Lock 'n Load Tactical: Heroes of the Motherland
Lock 'n Load Tactical: Heroes of the Motherland Rulebook
Table of Contents
Table of Contents
- Community & Support
- 1.6.4 Molotov Cocktails
- 7.1 Heroes of the Motherland Smoke Laying Capabilities
- 10.5 Terrain
- 11.7 Soviet Commissars
- 11.8 Nurses
- 13.0 National Characteristics
- 17.2.1 Open-Top Armored Vehicles
- 20.2.1 Starshell Capabilities in Heroes of the Motherland
- 21.5 Trenches
- 21.6 Flames
- 23.0 Scenario Information
Community & Support
If you have any game questions, or if you are just looking for other gamers with whom to chat, you can find quick replies on our Forums: http://forums.lnlpublishing.com.
If any parts of this game are damaged, or you have any other support needs, please open a support ticket on our Support Tickets section: http://support.lnlpublishing.com.
You can also find additional game resources such as scenarios, counters, special rules and other community-design ideas in our Resource section: http://forums.lnlpublishing.com/resources.
1.6.4 Molotov Cocktails
Molotov Cocktails are single-use Support Weapons with unique characteristics. They have a range of 1 hex and an IFP of 1.
Molotov Cocktails can be used whenever a unit is eligible to use a Support Weapon. They are used once and then removed from play. They can be used by a SMC or along with a MMC's IFP to attack infantry and vehicles on the DFT. They can also be used in Melee or added to a unit's IFP when Close Assaulting a vehicle (17.1).
If a Molotov, or a multi-unit attack that includes a Molotov, Shakes an enemy unit when firing on the DFT (not when used in Melee) the enemy unit must retreat one hex, as described in 1.6.3 for Flamethrowers.
If a Molotov, or a multi-unit attack that includes a Molotov, Shakes a vehicle when firing on the DFT the Crew must Abandon the vehicle and retreat.
Leadership Modifiers (LMs) DO affect Molotov attacks, unless the Leader is throwing the Molotov himself. Molotovs receive no other DFT modifications, although a MMC using its IFP in addition to throwing the Molotov receives DFT modifications.
A Molotov's FP is not halved when used by an eligible SMC (Leader, Hero, Commissar, Scout).
7.1 Heroes of the Motherland Smoke Laying Capabilities
Below are the Smoke-laying Capabilities for each nationality/force in Heroes of the Motherland:
- German SS: 2
- German Wehrmacht: 2
- Soviet Guards: 2
- Soviet Line: 1
- Soviet Partisans: N/A
10.5 Terrain
Refer to the Terrain Effects Chart (TEC) for details on the terrain that is unique to Heroes of the Motherland.
10.5.1 Terrain Markers
These markers, which include Stone/HC Building, Wood/LC Building, Light Woods and Forest markers, are placed as directed by Special Scenario Rules. They assume all the characteristics of the listed terrain, e.g., a Wood/LC Building marker costs 2 MPs to enter and provides a +3 Target Modifier to any Leg 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/HC Building-marker hex is blocked.
11.7 Soviet Commissars
Commissars function as Leaders (for both Guards (red) and Line (gold) troops) for all purposes. Hence, Commissars can rally units, direct fire, assist in Damage Checks, spot for Off-board Artillery Missions, etc.
11.7.1 Fight or Die!
In the Rally Phase (only), Shaken units stacked with the Commissar that fail to rally the first time can attempt to be rallied a second time by the Commissar—this is called Fight or Die! To do so, the Commissar's owner states his intention—screams "Fight or Die!"—adds one to the Morale of the units he is attempting to rally, and rolls 2d6. If the units rally, all is well. If they fail this second rally attempt, they suffer Casualties as defined on the DFT: Squads reduce to Half-squads, Half-squads eliminated, etc. If the Commissar's owner rolls a twelve (12) during a Fight or Die! rally attempt, the Commissar is killed and is removed from the Map. The Fight or Die! ability can be used in conjunction with 13.1.2 (For the Motherland).
11.8 Nurses
Nurses are non-combatant, non-Melee-eligible (NME) SMCs. They cannot spot, direct fire, call-in artillery, etc. Nurses can Self-Rally. Nurses have Leadership Modifiers (LMs) like Leaders. Their LM can only be used to rally MMCs/SMCs, not to assist in Damage Checks. Good Order Nurses also have the ability to heal units in a manner similar to Medics (11.3). Specifically, in a Rally Phase, Good Order Nurses can EITHER (not both) heal a unit after passing a Morale Check or attempt to rally up to two SMCs or MMCs—conduct two separate rolls.
