rules that HELICOPTER DAMAGE
apply to any vehicle. Weapon systems are defined in the Ineffective fire. Helicopter is not damaged and remains
1, 2, 3 or 4
helicopter profiles in each army list. Only door gunners can in play with no ill effects.
conduct shooting while the helicopter is landed.
Effective fire. Helicopter is driven off table. If not
SHOOTING AT HELICOPTERS 5
activated yet, remove an order die from the dice bag.
• Shooting at a helicopter is always done at long range.
• For each hit, roll 1D6. For each result of a 6, roll to Damage using Withering fire. Helicopter takes a direct hit and crashes
the Helicopter Damage table. 6 on the tabletop. Crash location is 2D6 in a random
direction. The helicopter becomes a wreck.
• Helicopters not currently landed or on a Hold order are
considered to be moving (-1 to hit modifier applies).
Special rules Special rules weapons
ELITE: Elite units do not suffer a -1 to-hit penalty when shooting ONE-SHOT: The weapon may only be fired once per game.
while advancing. Elite units can shoot twice on a fire order FIXED: Unit cannot fire when given an advance order. Shooting must
(second shot is -1 to-hit). Elite units also reduce the damage target a unit to the front arc (45°).
value by -1 for enemy units engaged in close quarters. TEAM: Weapon requires at least 2 models to serve the weapon to fire at
LEADER: Leaders include officers and squad leaders that are in full effect. If only one model remains, an additional -1 to hit is applied to
command of one or more units (known as subordinate units). shooting and a -1 to morale checks. (see rules Pg. 50).
Leaders are represented by a single model on a 40mm round SHAPE CHARGE: Weapon suffers an additional -1 to hit for all shooting but
base. Leaders can only be targeted if they are the closest target. does not suffer a -1 on penetration at long range.
If any other non-Leader unit is closer to the shooting unit the
INDIRECT FIRE: Weapon cannot be fired at targets that are within their
leader cannot be targeted (except by snipers). Leaders that
minimum range or less. Indirect fire requires a 6 to hit regardless of
successfully pass a Rally order may instead rally D3 pin markers
modifiers. This improves by 1 each turn the start remains stationary.
off of a friendly unit within 6” (provided that unit is a
Once hit, all subsequent shooting hits on a 2+. Additional information
subordinate unit to the leader).
on pages 53 & 54 of the rulebook.
MARTYRS: When an order test is failed a unit of Martyrs will
SNIPER: When firing on a Fire or Ambush order, rifle range is 36” and all
instead fire at the nearest visible enemy target (if possible).
shooting gains a +1 to hit. Any specific model within a unit may be
Martyrs do not take morale tests and must be killed “to a man”
targeted by shooting. Sniper shooting also ignore all cover the target is
to be removed from play. Martyr units that are defeated in
in when rolling to hit. If shooting on an advance order the shooting is
close quarters treat the result as a tie and continue fighting.
resolve as a regular bolt action rifle.
BODY ARMOUR: Units equipped with body armour increase their
ASSAULT: A model with an assault weapon can make two attacks (against
damage value by 1 against shooting and in close quarters.
infantry) in close quarter fighting. Shooting modifiers for moving apply.
URBAN OPERATIONS: Units with this ability are specially trained
NO LONG: Weapon does not suffer a to hit penalty at long range.
and equipped for combat in urban environments. When a unit
with the Urban Operations special rule assaults a building that is GUIDED MISSILE: Does not suffer the to hit penalty for long range.
occupied by enemy roll 1D6. On a 3+ the enemy unit is stunned GRENADES: Units equipped with grenades have both fragmentation and
and the assaulting unit strikes first before the enemy unit smoke grenades. When throwing, nominate a single model from the
occupying the building. On a 1 or 2 the strikes are simultaneous. unit that will throw the grenades instead of firing their normal weapon.
CLOSE QUARTERS: Unit gains +1 to their damage value in close Grenades can be thrown between 2-8”. Roll to hit using normal
quarters. modifiers. Grenades do not suffer a -1 modifier for long range (No Long).
Grenades can be thrown indirectly (e.g. over obstacles) but suffer a -1 to
GREEN: When the unit takes its first casualty, roll a D6. On a 1
hit if LOS cannot be drawn to the target. Fragmentation grenades do HE
the unit takes D6 pin markers and goes Down. On a 2, 3 or 4 the
(D3) damage. A missed fragmentation grenade has no effect. Smoke
unit continues normally. On a 5 or 6 the units morale is
grenades create a 3” smoke cloud. A missed smoke grenade is placed
upgraded to regular and the unit does not test again for the rest
within 3” of the original target point by the opposing player.
of the battle.
GL (GRENADE LAUNCHER): If the grenade launcher is underslung on an
AMATEUR HOUR: When firing any heavy weapon, before rolling to
assault rifle, the model must choose to fire either the assault rifle or the
