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Lock 'n Load: Heroes of the Gap

Lock 'n Load: Heroes of the Gap Rulebook

Table of Contents

Table of Contents

  • 1.0 General Concepts
    • 1.11 Squad Designations on Scenario Cards
    • 1.1 Scale and Counters
    • 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
      • 1.6.2 Flamethrowers and Satchel Charges
      • 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
    • 8.2 Reinforcing a Melee
    • 8.3 Zero Firepower and "M" rated MMCs
  • 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
    • 11.7 Scouts
    • 11.8 Armor Leaders
  • 12.0 Skill Cards
  • 13.0 National Characteristics for Lock 'n Load
  • 14.0 Ordnance
    • 14.01 Non-Penetrating Hits
    • 14.02 Ordnance Hits on Unarmored Vehicles
    • 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 Mortars
    • 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
    • 20.01 Ordnance Attacks During Night Scenarios
    • 20.02 Melee During Night Scenarios
    • 20.03 Shaken Unit Movement at Night
    • 20.1 Star Shells
  • 21.0 Fortifications
    • 21.1 Bunkers
      • 21.1.1 Attacking Bunkers from the Rear
    • 21.2 Foxholes
    • 21.3 Wire
    • 21.4 Mines
  • 22. General scenarios rules
    • Example of Play: Basic Infantry Combat

1.0 General Concepts

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, Chaplains, Commissars, and Nurses—a face.

Support Weapons are individual weapons that must be fired by a Squad, Half-squad, Crew, or specific SMC. Weapon Teams (WT) cannot 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 and Shaken Morale (if different). For example, the British Squad guarding these words would be 1-6-4-6.

1.1 Scale and Counters

Each hex is 50 meters wide. Multi-Man Counters (MMCs) 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.

Counter reference diagram terms: RANGE, MOVEMENT FACTOR (Red Square Indicates Assault Movement Capable), FIREPOWER, SELF RALLY, MORAL(E), LEADERSHIP, MOVEMENT FACTOR (Leader), RANGE/FIREPOWER (Support Weapon), RANGE/MOVEMENT FACTOR (Weapon Team). Counter types shown: SQUAD, HALF SQUAD, SCOUT, LEADER, SUPPORT WEAPON, WEAPON TEAM.

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 can have up to three Squads (or their equivalent), two vehicles, one airborne helicopter, 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 hex can have up to three Squads (or their equivalent) and two SMC on each level. The hex can 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 their presence on the ground would exceed stacking limits and would be eliminated in case of a required bailout.

You can always look at your opponent's stacks. Unless, of course, he is much bigger than you and tells you to leave them alone.

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, but never seem to line up correctly, do they?

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

For example: 13B6 is a ground-level Forest hex.

1.5 Morale

In Lock 'n Load each unit has a Morale rating. A unit's Morale represents its 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 unwilling to fight. 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 (MCs) 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 a Leader's Leadership Modifier (LM) and a -2 for being in a hex with a positive Terrain Modifier (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 illustration 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 (SWs) are 5/8" counters that have no Crew and must be carried, crewed, and fired by a MMC or eligible SMC. A Squad can carry up to two SWs, a Half-squad or Crew can carry one, and a SMC can carry one SW 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 can capture and use enemy SWs, but if such SWs use the Direct Fire Table (DFT), they are fired at 1/2 Firepower, fractions rounded up. If the captured SW uses the Ordnance Fire Table (OFT), it receives a +1 die roll modification on its To Hit dice roll (14.0).

A Squad can fire one SW and retain its inherent Firepower (FP), or fire two SWs and forfeit its inherent FP. A Half-squad or Crew can fire one SW, forfeiting its inherent FP in the process.

Eligible SMCs can fire a SW, be it captured or friendly, at half of the SW's normal Firepower (fractions rounded up) or a +1 DRM on the to hit dice roll if the SW uses the OFT.

Heroes firing a SW forfeit their inherent FP.

For example: an American Hero can fire a PKM bipod at 1 FP, the same Hero also fires a PKM tripod-mounted MG at 2 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, Nurses, and Chaplains cannot carry or fire SWs. Leaders that fire 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 one or more SWs 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 can 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, thus they are not discarded after being used, like the satchel charge.

Any Support Weapon, except the British PIAT, that uses the OFT cannot be fired from Buildings or Bunkers.

1.6.1.01 Tripod Machine Guns

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

A Good Order Squad or Half-Squad can flip the counter in the Rally Phase. A tripod machine gun's other side depicts either the machine gun in bipod configuration or dismantled. Either can be transported like any other SW. When units enter a scenario from off-board, their tripod weapons are either dismantled or in bipod mode.

1.6.2 Flamethrowers and Satchel Charges

Flamethrowers are Support Weapons with two special capabilities: they can be used in Melee, and they can cause targeted units to retreat. If a flamethrower, or a multiple-unit attack that includes one, Shakes an enemy unit when firing on the DFT, the enemy unit must retreat one hex. The retreat must increase the distance between the retreating unit and the unit conducting the flamethrower 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 can legally retreat, it is eliminated.

Satchel charges represent rucksacks stuffed with TNT. They can 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. Satchel charges can be used by any unit that is eligible to use a Support Weapon.

Leadership does modify satchel charge attacks, unless the Leader himself is using the satchel charge. Satchel charge attacks 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). Resolve the satchel charge attack as you would any other Support Weapon.

For example, if a World War II-era Soviet 2-2-4 throws a 6 Firepower satchel charge into an adjacent hex it would attack the hex with 6 Firepower. On the other hand, if the same Soviet Squad fires its inherent Firepower into the adjacent hex AND throws the satchel charge, it would attack the hex with 10 FP (2 for its inherent Firepower + 2 for firing its inherent FP at an adjacent hex + 6 for the satchel charge).

1.6.3 Weapon Teams

Weapon Teams represent heavier or more specialized weapons along with their Crew. The Crew 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 cannot be carried or fired by other units, but have their own movement factor and inherent Firepower. Weapon Teams marked with a gun size greater than 20mm cannot 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 cannot counterattack. If a Weapon 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 can 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 can 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 can face any direction after entering a new hex. Place a Move marker on any Weapon Team that changes facing.

Recoilless Rifle Weapon Teams (indicated by a RR on their counter) cannot fire from inside a Building. They can, however, fire from inside a Bunker. Weapon Teams cannot 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

Some 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 can 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 can be rallied and Half-squads can be combined. In addition, eligible units can pick up SWs in their hex or swap them with other units. Only Good Order units can swap SWs.

During the Operations Phase, the players alternate impulses. In an impulse, one hex/building level and all the units in it can 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 can be activated.

