Lock 'n Load Tactical: Heroes Against the Red Star
Lock 'n Load Tactical: Heroes Against the Red Star Rulebook
Table of Contents
Table of Contents
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Heroes Against the Red Star Module Rules & Scenarios
1.7.2 French Weapon Teams
The French Milan and 81 mm Mortar WTs can be transported as if they were Squads.
7.1 Heroes Against the Red Star Smoke-Laying Capabilities
Units of all nationalities in Heroes Against the Red Star have a smoke-laying capability of 2; thus they need to roll a 1d6 result of ≤ 2 (see 7.0).
10.1.2 Thermal Imaging Sights (TIS)
In HATRS several vehicles and helicopters have Thermal Imaging Systems (TIS). These are the M1, M2, AH-1 Cobra, HIND, M901, AMX30-B2, Milan WT, VAB HOT, P4 Milan, Scorpion, Scimitar, Leopard 1, and Black Eagle. All units with TIS subtract two (-2) from their spotting attempt. A natural 6 on a spotting attempt always fails.
Vehicles with TIS can attempt to spot units in their turret's covered arc even if buttoned, and still subtract two (-2) from the spotting attempt.
At night, units equipped with TIS can fire normally at enemy units at a range of up to six (6) hexes. These units also gain the benefit of Acquisition markers when they fire on units within six hexes.
Beyond six hexes units equipped with TIS only suffer a +1 OFT modifier (vice +3) for firing during a night scenario at a unit that is not within six hexes or illuminated by a Starshell (20.2).
TIS are not affected by Smoke as per 7.0.
10.8 Module-Specific Terrains
Some of the terrain in HATRS is unique to central and western Europe and has different characteristics from terrain with similar or identical names in other LnLT modules. Check the TEC for more on all Terrain in HATRS.
10.8.1 Buildings
All Buildings marked with a black dot are considered Light Construction (LC) Buildings, and all Buildings marked with a red dot are considered Heavy Construction (HC) Buildings. ALL three-hex or larger Buildings are two-story Buildings.
10.8.2 Trails
Trails are wide paths that wind through thick woods of the Nierderjossa Gap area. Examples are hexes N4 and Q14 on the Nierderjossa Gap Map. Trails costs one Movement Point (MP) for Leg, and 2 MPs for R-, O-, and T-class movement, when entered from another connecting Trail hex. Stacking limitations when using a Trail is 1 MMC and 1 SMC or one vehicle.
Units that are a target in a Trail hex receive the Forest TM if the incoming fire crosses part of the Forest silhouette or the Clear TM if it doesn't (i.e., is traced down the line of the Trail). Units can choose to stack as if in a Forest hex (1.3) and receive the Forest TM (+2). Units doing so do NOT receive the Trail movement rate (1 or 2 MP).
Note that vehicles can only enter a Trail hex from a connecting Trail hex.
Wrecks do not block the trail nor confer TM to vehicles but add 2MPs to the cost of the hex for other vehicles.
10.8.3 Rough
Rough terrain represents rock-strewn terrain that provides excellent cover, but only degrades LOS. Rough hexes provide a +3 TM and degrade LOS. Rough hexes cost Leg units 3 MPs to enter and T-class vehicles 4 MPs to enter. O- and R-class units cannot enter Rough terrain. An example is I4.
13.0 National Characteristics
13.1 American Forces
The Americans are well represented in HATRS, and took the fight to the Soviets as the pushed through the Nierderjossa Gap. American MMCs and SMCs have a white star as an IB (3.0) and they have plenty of SWs and WTs as well as powerful armored vehicles, helicopters and aircraft. American counters are green.
13.1.1 American Squad Reduction
Whenever an American 2-6-4-5, 2-7-4-5 or 2-5-4-5 Squad is reduced, replace it with a 1-5-4-5 Half-squad.
Whenever an American 2-6-4(AM)-5 Squad is reduced, replace it with a 1-5-4(AM)-5 Half-squad.
13.2 Soviet Forces
The Soviets are well armed and ready to move. They have numbers and a lot of equipment. A variety of MMCs are prepared to sweep westward, from line troops to elite paratroopers. Their IB (3.0) is a red star, and their counters are gold. They have deadly SWs and WTs and no end of armored vehicles, helicopters and air support.
13.2.1 Soviet Squad Reduction
Whenever a Soviet 2-5-4-5 or 2-3-4-5 Squad is reduced, replace it with a 1-4-4-5 Half-squad.
