Bayonet & Spade - Bolt Action in The Great War - 0.0.5 'Christmas Truce'
Bayonet & Spade - Bolt Action in The Great War - 0.0.5 'Christmas Truce'
ENGINEERS
Engineers are often the principle fortification experts of the battlefield. They receive a +1 bonus
to mine clearance, and can remove up to 6” of a section of barbed wire when they cross it.
DEMOLITION CHARGES
Once per game, an engineer unit issued a Down order can place a demolition charge at any
point adjacent to one of its members. Note an order test must be made to issue the Down order. The
engineer unit may detonate the charge after being issued an Advance, Fire, or Ambush order. The
charge may not be detonated if the placing unit is currently Down. The charge is treated as HE(3"). A
demolition charge may be defused if at least one of its members is adjacent to the charge and a Down
order has been issued. Note an order test must be made to issue the Down order.
NEW SPECIAL RULES
GRENADE EXPERTS
Though most armies in the Great War employed grenades widely, and to almost all troops,
certain specialized troops were given additional training in the use of the hand grenade, putting it to
deadly effect in close combat.
Whenever a squad with the Grenade Experts special rule opts to throw a Hand Grenade when
shooting, they get d6 shots instead of d3; they likewise get an additional d6 hits in the initial round of
fighting in close combat instead of d3. Additionally, when Grenade Experts assault, the defending
squad cannot react by shooting.
SEDITIOUS
Moreso perhaps than any other war in modern history, the Great War was marred by
widespread desertion, political agitation, and sometimes even outright mutiny. While some of these
actions were considered by the common troops to be harmless (such as the Christmas Truce of 1914, in
which Entente and Central Powers troops refused to fight each other and fraternized for the holiday),
often these actions were more insidious, up to encouraging men to turn their rifles on their superiors.
If an army includes at least one Seditious squad, then at the beginning of the game that Army’s
player chooses up to two Inexperienced squads, or a single Regular squad among the opposing army(s).
(Multiple squads with the Seditious rule have no additional effect.)
The chosen squads gain the Shirkers rule for the entirety of the game.
STORM OF LEAD
The devastating power of the machine gun shook the military establishments of the world. First
shown in force during the Russo-Japanese War of 1904-1905, still yet the true impact of the new
weapon system was not fully appreciated in time for the start of the Great War. Infantry tactics were
woefully unprepared for the killing power of the machine gun.
All Machine Gun Teams in Bayonet & Spade have this rule. Whenever a Machine Gun Team
scores three or more hits on a non-vehicle target, the target takes an additional pin.
1: Miscalculation Either the observer or the artillery barrage has made a terrible mistake in the heat of
battle. Move the point token 3d6" in a random direction, then place a 9” diameter
Gas Cloud at the new location. If any units are caught within the Gas Clouds as
they're deployed, resolve a Gas Attack against them immediately.
2-3: Delay The battery is probably busy with another fire mission in another part of the battle. The
player making the barrage can move the token up to 12”. Roll again at the beginning
of the next turn.
4-6: Gas Deployed. Place a 9” diameter Gas Cloud at the targeted location. If any units are caught within
the Gas Clouds as they're deployed, resolve a Gas Attack against them immediately.
THE GAS CLOUD, AND RESOLVING A GAS ATTACK
The Gas Cloud marker represents a cloud of toxic gas. A unit is considered to move through a
Gas Cloud if they pass within the 6" diameter of the Gas Cloud marker at any time during their turn,
provided they are not more than 1" above it in elevation or on the other side of a solid wall during this
time. A unit is considered to be within a Gas Cloud if they stop within the diameter of it in the same
manner.
As with Smoke Clouds, Gas Clouds count as Dense Terrain and Soft Cover.
At the beginning of every turn after a Gas Cloud is deployed, roll a d6. On a 1, the cloud
disperses-- remove the Gas Cloud marker. otherwise, move the Gas Cloud Marker d2" in a random
direction. The Gas Cloud marker will not pass through solid walls, and will move over obstacles shorter
than 1" in height. The Gas Cloud Marker cannot move more than 1" upward in a turn; if moving it
would exceed 1" of vertical climb, it stops just before. If the Gas Cloud marker would move off the
table, remove it.
When a non-vehicle unit moves through a Gas Cloud, or a Gas Cloud moves through a unit,
resolve a Gas Attack against the entire unit. In doing so, roll on the Gas Attack chart. If the unit has
Gas Masks on, subtract 3 from the roll. If the unit is partially or wholly within the Gas Cloud as their
move (or the Gas Cloud's move) ends, add 1 to the roll.
Whenever a unit is subject to a Gas Attack, they may react by going Down in order to put on
Gas Masks (detailed below).
4 or less: No Harm. The vehicle and its crew is generally unimpeded by the gas, The vehicle suffers no
adverse effects.
5-6: Crew Panics. The crew panics as their vehicle is surrounded by gas, the driver frantically reversing and
the crew stricken with fear. The Vehicle takes 1 pin marker. If the vehicle is partially or
wholly in the Gas Cloud, it immediately moves out of the Gas Cloud in a direction of
the player’s choice, then goes Down.
7 or more: Crew The vehicle crew breaks into a full-blown terror, threatening to abandon reason and flee
Loses Their Nerve. their vehicle. The vehicle takes d3+1 pin markers, then immediately must make a
Morale test (applying the freshly-added pin markers). If the vehicle fails the Morale
test, the crew abandons it and it is considered destroyed.
WEAPONS & EQUIPMENT
Included here are a number of weapons and equipment, of which are not detailed in the Bolt
Action 2nd Edition Core Rulebook. The equipment which is taken from supplemental Bolt Action
materials will be detailed as such, and operates identical to its counterpart there; additionally, there are
several entirely new weapons and equipment detailed here, which operate as described.
HAND GRENADE
Range: 9"
Shots: d3
Pen: -
A squad equipped with Hand Grenades may have one model throw a Hand Grenade, attacking
with this profile. When doing so, the shooter does not suffer the normal -1 penalty for moving and
shooting. If at least two of these shots hit, the target takes an additional pin marker.
