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Lock 'n Load Tactical: Heroes of the Falklands

Lock 'n Load Tactical: Heroes of the Falklands Rulebook

Table of Contents

Table of Contents

  • Community & Support
  • 1.6.4 Blowpipes
  • 7.1 Smoke-Laying Capabilities
  • 10.1.1 Thermal Imaging Sights
  • 10.2.1 Buildings in Heroes of the Falklands
  • 10.5 Terrain in Heroes of the Falklands
  • 11.7 Chaplains
  • 13.0 National Characteristics
    • 13.1 British Forces
      • 13.1.1 British Marksmanship (D8)
      • 13.1.2 British Resiliency
      • 13.1.3 British Squad Reduction
    • 13.2 Argentine Forces
      • 13.2.1 Unpredictability (Flash)
      • 13.2.2 AFA Guerrico
      • 13.2.3 Argentine Squad Reduction
  • 14.4 Anti-Tank Guided Missiles (ATGMs)
    • 14.4.1 ATGM Depletion
  • 15.2.1 Modern Vehicle Assault Movement
  • 20.1.5 Thermal Imaging Sights at Night
  • 20.2.1 Starshell Capabilities
  • 21.4.1 Mines in Heroes of the Falklands
  • 23.0 Scenario Information

Community & Support

If you have any game questions, or if you are just looking for other gamers with whom to chat, you can find quick replies on our Forums: http://forums.lnlpublishing.com.

If any parts of this game are damaged, or you have any other support needs, please open a support ticket on our Support Tickets section: http://support.lnlpublishing.com.

You can also find additional game resources such as scenarios, counters, special rules and other community-design ideas in our Resource section: http://forums.lnlpublishing.com/resources.

1.6.4 Blowpipes

Blowpipes are Support Weapons (SWs) that fire surface-to-air missiles, and were used by both sides in HotF. The blue numbers on the to-hit table on the back of the counter indicate that it is a surface-to-air SW. Blowpipes cannot be fired from Buildings or Bunkers. A Blowpipe cannot be fired unless it has LOS to its target; thus during Night Combat (20.0) the target must be within two hexes of the firing unit or within the hexes illuminated by a Starshell. For more on when Blowpipes can be fired see the section on Fixed-wing Aircraft (19.1).

7.1 Smoke-Laying Capabilities

Below are the Smoke-laying Capabilities for each nationality in HotF:

  • Argentines: 2
  • British: 2

10.1.1 Thermal Imaging Sights

In HotF all vehicles and some weapon systems have Thermal Imaging Systems (TIS). These are the British Scorpion and Scimitar, the Argentine AML-90 AFV, and the British Milan Weapon Team. All units with TIS subtract two (–2) from their spotting attempt. A natural 6 on a spotting attempt always fails.

Vehicles with TIS can attempt to spot units in their turret's covered arc even if buttoned, and still subtract two (–2) from the spotting attempt.

TIS are not affected by Smoke as per 7.0.

10.2.1 Buildings in Heroes of the Falklands

All Buildings marked with a black dot are considered Wooden / Light Construction (LC) Buildings, and all Buildings marked with a red dot are considered Stone / Heavy Construction (HC) Buildings. All three-hex or more Stone (HC) AND Wooden (LC) Buildings are two-story Buildings.

There are also a few Wooden (LC) and Stone (HC) Building markers in the countermix.

10.5 Terrain in Heroes of the Falklands

Rough: Rough represents rock-strewn terrain that provides excellent cover, but only degrades LOS. Rough hexes provide a +3 Target Modifier (TM), cost Leg units 3 MPs to enter, and degrade LOS. T, O and R movement-class units cannot enter a Rough hex. Rough is the height of the hex it occupies (i.e., Level-0, or a Level-1 or -2 Hill). An example of Rough is hex 10C6.

Ordnance that fires HEAT ammunition (has an H in a red circle on the upper left of its back side) at non-vehicle targets in a Rough hex do not subtract one (–1) from its HE equivalent (see 14.2.1).

Beach: Beaches in the Falklands and on South Georgia are rocky and difficult to move on. It costs all unit types 2 MPs to enter a Beach hex. Beach hexes are considered open terrain and are at Level-0 (or sea level, if you prefer). An example of a Beach hex is hex 11E7.

11.7 Chaplains

Chaplains have a Leadership Modifier (LM) just like Leaders. A Chaplain, however, can only use his LM to rally MMCs/SMCs; they DO NOT assist in Damage Checks. Chaplains cannot attempt to spot enemy units. They do not attack or defend in Melee; thus they are Non-Melee-Eligible (NME). 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.