13.0 National Characteristics
13.1 Soviet Forces
The Soviets fought an epic war against Hitler's Germany, suffering millions of casualties, and engaging the bulk of the German forces fielded in the Second World War. In Heroes of the Motherland they have three different types of forces: Elite Guards (red), regular Line troops (gold) and Partisans (orange, see 13.1.1).
Each type of force has their own (color) Support Weapons. The Guards and Line troops have their own Weapon Teams. All Soviet vehicles are gold, and in some cases are used interchangeably with the Guards and Line troops. Unless otherwise noted in a SSR, eligible SMCs cannot rally units of another background color and/or Identification Badge (IB, see 3.0). They cannot stack together either.
13.1.1 Partisans
Germany's treatment of subjugated civilian populations, especially in Eastern Europe and Russia, was a catalyst for insurgent direction, giving rise to small bands of armed men and women who harassed the rear elements of the German armies. Over the course of the war, these groups became more organized, and were often covertly supplied by the Allies. Partisan units are orange in color and possess the following capabilities and/or restrictions:
Stacking: Partisans can only stack two MMCs per hex unless there's a Leader in the hex. If a Partisan Leader in a hex with three MMCs is eliminated, the Partisan player must also eliminate a Partisan MMC of his choice.
Firepower: Each additional Partisan MMC firing from a hex adds 1 to the total FP (not halved) of the attack, e.g., two Partisan 0-3-4 Squads firing from a hex have a combined/total FP of 1 (0 + 1 = 1).
Ambush: When a Partisan unit (or stack of units) enters Melee against a unit/stack that did not have LOS to the Partisan unit(s) at the beginning of the Partisan unit's impulse, the Partisan's FP is tripled for the first round of Melee. Additionally, this first round is considered non-simultaneous (Exception: Reinforcing Melee 8.2), and eliminated opponents are removed from play.
Note, however, that Partisans are zero-Firepower MMCs and are governed by rule 8.3, which states that zero-FP MMCs attack and defend with a FP of one (1) in Melee, but suffer a die-roll penalty, e.g., a Partisan Squad ambushing a German 1-6-4-5 Squad attacks at 3:1 odds because zero-FP MMCs have a FP of one in Melee, tripled because of the Ambush. However, the Partisan Squad subtracts one (-1) from its Melee die-roll (see 8.3) and only eliminates the German on a 2d6 roll of six (6) or greater.
Movement: Partisans pay only 1 MP to move through Light Woods hexes; and pay only 1 MP for the FIRST Forest or Marsh hex entered during an impulse, but 2 MPs for each subsequent (continuous or not) Forest or Marsh hex entered in the impulse, e.g., it costs a 0-3-4 Partisan Squad 4 MPs to move to 20I5 (Clear), 20J5 (Clear), 20K4 (Light Woods), 20K3 (first Forest hex).
Target Modifiers: Partisans receive a +3 Target Modifier (TM) when in Forest terrain, and a +2 TM when in Light Woods.
Partisan Heroes: Use the Line (gold) Heroes whenever a Partisan Hero is generated.
13.1.2 For the Motherland
In each Rally Phase, the Soviet player can raise the Morale of ALL units in ONE hex by one, e.g., a 1-4-4-5/5 Squad can raise its Morale from 5 to 6. Other rally modifiers, such as occupation of terrain with a positive Target Modifier (see 3.0) and LMs still apply. This ability applies to any Soviet unit, including vehicles and Partisans.
13.1.3 Soviet Squad Reduction
- Whenever a Guards 2-2-4-6 Squad is reduced, replace it with a Guards 1-3-4-6 Half-squad.
- Whenever a Guards 2-2-4-5 Squad is reduced, replace it with a Guards 1-3-4-5 Half-squad.
- Whenever a Line 1-4-4-5/5 Squad is reduced, replace it with a Line 1-3-4-4 Half-squad.
- Whenever a Line 1-4-4-5/4 Squad is reduced, replace it with a Line 1-3-4-4 Half-squad.
- Whenever a Partisan 0-3-4 Squad is reduced, replace it with a Partisan 0-2-3 Half-squad.
13.2 German Forces
The German forces in Heroes of the Motherland are comprised of units from the Wehrmacht (light gray) and SS (black). The Wehrmacht have MMCs, SMCs, Support Weapons (SWs), Weapon Teams and armored vehicles. A limited number of Wehrmacht Squads can Assault Move (AM, 6.1). The SS are as heavily equipped as the Wehrmacht, but they have no Weapon Teams, and their Squads can AM; they also have special abilities that are detailed in 13.2.1/2.
