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LNLT Modern Era Final Living Rules Edition v4.1 PDF
LNLT Modern Era Final Living Rules Edition v4.1 PDF
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
15.4 Vehicle Crews and Armor 21.2 Foxholes............................... 57
Leaders......................................... 42 21.3 Wire...................................... 57
15.5 Continuous Vehicle 21.4 Mines.................................... 57
Movement.................................... 42
22.0 General Scenario Rules............58
16.0 Passengers......................................42 22.1 Control................................. 58
16.1 Passengers Inside
Vehicles........................................ 42 Example of Play: Basic Infantry
16.2 Passengers On Top Of Combat.........................................................58
Vehicles........................................ 43
16.3 Passengers of Abandoned Example of Play: Basic Armored
Vehicles........................................ 43 Combat.........................................................63
16.4 Mounting and
Dismounting................................ 44 Example of Play: Helicopters............66
17.0 Infantry and Artillery Against
Vehicles ......................................................44
17.1 Close Assault........................ 44
17.2 Small-Arms vs. Armored
Vehicles........................................ 46
17.3 Small-Arms vs. Unarmored
Vehicles........................................ 47
17.4 Mortars and Artillery vs.
Armored Vehicles........................ 47
19.0 Aircraft................................................50
19.1 Fixed-Wing Aircraft........... 50
19.2 Helicopters.......................... 52
21.0 Fortifications...................................56
21.1 Bunkers................................ 56
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
Introduction A Squad represents 8-12 men and is de-
picted by a 5/8” counter displaying two
Lock ’n Load Tactical’s Version 4.1 men. A Half-squad or Crew represents
(V4.1) Modern rules is the latest set of 4-6 men and is depicted by a 5/8” count-
guidelines and regulations for the game er with one man on it.
system. These rules present the core
rules for the game system for modules A Weapon Team (WT) represents 3-5
taking place from 1960 to the present. men and a heavy weapon, and is depict-
Notable changes from previous ver- ed by a 3/4” counter showing the weap-
sions of the rules (V3.1 and earlier) will on and two men.
be presented in BLUE text. Feel free to
use these rules with previously pub- A Single-Man Counter (SMC) rep-
lished modules. resents a single man or woman, and
is depicted by a counter displaying an
individual or—in the case of Leaders—a
Community & Support face.
If you have any game questions, or if Support Weapons (SWs) are individual
you are just looking for other gamers weapons that must be fired by a Squad,
with whom to chat, you can find quick Half-squad, Crew, or eligible SMC.
replies on our Forums:
http://forums.lnlpublishing.com. Vehicles, Helicopters and Fixed-wing
Aircraft are on a 7/8” counter and rep-
If any parts of this game are damaged, resent a single vehicle or aircraft.
or you have any other support needs,
please open a support ticket on our Turns represent 2-4 minutes.
Support Tickets section:
http://support.lnlpublishing.com. 1.1.1 Squad Designations
As the Lock ’n Load Tactical (LnLT)
You can also find additional game re- system has grown, so has the number
sources such as scenarios, counters, of Squads (and Half-squads) the system
special rules and other community-de- portrays. Thus, in a scenario’s Order of
sign ideas in our Resource section: Battle (OOB), Squads and Half-squads
http://forums.lnlpublishing.com/re- are delineated in the following manner:
sources. Firepower (FP) - Range - Movement
- Morale and Shaken Morale (if differ-
ent).
1.0 General Concepts
For example, the US Marine
1.1 Scale & Counters Squad guarding these words is
Each hex is 50 meters wide. Multi-Man a 3-6-4-5.
Counters (MMCs) include Squads, Half-
squads, vehicle Crews, and Weapon
Teams.
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
1.2 Dice ground would exceed stacking limits;
The game uses a pair of six-sided dice. and they would be eliminated in case of
1d6 means one die is rolled. 2d6 means a required bailout (16.1.1).
two die are rolled.
You can always look at your opponent’s
stacks.
1.3 Stacking
Each side can have up to three Squads
(or their equivalent), two vehicles, and 1.4 Hexes
two SMCs in a hex. Each vehicle/air- Unless otherwise noted in the scenar-
craft/helicopter Wreck marker counts io’s special rules, the half-hexes along
as one vehicle for stacking. One Weapon the edge of the Map are playable and
Team or two Half-squads/Crews are the have the same stacking limitations and
equivalent of a Squad. Flying/Hovering movement cost as full hexes. The two
helicopters and fixed-wing aircraft do joined half-hexes where Maps meet are
not count toward ground stacking lim- considered a full hex.
its; only one helicopter can occupy a
hex. Only one Wreck marker can occu- The terrain surrounding a hex’s cen-
py a hex. ter dot defines the level (elevation) and
terrain type of the hex. See the Terrain
Some terrain types modify the stacking Effects Chart (TEC) for images and ex-
limit in a hex; others, such as Multi-lev- amples.
el Buildings and Bunkers create the
existence of a second hex within a hex, 1.5 Morale
with its own stacking limit. In LnLT each unit has a Mo-
rale Rating in its upper right
Not all vehicles can enter (attempt to corner. A unit’s Morale rep-
Rubble) all Buildings. Consult the Ter- resents its training and will-
rain Effects Chart (TEC) for details. ingness to fight. There are two Morale
Vehicles, obviously, cannot occupy the states in LnLT: Good Order (GO) and
second story of a Multi-story Building a Shaken. GO units are cohesive, buff,
or set up in a Building. and ready to fight. They are depicted by
the front of the unit’s counter.
These stacking limitations apply at ALL
TIMES—unless otherwise stated in a Shaken units are frightened,
scenario’s special rules. timid, and disorganized. The
back of the counter depicts
Example: A player cannot move units this. Many things can shake a
through a hex if the sum of the moving unit’s confidence, but a poor result on
and stationary units in the hex exceeds the Direct Fire Table (DFT) is the pri-
stacking limitations. mary instigator.
For stacking purposes, units inside Morale Checks (MCs) are resolved by
a vehicle are part of the vehicle, and rolling 2d6. The dice are summed and
cannot unload if their presence on the modifiers applied. The only modifiers
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
that can be applied to an infantry MC If a Squad carrying two SWs is reduced
(including rallying attempt) are a Lead- to a Half-squad, it must drop one SW
er’s Leadership Modifier (LM) and a -2 of its owner’s choice. If a unit carrying
for being in a hex with a positive Target one or more SWs is eliminated, the SWs
Modifier (TM). If the result is equal to remain in the unit’s hex.
or less than the unit’s Morale Rating, it
passes the check; flip the counter from SWs can be dropped or destroyed by
its Shaken side back to its GO side. a GO MMC or SMC in the Rally Phase
(3.0); leave a dropped SW in the hex,
1.6 Support Weapons remove destroyed SWs from the Map.
During the Operations Phase (4.0),
Support Weapons (SWs) are
5/8” counters with the illus- SWs can be abandoned by GO or Shak-
tration of a weapon such as a en units that exit a hex for any reason;
leave an abandoned SW in the hex, and
machine gun, Bazooka, Flame-
thrower or Satchel Charge. They have those that were assembled on their as-
no Crew and must be carried and fired sembled side.
by a MMC or eligible SMC. A Squad can
carry up to two SWs, a Half-squad or During the Rally Phase, GO MMCs/
Crew can carry one, and an eligible SMC SMCs not locked in Melee can swap SWs.
Dropped/abandoned SWs can be picked
can carry one SW but forfeits two Move-
ment Points while doing so. The unit di- up either during the Rally Phase—and
rectly above a SW possesses that weap- only by GO MMCs/SMCs that are not
on. locked in Melee—or during the Opera-
tions Phase by a moving GO MMC/SMC
A Squad can fire one SW and retain its at a cost of an additional 2 Movement
Inherent Firepower (IFP), or fire two Points (MPs).
SWs and forfeit its IFP. A Half-squad or
Units can capture and use enemy SWs,
Crew can fire one SW, forfeiting its IFP
in the process. but the first attack with a captured SW
that fails to cause a Damage Check on
Eligible SMCs can fire a SW, be it cap- the DFT or score a hit, if using the OFT,
tured or friendly, but do so at half the removes the SWs after the attack.
SW’s FP (fractions rounded up), or with
a +1 DRM on the to-hit roll if the SW SWs that use the OFT cannot be fired
from Buildings or Bunkers. Anti-Tank
uses the Ordnance Fire Table (OFT).
Rifles (ATRs) are exceptions to this
Two eligible SMCs crewing/firing a SW
rule.
fire it without penalty (at full FP, no
OFT DRM); both SMCs have to be in
1.6.1 Tripod Machine Guns
Good Order.
Machine guns shown with a
Heroes firing a SW forfeit their IFP. tripod are special SWs. They
Medics/Corpsmen, Armor Leaders and cannot be moved when pic-
Snipers cannot carry or fire SWs. Lead- tured with the tripod side up.
Thus, units possessing a SW on its tri-
ers that fire a SW forfeit all Leadership
pod side cannot move without abandon-
Modifiers, even in their own attack.
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
ing their SW. player, jams.
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
Example: If a 2-6-4-6 Squad throws a WTs with a red arrow in the
6-FP Satchel Charge into an adjacent corner of their counter can
hex it would attack the hex with a FP of only fire in the direction de-
6. On the other hand, if the same Squad fined by the arrow, as ex-
fires its IFP into the adjacent hex AND plained in the section on
throws the Satchel Charge, it would at- ordnance (14.0). They need to change
tack the hex with 10 FP (2 for its IFP + facing to fire at enemies outside their
2 for firing its IFP at an adjacent hex + 6 arc of fire. They can change facing with-
for the Satchel Charge). in their hex at a cost of 1 MP per two
vertices pivoted. During an impulse, all
1.7 Weapon Teams ordnance-firing WTs can rotate/pivot,
up to their MF, and fire, which incurs a
Weapon Teams (WTs) are
+1 penalty on the OFT—and is permit-
MMCs that represent heavi-
ted when conducting Opportunity Fire
er or more specialized weap-
(5.3) with the same +1 penalty—or they
ons along with their crew.
can face any direction after entering a
They are on 3/4” counters
new hex. Place a Moved marker on a
that show the crew firing the weapon,
WT that pivots and a Fired marker on
such as a heavy machine gun, anti-tank
one that fires or pivots and fires.
gun or mortar. The crew manning these
weapons often represent the best sol-
If a WT fires ordnance it has a boxed
diers in the company and hence have
value next to its Morale; this is the
better Morale, can Self-Rally (SR), and
HE-equivalent, and it’s the Firepower
possess other unique advantages.
the WT’s ordnance (gun) uses to at-
Weapon Teams cannot be carried or
tack non-vehicle targets on which it
fired by other units, but have their own
has scored a hit. If “N x” precedes the
Movement Factor (MF) and IFP or
HE-equivalent, “N” is the number of
HE-equivalent, depending on weapon
times the WT’s ordnance can fire in its
type. Non-MG Weapon Teams marked
impulse. A WT that can fire its gun more
with a gun size greater than 13mm can-
than once can fire its gun at more than
not set up in or enter Buildings (Huts,
one target in the same impulse but the
Stone/Heavy Construction and Wood-
en/Light Construction Buildings), or targets must be in the same hex or an
cross hexside terrain. adjacent hex.
WTs cannot possess or fire SWs. WTs cannot Close Assault (17.1) vehi-
cles.
WTs cannot enter Melee. If engaged in
Melee, non-MG WTs defend with a nom- WTs fire separately from other units in
inal FP of one (1), and cannot counter- their hex, even when firing during the
attack. WTs depicting a MG can defend same impulse.
and counterattack with their full IFP. If
Some WTs (indicated in each module)
a WT is eliminated, its weapon is con-
sidered destroyed and cannot be cap- cannot move. They use their Movement
tured or re-crewed as SWs can. Factor to pivot within their hex, as de-
scribed above. WTs cannot use Dou-
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
ble-Time Movement (6.2) or Low Crawl one hex and all the units in it can be ac-
(6.3). tivated to fire, move, lay smoke or any
other unit-eligible action. When activat-
1.8 Event Markers ing a Leader, units not only in the Lead-
er’s hex but also in all hexes adjacent to
Some scenarios include Event
the Leader’s hex can be activated.
Markers. These markers,
when activated, initiate spe-
In the Administrative Phase, gamers
cial events (such as unexpect-
clean the Map of irrelevant markers,
ed reinforcements, story-telling ele-
including Fire for Effect, Moved, As-
ments, etc.) that bring the scenario to
sault Move, Low Crawl, Fired, Ops Com-
life. There are two types of Event Mark-
plete, Smoke 2, Starshell, and Spotted
ers in LnLT: Occupation and Line of
markers. Smoke 1 markers are flipped
Sight.
to Smoke 2 markers.
Occupation markers are acti-
vated when the side indicated 3.0 Rally Phase
in the scenario occupies the
marker’s hex. If no side is in- At the start of the Rally Phase (RP)
dicated, both sides can activate the each player rolls 1d6. The player who
marker. Line of Sight markers are acti- rolls highest has the initiative. Ties go
vated when the side indicated in the to the player who had the initiative the
scenario has a Line of Sight to the mark- previous turn.
er’s hex.
The player with the initiative rallies
When an Event Marker is activated, any Shaken units. When he is finished
read the indicated paragraph from the with all rally attempts, the other play-
scenario card. No reading ahead—it er performs his rally attempts. Shaken
spoils the fun! Leaders rally first. Shaken units in the
same hex with a Good Order Leader or
2.0 Outline of Play Hero can attempt to rally by rolling less
than or equal to their Morale with 2d6.
Eligible Shaken units locked in Melee
Each game turn consists of a Rally
(8.0) can attempt to rally.
Phase, an Operations Phase, and an Ad-
ministrative Phase.
Leadership Modifiers (LMs) are sub-
tracted from the die-roll. Armor Lead-
In the Rally Phase, Shaken units can
ers (11.5 and 15.4) can only rally the
be rallied and Half-squads can be com-
tank they are crewing. Units in terrain
bined. Additionally, if there are no en-
with a positive Target Modifier (TM),
emy units in a hex, eligible GO units
including hexside terrain like Walls,
can pick up dropped/abandoned SWs or
subtract two from their die-roll. (TMs
swap SWs with other eligible GO units.
are listed on the Terrain Effects Chart
(TEC).)
During the Operations Phase, the play-
ers alternate impulses. In an impulse,
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
Units without a GO Leader in their hex a tripod/assembled SW to its bipod/dis-
cannot rally. However, units in a hex manteled side and vice-versa.
with a Hero can attempt to rally; vehi-
cles can always attempt to rally; and SWs can be destroyed in the RP by any
units marked with a SR can Self-Rally. GO MMC (but not WTs), Leader or Hero.
Remove destroyed SWs from play.
Leaders and Heroes can only rally units
whose counters have the same back-
ground color and Identification Badge 4.0 Operations Phase
(IB, which is on the top left of count-
The Operations Phase consists of a
er) as the Leader or Hero (Exception:
number of impulses. During each im-
Weapon Teams).
pulse, the players take turns activating
Note: For Leader rules, consider the and controlling units or passing. The
player with initiative goes first, then
words “color”, “type” and “nationality”
his opponent, and so on until the phase
synonymous and interchangeable.
is complete.
Weapon Teams and ALL SMCs, wheth-
Once all units have either moved, fired,
er designated with a SR or not, can
been marked with an Ops Complete
Self-Rally without a Good Order Leader
marker, or after three consecutive
or Hero. Good Order Leaders present in
passes (i.e., Player One passes, Player
the hex can still apply their Leadership
Two passes, Player One passes again),
to the rally attempt. Each unit can only
the Operations Phase ends and the Ad-
attempt to rally once per RP, but a Med-
ministrative Phase begins.
ic trying to flip a Shaken MMC to its GO
side does not constitute a rally attempt.
During an impulse, the active player
A just-rallied Medic can heal another
can activate all or some of the units in a
unit in the same RP.
hex. If the activated hex contains a GO
Leader (see 11.1), the player can also
Half-squads can only be created by com-
activate any units in adjacent hexes,
bat or provided in the scenario OOB.
with the following caveats.
Two GO Half-squads (not Crews) of the
If the adjacent hex includes a Bunker
same type (same IB) can join to form a
or Cave, the adjacent Leader can only
Squad if they are in the same hex as a
activate the units outside the Bunker
GO Leader. The units cannot be locked
or Cave.
in Melee.