hit, roll a D6. On the result of a 1 a catastrophic misfire has
grenade launcher (but not both) when shooting. Grenade launchers fire
occurred and the model carrying the weapon is killed and the
as per thrown grenades, but they do suffer long range modifiers to hit
weapon itself destroyed. If this happens to a team weapon the
and use their own weapons statistics per the weapons chart.
entire team is immediately destroyed. On a 2+ the weapon fires
normally. Special rules Vehicles
RELUCTANT FIGHTERS: Units of reluctant fighters must always test ADVANCED AMMUNITION: Vehicles equipped with advanced ammunition
when given an order, even if they do not have pin markers. do not suffer a -1 penetration modifier at long range when firing AT
Additionally, each pin marker on the unit counts as two for the rounds and gain a +1 penetration modifier when firing at under ½ range.
purposes of the orders test. When firing HE rounds the main gun does HE (D6). Advanced
FIRST AID: When the unit suffers a casualty from shooting roll ammunition ignores soft and hard cover to-hit modifiers when shooting.
1D6. On the result of 6 the casualty is ignored. ADVANCED ARMOUR: Shots against vehicles side armour do not gain +1
AIR MOBILE: Unit may use the fast rope insertion capability for PEN while shots against the rear armour are reduced to +1 PEN.
helicopters. Additionally, the vehicles front armour is increased by +1.
RECYCLE: When this unit is eliminated from the game it will FIRE CONTROL SYSTEM: Vehicles equipped with a fire control system do not
recycle onto the table from a predesignated location (such as a suffer a -1 to hit penalty for shooting while moving.
building or similar feature – if none exists it can be a designated ADVANCED OPTICS: Vehicles equipped with advance optics do not suffer a
entry point on the table). The predesignated location must be -1 to hit penalty when shooting at long range. Vehicles may also ignore
positioned within the insurgent deployment zone. If the smoke when choosing a target for shooting.
predesignated area is overrun by enemy forces the unit no MINE RESISTANT AMBUSH PROTECTED (MRAP): When a MRAP vehicle is
longer recycles onto the table. Victory points for eliminated struck by an IED, it is only possible to achieve a superficial damage result
recycle units must be tracked for each time the are eliminated if the vehicle is successfully penetrated.
from the game. Recycling may can also be tied to a specific
SLAT OR REACTIVE ARMOUR: When a unit fires a weapon with the Shape
objective on the table (if taken by enemy forces recycling ends).
Charge special rule against a vehicle with slat armour ignore the rules for
Note that when recycling is no longer possible the effect is
Shape Charge. Instead, apply a -1 to hit modifier when shooting and
immediate (units waiting to return can no longer do so).
reduce the penetration value by 1D6.
TOUGH FIGHTERS: Each model in the unit has two attacks in close
TRANSPORT (X): The vehicle can transport “x” number of figures.
combat regardless of what weapon is carried.
CREWED: The vehicle can move and fire while not carrying a unit.
Victory points for asymmetrical engagements
Asymmetrical engagements require a different approach to victory points given how difficult it is to inflict casualties on “western” troops
and how quickly insurgents and poorly trained locals are killed during the game. As a result, I suggest using the rules below for determining
victory points at the end of a game. In general, objectives should be worth +3VPs for whichever side controls them at the end of the game.
The term insurgents below is also inclusive of military forces fighting against western militaries (such as pre-occupation Iraqi Army forces).
INSURGENTS
• Gain +1VP for each individual western military figure removed as a casualty.
• Gain +2VP for each soft-skinned western military vehicle destroyed.
• Gain +3VP for each western military armoured vehicle destroyed.
• Gain +3VP for each objective taken/held at games end (can be modified by scenarios).
WESTERN MILITARIES
• Gain +1VP for each destroyed enemy vehicle.
• Gain +1VP for each non-vehicle unit (includes teams and leaders) removed that does not have the recycle special rule.
• Gain +½VP for each enemy unit removed that has the recycle special rule.
• Gain +3VP for each objective taken/held at games end (can be modified by scenarios).

Acknowledgement
Although I’ve put together this rules modification I am not
responsible for the majority of the rules that are summarized within.
I’d like to acknowledge the following:

WARLORD GAMES
For creating BOLT ACTION and the countless hours of fun I’ve had playing the game.

AMBUSH ALLEY GAMES


For creating FORCE ON FORCE and its many supplements,
of which the FALLUJAH supplement in particular has been sourced in part for inspiration and guidance.

And last but not least, the creator of this Google document:
https://docs.google.com/document/d/1gWyBFp1NmJrMXbWc_Dh-ulvglntzCb7U-HIZ-IfLB68/pub
Which provided ideas on weapons equivalency.

You might also like