(Last updated 25/4/19)
Welcome to Tales Of Action! This is a fan-created set of additional rules and army lists that allow you to play out battles between G.I. JOE and Cobra on the table top using Warlord Games’ excellent Bolt Action rule set.
These rules are designed so that players can enjoy balanced, narrative games with their friends and family. Though every rule and unit in this game was designed to align with and to play against existing Bolt Action armies and rules, they are not official and as the author, I do not recommend their use in competitive events. The following rules are NOT OFFICIAL and should not be played as such.
I would like to acknowledge the amazing work that the authors of the Bolt Action rules and supplements have put into creating such a rich and vibrant tabletop war-game. I would also like to acknowledge the fantastic gentlemen at Clockwork Goblin for their work in creating Konflikt '47 from which I borrow a very few unit special rules. Please support Warlord Games by buying the Bolt Action rules if you are interested in playing this game.
I would like to thank the extremely talented Jayson Gardener for letting me use pictures of his loving converted and beautifully painted models from his blog, Doctor Merkury's Lab, throughout this document. I also would also like to thank Dave Munro, Topher Buckle, Jonathan George, Peter West, Brian Ward and Ian Weighhill for taking the time to help me proofread these rules and for being my sounding board.
I would like to acknowledge the amazing work that the authors of the Bolt Action rules and supplements have put into creating such a rich and vibrant tabletop war-game. I would also like to acknowledge the fantastic gentlemen at Clockwork Goblin for their work in creating Konflikt '47 from which I borrow a very few unit special rules. Please support Warlord Games by buying the Bolt Action rules if you are interested in playing this game.
I would like to thank the extremely talented Jayson Gardener for letting me use pictures of his loving converted and beautifully painted models from his blog, Doctor Merkury's Lab, throughout this document. I also would also like to thank Dave Munro, Topher Buckle, Jonathan George, Peter West, Brian Ward and Ian Weighhill for taking the time to help me proofread these rules and for being my sounding board.
I have enjoyed and played Warlord Game’s WW2 rule set Bolt Action for many years now and, thanks to the advent of shared 3D print files and boutique conversion parts, I have recently been able to convert up G.I. Joe and Cobra forces in 1/56 scale. Wanting to play with these armies, I have combed through every existing Bolt Action supplement to find the closest match to vehicles in the JOE-verse. I have then slightly modified these vehicle profiles to make them line up with their Joe counterparts.
What follows is a beta set of the rules. I hope you enjoy them. Please let me know if you play test these rules and have feedback about their balance and playability. I am looking for whatever serious I can find. Please message me at “whatisabattle (at) gmail dot com” with any feedback you may have. Thank you for your time and I hope you enjoy the rules!
PLEASE NOTE: This is still project is not 100% complete. Special Characters, Dreadnoks, Zartan, ninja, narrative and competitive play scenarios, and MUCH MUCH MORE... are currently missing. I am hoping to have most of these elements added soon.
PLEASE NOTE: This is still project is not 100% complete. Special Characters, Dreadnoks, Zartan, ninja, narrative and competitive play scenarios, and MUCH MUCH MORE... are currently missing. I am hoping to have most of these elements added soon.
Special Rules
The following special rules are designed to be used in conjunction with the Bolt Action Second Edition Rule set. Please use these rules as written; although, I might recommend, given the more modern era of this game, that players ignore the “Turret Jam” rule.
Modern Assault Weapons:
Assault rifles in the 80’s had come quite a way since the StG44 used in World War 2. As such, I thought that it would be a good idea to try and update the basic weapons carried by infantry in this game. Except for assault rifles, please use rules for small arms as described in the basic Bolt Action rules. Replace the rules for assault rifles with the following.
Modern Assault Weapons: These weapons are fired like rifles between the ranges of 12 and 24 inches and within 12 inches these weapons can be used like submachine guns. This is to represent the firer needing to aim at longer ranges if they hope to hit their target and these weapons’ ability to spray bullets at closer ranges in a higher volume.
Optional Rules: LASERS!!! If you are more of a fan of the cartoon than the comics and you want your Joes and Cobras to use laser rifles, I recommend that you just use the basic rifle profile as a “counts as” laser rifle.
Running boards:
Some vehicles have running boards or steps built onto the outside of the vehicle to allow infantry models to hitch a ride. Though this can be an effective way to transport small groups of infantry models, riding on the outside of a vehicle when it is taking fire can be a hazardous predicament to find oneself in.
Infantry models that are small enough to fit on these vehicles treat the vehicle as though it is a normal transport with the following exception. Riders must immediately disembark if the vehicle that they are riding upon is fired upon. Regardless of what kind of weapon is shooting at the tank, so long as the firer is within range of the vehicle, the riding unit immediately disembarks when the shot is declared and before rolling dice to determine hits. Riders forced to disembark in this way immediately go ‘down.’
Limited Ammo:
All of the Snowcat's weapons have limited ammo. |
Jetpack:
Units with the jetpack rule may move up to 12” when advancing and 18” when running. Jetpack moving this way troops ignore any terrain restrictions on their movement, but must not end their flight in impassable terrain. Infantry with the jetpack rule may elect to move as normal infantry at the start of their activation, in which case they follow all normal rules for infantry movement.
Units using jetpacks to assault are treated as in the open if they are targeted by ambushing fire. If they are attacking units behind obstacles, use the standard rules for assaulting units in cover as described in the Bolt Action Rulebook.
Units using jetpacks to assault are treated as in the open if they are targeted by ambushing fire. If they are attacking units behind obstacles, use the standard rules for assaulting units in cover as described in the Bolt Action Rulebook.
Tow Hook:
Many vehicles in the Joe-verse come with hooks to tow vehicles. To represent this on the table top, vehicles with the “Tow Hook” special rule can pull light and medium anti-tank weapons, light howitzers and light anti-aircraft weapons as if they have a tow capacity but cannot fire weapons in the same turn that they do so. They crew are too busy making sure that the towed weapons do not flip over. When towing, these vehicles cannot make a “run” move. Vehicles with a tow hook may not transport other units at the same time (that includes running boards) as these spaces are taken up by the crew and essential hardware.
HELICOPTERS
Helicopters are an integral part of “modern” combat forces and every force portrayed in the Joe-verse regularly used them. Choppers from the smallest FANG to the mighty G.I.JOE Tomahawk graced the pages of the comic and were fan favourite toys. The problem is that helicopters do not appear in Bolt Action anywhere.
