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Lock 'n Load: Band of Heroes

Lock 'n Load: Band of Heroes Rulebook

Table of Contents

Table of Contents

  • 1.0 General Concepts
    • 1.1 Scale and Counters
      • 1.11 Squad Designations on Scenario Cards
    • 1.2 Dice
    • 1.3 Stacking
    • 1.4 Hexes
    • 1.5 Morale
    • 1.6 Support Weapons and Weapon Teams
      • 1.6.1 Support Weapons
        • 1.6.1.01 Tripod Machine Guns
        • 1.6.1.1 Jamming
      • 1.6.2 Flamethrowers and Satchel Charges
      • 1.6.21 PIAT (Projector Infantry Anti-Tank)
      • 1.6.22 51mm Mortar
      • 1.6.3 Weapon Teams
    • 1.7 Event Markers
  • 2.0 Outline of Play
  • 3.0 Rally Phase
  • 4.0 Operations Phase
    • 4.1 Operations Complete Marker
  • 5.0 Fire Combat
    • 5.01 Leader's Influence on Combat
    • 5.1 Direct Fire Table (DFT) Results
    • 5.2 Multiple Attacking Units
    • 5.3 Opportunity Fire
    • 5.4 Extended Range
  • 6.0 Movement
    • 6.1 Assault Movement
    • 6.2 Double-time
    • 6.3 Low Crawl
      • 6.3.1 Weapons Teams and Special Movement
    • 6.4 Stealth Movement
  • 7.0 Laying Smoke
  • 8.0 Melee Combat
    • 8.1 Post Melee
      • 8.1.1 Reinforcing a Melee
    • 8.2 Zero Firepower and "M" rated MMCs
    • 8.3 Melee Eligible Support Weapons
  • 9.0 Administrative Phase
  • 10.0 Line of Sight and Spotting
    • 10.1 Spotting
    • 10.2 Buildings and Hills
    • 10.3 Figuring Line of Sight
    • 10.4 Terrain Characteristics
    • 10.5 Terrain Markers
  • 11.0 Single Man (or Woman) Counters (SMC)
    • 11.1 Leaders
      • 11.11 Leader's and Combat
      • 11.12 Leaders and Skill Cards
    • 11.2 Heroes
    • 11.3 Medics
    • 11.4 Snipers
    • 11.5 Chaplains
    • 11.6 Advisors
    • 11.7 Scouts
    • 11.8 Armor Leaders
    • 11.9 Soviet Commissars
    • 11.10 Nurses
  • 12.0 Skill Cards
  • 13.0 National Characteristics for Lock 'n Load
  • 14.0 Ordnance
    • 14.01 Non-Penetrating Hits
    • 14.1 Angle and Point of Impact
    • 14.2 Special Ammunition
      • 14.2.1 Shaped Charge Effect on Infantry
    • 14.3 Target Acquisition
      • 14.31 Acquiring Markers
      • 14.32 Target Acquisition and Spotting
  • 15.0 Vehicles
    • 15.1 Vehicle Facing and Movement
    • 15.2 Assault Movement and Vehicles
    • 15.3 Overruns
    • 15.4 Vehicle Crews and Armor Leaders
      • 15.41 Armor Leaders
  • 16.0 Passengers
    • 16.1 Passengers inside vehicles
      • 16.1.1 Bailout Checks
    • 16.2 Passengers On Top Of Vehicles
    • 16.3 Passengers of Abandoned Vehicles
    • 16.4 Mounting and Dismounting
  • 17.0 Infantry and Artillery Vs Vehicles
    • 17.1 Close Assault
    • 17.2 Small Arms vs. Armored Vehicles
    • 17.3 Small Arms vs. Unarmored Vehicles
    • 17.4 Mortars and Artillery vs. Armored Vehicles and Helicopters
  • 18.0 Indirect Fire
    • 18.1 Onboard Mortar Weapon Teams
    • 18.2 Off Board Artillery
    • 18.3 Off Board Fire Mission Limitations
  • 19.0 Helicopters
    • 19.1 Helicopter Modes
    • 19.2 Helicopter Movement Costs
    • 19.3 Helicopters, Terrain, and Spotting
    • 19.4 Passengers
    • 19.5 Helicopters in Combat
      • 19.5.1 Ordnance Vs. Helicopters
      • 19.5.2 Small Arms vs. Helicopters
    • 19.6 Helicopter Movement and Fire
    • 19.7 Helicopters and Opportunity Fire
  • 20.0 Night Combat
    • 20.1 Star Shells
  • 21.0 Fortifications
    • 21.1 Bunkers
    • 21.2 Foxholes
    • 21.3 Wire
    • 21.4 Mines
    • 21.5 Claymore Mines
    • 21.6 Trenches
  • 22.0 Air Landing Operations
    • 22.1 Gliders
    • 22.2 Glider Placement Procedure
      • 22.21 Initial Placement
      • 22.22 Final Placement
    • 22.3 Parachutists
  • Glossary of Terms

1.0 General Concepts

1.1 Scale and Counters

Each hex is 50 meters wide. Multi-Man Counters (MMC) include Squads, Half-squads, vehicle crews (hereafter called Crews), and Weapon Teams.

A Squad represents 8-12 men and is depicted by a 5/8" counter with two men. A Half-squad or Crew represents 4-6 men and is depicted by a 5/8" counter with one man.

A Weapons Team (WT) represents 3-5 men and a heavy weapon and is depicted by a 3/4" counter showing the weapon's silhouette and two men.

A Single Man Counter (SMC) represents a single man or woman, and is depicted by a counter with either a single individual or —in the case of leaders— a face.

Support Weapons are individual weapons that must be fired by a Squad, Half-squad, Crew, or specific SMC. Weapon Teams (WT) may not carry or fire additional Support Weapons.

Turns represent 2-4 minutes.

1.11 Squad Designations on Scenario Cards

As the Lock 'n Load system has grown, so has the number of Squads the system portrays. Whenever there might be confusion as to which Squad a scenario calls for we will delineate the Squads in the following manner: Firepower-Range-Movement-Morale/Shaken Morale. For example, the Pakistani Squad guarding these words would be 2-4-4-5.

1.2 Dice

The game uses a pair of six-sided die. 2d6 means both die are rolled and, unless otherwise indicated, summed. 1d6 indicates one die is rolled.

1.3 Stacking

Each side may have up to three squads (or their equivalent), two vehicles, one airborne helicopter (Forgotten Heroes module), and two SMCs in a hex. Each vehicle or helicopter wreck marker counts as one vehicle for stacking. One Weapons Team or two Half-squads/Crews are the equivalent of a Squad. Some terrain, such as Heavy Jungle and multi-story buildings, modify the stacking limits. Consult the Terrain Effects Chart (TEC) for details.

A multi-story building may have up to three Squads (or their equivalent) and two SMC on each level. The lower level may additionally include two vehicles. The hex may also include one airborne helicopter.

These stacking limitations apply at ALL TIMES.

For example: a player may not move units through a hex if the sum of the moving and stationary units in the hex exceeds stacking limitations.

Units inside a vehicle are considered part of the vehicle for stacking purposes. They cannot unload if doing so would exceed stacking limits and if required to bailout must do so into an unoccupied hex of the enemy's choosing adjacent to the vehicle.

You can always look at your opponent's stacks, but don't overdo it. It's just, as The Pan would say, "bad form."

1.4 Hexes

Unless otherwise noted in the scenario's special rules, the half hexes along the edge of the map are playable and have the same stacking limitations and movement cost as full hexes. The two joined half hexes where boards meet are considered a single full hex.

The terrain surrounding a hex's center dot defines the elevation and terrain type of the hex.

For example: 13B7 is a ground level Forest hex.

1.5 Morale

Each unit in Lock 'n Load has a morale rating. This morale represents the unit's training and willingness to fight. There are two Morale levels in Lock 'n Load: Good Order and Shaken.

Good Order units are cohesive, steady, and ready to fight. They are depicted by the front of the unit's counter.

Shaken units are frightened, disorganized, and generally tired of the whole wargame bit. The back of the counter depicts this. Many things may shake a unit's confidence, but a poor result on the Direct Fire Table (DFT) is the primary instigator.

Morale checks are resolved by rolling 2d6. The dice are summed and modifiers applied. The only modifiers that can be applied to an infantry MC (including rallying attempt) are the LM and the -2 modifier for being in terrain with a positive TM.

If the result is greater than the unit's morale rating, it fails the check.

1.6 Support Weapons and Weapon Teams

Any 5/8" counter with the silhouette of a weapon, such as a machine gun, bazooka, LAW, flamethrower, satchel charge, or RPG, is a Support Weapon (SW). On the other hand, 3/4" counters with the silhouette of soldiers firing a weapon, such as a German 88mm ATG or American 60mm Mortar, are Weapon Teams (WT), which includes both the weapon and its firing crew.

1.6.1 Support Weapons

Support Weapons are 5/8" counters that have no crew and must be carried, crewed, and fired by an MMC or eligible Single Man Counter (SMC). A Squad may carry up to two Support Weapons, a Half-squad or Crew may carry one, and a SMC may carry one Support Weapon, but forfeits two movement points while doing so. Consult the Support Weapons Portage and Usage Table for a summation of portage costs.

The unit directly above a Support Weapon possesses that weapon. Units may capture and use enemy Support Weapons, but if such Support Weapons use the Direct Fire Table (DFT), they are fired at 1/2 Firepower, fractions rounded up. If the captured Support Weapon uses the Ordnance Fire Table (OFT), it receives a +1 die roll modification on its To Hit dice roll (14.0).

A Squad may fire one SW and retain its inherent Firepower, or fire two Support Weapons and forfeit its inherent Firepower. A Half-squad or Crew may fire one Support Weapon, forfeiting its inherent Firepower in the process.

Eligible SMCs may fire a SW, be it captured or friendly, at half of the SW's normal Firepower (fractions rounded up). Heroes firing a SW forfeit their inherent FP. This is true even if the hero is part of a stack of attacking units, in which case the hero attack with the full FP of his SW only.

For example: a German Fallschirmjager Hero or Leader may fire a MG-34 at 1 FP, the same Leader also fires a M1919A4 tripod-mounted MG at 1 FP.

Designer's Note: Lock 'n Load's SMCs represent the cream of their armies. Accordingly, they would operate an enemy weapon (or anything else for that matter) better than the typical line squad.

Medics and Chaplains may not carry or fire SW. Leaders firing a SW forfeit all Leadership modifiers, even in their own attack.

If a Squad carrying two Support Weapons is reduced to a Half-squad, it must drop one SW of its owner's choice. If a unit carrying Support Weapons is eliminated, the SWs remain in the unit's hex.

A Good Order unit of either side that has entered a hex containing a dropped SW may recover it during their Rally Phase, assuming the unit is eligible to carry another SW and that there are no enemy units in the hex.

Panzerfaust counters represent a clutch of the rockets and are not discarded after being used, like the satchel charge is.

1.6.1.01 Tripod Machine Guns

Machine guns shown with a tripod are special Support Weapons. They may not be moved when pictured with the tripod side up. Thus, units possessing a SW with the tripod side up cannot move or AM.

A good order Squad or Half-Squad may flip the counter in the Rally Phase. Tripod machine guns other side either depicts the machine gun in bipod configuration or dismantled. Either may be transported like any other support weapon. When units enter a scenario from off-board, their tripod weapons are either dismantled or in bipod mode.

1.6.1.1 Jamming

This rule is only applicable to modules —such as Ring of Hills— that specifically call for it. On the Falkland Islands, the L7A2 and MAG58 were susceptible to jams. Whenever either machine gun is participating in an attack (not Melee) and the opposed die rolls match (for example, both players roll a "1"), the machine gun jams. Flip the machine gun to its Jammed side and subtract its Firepower from the attack. Flip the counter to its unjammed side in the next Rally Phase if the gun is in possession of a Good Order SMC or MMC. If more than one machine gun is attacking, only one jams.

1.6.2 Flamethrowers and Satchel Charges

Flamethrowers are Support Weapons with two special capabilities: Flamethrowers may be used in Melee, and flamethrowers may cause targeted units to retreat. If a flamethrower, or a multiple unit attack that includes a flamethrower, Shakes an enemy unit when firing on the DFT (not when used in Melee), the enemy unit must retreat one hex.

The retreat must increase the distance between the retreating unit and the unit conducting the flame-thrower attack. The retreat may not reduce the distance between the retreating unit and any other enemy unit in the retreating unit's LOS. Retreating units are marked with a Move marker and may trigger Opportunity Fire. If the unit has no hex into which it may legally retreat, it is eliminated.

Satchel charges represent rucksacks stuffed with TNT. They may be used in Melee (8.0), thrown into an adjacent hex, or used when Close Assaulting a vehicle (17.1). Satchel charges are used once and then removed from the board.

Leadership does modify satchel charge attacks, unless the Leader is using the satchel charge him or her self, but satchel charges do not receive any other DFT Attacking Unit's Die Roll Modifications, nor is their Firepower halved when used by an eligible SMC (Leader, Hero, Scout, and Advisor). Satchel charges may be used whenever a unit is eligible to use a Support Weapon. Resolve the Satchel Charge attack as you would any other support weapon.

For example, if an American 2-5-4 throws a satchel charge into an adjacent hex it would attack the hex with 6 Firepower. On the other hand, if the same American Paratrooper Squads fires its inherent Firepower into the adjacent hex ANDS throws the satchel charge, it would attack the hex with 10 FP (2 for its inherent Firepower, + 2 for firing its inherent Firepower at an adjacent hex, + 6 for the satchel charge).

1.6.21 PIAT (Projector Infantry Anti-Tank)

The PIAT was Great Britain's answer to a man-portable anti-tank gun. Unlike the German and American rocket propelled weapons, the PIAT's HEAT round was launched from its projector via a large spring. PIATs are subject to the same rules as Bazookas, Panzerfausts, and other man-portable HEAT weapons, with the following exception: A unit may not fire a PIAT if it is a level, or more, higher than its target (targeting lower elevations often caused the round to slip out of the projector).

1.6.22 51mm Mortar

This mortar (often called a 2" mortar) was often issued to British paratrooper Squads. It is treated as a Support Weapon (1.6.1), NOT a Weapon Team, and must be carried, crewed, and fired by an MMC or eligible Single Man Counter. It may NOT be fired from Building, Heavy Jungle, or Forest hexes.

The mortar has a Firepower of two (2), which is never halved as part of a multi-unit attack (but IS halved if fired by a lone SMC), a minimum range of two (2), and a maximum range of nine (9). The mortar may only fire at spotted hexes, but may attack in one of two ways: 1) The mortar may fire directly at spotted units in its LOS. Roll 2D6, choose the higher of the dice, and add it to the TOTAL Firepower of the attack the mortar is participating in, apply all DFT modifications, and resolve the attack normally.

For example, if a 1-6-4 British Paratroop Squad with a 51mm mortar fires at a target six (6) hexes away, the British players rolls 2D6, selects the higher die, adds it to three (3) (3= the Firepower of the British Squad + Firepower of the mortar), and resolves the attack normally.

  1. The mortar may fire indirectly, and does not need not have a LOS to the spotted target hex, if the unit crewing the mortar is adjacent to a friendly unit that does.