If the adjacent hex is a Multi-story
Any GO MMC, excluding WTs, or eligible
Building, the Leader can only activate
SMCs can pick up an unpossessed SW
the units on the same level as himself,
present in the hex if the hex contains
unless the Leader is in the Building and
no enemy units. Friendly GO units in
chooses to activate the hex above or be-
the same hex can also swap SWs. Place
low himself.
a SW directly beneath a unit that pos-
sesses it. GO MMCs/SMCs can also flip
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
In hexes containing a Bunker or Cave, does not fire separately from the SW
Leaders outside the Bunker or Cave can during this activation, it cannot sub-
activate their hex, the six surrounding sequently activate again until the next
hexes, and the units inside the Bunker turn.
or Cave. Leaders inside the Bunker or
Cave can only activate the units inside All moving units that begin their move
the Bunker or Cave and in the hex con- in the same hex and are activated in the
taining it (i.e., outside the Bunker or same impulse must move together. Note
Cave). that when units in a hex are activated
together, some may move and some
Leaders cannot activate vehicles that may fire, but those that fire must do so
are in an adjacent hex; and Armor together (following the special rules for
Leaders (11.5) cannot activate MMCs/ SWs noted above) and those that move
SMCs in adjacent hexes. must also do so together. All units in a
hex, however, are NOT required to acti-
Each activated unit in a hex can ei- vate in the same impulse.
ther move or shoot (not both, except
in the special case of Assault Move or Example: A player activates a hex
Stealth Movement) or perform any oth- with three Squads, but only moves one
er unit-eligible action. Not all units in a Squad, hoping to draw fire from the en-
hex need to perform the same function, emy unit at the end of the street. Be-
but all firing units within a hex that are cause he neither moved nor fired the
activated in the same impulse must en- remaining two Squads, he can activate
gage the same target. them in another impulse.
There is, however, an exception. SWs Moving through a hex occupied by oth-
with to-hit tables on the back of their er units does not force them to accom-
counters (such as RPG-2s, Bazookas, pany units passing through; in fact they
LAWs, etc., must either fire separate- cannot accompany the units in this sit-
ly (i.e., not adding their Firepower in uation. This rule only applies to units
with any other units targeting the same that start in the same hex during the
hex, but rather by making an entirely impulse in which they are activated.
separate roll) or fire at another target
altogether. They still must fire during Mark units that move with a Moved,
the same impulse as the unit possess- Low Crawl, Assault Move, or Stealth
ing them. marker (see Movement, 6.0), and those
that fire with a Fired marker. Those
Support Weapons cannot activate sep- units cannot be used again that turn
arately from the unit that possesses except to defend in Melee. (See 6.1, As-
them. sault Move, and 6.4, Stealth Movement,
for the sole exception to this.)
Example: A Squad might activate to
fire its SW, a machine-gun with a FP of Units/hexes activated in the same im-
2, at an enemy out of the range of the pulse can act in any order desired as
Squad’s IFP. Even though the Squad long as all units that fire or move from
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
a hex do so together, as per the rules Complete marker Opportunity Fires
under 4.0. Thus, in a situation where (OFs) at an enemy Squad in Clear ter-
many hexes are activated at once (by a rain that entered its LOS two hexes
Leader’s ability), unit A could fire from away. The 2-6-4 Squad would have a
the first hex, then unit B could fire from FP of 2 (2 IFP - 1 = 1 FP + 1 for firing
a second hex and, finally, unit C, in the at a unit marked with a Moved or As-
first hex with A, could move out of it. sault Move marker). A 0-2-4 Half-squad
would engage an enemy Squad with 0
Chain activation is possible (a Leader FP (0 IFP - 1 = -1 FP + 1 for firing at unit
can activate an adjacent Leader who marked with a Moved or Assault Move
then activates adjacent hexes and so marker = 0 FP).
on). A Leader activating adjacent units
is marked with an Ops Complete marker A SW possessed by an eligible MMC that
if he does nothing else in this impulse. is marked with an Ops Complete mark-
er can also fire with the MMC. Machine
You must declare which hexes will be guns or Flamethrowers are halved
activated in the current impulse before (fractions rounded up), while SWs that
you do anything with the units they use the OFT suffer a +2 DRM to-hit pen-
contain. You don’t have to specify what alty.
the units will do though, and all units do
not need to perform an action. Vehicles under an Ops Complete mark-
er can Opportunity Fire, but their ma-
4.1 Operations Complete Marker chine guns do so with one-half FP (frac-
tions rounded up), and ordnance that
Units that spot, attempt to lay
uses the OFT suffers a +2 DRM to-hit
smoke, or perform other ac-
penalty. See section 5.3 for more details
tions described in the subse-
on Opportunity Fire.
quent rules as rendering them
Ops Complete are marked with an Ops
A unit under an Ops Complete mark-
Complete marker.
er can fire at FULL FP at a hex it has
spotted during the SAME impulse. By
Except for the instances described be-
the same token, Leaders under an Ops
low, units beneath Ops Complete mark-
Complete marker can add their LM to
ers cannot perform any actions, in-
this fire’s 1d6 roll, but only if directed
cluding Leaders using their Leadership
against a hex that the Leader spotted
Modifier (LM).
during the current impulse, i.e., a unit
can immediately fire upon any hex it
MMCs under an Ops Complete mark-
has successfully spotted.
er can Opportunity Fire, but subtract
one (-1) from their IFP. The FP is mod-
Note: The intent is to allow a unit to fire
ified BEFORE considering any other
attacking unit’s Die-Roll Modifications at an enemy hex that it spotted. It only
(DRMs), and is applied per firing unit. makes sense that if a unit was focusing
A unit’s FP can be a negative number. on a specific area, it would have time to
fire its weapons at it.
Examples: A 2-6-4 Squad under an Ops
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
All units in the same hex as a success- die-roll, the fire has no effect.
ful spotting unit can fire with their full
FP at the just-spotted hex, along with If the attacker’s modified die-roll is
the spotting unit. Note that in the case greater than the defender’s modified
of multiple attacking units, 5.2 applies die roll, each of the defending units
as well. must take a Damage Check (DC) by roll-
ing 1d6, adding the difference between
the attacker’s modified die-roll and the
5.0 Fire Combat defender’s modified die-roll, and then
consulting the Direct Fire Table (DFT)
To fire at enemy units, they must be
on the Player-Aid Card (PAC).
within the range of the firing weap-
on(s), within the firing unit’s Line of
If a Good Order Leader (11.1) of the
Sight (LOS) and spotted (10.0). same nationality/color/IB is present,
his Leadership Modifier (LM) is sub-
You can fire through friendly or en-
tracted from the DC roll of the oth-
emy units, but cannot fire into a hex
er units in the hex (not himself). The
that contains both friendly and enemy
Leader must survive his own DC first,
units—it’s just unethical. Nor can you
and be in Good Order, before aiding the
fire into a hex marked with a Melee
other units in his or her hex.
marker. That’s a turn-based time-con-
tinuum thing.
5.0.1 Leaders’ Influence on Combat
Leaders not under a Moved, Low Crawl,
To determine range, count the hexes
Fired, or Ops Complete marker can aid
from the firing hex to the target hex. In-
ALL attacks conducted by same nation-
clude the target hex but not the attack-
ality/force units in their hex during
er’s hex. See the section on LOS (10.0)
their impulse.
to determine LOS and spotting proce-
dures.
Specifically, their Leadership Modifi-
er (LM) is added to a unit’s FP that is
If range, LOS, and spotting require-
using the DFT and/or subtracted from
ments are met, the attacker adds its
the to-hit dice-roll for Support Weapons
total Firepower (FP) to 1d6, adds any (SWs) and Weapon Teams (WTs) using
applicable Leadership Modifiers (11.1),
the Ordnance Fire Table (OFT). A Lead-
and then modifies the results with any
er firing a SW does not add his LM to
target movement, degrading-terrain
attacks by other units in his hex.
(see section 10.3) or other DFT die-roll
modifiers. The defender rolls 1d6, adds Note: The Leader can aid both Squads
the Target Modifier (TM) of the hex ter-
using their IFP/SWs AND SWs or WTs
rain occupied by the targeted unit(s)
using the OFT that are activated in the
and compares it to the attacker’s die- Leader’s hex in the same impulse. Lead-
roll. ers that aid such fire are placed under a
Fired marker. Armor Leaders can only
If the attacker’s modified die-roll is less affect the fire of their tank/vehicle.
than or equal to the defender’s modified
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
5.1 Direct Fire Table (DFT) Results of the moving units in a stack are Shak-
Shaken: A Shaken unit is en, the remaining GO units can contin-
flipped to its Shaken side. A ue moving.
Shaken unit returns to Good
Order (GO) by passing a rally Casualties: Replace a Squad
attempt during a later Rally Phase. with a Shaken Half-squad.
Shaken units cannot use either their Eliminate a Half-squad, Crew,
IFP or any SWs they possess. or WT.
Shaken units cannot advance (includ- Wounded: Only SMCs can be wounded.
ing changing a level in a Building) to- If the unit is moving, it must stop im-
ward an enemy unit in their Line of mediately. Flip the SMC to its Shaken
Sight (LOS). Shaken units cannot spot, side (Hero excepted; they flip to their
and adjacent enemy units are not con- wounded side) and mark with a Wound-
sidered spotted by adjacency. Shaken ed marker.
units can still spawn Heroes. If engaged
in Melee and no other friendly, GO, Me- A just-wounded SMC that has yet to
lee-eligible units are with them, they be activated in a turn can still do so
surrender and are removed from the in a later impulse, including for move-
Map. ment. SMCs under a Wounded marker,
or wounded Heroes who are wounded
Shaken Leaders cannot rally units, but again are eliminated.
can attempt to rally themselves. Shak-
en Leaders cannot use their LM for any Wounded Leaders have their
function. Shaken Medics/Corpsmen Morale, LM and Leadership
cannot heal soldiers (or themselves) Range (11.1) decreased by
and Shaken Snipers cannot snipe, but one (LM cannot be less than
both can attempt to Self-Rally (SR). zero). Their rally range too, if they pos-
ALL SMCs can attempt to Self-Rally sess the Charismatic Skill, can be re-
whether they have SR printed on the duced by one but never less than zero.
back of their counter or not. Wounded Leaders can still call indirect
fire (Mortar and Artillery) and move
Shaken vehicles must Button (see sec- their full MF. Wounded Snipers can still
tion 15.0), their Movement Factor (MF) fire with no reduction in effectiveness.
is halved (fractions rounded up), and All wounded SMCs (except Heroes) de-
they cannot fire. crease their Morale by one.
Heroes never Shake—just ask Daryl Hero Creation: There is a chance that
Dixon. a Hero is created during play whenever
a Squad or Half-squad (even if Shaken)
Moving units that are Shaken rolls a 1 during a Damage Check (DC)
by Opportunity Fire (5.3) caused by enemy fire. Roll 1d6: if the
must end their movement. result is even, a Hero is created in the
This includes units Shaken hex. Randomly pick a Hero and a Skill
due to Casualties or Wounding. If not all (see sections 11.2 and 12.0). The Hero
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
assumes the activation state of the (LOS) to a hex in which an enemy unit
MMC that spawned it. expends at least one Movement Point
(MP) by any kind of movement other
Example: If the Squad spawning the than Low Crawl or Stealth Movement
Hero is marked with a Fired marker, so can fire on the movers. This is called
is the Hero. If a Squad spawns a Hero Opportunity Fire (OF); it occurs during
due to a Shaken result that ends the the opposing player’s impulse, and is
Squad’s movement, the Hero cannot not considered an impulse. Low Crawl-
move any farther. ing (6.3) and Stealth Movement (6.4)
units can only be the target of OF if they
Crews and WTs do not spawn Heroes. are spotted (10.0) in the hex they enter.
Remember that, for the most part, all Note: To be clear, this exception is con-
units firing from the same hex, in the sistent with the rule that states the
same impulse, must target the same above units fire separately from the
hex. There are, however, exceptions. other units in the hex. Accordingly,
SWs with to-hit tables (OFT) on the if they OF when the other units OF, it
back of their counters (e.g., LAWs), would allow an additional attack.
WTs, and vehicles must fire separately
even when firing in the same impulse. Place a Fired marker on units that OF.
OF must be declared before the target
Although WTs and vehicles CAN fire
in a different impulse, SWs must fire units leave the hex, and the player cur-
during the same impulse as the Squad rently moving must give sufficient time
that possesses them. for his opponent to declare the OF.
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
ing units are in terrain that negates Bunker, etc.
that modifier, e.g., Low Crops.
Any moving units not Shaken by OF
If the target hex contains both moving can continue their movement, leaving
and non-moving units, both are affected Shaken units behind, if they have MPs
by the same OF attack die-roll, but only remaining.
the moving units suffer the +1 modifica-
tion to the attacker’s die-roll.
5.4 Extended Range
MMCs/SMCs with a black box
Example: A 1-6-4 Squad fires at an surrounding their range can
enemy 2-3-4 Squad moving through a fire at up to twice their print-
Light Woods-terrain hex that also con- ed range; however, any fire at
tains a non-moving 1-5-4 Half-squad. greater than the printed range is halved
The player performing the OF rolls 1d6 (round fractions up). The IFP is halved
and adds 2 (its IFP of 1 + 1 for firing before any other modifiers are applied.
on a moving unit) against the moving
Squad but only 1 against the stationary
Half-squad. Both the moving Squad and 5.5 Maximum Target Modifier
the stationary Half-squad receive the The maximum Target Modifier (TM) for
+1 Target Modifier for being in a Light any hex is +4. This means that cumu-
Woods hex, and roll 1d6 + 1. lative TM from the result of setup and/
or game play (Smoke, Wreck, Foxholes)
Note that the moving Squad caused cannot exceed +4 in one hex. Thus, a
the stationary Half-squad in the Light Forest hex (+2 TM) with a Wreck in it
Woods hex to be automatically spotted; (+2) and a Smoke marker (+1) would
however, if the moving unit survives still only have a +4 TM, not +5.
the OF, continues moving and leaves
the hex, the stationary Half-squad in As per 11.4, Snipers still double their
the hex retains the unspotted status hex’s TM; thus, Snipers can have a
that it had prior to the attack. In oth- maximum TM of +8.
er words, if the stationary Half-squad
wasn’t spotted before the OF attack,
it remains unspotted after the mov- 5.6 “A”-Superscripted Firepower
ing Squad departs the hex. Further, if (Assaulters)
there were two moving units and one The “A” superscript next to a
was Shaken and left behind in the Light MMC or SMC’s Inherent Fire-
Woods hex, under a Moved marker, the power (IFP) designates the
previously stationary Half-squad would unit as Assaulters. Such units
also remain spotted. are adept at focusing FP at close range.
Accordingly, such units add 3 instead of
Units in the same hex as the moving 2 to their die-roll when firing at an adja-
unit in the example but in a Bunker, cent unit. This is per firing stack, not
Cave or the second floor of a Multi-sto- per unit, if multiple “A”-rated units are
ry Building would not be subject to the in a stack.
OF unless the moving unit entered the
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
6.0 Movement on the counter. As noted above, moving
MMCs, WTs, and SMCs (not Low Crawl
or Stealth)—or those under a Moved or
Units move from hex to hex,
Assault Move marker—that are fired
paying the Movement Point
upon suffer a modifier of +1 added to
(MP) cost of each hex as it is
the attacker’s DFT die-roll.
entered. These costs are sum-
marized on the Terrain Effects Chart
Unless such a move would bring a
(TEC).
Shaken unit closer to an enemy unit in
their LOS, units with a MF equal to or
All units that move from the SAME hex,
greater than one can always move one
in the SAME impulse, must move to-
hex, no matter the cost, or enter/exit a
gether (exception, if some units in the
Bunker or Cave or change one level of
moving stack are Shaken during move-
a Multi-story Building within the hex
ment they must stop movement while
they currently occupy. If a unit must
the other units may continue—see 5.3).
expend ALL of its MPs to move one hex
(or within one hex) it cannot Low Crawl
Example: If three 1-5-4 Squads in a
or Assault Move into the new hex.
hex are activated, some may move and
some may fire, but those that move
Units can move through hexes contain-
IN THE SAME IMPULSE must move
ing friendly units (subject to stacking
together, and those that fire IN THE
restrictions), but must stop upon enter-
SAME IMPULSE must fire at the same
ing an enemy-occupied hex and Melee
target (exception: Ordnance 14.0, can
(see section 8.0).
fire at separate targets). If one of the
Squads is Shaken by OF, the other two
Here is the sequence when moving
can continue moving if they have MPs
units trigger an Event, are subjected
remaining.
to OF, or move adjacent to enemy units
and such:
An unshaken, unwounded, unactivat-
1. Unit(s) enters a hex.
ed Leader can activate both the units
2. Resolve any Fire for Effect or Mines
in his hex and adjacent hexes; this is
attacks.
a Leader’s Leadership Range (11.1),
3. Possible Event(s) is triggered.
which is always one hex unless the
4. All possible OF is conducted.
Leader is wounded or altered by a Spe-
5. If unit(s) is still in Good Order, pro-
cial Scenario Rule (SSR). Units starting
ceed with its next action (auto-spot-
in hexes adjacent to the Leader’s are
ting adjacent unit(s), moving, firing
free to move or fire separately from the
if AM, etc.).