Additionally, when Assaulting, a squad equipped with Hand Grenades gets an additional d3 hits
in close combat; these hits do not score additional hits with the Tough Fighters rule.
BANGALORE TORPEDOES
Bangalore Torpedoes were designed to clear mines, barbed wire and other obstacles from a
distance.
Taken from the D-Day: Overlord campaign book. To use Bangalore Torpedoes the unit must
start their turn within 2" of the target then Advance outside of 2" of the target. At that point the
explosives detonate and the player tests to see if the target is destroyed. To detonate a Bangalore
torpedo all friendly units must be outside of 2" of the target.
GEBALLTE LADUNG
Range: 6"
Shots: 1
Pen: HE
HE 2”, Single Use
The Geballte Ladung (literally bundled charge) is an improvised explosive device put into use
by the German Empire's troops during the later war period. Used for destruction of fortifications, and
later tanks, it was constructed by bundling together the explosive charge of seven Stielhandgrenates to a
single fuse.
INFANTRY GUN
Range: 48”
Shots: 1
Pen: HE
HE 1”
Common to all nations, small-caliber ‘Infantry Guns’ were light, direct-fire man-portable
artillery pieces designed often to fire the smallest possible projectile which could be allowed to carry
explosives; the Hague Convention of 1899 dictated that explosive projectiles must be of at least 400
grams, which lead to most nations adopting a 37mm infantry gun.
Infantry Guns do not count as artillery for the purpose of the Fixed rule; that is, they can be
moved by their weapon team a full 12” when given a Run order.
RIFLE GRENADES
Range: 6-18”
Shots: 1
Pen: HE
HE 1”, Indirect Fire
A mainstay of many armies from the mid-war years onward, Rifle Grenades provided a way for a
soldier on foot to project explosive firepower further than a hand grenade could be thrown, but without
the encumbrance of carrying a mortar or light artillery piece.
Taken from the Armies of France & the Allies sourcebook. A soldier armed with Rifle Grenades
may fire a Rifle Grenade as an alternate fire mode of their standard rifle; it does not replace their rifle,
and as such they can still fire it as normal.
SKIS
Taken from the Finnish force selection list in the Armies of Italy & the Axis sourcebook. Troops
equipped with skis ignore movement penalties for snow and other winter conditions.
SEMI-AUTOMATIC RIFLE
Range: 24”
Shots: 1
Developed in very limited numbers in the Great War, still yet nations such as France used the
Semi-Automatic Rifle to effect, issuing them often to veteran troops and others that were best suited to
their use.
Troops armed with Semi-Automatic Rifles operate identically to those with standard Rifles,
except that they take no penalty to hit when Advancing and firing. This is identical to the US Army
Special Rule Fire and Maneuver from the core Bolt Action rules.
ARMIES OF THE ENTENTE
FRANCE
ÉLAN
The French Army of the Great War believed heavily in the primacy of the spirit over the
material-- that is, its soldiers were expected to be brave, bold, & favor the offensive over the defensive.
To reflect this drive many soldiers had, & the driven quality of their officers, squads within the
morale bonus range of an officer gain the Stubborn special rule. French officers may not be issued a
Down order (but may still be forced to go Down).
The single exception to this rule is when a French officer is subject to a Gas Attack; they may be
issued a Down order in reaction in order to attempt to don their gas masks (even the bravest French
officers knew to fear a gas attack!)
THE ‘FRENCH 75’
Numerous and pivotal to the French war effort was the Canon de 75 modèle 1897, known
colloquially as the ‘French 75’. One of the first truly modern artillery pieces, it featured a hydro-
pneumatic recoil system, effectively eliminating the need to re-aim the artillery piece after each shot.
Additionally, its early adoption allowed the French army to amass a great number of them.
French armies get a single free Regular experience Light Artillery team, in addition to the one
they may purchase.
Additionally, this large number of artillery pieces allowed the French artillery batteries to be
plentiful and responsive. When calling in an Artillery Barrage, the French player may reroll the first
Delay result (2 or 3 on the die) on the Artillery Barrage table.
French Great War Reinforced Platoon
1 Lieutenant - 1st or 2nd
2 Infantry Sections
1 Free Light Artillery
Plus
0-3 Infantry Sections
0-1 Captain or Maj0r
0-1 Medic
0-1 Artillery Observer
0-1 Infantry Gun or Field Artillery
0-1 or 0-2 Machine Gun Team or CSRG Automatic Rifle Teams
0-1 Mortar Team
0-1 Sniper Team
0-1 Gas Team or Flamethrower Team
0-1 Heavy Weapon Tow
0-1 Armored Car
0-1 Tank
HEADQUARTERS
OFFICER
Cost 2nd Lieutenant: Inexperienced: 35pts; Regular: 50pts; Veteran: 65pts
1st Lieutenant: Inexperienced: 60pts; Regular: 75pts; Veteran: 90pts
Captain: Inexperienced: 95pts; Regular: 110pts; Veteran: 125pts
Major: Inexperienced: 135pts; Regular: 150pts; Veteran: 165pts
Composition 1 Officer & up to 2 further men
Equipment Pistol, Rifle, or Semi-Automatic Rifle (MAS 1873, Mle. 1892, Pistol 7.65mm “Ruby”, Pistol
Star Mle. 1914; Lebel Mle. 1886, Berthier Mle. 1907/15, RSC Mle. 1917, RSC Mle. 1918)
Options May add up to 2 men (Inexperienced 7pts/man; Regular 10pts/man; Veteran
13pts/man)
Special Rules Stubborn
ARTILLERY OBSERVER
Cost Regular: 100pts; Veteran: 115pts
Composition 1 Observer & up to 2 further men
Equipment Pistol or Rifle (MAS 1873, Mle. 1892, Pistol 7.65mm “Ruby”, Pistol Star Mle. 1914; Lebel
Mle. 1886, Berthier Mle. 1907/15)
Options May add up to 2 men (Regular 10pts/man; Veteran 13pts/man)
Special Rules Forward Position
MEDIC
Cost Regular: 23pts; Veteran: 30pts
Composition 1 Medic & up to 2 Assistant
Equipment Pistol (MAS 1873, Mle. 1892, Pistol 7.65mm “Ruby”)
Options May add up to 2 assistants (Regular 10pts/man; Veteran 13pts/man)
Special Rules Medic
INFANTRY SELECTIONS
INFANTRY SECTION
The ‘Poilus’, literally ‘Hairy Ones’, as they were nicknamed, the average French infantryman in
the Great War was a conscript, like most other European countries. Called up for service for three
years, then a reservist for seven, most of these reservists were called up for service in the Great War.