A unit may spot a hex and still direct the mortar's fire in the same impulse. Leadership does NOT affect the mortar's Firepower when firing indirectly, nor does degrading terrain reduce it, but other DFT modifiers apply normally. Do NOT place a FFE marker in the target hex in either of the above cases when firing the 51mm mortar; this Squad-level weapon rarely expended the amount of ammo needed to create a barrage. Units that direct the mortar's fire are marked Ops Complete. Medics, Chaplains, and Weapon Teams may not direct the mortar's fire. The mortar may NOT opportunity fire.

The mortar may not be moved when the assembled (Firepower and range showing) side is up. A good order Squad or Half-Squad may flip the counter in the Rally Phase.

1.6.3 Weapon Teams

Weapon Teams represent heavier or more specialized weapons along with their crew. The teams manning these weapons often represent the best soldiers in the company and hence have better Morale, can Self-Rally (SR), and possess other unique advantages. Weapon Teams may not be carried nor fired by other units, but have their own movement factor and inherent Firepower.

Weapons teams marked with a gun size greater than 20mm may not set up or enter buildings (huts, stone, and wooden buildings), nor cross wall, hedge, or bocage hex sides.

If engaged in Melee, Weapon Teams defend with a nominal Firepower of one (1), and may not counterattack.

If a Weapons Team is eliminated, its weapon is considered destroyed and may not be captured or re-crewed as Support Weapons can.

Weapon Teams with a red arrow in the corner of their counter may only fire in the direction defined by the arrow, as explained in the section on ordnance (14.0). They will need to change facing to fire at enemies outside their arc of fire. They may either change facing within their hex in lieu of firing at a cost of 1 MP per two hex sides pivoted, change facing and fire which incurs a penalty on the OFT but is permitted when conducting Opportunity Fire (5.3), or they may face any direction after entering a new hex. Place a Move marker on any Weapons Team that changes facing.

Recoilless Rifle Weapon Teams (indicated by a RR on their counter) may not fire from inside a building. They may, however, fire from inside a bunker. Weapon Teams may not Close Assault (17.1) vehicles.

The German 88mm ATG cannot move. It uses its movement factor to pivot within its hex, as described above.

1.7 Event Markers

Most scenarios include Event Markers. These markers, when activated, initiate special events (such as unexpected reinforcements, story telling elements, etc.) that bring the scenario to life. There are two types of Event Markers in Lock 'n Load: Occupation and Line of Sight.

Occupation markers are activated when the side indicated on the scenario card occupies the marker's hex. If no side is indicated, both sides may activate the marker. Line of Sight markers are activated when the side indicated on the scenario card has a Line of Sight to the marker's hex.

When an Event Marker is activated, read the indicated paragraph from the scenario card. No reading ahead —it spoils the fun!

2.0 Outline of Play

Each game turn consists of a Rally Phase, an Operations Phase, and an Administrative Phase.

In the Rally Phase, Shaken units may be rallied and Half-squads can be combined. In addition, eligible units may pick up SWs in their hex or swap them with other units. Only Good Order units may swap Support Weapons.

During the Operations Phase, the players alternate impulses. In an impulse, one hex/building level and all the units in it may be activated to fire or move. When activating a Leader, units not only in the Leader's hex, but also in all hexes adjacent to the Leader's hex may be activated.

In a multi-story building, only one level of a hex may be activated per impulse. Exception: a Leader may choose to activate both the level he occupies and the levels above and below.

For example: a Leader in the Upper level of 15I5 could activate units in the Upper level of 15I6, 15J5, or the Upper level and ground floor of 15I5.

In the Administrative phase, gamers clean the map of irrelevant markers, including Fire for Effect, Move, Assault Move, Low Crawl, Fire, Ops Complete, Smoke 2, and Spotted markers. Smoke 1 markers are flipped to Smoke 2 markers.

3.0 Rally Phase

Each player rolls 1d6. The player who rolls highest has the initiative. Ties go to the player who had the initiative the previous turn.

The player with the initiative rallies any Shaken troops. When he is finished with all rally attempts, the other player rallies. Shaken leaders rally first. Shaken troops in the same hex/building level with a Good Order Leader (exception SS soldiers 13.81) may attempt to rally by rolling less than or equal to their morale with 2d6. Leadership modifiers are subtracted from the die roll. Armor Leaders (11.8 and 15.41) can only rally the tank they are crewing. Troops in terrain with a positive Target Modifier, such as Forest, Light Woods, and Wooden Buildings, subtract two from their die roll. (Target Modifiers are listed on the Terrain Effects Chart.) Troops without a Good Order Leader in their hex may not rally (Exception: troops in a hex with a Hero may attempt to rally, vehicles may always attempt to rally, and troops marked with a SR may Self-Rally). Leaders may only rally units whose counters have the same background color as the Leader.

For example: SS leaders may not rally Fallschirmjager soldiers.

Snipers, Weapon Teams, and other troops designated with a SR on their counter may Self-Rally without a Good Order Leader. Good Order Leaders present in the hex may still apply their Leadership to the rally attempt.

Each unit can only attempt to rally once per RP but a medic trying to flip a shaken squad to its GO side does not constitute a rally attempt. A just rallied medic can heal another unit in the same RP.

You may not create half-squads, they may only be created as a result of combat or provided in the scenario OOB.

Any two Good Order Half-squads (not Crews) of the same nationality and type may join to form a Full-squad in they are in the same hex as a Good Order Leader. The units may not be locked in Melee.

Any Good Order MMC, excluding WTs, or eligible SMC may pick up an unpossessed Support Weapon present in its hex. Friendly good order units may also "trade" Support Weapons. Place a Support Weapon directly beneath a unit that possesses it.

SW can be dropped only in the RP and only by GO squad. The sole exception is for squad reduced to half-squad while carrying two SW. It must drop one of its SW (owner's choice).

4.0 Operations Phase

This phase consists of a number of impulses. During each impulse, the players take turns activating and controlling units or passing. The player with initiative goes first, then his opponent, and so on until the phase is complete.

Once all units have either moved, fired, been marked with an Ops Complete marker, or after three consecutive passes (i.e. Player One passes, Player Two passes, Player One passes again), the Operations Phase ends and the Administrative phase begins.

During an impulse, the active player may activate all or some of the units in a hex. If the activated hex contains a Good Order Leader, the player may also activate any units in adjacent hexes.

In a multi-story building, only one level of a hex may be activated per impulse. Exception: a Leader may choose to activate both the level he occupies and the levels above and below.

For example: a Leader in the Upper level of 15I5 could activate units in the Upper level of 15I6, 15J5, or the Upper level and ground floor of 15I5.

Each activated unit in a hex may either move or shoot (not both, except in the special case of Assault Move). Not all units in a hex need to perform the same function, but all firing units within a hex that are activated in the same impulse must engage the same target. There is, however, an exception. Support Weapons with To Hit tables on the back of their counters (such as Bazookas and Panzerfausts (PzF30)) must either fire separately (i.e. not adding their Firepower in with any other units targeting the same hex, but rather making an entirely separate roll) or fire at another target altogether. They still must fire during the same impulse as the unit possessing them.

Support Weapons may not activate separately from the Squad that possesses them.

For example: a Squad might activate to fire its MG42 at an enemy out of the range of the Squad's inherent FP. Even though the Squad does not fire separately from the SW during this activation, it may not subsequently activate again until the next turn.

All moving units that begin their move in the same hex and are activated in the same impulse must move together. Note that when units in a hex are activated together, some may move and some may fire, but those that fire must do so together (following the special rules for SWs noted above) and those that move must also do so together. All squads in a hex, however, are NOT required to activate in the same impulse.

For example: Ed activates a hex with three squads, but only moves one squad, hoping to draw fire from the BAR at the end of the street. Because he neither moved nor fired the remaining two squads, he can activate them in another impulse.

Moving through a hex occupied by other units does not force them to accompany units passing through. This rule only applies to units that start in the same hex during the impulse in which they are activated.

Mark units that move with a Move, Low Crawl, Assault Move, or Stealth marker (see Movement), and those that fire with a Fired marker. Those units may not be used again this turn except to defend in Melee. (See 6.1 Assault Move for the sole exception to this.) Mark helicopters that move –but haven't fired- with an Operations Complete Marker.

Units/hexes activated in the same impulse can act in any order desired, as long as all units that fire or move from a hex do so together, as per the rules under 4.0. Thus, in a situation where many hexes are activated at once (by a leader ability), unit A could fire from the first hex, then unit B could fire from a second hex and finally unit C, located in the first hex with A, could move out of it.

Chain activation is allowable. In other words, a leader can activate an adjacent leader that then activates adjacent hexes and so on. A leader activating adjacent units is marked with an OCM if he does nothing else in this impulse.

You must declare which hexes will be activated in the current impulse before you do anything with the units they contain. You don't have to specify what action the units will perform, and you can pass with some. An activated unit that passes is not, in fact, considered activated.

4.1 Operations Complete Marker

Units that Spot, attempt to lay smoke, or perform other actions described in the subsequent rules as rendering them Ops Complete are marked with an Ops Complete (Operations Complete) marker. Except for the instances described below, units beneath Ops Complete markers may not Spot, fire (including sniping), move, or use their Leadership ability.

MMCs under an Ops Complete Marker may Opportunity Fire, but subtract two (2) from the total Firepower of the attacking stack. The Firepower is modified BEFORE considering any other Attacking Unit's Die Roll Modifications.

For example: a 3-6-4-6 American Ranger Squad under an Ops Complete marker would Opportunity Fire with 2 FP (3 FP -2 =1 FP + 1 for firing at a unit marked with Move or Assault Move marker) at a Somali Squad in Clear terrain that moved into its LOS five hexes distant. A Somali 0-3-4 Squad would engage the same American Squad with 1 FP ( 0 FP -2 FP + 1 for firing at unit marked with Move or Assault Move marker = -1 FP).

SW owned by Squad that is marked with an Ops Complete marker may also fire with the Squad. Support Weapons that use the OFT suffer a +2 DRM to hit penalty.

Vehicles/Helicopters under an Ops Complete Marker may Opportunity Fire, but two (2) is subtracted from their machine Firepower, and ordnance that uses the OFT suffers a +2 DRM to hit penalty. See section 5.3 below for more details on Opportunity Fire.

A unit under an Ops Complete marker may fire at FULL Firepower at a hex it Spotted, during the same impulse in which it Spotted the hex. By the same token, Leaders under an Ops Complete marker may add their Leadership to this fire's 1d6 roll, but only if directed against a hex that the Leader Spotted during the current impulse. In other words, a unit may immediately fire upon any hex it has successfully Spotted.

Designer's Note: The intent is to allow a unit to fire at an enemy hex that it Spotted. It only makes sense that if a unit was focusing on a specific area, it would have time to fire its weapons at it.

All units in the same hex with a unit that has successfully spotted an enemy unit can fire with their full FP at the just spotted hex, along with the spotting unit. Note that in the case of multiple attacking units, 5.2 applies as well.

5.0 Fire Combat

To fire on enemy units, they must be within the range of the firing weapon(s), within the firing unit's Line of Sight (LOS), and Spotted. You can fire through friendly or enemy units units located in a hex between the firer and the target, but may not fire into a hex that contains both friendly and enemy units. It's just unethical. Nor may you fire into a hex marked with a Melee marker. That's a turn-based time continuum thing.

To determine range, count the hexes from the firing hex to the target hex. Include the target hex, but not the attacker's hex.

See the section on LOS (10.0) to determine LOS and Spotting procedures.

If range, LOS, and Spotting requirements are met, the attacker adds its Firepower to 1d6, adds any applicable Leadership modifiers, and then modifies the results with any target movement or Degrading Terrain (see section 10.3) modifiers. The defender rolls 1d6, adds the Target Modifier of hex terrain occupied by the targeted troops and compares it to the attacker's die roll.

If the attacker's modified die roll is less than or equal to the defender's modified die roll, the fire has no effect.

If the attacker's modified die roll is greater than the defender's modified die roll, each of the defending units must take a Damage Check by rolling 1d6, adding the difference between the attackers' modified die roll and the defender's modified die roll, and then consulting the Direct Fire Table (DFT).

If a Good Order Leader is present, his Leadership modifier is subtracted from the Damage Check die roll of the other units in the hex (not himself). The Leader must survive his own check for damage first in Good Order, before aiding the other units in his or her hex.

5.01 Leader's Influence on Combat

Leaders not under a Move, Low Crawl, Fire or Ops Complete marker may aid ALL attacks conducted by same nationality/force units in their hex during their impulse. Specifically, their Leadership modifier is added to a unit's Firepower that is using the DFT and/or subtracted from the to hit dice roll for Support Weapons and Weapon Teams using the OFT. Note that the Leader may aid both Squads using their inherent Firepower/ Support Weapons AND Support Weapons or Weapon Teams using the OFT that are activated in the Leader's hex in the same impulse. Leaders that aid such fire are placed under a Fired marker.

5.1 Direct Fire Table (DFT) Results

Shaken: A Shaken unit is flipped to its Shaken side. A Shaken unit may return to Good Order by passing a rally attempt during a later Rally Phase. Shaken units may not use either their inherent Firepower or any Support Weapons they possess. Shaken units may not advance (including changing level in a building) toward an enemy unit in their Line of Sight (LOS). Shaken units may not Spot, nor are enemy units that they are adjacent to considered spotted by the adjacency. Shaken units can still spawn heroes. If engaged in Melee, they surrender and are removed from the board.

Shaken Leaders cannot rally troops, but may attempt to rally themselves. Shaken Leaders may not use their Leadership for any function.

Shaken Medics may not heal soldiers (or themselves).

Shaken Snipers may not snipe, but may attempt to Self-Rally (SR).

Shaken Chaplains may not rally soldiers.

Shaken U.S. advisors no longer increase the morale of ARVN units stacked with the Advisor.

Shaken vehicles must Button (see section 15.0), have their movement factor halved, and may not fire.

Heroes never Shake (Just ask Sara Pezzini).

Casualties: Replace a Full-squad with a Shaken Half-squad. Eliminate a Half-squad, Crew, or Weapons Team.

Wounded: If the unit is moving, it must stop immediately. Flip the SMC to its Shaken side (Hero excepted, they flip to their wounded side) and mark with a Wounded marker. Any wounded SMC, other than a hero, has its morale decreased by one. If the wounded SMC has not yet been activated it may be still be activated in this turn.

Wounded Leaders have their morale, Leadership modifier, and Leadership range decreased by one (i.e. they may only activate units in the same hex). A wounded leader can still call indirect fire (mortar and artillery) and move their full MP. SMCs under a Wounded marker, or wounded Heroes who are wounded again are eliminated.

Medics may heal wounded SMCs (see section 11.3).

Wounded sniper can still fire with no reduction in effectiveness.

Hero Creation: There is a chance that a Hero is created during play whenever a Squad or Half-squad (even if Shaken) rolls a one (1) during a Damage Check caused by enemy fire. Roll 1d6. If the result is even, a Hero is created in the hex. Randomly pick a Hero and a Skill Card (see section 11.2 below). The Hero assumes the activation state of the squad that spawned it.

For example: if the Squad spawning the Hero is marked with a Fired marker, so is the Hero.