Leader. The units in each hex, however,
must move or fire together if they do ei-
Thus, a unit that moves adjacent to an
ther.
enemy unit but is Shaken by OF (from
this enemy unit or another) does not
The number of Movement Points (MPs)
auto-spot the adjacent enemy unit.
a unit can spend each turn is called its
Movement Factor (MF) and is marked
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
6.1 Assault Movement 6.2 Double-Time Movement
Units whose MF is boxed in Units that begin their impulse—and
red—e.g., Heroes—can Assault move the entire impulse—with a GO
Move (AM). These units’ in- Leader can increase their MF by 2. The
tentions are declared at the units cannot move farther than the
beginning of their impulse, and they are Leader’s printed MF. WTs cannot Dou-
marked with an AM marker. Leaders ble-Time (DT). Shaken units can use DT.
can also AM if they start their impulse
with AM-eligible units. 6.3 Low Crawl
A unit or stack of units can
Units that AM can spend up to spend its entire impulse to
one-half of their printed MF, move one hex. This is a Low
modified by Double-Time (DT) Crawl. Units Low Crawling are
movement (see 6.2) if applica- not automatically spotted unless they
ble (fractions rounded up), and subse- are in open terrain or adjacent to an en-
quently fire in the same or in a later im- emy unit. Enemies targeting Low Crawl-
pulse, including to OF. The DT bonus (if ing units do not receive the +1 bonus to
any) is added to the printed unit’s MF their FP. Low Crawling units can change
before being halved for AM. levels within a Multi-story Building or
enter/exit a Bunker or Cave, but cannot
Subtract two from the total attacking do so AND move to a different hex.
FP of units using AM.
Weapon Teams cannot Low Crawl.
Example: Two 2-6-4 Squads using AM
would fire with a FP of 1 (2 for lead
Squad + 1 for second Squad - 2 for AM 6.4 Stealth Movement
= 1). Units designated with a
bright-yellow square outline
Once the units fire they are also (in surrounding their MF are
addition to the Assault Move marker) Stealth-Movement (SM) capa-
marked with a Fired marker. ble and can move without being auto-
matically spotted—even if adjacent to
Support Weapon ordnance, such as an enemy unit. The enemy unit must
RPGs, suffer a +1 penalty on the Ord- either perform a successful spotting at-
nance Fire Table (OFT). tempt (10.0), the SM-capable unit must
fire, or move into open terrain in the
Neither the Assault Move nor the LOS of a Good Order enemy unit. Units
Fired marker is removed until the Ad- CANNOT use SM while Double-Timing
min Phase. The units need not fire in (6.2), but can use SM to enter Melee.
the same impulse that they originally Heroes and Leaders cannot use SM un-
moved but can be activated again later less specifically designated. Units using
to fire or engage in OF if the appropriate SM are not subject to the +1 DFT penal-
situation arises. They must, however, ty for moving.
move when they are first activated.
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
SM-capable units can also Smoke is blocking terrain with a TM of
move up to half their MF +1. The TM is added to the hex’s exist-
(fractions rounded up) and ing TM. Hence a smoked Forest hex has
subsequently fire in the same a TM of +3. Units firing from a smoked
or in a later impulse, including to OF. hex subtract one (-1) from their DFT
Such fire is modified like AM fire—sub- die-roll and add one (+1) to their OFT
tract two from the total attacking FP of to-hit roll.
units using SM fire (Scouts excepted)
and add one (+1) to to-hit rolls for SW In the Administrative Phase
ordnance. after the Smoke 1 is laid, re-
place the marker with a
6.5 Coordinated Movement Smoke 2 marker. In the next
Admin Phase, remove the Smoke 2
MMCs, SMCs, and vehicles can move
together provided they start and finish marker.
their impulse together. They can As-
sault Move if the MMC/SMC is AM-ca- 8.0 Melee Combat
pable. Units executing a Coordinated
Move pay MPs for hexes entered and When units enter a hex containing en-
hexsides crossed as per their own emy units, they must Melee. Units can-
movement type. not use AM to enter Melee. Non-Me-
lee-eligible (NME) units cannot enter a
Example: A Squad (Leg-movement hex containing only enemy units, even
type) and a tank (T-movement type) if the enemy units are also NME units.
would spend 2 and 4 MPs respectively Melee combat is simultaneous, but Na-
when entering a Light Woods hex. This tionality characteristics, Events and
rule is an exception (obviously) to 15.1. Skills (12.0) might alter the sequence,
and losses aren’t taken until the round
7.0 Laying Smoke of Melee combat is concluded.
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
Melee-eligible SWs, and an odds ratio is Unless modified for Ambush (8.4) or
determined, rounding up fractions. Skills (12.0), Melee combatants use
their unmodified IFP.
Example: 4 FP attacking 2 FP is 2:1,
whereas 5 FP attacking 2 FP is not 2.5:1 Example: Two 2-6-4 Squads equal 4 FP
but 3:1. Not all defending units must be factors in Melee combat and three 1-5-4
attacked, but at least one must be at- Squads and a 1-FP MG SW also equals 4
tacked. Unmodified attacks at less than FP factors.
1:3 are treated as 1:3, but cannot be
conducted against multiple units. Roll MMCs must still abide by the SW-usage
2d6 and consult the Melee Table (MT) restrictions delineated in the section on
on the Player-Aid Card. SWs (1.6). In other words, a Squad can
fire one SW and its IFP or two SWs and
Leadership Modifiers (LMs) apply for forfeit its IFP. A Half-squad/Crew can
the attacking units and are added to fire one SW and forfeit its IFP.
their die-roll. If the attacker rolls equal
to or greater than the Kill Number (KN) Leaders/Heroes carrying a Melee-eligi-
under the odds ratio on the MT, the de- ble SW attack and defend with half the
fending units are eliminated. SW’s FP (fractions rounded up). Always
remove single-use SWs such as Satch-
Eliminated units are NOT yet removed. el Charges and Molotov Cocktails after
The defender then follows the same the first round of Melee (attack and de-
procedure against any of the attacker’s fense). Heroes defend with their IFP un-
units he chooses. After assessing dam- less they are crewing/using a SW. Note
age, remove eliminated units from both that Skill special rules supersede these
sides, and mark the hex with a Melee rules. If a captured SW is used and the
marker. enemy is not eliminated, the captured
SW is removed from the game in the Ad-
If the Melee combatants include He- min Phase.
roes, they shift the odds one column in
favor of their side when attacking. Even Example: A 6-0-6 Leader possessing
if the odds are greater than 1:3 against a captured 1-FP MG SW and a 1-6-4
the Hero, the odds still shift to 1:2, but Squad enter Melee against an enemy
the odds can never be better than 5:1. 1-5-4 Squad. Neither side eliminates
Multiple Heroes do not grant multiple the other. Remove the captured 1-FP
shifts. MG SW from the Leader in the Admin
Phase.
Attacking, in the context of this sec-
tion, means that your unit is making a
Melee attack—it has nothing to do with
8.1 Post Melee
Units remaining after the
whether you entered the hex. Defend- round of Melee are locked in
ing means your unit(s) is the target of
Melee. Place a Melee marker
a Melee attack. A unit that can only de-
on the units. Locked units
fend cannot make Melee attacks but is cannot move (unless withdrawing) or
not automatically eliminated either. fire, but can use an impulse in the fol-
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
lowing turn to either Melee or attempt hex containing only NME enemy units,
to withdraw. all the enemy units are eliminated, the
unit that moved in must halt; and a Me-
Melee markers cannot be removed as lee marker is placed on the hex.
long as units from both sides inhab-
it the hex. Once one side’s units have
been eliminated, the Melee marker is
8.2 Reinforcing a Melee
Units from either side can reinforce a
removed in the ensuing Admin Phase.
Melee. Any unit entering a hex marked
with a Melee marker is considered rein-
Units that wish to withdraw must an-
forcing it, even though it’s possible that
nounce their intention at the beginning
no friendly units are left in the hex af-
of their next impulse (before they are
ter the previous Melee round.
once again engaged in Melee by the op-
posing player) and pass a Morale Check
If a unit reinforces a Melee before a Me-
(LMs apply). Failure to pass incurs no
lee round is fought in that turn, the Me-
penalty but they must immediately
lee round is conducted immediately. If
fight a Melee round. Units that pass the
they reinforce the hex after the Melee
Morale Check can exit the hex, paying
has been fought, they cannot partic-
appropriate MP costs.
ipate in the Melee until the following
turn.
If a player withdraws all friendly units
from the hex, the Melee marker is re-
If the reinforcing units have the Am-
moved and the remaining enemy units
bush capability (8.4), their tripled FP is
are eligible to OF on the withdrawing
added to the other friendly unit’s nor-
units. Note that a player can leave a
mal FP, but the Melee combat round is
unit behind as a rearguard to prevent
considered simultaneous.
this from occurring.
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
odds the Kill Number is 8. The play- In the Admin Phase, players remove
er with the pair of 0-IFP Half-squads, all Moved, Assault Move, Stealth
however, subtracts 2 from his 2d6 roll. Move, Low Crawl, Fired, Ops Complete,
Hence, he needs to roll 10 or better (10 Starshells, and Spotted markers. FFE
- 2 = 8, which is the minimum needed markers are removed. Smoke 1 mark-
to kill the opposition in a 1:1 attack) to ers are turned over to become Smoke 2
eliminate the 2-6-4. Conversely, the 2-6- markers and Smoke 2 markers are re-
4 Squad attacks the two Half-squads at moved from the Map.
2 vs. 2 or 1:1, but adds two (+2) to its
2d6 roll. Accordingly, it eliminates the Once all markers have been removed,
two Half-squads on a roll of 6 or better advance the Turn marker one turn and
(6 + 2 = 8). begin the Rally Phase.
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
spotted separately). Units (including open vehicles) can at-
tempt to spot unspotted units to which
Spotting is status driven. A they have a LOS. Units in blocking-ter-
hex (and all units within it) is rain hexes are spotted with a 1d6 roll of
spotted if any of the following two or less. Those in degrading-terrain
apply: the hex is marked with hexes are spotted on a 1d6 roll of three
a Spotted marker, a Good Order friend- or less.
ly unit is adjacent to the hex, a friendly
unit is currently moving or Assault Example: If a unit is attempting to spot
Moving through the hex, a unit in the an enemy in degrading-terrain hex, it
hex is marked with a Moved, Assault must roll a three or less to succeed.
Move, Fired, or Melee marker or if the
hex is open terrain. One is added to the unit’s die-roll for
every hex of degrading terrain its LOS
Units in any open-type terrain are au- passes through en route to the target
tomatically spotted, even if the LOS is unit’s hex.
degraded by intervening terrain. Units
in open-type terrain containing a vehi- Note that the LOS must actually pass
cle do not have to be spotted, but they through a piece of the degrading ter-
do get the defensive TM; if two vehicles rain in the degrading-terrain hex. One
are in open-type terrain, neither has to is also added if it passes through the sil-
be spotted, but they, too, get the defen- houette of degrading terrain that is in
sive TM. part of an otherwise open hex.
Note that the status of a hex can change If the LOS passes through more than
over a turn. two hexes of degrading terrain, or sil-
houettes of degrading terrain within
Example: If a hex is spotted because it two open hexes, it is blocked. LOS is
is adjacent to a Good Order friendly (to NOT BLOCKED or degraded by small
the potential firer) unit and that unit is pieces of terrain that extend from the
either Shaken or moves away, the hex firing unit or target’s hex into an adja-
will no longer be spotted. cent hex. Leadership Modifiers apply
and are subtracted from the die-roll.
Low Crawling units and units using
Stealth Movement are not spotted Once a unit is spotted, the entire hex is
during their movement provided they spotted and a Spotted marker is placed
don’t find themselves in a hex otherwise there. Spotted markers are removed
spotted (such as any open terrain). during each Administrative Phase or if
all units leave the hex.
Once a hex is spotted, it is spotted for all
friendly units during the turn, even for Spotting attempts do not constitute an
those without LOS to the spotted hex at impulse, but only one attempt can be
that time. But if all units leave a hex (or made per friendly impulse, and a unit
are eliminated), any Spotted marker on attempting to spot is marked with an
it is removed. Ops Complete marker regardless of the
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
result of the attempt. If the only action Building at Level-0 are at Level-1, or the
a side does during an impulse is per- same height as a unit on a Level-1 Hill.
form a spotting attempt, it is consid-
ered a pass. Example: Units on the upper level of a
Building on a Level-1 Hill are at Level-2.
Units marked with Fired, Moved, Low
Crawl, Ops Complete, Stealth or Assault Units in adjacent hexes but on different
Move markers cannot spot for yet un- levels of a Multi-story Building(s) ARE
spotted units, but they do automatically NOT considered adjacent and don’t
spot adjacent units, moving units, units have LOS to each other. Units in a hex
marked with a Moved/Assault Move/ adjacent to a hex containing a Bun-
Fired/Melee marker or units in open ker or Cave ARE considered adjacent
terrain. Shaken units and buttoned ve- to the units both inside and outside of
hicles don’t automatically spot adjacent the Bunker or Cave for spotting and fire
enemy units. combat.
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
LOS can be checked at any time. LOS is
reciprocal. If unit A can see unit B, then
unit B can see unit A.
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
LOS traced over blocking/degrading
terrain obstacles that rise to an equal
to or lower total hex level than both the
attacker’s and the target’s hex level is
not blocked/degraded.
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
this situation is traced OVER the block-
ing/degrading terrain obstacle, it is not
blocked/degraded in any way; but Lev-
el-1, -2 and -3 blocking/degrading-ter-
rain obstacles cast a one-hex shadow
that blocks/degrades LOS to units lo-
cated directly behind them.
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
10.3.1 Hills and Slopes Consecutive Hill hexes at the same lev-
There is one exception to the preceding el block LOS to a lower level up to as
paragraph: when LOS is traced from a many intervening hexes are in between
Hill hex to a lower-level hex through the firer’s hex and the drop in hex level.
only Clear Hill hexes of constantly di-
minishing level, like a staircase. This is Example: In the long image on page
considered to be a clear slope and LOS 30, the M1 Abrams in hex U2 (Level-1
is not blocked along such a slope. Clear Hill) has LOS to the three consec-
utive Clear Level-1 Hill hexes in front
In the previous example image, the NVA of it (U3 - U5), but it does not have LOS
Squad in I4 (Level-2 Hill) has LOS to to the first three hexes after the level
hex I6 (Level-0 Light Jungle) because drops to Level-0: hexes U6 - U8. Its LOS
I5 is a Clear Level-1 Hill. resumes in hex U9, which contains the
Soviet T-80BV.
Here’s another example.
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
10.3.2 LOS Along Hexsides
When tracing LOS down hexsides, the
adjacent hex terrain is considered
whole-hex. LOS that is traced along a
hexside with blocking/degrading ter-
rain on one side is not blocked/degrad-
ed. LOS traced along a hexside with
blocking/degrading terrain on both
sides is blocked/degraded. LOS traced
along a hexside that has blocking ter-
rain on one side and degrading terrain
on the other side is degraded.
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
11.0 Single-Man Counters (SMCs)
Single-Man Counters (SMCs) repre-
sent significant individuals that have
the power to affect the course of the
battle. These counters include Leaders,
Heroes, Snipers and Medics, to name a
few.
11.1 Leaders
Leaders are individuals with
exceptional skills. They are
usually officers or outstanding
Example: In the image above, LOS from NCOs.
the NVA Squad in hex F3 to the US Ma-
rine Squad in G4 is not blocked (thus Leaders have no IFP and cannot (un-
clear) by the hexside Wall between hex- less crewing a SW) individually fire at
es F4 and G3. enemy units or voluntarily enter Melee
alone. If enemy units move into the hex
For more on LOS traced down hexside of a solitary Leader who is not carrying
terrain, consult the Terrain Effects a Melee-eligible SW, the Leader is elim-
Chart (TEC). inated.
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
that are in an adjacent hex; and Armor Half-squad’s Damage Check. Roll 1d6
Leaders (11.5) cannot activate MMCs/ again. If the number is even, a Hero has
SMCs in adjacent hexes. been created. Randomly pick a Hero
and a Skill counter (12.0) from the
11.1.1 Leaders and Combat cup—and the Skill must be usable by the
Leaders not under a Moved, Low Crawl, Hero; if not, pick again. Newly created
Fired, or Ops Complete marker can aid Heroes assume the activation status of
ALL attacks conducted by units whose the unit that spawned them.
counters have the same background
color and Identification Badge (IB; top Example: If the Squad that spawns a
left of counter) as the Leader. Hero is already marked with a Moved
marker, the Hero also receives a Moved
Their LM is added to a unit’s IFP that is marker.
using the DFT and/or subtracted from
the to-hit roll for SWs and WTs using If spawned by a moving MMC, the Hero
the OFT. The LM is applied to every at- is assumed to have spent the same
tack (not attacking units) that occurs number of MPs as the Squad had before
from the Leader’s hex in its activation it spawned the Hero.
impulse.