The stereotypical Poilu had a reputation for bravery and endurance, though not always fanatical loyalty.
The French infantryman was armed with the Lebel Mle. 1886/M93. Revolutionary in the 19 th
century, it was outdated by the Great War. They wore, at first, stark blue coats with red pants, sticking
out sorely, which would later be replaced by a gray-blue uniform. They would adopt the Adrian Helmet
in 1915, a crested helmet with a similar blue finish.
Cost Inexperienced: 35pts; Regular: 50pts; Veteran: 65pts
Composition 1 NCO accompanied by 4 men
Equipment Rifles (Lebel Mle. 1886, Berthier Mle. 1907/15)
Options May add up to 7 additional men (Inexperienced 7pts/man; Regular 10pts/man;
Veteran 13pts/man)
[Mid] Up to one man may replace their Rifle with an Automatic Rifle (Mle. 1915 CSRG)
(+5pts)
[Mid] If no Automatic Rifle is taken, up to one man may replace their Rifle with a Light
Machine Gun. Another man becomes the loader (Hotchkiss Mle. 1909) (+20pts)
[Mid] Up to one man may take Rifle Grenades (VB Launcher) (+20pts)
[Mid] If Rifle Grenades were not taken, the squad may be equipped with Hand Grenades
(F-1) (+10pts)
[Late] If the squad are Veterans, up to three men that have taken no other firearm may
replace their Rifles with Semi-Automatic Rifles (RSC Mle. 1917, RSC Mle. 1918)
(+1pt/man)
Special Rules Green (If Inexperienced)
CAVALRY SECTION
The French Cavalry was envisioned at the outset of the war as the spearpoint of their oft-
disparaged ‘Cult of the Offensive’ in what they had expected to be a war of movement. Thoroughly
outdated, the most elite of their cavalry, the Cuirasseurs, entered the war still wearing breastplates. By
the middle point of the war many cavalrymen in the French army would be fighting alongside the
infantrymen in the trenches.
Cost Inexperienced: 45pts; Regular: 60pts; Veteran: 75pts
Composition 1 NCO accompanied by 4 men
Equipment Carbines & Cavalry Swords (Berthier Mle. 1907/15, Berthier Mle. 1916; Mle. 1871 Sword)
Options May add up to 7 additional men (Inexperienced 9pts/man; Regular 12pts/man;
Veteran 15pts/man)
[Mid] Up to one man may replace their Rifle with a Light Machine Gun. Another man
becomes the loader (Hotchkiss Mle. 1909) (+20pts)
[Mid] The squad may be equipped with Hand Grenades (F-1) (+10pts)
[Late] If the squad are Veterans, up to three men that have taken no other firearm may
replace their Rifles with Semi-Automatic Rifles (RSC Mle. 1917, RSC Mle. 1918)
(+1pt/man)
Special Rules Green (If Inexperienced), Cavalry
CHASSEURS ALPINS SECTION
Nicknamed the ‘Blue Devils’, the Chasseurs Alpins were one of the more elite French infantry
organizations, consisting of specially-trained mountain warfare troops (the name Chasseurs Alpins
literally meaning ‘Alpine Hunters’). Formed in 1888 from the French Light Infantry in preparation for
a defense against Italian aggression, the assurance that Italy would not enter the war on the side of the
Central Powers led to the French moving the Chasseurs Alpins to the Western Front, where they would
go on to be some of the most distinguished fighters of the Great War.
Cost Regular: 55pts; Veteran: 70pts
Composition 1 NCO accompanied by 4 men
Equipment Rifles (Lebel Mle. 1886, Berthier Mle. 1907/15)
Options May add up to 7 additional men (Regular 11pts/man; Veteran 14pts/man)
The squad may take Horses (+2pts/man)
If the squad did not take Horses, the squad may be equipped with Skis (+1pt/man)
[Mid] Up to one man may replace their Rifle with an Automatic Rifle (Mle. 1915 CSRG)
(+5pts)
[Mid] If no Automatic Rifle is taken, up to one man may replace their Rifle with a Light
Machine Gun. Another man becomes the loader (Hotchkiss Mle. 1909) (+20pts)
[Mid] Up to one man may take Rifle Grenades (VB Launcher) (+20pts)
[Mid] If Rifle Grenades were not taken, the squad may be equipped with Hand Grenades
(F-1) (+10pts)
[Mid] If the squad has Hand Grenades, they may be Grenade Experts (+10pts)
[Late] If the squad are Veterans, up to three men that have taken no other firearm may
replace their Rifles with Semi-Automatic Rifles (RSC Mle. 1917, RSC Mle. 1918)
(+1pt/man)
Special Rules Cavalry (If Horses are taken), Behind Enemy Lines
SNIPER TEAM
Cost Regular: 50pts; Veteran: 65pts
Composition 2 Men
Equipment Sniper Rifle (Lebel Mle. 1886)
Special Rules Team Weapon, Sniper, Forward Position
HOLT TRACTOR
Produced by Holt Manufacturing Co., the Holt Tractor was an American-manufactured tractor,
the first of which touted the use of continuous tracks; a feature that would later lead to their use in
developing the tank. Purchased by almost all of the Entente forces from the US, various models of the
Holt Tractor saw much use in the Great War as an artillery-towing vehicle.