5.2 Multiple Attacking Units

Only units in the same hex may fire simultaneously, and then only at the same target. One unit leads the fire and fires at its full FP. Each additional MMC adds 1/2 of its Firepower to the attack. Heroes add their full Firepower. Zero (0) Firepower units add nothing (unless they are firing a Support Weapon). Machine guns and flamethrowers add their entire Firepower. The total Firepower is summed; remaining fractions are rounded up and the combat is resolved as in the section on Fire Combat.

A hero firing a SW in a multiple units attack forfeits his inherent FP and attacks with the full FP of his SW only.

Remember that, for the most part, all units firing from the same hex, in the same impulse, must target the same hex. There are, however, exceptions. Support Weapons with To Hit tables on the back of their counters (for example, Bazookas) Weapon Teams, helicopters, and vehicles must fire separately even when firing in the same impulse. Although Weapon Teams, helicopters, and vehicles MAY fire in a different impulse, Support Weapons must fire during the same impulse as the Squad that possesses them.

5.3 Opportunity Fire

Units that are not marked with a Move, Low Crawl, Stealth, or Fire marker, and that have a clear Line of Sight (LOS) to a hex in which an enemy unit expends at least one movement factor, by any kind of movement other than Low Crawl (exception, 6.4 Stealth Movement), may fire on the movers. This is called Opportunity Fire, occurs during the opposing player's impulse, and is not considered an impulse. Low Crawling units may only be the target of opportunity fire if they are spotted in the hex they enter.

Additional units/hexes may also fire but all units in the same hex that choose to fire must fire at the same time and at the same target. Remember, however, that Support Weapons with a To Hit table on the back of their counter, Weapon Teams, helicopters, and vehicles must fire separately as described in 5.2.

The moving unit(s) may not be attacked more than once per movement point expended in the hex, unless attacked by Support Weapons with a To Hit table on the back of their counter, Weapon Teams, helicopters, and vehicles who are stacked with the units that first fired. A unit entering a hex with a MP cost of 1+ can be subjected to 1+ attacks, even if the first attack shakes the unit, forcing it to stop moving.

Place a Fired marker on units that Opportunity Fire. Opportunity Fire must be declared before the target units leave the hex, and the player currently moving must give sufficient time for his opponent to declare the Opportunity Fire.

An Opportunity Fire attack is conducted like any other, with the exception that the attacker receives a +1 bonus (unless firing at Low Crawling units) to their die roll for firing at moving units, unless the moving units are in terrain that negates that modifier. For example, Low Crops.

If the target hex contains both moving and non-moving units, both are affected by the same Opportunity Fire attack die roll, but only the moving units suffer the +1 modification to the attacker's die roll.

For example: an American 3-6-4 Ranger Squad fires at a Somali 0-3-4 as it moves through an open terrain hex that also holds a non-moving Somali 1-3-4. The American player rolls a single 1d6 and adds 4FP (its base FP of 3 + 1 for firing on a moving unit) against the moving Squad, and 3FP against the stationary Squad.

Note that even though moving units are automatically Spotted, the stationary Squad in the hex retains the same "Spotted" status that it had prior to the attack. In other words, if the stationary unit wasn't Spotted before the Opportunity Fire attack, it remains unspotted after the moving Squad departs the hex. This is the ONLY exception to the rule that states, "If one unit in a hex is Spotted, the entire hex is Spotted."

Target units that become Shaken must end their movement. This includes units that are Shaken due to Casualties or Wounding. If not all of the moving units in a stack are Shaken, the remaining Good Order units may continue moving.

5.4 Extended Range

MMC/SMCs with a black box surrounding their range may fire at up to twice their printed range. Any fire greater than the printed range, however, is halved. Accordingly, a 2-2-4-6 Guard unit firing at a German squad three hexes distant, has a Firepower of one (1).

6.0 Movement

Units move from hex to hex, paying the movement point cost of each hex as it is entered. These costs are summarized on the Terrain Effects Chart (TEC). All units that move from the SAME hex, in the SAME impulse, must be moved together (exception, if some units in moving stack are Shaken —see 5.3).

A hex that contains an unshaken, unwounded, yet to be activated Leader, may activate both the units in that and adjacent hexes. Units in the same hex, but on a different level of a multi-story building are considered adjacent. Units in an adjacent hex, but on a different level of a multi-story building are not. Units starting in adjacent hexes to the Leader are free to move or fire separately from the Leader. The units in each hex, however, must move or fire together if they do either.

For example, if all three 1-6-4 German squads in a hex are activated, some may move and some may fire, but those that move IN THE SAME IMPULSE must move together, and those that fire IN THE SAME IMPULSE must fire at the same target (exception: Ordnance 14.0, may fire at separate targets).

The number of movement points that a unit may spend each turn is called its Movement Factor (MF) and is marked on the counter. As noted above, MMCs, WTs, and SMCs under a Move or Assault Move marker that are fired upon suffer a modifier of "1" added to the attacker's DFT die role.

Unless such a move would bring a Shaken unit closer to an enemy unit in their LOS, units with a movement allowance equal to or greater than one may always move one hex, no matter the cost, or change levels within a multi-level building. If a unit must expend ALL its movement points to move one hex it may not Low Crawl (or Assault Move… obviously) into the new hex.

Units may move through hexes containing friendly units (subject to stacking restrictions), but must stop upon entering an enemy occupied hex and Melee (see section 8.0).

Here is the sequence to be followed when moving units triggers event, are subjected to Opportunity Fire, become adjacent to enemy units and such.

a. Unit(s) moves into one hex b. Possible event(s) are triggered c. Possible Opportunity Fire conducted. d. If the moving units are still in Good Order, they may proceed with their next action (auto-spotting adjacent unit, moving, firing if AM etc.)

Thus, a unit that moves adjacent to an enemy unit but is shaken by a torrent of Opportunity Fire does not cause the adjacent enemy unit to be spotted… unless, of course it was the adjacent unit that fired.

6.1 Assault Movement

Units whose movement factor is boxed in red —for example, Heroes, may Assault Move. These units' intentions are declared at the beginning of their impulse and they are marked with an Assault Move marker. Leaders may also Assault Move with eligible units that they start their impulse with.

Units which Assault Move may spend up to one-half of the movement points printed on their counter, modified by double-time movement if applicable (fractions rounded up), and subsequently fire (or Opportunity Fire). The DT bonus (if any) is added to the printed unit MF before being halved for AM.

Subtract two from the total attacking firepower of units using Assault Movement. For example, two American Airborne Full-squads using AM would fire with a Firepower of 1 (2 for lead squad + 1 for second squad -2 for AM = 1). Support Weapon Ordnance, such as Bazookas, suffer a penalty on the Ordnance Fire Table (OFT).

Once the units fire, they are also (in addition to the Assault Move marker) marked with a Fired marker; neither the Assault Move or Fire marker is removed until the Admin Phase. The units need not fire in the same impulse that they originally moved but can be activated again later to fire or may instead engage in Opportunity Fire if the appropriate situation arises. They must, however, move when they are first activated.

6.2 Double-time

Units (either Good Order or Shaken) that begin their impulse, and move the entire impulse, with a Good Order Leader may increase their movement allowance by two points. The units may not move further than the Leader's printed movement factor. Weapon Teams may not double-time.

6.3 Low Crawl

A unit or stack of units may spend its entire impulse to move one hex. This is a Low Crawl. Units Low Crawling are not automatically Spotted unless they are in Open terrain or adjacent to an enemy unit. Enemies targeting Low Crawling units do not receive the +1 bonus to their FP. Low Crawling units may change levels within a multi-story building, but may not change levels AND move to a different hex. Weapon teams may not Low Crawl.

6.3.1 Weapons Teams and Special Movement

Weapons Teams may neither Low Crawl or Double-time.

6.4 Stealth Movement

Units designated with a bright-yellow square surrounding their movement may move up to half their movement allowance (drop fractions) and subsequently fire. Such fire is executed like Assault Movement fire —subtract two (2) from the total attacking firepower of units using Stealth Movement fire (Scouts Excepted). Stealth Movement capable units are NOT automatically spotted when they move —even if adjacent to an enemy unit —the enemy unit must either perform a successful spotting attempt (10.0), the Stealth Movement capable unit must fire, or move into open terrain in the LOS of a Good Order enemy unit. Units may NOT use Stealth Movement while Double-timing (6.2), but may use Stealth Movement to enter Melee. Heroes and Leaders may not use Stealth Movement unless specifically designated.

7.0 Laying Smoke

Good Order MMC units that are not marked by a Move, Low Crawl, Fire or Ops Complete Marker may attempt to lay smoke in their own or an adjacent hex.

Select the hex and roll 1d6. If the die roll is equal to or less than the unit's smoke laying capability, place a "Smoke 1" marker in the hex. Regardless of whether the attempt was successful, place an Ops Complete marker on the unit attempting to lay smoke.

Smoke Laying Capabilities:

  • All Band of Heroes Units: 2
  • U.S. Vietnam: 3
  • NVA, ANZAC, British (Falkland), Argentine, U.S. Day of Heroes (DoH): 2
  • VC, ARVN, Somalis, Pakistanis in DOH: 1
  • Other as determined by module.

Smoke is Blocking terrain with a Target Modifier of +1. The Target Modifier is added to the hex's existing Target Modifier. Hence a smoked Forest hex would have a TM of +3. Units firing from a smoked hex must subtract one (1) from their die roll.

In the Administrative phase after the "Smoke 1" is laid, replace the marker with a "Smoke 2" marker. In the next administrative phase, remove the "Smoke 2" marker.

8.0 Melee Combat

When you move into a hex with enemy units, you must Melee. Mark the units that entered the hex with a Move marker. Units may not use Assault Movement to enter Melee. Units in multi-story buildings must be on the same level to Melee. Melee combat is normally simultaneous (Nationality characteristics, Events, and Skill Cards may alter the sequence) and losses aren't taken until the round of Melee-combat is concluded.

There can only be one Melee round per turn per hex. All units that participate in a Melee round are activated at the same time. Melee takes place as soon as enemy units enter a hex containing friendly units. You cannot Opportunity Fire on the units as they enter the hex.

The inherent Firepower of all the attacking units (the units that moved into the hex) and Melee-eligible Support Weapons (machine guns, satchel charges, and flamethrowers) is compared to the Firepower of any defending units and their melee-eligible Support Weapons the attacker chooses and an odds ratio is determined, dropping any fractions. For example, 4 FP attacking 2 FP is 2-1, whereas 5 FP attacking 2 FP is not 2.5-1, but also 2-1. Not all defending units must be attacked, but at least one must be attacked. Unmodified attacks at less than 1-3 are treated as 1-3, but may not be conducted against multiple units. Roll 2d6 and consult the Melee Table (MT).

Leadership modifiers apply for the attacking units and are added to their die roll. If the attacker rolls equal to or greater than the kill number, the defending units are eliminated. Eliminated units are NOT yet removed. The defender then follows exactly the same procedure against any of the attacker's units he chooses. After assessing damage, remove eliminated units from both sides. Mark the hex with a Melee marker.

If the Melee combatants include Heroes, they shift the odds one column in favor of their side when attacking. Multiple Heroes do not grant multiple shifts.

Attacking, in the context of this section, means that your unit is making a melee attack – it has nothing to do with whether you entered the hex. Defending means your unit is the target of a melee attack. A unit that may only defend cannot make melee attacks but is not automatically eliminated either.

Unless modified for Ambush (13.1) or Skill Cards, Melee combatants use their unmodified, inherent FP.

For example: two 2-5-4 Squads equal 4 FP factors in Melee combat or three 1-6-4 squads and a bipod MG42 equal 5 FP factors.

Squads and Half-squads must still abide by the Support Weapon usage restrictions delineated in the section on Support Weapons and Weapon Teams (1.6). In other words, a Squad may fire one SW and its inherent FP or two SW and forfeit its inherent FP. A Half-squad may fire one SW and forfeit its inherent FP.

Leaders/Advisors carrying a melee-eligible Support Weapon attack and defend with half of the Support Weapon's Firepower (i.e. "1" or "2"), unless two Leaders/Advisors are crewing one Support Weapon, in which case they attack/defend with the Support Weapons printed Firepower. Note that Leaders/Advisors carrying a satchel charge may use the charge's entire (6) Firepower, but remove the charge after one use. Just to be clear, satchel charges are always removed after use. Heroes defend with their printed Firepower unless they are crewing/using a Support Weapon. Note that Skill Card special rules supersede these rules.

Designer's Note: Although one man operates a flamethrower, the operator frequently used a spotter to direct his fire. Hence, without the spotter, the FP is halved.

8.1 Post Melee

Units remaining after the round of Melee are locked in Melee. Place a Melee marker on the units to so annotate. Locked units may not move (unless withdrawing) nor fire, but may use an impulse in the following turn to either Melee or attempt to withdraw. Melee markers may not be removed as long as units from both sides inhabit the hex. Once one side's units have been eliminated, the Melee marker is removed in the ensuing Admin Phase.

Units that wish to withdraw must announce their intention at the beginning of their next impulse (before they are once again engaged in Melee by the opposing player) and pass a Morale Check (Leadership modifiers apply). Failure to pass incurs no penalty but they must immediately fight a Melee round. Units that pass the Morale Check may exit the hex, paying appropriate movement costs. If a player withdraws all friendly units from the hex, the Melee marker is immediately removed and the remaining enemy units are eligible to Opportunity Fire on the withdrawing units. Note that a player may intentionally leave a unit behind as a rearguard to prevent this from occurring.

Leaders and Advisors not carrying a melee-eligible Support Weapon (see 8.3), Snipers, Chaplains, Medics, and Shaken units do not attack, nor may they be targeted in Melee. They are considered non melee-eligible units. WT can be individually targeted in melee. If all Good Order MMCs, Heroes, and Leaders/Advisors carrying a melee-eligible Support Weapon in the hex are eliminated, non melee-eligible units are removed. If a unit enters a hex containing only enemy units not eligible for Melee, then all the enemy units are eliminated and the unit that moved in must halt.

8.1.1 Reinforcing a Melee

Units from either side may reinforce a Melee.

Any unit entering a hex marked with a Melee marker is considered reinforcing it, even though it's possible that no friendly units are left in the hex after the previous Melee. If a unit reinforces a melee before a Melee round is fought (for example, a Melee from a previous turn in which both survived), fight the Melee immediately. If the reinforcing units have the "Ambush" capability (13.1), their tripled firepower is added to the other friendly unit's normal Firepower, but the Melee combat round is considered simultaneous. If units reinforce the hex after the Melee has been fought, they may not participate in the Melee until the following turn.

8.2 Zero Firepower and "M" rated MMCs

MMCs with a Firepower of 0 (zero) attack and defend with a Firepower of 1 in Melee. For each zero Firepower MMC participating in an attack, 1 is subtracted from the die roll. For each zero Firepower unit participating in defense, 1 is added to the attacker's die roll.

For example: Two 0-5-4 German Half-squads attack a 2-5-4 in Melee. The odds would be 2 vs. 2 or 1-1 (each 0 FP Half-squad counts as 1 FP for the attack). The Germans must, however subtract 2 from their dice roll. Hence, the German player would need to roll 10 or better (10-2 =8, which is the minimum needed to kill the opposition in a 1-1 attack) to eliminate the 2-5-4. Conversely, the 2-5-4 would attack the two German Half-squads at 2 vs. 2 or 1-1, but would add two to its dice roll. Accordingly, it would eliminate the two German Half-squads on a roll of 6 or better (6 + 2= 8).