If creation of a Hero violates stacking
Note that the Leader can aid both units limitations, the owner must place the
using their IFP/SWs AND SWs or WTs Hero in any adjacent, non-enemy-oc-
using the OFT that are activated in the cupied hex (it’s a free move, no Moved
Leader’s hex in the same impulse. Lead- marker is placed).
ers that aid such fire are placed under a
Fired marker. Leaders cannot call on- Heroes can Assault Move (6.1). Heroes
board Mortar fire or off-board Artillery can Close Assault vehicles (17.1). He-
and add their LM to a direct-fire attack roes always add their FULL IFP to mul-
in the same turn. tiple-unit attacks.
11.1.2 Leaders and Skills Units in the same hex (and on the same
A scenario’s Order of Battle (OOB) level in a Building) as a Hero can at-
might assign a Skill (12.0) to a Leader. tempt to rally even if there is no Leader
These Skills grant special abilities such present.
as enhanced Morale or sighting.
Heroes shift Melee (8.0) odds one col-
11.2 Heroes umn in their side’s favor (in addition to
adding their own IFP) when attacking
Heroes are ordinary soldiers
(not defending). Remember, in Melee
who perform extraordinary
attacking has nothing to do with wheth-
feats of courage. Heroes may
er you moved into the hex, only that
be part of a scenario’s start-
you are currently conducting a Melee
ing forces or created during play.
attack.
There is a chance that a Hero is creat-
If a Hero who begins the game on the
ed whenever a 1 is rolled on a Squad or
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Map is not assigned a Skill he does not are performed.
draw one.
There is no penalty for failing the MC,
There can be only two Heroes per na- but the Medic/Corpsman cannot per-
tion on the Map at any time. Heroes are form any function in that Rally Phase
always spawned at full strength (never if he fails the MC. A wounded Medic/
wounded). Heroes created by a mov- Corpsman can heal other units (and
ing unit that is Shaken must stop their himself) as long as he is in GO.
movement also. Heroes are created
even if the Damage Check result elimi- Medics/Corpsmen are NME units. If all
nates its parent unit. friendly MMCs and Melee-eligible SMCs
in the same hex as a Medic/Corpsman
11.3 Medics & Corpsmen are eliminated, the Medic/Corpsman is
removed from play.
Medics represent exceptional
medical personnel. They can-
not carry or fire weapons, or 11.4 Snipers
spot enemy units. They can, Snipers have no Movement
however, use their medical kits to heal Factor and are not initially
units. placed on the Map. Once the
scenario starts, the Sniper’s
Medics (and all SMCs) can Self-Rally owner can place the Sniper at any time
regardless of whether they have SR on in any hex whose terrain has a positive
the back of their counter. TM, as long as enemy units do not cur-
rently occupy that hex.
During each Rally Phase, a GO
Medic/Corpsman can either Once placed, the Sniper cannot move.
attempt to remove the Wound- The Sniper can immediately attack any
ed marker from one SMC (in- spotted enemy hex within its LOS uti-
cluding himself) or flip a Shaken MMC/ lizing the Direct Fire Combat routine.
SMC to its GO side. In either case, the The Sniper, however, rolls 2d6 for its
subject of a Medic/Corpsman’s atten- attack instead of 1d6.
tions must be located in the same hex
(and level) as the Medic/Corpsman. To If there are multiple units in the target
perform either function, the Medic/ hex, randomly determine which target
Corpsman must pass a Morale Check the Sniper attacks. The Sniper’s attack
rolled with 2d6. Two is subtracted from only affects one unit.
the roll if the Medic/Corpsman is in ter-
rain with a positive TM. If the Medic/ Example: If the Sniper declares an at-
Corpsman passes the MC, one SMC is tack against a hex containing an enemy
healed or one MMC/SMC is rallied. Only Squad and a Leader, the players ran-
one roll is conducted. A Shaken Medic/ domly determine which unit the Sniper
Corpsman that Self-Rallies can, in the attacks.
same Rally Phase, attempt to heal an-
other SMC (including himself) or rally Snipers can be fired on like any other
one MMC/SMC; in which case two rolls unit, but double their hex’s TM (limit
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of +8) when rolling against incoming SMC column.
attacks from all units except Artillery/
Mortar barrages and enemy Snipers. The Armor Leader’s LM rating can be
Snipers can stack with MMCs and other subtracted from to-hit rolls and added
SMCs, but forfeit their special TM when to machine-gun attack die rolls (but not
doing so. When stacked with MMCs or HE-equivalent attack die-rolls). He can
other SMCs they can attack in the same affect both in the same turn.
impulse as them, but fire separately
within the impulse. Armor Leaders can activate vehicles
(but not MMCs/SMCs) in adjacent hex-
Snipers are NME units. If during Melee es.
all friendly MMCs and Melee-eligible
SMCs in the same hex as a Sniper are
eliminated, the Sniper is removed from
11.6 Scouts
Scouts are SMCs that have a
play.
few special abilities. They can
use Stealth Movement (see
11.5 Armor Leaders 6.4). They subtract two (-2)
Armor Leaders are like regu- from their spotting die-rolls. After
lar Leaders, with a Morale and using half of their MF they can fire
Leadership Modifier, but they without subtracting two from their FP
have no Movement Factor. or adding +1 to an OFT SW’s to-hit roll.
They can assist in crewing a SW, but
Armor Leaders are unique in that they lose all Scout abilities listed above when
share the fate of the tank they com- doing so. In Melee, Scouts fight as a
mand. They cannot be wounded, but 0-FP MMC (8.3).
rather are Shaken, which represents
the Shaking of the tank’s Crew. Their Units moving with a Scout (i.e., stacked
LM only affects their tank/vehicle’s at- with and during the same impulse) pay
tacks. only 1 MP per Heavy/Light Jungle, For-
est, Light Woods, Wheatfield, or Tall/
If an Armor Leader is forced to aban- Kunai Grass hex entered.
don his vehicle, he is removed from the
Map. Scouts can call-in off-board Artillery
fire and onboard Mortar fire, including
Armor Leaders can only rally the tank Starshells (20.2).
they are commanding. Tanks with an
Armor Leader assume the Leader’s Mo-
rale for all purposes and subtract the 12.0 Skills
Leader’s LM from the die-roll when ral-
Skills bestow unique charac-
lying or performing Damage Checks.
teristics on the SMC or MMC
that possesses it. Place the
Vehicles with Leaders check DFT re-
sults under the appropriate column on Skill counter under the unit
that possesses it. Some Skills bestow
the DFT—armored Vehicles or Unar-
traits or advantages that can only be
mored Vehicles—NOT the Good Order
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used once. Others give benefits that last other units firing from the same hex.
for the entire scenario, and still others
equip the owner with unique weapons
or items. Each Skill’s trait and when/
14.1 Firing Ordnance
Ordnance firing on a hex that contains
how it can be used are explained on the both vehicle and non-vehicle units
Skills Player Aid. must either target a specific vehicle or
all non-vehicular targets in the hex.
In most scenarios, Skills are pre-as-
signed in the Order of Battle (OOB) to WTs and vehicle-mounted
the Leaders, Heroes or MMCs. If a unit ordnance must fire through
is not assigned a Skill or does not draw a covered arc defined by ei-
one during creation (Heroes, 11.2) it
ther a red triangle in the
does not possess a Skill.
corner of the counter or, in
the case of a turreted weapon not firing
Place all Skill counters that are not as-
through its vehicle’s hull covered arc, a
signed in a scenario’s OOB in an opaque
covered arc defined by the gun barrel.
cup, to be picked during Hero Creation
This covered arc is displayed in the cov-
(11.2). Used Skills (those that are sin-
ered-arc diagram.
gle-use only or from a deceased SMC/
MMC) go back into the cup.
14.0 Ordnance
Ordnance weapons
have a to-hit table on
the back of the count-
er. Ordnance weap-
ons cannot be used in Melee. They in-
clude SWs such as the Bazooka or
RPG-2; WTs such as 75mm Recoilless Each piece
Rifles; and vehicle-mounted weapons of ordnance
such as the M-48 Patton tank’s 90mm has three
cannon. ranges, sep-
arated in to
Whether mounted on a tank, a separate columns,
SW, or a WT, ordnance is fired separate- printed on the back of the counter. (Ve-
ly from other units in the hex. It does hicles or WTs with more than one piece
not have to engage the same target as of ordnance have slashes (/) separating
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the #s in their to-hit tables, delineating the difference between the attacker’s
each weapon; others, such as AA units, modified die-roll and the defender’s die-
have both black and blue #s (19.1) sep- roll, and then consulting the Direct Fire
arated by a /.) Below each of these rang- Table (DFT).
es is a printed to-hit number, and below
each to-hit number is a penetration val- If the target is a vehicle, compare the
ue. The attacker uses the left-most col- penetration value at the appropriate
umn whose range is greater than or range plus 1d6 (modified penetration
equal to the target’s range. To deter- value, MPV) against the vehicle’s ar-
mine if a target is hit by a piece of ord- mor thickness at the point of impact
nance, roll 2d6 and cross-reference the (14.1.3) plus 1d6 (modified armor val-
result with the to-hit number below the ue, MAV).
proper range/column on the ordnance
counter. If the MPV exceeds the MAV, the target
is destroyed (place a Wreck marker in
The die-roll is modified by adding the the hex). If the attacker rolls a 1 and
TM of the terrain the target occupies, the target rolls a 6, the round is a dud
adding 1 for each hex of degrading ter- and the target is not affected. If the at-
rain (or silhouette of degrading terrain tacker rolls a 6 and the target a 1, the
that is in part of an otherwise open hex) round is a catastrophic hit and the tar-
through which the fire’s Line of Sight get is destroyed.
passes, and other factors listed on the
Ordnance Fire Table (OFT). Whenever the target is destroyed, roll
1d6. If the result is 1, place a GO Crew
If the number, modified by applicable under a Moved marker in the hex with
modifiers, is less than or equal to the to- the Wreck; with any other result, elimi-
hit number, the target has been hit. A nate the Crew along with their vehicle.
2d6 roll of 2 is always a hit; a roll of 12
is always a miss. 14.1.1 Non-Penetrating Hits
If the attacker’s MPV EQUALS the ve-
If the target isn’t a vehicle, it is imme- hicle’s MAV, the vehicle takes a Morale
diately attacked with the ordnance’s Check (2d6). If it fails the MC, the Crew
HE-equivalent plus 1d6; if the HE-equiv- abandons the vehicle; place a Shaken
alent is an asterisk (*), the ordnance Crew counter in the vehicle’s hex un-
cannot attack the non-vehicle target. der a Moved marker. Abandoned vehi-
The TM of the target’s hex DOES NOT cles remain on the Map under an Aban-
modify this HE-equivalent, nor do LMs. doned marker, and they cannot be used
The defender rolls 1d6 and compares it by either side. If the vehicle passes the
to the attacker’s die roll. If the attacker’s MC, the vehicle is Shaken. This is the
modified die-roll is less than or equal to ONLY instance where PASSING a MC
the defender’s die-roll, the fire has no results in a Shaken unit.
effect. If the attacker’s modified die-roll
is greater than the defender’s die-roll, If the attacking weapon is being fired as
each of the defending units must take a MMC’s SW, the MMC, if eligible, can
a Damage Check by rolling 1d6, adding also attack the vehicle as described in
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17.2.
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
14.2.1 HEAT Effect on Infantry targets) have to leave the hex in order
Ordnance that fires HEAT to remove the Acquisition marker.
ammunition (denoted by an
H within a red circle on the Shaken vehicles lose their Acquiring
back of the counter) was not and Target Acquisition markers.
as effective against infantry
in the open or taking cover behind A firing unit under an Acquiring mark-
trees/rocks. This rule addresses that er does NOT need to spot (10.1) a tar-
situation. get with the same-lettered Acquisition
marker.
Ordnance that primarily fires HEAT
ammunition subtracts 1 from their
HE-equivalent when attacking infantry
15.0 Vehicles
NOT located in Buildings, Huts, Bun-
Vehicles play an important role in
kers, or Caves. Note that one is sub-
LnLT. Vehicle counters are 7/8”, and
tracted from the HE-equivalent NOT
the counter contains all the informa-
the to-hit roll.
tion needed to play. A with its values
explained is illustrated here.
14.3 Target Acquisition
When ordnance—in-
cluding SW ord-
nance such as RPGs
and LAWs—fires and
fails to destroy its target, place a -1 Ac-
quisition marker on the target and an
Acquiring marker of the same letter on
the firing unit. Note, as per 14.1, ord-
nance fires either on a specific vehicle
or all non-vehicular targets in a hex.
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armored) to small-arms fire, but cannot times the vehicle’s main ordnance
fight as well as an opened vehicle. can fire in its impulse. A vehicle that
can fire its main gun more than once
Buttoned vehicles cannot spot, not even can fire its gun at more than one tar-
adjacent hexes. Vehicles can switch get in the same impulse but the tar-
from open to buttoned or vice-versa at gets must be in the same hex or an
the beginning of their impulse. By de- adjacent hex.
fault, vehicles are considered open; this
status need not be shown with an Open Note: The main gun’s to-hit and pene-
marker. tration values are located on the back
of the vehicle counter.
• Vehicle Name: Provides the vehi-
cle’s designation. • Machine-gun Firepower: These
underlined values are abstract fac-
• Movement: The vehicle’s Move- tors that depict the vehicle’s ma-
ment Factor (MF) and type. There chine-gun (MG) Firepower. A FP of
are three vehicle-movement types: 2 has a range of 10. A FP of 4 has a
Tracked (T), Off-road (O), and Road range of 14. An asterisk after the
(R). Tracked are fully tracked. Off- number indicates a 360° (i.e., all
road vehicles are either half-tracked around) field of fire, but the MG can
or off-road capable multi-wheeled only be fired when the vehicle is
vehicles. Road vehicles perform best open; and these MGs can also fire at
on Roads. See the Terrain Effects helicopters.
Chart (TEC) for further explanation.
Machine guns without the asterisk
• Morale: Is the unit’s Morale. Shak- must fire in the turret’s covered-arc
en vehicles must button up (close or, in the case of non-turreted vehi-
all hatches), they cannot fire their cles, in the covered-arc of the front
weapons, their MF is halved (round- hull. The advantage of these MGs is
ed up), and they cannot spot. Vehi- that they can be fired regardless of
cles can Self-Rally, and if an Armor whether the vehicle is open or but-
Leader is onboard, the vehicle uses toned.
the Leader’s Morale rating to rally.
The Leader can also subtract his LM Unless otherwise noted, a vehicle
from the rally dice-roll. Vehicles DO equipped with a MG(s) must fire its
subtract 2 from their rallying-at- MG(s) and its main gun, in any or-
tempt die-roll for being in terrain der, in the same impulse, and they
with positive TM. must fire at the same hex; they can
fire at different targets.
• HE-Equivalent: This boxed val-
ue is the Firepower the vehicle’s Vehicles with multiple MGs must
main ordnance (gun) uses to attack fire each separately; they cannot
non-vehicle targets on which it has combine their FP.
scored a hit. If “N x” precedes the
HE-equivalent, “N” is the number of • Rear-facing Machine Guns: Units
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with a MG Firepower followed by an moving after rubbling a hex, provided
“R” can use the FP in the turret’s they have MPs left.
rear arc, which is defined as a cov-
ered-arc directionally opposite that There are, however, significant differ-
of the turret’s front arc (see 14.0). ences in vehicle movement. Vehicles
This MG must fire in the same im- MUST move individually (exception,
pulse as the remainder of the vehi- Coordinated Movement, 6.5), and si-
cle’s weapons, but need not engage multaneously activated vehicles need
the same target. not move through, or end movement in,
the same hexes.
• Machine-gun Firepower (Option-
al): Non-asterisk Firepower-4 MGs However, infantry on foot and vehicles
fire their entire FP up to a range of can move together, provided they start
14 hexes when both the turret and and finish their impulse together. Vehi-
vehicle’s covered-arc are aligned. If cles cannot Low Crawl or Double-Time.
the turret’s covered-arc is different All vehicles can Assault Move.
from the vehicle’s covered-arc the
owner must split the FP, firing 2 FP Vehicles must always face a vertex (the
in the turret’s covered-arc, and 2 FP corner between two sides of a hexa-
in the vehicle’s covered-arc—both to gon). The red corner/arrow on a vehicle
a maximum range of 10 hexes. Ob- counter indicates the vehicle’s facing.
viously, the MGs must engage dif- When moving, vehicles enter one of the
ferent targets, but all the vehicle’s two hexes on either side of the vertex
weapons must still fire in the same to which the red arrow points. Vehicles
impulse. can, however, pivot within their hex.