13.0 National Characteristics

Heroes of the Falklands contains forces from Argentina and Great Britain. Both sides have a few different types of forces in the module, and each have a unique Identification Badge (IB, 3.0).

13.1 British Forces

During the Falklands War the British fielded elite units from the Parachute Regiment, the Royal Marines, and Gurkhas. These units are all light brown. They share Support Weapons and Weapon Teams. They have fixed-wing air support from Harriers and armored ground support from Scimitar and Scorpion AFVs. All British MMCs except for the Para Half-squad have the 'M'-superscript (8.5), adding one (1) to their IFP when attacking and defending in Melee. This is per unit, not per stack. All British Squads can Assault Move.

13.1.1 British Marksmanship (D8)

British Para and Royal Marine (but not Gurkha) Squads, Half-squads and Heroes have a 'D8'-superscript above their IFP. When these units and Leaders and the Support Weapons they carry (e.g., the L7A2 MG) attack, they do so with 1d8 instead of 1d6.

Example: A D8¹ᴹ-7-4 Squad attacks with 1 FP + 1d8. A D8¹ᴹ-7-4 Squad possessing a L7A2 SW attacks with 3 FP + 1d8. A Leader with a L7A2 attacks with 1 FP + 1d8.

Para and Royal Marine Heroes attack with their IFP + 1d8.

The British Para Sniper attacks with 1d8 + 1d6.

In Melee, British units with a 'D8'-superscript roll 1d8 + 1d6 when attacking.

Example: A D8¹ᴹ-7-4 Para Squad attacks with 2 FP in Melee and rolls 1d8 + 1d6. Two D8¹ᴹ-7-4 Squads attack with 4 FP in Melee and roll 1d8 + 1d6.

13.1.2 British Resiliency

Whenever enemy units enter a hex to Melee with (only) Shaken British Paras or Royal Marines, the Paras and Royal Marines can attempt to rally. A Leader is not required, but if a Good Order Leader is present use his LM as per rally rules (3.0). If a Shaken Leader is in the hex, he attempts to rally first and, if successful, applies his LM to the MMC(s)'s rally attempt. The rally attempt occurs BEFORE Melee. If the Paras or Royal Marines rally, they fight in the Melee; if they don't, and no other Good Order Melee-eligible unit is in the hex, they die.

13.1.3 British Squad Reduction

  • British Para D8¹ᴹ-7-4 Squads reduce to D8¹-6-4 Half-squads.
  • British Royal Marine D8¹ᴹ-7-4 Squads reduce to D8¹ᴹ-6-4 Half-squads.
  • British Gurkha 2ᴹ-6-4 Squads reduce to 1ᴹ-6-4 Half-squads.

13.2 Argentine Forces

The Argentines fielded a range of forces, from elite Amphibious Commandos that can Assault Move and well-trained Marines (both gray-blue) to well-equipped but poorly trained Army conscripts (light green). All three types of units share Support Weapons, which are green with a blue-gray diagonal stripe, and Weapon Teams (all are light green). They have fixed-wing air support from Pucaras (light green) and helicopter support from Pumas and Alouettes (gray-blue). Armored vehicles include AML-90 AFVs (light green) and LVTP-7s (gray-blue).

13.2.1 Unpredictability (Flash)

On any turn that the Argentine and British initiative rolls are equal, the Argentines Flash. When the Argentines Flash, for every DFT attack, including Artillery Fire Missions, they roll 2d6 and choose the higher of the two die-rolls. During Flash, Argentine Snipers roll 3d6 and choose the best two. For to-hit rolls on the OFT, roll 3d6 and choose the best two; if a hit is scored, the subsequent penetration and/or DFT rolls are rolled for normally.

In Melee the Argentine player rolls 3d6 and chooses the best two. The Flash effect lasts one turn.

13.2.2 AFA Guerrico

The Argentine corvette, the AFA Guerrico, is used in the scenario "The Devil Went Down to Georgia". Due to the limitations of the counter die, it was not possible to make the Guerrico into one continuous counter, as it was in the original Ring of Hills module. Instead, it is split into three 5/8" counters that can be placed together (though some of the art, but none of the essential information, is left out). Since the Guerrico does not move, this split counter is fully functional. A free downloadable PDF of the complete counter is also offered on the publisher's Web site in the resources section, for those who prefer a print-and-play of the counter.