Cost Inexperienced: 12pts; Regular: 15pts Veteran: 18pts
Damage Value 6+
Tow Any gun or howitzer
Special Rules Tracked, Slow
ARTILLERY TRUCK
Possessing a sizable Automobile industry from the outset of the Great War, a number of trucks
were put into service with the purpose of towing heavy artillery, including such models as the Latil TAR
(Tracteur d’Artillerie Roulante), the Renault EG, and the Panhard-Châtillon (among others). Such
automobiles were
Artillery Trucks are considered Slow when towing any gun other than a Light Howitzer.
Cost Inexperienced: 12pts; Regular: 15pts Veteran: 18pts
Damage Value 6+
Tow Any gun or howitzer
Special Rules Wheeled, Slow
ARMORED CARS & TANKS
PEUGEOT ARMORED CAR
One of the first armored cars to see use in the Great War, the Peugeot Armored Car came in
two configurations: The Peugeot AC (Autocannon) and the Peugeot AM (Automitrailleuse), armed
with a direct-fire 37mm gun, and an 8mm machine gun respectively.
Cost Inexperienced: 52pts; Regular: 65pts Veteran: 78pts
Weapons 1 Turret-mounted Medium Machine Gun (Hotchkiss Mle. 1914)
Damage Value 7+
Options [Mid] May replace the Medium Machine Gun with a Low-Velocity Light Anti-Tank Gun
(37mm Hotchkiss Mle. 1887) (+30pts)
Special Rules Wheeled, Recce, Open-Topped
Giant Tankettes?
It’ll be immediately obvious here that the tanks in Bayonet & Spade are quite different from the
variety of tanks in standard Bolt Action. Notably, they are all of 7+ armor value. The reasoning for this is of a
multitude of factors; notably, the actual armor of Great War tanks was much, much thinner than that of later
counterparts, such that even the heaviest of tanks had thinner armor than the light tanks of WWII. For
example: The Mark IV tank had, at its thickest, 12mm of armor; and for example of comparison, the generally
uncompelling M3 Stuart tank had anywhere from 13mm of armor at its thinnest, to 51mm!
In fact, the entries for both the Renault FT and the Mark IV tank were taken, with only minimal
modification, from existing Bolt Action sourcebooks. The rest of the tanks’ entries were written with those
two as points of comparison. I’m sure, however, in absence of modern anti-tank weapons, that you’ll still find
these tanks more than compelling for play.
BELGIUM
RELIANCE ON THE ENTENTE
When it was attacked by the Germans in the beginning of the Great War, Belgium fought on
bitterly, but their own might was little to slow the advancing German army. Though pushed back to but
a sliver of their former country’s land, the Belgian Army, led by their king Albert I, persisted by the side
of their French and British allies, and were greatly reinforced with Entente numbers.
When selecting squads for force selection, a Belgian force may include up to one French or
British infantry squad or weapon team (at regular cost) for every two Belgian infantry squads or weapon
teams.
BRAVE DEFENDERS
While small in size, and quite under-equipped, the Belgian Army fought valiantly against the
German invaders, and their forces were far more stubborn on the defense than the German Army
would expect; a stubbornness that would only be galvanized by the harsh treatment the Germans would
enact during occupation.
Whenever a Belgian unit is destroyed, all other Belgian units within 6” may remove up to one
pin marker.
ARTILLERY OBSERVER
Cost Regular: 100pts; Veteran: 115pts
Composition 1 Observer & up to 2 further men
Equipment Pistol or Rifle (FN Mle. 1900, FN Mle. 1910; Mauser Mle. 1889 Lebel Mle. 1886)
Options May add up to 2 men (Regular 10pts/man; Veteran 13pts/man)
Special Rules Forward Position
MEDIC
Cost Regular: 23pts; Veteran: 30pts
Composition 1 Medic & up to 2 Assistant
Equipment Pistol (FN Mle. 1900, FN Mle. 1910)
Options May add up to 2 assistants (Regular 10pts/man; Veteran 13pts/man)
Special Rules Medic
CAVALRY SECTION
Cost Regular: 50pts; Veteran: 65pts
Composition 1 NCO accompanied by 4 men
Equipment Carbines & Lances (Carabine Mle. 1889, Berthier Mle. 1916)
Options May add up to 7 additional men (Regular 12pts/man; Veteran 15pts/man)
[Mid] If no Automatic Rifle is taken, up to one man may replace their rifle with a Light
Machine Gun (Hotchkiss Mle. 1909) (+20pts)
Special Rules Green (If Inexperienced), Cavalry
CARABINIERS SECTION
Cost Regular: 55pts; Veteran: 70pts
Composition 1 NCO accompanied by 4 men
Equipment Rifles (Mauser Mle. 1889, Berthier Mle. 1916)
Options May add up to 7 additional men (Regular 11pts/man; Veteran 14pts/man)
The squad may be mounted on Bicycles (+1pt/man)
[Mid] The squad may be equipped with Hand Grenades (F-1) (+10pts)
Special Rules Forward Position
GARDE CIVIQUE SECTION
The militia arm of the Belgian state, the Garde Civique (‘Civil Guard’) was a paramilitary
militia organized in 1830 in order to provide the fledgling nation with an actionable reserve of armed
men. The Garde Civique was an under-equipped organ of an already under-equipped army, the result
of which was that most men in the Garde Civique were still using black powder, single shot rifles at the
outset of the Great War.
During the German invasion, German military authorities regarded the Garde Civique as ‘Free
Shooters’, that is, irregulars; deeming them not under the protection of international law if taken
prisoner. Taking this threat seriously, King Albert I ordered the dissolution of the actual Garde Civique
and the integration of their numbers into the main army. which resulted in them being used as
replacements for army divisions, but a side effect of this is that many Garde Civique men and their
outdated arms saw fighting at the front.
Outdated Rifles
The Garde Civique’s single-loading black powder rifles were far and away outdated for most
armies by the start of the Great War. Such older weapons would find use in the hands of all armies,
though almost always tucked away in the rear lines away from actual fighting. The Belgian Army did
not typically have this luxury.
Belgian Garde Civique units are equipped with Outdated Rifles, which limit their ability to fire
effectively without adequate time to load. Garde Civique Sections cannot fire when ordered to Advance;
they may only fire their weapons when issued a Fire order.