In a multi-story Building hex, only one level can be activated per impulse. Exception: a Leader can 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, (adjacent upper level hexes) or the upper level and ground floor of 15I5 (the same hex).

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

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) can 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 cannot rally (Exception: troops in a hex with a Hero can attempt to rally; vehicles can always attempt to rally; and troops marked with a SR can Self-Rally). Leaders can only rally units whose counters have the same background color as the Leader.

For example: SS leaders cannot rally Fallschirmjager soldiers.

Snipers, Weapon Teams, and other troops designated with a SR on their counter can Self-Rally without a Good Order Leader. Good Order Leaders present in the hex can 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 cannot create Half-squads; they can 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 can join to form a Full-squad if they are in the same hex as a Good Order Leader. The units cannot be locked in Melee.

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

SWs can be dropped only in the RP and only by a GO Squad. The sole exception is for a Squad reduced to a Half-squad while carrying two SWs.

Support Weapons can be destroyed in the RP by any GO MMC, Leader, Scout, Advisor, or Hero. Remove the SW from play.

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 can activate all or some of the units in a hex. If the activated hex contains a Good Order Leader, the player can also activate any units in adjacent hexes.

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

Each activated unit in a hex can 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, Panzerfausts (PzF30), RPG-7s, or LAWs) must either fire separately (i.e. not adding their Firepower in with any other units targeting the same hex, but rather by 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 cannot 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 cannot 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: Buffy 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 Moved, Low Crawl, Assault Move, or Stealth marker (see Movement), and those that fire with a Fired marker. Those units cannot be used again this turn except to defend in Melee. (See 6.1 Assault Move for the sole exception to this.) Mark helicopters that have moved—but haven't fired—with an Ops (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 possible (a Leader can activate an adjacent Leader that then activates adjacent hexes and so on). A Leader activating adjacent units is marked with an Ops Complete marker 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 the units will do though, nor do all units need to perform a function.

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 marker. Except for the instances described below, units beneath Ops Complete markers cannot spot, fire (including sniping), move, or use their Leadership ability.

MMCs under an Ops Complete Marker can Opportunity Fire, but do so with one-half Firepower (fractions rounded down). Units with an unmodified FP of 0 fire with a -1 FP. The FP is modified BEFORE considering any other Attacking Unit's Die Roll Modifications.

For example: a 2-6-4 SS Squad under an Ops Complete marker would Opportunity Fire with 2 FP (2 FP X .5 = 1 FP + 1 for firing at a unit marked with Moved or Assault Move marker) at an American Squad in open terrain that moved into its LOS two hexes distant. A Somali 0-2-4 Half-squad would engage the same American Squad with 0 FP (-1 FP + 1 for firing at unit marked with Move or Assault Move marker = 0 FP).

An SW owned by a Squad that is marked with an Ops Complete marker can also fire with the Squad. Machine guns or flamethrowers are halved, while SWs that use the OFT suffer a +2 DRM to-hit penalty.

Vehicles/helicopters under an Ops Complete marker can Opportunity Fire, but their machine guns do so with one-half Firepower (fractions rounded down), 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 can fire, at FULL Firepower, at a hex it has spotted during the SAME impulse. By the same token, Leaders under an Ops Complete marker can 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 can 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 as a successful spotting 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, but cannot fire into a hex that contains both friendly and enemy units—it's just unethical. Nor can 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 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, 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 Damage Check first, and be in Good Order, before aiding the other units in his or her hex.

5.01 Leader's Influence on Combat

Leaders not under a Moved, Low Crawl, Fired, or Ops Complete marker can aid ALL attacks conducted by same nationality/force units in their hex during their impulse, including their own. 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 can 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 returns to Good Order by passing a rally attempt during a later Rally Phase. Shaken units cannot use either their inherent Firepower or any Support Weapons they possess. Shaken units cannot advance (including changing a level in a Building) toward an enemy unit in their Line of Sight (LOS). Shaken units cannot 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 can attempt to rally themselves. Shaken Leaders cannot use their Leadership for any function. Shaken Medics cannot heal soldiers (or themselves). Shaken Snipers cannot snipe, but can attempt to Self-Rally (SR). Shaken Chaplains cannot rally soldiers.

Shaken vehicles must Button (see section 15.0), their movement factor is halved, and they cannot fire.

Heroes never Shake, just as Tom Cody.

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

A just-wounded SMC that has yet to be activated in a turn can still do so in a later impulse, including for movement. SMCs under a Wounded marker, or wounded Heroes who are wounded again are eliminated.

Wounded Leaders have their Leadership modifier and Leadership range decreased by one. Their rally range too can be reduced by one but never under zero. Wounded Leaders can still call indirect fire (mortar and artillery) and move their full MP.

Wounded Snipers 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 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. If a Squad spawns a Hero due to a Shaken result that ends the Squad's movement, the Hero cannot move any further.

5.2 Multiple Attacking Units

Only units in the same hex can 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.

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 and LAW rocket launchers) Weapon Teams, helicopters, and vehicles must fire separately even when firing in the same impulse. Although Weapon Teams, helicopters, and vehicles CAN 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 Moved, Low Crawl, Stealth, or Fired marker, and that have a clear (not blocked) Line of Sight (LOS) to a hex in which an enemy unit expends at least one movement point by any kind of movement other than Low Crawl or Stealth Movement can fire on the movers. This is called Opportunity Fire (OF); it occurs during the opposing player's impulse, and is not considered an impulse. Low Crawling units can only be the target of OF if they are spotted in the hex they enter.

A unit entering a hex with a MP cost greater than 1 can be subjected to OF attacks equaling the MP cost of the hex (thus two OF attacks can be made on a unit entering a Light Woods hex), even if the first attack Shakes the unit, forcing it to stop moving. Moving unit(s) cannot be attacked more than once per movement point expended in the hex, unless attacked by SWs with a To Hit table on the back of their counter, Weapon Teams, helicopters, or vehicles who are stacked with the units that first fired.

Place a Fired marker on units that Opportunity Fire. OF 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: a German 1-6-4 fires at an American 2-5-4 as it moves through a Clear terrain hex that also holds a non-moving 2-5-4. The German player rolls a single 1d6 and adds 2 FP (its base FP of 1 + 1 for firing on a moving unit) against the moving Squad, and 1 FP against the stationary Squad.

Note that even though moving units are automatically spotted, the stationary Squad in the hex retains the unspotted status that it had prior to the attack IF the moving unit exits the hex. 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 can continue moving—see 5.3).

A hex that contains an unshaken, unwounded, yet to be activated Leader can 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, can fire at separate targets).

The number of movement points that a unit can spend each turn is called its Movement Factor (MF) and is marked on the counter. As noted above, MMCs, WTs, and SMCs under a Moved 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 Factor equal to or greater than one can 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 cannot Low Crawl (or Assault Move ... obviously) into the new hex.