Units with an "M" superscript add "1" to their Firepower when attacking or defending in Melee.

8.3 Melee Eligible Support Weapons

All machineguns, flamethrowers, satchel charges, and Molotov Cocktails are melee-eligible Support Weapons. Flamethrowers, satchel charges, and Molotov Cocktails are identified on their counter. Machineguns include an illustration of a machinegun or machinegun-type weapon on their counter. Examples of machineguns are the MG34, BAR, DP28, M240G, SAW, Minimi, MG42, Bren, and M60 (not the tank), etc. This list is not all-inclusive.

9.0 Administrative Phase

Once all units have either moved or fired, or after three consecutive passes (i.e. Player One passes, Player Two passes, Player One passes again), the Operations Phase ends. In the Admin Phase, players remove all Move, Assault Move, Stealth Move, Low Crawl, Fire, Operations Complete, and Spotted markers. FFE markers are removed. Smoke 1 counters should be turned over to become Smoke 2 counters and Smoke 2 counters removed from the map. Once all markers have been removed, advance the turn marker one turn and begin the Rally Phase.

10.0 Line of Sight and Spotting

A unit has a LOS to another unit if, in the real world, it could see that unit. Units may not fire at targets to which they do not have a LOS. LOS is traced from the center of the firing unit's hex to the center of the target hex. Line of Sight that crosses the silhouette of a piece of Blocking or Degrading Terrain is considered blocked or degraded. LOS is NOT BLOCKED or degraded by small pieces of terrain that extend from the firing unit or target's hex into an adjacent hex. See below for additional details.

10.1 Spotting

Even if a unit has a LOS to its target, the attacker might not see the enemy.

For example: a Squad of soldiers is hidden in a building two hexes distant. There may not be anything blocking your own Squad's view of the building, but that does not mean they see the enemy.

To be able to fire on an enemy hex, it must be Spotted. Hexes, rather than units, are spotted, so if one unit in a hex is Spotted, the entire hex is Spotted.

Different levels of a multi-story building within the same hex are considered different locations for Spotting. In other words, Spotting the units on the second floor does not allow you to fire on unspotted units on the first floor.

Spotting is status driven. A hex (and all units within it) is spotted if any of the following apply: the hex is marked with a spotted counter, a good order enemy unit is adjacent to the hex, a friendly unit is currently moving or assault moving through the hex, a unit in the hex is marked with a Move/Assault Move/Fire/Melee marker or the hex is open terrain.

Units in any Open type terrain are automatically spotted, even if the LOS is degraded by intervening terrain.

Note that the status of a hex may change over a turn. For example, if the hex is spotted because it is adjacent to a good order enemy unit and that unit is either shaken or moves away, it will no longer be spotted.

Note that Low Crawling units and units using Stealth movement are not automatically spotted during their movement, unless they move into Open terrain in the LOS of a Good Order enemy unit.

Units (including Open vehicles) may attempt to Spot unspotted units to which they have a LOS. Units in blocking terrain are spotted with a 1D6 roll of two or less. Those in degrading terrain are spotted on a 1D6 roll of three or less. Leadership modifiers apply and are subtracted from the die roll.

For example: if a unit is attempting to Spot an enemy in Degrading Terrain, it must roll a three or less to succeed.

One is added to the spotter's die roll for every hex of Degrading terrain its LOS passes through en route to the target unit. Note that the LOS must actually pass through a piece of the Degrading terrain in the Degrading terrain hex.

One is also added if it passes through the silhouette of Degrading terrain that is in part of an otherwise open hex. If the LOS passes through more than two hexes of Degrading terrain, or silhouettes of Degrading terrain within two open hexes, it is blocked. However, LOS is NOT BLOCKED or degraded by small pieces of terrain that extend from the firing unit or target's hex into an adjacent hex.

Publisher's Note: This was only an issue in a few places on the Lock 'n Load: Forgotten Heroes boards. For example, 4E4-4D4.

Once a unit (helicopter excepted) is Spotted, the entire hex is Spotted and a Spotted marker is placed there. Spotted markers are removed during the each Administrative phase or if all units leave the hex. If all units leave a hex (or are eliminated), any spotted counter on the hex is removed.

Spotting attempts do not require an impulse. Let's repeat that. Spotting attempts do not require, nor are they considered, an impulse. But only one spotting attempt may be made per friendly impulse, and a unit attempting to Spot is marked with an Ops Complete marker regardless of the result of the attempt. Units marked with Fire, Move, Low Crawl, Ops Complete, Stealth or Assault Move markers may not make a spotting attempt, but they do automatically spot adjacent units, moving units, units marked with a Move/Assault Move/Fire/Melee marker or units in open ground. Shaken units and buttoned vehicles don't automatically spot adjacent enemy units.

Helicopters (19.0), which are included in other Lock 'n Load modules, such as Forgotten Heroes and Day of Heroes, are a unique situation. Choppers are always Spotted, but their status does not affect the units below them. In other words, although a helicopter hovering over a Heavy Jungle hex that is occupied by a Squad is Spotted, it does not mean that the Squad in the jungle beneath it is.

10.2 Buildings and Hills

Most of the terrain in Mark H. Walker's Lock 'n Load! is ground level. There are, however, hills that are level one and two. Progressively darker shades of brown represent taller hills. Each level above ground level denotes a rise of about 2-5 meters.

By the same token there are one and two story buildings. All three-hex or larger stone buildings are considered two story (multi-story) buildings. Staircases are in each building hex. Units can always move directly to another adjacent hex in the same building at the same level.

Units may move from the ground floor to the upper level of their hex by paying two MPs. Units in a single story building occupy ground level. Units on the upper level of a two-story building are two levels above the terrain the building rests on.

For example: units on the Upper level of building that is built at ground level ("level 0") are at level two or the same height as a unit on a level two hill.

Units in adjacent hexes, but different levels of multi-story buildings ARE NOT considered adjacent and do not have LOS to each other.

10.3 Figuring Line of Sight

There are two types of terrain that affect LOS in Lock 'n Load: Blocking Terrain and Degrading Terrain. Examples of Blocking Terrain include buildings, forest, and bocage. Think of Blocking Terrain as 2-5 meter tall objects that are either solid (buildings) or semi-solid (Forest). Examples of Degrading Terrain include Brush, and Light Woods. Degrading Terrain is either semi-transparent or short (1 meter tall) terrain that degrades LOS traced through it, but does not block it (except as noted below).

Terrain occupies an elevation (altitude) and is a specific height (expressed in terms of levels on the TEC). For example, a Forest hex (Level 2) on a Level 1 Hill (for example, hex E7 on the Not One Step Back overlay Y) would be an Level 1 hex but present an obstacle to LOS up to a height of Level 3.

LOS traced through Blocking Terrain that is at the same elevation as both the attacker and the target is blocked. Blocking Terrain in either the attacker's or target's hex does not block LOS. Fore example, LOS from 15E3 to 15G2 is blocked.

LOS traced through Degrading Terrain that is at the same elevation as the attacker and the target is degraded. For example, LOS traced from 15K6 to 15K4 is degraded. Subtract one from the attacker's die roll for each Degrading Terrain hex through which the attacker's LOS passes. If the LOS passes through more than two Degrading Terrain hexes, or Degrading silhouettes extending into two otherwise open hexes, the LOS is considered blocked, and no attack or Spotting attempts may be made. For example, LOS from 15A3 to 15F1 is blocked.

LOS can only be degraded (modified) only once per hex. Thus, a LOS traced across a Light Jungle silhouette in a hex containing a tank is only degraded once. Degrading Terrain in either the attacker's or target's hex does not degrade LOS.

Note the LOS must actually cross the silhouette of the obstacle, not just enter the obstacle's hex, to be either blocked or degraded. Conversely, if the LOS crosses a Blocking or Degrading silhouette extending into a hex that is considered open terrain for defensive purposes, the LOS is also affected.

Note, however, that LOS is NOT BLOCKED or degraded by small pieces of terrain that extend from the firing unit's or target's hex into an adjacent hex.

LOS traced through Blocking or Degrading Terrain that is lower than both the firing unit and its target is not blocked or degraded. For example, LOS from units located on the second story of 18F3 to 18L6 is not degraded by the terrain in 18I4. LOS traced through Blocking Terrain (such as a hill or multistoried building) that is higher than both the firing unit and its target is blocked. LOS traced to lower terrain is blocked if it must cross a silhouette of blocking terrain that is on the same level as the attacker's hex. LOS traced to lower terrain is degraded if it must cross a silhouette of degrading terrain that is on the same level as the attacker's hex. It is blocked if it crosses more than two such hexes of Degrading Terrain silhouettes.

Units on higher terrain can see and fire over Blocking and Degrading Terrain in lower elevation hexes. However, level one and level two Blocking and Degrading terrain hexes cast a one-hex shadow that blocks LOS to units directly behind those obstacles. LOS can be checked at any time.

10.4 Terrain Characteristics

Each piece of terrain has distinct advantages for units seeking shelter in it, and varying movement costs for units attempting to move through it. These advantages and movement costs, along with other information, are delineated on the Terrain Effects Chart (TEC).

The terrain surrounding a hex's center dot defines the elevation of the hex, and the type of terrain in the hex.

For example: 15F5 is a stone building.

10.5 Terrain Markers

Not One Step Back introduces terrain counters. These counters, which currently include Stone Building, Wood Building, Light Wood, and Forest counters, are placed as directed by scenario special rules. They assume all the characteristics of the listed terrain. For example, a Wood Building counter costs two (2) movement points to enter, and provides a +3 Target Modifier to any unit occupying the hex. When determining Line of Sight (LOS), consider the counter to fill the entire hex. Hence, LOS traced through ANY part of a Stone Building counter hex would be blocked.

11.0 Single Man (or Woman) Counters (SMC)

Single Man Counters (SMC) represent significant individuals that have the power to affect the course of the battle. These counters include Leaders, Advisors, Heroes (or Heroines), Snipers, Chaplains, Medics, Commissars, and Scouts. There will be other types of SMCs in subsequent modules.

11.1 Leaders

Leaders are individuals with exceptional skills. They are usually officers or outstanding NCOs. Leaders have no Firepower, and cannot (unless crewing a Support Weapon) individually fire at enemy troops or voluntarily enter Melee alone. If enemy units move into the hex of a solitary Leader who is not carrying a melee-eligible Support Weapon, the Leader is eliminated.

A Leader's Leadership modifier may be used to aid Direct Fire attacks, modify Damage Checks, rally units, and lead troops in Melee, as well as for the other functions mentioned in these rules. Only one leader per hex per impulse (or rally phase) can use his Leadership modify fire attacks, rally units and assist in damage checks, Unwounded Leaders can activate units in adjacent hexes in addition to their own. Wounded Leaders can only activate units in their own hex. Leaders can only rally, direct fire, or assist in damage checks for units in their own hex. Special Skill Card rules may supersede this rule.

11.11 Leader's and Combat

Leaders not under a Move, Low Crawl, Fire or Ops Complete marker may aid ALL attacks conducted by same nationality/force units in their hex during their impulse.

Designer's Note: Leaders can spot enemy units and then direct the fire of units in their hex at the just spotted enemy units.

Their Leadership modifier is added to a unit's Firepower that is using the DFT and/or subtracted from the to hit dice roll for Support Weapons and Weapon Teams using the Ordnance Fire Table. Note that the Leader may aid both Squads using their inherent Firepower/Support Weapons AND Support Weapons or Weapon Teams using the OFT that are activated in the Leader's hex in the same impulse. Leaders that aid such fire are placed under a Fired marker. In short, the Leadership is applied to every attack originating in the Leader's hex in its activation impulse.

Leaders, however, may not call onboard mortar fire or off board artillery and add their leadership to a direct fire attack in the same turn.

11.12 Leaders and Skill Cards

Scenario rules may assign a Skill Card to a Leader. These cards grant special abilities such as enhanced morale or sighting.

11.2 Heroes

Heroes are ordinary soldiers who perform extraordinary feats of courage. Heroes may be part of a scenario's starting forces or created during play. There is a chance that a Hero is created whenever a one is rolled on a Squad or Half-squad's Damage Check. Roll 1d6 again. If the number is even, a Hero has been created. Randomly pick a Hero and a Skill Card.

Newly created Heroes assume the activation status of the unit that spawned them.

For example: if the Squad that spawned a Hero was already marked with a Move marker, the Hero would also receive a Move marker.

If spawned by a moving MMC, the Hero is assumed to have spent the same number of movement points as the Squad had before it spawned the Hero. If creation of a Hero would violate stacking limitations, the owner may place the Hero in any adjacent hex that has no enemy units.

Heroes may Assault Move. Heroes may assault vehicles. Heroes always add their FULL Firepower to multiple unit attacks. Units in the same hex as a Hero may attempt to rally, even if there is no Leader present. Heroes shift Melee odds one column in their side's favor (in addition to adding their own Firepower) when attacking (not defending). Remember, in melee attacking has nothing to do with whether you moved into the hex, only that you are currently conducting a melee attack.

Each Hero randomly receives a Skill Card when created during play or is assigned a specific Skill Card by scenario rules. The skill card randomly assigned to a hero must be usable by this hero. If not, draw again. If a Hero that begins the game on the map is not assigned a Skill Card he does not draw one. There may be only two heroes per nation on the board at any time. Heroes are always spawned in Good Order (never wounded). Heroes created by a moving unit that is shaken must stop their movement too. Heroes may be created even if the Damage Check that creates them eliminates the parent unit.

11.3 Medics

Medics represent exceptional medical personnel. They may not carry or fire weapons, nor may they Spot enemy units. They can, however, use their medical kits to heal units.

During each Rally Phase, a Medic may attempt to either remove the Wounded marker from one SMC (including himself) or flip a Shaken Squad to its good order side. In either case, the subject of a Medic's attentions must be located in the same hex as the Medic. To perform either function, the Medic must first pass a Morale Check rolled with 2d6. Two is subtracted from the dice roll if the Medic is in terrain with a positive Target Modifier. There is no penalty for failing the check, but the Medic may not perform any function in that Rally Phase if he (or she) fails the check. A Shaken Medic may not attempt to Heal SMCs or MMCs until it is rallied. A wounded medic can heal other units (and himself), as long as he is in GO.

Medics do not attack or defend in Melee. If all friendly MMCs, and melee eligible SMCs, in the same hex as a Medic are eliminated, the Medic is removed from play.

11.4 Snipers

Snipers have no movement allowance and aren't initially placed on the board. Once the scenario starts, the Sniper's owner may place the Sniper at any time in any hex whose terrain has a positive Target Modifier, as long as enemy units do not currently occupy that hex.

Once placed, the Sniper may not move. The Sniper may immediately attack any Spotted enemy hex within its LOS utilizing the Direct Fire Combat routine. The Sniper, however, rolls 2d6 for its attack instead of 1d6. If there are multiple units in the target hex, randomly determine which target the Sniper attacks. The Sniper's attack only affects one unit.

For example: if the Sniper declares an attack against a hex containing an enemy Squad and a Leader. The players would randomly determine which unit the Sniper attacks.