Cost Inexperienced: 36pts
Composition 1 NCO accompanied by 5 men
Equipment Rifles (Comblain Mle. 1888, Albini Mle. 1867)
Options May add up to 9 additional men (Inexperienced 6pts/man)
Special Rules Green, Outdated Rifles
SPECIAL TEAMS & HEAVY WEAPONS
LIGHT HOWITZER TEAM
Cost Inexperienced: 40pts; Regular: 50pts; Veteran: 60pts
Composition 3 Men
Equipment Light Howitzer
Options May add a Spotter (+10pts)
Special Rules Gun Shield, Team Weapon, Fixed, Howitzer
NAVAL BLOCKADE
The British Empire entered into the Great War with vastly inferior manpower numbers in its
land army, and would only shore up those numbers in time with a combination of conscription and the
vast manpower resource of its larger empire. In contrast to this, what they immediately brought to the
table was the greatest navy in the world, and its most immediate and drastic effect was to impose
complete restriction on naval trade of its German, Austrian, and Ottoman enemies.
Representing the material disruption the British naval blockade confers, the first time each game
the opponent rolls to bring in a unit from Reserve, they do so at an additional -1; additionally, the first
time each game the opponent rolls to resolve an Artillery Barrage, you may have them re-roll the result.
MEDIC
Cost Regular: 23pts; Veteran: 30pts
Composition 1 Medic & up to 2 Assistant
Equipment Pistol (Webley Mk. VI, Webley Automatic, Colt M1911)
Options May add up to 2 assistants (Regular 10pts/man; Veteran 13pts/man)
Special Rules Medic
ARTILLERY OBSERVER
Naval Observer
Uniquely an option for Great Britain in Bayonet & Spade, the Naval Observer uses the same
rules as an Artillery Observer with the exception that it has a different effect when the Fire For Effect
result is rolled on the Artillery Barrage chart. A Naval Observer cannot fire a Gas Barrage.
Fire for Effect
Roll a die for each unit, friend or foe, within D6+9" of the aiming point.
On a roll of 1-4, the unit is not hit directly but takes D3 pin markers.
On a roll of 5 it is a Near Miss. Place a 2" template over the target, resolving damage rolls with
+2 penetration. If a vehicle suffers a Near Miss, the shock wave from the explosion either causes
superficial damage or flips the vehicle over. After rolling a Near Miss result, the player conducting the
barrage rolls another die. On a roll of 1 the Near Miss does nothing. On a roll of 2, 3, or 4 the near miss
causes superficial damage. Roll on the 'Damage Results on Vehicles' chart at a -3 to the roll and apply
the result. On a roll of 5 or 6, the vehicle has flipped over, and is counted as destroyed. All units
suffering a Near Miss receive D6 pin markers.
On a result of 6 the unit takes a Direct Hit from a very large caliber naval shell. Place a 4"
template on the target unit in the same way as HE shells and resolve hits with a Pen value of +6. If the
unit survives, it takes D6+2 pin markers.
Infantry and Artillery can go Down to halve the hits taken from both a Near Miss or a Direct
Hit. Armored targets are hit on their top armor. Near Misses do not affect units in buildings or bunkers.
If buildings or bunkers are hit directly from a Naval Artillery Barrage, follow the same rules for building
damage on page 125 of the Bolt Action 2nd Edition book, with the exception that a Naval Artillery
Barrage causes 3D6+2 damage.
Cost Regular: 100pts; Veteran: 115pts
Naval Observer: Regular: 150pts; Veteran: 165pts
Composition 1 Observer & up to 2 further men
Equipment Pistol or Rifle (Webley Mk. VI, Webley Automatic, Colt M1911;No. 1 Mk. III SMLE, Magazine
Lee-Enfield, Magazine Lee-Metford, Enfield Pattern 1914)
Options May add up to 2 men (Regular 10pts/man; Veteran 13pts/man)
Special Rules Forward Position
INFANTRY SELECTIONS
INFANTRY SECTION
The British Army of the Great War began as a small, disparate force composed of several
separate smaller armies, and rapidly evolved into one of the most sophisticated fighting forces in the
world. Formed initially in 1914 from the Regular Army, professional soldiers, and the Territorial Force,
a part-time volunteer force originally used in home island defense. It would later be supplemented by,
firstly, volunteers flocking to Lord Kitchener’s call to arms, and later conscripts after the introduction of
compulsory service.
Nicknamed “Tommy Atkins”, or more commonly just “Tommy”, the British infantry had a
reputation for professionalism which they had rightly earned at the outset of the war. They wore khaki
uniforms, and were issued typically the SMLE, a short rifle which held ten rounds in a detachable
magazine (which was typically loaded by stripper clip). Older models of rifle were common to see as
well, with the old-standard MLE and MLM being long versions of the SMLE. The American-
manufactured Pattern 1914 Enfield was also commonly seen in service. In late 1915, the Brodie Helmet
was issued, a wide-brimmed metal helmet which would see service well into WWII.
Cost Inexperienced: 35pts; Regular: 50pts; Veteran: 65pts
Composition 1 NCO accompanied by 4 men
Equipment Rifles (No. 1 Mk. III SMLE, Magazine Lee-Enfield, Magazine Lee-Metford, Enfield Pattern
1914)
Options May add up to 5 additional men (Inexperienced 7pts/man; Regular 10pts/man;
Veteran 13pts/man)
[Mid] Up to one man may replace their rifle with a Light Machine Gun. Another man
becomes the loader (Lewis Automatic Machine Gun) (+20pts)
[Mid] One Man may take Rifle Grenades (+20pts)
[Mid] If Rifle Grenades were not taken, the squad may be equipped with Hand Grenades
(Mills Bomb Mk. II) (+10pts)
Special Rules Green (If Inexperienced)
SNIPER TEAM
Cost Regular: 50pts; Veteran: 65pts
Composition 2 Men
Equipment Sniper Rifle ()
Special Rules Team Weapon, Sniper, Forward Position
HOLT TRACTOR
Produced by Holt Manufacturing Co., the Holt Tractor was an American-manufactured tractor,
the first of which touted the use of continuous tracks; a feature that would later lead to their use in
developing the tank. Purchased by almost all of the Entente forces from the US, various models of the
Holt Tractor saw much use in the Great War as an artillery-towing vehicle.