Units can 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 trigger an event, are subjected to OF, or move adjacent to enemy units and such.

a. Unit(s) moves into hex. b. Possible event(s) are triggered. c. All possible OF is conducted. d. If unit(s) still in GO, proceed with their next action (auto-spotting adjacent unit(s), moving, firing if AM, etc.)

5.4 Extended Range

MMCs/SMCs with a black box surrounding their range can fire at up to twice their printed range. Any fire greater than the printed range, however, is halved. Accordingly, a 2-2-4 Soviet Guard unit firing at a German Squad three hexes distant, has a Firepower of 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 the moving stack are Shaken during movement they must stop movement while the other units may continue—see 5.3). Thus, a unit that moves adjacent to an enemy unit but is Shaken by OF (from this enemy unit or another) does not auto-spot the adjacent enemy unit.

6.1 Assault Movement

Units whose Movement Factor is boxed in red—for example, Heroes—can Assault Move (AM). These units' intentions are declared at the beginning of their impulse, and they are marked with an Assault Move marker. Leaders can also Assault Move if they start their impulse with AM eligible units.

Units which Assault Move can spend up to one-half of their printed Movement Factor, modified by double-time (DT) movement (see below, 6.2) if applicable (fractions rounded up), and subsequently fire (or Opportunity Fire). The DT bonus (if any) is added to the printed unit's MF before being halved for AM.

Subtract two from the total attacking Firepower of units using Assault Movement. For example, two American Ranger Squads (3-6-4) (Day of Heroes) using AM would fire with a Firepower of 3 (3 for lead Squad + 1.5 for second squad rounded up to 2 - 2 for AM = 3). 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 nor the Fired 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 engage in Opportunity Fire if the appropriate situation arises. They must, however, move when they are first activated.

6.2 Double-time

Units that begin their impulse—and move the entire impulse—with a Good Order Leader can increase their Movement Factor by 2. The units cannot move farther than the Leader's printed Movement Factor. Weapon Teams cannot double-time (DT). Shaken units can use DT.

6.3 Low Crawl

A unit or stack of units can 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 can change levels within a multi-story Building, but cannot change levels AND move to a different hex. Weapon teams cannot Low Crawl.

6.3.1 Weapons Teams and Special Movement

Weapons Teams can neither Low Crawl nor Double-time.

6.4 Stealth Movement

Units designated with a bright-yellow square outline surrounding their Movement Factor can move without being automatically spotted—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 CANNOT use Stealth Movement while Double-timing (6.2), but can use Stealth Movement to enter Melee. Heroes and Leaders cannot use Stealth Movement unless specifically designated.

Stealth Movement capable units may also move up to half their movement allowance (drop fractions) and subsequently fire. Such fire is modified like Assault Movement fire—subtract 2 from the total attacking FP of units using Stealth Movement fire (Scouts excepted)

7.0 Laying Smoke

Good Order MMC counters not marked by a Moved, Low Crawl, Fired or Ops Complete marker can 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 (delineated in the module-specific rules), place a Smoke 1 marker on the hex. Regardless of whether the attempt was successful, place an Ops Complete marker on the unit that attempted to lay smoke.

Smoke is blocking terrain with a Target Modifier of +1. The Target Modifier is added to the hex's existing TM. Hence a smoked Forest hex has 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 Admin Phase, remove the Smoke 2 marker.

8.0 Melee Combat

When you move into a hex with enemy units, you must Melee. Units cannot use Assault Movement to enter Melee. Units in multi-story Buildings must be on the same level to Melee. Melee combat is simultaneous, but 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/turn/hex. All units that participate in a Melee round are considered activated at the same time. Melee takes place as soon as enemy units enter a hex containing friendly units. Thus, there is no OF against the enemy unit as it enters the Melee 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, Molotov cocktails, 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 cannot 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 the same procedure against any of the attacker's units he chooses. After assessing damage, remove eliminated units from both sides, and 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 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 can fire one SW and its inherent FP or two SWs and forfeit its inherent FP. A Half-squad can fire one SW and forfeit its inherent FP.

Leaders/Advisors carrying a Melee-eligible Support Weapon attack and defend with half of the SW's Firepower (i.e. 1 or 2), unless two Leaders/Advisors are crewing one SW, in which case they attack/defend with the SW's printed FP (rounded up). Note that Leaders/Advisors carrying a satchel charge can 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 FP unless they are crewing/using a SW. Note that Skill Card special rules supersede these rules.

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 cannot move (unless withdrawing) or fire, but can use an impulse in the following turn to either attempt to withdraw. Melee markers cannot 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 can exit the hex, paying appropriate movement costs. If a player withdraws all friendly units from the hex, the Melee marker is removed and the remaining enemy units are eligible to Opportunity Fire on the withdrawing units. Note that a player may leave a unit behind as a rearguard to prevent this from occurring.

Leaders and Advisors not carrying a Melee-eligible Support Weapon, Snipers, Chaplains, Medics, and Shaken units do not attack, nor can 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. Any non-Hero SMC left at the end of a Melee round without a possessed Melee-eligible SW or stacked with a friendly Melee-eligible unit is removed too, even if no enemy Melee-eligible units are present; it is assumed that the SMC went down with his troops. If a unit enters a hex containing only enemy units not eligible for Melee, then all the enemy units are eliminated, the unit that moved in must halt, and a Melee marker is placed on the hex.

8.2 Reinforcing a Melee

Units from either side can 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 round.

If a unit reinforces a Melee before a Melee round is fought in that turn, the Melee round must be conducted immediately. If they reinforce the hex after the Melee has been fought, they cannot participate in the Melee until the following turn. If the reinforcing units have the Ambush capability (13.1), their tripled Firepower is added to the other friendly unit's normal FP, but the Melee combat round is considered simultaneous.

8.3 Zero Firepower and "M" rated MMCs

In Melee, MMCs with a Firepower of 0 attack and defend with a FP of 1. 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 0-3-4 Somali Squads attack a Ranger 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). At these odds the kill number is 8. The nasty Somalis must, however, subtract 2 from their dice roll. Hence, the Somali 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 Somali Squads at 2 vs. 2 or 1-1, but would add two to its dice roll. Accordingly, it would eliminate the two Somali Squads on a roll of 6 or better (6 + 2= 8).