The cost is one MP per vertex turned.
• Armor (Hull/Turret): The three
numbers to the left of the vehicle Vehicles cannot enter a hex containing
represent the vehicle’s front, flank, an enemy vehicle.
and rear armor (listed top to bot-
tom). The number before the slash is Vehicles can also move in reverse, by
the hull armor; the number after the entering one of the two hexes to the
slash is the turret armor. If there is rear of the vehicle. Such movement
only one number, the vehicle has no costs two times the normal MP cost.
turret.
Example: Reversing into a Clear hex
15.1 Vehicle Facing and costs two MPs.
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
The turret automatically pivots to face ditional 4 MPs for the Overrun. After
the attacker’s target, unless the attack- the vehicle enters the hex, it sums its
er chooses to pivot the entire vehicle HE-equivalent and MG FP (MGs with
and incur the corresponding penalty on a “*” can only be used if the vehicle is
the OFT. No Turret marker is necessary open), adds 2, rolls 1d6, and adds the
to designate an open turret that is fac- LM of any Armor Leader present. The
ing the front of the vehicle. defender rolls 1d6 and compares it to
the attacker’s die-roll.
The separate Turret markers are used
to show turret orientation when the Clarification: A vehicle capable of firing
turret has rotated to face another di- its main gun multiple times (Denoted
rection from the front. by N x HE-equivalent, where “N” equals
the number of times the main gun can
15.2 Assault Movement and fire) multiplies its HE-equivalent by the
number of times it can fire when calcu-
Vehicles lating their Overrun Firepower.
Unless otherwise noted, all vehicles can
Assault Move (AM). Vehicles using AM If the attacker’s modified die-roll is less
can spend up to one-half of their MF than or equal to the defender’s die-roll,
(round fractions up) and still fire eli- the Overrun has no effect. If the attack-
gible MGs (subtract 2 from their FP as er’s modified die-roll is greater than the
per AM rules). Vehicles using AM can defender’s die-roll, each of the defend-
also fire their main gun, but add 2 to ing units must take a Damage Check by
their to-hit roll, as indicated on the OFT. rolling 1d6 and adding the difference
Vehicles cannot use AM to conduct an between the attacker’s modified die-roll
Overrun (15.3). Vehicles can use AM to and the defender’s modified die-roll,
load or unload passengers, which takes and then consulting the Direct Fire Ta-
the place of the vehicle’s movement, ble (DFT).
and then fire.
If a GO Leader is present, LMs apply, but
15.3 Overruns Leaders must check for damage first.
Vehicles with machine guns or other
main armament can Overrun infantry Following an Overrun attempt, any sur-
(MMCs and SMCs) in Clear (or other viving GO MMCs/Heroes can Close As-
non-water, open-type terrain), Brush, sault the vehicle as described in section
Low Crops, Road, or any pertinent mod- 17.1. Ignore any reference to moving
ule-specific-terrain hexes. The vehicle into the vehicle’s hex, as the count-
performing the Overrun cannot have er-attackers are already there. MMCs/
outside passengers riding on it. Units Heroes that wish to Close Assault must,
subject to an Overrun can’t Opportuni- however, still pass a Morale Check pri-
ty Fire against the vehicle in the Over- or to Close Assaulting.
run hex nor can any other units.
If the vehicle survives the Close As-
To do so, the vehicle must have suffi- sault, it can remain in the hex or, if it
cient MPs to enter the hex, and an ad- has sufficient MPs, continue moving—
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
even conducting subsequent Overruns switch to AM or vice-versa. This allows
if it has sufficient MPs. If the vehicle a targeted moving vehicle to retain the
chooses to remain in the hex, all ene- +1 to-hit modifier on the OFT and -1 DFT
my infantry units left in the hex, ex- modifier from one turn to another.
cept Shaken WTs, must retreat to an
adjacent hex of their owning player’s
choice; mark them with a Moved mark-
15.6 Optional Vehicle Size &
er. Shaken WTs are eliminated. Speed OFT DRMs
When targeted, large vehicles are eas-
If the Close Assault destroys the vehi- ier to hit and small vehicles are more
cle, no further action is required from difficult to hit. Other vehicles, because
the surviving (both GO and Shaken) in- of their speed when moving, are more
fantry in the hex. difficult to hit, too. Check the Player-Aid
Card for tables containing these DRMs.
15.4 Vehicle Crews and Armor The +2 speed modifier INCLUDES the +1
already granted to moving vehicles on
Leaders the OFT.
Each vehicle has an inherent Crew.
If the vehicle is destroyed (except
through Close Assault, 17.1), the Crew 16.0 Passengers
Passengers, whether riding inside or
must make a Bailout Check. Roll 1d6: if
outside of the vehicle, are placed on top
the result is 1, place a GO Crew under
of the vehicle’s counter.
the Wreck and mark it with a Moved
marker; with any other result, elimi-
nate the Crew along with their vehicle. 16.1 Passengers Inside Vehicles
Automatically eliminate Crews from Vehicles marked with “P”
vehicles destroyed by Close Assault. If can carry up to one-Half-
a vehicle is abandoned, place a Shaken squad, one SW, and one
Crew in the hex under a Moved marker. SMC. Those marked with
Armor Leaders (11.5) belonging to de- “PP” can carry up to one
stroyed or abandoned vehicles are re- Squad (or its stacking
moved from play. equivalent), two SWs, and two SMCs. In
either case, these passengers are con-
15.5 Continuous Vehicle sidered to be riding inside the vehicle.
Shaken passengers of PP or P vehicles
Movement are not required to debark (they are
Good Order vehicles marked with a riding inside the vehicle). They can,
Moved or Assault Move (AM) mark- however, debark when eligible at the
er have the option of continuing their owning player’s option.
movement during the next Operations
Phase. If desired, leave the marker on Weapon Teams with a gun or tube cal-
the vehicle in the Admin Phase, but iber greater than 20 mm cannot be
turn it 180 degrees. During the next transported except when allowed by
Ops Phase a vehicle marked as such scenario- or module-specific rule.
must continue its movement, but can
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16.1.1 Bailout Checks vehicle that is hit by Ordnance that
If the vehicle is destroyed (except does not destroy the vehicle or cause
through Close Assault 17.1), the pas- its abandonment must immediately
sengers perform a Bailout Check by roll- disembark. They are marked with a
ing 1d6 for each transported counter’s Moved marker and must pass a Morale
survival. On an even die-roll, flip MMCs Check to avoid becoming Shaken. If the
and SMCs to their Shaken side, place vehicle on which they are riding is de-
them in the Wreck’s hex, and mark stroyed, the passengers must make a
them with a Moved marker. An odd die- Bailout Check, as explained in 16.1.1.
roll eliminates the MMC/SMC. Support
Weapons also survive on an even die- Passengers riding on top of vehicles
roll and are eliminated on an odd roll; can be attacked by small-arms as de-
obviously, SWs cannot be Shaken. scribed in 17.2. The vehicle need not
be open. Shaken passengers on top of
Passengers are automatically eliminat- vehicles (external) must immediately
ed in vehicles destroyed by Close As- disembark, but unshaken passengers
sault. can chose to disembark with them or
not. Place a Moved marker on the dis-
16.2 Passengers On Top Of embarked units.
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
16.4 Mounting and Dismounting the following turn.
It takes one-half (rounded up) of both
the vehicle and Squad’s Movement Fac- Infantry can disembark from Shaken
tors to load into (i.e., mount) or dis- vehicles, but the Shaken vehicle can-
mount from a vehicle. not move in the turn the infantry dis-
embarks. Infantry cannot disembark
Units do not need to begin the Opera- from Shaken vehicles that have already
tions Phase in the same hex as the ve- moved in the current turn, unless de-
hicle into which they are loading. Load- barking with Shaken infantry as re-
ing/mounting the vehicle activates the quired by 16.2.
vehicle for that impulse.
17.0 Infantry and Artillery Against
They can unload at any time in the ve-
hicle hex during the carrying unit’s im- Vehicles
pulse, as long as the vehicle still has at
least half of its MPs remaining. Infantry are not helpless against ar-
mored fighting vehicles. Since late in
Passengers can be fired at in the hex in the First World War, they have carried
which they have been unloaded. Note a variety of man-portable anti-tank
that when vehicles Assault Move, their weapons.
partial movement is consumed by such
boarding and exiting procedures. Yet even without these weapons, infan-
try can effectively eliminate armored
Units that unload can move separately fighting vehicles.
from their carrier.
17.1 Close Assault
Example: A 1-6-4 Squad unloads from A MMC (but not a WT), Hero or SW-
a tank and then moves two hexes over armed Leader can Close Assault an ene-
open terrain in the same impulse. The my vehicle by moving into the vehicle’s
tank (MF of 10) then spends 5 MPs to hex. Shaken vehicles are not automati-
travel in any direction. cally destroyed in Close Assault nor do
they suffer any additional penalty.
The example is an exception to the rule
that states units moving from the same Vehicles can always defend in Close As-
hex in the same impulse must move to- sault, regardless of their activation sta-
gether. A Moved marker is placed atop tus, just as infantry units can always
the infantry at the moment of disem- defend in Melee, regardless of their ac-
barking. The infantry finishes its move- tivation status.
ment, and then the vehicle can contin-
ue its move. No Melee-eligible enemy units can be
present in the target vehicle’s hex. If
Assault Move-capable units can use AM they are, you cannot Close Assault the
to unload and subsequently fire, but do- vehicle, except as noted below.
ing so prohibits them from leaving the
hex in which they disembarked until
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
Passengers inside a vehicle do not pre- MMC/Hero individually assaults the
vent Close Assault, but GO passengers tank.
riding outside the vehicle do. Shaken
units in the same hex as a friendly tank The assaulting MMC/Hero rolls 1d6,
are not automatically eliminated by GO adding its IFP, the LM of any accompa-
enemy units entering said hex to Close nying Leader and the HE-equivalent of
Assault the vehicle, but the Shaken any ONE possessed anti-tank weapon
units are eliminated if the vehicle is de- (LAW, RPG-2, etc.), Flamethrower or
stroyed. Satchel Charge.
Units can move adjacent to a vehicle Units without any anti-tank weapons
before Close Assault; they don’t have can still Close Assault the vehicle. The
to begin their impulse adjacent to it. Leader’s LM can only assist ONE unit’s
Close Assault is a form of movement assault. The defending vehicle rolls 1d6
in regards to unit activation in a hex, and adds the LOWEST armor factor
meaning that, from this hex, only the on the vehicle’s counter (usually rear
Close Assaulting units can move in this hull). If the attacker’s die-roll is greater
impulse. than the vehicle’s die roll, the vehicle is
destroyed. Place a Wreck marker in the
Before entering the vehicle’s hex, hex and a Melee marker on the attack-
MMCs, Heroes, and any accompanying ing Squad.
Leaders must pass a pre-assault Morale
Check. Two is subtracted from the dice- Example: A 2-6-4 Squad is assaulting
roll if the units are entering the vehi- a tank with a lowest armor factor of
cle’s hex via a hex with a positive TM. 0. The Squad adds 2 (2 IFP) to his die-
roll. The owner of the tank adds 0 to his
The Leader checks first; if he passes, he die-roll. If the Squad’s modified die-roll
can use his LM to assist other MMCs is greater than the tank’s die-roll, the
(not Heroes) making the MC. Units that tank is destroyed. Place a Wreck mark-
fail the check remain in the hex they er in the hex and a Melee marker on the
occupied prior to the MC. If these units attacking Squad.
moved, place a Moved marker on them.
If not, place them under an Ops Com- Repeat this process for each attacking
plete marker. They do not become Shak- MMC, Hero or SW-armed Leader, but
en; they merely do not participate in the remember that a Leader’s LM can only
Close Assault. If only a Leader without assist ONE MMC’s assault, unless, of
an anti-tank SW (see below) passes, he course, there is more than one Leader
remains in the hex with the other units in the attacking stack.
under an Ops Complete marker. If only
a Leader with an anti-tank SW passes, If the vehicle is destroyed, its Crew and
he can carry out the Close Assault by passengers are also eliminated, the as-
himself. saulting MMCs/SMCs remaining in the
vehicle’s hex, are marked with a Melee
Next, move the assaulting MMCs/He- marker, and any other non-Melee-eli-
roes into the vehicle’s hex. Now, each gible enemy units present in the hex
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
are eliminated. If the vehicle isn’t de- Small-arms firing on a hex that con-
stroyed, the assaulting MMCs/Heroes tains both vehicle and non-vehicle units
are returned to the (adjacent) hex from must either target a specific vehicle or
which they initiated the assault and are all non-vehicular targets in the hex.
marked with a Moved marker.
Passengers are considered part of the
In the case of an unsuccessful Close As- vehicle in/on which they are riding.
sault following an Overrun, they must
retreat to an adjacent hex of their own- Combat resolution (5.0) is nearly iden-
ing player’s choice. tical to that discussed under Fire Com-
bat. Attacking units must meet range
Units that Close Assault a hex with two and LOS requirements. The attacking
vehicles must go through the Close As- unit’s FP is summed and added to 1d6.
sault procedure twice, thus requiring The attacker’s FP is modified as indi-
them to make a second MC if they suc- cated on the DFT’s die-roll modifica-
cessfully Close Assault the first vehicle. tions. The target vehicle rolls 1d6. The
Any unit that fails the second MC re- vehicle adds the TM of the terrain in
turns to the hex from which it initiated its hex and the LOWEST armor factor
the original Close Assault. on the vehicle’s counter (usually rear
hull) to its die-roll. If the attacker’s
During your opponent’s impulse, you modified die-roll is less than or equal to
can’t opportunity Close Assault a vehi- the defender’s modified die-roll, the fire
cle that moves past your units. has no effect. If the attacker’s modified
die-roll is greater than the defender’s
17.2 Small-Arms vs. Armored modified die-roll, the target vehicle and
all passengers riding on top of the ve-
Vehicles hicle must take a Damage Check. If the
Small-arms are weapons that do not vehicle is buttoned, only external pas-
have to-hit numbers on the back of their sengers take the DC. Roll 1d6, add the
counters and do not use the Ordnance difference between the attacker’s modi-
Fire Table. Examples are machine guns, fied die-roll and the defender’s modified
Flamethrowers, Satchel Charges (yeah die-roll, and consult the Direct Fire Ta-
it’s not a small-arm, but when used in ble (DFT). If a GO Armor Leader is pres-
this context it’s grouped with them) ent, use his Morale instead of the target
and a Squad’s IFP. vehicle’s Morale.
These units can attack unarmored ve- Infantry Leaders who are passengers
hicles, open-topped vehicles, and open can subtract their LM from the passen-
armored vehicles with their IFP and gers’ Damage Checks, but must pass
SWs. Armored vehicles are vehicles their own DC first.
that have armor factors printed on
their counters. By contrast, unarmored Shaken EXTERNAL passengers must
vehicles have an asterisk in place of the immediately disembark, and unshak-
armor factors. en passengers can choose to disembark
with them or not. Place a Moved mark-
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Lockk’N’NLoa
Loc Tactica
LoaddTac Mo0-P
v4.1196
tical lv4.1 entedi
n Era
derres Creesdits
tionnRul
editio
er on the disembarked units. If a GO Armor Leader is present, use his
Morale instead of the target vehicle’s
Shaken passengers of PP or P vehicles Morale. Passengers riding on top of the
are not required to debark. They can, vehicle perform DCs as described in
however, debark when eligible at the 17.2. Remember, Shaken external pas-
owning player’s option. sengers are required to dismount, but
Shaken internal (passengers of PP or P
17.3 Small-Arms vs. Unarmored vehicles) are not.
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
Indirect fire and Mortar attacks al- in range of it. Declare the target hex,
ways attack all levels of a Building and, mark the Leader/Scout that called in
in hexes containing a Bunker or Cave, the Mortar fire Ops Complete, and roll
units inside and outside of the Bunker 2d6. Choose the higher of the die, add it
or Cave; roll once and adjust the TM to the Mortar’s FP, and resolve the at-
accordingly. Indirect fire and Mortar tack. A Leader’s LM does NOT affect the
targets in a Hill hex (any level) or in a Mortar’s FP when firing indirectly, nor
hex with a Wall hexside do not receive does degrading terrain reduce it, but
a positive TM. A Sniper’s TM is not dou- other DFT modifiers—except the TM for
bled against indirect fire or Mortar at- Walls and Hills—(including the TM of
tacks. the target hex) apply. After the attack,
place a Fire for Effect (FFE) marker on
LnLT includes both onboard and off- the target hex; the FFE marker stays on
board indirect-fire weapons. Counters the Map until the Admin Phase and at-
on the Map represent onboard weap- tacks any unit that enters its hex.
ons, such as light Mortars. Off-board
weapons are anything from larger-cal- Mortars cannot Opportunity Fire.
iber Mortars to field guns.