Cost Inexperienced: 12pts; Regular: 15pts; Veteran: 18pts
Damage Value 6+
Tow Light or Medium Howitzer, Infantry Gun
Special Rules Tracked, Slow
ARMORED CARS & TANKS
AUSTIN ARMORED CAR
Limited Traverse Twin Turrets
The Austin Armored Car featured two top-mounted turrets, each with their own independent
traverse, though this was limited somewhat by the side-by-side location of the turrets. Both turret-
mounted MMGs on the vehicle can fire at independent targets when firing; the left turret covers the
front, left, and rear arcs of the vehicle, while the right-side turret covers the front, right, and rear arcs.
Cost Inexperienced: 60pts; Regular: 75pts; Veteran: 90pts
Weapons 2 turret-mounted medium machine guns, on two separate turrets
Damage Value 7+
Special Rules Wheeled, Limited Traverse Twin Turrets, Recce
URA! CHARGE
Once (per army) per game, when issuing a Run order to a squad in order to initiate Close
Quarters Combat, you may declare it an Ura Charge. When you do, the squad automatically passes all
Order Tests to initiate the charge, and gains the Tough Fighters rule for that combat.
ARTILLERY OBSERVER
Cost Regular: 100pts; Veteran: 115pts
Composition 1 Observer & up to 2 further men
Equipment Pistol or Rifle (Nagant M1895; Mosin-Nagant M1891, Mosin-Nagant M1907 Carbine)
Options May add up to 2 men (Regular 10pts/man; Veteran 13pts/man)
Special Rules Forward Position
MEDIC
Cost Regular: 23pts; Veteran: 30pts
Composition 1 Medic & up to 2 Assistant
Equipment Pistol (Nagant M1895)
Options May add up to 2 assistants (Regular 10pts/man; Veteran 13pts/man)
Special Rules Medic
INFANTRY SELECTIONS
INFANTRY SECTION
With over 115 infantry divisions in 1914, the Imperial Russian Army was the largest army to
participate in the Great War, a massive, lumbering military organization with a reputation for both its
indomitability, and its slowness. Conscription formed almost the entirety of the Imperial Russian Army,
its troops varying wildly in quality and morale. Being materially and doctrinally inferior to the German
forces, and only barely the match of the aging armies of Austria-Hungary, the Russian soldiers fought
stubbornly in almost universally adverse conditions, which would lead to mass mutinies as the Russian
Empire collapsed in 1917.
Armed with the Mosin-Nagant M1891 when available, the Russian infantryman would often
find themselves armed with a number of other rifles, sourced from other Entente members. The sheer
size of the Imperial Russian Army made it such that keeping steady stocks of equipment was a
challenge; outside of sparse adoption of the French Adrian Helmet, no head protection was issued to
soldiers, and their uniforms were largely unchanged from the ones worn in the Russo-Japanese War.
Cost Inexperienced: 70pts; Regular: 100pts; Veteran: 130pts
Composition 1 NCO accompanied by 9 men
Equipment Rifles (Mosin-Nagant M1891, Arisaka Type 30, Type 38, or Winchester 1915)
Options May add up to 10 additional men (Inexperienced 7pts/man; Regular 10pts/man;
Veteran 13pts/man)
[Mid] If the squad are Veterans, up to one man may replace their rifle with an Automatic
Rifle, or two if the squad numbers 20 men (Fedorov Avtomat) (+5pts)
[Mid] The squad may be equipped with Hand Grenades (M1914 or F-1) (+10pts)
Special Rules Green (If Inexperienced)
CAVALRY SECTION
Making up a large contingent of the Imperial Russian Army, the cavalry entered the Great War
as a thoroughly 19th century institution, a matter that was common to most armies of the time. Though
cavalry was in common service for the entire war, by the mid-to-late war period most Russian
cavalrymen were fighting on foot with the rest of the army.
A significant contingent of the cavalry were the Cossacks, a group of Russian and Ukrainian
peoples with a very proud and storied history of mounted combat, and who were legendary in their
service and regarded as valuable soldiers in their loyalty and prowess.
Cost Inexperienced: 45pts; Regular: 60pts; Veteran: 75pts
Composition 1 NCO accompanied by 4 men
Equipment Carbines & Cavalry Swords or Lances (Mosin-Nagant M1891 ‘Dragoon’, Mosin-Nagant
M1907 Carbine)
Options May add up to 10 additional men (Inexperienced 9pts/man; Regular 12pts/man;
Veteran 15pts/man)
The squad can be made Cossack Cavalrymen. If so, they are Tough Fighters, and
Fanatics (+4pts/man)
[Mid] One man may replace their carbine with a Light Machine Gun. Another man
becomes the loader (Madsen M1905) (+20pts)
[Mid] The squad may be equipped with Hand Grenades (M1914 or F-1) (+10pts)
Special Rules Green (If Inexperienced), Cavalry
CZECHOSLOVAK LEGIONARY INFANTRY SECTION
A notable force fighting on the side of the Entente, the Czechoslovak Legionaries were ethnic
Czech and Slovak peoples which had fled the rule of Austria-Hungary, of whom sought the
independence of the Austro-Hungarian controlled regions of Bohemia and Moravia. Fanatical in their
loyalty, their origins in the Austro-Hungarian empire led them to take a personal oath to the Tsar, and
their actions reflected a drive to prove their devotion.
They were pivotal in a number of actions during the war, particularly during the Kerensky
Offensive, where in the Battle of Zborov they completely overran the Austrian trenches. They gained a
reputation as elite soldiers and hardy men.