Snipers may be fired on like any other unit, but double their own hex Target Modifier when rolling against incoming attacks from all units except artillery/mortar barrages and enemy Snipers. Snipers may stack with MMCs, but forfeit their special terrain modifier when doing so. When stacked with MMCs they may attack in the same impulse as the MMCs, but fire separately within the impulse.

Shaken Snipers may Self-Rally.

Snipers may not voluntarily enter Melee. Snipers do not attack or defend in Melee. If during Melee all friendly MMCs and Melee eligible SMCs in the same hex as a Sniper are eliminated; the Sniper is removed from play.

11.5 Chaplains

The courage of combat chaplains is legendary. Many accompanied the troops to the battle, frequently risking their own life to rescue the wounded or console a shaken soldier.

Lock 'n Load Chaplains have Leadership ratings just like Leaders. These ratings may only be used to rally troops and not to assist in a Damage Check nor assist in fire attacks. In rally attempts, chaplains follow the leader rules. Chaplains may not attempt to Spot enemy units. Chaplains do not attack or defend in Melee. If during Melee all friendly MMCs and Melee eligible SMCs in the same hex as the Chaplain are eliminated; the Chaplain is removed from play.

11.6 Advisors

Throughout the war in Vietnam, the Americans provided advisors to the ARVN. An Advisor has morale and movement ratings. An Advisor raises the morale of all ARVN units it is stacked with by one (1). Advisors may Spot and fire Support Weapons.

11.7 Scouts

Scout's may use Stealth Movement (see 6.4), and subtract 2 from all their spotting die rolls. Scouts do not subtract 2 from their Firepower after using Stealth Movement. Scouts have a FP of 0. They may assist in crewing a SW, but lose all Scout abilities in doing so. Scouts fight as "0" Firepower MMCs (8.2) in Melee.

Units moving with (i.e. during the same impulse as and stacked with) a Scout pay only one movement point per Heavy/Light Jungle, Forest, Light Woods, Wheatfield or Tall Grass hex entered.

Scouts may call artillery fire.

11.8 Armor Leaders

Armor Leaders are 5/8" counters with a pictured Armor Leader, Morale, and leadership rating. Armor Leaders have no Movement Factor. In Band of Heroes, the two armor Leaders are Lt Rindt and Sgt Darius.

Armor Leaders are unique in that they completely share the fate of the tank they command. The may not be wounded, but rather are Shaken, which represents the shaking of the entire tank crew, or forced to abandon the vehicle that they crew, in which case they are removed from the board.

Armor Leaders can only rally the tank they are crewing. Tanks with an Armor Leader assume the Leaders morale for all purposes and subtract the Leader's leadership from the die roll when rallying or performing Damage Checks. Vehicles with Leaders check DFT results under the appropriate column on the DFT: Armored Vehicles or Unarmored Vehicles NOT the Good Order SMC column.

The Leader's leadership rating may be subtracted from To Hit die rolls, and added to machine gun attack die rolls (but not HE equivalent attack die rolls). He may affect both in the same turn. If forced to abandon the tank, the Leader is removed from the board.

11.9 Soviet Commissars

Commissars function as Leaders (for both Guards and Line Troops) for all purposes. Hence, Commissars may Rally units, direct fire, assist in Damage Checks, spot for artillery, etc. Additionally, if in the Rally Phase (only), Shaken units stacked with the Commissar fail to rally, the Commissar may attempt to rally them a second time. To do so the Commissar's owner screams, "Fight or Die," adds one to the morale of the units he is attempting to rally, and rolls 2d6. If the units rally, all is well. If they fail this rally attempt they suffer casualties as defined on the DFT… Squads reduced to Half-squads, Half-squads eliminated, etc. If the Commissar's owner rolls a twelve (12) during a Fight or Die rally attempt, the Commissar has been killed and is removed from the board. The Fight or Die ability may be used in conjunction with 13.51.

11.10 Nurses

Nurses may self-rally. Nurses have Leadership ratings like Leaders. These ratings may only be used to rally troops, not to assist in Damage Checks. Good Order Nurses also have the capability to heal units in a manner similar to Medics (11.3). Specifically, in a Rally Phase Good Order Nurses may EITHER (not both) heal a unit after passing a Morale Check or attempt to rally up to two SMCs or MMCs. Nurses may perform this function on ANY Soviet unit —Guard, Line Troop, or Partisan. Nurses are non-combatant, non-Melee eligible SMCs. They may not spot, direct fire, call artillery, etc.

12.0 Skill Cards

Skill Cards bestow unique characteristics on the SMC or MMC that owns the card. Some cards bestow traits or advantages that may only be used once. Others give benefits that last for the entire scenario, and still others equip the owner with unique weapons or items. Each card explains its trait and when/how it may be used. In most scenarios, the Skill Cards are pre-assigned to the leaders. If a unit is not assigned a Skill Card or does not draw one during creation (Heroes) it does not possess a Skill Card. Obvious? Yes… but we get these questions. Used skill cards go back in the deck for reshuffling.

13.0 National Characteristics for Lock 'n Load

Lock 'n Load features numerous distinct fighting organizations and nationalities. The rules for each are provided with the module with which the organization is introduced.

Allied units in the same hex but from different nationalities must be activated in different impulses. If they are engaged in melee, the odds are shifted one column to the left.

14.0 Ordnance

Ordnance are weapons that have a To Hit table on the back of the counter. They include Support Weapons, such as the Bazooka; Weapon Teams, such as the 75mm Anti-Tank Gun (ATG), and vehicle-mounted (or helicopter-mounted in modern modules) weapons, such as the Sherman M4A1 tank's 75mm cannon. Whether it is mounted on a tank, a separate Support Weapon, or a full Weapons Team, ordnance is fired separately from other units in the hex. It does not have to engage the same target as other units firing from the same hex. Ordnance firing on a hex that contains both vehicle and non-vehicle units must either target a specific vehicle or all non-vehicular targets in the hex.

(Source diagram not reproduced: a Bazooka counter-front illustration appeared here in the original.)

Weapon Team and vehicle mounted ordnance must fire through a covered arc defined by either a red triangle in the corner of the counter, or in the case of a turreted weapon not firing through its vehicle's hull covered arc, a covered arc defined by the gun barrel. This covered arc is displayed in the diagram below.

(Source diagram not reproduced: a covered-arc illustration appeared here in the original.)

Each piece of ordnance has three ranges, separated by slashes, printed on the back of the counter. Below each of these ranges is printed a to-hit number, and below each to-hit number is a penetration value. The attacker uses the leftmost column whose range is greater than or equal to the target's range. To determine if a target is hit by a piece of ordnance, roll 2d6 and cross-reference the result with the to-hit number below the proper range/column on the ordnance counter.

(Source diagram not reproduced: a Bazooka counter-back illustration appeared here in the original.)

The die roll is modified by adding the Target Modifier of the terrain the target occupies, adding 1 for each hex of Degrading terrain (or silhouette of Degrading terrain that is in part of an otherwise open hex) though which the fire's Line of Sight passes, and other factors listed on the Ordnance Fire Table (OFT). If the number, modified by applicable modifiers, is less than or equal to the to-hit number, the target has been hit. A 2D6 roll of 2 is always a hit. A roll of 12 is always a miss.

Important: In modern modules of Lock 'n Load, after a player declares an Anti-Tank Guided Missile (ATGM) attack and before he rolls the to hit dice, the opposing player may fire on the ATGM firing hex with any one hex of Opportunity Fire eligible units. Note that the ATGM hex is marked with a Fired marker when the attacker declares the fire. ATGM units are labeled so on their counter. There are no ATGMs in Band of Heroes.

If the target isn't a vehicle, the target is immediately attacked with the ordnance's HE equivalent plus 1d6. The Target Modifier of the target's terrain DOES NOT modify this HE equivalent, nor do Leadership modifiers, but 1 is added to the HE equivalent if the target is currently moving (not Low Crawling), or marked with an Assault Move or Move marker. The defender rolls 1d6 and compares it to the attacker's die roll.

If the attacker's modified die roll is less than or equal to the defender's die roll, the fire has no effect. If the attacker's modified die roll is greater than the defender's die roll, each of the defending units must take a Damage Check by rolling 1d6, adding the difference between the attackers' modified die roll and the defender's die roll, and then consulting the Direct Fire Table (DFT).

If the target is a vehicle, compare the penetration value at the appropriate range plus 1d6 (modified penetration value) against the vehicle's armor thickness plus 1d6 (modified armor value). If the modified penetration value exceeds the modified armor thickness, the target is destroyed (place a wreck counter in the hex). If the attacker's rolls a 1, and the target a 6, the round is a dud, and the target is not affected. If the attacker rolls a 6 and the target a 1, the round is a catastrophic hit and the target is destroyed.

Whenever the target is destroyed, roll 1d6; if the result is even, a Shaken Crew is placed under the vehicle. If the roll is odd, the Crew is eliminated along with their vehicle.

14.01 Non-Penetrating Hits

If the modified penetration value of the attacker EQUALS the vehicle's modified armor thickness, the vehicle takes a morale check (2d6). If it fails the check the Crew abandons the vehicle; if the vehicle passes the MC, the vehicle is Shaken. This is the ONLY instance where PASSING a MC results in a Shaken unit. If the Crew abandons the vehicle place a Crew under the vehicle. The Crew immediately takes a morale check.

Abandoned vehicles remain on the map, but may not be used by either side. If the attacking weapon is being fired as a MMC's Support Weapon, the MMC, if eligible, may also attack the vehicle or surviving Crew with its small arms as described below.

If the attacker's penetration value is less than the target's armor thickness, the vehicle takes a morale check (2d6). If it fails the check, the vehicle is Shaken. If it passes the MC, there is no effect. When making this roll, take the difference between the firing ordnance's modified penetration value and the target modified armor value and subtract it from the morale check die roll. Hence, if the modified penetration value is 4 and the modified armor value at the point of impact is 10, 6 would be subtracted from the morale check roll. An unmodified morale check die roll of 12 results in a Shaken vehicle, regardless of the unit's morale or modifiers to the die roll.

An already Shaken vehicle that receives another Shaken result is Abandoned.

14.1 Angle and Point of Impact

The thickness of a vehicle's armor varies. The front armor is normally the thickest, flank armor less so, and rear armor is the weakest. Accordingly, it is not only important to know that a shot hit its target, but where it hits (front, flank or rear). Consult the diagram below to determine the angle of impact. The firing weapon's modified penetration value is compared to the modified armor value at the point of impact to determine the results of the impact.

(Source diagram not reproduced: a point-of-impact illustration appeared here in the original.)

If the incoming shot is traced exactly down the line between hit locations (Side and Rear, for example) the shot is considered to hit the location most favorable to the shooter. If the to-hit die roll is both greater than 2 and an even number, the shell has impacted the target's turret, assuming it has one. If the target is turreted, use the turret armor at the point of impact to determine whether the target has been penetrated.

If the target has no turret this can be ignored. Resolve the penetration using the hull armor.

14.2 Special Ammunition

Ordnance marked with a circled "H" on the back of the counter fires HEAT as its main ammunition. Such ammunition's penetration is halved when firing against vehicles with red armor factors.

14.2.1 Shaped Charge Effect on Infantry

Ordnance that fires Heat ammunition (denoted by the red "H" on the back of the counter) was not as effective against infantry in the open or taking cover behind trees/rocks. This rule addresses that situation.

Ordnance that primarily fires Heat ammunition subtracts 1 from their HE equivalent when attacking infantry NOT located in buildings, hut, or bunkers. Note that one is subtracted from the HE equivalent NOT the to-hit die roll.

14.3 Target Acquisition

(Source diagram not reproduced: a target-acquisition illustration appeared here in the original.)

When ordnance —including shoulder-fired ordnance, such as Bazookas— fires and fails to destroy its target, place a "-1" acquisition marker on the target. Note, as per 14.0, ordnance fires either on a specific vehicle or all non-vehicular targets in the hex. If the target doesn't move and the ordnance fires on it its next impulse, one is subtracted from the ordnance to hit die roll. If the ordnance again fails to destroy its target, place a "-2" acquisition marker on the target. If the target doesn't move and the ordnance fires on it its next impulse, two is subtracted from the ordnance to hit die roll. Remove the acquisition marker if the target moves or the attacker switches targets. All non-vehicular units (if they were the targets) would have to leave the hex to remove the acquisition marker.

14.31 Acquiring Markers

To simplify the target acquisition process described in 14.3, Lock 'n Load includes Acquiring markers. Whenever an Acquisition marker is placed on a target, place an Acquiring marker, with the same letter, on the firing unit. Doing so allows the players to track which units have acquired specific targets.

14.32 Target Acquisition and Spotting

A firing unit under an Acquiring marker does NOT need to spot (10.1) a target with the same-lettered Acquisition marker before attacking the target.

15.0 Vehicles

(Source diagram not reproduced: an annotated vehicle-counter illustration appeared here in the original.)

Vehicle counters are 7/8" square. The counter contains all the information needed to play. A counter with its values explained is illustrated here.

Vehicles may either be Open or Buttoned. This status is shown with the Open and Buttoned markers. Open vehicles have some/all of their crew hatches open and some of the crewmen/women are riding with their heads and shoulders exposed to enemy fire. Buttoned vehicles have all their hatches closed. Open vehicles can see the enemy better, but risk injury to crewmembers from enemy small arms fire. Buttoned vehicles are invulnerable (if armored) to small arms fire, but cannot fight as well as an opened vehicle. Buttoned vehicle may not spot, not even adjacent hexes. Vehicles may switch from Open to Buttoned or vice versa at the beginning of their impulse. By default, vehicles are considered Open. This status need not be shown with an Open marker.

  • Movement: The vehicle's movement factors and type. There are three types of Vehicle movement types: Tracked (T), Off-road (O), and Road (R). Tracked are fully tracked. Off-road vehicles are either half-tracked or off-road capable multi-wheeled vehicles. Road vehicles perform best on roads. See the Terrain Effects Chart (TEC) and the paragraph below for further explanation.
  • Morale: Is the unit's morale. Shaken vehicles must button up (close all hatches), may not fire their weapons, halve their movement factor, and may not Spot. Vehicles may self-rally, and if a Vehicle-leader is onboard, the vehicle uses the Leader's morale rating to rally. The Leader may also subtract his Leadership modifier from the rally dice roll. Vehicles subtract two from their rallying attempt die roll (2d6) when located in terrain with a positive TM.
  • HE Equivalent: This boxed value is the Firepower the vehicle's main ordnance (gun) uses to attack non-vehicle targets on which it has scored a hit. If "N x" precedes the HE Equivalent, "N" is the number of times the vehicle/Weapon Team or helicopter's main ordnance may fire in its impulse. Note: The main gun's To Hit and Penetration values are located on the back of the vehicle counter.
  • Machine Gun Firepower: These underlined values are abstract factors that depict the vehicle's machine gun Firepower. A Firepower of 2 has a range of 10. A Firepower of 4 has a range of 14. An asterisk after the number indicates a 360° (i.e. all around) field of fire, but the machine gun may only be fired when the vehicle is Open. Machine guns without the asterisk must fire in the turret's covered arc or, in the case of non-turreted vehicles, in the covered arc of the front hull. The advantage of these machineguns is that they may be fired regardless of whether the vehicle is Open or Buttoned. Unless otherwise noted, a vehicle (or helicopter) equipped with a machine gun(s) must fire any machine guns and its main gun in the same impulse, and they must fire at the same target. Vehicles with multiple machine guns must fire each separately.
  • Rear Facing Machine Guns: Units with a machine gun Firepower followed by "R" may use the Firepower in the turret's rear arc, which is defined as a covered arc directionally opposite that of the turret's front arc (see 14.0). This machine gun must fire in the same impulse as the remainder of the vehicle's weapons, but need not engage the same target.