The hex under an onboard
18.1 Onboard Mortars Mortar FFE marker is consid-
ered degrading terrain for
Mortars cannot fire from Buildings,
LOS purposes only (apply
Bunkers , Forest, Heavy Jungle and any
DFT and OFT modifiers) up to all levels.
other pertinent module-specific hexes.
Thus LOS traced through more than
Onboard Mortars can fire di- two such hexes is blocked.
rectly at targets in spotted
hexes within their range 18.2 Off-Board Artillery
and LOS as per 5.0. Roll 2d6, The availability of off-board
choose the higher of the die, Artillery (OBA) is indicated in
add it to the Mortar’s Firepower, and the scenario or within Event
resolve the attack (all DFT modifiers— Paragraphs. To call OBA, a
except as noted above—apply). friendly Leader/Scout uses an impulse
to place a Spotting Round marker on
Mortars can also fire indirectly at spot- any one hex within his LOS.
ted hexes to which a Leader/Scout has
a LOS. Leaders/Scouts can call onboard The hex need not be spotted. The Lead-
Mortar fire against a hex they spotted er/Scout’s LOS to a hex is blocked if it
during the current impulse. Leaders passes through MORE than two hexes
cannot, however, call onboard-Mortar of degrading terrain or silhouettes of
fire and add their LM to a direct-fire at- degrading terrain within two open hex-
tack in the same turn. es. After placing the marker, roll 2d6.
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
Leader’s LM, and divide the remain- unit moves into a new FFE hex, it is
ing modified white-die total (white-die attacked again. If a unit(s) enters an
number + degrading terrain – LM) by 2 FFE hex containing enemy units, per-
(rounding up fractions). form the FFE attack against the enter-
ing unit(s) first, and then, if it (they)
This is how far the spotting round im- survives, perform the Melee. If the en-
pacts from the desired hex. The colored tering unit(s) is rendered NME by the
die is the direction the round drifts. One FFE, the Melee proceeds as per 8.0 and
is north, two is northeast, etc., adjust- the unit(s) is eliminated. Note this all
ing to the right if due north is a vertex happens in ONE impulse.
not a hexside.
If the Leader decides to abort the mis-
Place the Spotting Round marker in sion, remove the Spotting Round mark-
the hex indicated by the drift die-roll. er; this does not eliminate the Fire Mis-
If this hex is not in the Leader/Scout’s sion; it can be attempted again on a later
LOS, remove the Spotting Round mark- turn or by another Leader in another
er and put an Ops Complete marker on impulse. The Leader/Scout’s impulse is
the Leader. over. Only Leaders/Scouts can call for
indirect fire. Leaders cannot call OBA
Otherwise the Leader/Scout can shift and add their LM to a direct-fire attack
the marker one hex in any direction in the same turn.
that is within his LOS or abort the Fire
Mission. If the Leader/Scout chooses to The hexes under or adjacent to an OBA
continue with the fire mission, shift the FFE marker are considered degrad-
Spotting Round marker in the desired ing terrain for LOS purposes only (ap-
direction and then replace it with the ply DFT and OFT modifiers). Thus LOS
Fire for Effect (FFE) marker. A Fire Mis- traced through more than two such
sion is only considered used-up when hexes is blocked. These seven hexes
the FFE marker is placed on the Map. present a height as obstacle to ALL lev-
els.
The FFE marker immediately attacks
ALL units (enemy and friendly) in the
impact hex AND ALL SIX ADJACENT
18.3 Off-Board Fire Mission Lim-
HEXES with the Firepower indicated in itations
the scenario or Event Paragraph. Roll Unless noted otherwise in a scenario’s
for each hex. Leadership does NOT af- special rules, Off-board Fire Missions
fect the FP, but other DFT modifiers, are called in sequentially. In other
including the TM of the target hex (ex- words, if a player receives two Fire Mis-
cept Walls/Hills), apply. sions in a scenario, he cannot call them
simultaneously—even if he has two
The FFE marker stays on the Map until Leaders or a Leader and a Scout. One
the Admin Phase and attacks any units Fire Mission must be resolved before
that enter its hex or any of the six ad- placing the Spotting Round marker for
jacent hexes, including hexes under a the next. If, however, two different for-
Melee marker. If a previously attacked mations are both given Off-board Fire
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
Missions (A and B Companies of the the air support arrives in the first im-
same battalion, for example) they can pulse of the following Operations Phase,
simultaneously call their Fire Missions. regardless of who holds the initiative.
Roll 1d6 to determine from what direc-
Leaders cannot add their LM to fire-com- tion the air support enters the Map. A
bat attacks (5.0.1) in the same impulse roll of 1 signifies north, 2 east, etc. If
in which they direct an Off-board Artil- the roll comes up 5 or 6, the air support
lery Fire Mission. enters from a direction of the owning
player’s choosing.
19.0 Aircraft The air support has an unlimited MF. It
must, however, enter, move across, and
Modern LnLT modules include rules
exit the Map in the same impulse.
for both fixed-wing aircraft and helicop-
ters.
The air support can only move in a
straight line from its point of entry to
19.1 Fixed-Wing Aircraft the point of exit.
A player might receive
fixed-wing air support in a Example: If the air support enters via
scenario. Such air support hex H1, it can either follow the H hex-
will be designated in a sce- row (H1, H2, H3, etc.) until it exits the
nario’s Order of Battle. opposite Map edge, or follow either di-
The air-support’s time of arrival is ran- agonal line H1, I1, J2, K2, etc., or H1,
domly determined as follows. The air G1, F2, E2, etc. The air support CAN-
support enters on the NEXT impulse af- NOT move H1, G1, and then shift to G2,
ter either player rolls doubles for ANY G3.
game-related function.
At any time during
Note: The term air support, plane, and the air support’s
aircraft are interchangeable within flight across the
these rules. Map, eligible enemy
anti-aircraft (AA) units or weapons
Example: The British player has a Har- (those with blue to-hit numbers on their
rier air-support mission. It is his im- to-hit table) can fire on the plane, as per
pulse and he decides to take a shot at 14.1, treating the plane as an armored
an Argentine AML-90 with a Scorpion. vehicle; its Armor Factor is in the lower
The to-hit roll produces doubles. The left corner of its counter. There is no ad-
British player resolves the attack nor- jacency bonus for firing at fixed-wing
mally and concludes his impulse. The aircraft. The plane is considered to be
next impulse (yes, before the Argentine two (2) levels above the highest terrain
player gets another impulse) the Brit- height as obstacle in its flight path. AA
ish Harrier air support arrives. units in the one-hex shadow of adjacent
blocking terrain that is between the AA
If in the Rally Phase either player rolls unit and the plane does not have LOS to
doubles while attempting to rally a unit, the plane. Adjacent degrading terrain
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
provides its normal OFT penalty. Add along its flight path indicated by the
two (+2) to all OFT to-hit rolls against number before the x (2 for the Argen-
aircraft. tine Pucara). The air-support unit at-
tacks the hex it currently occupies and
If the air support is “Abandoned” or the next adjacent hex in its flight path
Shaken, it aborts and is removed from with its cannons. Air support do not re-
the Map. If the aircraft is destroyed ceive the adjacency bonus for their at-
roll 1d6: move the burning plane the tacks.
number of hexes indicated along its
flight path, where it crashes. The crash Example: A Pucara can attack two (2)
attacks ALL units in the hex with a 6 adjacent hexes along its flight path with
Firepower (FP). AFVs are attacked as if the FP indicated after the x: 4 FP. This
they were open. Place a Wreck marker FP represents FP factors (5.0) or pen-
in the hex, or, if it’s a Building hex, a etration value (14.1), and represents
Rubble marker. different methods of attack to different
targeted units within the same hex.
Each air-support mission only enters
play one time, and is then removed The Pucara can attack a hex containing
from play, whether it completes its at- two British Squads and a Scimitar as
tack and exits the Map, or gets Shaken follows:
and aborts.
The Pucara rolls 1d6 and adds 4 (its FP)
19.1.1 Cannon/MGs and Bombs when attacking the Squads. The British
Air support cannot spot but can attack Squads make a normal opposed die-roll
any hex in the LOS of a friendly Lead- as described in 5.0, TMs apply.
er (it doesn’t need to be spotted) or any
hex that is spotted. If none exist, that’s The Pucara then attacks the Scimitar
just bad luck. using a penetration value of 4. The Pu-
cara does not make a to-hit roll; instead
Cannon and MG: The high-velocity it goes straight to the opposed penetra-
cannons or heavy-caliber MGs carried tion roll as described in 14.1. The target
by ground-attack aircraft are consid- uses its lowest armor value (turret or
ered one and the same in LnLT. The hull) + 1d6 when making the opposed
term cannon applies to both. Their FP is roll. Resolve results.
NOT underlined, and this indicates that
it can fire at both open and buttoned ve- Bombs: An air-support unit’s HE-equiv-
hicles. alent (located next to its cannon FP)
represents the damage the air unit’s
Air-support units are bombs inflict on any hex in its flight
marked with a series of path. This hex need not be adjacent to
numbers, such as YxZ, the hexes attacked with the unit’s can-
where Y and Z are num- non. The hex chosen is attacked with
bers. This represents the the HE-equivalent FP in exactly the
air support’s cannon FP. Air support same way as the cannon attacked the
can attack a number of adjacent hexes previous hexes. Thus a Pucara can at-
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
tack units in two hexes with its cannon ited movement. Those in hover mode
and drop its bombs on one of those two cannot leave their current hex. Heli-
hexes (resolve separate attacks) or copters can change modes ONCE any
drop its bombs in any other hex before time during their impulse. Only one fly-
it fires its cannon or any hex after it has ing or hovering helicopter can occupy a
fired its cannon, as long as the bomb- hex, although a helicopter can occupy
drop hex is in its hexrow flight path. a hex with a wrecked helicopter. A he-
licopter can enter a hex that contains
Cannon/MGs and Bombs attack all lev- enemy units; it doesn’t Melee, and if the
els in a Multi-story Building hex; in hex- combatants trade shots they are con-
es containing a Bunker or Cave, units sidered adjacent.
occupying the Bunker or Cave and out-
side the Bunker or Cave are attacked. 19.2.2 Helicopter Movement Costs
Roll once per hex and adjust TMs ac- Helicopters spend one MP for each hex
cordingly. they enter. Changing modes (from fly-
ing to hovering, and vice versa) also
19.2 Helicopters costs one MP. This is important stuff
to know when conducting Opportunity
Helicopters were first used as effective
weapons of war in Vietnam. Although Fire against choppers.
they can have immense Firepower and
almost limitless mobility, they are vul- 19.2.3 Helicopters, Terrain, and
nerable to ground fire. Spotting
Important: Helicopters are always
spotted.
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
impulse (see section 10.1 for more on with blue range, to-hit, and penetration
Spotting.). Flying helicopters cannot numbers on their counter, can target
spot enemy units, even units in the flying helicopters. Non-guided weapons
same or adjacent hex. They must first that use the OFT can target hovering
shift to hovering mode, but hovering helicopters. Normal degrading TMs ap-
helicopters spot units without penalty. ply, but helicopters receive no TM for
the hex they occupy.
19.2.4 Helicopter Passengers
Some helicopters are marked with a Helicopters firing from an adjacent hex
“P” or a “PP” to indicate passenger ca- are indeed considered adjacent for fir-
pacity, just like vehicles. Squads are ing modifiers, even if they are presum-
always considered to be riding inside ably higher than the target at the same
the helicopter. If the helicopter is de- time.
stroyed, the passengers must make a
Bailout Check, as previously described 19.2.6 Ordnance vs. Helicopters
in 16.1.1. If ordnance using the OFT hits the he-
licopter, compare the penetration val-
A helicopter must be hovering to dis- ue at the appropriate range plus 1d6
embark or embark passengers, and can (MPV) against the helicopter’s armor
only disembark/embark passengers in thickness plus 1d6 (MAV). If the MPV
Open-type terrain (see the Type col- exceeds the MAV, the helicopter is de-
umn on the Terrain Effects Chart). To stroyed. If the attacker rolls a 1 and the
embark passengers, helicopters must target rolls a 6, the round is a dud and
begin their impulse in the embarking has no effect on the helicopter. If the at-
unit’s hex. tacker rolls a 6 and the target a 1, the
round is a catastrophic hit and the heli-
Loading/unloading costs the passen- copter is destroyed.
gers one-half of their Movement Factor
(round fractions up). Since helicopters When a helicopter is de-
have an infinite movement allowance, stroyed, it crashes. Roll 2d6
it costs them nothing. Unloading pas- to determine the direction
sengers are immediately marked with that the chopper went as it
a Moved marker, and can be Op Fired crashed. The colored die is
on in the hex that they unload. Assault used alone to determine direction. A
Movement-capable units can use AM roll of 1 is due north, 2 is northeast,
to disembark but enemy Op Fire is re- etc.; if due north is a vertex, 1 is the
solved before they fire with the AM hexside to the right of the vertex. Roll
penalty. the white die and halve the result
(rounding fractions up). This is the
19.2.5 Helicopters in Combat number of hexes from the hex in which
Helicopters are always spotted. Flying it was hit that the bird crashes. If an in-
helicopters (i.e., ones in flying mode) tervening hex is at a higher Level than
cannot be targeted by unguided weap- the helicopter was when it was hit/de-
ons that use the OFT. Anti-aircraft stroyed, the helicopter crashes into
guided weapons, which are designated that hex instead of the full white-die
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
distance. Place a Crash, Wreck or Heli- Attacking units must meet range and
copter Wreck marker in this hex. All LOS requirements, but helicopters are
units present on the ground in the crash ALWAYS spotted. The attacking unit’s
hex are attacked by a 6-FP attack. This FP is summed and added to 1d6. The
attack is resolved using an opposed roll attacker’s FP is modified as indicated
as described in section 5.0. Passengers on the DFT’s die-roll modifications. Re-
and Crew in the destroyed helicopter member, helicopters receive no TM for
must make a Bailout Check, as previ- the terrain they occupy. The targeted
ously described in the section on vehi- helicopter rolls 1d6 and adds its armor
cles (see 15.4 (Crew) and 16.1.1 (pas- factor. If the attacker’s modified die-roll
sengers)). is less than or equal to the helicopter’s
modified die-roll, the fire has no effect.
If the MPV of the ordnance that hit the
chopper EQUALS the chopper’s MAV, If the attacker’s modified die-roll is
the target is damaged. Damaged heli- greater than the helicopter’s modified
copters are immediately removed from die-roll, the helicopter AND any pas-
the Map. They cannot unload passen- sengers that it is carrying must take
gers or fire. Damage Checks. Both helicopter and
all passengers (helicopter first) roll
If the MPV of the ordnance that hit the 1d6, adding the difference between the
chopper is less than the chopper’s MAV, attacker’s modified die-roll and the de-
there is no effect. fender’s modified die-roll, and consult-
ing the DFT. Shaken passengers are not
19.2.7 Small-Arms vs. Helicopters required to dismount.
Small-arms can fire on helicopters us-
ing the procedure outlined in Small- 19.2.8 Helicopter Movement & Fire
Arms vs. Armored Vehicles (17.2) and Helicopters can move and fire without
enumerated below. Helicopters are nei- restriction during their impulse.
ther open nor buttoned, but they can
always be attacked by eligible small- Example: A helicopter can fly across
arms. the Map, fire its rockets (incorporating
the +2 OFT penalty for firing in the fly-
Small-arms, but not ordnance or in- ing mode), and then fly anywhere else
direct-fire weapons, have their range that it wishes.
halved when attacking helicopters
(round fractions up). A helicopter can also fly across the Map,
enter hovering mode, fire its machine
Example: A 2-7-4 American Squad has guns at a nearby enemy, and then un-
a range of 4 (7/2 = 3.5, rounded up to load passengers. After it is marked with
4) when attacking helicopters, and an a Fired marker, a helicopter cannot fire
M-60 has a range of 5. Conversely, an again in that turn. A helicopter must
RPG-16, which uses the OFT to target fire all its weapons in the same impulse.
enemies, can fire up to its max range of Helicopters with both machine guns
9 against helicopters. and ordnance can fire these weapons
at targets in different hexes only when
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
they are in flying mode; when hovering two hexes distant).
a chopper must fire all of its weapons at
targets in the same hex. On the other hand, stationary units fir-
ing at an adjacent target still add 2 to
Mark helicopters that move to a new their FP. For example, a 2-IFP unit fir-
hex, change modes or unload passen- ing on an adjacent target at night would
gers, with an Ops Complete marker. have a total of 4 FP (2 IFP + 2 additional
Place a Fired marker on those that fire, FP for adjacency).
replacing the Ops Complete marker, if
applicable. 20.1.1 Ordnance Attacks at Night
Units using the OFT (i.e., ordnance)
19.2.9 Helicopters and Opportunity can fire at any target within two hexes
Fire (count the target’s hex but not the fir-
Helicopters can Opportunity Fire like er’s).
other units. Helicopters under an Ops
Complete marker fire their machine A unit can fire on units farther than two
guns at 1/2 Firepower (in addition to hexes ONLY if the target is marked with
any other applicable modifiers). Ops a Fired Marker. Add 3 to the to-hit roll
Complete helicopters firing ordnance unless the target is within two hexes.
add 2 to their to-hit rolls.