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

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 Moved, Assault Move, Stealth Move, Low Crawl, Fired, Ops Complete, and Spotted markers. FFE markers are removed. Smoke 1 markers are turned over to become Smoke 2 markers and Smoke 2 markers are 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 cannot 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. LOS 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 is hidden in a Building two hexes distant. There cannot 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 marker, 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 Moved, Assault Move, Fired, or Melee marker or if 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 can change over a turn. For example: if a hex is spotted because it is adjacent to a Good Order enemy unit and that unit is either Shaken or moves away, the hex will no longer be spotted. Note that Low Crawling units and units using Stealth Movement are not spotted during their movement, provided they don't find themselves in a hex otherwise spotted (such as any open terrain).

Once a hex is spotted, it is spotted for all friendly units during the turn, even for those without LOS to the spotted hex at that time. But if all units leave a hex (or are eliminated), any Spotted marker on it is removed.

Units (including open vehicles and hovering helicopters) can 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.

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's hex. 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. 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. Leadership modifiers apply and are subtracted from the die roll.

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

Spotting attempts do not require an impulse, but only one attempt can 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 Fired, Moved, Low Crawl, Ops Complete, Stealth or Assault Move markers cannot spot for yet unspotted units, but they do automatically spot adjacent units, moving units, units marked with a Move/Assault Move/Fired/Melee marker or units in open terrain. Shaken units, buttoned vehicles, and flying helicopters don't automatically spot adjacent enemy units

Helicopters (19.0), which are included in other Lock 'n Load modules, 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 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 a 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 on different levels of multi-story Buildings ARE NOT considered adjacent and don't have LOS to each other.

10.3 Figuring Line of Sight

There are two types of LOS-affecting terrain; blocking and degrading (see TEC). Any silhouette of blocking terrain crossed by a LOS blocks it (except as noted below). Degrading terrain silhouettes don't block LOS (except as noted below) but they degrade it. Subtract one from an attacker's die roll or add one to a spotter's die roll for every hex where the LOS cross a silhouette of degrading terrain. If the LOS passes through more than two such hexes, it is blocked and no attack or spotting attempt can be made.

LOS can be degraded (modified) by only 1 factor/hex. Thus, a LOS traced across a Light Woods silhouette in a hex containing a tank is modified by 1, not 2. Blocking/degrading terrain in the attacker's or target's hex never blocks/degrades LOS.

Terrain can be located at an elevation (altitude) or be of a certain height (expressed in terms of levels on the TEC). For example: a Forest hex (level 2) on a level-1 Hill would be an elevation-1 hex but present an obstacle to LOS up to a height of 3.

Blocking/degrading terrain at the same elevation as both the attacker's and target's hex blocks/degrades LOS. For example, LOS is degraded between 1G4 (elevation 0) and 1G6 (elevation 0) by the Brush in 1G5 (level-0 obstacle on an elevation-0 hex, for a total height of 0).

LOS traced through blocking/degrading terrain that is located at a higher total height than both the attacker's or target's hex elevation is blocked/degraded. For example: LOS traced between 1F2 (elevation 0) and 1H1 (elevation 0) is blocked by the Huts in 1G1 (level-1 obstacle on an elevation-0 hex, for a total height of 1).

LOS traced through blocking/degrading terrain that is located at a lower total height than both the attacker's and the target's hex elevation is not blocked/degraded. For example: LOS between a unit on the second floor in 3C6 (elevation 2) and a unit on the second floor in 3F4 (elevation 2) is not degraded by the Light Jungle in 3E4 (level-1 obstacle on an elevation-0 hex, for a total height of 1).

LOS traced to a lower elevation hex is blocked/degraded if it crosses blocking/degrading terrain that is at the same total height as the attacker's hex elevation. For example: LOS traced from 1E5 (elevation 1) to 1E1 (elevation 0) is blocked by the Tall Grass in 1E3 (level-1 obstacle on an elevation-0 hex, for a total height of 1)

Units on a hex higher in elevation than the total height of a blocking/degrading-terrain hex can see and fire over it into hexes at a lower elevation than the total height of said blocking or degrading-terrain hex. Furthermore, since the LOS in this situation is traced OVER the blocking/degrading terrain, it is not blocked/degraded in any way. However, level-1 and -2 blocking/degrading terrain casts a one-hex shadow that blocks LOS to units located directly behind them. For example: a unit on the second floor of 2E2 (elevation 2) can trace LOS to 2G5 (elevation 0) through the Tall Grass in 2F4 (level 1 obstacle on an elevation 0 hex, for a total height of 1) but not to 2F5 and 2G4, because of the one-hex shadow projected by the Tall Grass in 2F4.

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 can be checked at any time. LOS is reciprocal. If unit A can see unit B, then unit B can see unit A.

Below a unit on the second floor of 2E2 sees the Viet Cong in G5, but not the hexes F5 or G4.

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.

10.5 Terrain Markers

Terrain markers, which include Stone Building, Wood Building, Light Woods, 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 2 movement points to enter, and provides a +3 Target Modifier (TM) 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's hex would be blocked.

11.0 Single Man (or Woman) Counters (SMC)

Single Man Counters (SMCs) represent significant individuals that have the power to affect the course of the battle. These counters include Leaders, Advisors, Heroes (or Heroines), Snipers, Medics, und Scouts. Other types of SMCs will appear 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 SW, the Leader is eliminated.

A Leader's Leadership modifier can 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 modifier to activate units, modify fire attacks, make rally attempts, and influence Damage Checks,

Leadership range (for purpose of activation) is usually 1. It is decreased by one if the Leader is wounded (the Leader can only activate units in its own hex). A Leader's rally range is usually 0 (i.e. it can only rally units in its own hex). The Charismatic Skill Card (Forgotten Heroes module) increases this to 1.

11.11 Leader's and Combat

Leaders not under a Moved, Low Crawl, Fired, or Ops Complete marker can aid ALL attacks conducted by same nationality/force units in their hex during their impulse. Their Leadership modifier (LM) 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. The LM is applied to every attack (not attacking units) that occurs from the Leader's hex in its activation impulse.

Note that the Leader can 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. Leaders cannot 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 1 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 spawns a Hero is already marked with a Moved marker, the Hero also receives a Moved 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 violates stacking limitations, the owner must place the Hero in any adjacent, non-enemy-occupied hex.

Heroes can Assault Move. Heroes can assault vehicles. Heroes always add their FULL Firepower to multiple-unit attacks. Units in the same hex as a Hero can 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 FP) 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 receive one. Skill cards are not included in Day of Heroes, hence its Heroes do not receive a randomly assigned Skill Card.

There can 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 also. Heroes are created even if the Damage Check result eliminates its parent unit.

11.3 Medics

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

During each Rally Phase, a Medic can 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 cannot perform any function in that Rally Phase if he (or she) fails the check. A Shaken Medic cannot 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 Good Order.

