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Unofficial
Rewritten Rulebook for Lock’n Load Series
(Based on Lock’n Load Series Rulebook V3.1)
Version 0.4
2013.11.21
This is not an official rulebook from Lock’n Load Publishing
For any questions and suggestions, please contact [email protected]
All pictures belong to the Lock’n Load Publishing
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Contents
Counter Demontration .................................................. 2
1.0 General Concept ............................................ 5
1.1 Rules ...................................................... 5
1.2 Map ........................................................ 5
1.3 Counters ................................................. 5
1.4 Scale ....................................................... 5
1.5 Weapon Class ......................................... 5
2.0 Outline of Play ............................................... 5
2.1 Sequence of Play .................................... 5
2.2 Initiative ................................................. 6
2.3 Activation ............................................... 6
2.4 Action and Action Markers .................... 6
3.0 Units ............................................................... 7
3.1 Morale ................................................... 7
3.1.1 Morale Check ................................. 7
3.1.2 Morale Level .................................. 7
3.2 Facing ..................................................... 7
3.3 Skill Cards ............................................... 8
3.4 Light Infantry Unit .................................. 8
3.5 Weapon Teams ...................................... 8
3.5.1 Mortar ............................................ 9
3.6 Single Person Unit .................................. 9
3.6.1 Infantry Leader .............................. 9
3.6.2 Armor Leader ................................. 9
3.6.3 Hero ............................................. 10
3.6.4 Medic ........................................... 10
3.6.5 Sniper ........................................... 10
3.6.6 Scout ............................................ 10
3.7 Vehicle ................................................. 11
3.7.1 Armored vs. Unarmored .............. 11
3.7.2 Button vs. Open ........................... 11
3.7.1 Weapons ...................................... 11
3.8 Helicopter ............................................ 12
4.0 Support Weapon .......................................... 12
4.1 Restrictions .......................................... 12
4.2 Tripod Support Weapon....................... 13
4.3 Flamethrower and Satchel Charge ....... 13
5.0 Rally ............................................................. 13
6.0 Line of Sight (LOS) and Spotting................... 14
6.1 Terrain Effects on LOS .......................... 14
6.2 Elevation Effects on LOS ...................... 14
6.3 Spotting ............................................... 15
7.0 Move ........................................................... 16
7.1 Stacking Limit ...................................... 16
7.2 Movement Restrictions ....................... 16
7.2.1 Infantry ........................................ 16
7.2.2 Vehicle ......................................... 16
7.2.3 Helicopters ................................... 16
7.3 Normal Movements............................. 17
7.3.1 Crushing Building ......................... 17
7.4 Special Movements ............................. 17
7.4.1 Double‐time ................................. 17
7.4.2 Low Crawl .................................... 17
7.4.3 Stealth Move ............................... 17
7.5 Passengers, Loading and Unloading .... 18
7.5.1 Basics ........................................... 18
7.5.2 Restrictions .................................. 18
7.5.3 Procedure .................................... 18
8.0 Fire ............................................................... 18
8.1 Special Restrictions .............................. 19
8.1.1 Spotting Fire ................................ 19
8.1.2 Range and Extended Range ......... 19
8.1.3 Infantry ........................................ 19
8.1.4 Vehicle ......................................... 19
8.1.5 Helicopter .................................... 20
8.2 Small‐arms Fire .................................... 20
8.2.1 Infantry Fire Restriction ............... 20
8.2.2 Target Restriction ......................... 20
8.2.3 Fire Resolution ............................. 20
8.2.4 Damage Check ............................. 21
8.3 Ordnance Fire ...................................... 21
8.3.1 Restrictions .................................. 21
8.3.2 Special Ordnance ......................... 21
8.3.3 To‐Hit Check ................................. 21
8.3.4 Hit Resolution for Infantry Target 22
8.3.5 Hit Resolution for Vehicle Target . 22
8.3.6 Hit Resolution for Helicopter Target
23
8.3.7 Target Acquisition ........................ 23
8.4 Indirect Fire ......................................... 23
8.4.1 General Restrictions .................... 23