Specifics on the use of the Guerrico are delineated in a Special Scenario Rule (SSR).

13.2.3 Argentine Squad Reduction

  • Argentine Army 2-5-4 Squads reduce to 1-4-4 Half-squads.
  • Argentine Marine 2-6-4 Squads reduce to 1-5-4 Half-squads.
  • Argentine Amphibious Commando 3-3-4 Squads reduce to 2-2-4 Half-squads.

14.4 Anti-Tank Guided Missiles (ATGMs)

Anti-Tank Guided Missiles (ATGMs), like the Milan, are deadly anti-tank weapons, but they were not instantaneously deadly. These missiles are slow, compared to tank-gun rounds, and require the operator to guide the missile to the target via an input device. Back-blast and flight time often allow for enemy units to return fire. To simulate this, ATGM fire in LnLT is a two-step process. In step one the ATGM unit announces its target. In step two any enemy units (enemy to the ATGM firer) can conduct Opportunity Fire against the ATGM unit, with their IFP or any SW that uses the DFT. If the Op Fire against the ATGM-firing unit causes a Damage Check (regardless of the result of the Damage Check) the ATGM misses its intended target.

ATGM Weapon Teams are eligible to be transported by vehicles and helicopters and count as a Half-squad. ATGM Weapon Teams cannot fire from Buildings or Bunkers.

14.4.1 ATGM Depletion

Units capable of firing an ATGM have an ATGM depletion number in a box on the right side of their counter, below their Morale—it's a 4 on the Milan. When a player wishes to fire a unit's ATGM, it is announced before making a to-hit die roll. If the colored die on the to-hit die roll is less than the ATGM depletion number, resolve the current attack but the unit is out of ATGM ammunition for the remainder of the scenario.

15.2.1 Modern Vehicle Assault Movement

Advances in fire control and vehicle suspensions allow for improved fire-on-the-move capabilities for the Scorpion, Scimitar and AML-90s in HotF. When firing their main gun, these vehicles suffer a +1 on the OFT when using Assault Movement (AM) or marked with an Ops Complete marker instead of the normal +2.

These vehicles can also Assault Move and Fire in any sequence (Movement Factor halved as per 15.2) and applying the +1 OFT DRM noted above.

Therefore, a vehicle with AM orders can perform any of the following actions during an impulse:

  • Fire and then move
  • Move and then fire
  • Move, fire and then move again
  • Move and be eligible for Opportunity Fire

Thus a British Scorpion (MF of 20) can fire, adding +1 to its to-hit roll and expending half (10) of its MPs, and then move, expending up to its remaining 10 MPs; it can move, expending up to 10 MPs and then fire, adding +1 to its to-hit roll; it can move, expending, say, 4 MPs, fire, adding +1 to its to-hit roll, and then move up to its remaining 6 MPs; or it can move up to 10 MPs and remain eligible to Opportunity Fire or fire in a later impulse.

Vehicles that Assault Move and Fire are marked with both an AM and Fired marker.

20.1.5 Thermal Imaging Sights at Night

At night, units equipped with TIS (10.1.1) can fire normally at enemy units at a range of up to six (6) hexes. These vehicles and Weapon Teams also gain the benefit of Acquisition Markers when they fire on units within six hexes. Beyond six hexes units equipped with TIS only suffer a +1 OFT modifier (vice +3) for firing during a night scenario at a unit that is not within six hexes or illuminated by a Starshell (20.2).

20.2.1 Starshell Capabilities

Below are the Starshell Capabilities for each nationality in Heroes of the Falklands:

  • Argentine: 3
  • British: 3

21.4.1 Mines in Heroes of the Falklands

None of the Mines markers in HotF have a Firepower (FP) printed on them. Unless otherwise noted in a scenario, the Mines' FP is 1.

23.0 Scenario Information

The scenarios in this booklet are laid out, for thematic effect, in date order. If you are new to the LnLT System, a good starter scenario in this module is "The Last Gasp"; it has a small footprint (one Map) and only uses infantry units (MMCs, 1.0), Leaders (11.1) and Support Weapons (1.6), and it also has an Event (1.8).

A second scenario to play is "Pinned"; it adds a second Map, more infantry units and fixed-wing airstrikes (19.1). Helicopters (19.2) are used in a few scenarios, and new players should try them out first in "The Devil Went Down to Georgia".

Vehicles (15.0) have a limited role in this module, and the best scenario for a beginner to play involving them is "The Burbs".