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 can 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 cannot move. The Sniper can 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 can be fired on like any other unit, but double their own hex's Target Modifier when rolling against incoming attacks from all units except artillery/mortar barrages and enemy Snipers. Snipers can stack with MMCs, but forfeit their special terrain modifier when doing so. When stacked with MMCs they can attack in the same impulse as the MMCs, but fire separately within the impulse.

Snipers cannot 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.

11.7 Scouts

Scout's can use Stealth Movement (see 6.4), and they subtract 2 from all their spotting die rolls. Scouts DO NOT subtract 2 from their FP after using Stealth Movement. Scouts have a FP of 0. They can assist in crewing a SW, but lose all Scout abilities in doing so. In Melee, Scouts fight as a 0 FP MMC (8.2).

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 can call for artillery fire.

11.8 Armor Leaders

Armor Leaders are 5/8" counters with a pictured Armor Leader and Morale and Leadership ratings. Armor Leaders have no Movement Factor.

Armor Leaders are unique in that they share the fate of the tank they command. They cannot be wounded, but rather are Shaken, which represents the Shaking of the tank's Crew. If an Armor Leader is forced to abandon his vehicle, he is removed from the board.

Armor Leaders can only rally the tank they are commanding. Tanks with an Armor Leader assume the Leader's Morale for all purposes and subtract the Leader's Leadership modifier 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 Armor Leader's Leadership rating can be subtracted from To Hit die rolls and added to machine-gun attack die rolls (but not HE equivalent attack die rolls). He can affect both in the same turn. If forced to abandon the tank, the Armor Leader is removed from the board.

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 can 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 can 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 (those that are one-time use only) go back in the deck for reshuffling.

13.0 National Characteristics for Lock 'n Load

Lock 'n Load features numerous distinct fighting organizations. The characteristics of these organizations and nationalities are provided in the module in which they appear.

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 or RPG-7; Weapon Teams, such as the 75mm Anti-Tank Gun (ATG) or M47; and vehicle-mounted (or helicopter-mounted in modern modules) weapons, such as the Sherman M4A1 tank's 75mm cannon or T80 tank's 120mm gun. 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.

Weapon Teams 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.

Each piece of ordnance has three ranges, separated by slashes, printed on the back of the counter. Below each of these ranges is a printed 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.

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) through which the fire's Line of Sight passes, and other factors listed on the Ordnance Fire Table (OFT) and module specific rules. 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.

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 Moved 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 value, the target is destroyed (place a Wreck marker in the hex). If the attacker rolls a 1 and the target rolls 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 value, 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 must immediately take a Morale Check.

Abandoned vehicles remain on the map, but they cannot be used by either side. If the attacking weapon is being fired as a MMC's Support Weapon, the MMC, if eligible, can 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 value, the vehicle takes a Morale Check (2d6). If it fails the MC, 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's modified armor value and subtract it from the MC die roll. Hence, if the modified penetration value is 4 and the modified armor value at the point of impact is 10, 6 is subtracted from the MC roll. An unmodified MC 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.

14.02 Ordnance Hits on Unarmored Vehicles

Any ordnance hit on an unarmored vehicle, or an unarmored facing of an otherwise armored vehicle, destroys the vehicle.

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.

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 an H within a red circle on the back of the counter fires HEAT as its main ammunition. Such ammunition's penetration is reduced by four when firing against vehicles with red armor factors.

14.2.1 Shaped Charge Effect on Infantry

Ordnance that fires Heat ammunition (denoted by an H within a red circle 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, Huts, or Bunkers. Note that one is subtracted from the HE equivalent NOT the to-hit die roll.

Some units, such as the Soviet BMP-2 in Lock 'n Load: Heroes of the Gap are capable of firing both Heat and non-Heat ammunition. In such cases the to hit table has two sets of numbers: black for AP or HE ammunition, and red for Heat ammunition.

14.3 Target Acquisition

When ordnance—including shoulder-fired ordnance such as bazookas, LAWs, RPGs and Panzerfausts—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) have to leave the hex in order to remove the Acquisition marker.

14.31 Acquiring Markers

To simplify the target-acquisition process described in 14.3, the game 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.

15.0 Vehicles

Vehicles play an important role in Mark H. Walker's Lock 'n Load. Vehicle counters are 7/8" square, and the counter contains all the information needed to play. A Sherman M4A1 tank counter with its values explained is illustrated below.

Counter reference terms: MACHINE GUN FIREPOWER (360), COVERED ARC MG, HE EQUIVALENT, MORALE, MOVEMENT, VEHICLE NAME, ARMOR HULL/TURRET, PASSENGER CAPACITY.

Vehicles can be either 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 crewmembers 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 vehicles cannot spot, not even adjacent hexes. Vehicles can 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 factor 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), they cannot fire their weapons, their movement factor is halved, and they cannot spot. Vehicles can Self-Rally, and if a Vehicle-Leader is onboard, the vehicle uses the Leader's Morale rating to rally. The Leader can also subtract his Leadership modifier from the rally dice roll. Vehicles DO subtract 2 from their rallying-attempt die roll for being in terrain with 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 can 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 can 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 machine guns is that they can 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 its machine gun(s) 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; they cannot combine their FP.

  • Rear-facing Machine Guns: Units with a machine-gun Firepower followed by an "R" can use the FP 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 FP up to a range of 14 hexes when both the turret and vehicle's covered arc are aligned. If the turret's covered arc is different from the vehicle's covered arc the owner must split the Firepower, firing 2 FP in the turret's covered arc, and 2 FP 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 M10, M1A2, T72A, T-34, 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. The TEC has complete details. Vehicles can continue moving after rubbling a hex, provided they have MPs left.

There are, however, significant differences in vehicle movement. Vehicles MUST move individually, and simultaneously activated vehicles need not move through, or end movement in, the same hexes. However, infantry on foot and vehicles can move together, provided they start and finish their impulse together. Vehicles cannot Low Crawl (obviously) or Double-time. All vehicles can 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 can, however, pivot within their hex. The cost is one movement point per hex spine turned.

Vehicles can 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 hex costs two movement points.

The turret faces the hex spine to which the barrel points. 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 can Assault Move. Vehicles using Assault Move can 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 can also fire their main gun, but add 2 to their To Hit die roll, as indicated on the OFT. Vehicles cannot use Assault Movement to conduct an Overrun (see below). Vehicles can 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 can Overrun infantry (MMCs, SMCs, and Weapon Teams) located in Clear (or other open-type terrain), Brush, Low Crops, Wheat Fields, or High Grass (Forgotten Heroes module). Units subject to Overrun can't Opportunity Fire against the vehicle in the Overrun hex nor can any other units.

To do so, the vehicle must have sufficient movement points to enter the hex, and an additional 4 MPs for the Overrun. After the vehicle enters the hex, it sums its HE Equivalent and machine-gun Firepower (machine guns with a "*" can 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.