These rules more than any other require the most play testing and player feedback. I would appreciate your thoughts about them. Please try them out and let me know what you think.
Helicopters may move in one of two of the following ways on the tabletop. They may “hover” or they may “land/take off.”
Hovering:
Though helicopters are capable of high speeds, for the purposes of this rule set, we will assume that they are slowing down enough to meaningfully engage with the other units on the tabletop. As such:
The Cobra Cicada transport helicopter dislodges its crew |
When hovering, helicopters that are given a “run” order may make up to one, 90° turn before moving. After this turn it may move up to 30 inches in a straight line. Helicopters moving like this may not fire any weapons as the pilots and passengers are holding on during this rapid movement.
Helicopters that are hovering may not be given a “down” order by the controlling player. However, if a hovering helicopter is forced to turn its dice to the “down” position because of a result on the vehicle damage results table or because it has failed an order test, it counts as being “stunned.” If this should occur, a “stunned” helicopter remains in place, hovering in the sky. It does not move as its pilot fights with the controls and its passengers cannot board or exit the vehicle as it is too far from the ground.
When hovering, helicopters ignore the effects of all terrain that they cross when moving because they are flying over it. Helicopters cannot finish their move above impassible terrain. The one exception to this rule is smoke. Helicopters are affected by smoke normally regardless where they are on the tabletop.
Helicopters are not the easiest things to hit, especially when rapidly moving. Units firing at hovering helicopters suffer a -1 penalty to hit (even if the helicopter did not move this turn). This increases to a -2 penalty if the helicopter has “run” this turn. Only small arms, pintle mounted weapons, other aircraft (including other helicopters) and weapons that have the flak special rule may fire upon a hovering helicopter. Also, although helicopters usually have a degree of armoured plating, it can be daunting to be in one when fired upon by heavier weapons because of this, light and medium machine guns may apply pins to helicopters even though they do not have an armour penetration value. These pins can be ignored by regular and veteran helicopters as per the usual Bolt Action rules.
Note when shooting at a hovering helicopter measure the distance from the firing unit to the helicopter’s base, then add 6 inches to account for the chopper’s distance from the ground. Hovering helicopters cannot be assaulted in close combat. If a unit with a weapon that has a six inch range is touching the helicopter's base, the unit may fire at the helicopter as if it is exactly 6 inches away.
Hovering helicopters cannot be assaulted (they can be assaulted when landed though). Units transported in hovering helicopters cannot dismount unit the unit has landed.
A helicopter that is immobilised counts as being destroyed.
Cobra Commander flees to a waiting FANG |
Hovering helicopters cannot be assaulted (they can be assaulted when landed though). Units transported in hovering helicopters cannot dismount unit the unit has landed.
A helicopter that is immobilised counts as being destroyed.
If a helicopter with a transport capability is destroyed, use the rules for destroyed transports as detailed in the Bolt Action rules with the following exception. If a transport helicopter is destroyed, each unit onboard suffers 1 hit per model – roll this number of hits against the unit, apply damage and remove casualties as normal. After this is resolved, any survivors are immediately forced to dismount normally. Models forced to dismount must be placed within D6’’ of their transport and then go/remain "down."
Units with 3 inches of a helicopter when it is destroyed count as though they have been hit by a medium mortar.
Units with 3 inches of a helicopter when it is destroyed count as though they have been hit by a medium mortar.
Landing/Taking off.
Helicopters cannot land within 6 inches of a vehicle, building or ruins or area terrain. If a vehicle moves within 6 inches of a helicopter on the ground this does not prevent that helicopter from taking off.
Helicopters that are landing must be given a “down” order and are removed from their flying stand and are placed directly on the tabletop. A landing helicopter may not move but when initially landing, may make up to one, 90° turn. Once they have done this, models may embark and disembark from them as detailed in the Bolt Action rules, as if they were any other transport. While landed, helicopters may fire weapons normally.
Helicopters that are taking off must be given a “fire” order and must be placed atop their flying stand normally. A helicopter taking off may not move but may make up to one, 90° turn and can fire its weapons normally. Once it has taken off it once again assumes to be hovering. See the rules for hovering helicopters above.
Helicopters that land or take off within 6 inches of a smoke template will dissipate that template on the roll of a 4+.
So long as you have sufficient points remaining, you
can always stop at any stage and start again with a second reinforced platoon,
and then a third, and so on, adding as many platoons as your points will allow.
Force selection rules
There are
many different ways to play out battle between G.I. Joe and Cobra on the
tabletop. The conflicts presented on the pages of the comic book range from
small commando style raids all the way up to full armoured assaults. Keeping
this in mind I have modified the standard reinforced platoon rules for Bolt
Action to allow players to field a wider variety of forces than would be
normally be possible.
Should you
wish to play friends who are using standard Bolt Action forces, please use the
standard reinforced platoon rules as specified in the Bolt Action rulebook.
Alternatively they could construct a force using the following modified
reinforced platoon structure so that you both have armies build using the same
rules.
If you are
like me and would like to field games with even more vehicles than what these
rules allow for, I would recommend using the Bolt Action Tank Wars platoon
selector. In these platoons, helicopters count as armoured cars.
A force using
these rules must be comprised of one or more modified reinforced platoons chosen
from one of the following Army Lists. Each modified reinforced platoon is made
up according to the table below.
Reinforced Platoon
|
|
1
|
Lieutenant – First or Second
|
2
|
Infantry Squads
|
Plus
|
|
0-4
|
Infantry Squads
|
0-1
|
Medic
|
0-1
|
Forward Observer
|
0-1
|
Intelligence Officer
|
0-1
|
Machine Gun Team
|
0-1
|
Mortar Team
|
0-1
|
Sniper Team
|
0-1
|
Flamethrower Team
|
0-1
|
Anti-tank Team
|
0-1
|
Field Artillery, Anti-aircraft or Anti-tank gun
|
0-1
|
Dog Handler Team
|
0-2
|
Rapid Assault Vehicle
|
0-2
|
Armoured Vehicle
|
0-1
|
Helicopter
|
0-1
|
Transport vehicle or tow (soft skins or armoured) per infantry
and artillery unit in the reinforced platoon.
|
When picking a force begin with the first reinforced
platoon and start by fulfilling its minimum requirement of 1 Lieutenant and 2
infantry squads. Once this is done, pick from the other units given until the
total requisition value of your units reaches the agreed maximum value for the
force or as close as you can get.