20.1.2 Melee at Night
During night scenarios, Melee is re-
20.0 Night Combat solved normally, as per 8.0.
The setting of the sun has never sig- 20.1.3 Shaken Unit Movement at
naled the end of combat. Adversaries Night
maneuver; brief, brutal firefights break Shaken units can move toward ene-
out; men die. my units in its LOS that are not un-
der a Fired marker, illuminated by a
20.1 Night Rules Starshell, or within two hexes of the
At night, units can spot, fire, and see Shaken unit.
anything within two hexes of their po-
sition (count the target’s hex but not 20.1.4 Spotting for Artillery
the firer’s). A unit can fire on units far- Spotting for artillery (18.2) at night re-
ther than two hexes ONLY if the target mains the same with the following ex-
is marked with a Fired marker. Such ception: one (+1) is added to the scatter
attacks subtract 3 from the total Fire- roll.
power of the attackers (not each unit)
in addition to any other modifier. 20.2 Starshells
Leaders or Heroes that are not
For example, a stack of units conduct- marked by a Moved, AM, Low
ing Assault Movement fire at a target Crawl, Fired, Stealth or Ops
located greater than three hexes dis- Complete marker can attempt
tant subtracts a total of 5 (-2 for AM to fire a Starshell into any hex within
and -3 for firing at a unit greater than three hexes of their position.
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
Select the hex and roll 1d6: if the result water hexes.
is equal to or less than the nationality’s
Starshell capability, modified by the Units in the Bunker hex can be in or on
Leader’s LM, place a Starshell marker top of the Bunker. Units inside the Bun-
in the hex. Starshell capabilities are ker are considered to be in a separate
listed in module-specific rules. hex from the hex it is in. In other words,
a Bunker is like a hex within a hex.
Regardless of whether he succeeds, the
Leader or Hero is marked with an Ops Place units in the Bunker under the
Complete marker. Bunker marker; those occupying the
surrounding hex are placed on top of
Starshell markers illuminate their hex the Bunker marker. Again, these are
and the six adjacent hexes as if it were two distinct and separate hexes. It costs
day. Units in these hexes can be spotted 2 MPs to move from one to the other. To
and fired on without the penalties de- be clear, units entering a hex contain-
scribed in 20.1. Starshell markers are ing a Bunker pay the MP cost of the hex
removed during the following Adminis- terrain; to enter the Bunker they must
trative Phase. spend an additional 2 MPs. When exit-
ing a Bunker, it costs 2 MPs, regardless
Onboard Mortars can also place of the hex terrain.
Starshells, but a GO Leader or Scout
must call-in the fire. This counts as an The units in the Bunker can only direct
activation and the Leader is marked fire along a LOS traced through the Bun-
Ops Complete. He can place a Starshell ker’s front three hexes. A red arrow in-
marker in any hex within two hexes of dicates the Bunker’s front. Units on top
his hex or in any hex in his LOS under a of a Bunker cannot engage units in a
Fired marker. Place a Fired marker on Bunker in Melee combat, and vice-ver-
the Mortar. sa. 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 CAN
21.0 Fortifications fire on units on top of (in the same hex
as) a Bunker as if they were adjacent.
Given time, soldiers will always im-
prove their positions. After all, even a If a unit is in a Bunker, the Bunker’s TM
shallow hole provides some protection. is added to the TM of their hex. Even if
LnLT reflects this with a range of man-
the Bunker is in open terrain, the units
made fortifications.
DO get the +2 bonus for rallying in ter-
rain with a positive TM.
21.1 Bunkers
Bunkers provide excellent Vehicles cannot enter Bunkers or at-
protection. They are placed tempt to Rubble them, but they can
at setup or as part of an enter hexes containing Bunkers and
Event; and they can have dif- Overrun units outside of the Bunker.
ferent TMs—usually +2 or +3. Bunkers
cannot be placed in Buildings, Huts or
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21.1.1 Bunkers and Spotting Foxholes’ TM of +1 is added to the TM of
As a terrain feature, Bunkers do not its hex. Even if the Foxholes are located
block LOS, but for spotting purposes, a in open terrain, the units DO get the +2
Bunker is considered blocking terrain. bonus for rallying in terrain with a pos-
itive TM.
A Bunker must be spotted separately
from the hex in which it resides. Foxholes (I wish it went without say-
ing) cannot be placed in Pond, Stream,
A GO friendly unit adjacent to a hex con- River, Surf or Ocean hexes.
taining a Bunker spots both the Bunker
and the hex containing it. 21.3 Wire
Wire is used to impede and
21.1.2 Attacking Bunkers from the channel the enemy’s attack.
Rear It costs Leg units 4 MPs to en-
Firing units that use the DFT cannot fire ter a Wire hex. This is total,
on units in the Bunker from outside the NOT in addition to other terrain in the
Bunker’s front three hexes unless (as hex. Hence Wire placed in Light Woods
stated previously) they are on top of (in costs 4 MPs, as does Wire placed on
the same hex as) the Bunker or using a Clear terrain.
Satchel Charge. Conversely, firing units
that use the OFT can target the Bunker Vehicular-movement costs to enter
from any direction as long as range and Wire hexes are listed on the TEC. Re-
LOS requirements are met. These pro- member, units can always use all their
jectiles are exploding against the face MPs to move one hex.
of the Bunker.
21.3.1 Wire Destruction
Artillery and Mortars attack units both T-movement class vehicles that move
inside the Bunker and in the hex out- through a Wire hex remove the Wire.
side of it; roll once and adjust the TM Other vehicles do not. The Wire is re-
accordingly. moved when the vehicle exits the hex.
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In other words, the Mines’ FP + 1d6 is 22.1 Control
compared to the vehicle’s lowest armor Often, the Victory Conditions of a sce-
rating + 1d6. Mines’ attacks against un- nario are contingent upon the control
armored or partially unarmored vehi- of a hex or a number of hexes. Control
cles use the procedure outlined in 17.3. of a hex is defined as the side that oc-
The Mines are considered to attack the cupies a hex with a GO MMC or Hero or
unarmored portion of the vehicle. Units the side that last passed a GO MMC or
that bailout or unload in a Mines hex Hero through the hex. Different levels
are attacked by the Mines, too. of a Multi-story Building, Bunkers and
Caves are all considered to be a sepa-
Mines cannot be placed in Buildings. rate hex within a hex.
Friendly units are not attacked when
entering the hex, but must pay an addi- If a scenario ends with a Melee persist-
tional MP to enter the hex. ing in a Victory Point (VP) hex, the side
that controlled the hex prior to the Me-
22.0 General Scenario Rules lee gains the VPs for the scenario.
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Figure 1 to spot the hex; and Sgt. Ash’s Leader-
ship Modifier (LM) of 1 is subtracted
from the 1d6 roll. The American player
rolls a 3 (3 - 1 = 2), and thus hex J5 is
Spotted (with a marker) and Sgt. Ash is
marked Ops Complete, but he can still
add his LM to fire against the just-spot-
ted hex, and he can activate units in ad-
jacent hexes during this same impulse.
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Sgt. Ash’s hex, J3, are now marked as attack, but 2d6 is rolled and the player
Fired, and the Ops Complete marker is chooses the best (highest) result and
removed from Sgt. Ash (see Figure 2). adds the Mortar’s IFP (2) to the higher
die result. The USMC player rolls 1d6
Figure 2 and adds the TM of the Light Jungle in
the hex (+1).
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is greater than the Squad’s Morale of 5, roll ≥ the 3:1 Kill Number, which is 5,
and on the DFT, this causes the Squad with 2d6. The player rolls a 7 and the
to be Shaken. They cannot continue VC WT is eliminated. If the VC WT had
moving, and are marked with a Moved been a MG WT, a MMC or Melee-eligi-
marker. But wait! Since the Ameri- ble SMC, it would get to counterattack.
can player rolled a 1 on a DC, there’s Since they cannot, the WT is removed
a chance that a Hero will be spawned from the Map and Terhune is left in the
from the Shaken Squad. The player hex under a Melee marker and the Rage
rolls again, and if the result is even, a Skill counter is removed (see Figure 3).
Hero is spawned. The player rolls a 4,
and a Hero is spawned. A Hero from the Figure 3
USMC and a Skill counter from the cup
is randomly chosen.
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moving (under an AM marker), for a to- order to assist the Shaken Squad there
tal FP of 3. The Marines gain the +3 TM during the Rally Phase at the start
of the LC Building. Thus, both players of the next turn (see Figure 4). After
roll 1d6 + 3. three straight passes, the Operations
Phase ends.
The USMC player rolls 4 + 3 = 7
The VC player rolls 3 + 3 = 6 Figure 4
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
tempts. Of the two Shaken MMCs he involving armored vehicles and infan-
has, only the Squad in the hex with Do- try is presented. In this situation, a
bie San can perform a rally attempt. light-armored recon platoon of French
The Shaken Squad has a Morale of 3, vehicles has been ambushed by the So-
but 1 can be subtracted from the roll viets. The lead French ERC-90 was de-
because of Dobie San’s LM and 2 can be stroyed, and its Wreck is on the Road
subtracted because they are in a Bam- ahead of the remaining two ERC-90s,
boo Huts hex, which has a +TM; thus the one commanded by Armor Leader Ltn.
Shaken Squad will rally on a 2d6 roll of Vallance, and an AMX-10RC (see Fig-
≤ 6. The VC player rolls a 10, however, ure 6). It’s the start of the Operations
and the Squad remains Shaken. Phase and the French player has the
initiative.
Turn 2 Operations Phase Figure 6
It’s the USMC player’s impulse, and he
has important decisions to make. One of
his Squads is exposed, but the VC don’t
have much Good Order FP on the Map
(see Figure 5). This basic infantry ex-
ample ends here, but play it out and see
if the Americans can take the Bamboo
Huts in K4.
Figure 5
French Impulse
Ltn. Vallance, now at the lead of the
column, is exposed in his open turret
(open is the default setting of a turret-
ed-vehicle, and an open turret marker
is only used if the turret faces outside
the vehicle’s covered arc), and he au-
to-spots the Soviet Half-squad in the
adjacent hex, F5, but he also spots a
more threatening target ahead of him,
Example of Play: Basic Armored a T-72A three hexes away in hex D4, a
Combat Clear hex. He calls for fire against the
Soviet tank. The first task is to deter-
In this Example of Play (EoP), combat mine if the round hits the target.
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The French player checks it is Shaken; if it passes there’s no ef-
the to-hit table on the back fect. The Soviet player rolls a 10 – 3, for
of the ERC-90’s counter. a 7, which is > its Morale of 6, thus it
The target is 3 hexes away, is Shaken. A Shaken marker is placed
thus under the “8” column; on the Soviet tank and a Fired marker
for targets at a range of ≤ 8 hexes, the on Ltn. Vallance’ ERC-90. Since the So-
to-hit number is 10, rolled on 2d6. But viet tank wasn’t destroyed, an Acquir-
there are Ordnance Fire Table (OFT) ing marker is placed on the ERC-90 and
Die-Roll Modifiers (DRMs) to consider. an Acquired -1 marker is placed on the
That the ERC-90 is open and Ltn. Val- T-72A. If neither move, or if Ltn. Val-
lance’s LM (of 1) subtracts a total of lance’ tank isn’t affected in any way
two (-2) from the to-hit roll, but the fire by enemy fire, he will subtract an ad-
goes through the Wreck hex in E5, ditional -1 OFT DRM on the next to-hit
which adds one (+1) to the roll; thus the roll against the Soviet tank. The T-72A
final OFT DRM is -1, and the French is buttoned so the ERC-90 cannot fire
player must roll an 11 or less in order its MGs against the Soviet tank.
to hit the T-72A. The player rolls a 6
and hits the Soviet tank. Against tur- Ltn. Vallance can also activate vehicle
reted vehicles, it needs to be deter- units in adjacent hexes. The ERC-90 in
mined whether the round hits the tar- hex G6 decides to fire at the Soviet Half-
get’s turret or hull. If the to-hit roll is squad armed with the RPG-7 in hex F5.
both > 2 and an even number, the shell It fires its 2-FP MG first. Using the same
hits the target’s turret; since the to-hit process demonstrated in the infantry
result was 6, the shell hits the Soviet EoP, the French player rolls 1d6 + 2 and
tank’s turret. Now, we check to see if the Soviet player rolls 1d6 + 1 (+1 being
the round penetrates the Soviet tank’s the TM of the Light Woods terrain it oc-
turret armor—the number on the right cupies). The French player rolls 5 + 2 =
of the /. 7; and the Soviet player rolls 4 + 1 = 5.
At this range, under the “7” column, The Soviet player must roll a Damage
the ERC-90 has a penetration value of Check (DC) 2 (7 – 5 = 2) vs. the Half-
9 (bottom of the three numbers). The squad’s Morale of 5. He rolls 4 + 2 = 6,
French player rolls 1d6 + 9. He rolls a which is > 5, so, under the DFT column
4 + 9, for a modified penetration value for Good Order MMCs, the Half-squad
(MPV) of 13. The T-72A’s frontal turret is Shaken. Now the ERC-90 fires an HE
armor value is 11, so the Soviet play- round at the Half-squad. At two hexes,
er rolls 1d6 + 11. He rolls a 5 + 11, for and with the target in Light Woods, the
a modified armor value (MAV) of 16. to-hit number is 10 but adds +1 to the
Since the MAV of 16 is > the MPV of 13, roll. The French player rolls a 5 + 1 =
the shell does not penetrate the Soviet 6, which is < 8, so the HE round hits.
tank; however, the Soviet player must Since the target is infantry instead of a
roll for a Morale Check (MC) for the So- vehicle, it is attacked with the ERC-90’s
viet tank, subtracting the difference be- HE-equivalent (4) + 1d6 vs. 1d6 for the
tween the MAV and the MPV (16 – 13 = defender (its TM was factored in to the
3) from the 2d6 roll. If it fails the MC, to-hit roll). The French player rolls 4
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
+ 4 = 8, and the Soviet player rolls a 2, > the AMX-10RC’s Morale of 7; thus the
which results in the already-Shaken vehicle is Shaken and the Soviet Squad
Half-squad having to roll for a DC 6 (8 is marked with a Fired marker.
– 2 = 6). The Soviet player rolls 2 + 6 =
8, which is > 5; under the Shaken MMC
column on the DFT, this results in Casu-
French Impulse
The AMX-10RC is the French player’s
alties, and the Half-squad is eliminated; last non-activated unit, but Shaken
its SW remains in the hex, and a Fired vehicles cannot fire or move toward
marker is placed on the ERC-90 (see Good Order enemy units in its LOS. The
Figure 7). French player passes.
Figure 7
Soviet Impulse
Lt. Ilvanich and the Squad in the LC
Building in hex D6 see an opportunity
to Close Assault (17.1) Ltn. Vallance’s
ERC-90. Lt. Ilvanich leads his men into
hex F5, which contains the burning
Wreck of another ERC-90, and from
there they launch their Close Assault
on Ltn. Vallance’s tank in the adjacent
hex. First, Lt. Ilvanich and the Squad
must pass a pre-assault MC. Since the
hex contains a Wreck, which provides
a +TM, two is subtracted from each MC.
Lt. Ilvanich checks first, and he pass-
es; his LM of 1 is now also subtracted
from the Squad’s MC. The Squad, with
a Morale of 5, needs an 8 to pass its
Soviet Impulse MC. It rolls an 8—proving how import-
The AMX-10RC’s turret is currently ant Leadership is. Lt. Ilvanich and the
open, and thus it is susceptible to small- Squad now enter the hex with Ltn. Val-
arms attacks. The Soviet Squad with a lance’s ERC-90.