Clarification: A vehicle capable of firing its main gun multiple times (Denoted by N x HE Equivalent, where "N" equals the number of times the main gun can fire) multiply their HE Equivalent by the number of times it can fire when calculating their overrun Firepower.

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 can 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 can remain in the hex or, if it has sufficient movement points, 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; mark them with a Moved 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 Moved 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 rating from the die roll when rallying or performing Damage Checks. The Leader's Leadership rating is also subtracted from To Hit die rolls, and added to MC 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" can carry up to one-Half-squad, one Support Weapon, and one SMC. Those marked with "PP" can 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. Shaken passengers of PP or P vehicles are not required to debark (they are riding inside the vehicle). They can, however, debark when eligible at the owning player's option. Weapon Teams with a gun or tube caliber greater than 20mm cannot be transported except when allowed by Special Scenario or module-specific 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, place them in the wreck's hex, and mark them with a Moved 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; obviously, SWs cannot be Shaken. Passengers are automatically eliminated in vehicles destroyed by Close Assault.

16.2 Passengers On Top Of Vehicles

Vehicles marked with "PO" can also carry up to one Half-squad, one SW, and one SMC. Likewise, those marked with "PPO" can carry up to one Squad (or its stacking equivalent), two SWs, 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, and must pass a Morale Check to avoid becoming Shaken.

Any passengers dismounting (voluntary or not) from a vehicle are subject to Opportunity Fire. Any attack the passenger-carrying vehicle initiated is resolved before any Opportunity Fire against dismounting infantry.

Passengers riding on 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 Moved marker and must pass a Morale Check to avoid becoming Shaken. If the vehicle on which they are riding is destroyed, the passengers must make a Bailout Check, as explained in 16.1.1.

Passengers riding on top of vehicles can be attacked by small arms as described in 17.2. The vehicle need not be open. Shaken passengers on top of vehicles (External) must immediately disembark, but unshaken passengers can chose to disembark with them or not. Place a Moved marker on the disembarked units. Shaken passengers of PP or P vehicles are not required to debark (they are riding inside the vehicle). They may, however, debark when eligible at the owning player's option.

Passengers riding on top of a vehicle can attack eligible targets with their inherent Firepower (no Support Weapons). Subtract 1 from the unit's Firepower if the vehicle hasn't moved, or subtract 2 from the unit's FP if the vehicle is moving or marked with a Moved or Assault Move marker. Units can fire at any time during a vehicle's movement. Units that do so are marked with a Fired marker. If units on top of a vehicle fire before the vehicle moves, the vehicle cannot activate to move or Assault Move) until a subsequent impulse.

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

Passengers that fire can't dismount later in the impulse, except involuntarily (in which case they are marked with a Moved marker)

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 Moved marker.

16.4 Mounting and Dismounting

It takes one-half (rounded up) of both the vehicle and Squad's Movement Factors to load into (i.e. mount) or dismount from a vehicle. Units can only load if they begin the Operations Phase in the same hex with the vehicle (including helicopters) into which they are loading. They can 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 can be fired at in the hex in which they have been unloaded. Note that when vehicles Assault Move, their partial movement is consumed by such boarding and exiting procedures.

Units that unload can move separately from their carrier.

For example: a 2-3-4 Soviet Squad unloads from a T80 and then moves two hexes over open terrain in the same impulse. The T80 (Movement Factor of 20) then spends 10 MPs to travel in any direction.

The above example is an exception to the rule that states units moving from the same hex in the same impulse must move together. A Moved marker is placed atop the infantry at the moment of disembarking. The infantry finishes its movement, and then the vehicle can continue its move.

Assault Move capable units can use Assault Movement to unload and subsequently fire, but doing so prohibits them from leaving the hex in which they disembarked until the following turn.

Infantry can disembark from Shaken vehicles, but the Shaken vehicle cannot move in the turn the infantry disembarks. Infantry cannot disembark from Shaken vehicles that have already moved in the current turn, unless debarking with Shaken infantry as required by 16.2.

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 or Hero can Close Assault an enemy vehicle by moving into the vehicle's hex. Shaken vehicles are not automatically destroyed in Close Assault nor do they suffer any additional penalty. Vehicles 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.

No Melee-eligible enemy units can be present in the target vehicle's hex. If they are, you cannot Close Assault the vehicle, except as noted below. 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.

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

Before entering the vehicle's hex, MMCs, Heroes, 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, as is the Soviet Squad in the picture on the previous page. The Leader checks first; if he passes, he can 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 assault.

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 (RPG-16, RPG-7, LAW, Bazooka, etc.) or satchel charge. Units without any anti-tank weapons can still Close Assault the vehicle. The Leader can 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 2-6-4 American Squad from Heroes of the Gap, equipped with a LAW, is assaulting a Soviet T62. The American adds 4 (2 FP + 2 LAW's HE equivalent) to his die roll. The owner of the tank would add 4 to his die roll (the T62's lowest armor factor). If the American's modified die roll is greater than the Soviet's die roll, the tank is destroyed. Repeat this process for each attacking MMC or Hero, but remember that the Leader can 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 remaining in the vehicle's hex, are marked with a Melee marker, and any other non-Melee-eligible enemy units present in the hex are eliminated. If the vehicle isn't destroyed, the assaulting MMCs/Heroes are returned to the (adjacent) hex from which they initiated the assault and are marked with a Moved marker. In the case of an 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 go through the Close Assault procedure twice, thus requiring them to make a second Morale Check if they successfully Close Assault the first vehicle. Any unit that fails the second Morale Check would return to the hex from which it initiated the original Close Assault.

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

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 Squad's inherent Firepower. These units can attack unarmored vehicles and open armored vehicles—including open-top vehicles such as the American M-10, German Sdkfz251, Soviet Su-76, and ALL helicopters—with their inherent Firepower. There aren't any open-top armor vehicles in Heroes of the Gap. 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 (5.0) 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 FP 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 take the DC. 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 can subtract their Leadership modifier from the passengers' Damage Checks, but must pass their own DC first.

Shaken EXTERNAL passengers must immediately disembark, and unshaken passengers can chose to disembark with them or not. Place a Moved marker on the disembarked units. Shaken passengers of PP or P vehicles are not required to debark. They may, however, debark when eligible at the owning player's option.

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 can 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 FP 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 AND any passengers that it is carrying must take Damage Checks. Both target vehicle and all passengers (vehicle first) roll 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. Remember, Shaken external passengers are required to dismount, but Shaken internal (passengers of PP or P vehicles) are not.

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 side of the vehicle that 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) affect 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 arcing trajectory. Indirect-fire attacks use the DFT.

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 can target hovering helicopters.