Games can be as epic as you would like them to be! The sky is the limit! |
Note that transports can always be included up to one
vehicle for every infantry and artillery unit in the reinforced platoon. This
enables infantry to be mounted into carriers if desired, HQ units to have jeeps
or similar vehicles, and artillery and anti-tank guns to have prime movers.
It is perfectly possible to spend all the points
available on one large reinforced platoon, or to buy several smaller reinforced
platoons allowing for a higher proportion of specialised units. This is
entirely up to the player, but always keep in mind that the total value cannot
exceed the maximum total requisition points agreed for the force.
The Forces Of G.I. JOE
Army Special Rules
Modern Communications
When a units take an order test to move from reserve onto the table, do not apply the usual -1 penalty, but use their basic Morale value instead.
Never Give Up
Members of America’s elite anti-terrorism squad don't give in easily! Every Infantry unit in this army pays for and gains the “Stubborn” rule.
Types of Units
The list is divided into categories as follows.
Infantry: Headquarter Units, Infantry Units and Teams
Artillery: Field Artillery, Anti-tank guns and Anti-aircraft guns
Vehicles: Armoured vehicles, Rapid assault vehicles, Helicopters and Transports and tows.
INFANTRY
Headquarter Units
Each platoon is centred upon a core that includes a headquarters unit who control the operation at the ground level. These might be named characters with special rules or, if you, the player decide to go with a more basic leader, a generic leader using the “officer” profile. Other HQ units can be added to the force, including higher-ranking officers, as well as medical units and supporting observers.
Officer
Cost
|
Second Lieutenant 66pts (veteran)
First Lieutenant 91pts (veteran)
|
Composition
|
1 officer and up to 2
further men
|
Weapons
|
Pistol, submachine gun,
rifle, or modern assault weapon as depicted on the models
|
Options
|
-The officer may be
accompanied by up to 2 men at the cost of +14pts per man
|
Special Rules
|
- Stubborn: Members of America’s elite anti-terrorism squad don't give
in easily! If forced to check their morale, then they always test on their
full morale value, ignoring any pin markers.
|
Medic (Doc/Lifeline)
Cost
|
31pts (veteran)
|
Composition
|
1 medic and up to 2 further
men
|
Weapons
|
Pistol or none, as depicted
on the model
|
Options
|
- The medic may be
accompanied by up to 2 men at a cost of +14pts per man.
|
Special Rules
|
- Stubborn: Members of America’s elite anti-terrorism squad don't give
in easily! If forced to check their morale, then they always test on their
full morale value, ignoring any pin markers.
|
Communications Specialist
Cost
|
- Dial Tone ‘counts as” Artillery Forward Observer 116pts (veteran)
- Breaker ‘counts as” Air Force Forward Observer 91pts (veteran)
|
Composition
|
1 Communications Specialist and up to 2 further men
|
Weapons
|
Pistol, submachine gun,
rifle, or modern assault weapon as depicted on the models
|
Options
|
- The Specialist may be
accompanied by up to 2 men at a cost of +14pts per man.
|
Special Rules
|
- Stubborn: Members of America’s elite anti-terrorism squad don't give
in easily! If forced to check their morale, then they always test on their
full morale value, ignoring any pin markers.
|
Intelligence Officer (Chuckles)
Cost
|
40pts (veteran)
|
Composition
|
1 Intelligence Officer
|
Weapons
|
Pistol
|
Special Rules
|
-May only be taken when
added to an officer unit (may not be taken as an individual unit)
-Intelligence: Once per
game, at the beginning of any turn, the Intelligence Officer may act on
intelligence gathered about the enemy’s force before the first dice is drawn
from the dice bag. Roll a D6. On a 3+, the G.I. JOE player may choose a die
from the bag for the first activation.
- Stubborn: Members of America’s elite anti-terrorism squad don't give
in easily! If forced to check their morale, then they always test on their
full morale value, ignoring any pin markers.
|
Infantry Squads And Teams
G.I JOE Combat Teams
Cost
|
Veteran Infantry 42pts
|
Composition
|
1 NCO and 2 men
|
Weapons
|
Rifles
|
Options
|
- Add up to 7 additional men with rifles at +14pts each
- The NCO and up to 9 men can have submachine guns instead of rifles
for +3pts each
- The NCO and up to 9 men can have modern assault weapons instead of
rifles for +4pts each
- Up to 2 men can have a light machine gun for +20pts – for each light
machine gun included another man becomes the loader
- The squad can be given anti-tank grenades for +2pts per man
|
Special Rules
|
- Stubborn: Members of America’s elite anti-terrorism squad don't give
in easily! If forced to check their morale, then they always test on their
full morale value, ignoring any pin markers.
|
Specialists
This Joe squad has Alpine, Quick Kick AND Roadblock! |
You can assign and upgrade multiple squads with specialists simultaneously. For example, you assign Stalker and Gung-Ho to a squad and that unit would gain both of their special abilities but it would need to pay the points values for both special abilities, per man. Each Joe is an individual and can only be used once per force (your army cannot have more than one Snake Eyes for example)!
Name
|
Cost
and Special Rules
|
Roadblock
|
+35 points – Roadblock replaces one of the squad’s
light machine gunners. He uses all of the rules of what a light machine
gunner can do, including moving and firing in the same turn, but count his
weapon as a heavy machinegun.
|
Snake Eyes
|
+2pt per model in the unit
including Snake Eyes - Tough Fighter
and this unit counts has Observers/Snipers for set-up purposes.
|
Stalker
|
+1pt per model in the unit
including Stalker – Behind Enemy Lines:
When coming onto the table from outflank, this unit adds one to its roll to
determine if it comes on the table.
|
Gung-Ho
|
+1pt per model in the unit including
Gung-Ho - Tough Fighter
|
Blowtorch
|
+20pt – One of the unit’s models is replaced by a
flamethrower trooper – another man becomes an assistant.
|
Recondo
|
+2pt per model in the unit
including - Jungle Troopers. Infantry
with this rule treat all woods and forests as open ground for movement
purposes. Trees count as heavy cover for units with this special rule.
|
Alpine
|
+1pt per model in the unit
including Alpine - Mountain Troopers.