8.4.1 Fire Resolution ............................. 24
8.5 Combat Result ..................................... 24
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8.5.1 Shaken .......................................... 24
8.5.2 Casualties ..................................... 24
8.5.3 Wounded ..................................... 24
8.5.1 Hero Creation ............................... 25
8.5.2 Abandon Vehicle .......................... 25
8.5.3 Destroyed ..................................... 25
8.5.4 Helicopter Crash .......................... 25
8.5.5 Bailout .......................................... 25
8.6 Opportunity Fire .................................. 25
9.0 Hybrid Actions ............................................. 26
9.1 Assault Move ....................................... 26
9.2 Melee ................................................... 27
9.2.1 Melee Eligibility of Units and
Support Weapons ........................................ 27
9.2.2 Melee Resolution ......................... 27
9.2.3 Post Melee ................................... 28
9.2.4 Reinforcing a Melee ..................... 28
9.3 Close Assault ........................................ 28
9.3.1 Close Assault Restrictions: ........... 28
9.3.2 Close Assault Procedure .............. 29
9.4 Overrun ................................................ 30
9.4.1 Overrun Restrictions .................... 30
9.4.2 Overrun Procedure ...................... 30
10.0 Special Operations ....................................... 30
10.1 Chained Activation ............................... 31
10.2 Active Spotting ..................................... 31
10.3 Lay Smoke ............................................ 31
10.4 Call Artillery ......................................... 32
10.4.1 General Restrictions ..................... 32
10.4.2 Call Onboard Mortar .................... 32
10.4.3 Call Off‐board Artillery ................. 32
10.5 Star Shell .............................................. 33
11.0 Night Combat ............................................... 33
12.0 Fortifications ................................................ 34
12.1 Bunker .................................................. 34
12.2 Foxhole ................................................ 34
12.3 Wire ..................................................... 34
12.4 Mine ..................................................... 34
13.0 General Scenario Rules ................................ 35
13.1 Victory Condition ................................. 35
13.2 Events ................................................... 35
13.3 Unit Entry ............................................. 35
13.4 Multi‐floor Buildings ............................ 35
13.5 Terrain Marker ..................................... 35
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1.0 GeneralConcept
1.1 Rules
For each game, there is the series rule book, which is the
one you are reading, and a module specific rule book. The
series rule book explains the common rules for all the games.
The module specific rule book explains the rule that applied
only to one game. When there are conflicts between the two
rule books, the rule in the module specific rule book takes
priority.
1.2 Map
The map is usually divided into hexes. Unless otherwise
noted in the scenario’s special rule, the half hex along the
edge of the map functions the same as full hexes.
The hexes on the map have different terrains. The terrain
around the center dot of the hex defines the elevation and
terrain type of the hex. Each piece of terrain has distinct
advantages for units seeking shelter in it, and various
movement costs for units attempting to move through it.
These advantages and movement costs, along with other
information, are delineated on the Terrain Effects Chart
(TEC). All the multi‐story buildings are considered to be
two‐story building.
Note that some games in this series uses square in order to
depict urban combat better. The module specific rule book
of these games will have detailed explanation on the rule
changes involving hexes.
1.3 Counters
There are two types of counters: Units and Support
Weapons. Units are the counters with a figure of combat
personnel, vehicle or aircraft. The units include Squads,
Half‐Squads, Weapon Teams, Single Person Units, vehicle
crews (hereafter called Crews), vehicles and helicopters.
Support weapons are the light weapons that combat
personnel can equip and increase their fighting capability.
1.4 Scale
Each hex is 50 meters wide. Each turn is 2 to 4 minutes. The
combats in Lock’n Load are mostly fought in platoon or
company level. Therefore the units involved are Squads,
Half‐Squads, Crews, Weapon Teams and single persons.
Squad represents 8‐12 men, while Half‐Squad and Crew
represents 4‐6 men. Weapon Team represents a small team
of 3‐5 men operating a heavy weapon. Each vehicle and
helicopter unit represents one vehicle or helicopter. Each
Support Weapon counter represents one such weapon.
1.5 Weapon Class
The weapons in Lock’n Load are divided into 3 classes:
Small‐arms, Ordnance and Indirect.
Indirect Weapon: light mortars and off‐board artilleries.