18.1 Onboard Mortars

Mortars cannot fire from Building, Heavy Jungle or Forest hexes. Onboard mortars can 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 (all DFT modifiers—except the TM for Walls—apply).

They can also fire indirectly at targets to which a friendly spotter has a LOS. A spotter in this context is a Good Order, Leader, Advisor, Scout, or Political Officer. Spotters can 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 cannot, however, call onboard mortar fire and add their Leadership to a direct-fire attack in the same turn.

When a Spotter is calling mortar fire, the firing mortar need NOT have a LOS to the target hex, but must be within range of it. Simply declare the target hex, mark the Spotter 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. Leadership does NOT affect the mortar's FP when firing indirectly, nor does degrading terrain reduce it, but other DFT modifiers—except the TM for Walls— (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 cannot Opportunity Fire.

The hexes under an onboard mortar FFE marker are considered Degrading Terrain for LOS purposes only. Thus LOS traced through more than two such hexes is blocked.

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 Spotter uses an impulse to place a Spotting Round marker on any one hex within his LOS. The hex need not be spotted. The Spotter'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 2d6, but do not add them together. Add the number of degrading-terrain hexes the Spotter'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 2 (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 Spotter's LOS, remove the Spotting Round marker and put an Ops Complete marker on the Spotter.

Otherwise the Spotter can 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, except Walls) apply. 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 previously attacked unit moves into a new FFE hex, it is attacked again. Note this all happens in ONE impulse.

If the Spotter decides to abort the mission, remove the Spotting Round marker. The Spotter's impulse is over. Only Spotter's can call for indirect fire. Leaders cannot call off-board artillery and add their Leadership to a direct-fire attack in the same turn.

The hexes under, or adjacent to, an off-board artillery FFE marker are considered degrading terrain for LOS purposes only. Thus LOS traced through more than two such hexes is blocked.

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 cannot call them simultaneously—even if he has two Spotters. One fire mission must be resolved before placing the Spotting Round marker for the next. If, however, two different formations are both given off-board fire missions (A and B Companies of the same battalion, for example) they can simultaneously call their fire missions.

Leaders cannot 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. Although they have immense Firepower and almost limitless mobility, they are vulnerable to ground fire.

19.1 Helicopter Modes

Lock 'n Load helicopters are either in flying or hovering mode. 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 a helicopter's default mode.

Counter reference terms: MACHINE GUN FIREPOWER (360), ORDNANCE FIRE TWO TIMES, MORALE, HE EQUIVALENT, ARMOR FACTOR.

Helicopters in flying mode have unlimited movement. Those in hover mode cannot leave their current hex. Helicopters can change modes ONCE any time during their impulse. Only one helicopter can occupy a hex, although a helicopter can occupy a hex with a wrecked helicopter. A helicopter can 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 one MP. 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 is considered at level two. A helicopter hovering over a Forest hex on a level-one Hill is at level four.

All other LOS rules apply.

Helicopters can 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 cannot spot enemy units, even units in the same or adjacent hex. They must first shift to hovering mode, but hovering helicopters spot units without penalty.

19.4 Passengers

Some 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 Check, as previously described in 16.1.1.

A helicopter must be hovering to disembark or embark passengers, and can only disembark/embark passengers in Open-type terrain (See the Type column on the Terrain Effects Chart). 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 Moved marker, and can be fired on in the hex that they unload.

19.5 Helicopters in Combat

Helicopters are always spotted. Flying helicopters (i.e. ones in flying mode) cannot be targeted by unguided weapons that use the Ordnance Firing Table. Anti-aircraft Guided weapons, which are designated with blue range, to hit, and penetration numbers 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 they occupy.

Helicopters firing from an adjacent hex are indeed considered adjacent for firing modifiers, even if they are presumably higher than the target at the same time.

19.5.1 Ordnance vs. Helicopters

If ordnance using the OFT hits the helicopter, compare the penetration value at the appropriate range plus 1d6 (modified penetration value) against the helicopter's armor thickness plus 1d6 (modified armor value). If the modified penetration value exceeds the modified armor value, the helicopter is destroyed. If the attacker rolls a 1 and the target rolls a 6, the round is a dud and the helicopter is not affected. If the attacker rolls a 6 and the target a 1, the round is a catastrophic hit and the helicopter 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 1 is due north, 2 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 and crew in the destroyed helicopter must make a Bailout Check, as previously described in the section on vehicles (see 15.4 (crew) and 16.1.1 (passengers)).

If the modified penetration value of the ordnance that hit the chopper EQUALS the modified armor value, the target is damaged. Damaged helicopters are immediately removed from the board. They cannot unload passengers or fire.

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

19.5.2 Small Arms vs. Helicopters

Small arms can fire on helicopters using the procedure outlined in Small Arms vs. Armored Vehicles (17.2) and enumerated below. Helicopters are neither open nor buttoned, but they can always be attacked by eligible small arms.

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

For example: a 2-7-4 American Squad has a range of 3 (7/2 = 3.5, rounded down to 3) when attacking helicopters, and an M-60 has a range of 5. Conversely, an RPG-16, which uses the OFT to target enemies, can fire up to its max range of 9 against helicopters.

Attacking units must meet range and LOS requirements, but helicopters are ALWAYS spotted. The attacking unit's Firepower is summed and added to 1d6. The attacker's FP 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 AND any passengers that it is carrying must take Damage Checks. Both helicopter and all passengers (helicopter first) roll 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). Shaken passengers are not required to dismount.

19.6 Helicopter Movement and Fire

Helicopters can move and fire without restriction during their impulse.

For example: a helicopter can 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 can also fly across the board, enter hovering mode, fire its machine gun at a nearby enemy, and then unload passengers. After it is marked with a Fired marker, a helicopter cannot 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 Ops Complete marker. Place a Fired marker on those that fire, replacing the Ops Complete marker, if applicable.

19.7 Helicopters and Opportunity Fire

Helicopters can Opportunity Fire like other units. Helicopters under 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 anything within two hexes of their position (count the target's hex but not the firer's). A unit can only fire on units further than two hexes ONLY if the target is marked with a Fired marker. Such attacks subtract 3 from the total Firepower of the attackers (not each unit) in addition to any other modifier.

For example, a stack of units conducting Assault Movement fire at a target located greater than three hexes distant subtracts a total of 5 (2 for AM and 3 for firing at a unit greater than two hexes distant.) On the other hand, stationary units firing at an adjacent target would still add 2 to their Firepower. For example, a 2 Firepower unit firing on an adjacent target at night would have a total of 4 FP (2 inherent Firepower + 2 additional Firepower for adjacency).