Infantry with this rule treat all rough ground as open ground for movement
purposes. Water does not count for this rule.
|
Quick Kick
|
+1pt per model in the unit
including Quick Kick – Tough Fighter
|
Torpedo
|
+1pt per model in the unit
including Torpedo- Frogmen. Infantry
with this rule treat water features like rivers and ponds as open ground for
movement purposes.
|
Medium Machine Gun Team (Rock ‘N Roll)
Cost
|
66pts (veteran)
|
Team
|
3 men
|
Weapon
|
1 medium machine gun
|
Special Rules
|
-
Team Weapon
-
Fixed
-
Stubborn: Members of America’s elite anti-terrorism
squad don't give in easily! If forced to check their morale, then they always
test on their full morale value, ignoring any pin markers.
|
Bazooka Team (ZAP)
Cost
|
79pts (veteran)
|
Team
|
2 men
|
Weapon
|
1 bazooka
|
Special Rules
|
-
Team Weapon
-
Shaped Charge
-
Stubborn: Members of America’s elite anti-terrorism
squad don't give in easily! If forced to check their morale, then they always
test on their full morale value, ignoring any pin markers.
|
Sniper (Low Light)
Cost
|
68pts (veteran)
|
Team
|
2 men
|
Weapon
|
Sniper has a bolt-action rifle, spotter has a pistol
|
Special Rules
|
-
Team Weapon
-
Sniper
-
Stubborn: Members of America’s elite anti-terrorism
squad don't give in easily! If forced to check their morale, then they always
test on their full morale value, ignoring any pin markers.
|
Blowtorch (Flamethrower Trooper)
Note: Blowtorch cannot be used twice. He can be part
of a squad or used here as a small team.
Cost
|
66pts (veteran)
|
Team
|
2 men
|
Weapon
|
1 flamethrower
|
Special Rules
|
-
Team Weapon
-
Flamethrower
-
Stubborn: Members of America’s elite anti-terrorism
squad don't give in easily! If forced to check their morale, then they always
test on their full morale value, ignoring any pin markers.
|
Medium Mortar (Short Fuse)
Cost
|
66pts (veteran)
|
Team
|
3 men
|
Weapon
|
1 medium mortar
|
Special Rules
|
-
Team Weapon
-
Fixed
-
Indirect Fire
-
Stubborn: Members of America’s elite anti-terrorism
squad don't give in easily! If forced to check their morale, then they always
test on their full morale value, ignoring any pin markers.
|
Dog Handler (Mutt and Junkyard)
Cost
|
20pts (veteran)
|
Team
|
1 handler
|
Weapon
|
The handler has a
submachine gun and a dog
|
Special Rules
|
-
Tough Fighter
-
Spotting:
Hidden units are revealed if a dog team moves to (or is deployed) within 24”
of them.
-
Stubborn: Members of America’s elite anti-terrorism
squad don't give in easily! If forced to check their morale, then they always
test on their full morale value, ignoring any pin markers.
|
ARTILLERY
Field Artillery
The Mountain Howitzer
Cost
|
90pts (veteran)
|
Crew
|
4 men
|
Weapon
|
1 medium howitzer
|
Options
|
- May add a spotter for
+10pts
|
Special Rules
|
-
Team Weapon
-
Fixed
-
Gun shield
|
Anti-Tank Guns
The MMS (Mobile Missile System)
Cost
|
112pts (veteran)
|
Crew
|
3 men
|
Weapon
|
1 super heavy anti-tank gun
on a rotating platform. Limited ammo (3).
|
Options
|
- May add a spotter for
+10pts
|
Special Rules
|
-
Team Weapon
-
Fixed
-
Flak
-
Versatile: May
fire as a medium howitzer
-
Lightweight:
The MMS must be towed to move. It counts as a medium anti-tank gun for towing
purposes.
|
The HAL (Heavy Artillery Laser)
Cost
|
126pts (veteran)
|
Crew
|
4 men
|
Weapon
|
1 heavy anti-tank gun
|
Options
|
|
Special Rules
|
-
Team Weapon
-
Fixed
-
Lightweight: The
HAL must be towed to move. It counts as a medium anti-tank gun for towing
purposes.
|
Anti-Aircraft Guns
The Flak (Attack Cannon/ Field Light Attack Cannon)
Cost
|
72pts (veteran)
|
Crew
|
3 men
|
Weapon
|
1 heavy automatic cannon on
a rotating platform
|
Options
|
|
Special Rules
|
-
Team Weapon
-
Fixed
-
Flak
|
VEHICLES
Rapid assault
vehicles
The RAM Motorcycle
Cost
|
32pts (inexperienced), 40pts(regular),
48pts(veteran)
|
Weapons
|
1 forward-facing MMG covering the front arc
|
Damage Value
|
6+ (soft-skin)
|
Options
|
|
Special Rules
|
-
Recce
-
Turn on the spot: The Ram is so small and agile that
it can turn on the spot enabling it to execute a full speed Run 'reverse',
finishing the move facing in the direction of travel.
|
The VAMP
Cost
|
30pts (veteran)
|
Weapons
|
None
|
Damage Value
|
6+ (Soft Skin)
|
Options
|
-
May have a pintle-mounted HMG with a 360-degree arc
for +25pts.
-
May have 1 turret mounted missile rack with a
360-degree arc for +60pts (treat this as a Panzerschreck with a range of
36”). Limited Ammo (4).
|
Special Rules
|
- Running Boards (3)
- Tow hook
|
The A.W.E. Striker
Cost
|
75pts (Veteran)
|
Weapons
|
Light Automatic Cannon in
360-degree pintle mount
|
Damage Value
|
6+ (Soft Skin)
|
Options
|
|
Special Rules
|
-All Terrain Vehicle –
Vehicles with this rule may advance through round ground designated as sandy
or rocky at a rate of 6”, with a single 90-degree turn.
-Recce
-Running Boards (4)
|
The Polar Battle Bear Snowmobile
Cost
|
47pts(Veteran)
|
Weapons
|
1 forward-facing MMG
|
Damage Value
|
6+ (Soft Skin)
|
Options
|
- May add one set of forward facing, one shot rockets for +10pts.