PKM SW in hex G3 takes advantage of
this. It has a clear LOS, and it’s 4 hex- In Close Assault, units assault the vehi-
es away so it can fire both its IFP of 2 cle individually (and, if more than one
and the PKM’s FP of 2. The Soviet play- MMC or Hero is assaulting, a Leader
er rolls 1d6 + 4, and the French player can only add his LM to one assault). The
rolls 1d6 + the AMX-10RC’s lowest ar- Squad assaults the tank with its IFP (2),
mor factor (rear turret: 1). The Soviet the HE-equivalent of its RPG-7 (2), and
player rolls 5 + 3 = 8, and the French Lt. Ilvanich’s LM (1); thus it rolls 1d6 +
player rolls 3 + 1 = 4. Since 8 is > 4, the 5 vs. 1d6 + the ERC-90’s lowest armor
French player now rolls a DC 4 (8 – 4) factor (all armor is 1). The Soviet play-
and uses the Armored Vehicles’ column er rolls 3 + 5 = 8 vs. the French’s roll of
on the DFT. He rolls 4 + 4 = 8, which is 3 + 1 = 4. Since 8 is > 4, Ltn. Vallance
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
and his vehicle are eliminated. A Wreck The Brits are just short of a platoon, but
marker is placed in the hex, and the they are well-armed and two of their
Soviet units are placed under a Melee Squads are in Rough hexes, which is ex-
marker (see Figure 8). The Acquiring -1 cellent defensive terrain. It’s the start
marker on the T-72A is also removed. of the Operations Phase and the Argen-
tine player has the initiative.
Figure 8
Figure 9
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disembark or embark passengers. MG first. Just as in the Infantry EoP,
• They can move and fire without re- it’s a standard DFT attack. The Argen-
striction during their impulse. tine player rolls 1d6 + 2, and the British
• Place an Ops Complete marker on player, not having a defensive TM, rolls
helicopters that move to a new hex, 1d6 + 0.
change modes or unload passengers.
The Argentine player rolls 5 + 2 = 7
Argentine Impulse: An Argentine The British player rolls 2 + 0 = 2
Alouette enters the Map
(in flying mode) and pops Damage Check (DC) 5. (7 – 2 = 5). The
up over a Level-1 Hill in hex British player rolls for the DC: 1d6 + 5
M7 and slows to a hover vs. the Hero Beckin’s Morale of 6. He
(place Hover marker on rolls a 3 + 5 = 8, which is > the Hero’s
the Alouette). The British Hero and Morale; consulting the Hero column on
Half-squad on the Clear Level-1 Hill the DFT reveals that Beckin is Wound-
three hexes away are spotted but the ed.
British paras in the pair of Rough hexes
are not. Hovering helicopters can spot, The Alouette then fires its
but the Brits take advantage of the rockets. At a range of 3
Alouette’s exposure; the Half-squad in hexes, the to-hit number is
hex K5 fires its LAW. 8; there are no DRMs. Since
there is a “2x” next to the
The back of the LAW’s counter Alouette’s HE-equivalent (4), it can fire
displays its to-hit table. At a twice. Its first to-hit roll is an eleven: a
range of 3 hexes, the British miss. The second roll is a 3: a hit. The
player checks under the “4” target is a Leg-unit, not an armored
column, where the to-hit number is 7—a unit, so the HE-equivalent of 4 is used
2d6 roll of ≤ 7 is needed to hit the Alou- instead of its penetration value on the
ette. But since the LAW is being fired at back. The Argentine player now rolls
a helicopter in hovering mode, the OFT 1d6 + 4 vs. the British player’s 1d6 + 0.
DRM of +1 is added to the roll. The Brit-
ish player rolls an 8 + 1 = 9, and the LAW The Argentine player rolls 4 + 4 = 8
round screams past the Alouette. The The British player rolls 5 + 0 = 5
Half-squad is marked Fired.
Damage Check 3 (8 – 5 = 3)
The Alouette now takes aim. With the
Half-squad under a Fired marker and For the DC 3, the British player rolls
not a threat for the rest of the turn, the a 6 + 3 = 9. The Hero Beckin receives
Argentine pilot takes aim at the Hero a second wound, and is killed—he’s re-
Beckin in hex J6, a Clear Level-1 Hill moved from the Map and the Alouette
hex. Since it’s in hovering mode, the is marked Fired (see Figure 10; next
Alouette must fire all its weapons at page).
the same hex (flying helicopters can
fire their weapons at targets in differ-
ent hexes). The Alouette fires its 2-FP
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Figure 10 the British player compares the Blow-
pipe’s penetration value at this range
(5) plus 1d6 vs. the Puma’s armor val-
ue (2) plus 1d6.
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Figure 11 FP of 4 (1d8 + 4). Since the Alouette is
in flying mode, 2 is subtracted from the
British player’s total FP. He rolls 1d8 +
2. The Argentine player rolls 1d6 + its
Armor Factor of 1, thus 1d6 + 1.
Damage Check 5 (9 – 4 = 5)
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Puma, to bring on. The Puma, carrying can attack both or one of the Argentine
two Squads of Marines and Lt. Weigand, Squads. He has a better chance against
zips onto the Map, circles around the one Squad, with an IFP of 1M (2) vs. 2,
British positions (helicopters have un- for 1:1 odds and a Kill Number of 8.
limited MF) and then flies over hex (Note: In Heroes of the Falklands, the
K5 and fires its 2-FP MG at the British British roll 1d8 + 1d6 instead of 2d6 in
Half-squad. It’s considered an adjacent Melee).
attack. The Argentine player fires 1d6 +
2 (FP) + 2 (adjacency DRM), but has a The British player rolls a 9, taking an
-2 DRM for firing while in flying mode; Argentine Squad down with them.
thus he will roll 1d6 + 2. The British
player, being in Clear terrain, rolls 1d6 Lt. Weigand, one Argentine Squad and
+ 0. the abandoned British Blowpipe are left
in the hex under a Melee marker. The
The Argentine player rolls 4 + 2 = 6 Puma remains in hex I5, in hover mode,
The British player rolls 6 + 0 = 6 under a Fired marker (see Figure 13).
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Glossary OF: Opportunity Fire
OFT: Ordnance Fire Table
1d6: Roll of one die OP: Operations Phase
2d6: Roll of two dice ORDNANCE: Ordnance is weapon that has
AP: Administrative Phase a to-hit table on the back of the counter.
They include Support Weapons (such as
APC: Armored Personnel Carrier. A lightly
the LAW and RPG-2), Weapon Teams (such
armored vehicle used to transport troops;
as the 75mm Recoilless Rifle (RR)), and
for example, the M-113
vehicle- or helicopter-mounted weapons
AM: Assault Move
(such as the M48 tank’s 90mm cannon or
ATG: Anti-Tank Gun the Huey’s rockets).These weapons use the
ATR: Anti-Tank Rifle OFT to determine modifications to their To
BC: Bailout Check Hit die rolls.
CA: Close Assault P: Denotes a vehicle that can carry passen-
DC: Damage Check gers inside—up to one Half-squad, one SW,
DFT: Direct Fire Table and one SMC
DRM: Die-Roll Modification PO: Denotes a vehicle that can carry pas-
DT: Double-time sengers outside—up to one Half-squad, one
FFE: Fire For Effect SW, and one SMC
FP: Firepower PP: Denotes a vehicle that can carry pas-
GO: Good Order sengers inside—up to one Squad, two SWs,
HE: High Explosive and two SMCs
HEAT: High Explosive Anti-Tank PPO: Denotes a vehicle that can carry pas-
IFP: Inherent Firepower; the FP printed on sengers outside—up to one Squad, two SWs,
a counter. Example: a U.S. Army Squad’s and two SMCs
IFP is 2 PPPP: Denotes a vehicle that can carry
INFANTRY: Generic term that includes all passengers inside—up to two Squads, four
MMC and SMC counters SWs, and two SMCs
KN: Kill Number (Melee) R: Denotes a Road vehicle
LAW: Light Anti-tank Weapon RP: Rally Phase
LC: Low Crawl RPG: Rocket-Propelled Grenade
LM: Leadership Modifier RR: Recoilless Rifle
LOS: Line of Sight SMC: Single-Man Counter (Leader, Hero,
LR: Leadership Range Sniper, Medic)
MAV: Modified Armor Value SR: Self-Rally
MF: Movement Factor SSR: Special Scenario Rule
MG: Machine Gun—normally interchange- SM: Stealth Movement
able with LMG, but also used to denote ma- SW: Support Weapon
chine-gun Weapon Teams (3/4” counters). T: Denotes a Tracked vehicle
MMC: Multi-Man Counter (Squad, Half- TEC: Terrain Effects Chart
squad, Crew, Weapon Team) TM: Terrain Modifier, also known as ter-
MC: Morale Check rain Target Modifier
MP(s): Movement Point(s) UNIT: Generic term that includes all mov-
MPV: Modified Penetration Value able units—tanks, MMCs, etc.
MT: Melee Table VP(s): Victory Point(s)
O: Denotes an Off-road vehicle WT: Weapon Team
OC: Operations (Ops) Complete
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
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Lock ’N Load Tactical v4.1 Modern Era edition Rules
Executive Producer Associate Editors
David Heath Ralph Ferrari, Stéphane
Tanguay
Associate Producer
Jeff Lewis Graphic Design and Layout
Blackwell Hird, Christia
Original Game Design Murray
Mark Walker
Administration
Manual Author & Editor Ava Marie Heath
Jeff Lewis
Customer Support
Counter Art Jason Church
David Julien
Logistic Manager
Map Art
Darren White
Marc von Martial
Rule Reference Tables
Game Reference Tables
Steve Dennis
Steve Pultorak
Lead System Developer
Jeff Lewis
Why We Do What We Do
We love designing, developing and, most of all, playing
games. We thank God for blessing us so we can follow our
passions, and our family, friends and, of course, our cus-
tomers.
73
Lock ’N Load Tactical v4.1 Modern Era edition Rules
Rule Reference Table
Combined Firepower Icon Legend
FP combo = FP lead + Σ(½* FP support
) round up Onboard Mortar Fire = D6 PV = Penetration Value
* Supporting Heroes, MGs, Flamethrowers and • Cannot fire from Building or Forest hexes A = Attack Roll AV = Armor Value
Satchel Charges don’t halve FP
• No Opportunity Fire D = Defense Roll = Damage Check
• Attacks open and buttoned armor (rule change, 17.4) = To Hit Roll M = Morale Check
Damage Check • Good Order Leader/Scout can call indirect fire after FP = Firepower BO = Bailout Check
successful spotting L = Eligible Leadership DFT = DFT Modifiers
= + (A - D ) - L A = * + FP + DFT† M = Morale OFT = OFT Modifiers
*choose higher die H = Heat Round TM = Terrain Modifier
†
ignore degrading terrain and leadership if indirect fire
Direct Fire D = + TM + AV lowest
HE = HE Equivalent DT = Degrading Terrain*
* 1 per degrading hex, max 2
A = + FP combo + DFT If A > D :
D = + TM • Mark target hex with FFE marker
If A > D : • Units entering hex after initial attack are also attacked
Ordnance vs Infantry
= * + OFT
* 2 always hits, 12 always misses
Melee Off-Board Artillery If Hit:
• Attacks open and buttoned armor (rule change, 17.4) A = + HE *
• Cannot be entered via Assault Move
• Leader/Scout can call Artillery fire on target hex within * -1 if H , +1 if target moved
ODDS = Σattackers FP * / Σtargets FP * D =
* units marked M get +1 FP
LOS once per turn
• Attacking Heroes shift one column right • Limited by scenario If A > D :
A = + L • US can roll • If target survives place Target Acquisition
• Targeted units eliminated if A ≥ Kill # • ≤ 3: additional call past limit marker
• Defender is allowed to counterattack before • >3: no more calls
casualties are removed Roll to place Spotting Round
ODDS 1:3 1:2 2:3 1:1 3:2 2:1 3:1 4:1 5:1 Drift = ½ ( + DT - L ) round up fractions Ordnance vs Armor
KILL # 11 10 9 8 7 6 5 4 3
Direction = = * + OFT
• 1=N 2=NE 3=SE 4=S 5=SW 6=NW * 2 always hits, 12 always misses
If Hit:
Sniper Fire • If Spotting Round is within LOS, Leader/Scout can:
A = + PV †
• A Sniper can target only one unit in a hex, • Adjust target hex by one hex within LOS
• Abort fire
†
½ PV if H vs red AV
chosen randomly if need be
• A > 2 and even hits turret
A = + DFT • Fire affects target and all six surrounding hexes
D = + AV
D = + TM A = + FP
• A die=6, D die=1 Target Destroyed, BO
D = + TM
If A > D : • A die =1, D die =6 Dud Round (Miss)
• Lone Snipers get 2x TM when fired upon by If A > D : • A > D Target Destroyed, BO
anything except Artillery, Mortars and ene- • Mark target hex with FFE marker • A = D Vehicle M
my Snipers • Units entering hex after initial attack are also attacked • Pass: Vehicle Shaken
• Fail: Crew Abandons and M
Small-Arms vs Armor Close Assault • A < D Vehicle M - ( D - A )
• Target vehicle hex cannot contain Good Order enemy • Pass: No effect
A = + FP combo + DFT
• Fail: Vehicle Shaken
units
D = + TM + AV
• If target survives place Target Acquisition
lowest
• Units must pass preliminary M * - L
If A > D : * -2 if assaulting from positive TM marker
• for vehicle and each external passen- • Each unit Close Assaults individually
A = + FP + HE † + L ‡
ger; all passengers if open.
• Shaken passengers must disembark
†
one anti-tank weapon
Vehicle Overrun
‡
can assist only one unit • Target must be in Clear (or other open ter-
• Unshaken passengers may disembark
D = + AV lowest rain), Brush, Low Crops or Wheat Field
If A > D : Vehicle Destroyed • Costs +4 MPs
Small-Arms vs Unarmored Else: Assaulting unit returns to previous hex A = + 2 + L + HE + ΣMG FP
D =
A = + + DFT
D = +
FP combo
TM
Ordnance vs Unarmored = + (A - D ) - L
= * + OFT • Good Order survivors can immediately
If A > D : Close Assault (17.1)
* 2 always hits, 12 always misses
• for vehicle and passengers If Hit: Target Destroyed and BO • If vehicle survives Close Assault and re-
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• Shaken passengers must disembark • If target survives place Target Acquisition marker mains in hex, units must retreat one hex
• Unshaken passengers may disembark • Shaken WTs eliminated
Lock ’N Load Tactical v4.1 Modern Era edition Rules
Rule Reference Table
Extended Range
• Units with boxed black RANGE can fire at up to 2x
printed range
• ½ FP at greater than printed range (rounded up)
Assault Movement
• Units with boxed red MF and all vehicles can AM
• Leaders can AM with eligible units
Stacking Limit • Can move up to ½ MF (round up) and fire with penalty
• 3 Squads, 2 Vehicles and 2 SMCs per hex • Direct Fire: FP combo- 2
• Stacking limits apply at all times • Ordnance: as indicated on the OFT
• Can fire on same impulse or a later impulse to fire
Initiative Check
• Each player rolls
• Higher roll gains initiative
• On ties, initiative remains as before
Double-Time
• No Weapon Teams
• Units start and move with Good Order Leader
MOrale Check • Unit’s MF + 2 but not > Leader’s MF
M =
Passed if M ≤M
Low Crawl
Rally Attempt • No Weapon Teams
• Entire impulse to move one hex
• Good Order Leader or Hero must be
• Not automatically spotted unless:
present*
* except Vehicles and SR units • In Clear terrain
• Leaders rally first • Adjacent to enemy unit
• Unit must pass M - L {-2†}
†
if in terrain with positive TM
Stealth Movement
Spotting Check • Units with boxed yellow MF can move up to ½ MF
(round up) and fire with Assault Movement penalty*
Roll: *+ DT - L * Scouts do not suffer penalty
* -2 for Scouts • Not automatically spotted unless:
• If target terrain is blocking: • Fired
• Spotted on ≤ 2 • In Clear terrain in LOS of Good Order enemy unit
• If target terrain is degrading: • Can be used to enter Melee
• Spotted on ≤ 3
Laying Smoke
• Good Order MMCs only in own or adjacent Night Combat
hex • Can spot, fire, and see normally within two hexes
≤ 2 lays Smoke (note: not always 2) • Can fire past two hexes only if target has Fired marker
on it, with the following penalties:
Hero Creation • FP combo - 3
• Possible whenever a 1 is rolled during a • + 3
Squad or Half-squad’s
• Roll and if even:
• Randomly pick a Hero and Skill StarShells
• Leaders/Heroes can fire a Starshell into any hex within
BailOut Check 3 hexes of their position
- L ≤ 2 succeeds (note: not always 2)
BO = • Starshell removes Night Combat restrictions on target
If Even: Shaken
If Odd: Eliminated 75hex and surrounding hexes
• Starshell removed during the Admin Phase
Lock ’N Load Tactical v4.1 Modern Era edition Rules
OUTLINE OF PLAY (2.0)
Rally Phase (3.0)
• Roll 1d6 for Initiative
• Rally / Heal eligible units; combine Half-squads in to Squads
• Good Order MMCs / SMCs pick up Support Weapons
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