Whenever a 2-6-4-5 Squad is reduced, replace it with a 1-5-4-5 Half-squad.
Whenever a 3-3-4(AM)-6 Squad is reduced, replace it with a 2-3-4(AM)-6 Half-squad.
13.3 French Forces
The French were ready to take on any invaders of their homeland. Their forces are well armed and their armored vehicles are all fast and powerful, in favor of being heavily armored. Their MMCs and SMCs have a French tricolor flag as their IB (3.0). They have numerous SWs and WTs, many armored vehicles, helicopters and aircraft. French counters are sky blue.
13.3.1 French Squad Reduction
Whenever a French 2-6-4(AM)-6 Squad is reduced, replace it with a 1-6-4-6 Half-squad.
Whenever a 2-6-4(AM)-5 Squad is reduced, replace it with a 1-5-4-5 Half-squad.
Whenever a 2-6-4-5 Squad is reduced, replace it with a 1-5-4-5 Half-squad.
Whenever a 2-5-4-4 Squad is reduced, replace it with a 1-4-4-4 Half-squad.
13.4 West German Forces
The West Germans have only a minor Territorialheer unit/MMC in the game. It's gray and has no IB. They West Germans have a Support Weapon but no SMCs, WTs or vehicles.
13.4.1 West German Squad Reduction
Whenever a West German 2-5-4-5 Squad is reduced, replace it with a 1-4-4-5 Half-squad.
13.5 Belgian Forces
The Belgians, too, have only a minor role in HATRS. They only have armored vehicles. Their counters are yellow.
14.1.4 Special Ammunition Addendum
Ordnance marked with an "H" within a red circle on the back of the counter fires High-Explosive Anti-Tank (HEAT) as its main ammunition. Such ammunition's penetration is reduced by four (4) when firing against red armor factors.
Ordnance, such as the Stinger SW or vehicles, such as the Soviet ZSU-23/4, that display blue numbers on their to-hit table on the back of the counter, fire either surface-to-air missiles or possess (in the case of the ZSU-23/4 and the M163) special weapons and radar for attacking aircraft. These are considered anti-aircraft weapons. For more on when anti-aircraft weapons can be fired see the section on Fixed-wing Aircraft (19.1).
Some vehicles and ordnance, such as the BMP-2 and the ZSU-23/4 can fire two types of ammunition. These vehicles are so indicated by a to-hit table with divided cells. The top cell and black numbers indicate the range, to-hit, or penetration of the standard ammunition (usually armor piercing); the bottom cell is the special ammunition (ATGM HEAT if red or anti-aircraft if blue).
Players must declare which type of ammunition they are firing before executing an attack. Only one type of ammunition can be employed in a turn unless both are black (armor-piercing) ammunition, like that on the French AMX-30 B2.
Note: The Soviet BMP1 and BMD have two weapons, a low velocity 73 mm cannon and the Sagger ATGM. Both weapons use HEAT ammunition. Hence, both vehicles have two sets of to-hit numbers, but both are red, since both are HEAT. The top set represents the 73 mm cannon. The bottom set the Sagger ATGM. These units still must choose one weapon to fire in an impulse.
15.3.1 Overruns in Heroes Against the Red Star
In Heroes Against the Red Star, Trail hexes CANNOT be overruned.
15.8 Open-Topped Vehicles
The French P4 12.7 and the French P4 Milan are considered open-topped vehicles
15.9 Module Specific Vehicles
The French tanks listed below can fire their 360° MGs (2-FP MGs) when they are buttoned as well as opened.
- AMX-30B2
- AMX-30
19.1.4 Aircraft Entry in Heroes Against the Red Star
Whenever fixed-wing aircraft arrives over the battlefield in HATRS, do not roll to decide from which side the aircraft enters. The player receiving the air support can pick from which side the aircraft enters play.
20.2.1 Starshell Capabilities in Heroes against the Red Star
The Starshell capability of all nationalities in HATRS is 3.
22.0 Scenario Information
The scenarios in this booklet are laid out, for thematic effect, in date, and in some cases hourly, order. If you are new to the LnLT system, a starter scenario is "First Probe". It has a small Order of Battle, a limited playable area, and is almost exclusively a battle between infantry. The Soviets have a couple of vehicles; enough to get a feel for how they operate. "Down Time" is another scenario to begin with. It, too, is an infantry battle, and adds some fog of war elements in a random event table. "Counter Attack" is a good one to get a feel for some more vehicles on the Map. And "Air Assault" will introduce you to Helicopters (19.2).