These count as a single Panzerfaust.
|
Special Rules
|
-
Running boards
(2)
-
Recce
|
Armoured Vehicles
The Snowcat
Cost
|
152pts (Veteran)
|
Weapons
|
1 turret mounted missile rack (treat this as a Panzerschreck with a
range of 36”). Limited Ammo (4).
|
Damage Value
|
7+ (tankette)
|
Options
|
- May add Snow Torpedoes covering the front arc for +20pts. These count as a single weapon and are a
one-shot weapon with a range of 18 inches. Snow torpedoes can only target
buildings or stationary vehicles (or vehicles that have not moved yet that
turn). They are fired as normal except that regardless of the modifiers the
torpedoes hit on a 5+. If they hit the
target vehicle suffers a hit with a Pen of +5.
|
Special Rules
|
- Open-topped
- Running Boards (2)
- Flak
- Tow hook
|
The Toss N’ Cross (Bridge Layer)
Cost
|
164pts (Veteran)
|
Weapons
|
1 forward facing
casement-mounted medium howitzer
|
Damage Value
|
8+ (light tank)
|
Options
|
|
Special Rules
|
-
Open-topped
-
Tow hook
|
The Slugger
Cost
|
212pts (Veteran)
|
Weapons
|
1 forward-facing heavy
howitzer and 1 crew carried LMG with 360-degree arc of fire
|
Damage Value
|
8+ (Light Tank)
|
Options
|
|
Special Rules
|
-
Stabilizer
jacks
-
Open-topped
-
The crew can
either shoot the Slugger’s main gun, or the LMG, but not both.
|
The Wolverine
Cost
|
145pts (Veteran)
|
Weapons
|
1 turret mounted ground-to-ground missile system (treat this as a
Panzerschreck with a range of 36”). Limited ammo (6).
|
Damage Value
|
7+ (tankette)
|
Options
|
|
Special Rules
|
-
Open-topped
-
Tow hook
|
The MAULER Battle Tank
Cost
|
402pts (veteran)
|
Weapons
|
1 turret-mounted medium
anti-tank gun
|
Damage Value
|
10+ (Heavy Tank)
|
Options
|
May have additional pintle-mounted MMG for +15pts
|
Special Rules
|
-
Armoured all around:
The Mauler’s sloped hull was almost as thickly armoured at the sides and rear
as at the front – so no modifiers apply for penetration when shooting at the
sides, rear. All shots count the full armour value.
-
Tow hook
|
Cost
|
392pts (veteran)
|
Weapons
|
1 turret-mounted heavy
anti-tank gun
Cupola turret-mounted MMG
|
Damage Value
|
10+ (Heavy Tank)
|
Options
|
May have additional pintle-mounted MMG for +15pts
|
Special Rules
|
-
Amphibious
-
Tow hook
|
Helicopters
The Dragonfly XH-1 (Assault Helicopter)
Cost
|
108pts (veteran)
|
Weapons
|
1 chin-turret mounted MMG
that cannot swivel to fire in the rear arc.
|
Damage Value
|
7+ (armoured helicopter)
|
Transport
|
None
|
Options
|
- May add 1 forward facing mounted missile rack for +30pts (treat this
as a Panzerschreck with a range of 36”). Limited Ammo (2).
- May add 1 forward facing light automatic cannon for +35pts
|
Special Rules
|
-
Running Boards
(2)
-
Helicopter
|
The Tomahawk Transport Helicopter
Cost
|
125pts (veteran)
|
Weapons
|
1 chin-turret mounted HMG
that cannot swivel to fire in the rear arc.
|
Damage Value
|
7+ (armoured helicopter)
|
Transport
|
Up to 6 men
|
Options
|
- May add 1 forward facing mounted missile rack for +30pts (treat this
as a Panzerschreck with a range of 36”). Limited Ammo (2).
- May add two
pintle-mounted MMG’s (one covering the left arc and one covering the right
arc) for +30pts for the pair.
|
Special Rules
|
-
Helicopter
-
Open-topped –
on turns where the pintle-mounted machine guns are fired or when passengers
board or disembark from this vehicle, this vehicle counts as open-topped.
|
Transports and Tows
This armoured convey waits to roll out! |
The Armoured Personnel Carrier (APC)
Cost
|
145pts (veteran)
|
Weapons
|
1 turret-mounted Light
Automatic Cannon
|
Damage Value
|
7+ (armoured car)
|
Transport
|
Up to 18 men
|
Tow
|
Light, medium or heavy
anti-tank gun; light or medium howitzer; a light or heavy anti-aircraft gun.
|
Special Rules
|
-
Amphibious
-
Open-topped
|
The VAMP Jeep
Cost
|
30pts (veteran)
|
Weapons
|
None
|
Damage Value
|
6+ (Soft Skin)
|
Transport
|
Up to 3 men
|
Special Rules
|
Running Boards (3)
|
Light Truck
Cost
|
25pts (inexperienced), 31pts
(regular), 37pts (veteran)
|
Weapons
|
None
|
Damage Value
|
6+ (soft-skin)
|
Transport
|
Up to 8 men
|
Tow
|
Light howitzer; light or
medium anti-tank gun; light anti-aircraft gun
|
Options
|
May have a pintle-mounted
MMG covering the forward arc for +15pts
|
The Truck
Cost
|
31pts (inexperienced), 39pts
(regular), 47pts (veteran)
|
Weapons
|
None
|
Damage Value
|
6+ (soft-skin)
|
Transport
|
Up to 12 men
|
Tow
|
Light howitzer; light or
medium anti-tank gun; any anti-aircraft gun
|
Options
|
May have a pintle-mounted
MMG covering the forward arc for +15pts
|
The Forces of COBRA
Army Special Rules
Endless Horde Of Minions:
A Cobra force may include up to 1 free 10 man inexperienced
or regular unit of Cobra Troopers for every three or more of the same troop
type that is purchases. For example, an
army that contains three regular Cobra Trooper squads may include a free squad
of regular Cobra Troopers. This free squad must pay for any upgrades that
it is equipped with.
Everyone Looks The Same:
If an
infantry squad’s NCO is killed, roll a D6. On the score of a 1, the NCO is
removed as normal. On the roll of a 2 or higher, one of the other troopers
takes over the squad and leads it just as effectively as before. To represent
this leave the NCO in place and remove any other model instead (it is assumed
the new ‘squad leader’ swaps his weapons with the ones carried by the NCO, if
different). If the NCO is successfully replaced the unit does not suffer the
usual –1 morale penalty for losing its NCO.
Types of Units
The list is divided into categories as follows.
Infantry: Headquarter Units, Infantry Units and Teams
Artillery: Field Artillery, Anti-tank guns and Anti-aircraft guns
Vehicles: Armoured vehicles, Rapid assault vehicles, Helicopters and Transports and tows.
INFANTRY
Headquarter Units
Each platoon is centred upon a core that includes a headquarters unit who control the operation at the ground level. These might be named characters with special rules or, if you, the player decide to go with a more basic leader, a generic leader using the “officer” profile. Other HQ units can be added to the force, including higher-ranking officers, as well as medical units and supporting observers.
Cobra Officer
Cobra Officers are the front line leaders of Cobra's forces. In order to survive the constant machinations of Cobra Commander these faceless leaders must be ambitious, ruthless and and extremely lucky. Most are not.