Machine Gun Firepower (Optional): Non-asterisk Firepower 4 machine guns fire their entire firepower to a range of 14 hexes when both the turret and vehicle covered arc are aligned. If the turret covered arc is different from the vehicle covered arc the owner must split the Firepower, firing two (2) Firepower in the turret's covered arc, and two (2) Firepower in the vehicle's covered arc —both to a maximum range of 10 hexes. Obviously, the machine guns must engage different targets, but all the vehicle's weapons must still fire in the same impulse.

  • Armor (Hull/Turret): The three numbers to the left of the vehicle represent the vehicle's front, flank, and rear armor (listed top to bottom). The number before the slash is the hull armor; the number after the slash is the turret armor. If there is only one number, the vehicle has no turret.
  • Vehicle Name: Provides the vehicle's designation such as M1A1, T-55, M10, Scimitar, PzIIIF, M4A1, etc.

15.1 Vehicle Facing and Movement

Vehicles move similarly to foot soldiers, but much faster. There are several terrain types that vehicles cannot enter, and some buildings that vehicles can enter and turn to rubble. Vehicles can continue moving after rubbling a building hex, if they have movement points remaining. The Terrain Effect Chart has complete details.

Infantry on foot and vehicles can move together, but otherwise vehicles MUST move individually, and simultaneously activated vehicles need not move through, or end movement in, the same hexes. Vehicles cannot Low Crawl (obviously) or Double Time. All vehicles may Assault Move.

Vehicles must always face a hex spine (the corner between two sides of a hexagon). The red corner/arrow on a vehicle counter indicates the vehicle's facing. Vehicles move into one of the two hexes that lay on either side of the spine to which the red arrow points. Vehicles may, however, pivot within their hex. The cost is one movement point per hex spine turned.

Vehicles may also move in reverse, by entering one of the two hexes to the rear of the vehicle. Such movement cost two times the normal movement rate.

For example: reversing into a clear terrain hex costs two movement points.

The turret faces the hex spine that the barrel points to. It costs no movement points for turreted vehicles to change the facing of their turret. There is, however, an associated penalty on the Ordnance Firing Table (OFT). The turret automatically pivots to face the attacker's target, unless the attacker chooses to pivot the entire vehicle and incur the corresponding penalty on the OFT. No turret marker is necessary to designate a turret that is facing the front of the vehicle. The separate turret markers are used to show turret orientation when the turret has rotated to face another direction than front.

15.2 Assault Movement and Vehicles

Unless otherwise noted, all vehicles may Assault Move. Vehicles using Assault Move may spend up to one-half of their movement allowance (round fractions up) and still fire eligible machine guns (subtract 2 from their Firepower as per Assault Movement rules). Vehicles using Assault Movement may also fire their main gun, but add two (2) to the To Hit die roll, as indicated on the OFT. Vehicles may not use Assault Movement to conduct an overrun (see below). Vehicles may use Assault Movement to load or unload passengers, which takes the place of the vehicle's movement, and then fire.

15.3 Overruns

Vehicles with machine guns or other main armament may overrun infantry (MMCs, SMCs, and Weapon Teams) located in Open, Brush, Low Crops, Wheat Fields, or High Grass. A vehicle executing an overrun attack may not be fired on, before consummating the overrun, in the overrun hex.

To do so, the vehicle must have sufficient movement points to enter the hex, and an additional 4MPs for the overrun. After the vehicle enters the hex, it sums its HE Equivalent and machine gun Firepower (machine guns with "*" may only be used if the vehicle is open), adds 2, rolls 1d6, and adds the Leadership of any Armor Leaders present. The defender rolls a die and compares it to the attacker's die roll. You know the drill.

If the attacker's modified die roll is less than or equal to the defender's die roll, the overrun has no effect.

If the attacker's modified die roll is greater than the defender's die roll, each of the defending units must take a Damage Check by rolling 1d6 and adding the difference between the attacker's modified die roll and the defender's modified die roll, and then consulting the Direct Fire Table (DFT). If a Good Order Leader is present, Leadership modifiers do apply, but Leaders must check for damage first.

Following an overrun attempt, any surviving Good Order MMCs/Heroes may Close Assault the vehicle as described below in section 17.1. Ignore any reference to moving into the vehicle's hex, as the counter-attackers are already there. MMCs/Heroes that wish to Close Assault must, however, still pass a morale check prior to Close Assaulting.

If the vehicle survives the Close Assault, it may remain in the hex. If it has sufficient movement points, it may continue moving —even conducting subsequent overruns if it has sufficient movement points. If the vehicle chooses to remain in the hex, all enemy infantry units left in the hex, except Shaken Weapon Teams, must retreat to an adjacent hex of their owning player's choice, and marked with a Move marker. Shaken Weapon Teams are eliminated. If the Close Assault destroys the vehicle, no further action is required from the surviving (both Good Order and Shaken) infantry in the hex.

15.4 Vehicle Crews and Armor Leaders

Each vehicle has an inherent Crew. If the vehicle is destroyed (except through Close Assault 17.1), the Crew must make a Bailout check. Roll 1d6. If the result is odd, the Crew is eliminated with the vehicle. If the number is even, place a Shaken Crew in the vehicle's hex. Crews are automatically eliminated in vehicles destroyed by Close Assault.

If a vehicle is Abandoned, place the Crew under the vehicle. The Crew immediately takes a morale check. Crews that pass the MC remain in Good Order; those that don't are Shaken. In all the above instances, the Crew is placed under a Move marker. Armor Leaders belonging to destroyed or Abandoned vehicles are removed from play.

15.41 Armor Leaders

Armor Leaders are 5/8" counters with a pictured Armor Leader and leadership rating. Tanks with an Armor Leader assume the Armor Leader's morale, and subtract the Leader's leadership from the die roll when rallying or performing Damage Checks. The Leader's leadership rating may also be subtracted from To Hit die rolls, and added to MG and attack die rolls. If forced to abandon the tank, the Leader is removed from the board. See also 11.8.

16.0 Passengers

Passengers, whether riding inside or outside of the vehicle, are placed on top of the vehicle's counter.

16.1 Passengers inside vehicles

Vehicles marked with "P" may carry up to one-Half-squad, one Support Weapon, and one SMC. Those marked with "PP" may carry up to one Squad (or its stacking equivalent), two Support Weapons, and two SMCs. In either case, these passengers are considered to be riding inside the vehicle. Weapons Teams with a gun or tube caliber greater than 20mm may not be transported except when allowed by Special Scenario Rule.

Designer's Note: Why not let WTs ride on/in vehicles? Didn't they do it in real life? Yes they did, but rarely did they do it within range of enemy small arms (i.e. a typical Lock 'n Load battle). Hence, I'd be writing, and you'd be reading, a lot of rules that would rarely come into play. Why hassle with it?

16.1.1 Bailout Checks

If the vehicle is destroyed (except through Close Assault 17.1), the passengers perform a Bailout check by rolling 1d6 for each transported counter's survival. On an even die roll, flip MMCs and SMCs to their Shaken side and place them in the wreck's hex. Mark them with a Move marker. An odd die roll eliminates the MMC/SMC. Support Weapons also survive on an even die roll and are eliminated on an odd roll but, obviously, cannot be Shaken. Passengers are automatically eliminated in vehicles destroyed by Close Assault.

16.2 Passengers On Top Of Vehicles

Vehicles marked with an "PO" may also carry up to one-Half-squad, one Support Weapon, and one SMC. Likewise, those marked with "PPO" may carry up to one Squad (or its stacking equivalent), two Support Weapons, and two SMCs. In this case, however, the passengers are considered to be riding OUTSIDE (on top of) the vehicle.

If the vehicle fires ordnance (not machine guns), the passengers immediately disembark, are marked with a Move marker, and must pass a morale check to avoid becoming Shaken.

Passengers riding the outside of a vehicle that is hit by Ordnance that does not destroy the vehicle or cause its abandonment must immediately disembark. They are marked with a Move marker and must pass a morale check to avoid becoming Shaken. Passengers riding on top of vehicles may be attacked by small arms as described in 17.2. The vehicle need not be Open. If the vehicle is destroyed, the passengers must make a Bailout roll as previously explained. Any passengers dismounting (voluntary or not) from a vehicle can be subjected to Opportunity Fire as if they had spent half of their movement points in the hex.

Passengers riding on top of a vehicle may attack eligible targets with their inherent Firepower (no other Support Weapons). Subtract one (1) from the unit's Firepower if the vehicle hasn't moved, or subtract two (2) from the unit's Firepower if the vehicle is moving or marked with a Move or Assault Move marker. Units may fire at any time during a vehicle's movement. Units that do so are marked with a Fire marker. If units on top of a vehicle fire before the vehicle moves, the vehicle may not activate to move or Assault Move) until a subsequent impulse. Passengers that fire can't dismount later in the impulse, except involuntary (in which case they are marked with a Move marker).

For example: a 2-5-4 Squad riding outside a moving M4A1 would fire at 0 FP (2 -2 = 0).

16.3 Passengers of Abandoned Vehicles

Passengers of Abandoned vehicles disembark and take a morale check. Failure means the unit(s) become Shaken. Mark disembarking units with a Move marker.

16.4 Mounting and Dismounting

It takes one-half (rounded up of both the vehicle's and Squad's Movement Factors to load into (i.e. mount) or dismount from a vehicle. Units may only load if they begin the Operations Phase in the same hex with the vehicle (including helicopters) into which they are loading. They may unload at any time in the vehicle hex during the carrying unit's impulse, as long as the vehicle still has at least half of its MPs remaining. Passengers may be fired on in the hex that they unload. Note that when vehicles Assault Move, their partial movement is consumed by such boarding and exiting procedures.

Units that unload may move separately from their carrier.

For example: a 1-6-4 Squad might unload from a StuG IIIG, and then move two hexes over open terrain in the same impulse. The StuG IIIG (Movement Factor of 10) could subsequently spend five movement points to travel in any direction. This is an exception to the rule that states units moving from the same hex in the same impulse must move together. A Move marker is placed atop the infantry at the moment of disembarking. The infantry finishes its movement, and then the vehicle may continue its move.

Assault Move capable units may use Assault Movement to unload and subsequently fire, but if they do so may not leave the hex in which they disembarked until the following turn.

Infantry may disembark from Shaken vehicles, but the Shaken vehicle may not move in the turn the infantry disembarks.

17.0 Infantry and Artillery Vs Vehicles

Infantry are not helpless against armored fighting vehicles. Since late in the First World War, they have carried a variety of man-portable anti-tank weapons. Yet even without these weapons, infantry can effectively eliminate armored fighting vehicles.

17.1 Close Assault

A MMC/Hero may Close Assault an enemy vehicle by moving into the vehicle's hex. Shaken vehicles are not automatically destroyed in CA nor do they suffer any additional penalty. Vehicle can always defend in close assault, regardless of their activation status, just as infantry units can always defend in melee, regardless of their activation status.

There may be no melee-eligible enemy units present in the target vehicle's hex. Passengers inside a vehicle do not prevent Close Assault, but Good Order passengers riding outside the vehicle do. Shaken units in the same hex as a friendly tank are not automatically eliminated by Good Order enemy units entering said hex to Close Assault the vehicle.

Note that you can't Close Assault a vehicle that moves by your units in your opponent's impulse.

Units may move adjacent to a vehicle before Close Assaulting; they don't have to begin their impulse adjacent to it. Close assault is a form of movement in regards of unit activation in a hex, meaning that only the assault units can move in this impulse from this hex and they must move together.

Before entering the vehicle's hex, MMCs/Hero, and any accompanying Leaders, must pass a pre-assault morale check. Two is subtracted from the dice roll if the units are entering the vehicle's hex via a hex with a positive Target Modifier.

For example: units departing 15I5 to assault a vehicle in 15I4 would subtract 2 from their pre-assault morale check die roll.

The Leader checks first and, if he passes, may use his Leadership to assist other MMCs (not Heroes) making the morale check. Units that fail the check remain in the hex they occupied prior to the check. If these units moved, place a Moved marker on them. If not, place them under an Operations Complete marker. They do not become Shaken; they merely do not participate in the charge.

Next, move the assaulting MMCs/Heroes into the vehicle's hex. Now, each MMC/Hero individually assaults the tank. The assaulting MMC/Hero rolls 1d6, adding its inherent Firepower, the Leadership modifier of any accompanying Leader, and the HE equivalent of any ONE possessed anti-tank weapon (Bazooka, etc), Molotov Cocktail, or satchel charge. Units without any anti-tank weapon can still close assault the vehicle.

The Leader may only assist ONE Squad's assault. The defending vehicle rolls 1d6 and adds the LOWEST armor factor on the vehicle's counter (usually rear hull). If the attacker's die roll is greater than the vehicle's die roll, the vehicle is destroyed. Place a wreck marker in the hex.

For example: a 1-6-4 Wehrmacht Squad equipped with a Panzerfaust (PzF30) assaulting an M4A1 would add 2 (1 FP + 1 Panzerfaust HE equivalent) to its die roll. The owner of the tank would also add 2 to his die roll (the tank's rear hull armor factor). If the German's modified die roll is greater than the American's die roll, the tank is destroyed. Repeat this process for each attacking MMC or Hero, but remember that the Leader may only assist ONE MMC's assault, unless, of course, there is more than one Leader in the attacking stack.

If the vehicle is destroyed, its crew and passengers are also eliminated, the assaulting MMCs/Heroes remain in the vehicle's hex, are marked with a Melee marker, and any other enemy non-melee eligible enemy units in the hex are also eliminated. If the vehicle isn't destroyed, mark it with a Melee marker, and return the assaulting MMCs/Heroes to the (adjacent) hex from which they initiated the assault and are marked with a Move marker. In the case of unsuccessful close assault following an overrun, they must retreat to an adjacent hex of their owning player's choice.

Units that close assault a hex with two vehicles must execute the close assault procedure twice, thus requiring them to make a second morale check, if they successfully close assault the first vehicle.

17.2 Small Arms vs. Armored Vehicles

Small arms are weapons that do not have To-Hit numbers on the back of their counters and do not use the Ordnance Fire Table. Examples are machine guns, flamethrowers, satchel charges (yeah it's not a small arm, but when used in this context is grouped with them) and a MMC and SMC's inherent Firepower. These units may attack unarmored vehicles, Open armored vehicles, including open top vehicles such as the American M-10, German SD222, and ALL helicopters with their inherent Firepower. Armored vehicles are vehicles that have armor factors printed on their counters. By contrast, unarmored vehicles have an asterisk in place of the armor factors.

Small arms firing on a hex that contains both vehicle and non-vehicle units must either target a specific vehicle or all non-vehicular targets in the hex. Passengers are considered part of the vehicle that they are riding.