Skill Reference Card
Ace Gunner
- Leader or Armor Leader
- This Leader is an Ace Gunner, and he influences ordnance-firing units in his hex.
- Before firing, roll 1d6; if the result is odd, subtract two (-2) from any to-hit rolls on the OFT; if the result is even, ordnance-firing units can fire twice in the same impulse, at the same target or at two different targets.
Assaulter
- Leader
- Units stacked with this Leader are given Assault Movement capabilities as defined in 6.1.
Charismatic
- Leader
- This Leader's men revere him. This Leader cannot only rally units in his own hex but in adjacent hexes as well.
Coordinated Fire
- Leader
- A Leader possessing this Skill can coordinate the eligible units in all adjacent hexes—if LOS and range requirements to the target hex are met—into one firing group.
- To do so, the Leader must first pass a Morale Check (TMs apply). If he fails the MC, he's marked Ops Complete. If he passes the MC, tabulate the Firepower of all participating units as if they were in the same hex (follow multiple-attacking units' rules, 5.2). Use the best DRM possible if there are differences between hexes, i.e., firing through degrading terrain, etc.
La Marseillaise
- French Leader or Hero
- Single-use
- Play During the Rally Phase
- Out of nowhere a murmur spreads through the French ranks, and within seconds it morphs into a powerful song: "La Marseillaise." Wounded and Shaken men join the song. Despair fades. Hope is not dead. ALL French units, with or without a Leader or Hero in their hex, can attempt to rally. Units previously eligible to rally due to the presence of a Leader or Hero that have already failed to rally during this Rally Phase can attempt a second rally attempt.
Leader - Hero
- Hero
- This Hero has exceptional Leadership.
- In addition to Hero qualities, he also has a Leadership Modifier (LM) of 1, which can be used for everything Leaders use theirs for (11.1), e.g., during the Operations Phase they can activate units in adjacent hexes.
- The Hero suffers no Leadership penalties when wounded.
Lucky Man
- Leader
- Single-use
- When utilized, this Skill adds or subtracts (owner's choice) three from any die-roll, be it the owner's or enemy's, that involved this unit or, if the Skill belongs to a Leader, unit's hex. Remove the Skill counter from the Leader or Hero after use.
Maneuver
- Leader or Hero
- When receiving a Shaken result, the Leader (and all units stacked with him) or Hero possessing this Skill, if unmarked by a Moved, Fired, Assault Move, Low Crawl, Stealth or Ops Complete marker, can ignore the result and retreat one hex instead without being marked with a Moved marker.
- The retreating unit cannot move toward an enemy unit in its LOS.
Opportunist
- Leader or Hero
- This man can Opportunity Fire (OF) even if he's already marked by a Moved, Fired, Assault Move, Low Crawl, Stealth or Ops Complete marker.
- Leaders possessing this Skill extend the ability to all units stacked with him. Units stacked with the Hero possessing this Skill cannot OF unless they are unmarked.
- If the Leader's stack or the Hero's unmodified attack roll is even, mark the SMC with a second Fired marker. The SMC loses this Skill for the duration of the turn.
Plough the Row
- Leader or Hero
- This Leader, and the units in his hex, can attack any two adjacent hexes when they attack. Both hexes must meet all requirements for Fire Combat (5.0).
- If a Hero possesses this Skill, it only applies to him. He can participate in an attack with other units in his hex and then fire separately at an adjacent hex, if desired.
Running Killer
- Hero
- A Hero, acting alone and not marked with an Assault Move or Low Crawl marker, can move through a hex containing Shaken enemy units without stopping for Melee. When entering such a hex, and if he decides to continue, he mercilessly empties his magazine on one (and only one) of the units present (choose randomly) and eliminates it without entering Melee; the Hero can then continue his impulse.
Slayer
- Hero, MMC or WT
- The unit possessing this Skill is/contains an expert machine-gunner. This unit can fire more than once per turn. When the unit fires, resolve the attack and mark the firing unit with a Fired marker and the targeted hex with the Fired Slayer marker. In subsequent enemy impulses, during the same Ops Phase, the unit can Opportunity Fire at enemy units that move in or adjacent to the hex containing the Fired Slayer marker. To do so, however, the firing unit must first pass a Morale Check (MC). If the unit passes the MC, it fires on the designated hex with 0 FP. If the unit fails the MC, remove the Fired Slayer marker.
Veteran
- Leader or Hero
- Add one to the Morale of this SMC and subtract one from his spotting-attempt rolls.