13.2.1 SS Fanaticism
The SS were well known as never-say-die fighters. To simulate this they ARE NOT automatically eliminated when a Melee-eligible enemy unit enters a hex with Shaken Melee-eligible SS units. Instead, the SS units attempt to rally. Leaders attempt to rally first, and then other units in the hex. Good Order (GO) Leaders apply their Leadership Modifier (LM) as described in 3.0, but a GO Leader IS NOT necessary for the SS units to attempt to rally before Melee.
Units that fail to rally are automatically eliminated; those that do rally can fight in the Melee. If the only GO units that are in the hex after the rally attempts are complete are Non-Melee-Eligible (NME), they are eliminated.
13.2.2 SS Dedicated
The SS were completely dedicated to the Fatherland's fight. To represent this, in each Rally Phase (3.0), the German player can either attempt to rally one SS unit that is not in a rally-eligible hex, or re-roll an unsuccessful rally attempt for one unit. In this case, rally-eligible hexes are defined as hexes with a friendly Leader, or under the Leader's influence (e.g., Leaders with the Charismatic Skill), or hexes containing a Hero.
13.2.3 German Squad Reduction
- Whenever a Wehrmacht 1-6-4-5 Squad is reduced, roll 1d6: if the result is odd, the Squad is reduced to a 1-5-4 Half-squad; if the result is even, the Squad is reduced to a 0-5-4 Half-squad.
- Whenever a Wehrmacht 2-6-4-5 or 1-6-4-6 Squad is reduced, replace it with a 1-5-4 Half-squad.
- Whenever a Wehrmacht 1-4-4-5 Squad is reduced, replace it with a 0-4-4-5 Half-squad.
- Whenever a Wehrmacht 1-4-4-4 Squad is reduced, replace it with a 0-3-4-4 Half-squad.
- Whenever a Pioneer 2-3-4-6 Squad is reduced, replace it with a 1-3-4-6 Half-squad.
- Whenever a Pioneer 2-3-4-5 Squad is reduced, replace it with a 1-3-4-5 Half-squad.
- Both SS 2-6-4 and 1-6-4 Squads reduce to 1-5-4 Half-squads.
17.2.1 Open-Top Armored Vehicles
The German SdKfz 251 and Marder, and the Soviet Su-76, are open-topped armored vehicles and thus can be fired on by small-arms at all times.
20.2.1 Starshell Capabilities in Heroes of the Motherland
Below is the Starshell capability for each nationality/force in Heroes of the Motherland:
- German SS: 2
- German Wehrmacht: 2
- Soviet Guards: 2
- Soviet Line: 1
- Soviet Partisans: 1
21.5 Trenches
Trenches are deeply dug, well-supported defensive positions. Trench markers are placed at setup, and they CANNOT be placed in Building, Rough or Marsh hexes—and since someone will ask, I'll go ahead and confirm that Trenches cannot be placed in River, Pond or Stream hexes. Units in a hex with a Trench marker are considered in the Trench.
A Trench's Target Modifier (TM) is added to the TM of its hex. Trenches provide a +2 TM except when the attacking units include a Mortar or Off-board Artillery; in such cases the Trenches only provide a +1 TM. A Trench's TM only applies to MMCs/SMCs; other units receive no TM for occupying a Trench. It costs no additional MPs for a MMC/SMC to enter a Trench. Other units' MP-cost is delineated on the TEC. When moving from one Trench to an adjacent Trench-marker hex, MMCs/SMCs do NOT incur the DFT movement penalty.
21.5.1 Trenches and Spotting
Trenches are neither blocking nor degrading terrain; they take on the hex type (blocking, degrading or open) of the hex they occupy. However, units in a Trench, regardless of the hex terrain, must be spotted as if they were in blocking terrain before they can be the target of enemy fire.
21.6 Flames
Whenever Flames are in play, the rules for them are presented in the scenario's Special Scenario Rules.
23.0 Scenario Information
The scenarios in this booklet are laid out, for thematic effect, in date order. If you are new to the LnLT System, a good starter scenario in this module is "Rattenkrieg"; it has a small footprint (one Map) and only uses infantry units (MMCs, 1.0), Single-Man Counters (11.0), Weapon Teams (1.7) and Support Weapons (1.6), as well as an Off-board Artillery Mission (18.2).
A second scenario to play is "A Bitter Holiday"; it adds another Map and introduces armored vehicles (15.0). "A Room at the Inn" is another good introductory scenario on a larger playable area (three Maps) with a nice blend of infantry units and armored vehicles.