Cost
|
Second Lieutenant 35pts
(inexperienced), 50pts (regular) 65pts (veteran)
First Lieutenant 60pts
(inexperienced), 75pts (regular) 90pts (veteran)
|
Composition
|
1 officer and up to 2
further men
|
Weapons
|
Pistol, submachine gun,
rifle, or modern assault weapon as depicted on the models
|
Options
|
-The officer may be
accompanied by up to 2 men at the cost of +7pts per man (inexperienced),
+10pts per man (regular) +13pts per man (veteran)
|
The Baroness serves as Cobra's chief intelligence officer and is Cobra Commander's "right hand woman." Though she is fanatically devoted to Cobra and its goals, her loyalties are divided when it comes to her feelings about Destro.
Cost
|
39pts (veteran)
|
Composition
|
1 Cobra Intelligence
Officer
|
Weapons
|
Pistol, submachine gun,
rifle, or modern assault weapon as depicted on the models
|
Special Rules
|
-May only be taken when
added to an officer unit (may not be taken as an individual unit)
-Intelligence: Once per
game, at the beginning of any turn, the Intelligence Officer may act on
intelligence gathered about the enemy’s force before the first dice is drawn
from the dice bag. Roll a D6. On a 3+, the Cobra player may choose a die
from the bag for the first activation.
|
Tele-Vipers (Cobra Communications Specialist)
Tele-Vipers possess the very best communication hardware and are trained to use it. Their gear includes a automatic
frequency hopper, cryptography unit, and jamming/anti-jamming equipment. It is no surprise that no expense is spared when it comes to their training and equipment, Cobra Commander wants to make sure that his underlings do exactly what he wants.
Cost
|
Tele-Vipers may be used to represent one of the two following entries.
This must be declared and paid for in the player’s army list accordingly.
-
Artillery Forward Observer 100pts (regular)
-
Air Force Forward Observer 75pts (regular)
|
Composition
|
1 Communications Specialist and up to 2 further men
|
Weapons
|
Tele-Viper - Pistol or none, as
depicted on the model
Accompanying men - Pistol,
submachine gun, rifle, or modern assault weapon as depicted on the models
|
Options
|
- The Specialist may be
accompanied by up to 2 men at a cost of +10pts per man.
|
Ruthless and ambitious, Dr. Venom was Cobra's lead scientist for years creating, amongst other things, the infamous Brainwave Scanner. His life was brought to an end by the mercenary Quinn.
Cost
|
Dr. Venom 35pts (veteran)
|
Composition
|
Dr. Venom and up to 2 bodyguards
|
Weapons
|
Dr. Venom - Pistol or none, as
depicted on the model
Bodyguards - Pistol,
submachine gun, rifle, or modern assault weapon as depicted on the models
|
Options
|
- Dr. Venom may be accompanied by up to 2 bodyguards at a cost of
+13pts per man (veteran)
|
Special Rules
|
- When Dr. Venom is used to roll against casualties within 6",
the controlling player may remove a model from a friendly unit to receive +1
on these rolls for the remainder of the turn.
|
Infantry Squads And
Teams
Cobra Troopers
The basic foot soldiers of Cobra's legions are made up of disenfranchised and angry individuals who are looking for a better way. Cobra's promises of wealth, power and glory are enticing temptations for those desperate and/or ambitious enough to join up to be a part of the cause.
The basic foot soldiers of Cobra's legions are made up of disenfranchised and angry individuals who are looking for a better way. Cobra's promises of wealth, power and glory are enticing temptations for those desperate and/or ambitious enough to join up to be a part of the cause.
Cost
|
35pts (inexperienced), 50pts
(regular)
|
Composition
|
1 NCO and 4 men
|
Weapons
|
Rifles
|
Options
|
- Add up to 7 additional men with rifles at +7pts each (inexperienced)
or +10pts each
(regular)
- The NCO and up to 12 men can have submachine guns instead of rifles
for +3pts each
- The NCO and up to 12 men can have modern assault weapons instead of
rifles for +4pts each
- Up to 1 man can have a light machine gun for +20pts -for each light
machine gun included another man becomes the loader
- Up to 1 man can carry a light RPG in addition to other weapons for
+5pts each. (light RPG’s count as Panzerfausts)
- The squad can be given anti-tank grenades for +2pts per man
- The squad can be Shirkers for -3pts a model. Shirker squads to not gain access to more than three submachine guns or modern assault weapons (total) as they are not seen as valuable enough to waste these resources on. |
Special Rules
|
- Shirkers (if taken).
|
Vipers are
the backbone of the Cobra Legions. Better trained and equipped than their Cobra Trooper counterparts, they have the motivation and the capability to get the job done.
Cost
|
50pts (regular)
|
Composition
|
1 NCO and 4 men
|
Weapons
|
Rifles
|
Options
|
- Add up to 5 additional men with rifles at +10pts each (regular)
- The NCO and up to 9 men can have submachine guns instead of rifles
for +3pts each
- The NCO and up to 9 men can have modern assault weapons instead of
rifles for +4pts each
- Up to 2 men can have a light machine gun for +20pts -for each light
machine gun included another man becomes the loader
- Up to 2 men can carry a light RPG in addition to other weapons for
+5pts each. (light RPG’s count as Panzerfausts)
- The squad can be given anti-tank grenades for +2pts per man
|
Special Rules
|
-
|
The Eels are some of Cobra's most elite troopers. Rigorously trained for aquatic operations, insertions and assaults, these "frogmen" are formidable foes.
Cost
|
75pts (veteran)
|
Composition
|
1 NCO and 4 men
|
Weapons
|
Spear guns – (treat as
rifles)
|
Options
|
- Add up to 5 additional men with rifles at +15pts each
- The NCO and up to 9 men can have submachine guns instead of rifles
for +3pts each
- The NCO and up to 9 men can have modern assault weapons instead of
rifles for +4pts each
- Up to 2 men can have a light machine gun for +20pts -for each light
machine gun included another man becomes the loader
- The squad can be given anti-tank grenades for +2pts per man
|
Special Rules
|
-
Stubborn
-
Frogmen.
Infantry with this rule treat water features like rivers and ponds as open
ground for movement purposes.
|
If the Eels are Cobra's special forces, then the Snow Serpents are a cut above. Only the most talented and determined Eel's have the opportunity to become Snow Serpents. Trained in advanced arctic warfare, parachute insertion and anti-tank tactics. Snow Serpents are simply some of the best soldiers in Cobra.