Cost Regular: 104pts; Veteran: 128pts
Composition 1 NCO accompanied by 7 men
Equipment Rifles (Mosin-Nagant M1891, Arisaka Type 30, Type 38, or Winchester 1915)
Options May add up to 7 additional men (Regular 13pts/man; Veteran 16pts/man)
[Mid] Up to two men may replace their rifle with an Automatic Rifle (Fedorov Avtomat)
(+5pts)
[Mid] The squad may be equipped with Hand Grenades (M1914 or F-1) (+10pts)
Special Rules Fanatics
POLITICAL AGITATORS
The army of the Russian Empire was long troubled by political instability, and oftentimes
conscripted men would actively work to undermine the authority of their officers. Whether pro-western
Liberals, independence-seeking Nationalists or revolutionary Bolsheviks, many different groups had
their reasons to erode the Russian war effort.
Though clearly detrimental to their home nation’s war effort, political agitators had the side
effect of occasionally spreading their ideals and propaganda to the enemy as well, often encouraging
them that both sides ought to be fighting against their imperialist overlords.
Cost Inexperienced: 100pts
Composition 10 Men
Equipment Rifles (Mosin-Nagant M1891, Arisaka Type 30, Type 38, or Winchester 1915)
Special Rules Shirkers, Seditious
[LATE] VOLUNTEER INFANTRY SECTION
In 1917, following the February Revolution, the Tsar abdicated, and the Provisional
Government of Russia was established. Still obligated to the Entente, the Provisional Government was
in dire straits and needed to re-invigorate the fighters at the front. To this aim, they formed various
Volunteer Battalions, formed of those who would voluntarily help with the war effort, including various
Women’s Battalions, among which Maria Bochkareva’s Battalion of Death would gain renown.
Mixed Quality
Though often of dubious morale, and even sometimes running at the first sight of danger, the
Volunteer Battalions brought at times great tenacity to the Russian frontlines. They are considered
Green (as the special rule), except if they are uprated to Regular when testing for Green, roll another
die. On a roll of 5 or 6 they are uprated again to Veterans.
Cost Inexperienced: 80pts
Composition 1 NCO accompanied by 9 soldiers
Equipment Rifles (Mosin-Nagant M1891, Arisaka Type 30, Type 38, or Winchester 1915)
Options May add up to 10 additional soldiers (Inexperienced 8pts/man)
Up to one man may replace their rifle with an Automatic Rifle, or two if the squad
numbers 20 soldiers (Fedorov Avtomat) (+5pts)
The squad may be equipped with Hand Grenades (M1914 or F-1) (+10pts)
The squad can be Stubborn (+1pt/man)
Special Rules Mixed Quality
SPECIAL TEAMS & HEAVY WEAPONS
LIGHT HOWITZER TEAM
Cost Inexperienced: 40pts; Regular: 50pts; Veteran: 60pts
Composition 3 Men
Equipment Light Howitzer (76mm Gun M1900, 76mm Divisional Gun M1902)
Options May add a Spotter (+10pts)
Special Rules Gun Shield, Team Weapon, Fixed, Howitzer
TACHANKA
Horse-Drawn Cart
The Tachanka was nothing more than a horse-drawn card with a machine gun; beyond being
unarmored, it was vulnerable to gunfire in multiple ways, being made of wood and pulled by horses.
Every time it suffers one or more pin markers as a result of an enemy attack, it automatically suffers one
further pin marker.
Cost Inexperienced: 16pts; Regular: 20pts; Veteran: 24pts
Weapons 1 rear-mounted Medium Machine Gun (PM M1910)
Damage Value 3+
Special Rules Wheeled, Horse-Drawn Cart
GERMAN EMPIRE
STOßTRUPPTAKTIC
One of the most prominent features of the German Army in the Great War was their pioneering
of infiltration tactics. After exploring an early version of these tactics in late 1915,Willy Rohr began
training officers in ‘modern close combat’, where they were taught to use their ‘Stoßtruppen’, as they
would become known, to attack enemy lines, avoid directly confronting strongpoints, and strike at the
weakest areas of an enemy defense to create a breakthrough.
Representing their breakthrough-focused training, German Empire infantry squads of Regular or
better experience may cross a single area of Rough Ground or Obstacle whilst issued a Run order.
(Normally, Rough Terrain & Obstacles may only be crossed when issued an Advance order.)
ARTILLERY OBSERVER
Cost Regular: 100pts; Veteran: 115pts
Composition 1 Observer & up to 2 further men
Equipment Pistol or Rifle (Reichsrevolver M1879, Luger P08, Mauser C96; Gewehr 1898, Gewehr
1888/15, Kar98AZ)
Options May add up to 2 men (Regular 10pts/man; Veteran 13pts/man)
Special Rules Forward Position
MEDIC
Cost Regular: 23pts; Veteran: 30pts
Composition 1 Medic & up to 2 Assistant
Equipment Pistol (P08 Luger, C96 Mauser)
Options May add up to 2 assistants (Regular 10pts/man; Veteran 13pts/man)
Special Rules Medic
INFANTRY SELECTIONS
INFANTRY SQUAD
Entering into the war with their invasion of Belgium, the German Army’s infantryman was well-
trained and well-disciplined from the outset, with a reputation for being cold & calculated. Based on a
conscription system in which troops would spend three years in the army and four in the reserve, a large
base of trained German men came into the conflict with some of the most modern military doctrine at
play.
Armed with the Gewehr M1898, a relatively modern rifle with a five-round internal magazine,
they wore dark gray uniforms that were equally modern in their thinking. They were issued at first the
Pikelhaube, a spike-topped helmet designed to protect against cavalry swords, but that helmet proved to
be ineffective against the true dangers of shrapnel and debris. They would later be issued the M1916
Stahlhelm, which would go on to be used in a modified form throughout the Second World War as
well.
Cost Inexperienced: 35pts; Regular: 50pts; Veteran: 65pts
Composition 1 NCO accompanied by 4 men
Equipment Rifles (Gewehr 1898, Gewehr 1888/15, Kar98AZ)
Options May add up to 5 additional men (Inexperienced 7pts/man; Regular 10pts/man;
Veteran 13pts/man)
[Mid] One man may replace their rifle with a Light Machine Gun. Another man becomes
the loader (MG08/15 or Madsen M1905) (+20pts)
[Mid] The squad may be equipped with Hand Grenades (M1915 Stielhandgrenate)
(+10pts)
[Late] The NCO may replace their rifle with a Submachine Gun (MP18/I) (+3pts)
Special Rules Green (If Inexperienced)
LANDWEHR SQUAD
The reservist core of the Germany Army was quickly activated when the Great War broke out in
earnest. The Landwehr was the military organization of these Reservists, whose numbers were used to
bolster the trained ranks of the regular army. Landwehr troops were usually relegated to second-line
combat duties, but the nature of the Great War was such that they very often saw combat just as their
better-trained counterparts did.
