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Tales Of Action V1.5

(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. 

Growing up in the 80’s was a special time in my life and toys like the Transformers, MASK, He-Man and The Thundercats were are favourites of mine but as a child nothing compared to G.I. JOE for me. I was obsessed and while I enjoyed the cartoons, it was Larry Hama’s writing on the comic books and the matching toy file cards that hooked my imagination. To my parents, it seemed like every cent that I earned or was given as a child was sunk into my Joe toy and comic collection. Given this passion, it is not terribly surprising that as an adult I love table top gaming and toy soldiers so much.

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.

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. 

Units with running boards will have a number in parenthesis next to the listing of this special rule, this number indicates the number of infantry models that can be carried by that vehicle. For example: Running Boards (2) means that that vehicle can carry up to two infantry models. Please note that vehicles may have running boards and a transport capacity. These vehicles can transport squads in each space but transported squads cannot be spread across the spaces. So a VAMP JEEP, for example, could transport a small team on its running boards and another in its transport capacity but could not hold a squad of five models between the two. 

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.
Many weapons in the Joe-verse carry a limited number of rounds, particularly missile racks and rocket weapons. It would be impractical to reload these weapons in the heat of the battle so once these weapons systems have fired all of their shots they may not shoot again. Weapons with limited ammo rule will have a number in parenthesis next to the listing of this special rule, this number indicates the number of shots that the weapon is allowed to take before running out of ammunition. 

            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. 

          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 an “advance” order may move up to 15 inches in any direction on the tabletop and may make a maximum of up to two, 90° turns. Helicopters moving like this may fire their weapons normally.

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. 
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.
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+.

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!
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.
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!
There is only one infantry squad listed in the G.I. JOE army list to provide a general entry (see above) that can be used to represent units of Joes on the tabletop. These units can be tailored to fit more specific combat roles by including specialists that bolster and modify the rules for those particular units. When you pay the price for that Joe, he or she replaces one of the members of the generic squad and you must pay the additional points per man in that squad to give the whole squad that specialist’s special rules.

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.

Mobile and versatile, the VAMP gets the job done!
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 ranges in for another shot!
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

This MOBAT has just come in from the field and needs to have its whitewash refreshed!
The MOBAT Tank

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)

Baroness (Cobra Intelligence Officer)
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.

Dr. Venom
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. 
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). 

These Vipers guard the back entrance to the Cobra base.
Vipers
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
-

EELs (Cobra Frogmen)
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.

Snow Serpents (Arctic Warfare Specialists)
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.

Crimson Guard
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.
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

The Baroness brought the toughest bodyguards around to the clandestine meeting. 
SNAKE ARMOUR
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.


Medium Machine Gun Team
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.
Armoured Vehicles


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

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