Combat resolution is nearly identical to that discussed under Fire Combat. Attacking units must meet range and Line of Sight requirements. The attacking unit's Firepower is summed and added to 1d6. The attacker's Firepower is modified as indicated on the DFT's Die Roll Modifications. The target vehicle rolls 1d6. The vehicle adds the Target Modifier of the terrain in its hex and the LOWEST armor factor on the vehicle's counter (usually rear hull) to its die roll. If the attacker's modified die roll is less than or equal to the defender's modified die roll, the fire has no effect.

If the attacker's modified die roll is greater than the defender's modified die roll, the target vehicle and all passengers riding on top of the vehicle must take a Damage Check. If the vehicle is buttoned, only external passengers check morale. Roll 1d6, add the difference between the attacker's modified die roll and the defender's modified die roll, and consult the Direct Fire Table (DFT). If a Good Order Armor Leader is present, use his morale instead of the target vehicle's morale. Infantry Leaders who are passengers may subtract their Leadership modifier from the passengers' Damage Checks, but must pass their own Damage Check first.

Shaken passengers must immediately disembark, unshaken passengers may chose to disembark with them. Place a Move marker on the disembarked units.

17.3 Small Arms vs. Unarmored Vehicles

Unarmored vehicles have an asterisk in place of the armor factors. With two exceptions, the procedure for attacking unarmored vehicles is identical to that used for attacking armored vehicles. Exception one: Small arms may always fire against unarmored vehicles. The vehicles need not be Open. Exception Two: The results on the DFT include Destroyed results.

The attacking unit's Firepower is summed and added to 1d6. The attacker's Firepower is modified as indicated on the DFT's Die Roll Modifications. The target vehicle rolls 1d6 and adds the Target Modifier of the terrain in its hex.

If the attacker's modified die roll is less than or equal to the defender's modified die roll, the fire has no effect.

If the attacker's modified die roll is greater than the defender's modified die roll, the target vehicle must take a Damage Check by rolling one die (1d6), adding the difference between the attacker's modified die roll and the defender's modified die roll, and consulting the Direct Fire Table (DFT). If a Good Order Armor Leader is present, use his morale instead of the target vehicle's morale. Passengers riding on top of the vehicle perform damage checks as described in 17.2.

In some instances, one of the vehicle's facings (usually the rear) may be unarmored, but the others are armored. In this case, use the procedure appropriate to the facing the fire is traced through. In other words, if the infantry fires through the unarmored facing, use the Small Arms vs. Unarmored Vehicles section of the rules. If the infantry fires through the armored facing, use the Small Arms vs. Armored Vehicles section of the rules.

17.4 Mortars and Artillery vs. Armored Vehicles and Helicopters

Onboard mortars and off board indirect fire (18.0) affects vehicles and hovering helicopters (19.1) the same as small arms fire. Open armored vehicles compare their lowest armor factor and terrain Target Modifier plus 1d6 to the attacker's HE equivalent plus 1d6. A vehicle with an unarmored facing is attacked as if it were unarmored. Buttoned armored vehicles are not affected by mortars and artillery fire.

18.0 Indirect Fire

Unlike direct fire ordnance, described above, indirect fire weapons may or may not see their target, and instead lob their shells through an arc-like trajectory. Indirect fire attacks use the Direct Fire Table. Yeah, it sounds like a paradox, but just trust with us.

Lock 'n Load includes both onboard and off board indirect fire weapons. Counters on the board represent onboard weapons, such as light mortars. Off board weapons are anything from larger caliber mortars to field guns. Both onboard mortars and off board indirect fire may target hovering helicopters (Forgotten Heroes module).

18.1 Onboard Mortar Weapon Teams

Mortars may not fire from Building, Heavy Jungle or Forest hexes. Onboard mortars may fire directly at targets using the rules in 5.0 against spotted hexes within their range and LOS. Just roll 2D6, choose the higher of the die, add it to the mortar's Firepower, and resolve the attack normally (all DFT modifiers apply).

Designer's Note: Most onboard mortars are Weapon Teams, which are the ¾" counters covered in section 1.6.3. The British 51mm mortar (1.6.22) is an exception. Although that Support Weapon (5/8" counter) shares many of the characteristics of the larger mortar Weapon Teams, use it's rules, not these, when playing with the 51mm mortar Support Weapon.

They may also fire indirectly at targets to which a friendly, good order, Leader/Advisor/Scout has a line of sight. Leader/Advisor/Scouts may call onboard mortar fire against a hex they spotted during the current impulse. When doing so, they are not marked Ops Complete until after they call the mortar fire. Leaders may not, however, call onboard mortar fire and add their leadership to a direct fire attack in the same turn.

When a Leader/Advisor/Scout is calling the mortar fire the firing mortar need NOT have a line of sight to the target hex, but must be within range of it. Simply declare the target hex, mark the Leader/Adviser/Scout that called in the mortar fire Ops Complete, and roll 2d6. Choose the higher of the die, add it to the mortar's Firepower, and resolve the attack normally. Leadership does NOT affect the mortar's FP when firing indirectly, nor does degrading terrain reduce it, but other DFT modifiers (including the TM of the target hex) apply normally. The FFE marker stays on the board until the Admin Phase and attacks any unit that enters its hex. Mortars may not Opportunity Fire.

18.2 Off Board Artillery

The availability of off board artillery is indicated on the scenario card or within the event paragraphs. To call off board artillery, a friendly Leader/Advisor/Scout uses an impulse to place a Spotting Round marker on any one hex within his line of sight. The hex need not be spotted. The Leader/Advisor/Scout's LOS to a hex is blocked if it passes through MORE than two hexes of Degrading terrain or silhouettes of Degrading terrain within two open hexes.

After placing the marker, roll both die, but do not add them together. Add the number of Degrading terrain hexes the Leader/Advisor/Scout's LOS passes through to the white die, subtract the Leader's leadership rating, and divide the remaining modified white die total (white die number + degrading terrain –leadership) by two (dropping any resulting fractions). This is how far the spotting round impacts from the desired hex. The colored die is the direction the round drifts. One is north, two is northeast, etc. Place the Spotting Round marker in the hex indicated by the drift die roll. If this hex is not in the Leader/Advisor/Scout's LOS, remove the Spotting marker and put an Ops Complete marker on the Leader/Advisor/Scout.

Otherwise the Leader/Advisor/Scout may shift the marker one hex in any direction that is within his LOS or abort the fire mission. If the Leader/Advisor/Scout chooses to continue with the fire mission, shift the Spotting Round marker in the desired direction and then replace it with the Fire for Effect (FFE) marker. The FFE marker immediately attacks all units in the impact hex AND ALL SIX ADJACENT HEXES with the Firepower indicated on the scenario card or event paragraph. Leadership does NOT affect the Firepower, but other DFT modifiers (including the TM of the target hex) apply normally. The FFE marker stays on the board until the Admin Phase and attacks any units that enter its hex or any of the six adjacent hexes. If a unit previously attacked moves into a new FFE hex, it is attacked again. Note this all happens in ONE impulse.

Note: LOS (10.0) traced through hexes affected by a FFE marker is not degraded.

If the Leader/Advisor/Scout decides to abort the mission, remove the Spotting Round marker. The Leader/Advisor or Scout's impulse is over. Only Leader/Advisor/Scouts may call for indirect fire, but not that Commissars (11.9) are considered Leaders for all purposes. Leaders may not call off board artillery and add their leadership to a direct fire attack in the same turn.

18.3 Off Board Fire Mission Limitations

Unless noted otherwise in a scenario's special rules, off board fire missions are called sequentially. In other words, if a player receives two fire missions in a scenario, he may not call them simultaneously –even if he has two Leaders/Advisors/Scouts. One fire mission must be resolved before placing the Spotting Round for the next. If, however, two different formations are both given off board fire missions (for example, A and B Companies of the same battalion) they may simultaneously call their fire missions. A fire mission is expended when the FFE marker is placed on the board.

Leaders may NOT add their Leadership to fire combat attacks (5.01) in the same impulse in which they direct off board artillery fire.

19.0 Helicopters

Helicopters were first used as effective weapons of war in Vietnam. They are currently part of the Lock 'n Load Forgotten Heroes, Day of Heroes and the soon to be released, Ring of Hills module.

(Source diagram not reproduced: a helicopter counter illustration appeared here in the original.)

19.1 Helicopter Modes

Lock n' Load helicopters are either Flying or Hovering. Flying denotes moving across the terrain just above the trees; Hovering indicates the helicopter is nearly motionless, hovering just above the tallest terrain feature in the hex. Flying is the default helicopter mode. Helicopters in Flying mode have unlimited movement. Those in Hover mode may not leave their current hex. Helicopters may change modes ONCE any time during their impulse. Only one helicopter may occupy a hex, although a helicopter may occupy a hex with a wrecked helicopter. A Helicopter may move into a hex that contains enemy units; it doesn't Melee, and if the combatants trade shots they are considered adjacent.

19.2 Helicopter Movement Costs

Helicopters spend one movement point for each hex that they enter. Changing modes (from Flying to Hovering, and vice versa) also costs a movement point. This is important stuff to know when conducting Opportunity Fire against choppers.

19.3 Helicopters, Terrain, and Spotting

Important: Helicopters are always Spotted.

In game terms, helicopters are always considered one level above the tallest terrain in their hex.

For example: a helicopter Hovering over open terrain on a level one hill would be considered at level two. A helicopter hovering over a Heavy Jungle hex on a level one hill would be at level 4.

All other LOS rules apply normally.

Helicopters may attempt to Spot enemy units and still move and fire in their impulse (i.e. the Spotting attempt does not place an Ops Complete marker on the helicopter). Remember, however, a side may attempt to Spot only once per impulse (see section 10.1 for more on Spotting.). Flying helicopters may not Spot enemy units, even units in the same or adjacent hex. They must first shift to Hover mode, but Hovering helicopters Spot units without penalty.

19.4 Passengers

Helicopters are marked with a "P" or a "PP" to indicate passenger capacity, just like vehicles. Squads are always considered to be riding inside the helicopter. If the helicopter is destroyed, the passengers must make a Bailout Roll, as previously described in 16.1.1.

A helicopter must be Hovering to disembark or embark passengers, and may only disembark/embark passengers in Clear, Brush, or Tall Grass. To embark passengers, helicopters must begin their impulse in the embarking unit's hex.

Loading/unloading costs the passengers one-half of their movement allowance (round fractions down). Since helicopters have an infinite movement allowance, it costs them nothing. Unloading passengers are immediately marked with a Move marker, and may be fired on in the hex that they unload.

19.5 Helicopters in Combat

Helicopters are always Spotted. Have we mentioned that before? Flying Helicopters (i.e. ones in Flying mode) may not be targeted by unguided weapons that use the Ordnance Firing Table. Anti-aircraft Guided weapons, which are designated by the abbreviation AAG on their counter, can target Flying helicopters. Non-guided weapons that use the Ordnance Firing Table can target Hovering helicopters. Normal Degrading Target Modifiers apply, but helicopters receive no Target Modifier for the hex that they occupy.

19.5.1 Ordnance Vs. Helicopters

If ordnance using the OFT hits the helicopter, compare the firing ordnance's penetration value at the appropriate range against the bird's armor thickness. If the penetration value exceeds the armor thickness, the chopper is destroyed. Destroyed helicopters crash. Roll 2d6 to determine the direction that the chopper went as it crashed. The colored die is used alone to determine direction. A die roll of one is due north, two is northeast, etc. Roll the white die and halve the result (rounding fractions up). This is the number of hexes from the hex in which it was hit that the bird crashed. Place the crash marker in this hex. All units present on the ground in the crash hex are attacked by a 4 Firepower attack. This attack is resolved using an opposed roll as described in section 5.0. Passengers in the wreck must make a Bailout Roll, as previously described in the section on vehicles (see 16.1.1).

If the penetration value of the ordnance that hit the chopper EQUALS the armor thickness, the target is Damaged. Damaged helicopters must immediately exit the board. They may not unload passengers or fire.

If the penetration value of the ordnance that hit the chopper is less than the armor thickness, there is no effect.

19.5.2 Small Arms vs. Helicopters

Small arms may fire on helicopters using the procedure outlined in Small Arms vs. Armored Vehicles (17.2) and enumerated below. Helicopters are neither "Opened" or "Buttoned." They may always be attacked by eligible small arms.

Small Arms, but not ordnance or indirect fire weapons, have their ranged halved when attacking helicopters (round fractions down).

For example: a 2-5-4 NVA Squad would have a range of 2 (5/2 = 2.5, rounded down to 2) when attacking helicopters, a RPD would have a range of 4. Conversely an RPG-2, which uses the OFT to target enemies, would still have a max range of 6 against helicopters.

Attacking units must meet range and Line of Sight requirements. Helicopters are ALWAYS Spotted. The attacking unit's Firepower is summed and added to 1d6. The attacker's Firepower is modified as indicated on the DFT's Die Roll Modifications. Remember, helicopters receive no Target Modifier for the terrain they occupy. The targeted helicopter rolls 1d6 and adds its armor factor to its die roll. If the attacker's modified die roll is less than or equal to the helicopter's modified die roll, the fire has no effect.

If the attacker's modified die roll is greater than the helicopter's modified die roll, the helicopter must make a Damage Check by rolling 1d6, adding the difference between the attacker's modified die roll and the defender's modified die roll, and then consulting the Direct Fire Table (DFT).

19.6 Helicopter Movement and Fire

Helicopters may move and fire without restriction during their impulse.

For example: a helicopter may fly across the board, fire its rockets (incorporating the +2 OFT penalty for firing in the Flying mode), and then fly anywhere else that it wishes.

A helicopter could also fly across the board, enter Hover mode, fire its machine gun at a nearby enemy, and then unload passengers. Helicopters firing into an adjacent hex are considered adjacent, even though they are higher than the target. After it is marked with a Fire marker, a helicopter may not fire again in that turn. A helicopter must fire all its weapons in the same impulse.

Mark helicopters that move to a new hex, change modes or unload passengers, with an Operations Complete marker. Place a Fire marker on those that fire, replacing the Ops Complete marker, if applicable.

19.7 Helicopters and Opportunity Fire

Helicopters may Opportunity Fire like other units. Helicopters marked with an Ops Complete marker fire their machine guns at 1/2 Firepower (in addition to any other applicable modifiers). Ops Complete Helicopters firing ordnance add "2" to their To Hit dice rolls.

20.0 Night Combat

The setting of the sun has never signaled the end of combat. Adversaries maneuver; brief, brutal firefights break out; men die.

At night, units may spot, fire, and see normally anything within two hexes of their position. A unit only fire on units further than two hexes ONLY if the target is marked with a Fire Marker. Such attacks subtract two (2) from the total firepower of the attackers (not each unit) in addition to any other modifier. That means a stack of units conducting Assault Movement firing at a target located greater than two hexes distant, subtract a total of 4 (2 for AM and 2 for firing at a unit greater than three hexes distant).

Units and Support Weapons that use the Ordnance Fire Table fire normally during night turns at any unit that is within two hexes. They may only fire on units further than two ONLY if the target is marked with a Fire Marker. Such attacks add two (2) to the to-hit die roll of the attacker. If the attacker hits its target the HE equivalent or penetration die roll is executed normally. Darkness doesn't affect shrapnel or tungsten penetrators.