Usually equipped with the Gewehr M1888/15, the second-standard rifle of the Germany Army,
they could even sometimes be found with even older weaponry,
Cost Inexperienced: 35pts
Composition 1 NCO accompanied by 4 men
Equipment Rifles (Gewehr 1888/15, Gewehr 1898)
Options May add up to 5 additional men (Inexperienced 7pts/man)
The squad may be Green (±0pts)
[Mid] One man may replace their rifle with a Light Machine Gun. Another man becomes
the loader (MG08/15) (+20pts)
[Mid] The squad may be equipped with Hand Grenades (M1915 Stielhandgrenate)
(+10pts)
Special Rules
CAVALRY SQUAD
As is the case for most armies in the Great War, the German Army entered the war with a much
more sizable cavalry than they left it; starting with 55 brigades of cavalry which formed various divisions
and attachments to infantry divisions, in 1916 the cavalry were greatly reduced in number, and they
often fought dismounted as often as mounted.
German cavalrymen were armed with various carbines, often the Karabiner M1888, or the later
Karabiner M1898, the latter of which was functionally more of a short rifle, being often used by the
infantry as well.
Cost Inexperienced: 35pts; Regular: 50pts; Veteran: 65pts
Composition 1 NCO accompanied by 4 men
Equipment Carbines, Cavalry Sword or Lance (Kar88, Kar98AZ)
Options May add up to 5 additional men (Inexperienced 7pts/man; Regular 10pts/man;
Veteran 13pts/man)
[Mid] One man may replace their carbine with a Light Machine Gun. Another man
becomes the loader (Madsen M1905) (+20pts)
[Mid] The squad may be equipped with Hand Grenades (M1915 Stielhandgrenate)
(+10pts)
Special Rules Green (If Inexperienced), Cavalry
PIONIERE SQUAD
Trained specially in tasks of construction and demolition, the Pioniere (literally ‘Pioneers’) were
usually very motivated soldiers, receiving very in-depth training for various battlefield engineering tasks,
often being tasked with things such as mine clearance and barbed wire removal. Their training and their
equipment (of which they were often issued many different sorts, both experimental and modern) often
led to them being used as specialist assault infantry as well.
Cost Regular: 55pts; Veteran: 70pts
Composition 1 NCO accompanied by 4 men
Equipment Rifles (Gewehr 1898, Gewehr 1888/15, Kar98AZ)
Options May add up to 5 additional men (Regular 11pts/man Veteran 14pts/man)
Any man may take a pistol in addition to their other equipment (P08 Luger, C96 Mauser)
(+1pt/man)
[Mid] One man may replace their rifle with a Light Machine Gun. Another man becomes
the loader (MG08/15 or Madsen M1905) (+20pts)
[Mid] The squad may be equipped with Hand Grenades (M1915 Stielhandgrenate)
(+10pts)
[Mid] One man may take a Geballte Ladung (+5pts)
[Mid] The squad may be equipped with mine-clearing gear (+1pt/man)
[Late] The NCO and up to one other man may replace their rifle with a Submachine Gun
(MP18/I) (+3pts)
[Late] Up to one man may replace their rifle with a Flamethrower. Another man
becomes the assistant (Wechselapparat) (+20pts)
Special Rules Engineers, Demolition Charges
[MID] STOßTRUPPEN SQUAD
One of the most infamous elite formations of the great war, the Stoßtruppen were specially-
trained assault infantry whose primary purpose was to infiltrate into enemy lines. Once there, they
would create confusion and panic, do as much damage as possible, and attempt to create a break in the
enemy lines so that regular troops could flood in and cause a full breakthrough.
Armed usually with the Karabiner 1898AZ, the most modern of German short rifles, many
Stoßtruppen forwent the rifle entirely, entering enemy trenches with pistols and close combat weapons.
They were equipped with grenades, and were trained well in their use, with many Stoßtruppen
considering it to be their primary weapon even superseding their firearms. They wore the M1916
Stahlhelm, and in some instances even experimented with body armor (though that was often found too
cumbersome).
Cost Regular: 47pts; Veteran: 56pts
Composition 1 NCO accompanied by 2 men
Equipment Pistols & Hand Grenades (P08 Luger, C96 Mauser; M1915 Stielhandgrenate)
Options May add up to 7 additional men (Regular 9pts/man; Veteran 12pts/man)
Any man may take a Rifle in addition to their other equipment (Gewehr 1898 or
Kar98AZ) (+2pts/man)
Up to one man may take a Light Machine Gun. Another man becomes the loader
(MG08/15 or Madsen M1905) (+20pts)
The squad may be equipped with Body Armor (+5pts/man)
One man may take a Geballte Ladung (+5pts)
[Late] The NCO & up to two other men may take a Submachine Gun (MP18/I) if they
have not taken another firearm (+3pts/man)
Special Rules Grenade Expert, Tough Fighters
SPECIAL TEAMS & HEAVY WEAPONS
LIGHT HOWITZER TEAM
Cost Inexperienced: 40pts; Regular: 50pts; Veteran: 60pts
Composition 3 Men
Equipment Light Howitzer (7.62 cm Infanteriegeschütz L/16.5)
Options May add a Spotter (+10pts)
Special Rules Gun Shield, Team Weapon, Fixed, Howitzer
SNIPER TEAM
Cost Regular: 50pts; Veteran: 65pts
Composition 2 Men
Equipment Sniper Rifle (Gewehr 1898 w/ 3x or 4x Commercial Scope)
Options [Mid] The team may be equipped with Body Armor (+15pts)
Special Rules Team Weapon, Sniper, Forward Position