20.01 Ordnance Attacks During Night Scenarios

Units using the OFT (i.e. ordnance) fire at any target within two hexes (count the target's hex but not the firer's.) A unit can fire on units further than two hexes ONLY if the target is marked with a Fired Marker. Add 3 to the to-hit dice roll unless the target is within two hexes.

20.02 Melee During Night Scenarios

During night scenarios, Melee is resolved normally.

20.03 Shaken Unit Movement at Night

Shaken units can move toward an enemy unit that is not under a Fired marker, illuminated by a star shell, or within two hexes of the Shaken unit.

20.1 Star Shells

Leaders, Advisors, or Heroes that are not marked by a Moved, Low Crawl, Fired or Ops Complete marker can 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, modified by the Leader's Leadership, place a Star Shell marker in the hex.

Star-Shell Capabilities:

  • U.S. and Soviet (Vietnam era and later), British, Argentine (Falkland era): 3
  • NVA, ANZAC (Vietnam), U.S. German (WW2): 2
  • VC, Soviet (WW2): 1
  • ARVN: 1
  • Somali: 0

Regardless of whether he succeeds, the Leader, Advisor, or Hero is marked with an Ops Complete marker. Star Shell markers illuminate their hex and the six adjacent hexes as if it were day. Units in these hexes can be spotted and fired on without the penalties described in 20.0. Star Shell markers are removed during the following Administrative Phase.

Onboard mortars can 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 marker in lieu of a Spotting Round marker.

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 can only direct fire along a line of sight traced through the Bunker's front three hexes. A red arrow indicates the Bunker's front.

Units in the Bunker hex can 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 levels of a Building hex for the purpose of activation and rallying. It costs 2 MPs to move from on top of the Bunker to inside the Bunker, or vice versa.

Units on top of a Bunker cannot engage units in a Bunker in Melee combat, and vice versa. Both units must be inside or on top of a Bunker to Melee.

Units on top of a Bunker can fire at units in a Bunker as if they were in an adjacent hex. Units in a Bunker cannot 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 cannot be placed in Buildings or Huts.

21.1.1 Attacking Bunkers from the Rear

Firing units that use the DFT cannot fire on units in the Bunker from outside the Bunker's front three hexes unless (as stated previously) they are on top of the Bunker. Conversely, firing units that use the OFT can target the Bunker from any direction as long as range and LOS requirements are met.

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 Foxhole's TM of +1 is added to the TM of its hex. Even if a Foxhole is located in open terrain, the units DO get the +2 bonus for rallying in terrain with a positive TM.

21.3 Wire

Wire is used to impede and channel the enemy's attack. It costs infantry 4 MPs to enter a Wire hex. This is total, NOT in addition to other terrain in the hex. Hence Wire placed in Wheat Fields costs 4 MPs, as does Wire placed on open terrain. Vehicular-movement costs to enter Wire hexes are listed on the TEC. Remember, units can always 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 can be stacked in a hex.

Resolve Mine attacks against armored vehicles using the Small Arms vs. Vehicles procedure outlined in 17.2. In other words, the Mine's FP + 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 cannot be placed in Buildings. Friendly units are not attacked when entering the hex, but must pay an additional movement point to enter the hex.

22. General scenarios rules

When units enter the map, they must expend MPs for all hexes entered, including the first one. Only one unit (or stack of units) can enter the map per impulse.

Units can enter in any mode (LC, Moving, AM and such) a player wishes.

If, following an event, units are due to appear in an enemy-occupied hex, they appear in any adjacent hexes of the owner's choice.

Unless otherwise specified, reinforcements must enter on a specific turn; they can't be held in reserve and deployed later.

Example of Play: Basic Infantry Combat

In this mini-battle, you have the chance to learn the mechanics of Lock 'n Load's infantry combat. Follow the steps to practice how to spot, calculate Firepower, resolve Damage Morale and Checks, rally troops, Assault Move, Melee and more.

Situation: Soldiers of the US Army Airborne and the German Fallschirmjager, each at platoon strength, have just engaged each other. In the preceding turn, the American unit at F5 was about to cross the road when it took casualties from E3. It is now the Rally Phase of the next turn.

Rally Phase:

Both sides roll a 5 on the initiative die roll. Since the German player held the initiative in the previous turn, he wins the roll. There are no units eligible for rally on either side, so play proceeds to the Operations Phase.

Operations Phase:

German Impulse: Capt. Weiss attempts to spot hex G4. Because G4 is degrading terrain, Weiss must roll 3 or less on a 1d6. His Leadership factor of 1 is subtracted from the spotting roll so he needs to roll a 4 or less (see 10.1). Weiss rolls a 5 and fails to spot. An Ops Complete marker is placed on Weiss. The German player passes. He could instead have moved any eligible unit, or engaged in combat on some other part of the game board where there were eligible targets.

US Impulse: Cpl. Medrow attempts to spot Weiss' hex. "Where are those Germans?!" He has no Leadership bonus so he must roll a 3 or less. Medrow rolls a 1 and a Spotted marker is placed on Weiss's hex. "Ach, this is gonna hurt," exclaims Weiss. Medrow is now Ops Complete, but he can still direct fire (or call onboard mortar fire (18.1)) against the hex he has spotted in this impulse. He activates his hex and the Shaken Squad in the adjacent F5. The Good Order Squads in his hex fire on Weiss's hex, and the Shaken Squad Low Crawls to the Medic in F6. The player chooses to resolve the fire combat first. His first Squad contributes its entire 2 Firepower, the additional Squad half its 2 Firepower, or 1, and the M1919A6 machine gun its entire Firepower of 2. This is because additional Squads firing from a hex must halve their Firepower (there are exceptions noted in module rules), but machine guns always fire at full FP. The total FP of the attack is thus 2 + 1 + 2 or 5 FP. Medrow has no Leadership bonus, and no other modifiers apply, so the US player rolls 1d6 + 5. A 4 comes up on the die, for a total of 9.

The Germans receive a +1 Target Modifier (TM) for Light Woods, so the German player rolls 1d6 + 1. A 4 comes up on the die for a total of 5. The attacker's modified die roll exceeds the defender's modified die roll, so a Damage Check must be conducted for every defending unit in Weiss's hex. The difference between the modified die rolls was 4, so the German player must roll 1d6 + 4 for each unit, starting with the Leader, and check the results on the Direct Fire Table (DFT). Weiss rolls a 6. 6 + 4 = 10. Looking on the DFT in the column for Good Order SMCs we see that a modified die roll greater than his Morale, but not up to twice his Morale, causes the result Shaken. Weiss is flipped to his Shaken side. The Half-squad under Weiss rolls a 4. 4 + 4 = 8, and since the Leader is Shaken, his Leadership bonus does not apply. Since the Half-squad's Morale is 6, it too is Shaken.