20.1 Star Shells

Leaders, Advisors, Scouts, or Heroes that are not marked by a Move, Low Crawl, Fire or Ops Complete Marker may attempt to fire a star shell into any hex within three hexes of their position.

Select the hex and roll 1d6. If the die roll is equal to or less than the nationality's star shell capability, as listed in the module in which it was introduced, modified by the Leader's Leadership, place a "Star Shell" marker in the hex.

Regardless of whether he succeeds, the SMC is marked with an Operations Complete marker.

Star shell markers illuminate their hex and the six adjacent hexes as if it were day. Units in these hexes may be Spotted and fired on without the penalties to spotting or fire described in 20.0.

Star shell markers are removed during the following Administrative phase.

Onboard mortars may also place star shells. The Leader calling the fire states that he is placing a star shell and then follows the normal onboard indirect fire procedure, placing the Star shell in lieu of executing an attack.

21.0 Fortifications

Given time, soldiers will always improve their positions. After all, even a shallow hole provides some protection. Lock 'n Load reflects this with a wide range of man-made fortifications.

21.1 Bunkers

Bunkers provide excellent protection. But the units in the bunker may only direct fire along a line of sight traced through the bunker's front three hexes. A red arrow indicates the bunker's front.

(Source diagram not reproduced: a bunker-facing illustration appeared here in the original.)

Units in the bunker hex may either be in or on top of the bunker. Units in the bunker are placed under the bunker marker; those on top of the bunker are placed on top of the bunker marker. They are treated like being on different level of a building hex for purpose of activation and rallying. It cost two MPs to move from on top of the bunker to inside the bunker or vice versa.

Units on top of a bunker may not engage units in a bunker in Melee combat, and vice versa. Both units must either be inside or on top of a bunker to Melee.

Units on top of a bunker may fire at units in a bunker as if they were in an adjacent hex. Units in a bunker may not fire on units on top of a bunker.

If a unit is in a bunker, the Bunker's TM is added to the TM of their hex. Bunkers have a TM of +2. If a bunker hex is Spotted, all units -whether inside or outside the bunker- are spotted. Sorry, it's a simplification thing.

Bunkers may not be placed in buildings or huts.

Units in bunkers do get the +2 bonus for rallying in terrain with a positive TM modifier, even in the bunker is located in open terrain.

Stacking limits apply to the whole hex. So you can have up to three squads in the bunker but you would then have none outside.

21.2 Foxholes

Units in a hex with a Foxhole marker are considered in the foxholes. Unless otherwise limited, units in foxholes have an unrestricted field of fire. A Foxholes' TM is added to the TM of their hex. Foxholes have a TM of +1. Units in foxhole receive the +2 bonus for rallying in terrain with a positive TM modifier, even in the foxhole is located in open terrain.

21.3 Wire

Wire is used to impede and channel the enemy's attack. It costs infantry four movement points to enter a wire hex. This is total, NOT in addition to other terrain in the hex. Hence wire placed in tall grass would cost 4 MPs, as would wire placed on open terrain. Vehicular movement costs to enter wire hexes are listed on the TEC. Remember units can use all their movement points to move one hex.

21.4 Mines

Mine markers attack enemy units that move into their hex with the Firepower printed on the marker (usually "1"). Up to two mine markers may stack in a hex.

Resolve attacks against armored vehicles using the Small Arms vs. Vehicles procedure outlined in 17.2. In other words, the mine's Firepower + 1d6 is compared to the vehicle's lowest armor rating +1d6. Mine attacks against Unarmored or partially unarmored vehicles use the procedure outlined in 17.3. The mines are considered to attack the unarmored portion of the vehicle. Units that Bailout or unload in a mine hex are attacked by the mines. Mines do not affect helicopters.

Mines may not be placed in buildings. Friendly units are not attacked when entering the hex, but must pay an additional movement point to enter the hex. Targets of mine attacks receive no Target Modifier for the terrain they occupy (Claymore mine attacks are an exception).

21.5 Claymore Mines

Claymores are directional, remotely detonated mines that fire a shotgun-like blast of pellets that can be lethal up to 50 meters. The Lock 'n Load Claymore counter represents 2-4 of the mines.

Claymore mines have two modes: Carried and deployed. Carried Claymores have no Firepower; deployed Claymores have Firepower of 0 and a range of 1. A MMC must spend its impulse to deploy one Claymore. Two eligible SMCs may also spend their impulse to deploy one Claymore. Units deploying Claymores are marked with an Ops Complete marker. Single SMCs, Medics, and Chaplains may not deploy Claymores.

The mine is deployed in the unit's hex; a friendly, Good Order MMC, Leader, Hero, Sniper, or Advisor must remain in the hex to activate the Claymore. If an enemy unit moves within range, the player owning the Claymore may attack the enemy unit. This attack occurs BEFORE any Opportunity Fire. Movement and Target Modifiers apply. Firing the Claymore does not count as Opportunity Fire or an impulse for the activating unit, and does not cause the firing unit to be Spotted. After Claymore mines attack, they are removed from the board.

Claymores are considered Support Weapons (1.6) for portage costs. Hence a Squad can carry two, a Half-squad/Crew can carry one, and an SMC can carry one but forfeits two movement points in doing so.

Only one Claymore may be deployed per hex. If an enemy unit enters a hex within range of two or more Claymores, the Claymores are detonated sequentially. If all friendly units exit a Claymore's deployment hex (or are destroyed), the Claymore is removed.

Deployed Claymores are not owned like SW. As long as one eligible unit remains in the deployed Claymore hex, the mine may be fired. If a claymore is activated by a leader, he can use his leadership modifier as a bonus to the attack roll.

21.6 Trenches

Units in a hex with a Trench marker are considered in the trench. A trench's TM is added to the TM of its hex. Trenches provide a +2 Target Modifier except when the attacking units include a mortar, M79, M203 or offboard artillery. In such cases the Trenches only provide a +1 Target Modifier. A trench's Target Modifier only applies to MMC/SMCs; other units receive no TM for occupying a trench. When moving from one trench to an adjacent trench marker MMC/SMCs do NOT incur the DFT movement penalty.

22.0 Air Landing Operations

In the Lock 'n Load series of games, units may sometimes enter a scenario by air transport other than Helicopter. Below are the rules for glider and parachute landings.

22.1 Gliders

Glider crews are inherent and are never placed on the board. Gliders have an unlimited movement and may be placed anywhere during the owning player's impulse. Glider wrecks are the same as vehicle wrecks for LOS and TM.

22.2 Glider Placement Procedure

Gliders land in the Operations Phase. All gliders included in a scenario are placed during the same impulse unless otherwise stated.

22.21 Initial Placement

  • During a player's impulse a glider is placed anywhere he chooses so that the glider's nose is facing a hex side. This becomes the glider's intended landing hex. ALL gliders must be placed, facing the same direction (but in different hexes) as the initial glider. After all gliders are placed, they must each take a Morale Check, modified as described below.
  • From this intended landing hex, the player counts two hexes directly behind the glider and opposite the hex side the glider is facing.
  • He consults the Target Modifiers (as listed on the Players Reference card) in these three hexes (the two hexes behind the glider AND the intended landing hex), totals them, and adds them to the Morale Check die roll. Do NOT include the Target Modifiers for any hex side terrain in these hexes. The presence of Wire, Foxholes, Bunkers, or Mines does NOT affect the Target Modifiers of the two hexes behind the glider, but Bunkers add their TM if located in the intended landing hex, and Mines add their FP if located in the intended landing hex. Wire and Foxholes negate the Clear or Road terrain modifier for the intended landing hex (see below).
  • Add 1 for a night scenario (total, not per hex).
  • Subtract 1 for each of the three hexes that are Clear or Road terrain.
  • Add 2 to the Morale Check if any Opportunity Fire eligible (see 5.3) machine gun —for example, MG34, MG42, 7.92mm Weapon Teams— or AA Weapon Teams (AA designated WT in Swift and Bold or 88mm German WT from Band of Heroes) are within range of any of the three hexes. Weapons in bunkers must not only be in range, but at least one of the three glider approach or landing hexes must be within the bunker's covered arc (see 21.1). At night, units must also be within visual range (two hexes unless otherwise stated. Ignore other LOS considerations. Simply put, if one of the above named weapons is in weapon range, and visual range, and —if in a bunker— has a facing that places one of the glider's approach or landing hexes in its covered arc, two (2) is added to the Morale Check die roll. Do not mark such units with a Fire marker. This is an abstraction of anti-aircraft fire, not an actual attack as defined in Fire Combat (5.0).
  • A Glider placed on the edge of a board (as if had just flown in from off-board) adds 2 (plus the hex it occupies and any other modifiers) to the Morale Check die roll. A glider placed on the edge of the board, facing the edge of the board, follows the normal glider entry rules outlined above.
  • The glider then takes a Morale Check (2d6) with the following consequences:
  • The glider passes the Morale Check (Die Roll ≤ Morale): Proceed to "A" under Final Placement.
  • The glider Shakes (Die Roll > Glider Morale < 2X Glider Morale): All units in the glider are shaken. Proceed to "B" under Final Placement.
  • The glider suffers Casualties (Die Roll >2X Morale and <3X Morale): All units in the Glider are shaken, and randomly determine one unit that suffers casualties, is wounded (see 5.1), or (in the case of a Weapon Team or vehicle) destroyed. Proceed to "B" under Final Placement.
  • The glider is destroyed (>3x morale): All units in the glider are eliminated and removed from board. Proceed to B to determine final glider wreck placement.

22.22 Final Placement

  1. The glider lands in the intended hex. Flip the glider over to the wreck side, place all occupants on top under a Moved marker.
  2. Take the difference between the inherent morale of the glider (7) and the Morale Check dice roll. This is the number of hexes the glider strays from the initial hex. Roll 1d6 to determine the direction (assign a number to each hex side of the glider intended landing hex) and place the glider on its wreck side in the new hex. Place any surviving glider occupants on top, under a Moved marker. If the landing hex contains enemy units, they (the enemy units) incur a four (4) Firepower attack. They receive the benefit of the hex's Target Modifier. If the hex contains a vehicle (not including any vehicle carried on the glider), roll 1d6, and add the vehicles lowest armor factor to the die roll. If the result is 1-4 the vehicle is destroyed; replace it with a wreck. On a die roll of 5-6, the vehicle survives.
  3. If the final placement hex contains Forest, Building, Water, or Marsh, the glider's occupants, including Support Weapons, are eliminated and removed from play. The glider wreck remains. Gliders that land off-board are eliminated and removed from play with all their occupants.
  4. If the final placement hex contains surviving good order (GO) enemy units, they melee GO friendly units, but friendly units in "B" (Shaken) would be automatically eliminated by GO enemies, as per Melee rules (see 8.0). If after resolving a glider landing, the hex contains only Shaken units from both sides, non-glider landed units retreat into an adjacent, and non-enemy occupied, hex.

22.3 Parachutists

Paratroopers are cool; paratroopers are fun. They make for some wild scenarios.

  1. Unless specified otherwise, all of one side's paratroopers arrive at the same time, in one impulse, as follows.
    1. The owning places a Parachute marker and at least one MMC in each drop zone hex. All drop zone hexes must be adjacent to each other, and form a straight line, hex side joining adjacent hex side. She may also place one Support Weapon and one SMC in each hex.
    2. Roll 2d6 (one white, one colored) to determine the direction of each stack's scatter. The white die determines the direction of scatter —1 is northeast (or any other agreed on direction), 2 is east, etc. The colored die determines the amount of scatter —1 is no scatter; 2, 3, is one hex; 4, 5 is two hexes; 6 is three hexes. Place the stacks in their final hex, under a Parachute marker. The stack's impulse is over (unless required to melee).
    3. If the stack lands off-board, it enters in the next turn during any friendly impulse, in the hex nearest to where it drifted off-board.
    4. If the stack landed in a water hex it is eliminated and removed from the board.
    5. If the stack landed in an unoccupied Road, Clear, Brush, Wheat Field, or Low Crop hex it suffers no penalty.
    6. If a stack lands in a Building, Forest, Light Woods, Jungle, Light Jungle, Rough, or Bridge hex it immediately takes a Morale Check. Add one to the dice roll if the stack is in a Forest or Jungle hex. If a unit fails the Morale Check it is Shaken.
    7. If a stack lands in a hex with a melee-eligible enemy unit (see 8.1) and passes any morale check required by (f) above it must melee. If it fails the check it is eliminated. Parachuting units required to melee in the same impulse in which they land have a Melee factor of 1 and cannot use Support Weapons. They melee normally in subsequent turns.
    8. Enemy units may not Opportunity Fire on the descending parachutists, but may fire on the landed parachutists in any subsequent impulse. Fire directed on a hex containing a Parachute marker receives +2 to the attacking unit's die roll. Ordnance receives no modification on its To Hit die roll, but receives a +2 to its HE equivalent when resolving hits on the DFT.
    9. Remove all Parachute markers during the Administrative phase.

Glossary of Terms

1d6: roll of one die

2d6: roll of two dice

ARVN: Army of the Republic of Vietnam

APC: Armored Personnel Carrier. A lightly armored vehicle used to transport troops; for example, the M-113.

DC: Damage Check

DFT: Direct Fire Table

FFE: Fire For Effect

FP: Firepower

HEAT: High Explosive Anti-Tank

HE: High Explosive

INFANTRY: Generic term that includes all MMC and SMC counters.

INHERENT FIREPOWER: The Firepower printed on a counter. For example, a U.S. Airborne Squad's inherent Firepower is "2".

LAW: Light Anti-tank Weapon

LOS: Line of Sight

ORDNANCE: Ordnance are weapons that have a To Hit table on the back of the counter. They include Support Weapons, such as the Bazooka, Panzerfaust (PzF30), Panzerschrek (RPzB54), LAW, Weapon Teams –such as the 75mm anti-tank gun (ATG), 73mm RR, and vehicle or helicopter-mounted weapons –such as the M-4A1 tanks' 75mm cannon or the Huey's rockets. These weapons use the OFT to determine modifications to their To Hit die rolls.

MF: Movement Factor

MG: Machine Gun —Normally interchangeable with LMG, but also used to denote machine gun weapon teams (3/4" counters), such as the U.S. .50 cal machine gun.

MMC: Multi-Man Counter (Squad, Half-squad, Crew, Weapons Team)

MP: Movement Point(s)

MT: Melee Table

NVA: North Vietnamese Army

OFT: Ordnance Fire Table

Panzerfaust: (PzF30) Relatively crude German anti-tank weapon.

Panzerschreck: (RPzB54): German anti-tank weapon similar to, but better than, the American bazooka.

RPG: Rocket Propelled Grenade

SMC: Single-Man Counter (Advisor, Leader, Hero, Sniper, Medic, Chaplain)

SR: Self-Rally

SSR: Special Scenario Rule

SW: Support Weapon

TEC: Terrain Effects Chart

TM: Terrain Modifier, also known as terrain Target Modifier

Tripod Mounted: Both the M1919A4 and MG42 were mounted on a tripod for better accuracy. The MG42 also came in a bipod version (2-10).

UNIT: Generic term that includes all moveable units. For example, tanks, MMCs, etc.

USA: United States Army

USMC: United States Marine Corps

VC: Viet Cong

WT: Weapons Team