Ordnance Weapon: the weapons of the
unit or the support weapons that have
a table on the back of their counters.
This table is named as To Hit Table. It
will be explained in the Ordnance Section. [8.3]
Small‐arms: those without a table on their back, except
mortar.
2.0 OutlineofPlay
2.1 Sequence of Play
The game is divided into turns. Each turn consists of 3
phases: the Rally Phase, the Operation Phase and the
Administrative Phase. Here is an outline of the sequence:
Rally Phase
Decide Initiative. [2.2]
The player holding initiative rallies his/her Troops. [5.0]
The other player rallies his/her Troops. [5.0]
Change the status of Support Weapons. [4.0]
Operation Phase
Divided into Impulses.
Starting from the player with initiative, two players take
impulses in turn.
In his/her impulse, the player may make 1 Activation to
activate his/her units. [2.3]
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A player may choose to pass instead of activate any
unit.
Activated units take actions. Action Markers are placed
to show what action the units have made.
Opposing units may do opportunity fire. [8.6]
Resolve Events if conditions are satisfied. [13.2]
Operation phase ends after 3 consecutive passes
(Player A passes, then Player B passes, then Player A
passes again).
Administrative Phase
Remove all the Action Markers (such as Moved, Fired,
etc.), except Melee markers if Melee hex still contains
the units from both sides [9.2].
Remove “Spotted” markers.
Remove Fire for Effect (FFE) markers.
Remove Smoke 2 markers. Then flip Smoke 1 marker to
Smoke 2.
2.2 Initiative
The side holding Initiative rallies first in the
Rally Phase and activates first in the
Operation Phase.
To decide the initiative, two players should each roll 1d6 at
the beginning of the Rally Phase. The side with higher die
roll holds the Initiative for this turn. In case of a tie, the
player held initiative last turn will continue to hold it.
2.3 Activation
To carry out actions (except Opportunity Fire [8.6]), units
must be activated. Activations have following restrictions:
The units with a Moved, Low Crawl, Stealth Move,
Fired or Ops Complete marker cannot be activated.
Units with only Assault Move marker may be activated
only for firing.
For each impulse, a player may activate all or some of
the units in a hex. Support Weapons cannot be
activated (as it’s not a unit), but the units carrying them
can be activated.
Units with different back ground color or nationality
cannot be activated together.
A player must declare all the units that he/she wants to
activate in this impulse before any units take any
actions.
Chained Activation: If a Good Order Leader is activated,
he/she may immediately activate any units within
his/her leadership range (which is 1 by default but may
be changed by wound or a skill card). It is possible for a
Leader to activate another Leader who then activates
the hexes within his/her leadership range and so on.
However, if (and only if) the leader does not take any
other actions, this Chained Activation is count as a
Special Operation action [10.0]. When the Leadership
range is reduced to 0, the leader can only activate the
units in the same hex, which essentially means Chained
Activation is not possible at that point.
The activated units can carry out ONE action. But some
actions (for example, active spotting [10.2]) allow the
units to take an additional action with certain
restrictions. Additional restrictions apply for some unit
types and some actions.
The units activated in different hexes in the same
Activation may take actions in any order.
2.4 Action and Action Markers
There are generally 4 types of Actions that a unit may take
during its activation: Move, Fire, Hybrid Action and Special
Operation.
Move actions include loading/unloading passengers,
changing movement mode and special movements as
well as normal movements. [7.0]
Fire actions are to attack target using different types of
weapons. [8.0]
Hybrid Actions are the hybrids of Move and Fire actions,
which have unique resolution procedures. [9.0]
Special Operations includes trying to spot the enemy,
laying smoke, calling artillery and etc. [10.0]
After units have carried out actions, corresponding Action
Markers (such as Moved, Fired, Melee, and Ops Complete)
should be placed on the units. A unit with Action Marker
other than Assault Move cannot be activated.
Note that there are several actions that have their own
special Action Markers, such as Stealth Move.
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3.0 Units
There are 5 types of units: Light Infantry, Weapon Team,
Single Person Unit, vehicle and helicopter. Note that, Light
Infantry Units, Weapon Teams and Single Person Units are
all infantry units.