Cost
|
70pts (veteran)
|
Composition
|
1 NCO and 4 men
|
Weapons
|
Rifles
|
Options
|
- Add up to 5 additional men with rifles at +14pts each
- The NCO and up to 9 men can have submachine guns instead of rifles
for +3pts each
- The NCO and up to 9 men can have modern assault weapons instead of
rifles for +4pts each
- Up to 2 men can have a light machine gun for +20pts -for each light
machine gun included another man becomes the loader
- Up to 3 men can have an anti-tank rocket in addition to other
weapons for +5pts each. (Anti-tank rockets count as Panzerfausts)
- The squad can be given anti-tank grenades for +2pts per man
- The squad may be mountain trooper for +1pt per man.
|
Special Rules
|
-
Stubborn
-
Mountain
Troopers (if taken). Infantry with this rule treat all rough ground as open
ground for movement purposes. Water does not count for this rule.
|
In addition to being highly trained and capable soldiers, members of the elite Crimson Guard are required to have degrees in accounting, law or business. They are often used for deep cover infiltration missions posing as civilians in important positions of power or politicians to further Cobra's aims. Members of the Guard are some of the most loyal and unwavering troops in Cobra's cause.
Cost
|
80pts (veteran)
|
Composition
|
1 NCO and 4 men
|
Weapons
|
Rifles
|
Options
|
- Add up to 5 additional men with rifles at +16pts each
- The NCO and up to 9 men can have submachine guns instead of rifles
for +3pts each
- The NCO and up to 9 men can have modern assault weapons instead of
rifles for +4pts each
- Up to 2 men can have a light machine gun for +20pts -for each light
machine gun included another man becomes the loader
- Up to 1 man can carry a light RPG in addition to other weapons for
+5pts each. (light RPG’s count as Panzerfausts)
- The squad can be given anti-tank grenades for +2pts per man
|
Special Rules
|
- Fanatic
|
Cobra Air Troopers (Jetpack Troopers)
Cobra Air Troopers are trained in the use of jetpacks and advanced assault tactics and are often part of vanguard of Cobra attacks where they rapidly reconnoitre the area before rapidly striking the weakest elements of their enemy's defences.
Cobra Air Troopers are trained in the use of jetpacks and advanced assault tactics and are often part of vanguard of Cobra attacks where they rapidly reconnoitre the area before rapidly striking the weakest elements of their enemy's defences.
Cost
|
105pts (veteran)
|
Composition
|
1 NCO and 4 men
|
Weapons
|
Rifles
|
Options
|
- Add up to 3 additional men with rifles at +21pts each
(veteran)
- The NCO and up to 7 men can have submachine guns instead of rifles
for +3pts each
- The NCO and up to 7 men can have modern assault weapons instead of
rifles for +4pts each
- The squad can be given anti-tank grenades for +2pts per man
|
Special Rules
|
- Jetpack
|
Cost
|
21pts (veteran)
|
Composition
|
1 SNAKE Armour Operator
|
Weapons
|
Submachine guns
|
Options
|
-
Add up to 2 additional SNAKE Armour Operators at +21pts
each
(veteran)
-
Up to three SNAKE Armour Operators can have modern
assault weapons instead of submachine
guns
for +4pts each
-
Up to three SNAKE Armour Operators can have light
machine guns instead of submachine guns for +12pts each.
These do not require loaders and users do not suffer the -1 to hit for not
having a loader.
-
If the unit of SNAKE Armour suits is a full squad of
3, one suit may have a flamethrower for +20pts and another can have a
Panzerfaust for +5 points.
|
Special Rules
|
-
Large Infantry
- Units with this rule count triple when calculating capacity for
transports. For example, 3 suits of SNAKE armour require a carrying capacity
of at least 9 to carry. In addition, these suits are too bulky to ever ride
on vehicle running boards.
-
Armoured - A unit with the “armoured” special rule
rolls a D6 every time an opponent rolls equal or over its Damage Value; the damage
is ignored on a roll of 4+.
-
Slow - Squads with the “slow” special rule have a
base move of 4” rather than the normal 6”.
|
BATs (Cobra Android Troopers)
Cost
|
80pts(regular)
|
Composition
|
5 Android Troopers
|
Weapons
|
Rifles
|
Options
|
- Add up to 5 additional BATs with rifles at +16pts each
- Up to 10 androids can have submachine guns instead of rifles for
+3pts each
- Up to 10 androids can have modern assault weapons instead of rifles
for +4pts each
- Up to 1 android may have a flamethrower for +20pts.
- The squad can be given anti-tank grenades for +2pts per man
|
Special Rules
|
-
Tough - A unit with the
tough special rule rolls a D6 every time an opponent rolls equal or over its
Damage value; the damage is ignored on a roll of 5+. Weapons with a damage
penetration modifier of +2 or greater negate this special rule.
-
Fanatic
-
Brainless – This squad always counts as having lost
its NCO and as a result always suffers a -1 to its morale value.
|
Cost
|
35pts (inexperienced), 50pts(regular),
65pts (veteran)
|
Team
|
3 men
|
Weapon
|
1 medium machine gun
|
Special Rules
|
-
Team Weapon
-
Fixed
|
Rocket Propelled Grenade Team
Cost
|
56pts (inexperienced),
80pts (regular), 104pts (veteran)
|
Team
|
2 men
|
Weapon
|
1 RPG (Counts as a Panzerschrek)
|
Special Rules
|
-
Team Weapon
-
Shaped Charge
|
Sniper
Cost
|
50pts (regular), 65pts (veteran)
|
Team
|
2 men
|
Weapon
|
Sniper has a bolt-action rifle, spotter has a pistol
|
Special Rules
|
-
Team Weapon
-
Sniper
|
Flamethrower Team
Cost
|
50pts (regular), 65pts (veteran)
|
Team
|
2 men
|
Weapon
|
1 flamethrower
|
Special Rules
|
-
Team Weapon
-
Flamethrower
|
Medium Mortar
Cost
|
35pts (inexperienced), 50pts(regular),
65pts (veteran)
|
Team
|
3 men
|
Weapon
|
1 medium mortar
|
Special Rules
|
-
Team Weapon
-
Fixed
-
Indirect Fire
|
ARTILLERY
Field Artillery
The S.M.S. (Sentry Missile System)
Cost
|
52pts (inexperienced), 65pts
(regular), 78pts (veteran)
|
Crew
|
4 men
|
Weapon
|
1 High Explosive Missile
Rack.
|
Options
|
|
Special Rules
|
-
Team Weapon
-
Fixed
-
Multiple
Launcher
|
Anti-Aircraft Guns
The A.S.P. (Assault System Pod)
Cost
|
96pts (inexperienced), 120pts
(regular), 144pts (veteran)
|
Crew
|
4 men
|
Weapon
|
1 heavy anti-tank gun on a
rotating platform
|
Options
|
- May add a spotter for
+10pts
|
Special Rules
|
-
Team Weapon
-
Fixed.
-
Flak
-
Versatile: May
fire as a light howitzer
-
Lightweight:
The ASP must be towed to move. It counts as a medium anti-tank gun for towing
purposes.
|
VEHICLES
Rapid assault
vehicles
The FERRET
Cost
|
34pts (regular), 45pts(veteran)
|
Weapons
|
Forward facing MMG
|
Damage Value
|
6+ (Soft Skin)
|
Options
|
-
May add one set of forward facing, one shot rockets
for +10pts. These count as a single Panzerfaust.
-
May add one forward facing, anti-tank rifle for
+15pts.
|
Special Rules
|
-All Terrain Vehicle –
Vehicles with this rule may advance through round ground designated as sandy
or rocky at a rate of 6”, with a single 90-degree turn.
-Recce
-Too Many Weapons For One
Driver - The Ferret can fire no more than two of its weapons in a given turn.
|
The Thunder Machine
Cost
|
85pts (regular)
|
Weapons
|
2 forward facing MMG’s
|
Damage Value
|
7+ (armoured car)
|
Options
|
|
Special Rules
|
-
Rocket Booster:
If the Thunder Machine is issued a run order, it may engage its rocket
booster. If it does, it may add an additional 6 inches to its move but it
cannot turn during its entire move that turn.
-
Running Boards
(4)
|
The Stinger
Cost
|
57pts (inexperienced), 76pts (regular), 95pts (veteran)
|
Weapons
|
1 turret mounted missile rack (treat this as a Panzerschreck with a range of 36”). Limited Ammo (4).
|
Damage Value
|
6+ (Soft Skin)
|
Options
| |
Special Rules
|
- Flak
- Running Boards (2)
- Tow hook
|
The Baroness supervises the loading up of a Stinger and a HISS tank. |
The HISS Tank
Cost
|
101pts (inexperienced), 135pts
(regular), 169pts (veteran)
|
Weapons
|
1 turret-mounted heavy automatic
cannon with a 360-degree arc of fire
|
Damage Value
|
8+ (Light Tank)
|
Options
|
May replace the heavy automatic cannon with 1 turret mounted missile
rack (treat this as a Panzerschreck with a range of 36”) for +22pts. Limited
Ammo (4).
|
Special Rules
|
-
Open-topped
-
Fast Tank –
Treat this vehicle as though it is a halftrack despite the fact that it is
fully tracked.
-
Flak
-
Running Boards
(2)
-
Tow hook
|
The C.A.T. (Motorized Crimson Attack Tank)
Cost
|
386pts (veteran)
|
Weapons
|
1 turret-mounted heavy
anti-tank gun
Cupola turret-mounted MMG
|
Damage Value
|
10+ (Heavy Tank)
|
Options
|
May have additional pintle-mounted MMG for +15pts
|
Special Rules
|
- Tow hook
|
The Cobra Wolf
Cost
|
167pts (veteran)
|
Weapons
|
1 turret mounted missile rack (treat this as a Panzerschreck with a
range of 36”). Limited Ammo (4).
1 pintle-mounted heavy machinegun.
|
Damage Value
|
7+ (tankette)
|
Options
|
- May add Snow Torpedoes covering the front arc for +20pts. These count as a single weapon and are a
one-shot weapon with a range of 18 inches. Snow torpedoes can only target
buildings or stationary vehicles (or vehicles that have not moved yet that
turn). They are fired as normal except that regardless of the modifiers the
torpedoes hit on a 5+. If they hit the
target vehicle suffers a hit with a Pen of +5.
|
Special Rules
|
- Open-topped
- Flak (only on machinegun)
|
Helicopters
The Cobra F.A.N.G. (Fully Armed Negator Gyrocopter)
Cost
|
56pts (inexperienced), 75pts
(regular), 94pts (veteran)
|
Weapons
|
1 forward-facing LMG
|
Damage Value
|
7+ (armoured helicopter)
|
Transport
|
None
|
Options
|
- May add up to two sets of forward facing, one shot rockets for
+10pts. These each count as a single Panzerfaust.
|
Special Rules
|
-
Running Boards
(2)
-
Helicopter
-
Open topped
|
The Cobra Cicada Transport Helicopter
Cost
|
103pts (regular), 129pts (veteran)
|
Weapons
|
1 chin-turret mounted MMG
that cannot swivel to fire in the rear arc.
|
Damage Value
|
7+ (armoured helicopter)
|
Transport
|
Up to 11 men
|
Options
|
|
Special Rules
|
-
Helicopter
-
Open-topped –
on turns where the pintle-mounted machineguns are fired or when passengers
board or disembark from this vehicle, this vehicle counts as open-topped.
|
Transports and Tows
Field Car/Jeep
Cost
|
17pts (inexperienced), 21pts
(regular), 25pts (veteran)
|
Weapons
|
None
|
Damage Value
|
6+ (soft-skin)
|
Transport
|
Up to 3 men
|
Tow
|
Light howitzer; light
anti-tank gun; light anti-aircraft gun
|
Light Truck
Cost
|
25pts (inexperienced), 31pts
(regular), 37pts (veteran)
|
Weapons
|
None
|
Damage Value
|
6+ (soft-skin)
|
Transport
|
Up to 8 men
|
Tow
|
Light howitzer; light or
medium anti-tank gun; light anti-aircraft gun
|
Options
|
May have a pintle-mounted
MMG covering the forward arc for +15pts
|
The Truck
Cost
|
31pts (inexperienced), 39pts
(regular), 47pts (veteran)
|
Weapons
|
None
|
Damage Value
|
6+ (soft-skin)
|
Transport
|
Up to 12 men
|
Tow
|
Light howitzer; light or
medium anti-tank gun; any anti-aircraft gun
|
Options
|
May have a pintle-mounted
MMG covering the forward arc for +15pts
|
Outstanding!
ReplyDeleteWOW! Fantastic
ReplyDeleteAmazing
ReplyDeleteCOOOOOOOOOOOOBRAAAAA!!!
ReplyDelete