Note: Among these units, light infantry units and weapon
team units are regarded as “Multi‐Man Counter” or “MMC”
in the original rule book. Single Person Unit is regarded as
“Single Man Counter” or “SMC” in the original rule book.
Lock’n Load features numerous distinct fighting
organizations. The characteristics of these organizations and
nationalities are provided in the module that they appear.
3.1 Morale
In Lock’n Load, each unit has a Morale rating. A unit’s
Morale represents its training and willingness to fight. Units
will high Morale is hard to break and easy to recover.
3.1.1 MoraleCheck
During some actions, such as rally, Morale Check is required.
It is resolved as follows:
1. Roll 2d6.
2. Minus the Leadership of an available leader [3.6.1.1].
3. (Only for Rally) ‐2 if the unit is in a hex with positive
Target Modifier (which can be found in Terrain Effects
Chart).
4. If the modified die roll is higher than the unit’s Morale
Rating, it fails the check. Otherwise, it passes.
3.1.2 MoraleLevel
A fighting unit usually starts cohesive, steady and willing to
fight. When it takes hits, it may become frightened,
disorganized and unwilling to fight.
To reflect this, there are two Morale Levels
in Loack’n Load: Good Order and Shaken.
When shaken, usually as an outcome of
combat, the combat effectiveness of a unit
drops drastically. To recover Good Order, the unit need to
Rally and pass Morale Check during the Rally Phase.
3.2 Facing
Note that some of the counters, usually
weapon teams and vehicles, have a red
arrow on the upper left corner. This
represents their Facing.
During the game, the red arrow of counter should always
point to one of the vertices of the hex. For a Weapon Team,
the Facing defines its Fire Arc. It will need to turn if want to
fire on a target that is outside its Fire Arc.
For a vehicle, Facing not only defines its Fire
Arc but also the impact point of the
incoming fire. The following figure can be
used to determine the point of impact. If the
incoming shot is traced exactly down the line between hit
locations (Side and Rear, for example), the shot is considered
to hit the location most favorable to the shooter.
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3.3 Skill Cards
Skill cards bestow unique
characteristics on the units that own
the cards. Some cards bestow traits or
advantages that can only be used
once. Others give benefits that last for
the entire scenario, and still others
equip the owner with unique
weapons or items. Each card explains
its trait and when/how it can be used.
In most scenarios, the Skill Cards are pre‐assigned to the
Leaders. If a unit is not assigned a Skill card or does not draw
one during creation (Heroes), it does not possess a Skill Card.
Used Skill Cards (those that are one‐time use only) go back
in the deck for reshuffling.
3.4 Light Infantry Unit
Light Infantry Units are the flash and blood of the fighting
force. There are 3 types of Light Infantry Units: Squad,
Half‐Squad and Crew.
A 5/8” counter depicting the silhouettes of multiple
combat personnel is a Squad.
A 5/8” counter depicting the silhouette of a single
combat personnel (when not label otherwise) is a
Half‐Squad.
A 5/8” counter labeled as “Crew” is, well, Crew.
They share the following traits:
May equip Support Weapons.
May use special movements. [7.4]
May initiate Melee as well as defend and attack in
Melee. [9.2]
May Close Assault Vehicles. [9.3]
May board vehicle and helicopter. [7.5]
May lay smoke. [10.3]
3.5 Weapon Teams
Weapon Teams are represented by 3/4”
counters depicting soldiers firing a weapon,
such as AT gun or mortar. They are the small
infantry units equipped with heavier and
more specialized weapons. The crews manning these
weapons often represent the best soldiers in the company,
and hence have better Morale and other capability. But the
heavier weapons that they equip also limit their mobility.
Weapon Teams have the following traits:
May Self‐Rally. [5.0]
May not equip Support Weapons.
May not use special movements.
May only defend in Melee at nominal a Firepower of 1,
not initiate Melee or attack in Melee. [9.2]
May not Close Assault Vehicles.
If weapon caliber is greater than 20mm, the weapon
team may not board vehicle/helicopter, move into
buildings, or cross Wall, Hedge, or Bocage hex side.
Ordnance Weapon Teams cannot fire from building or
bunker.
Weapons are destroyed when the unit is destroyed.
Some of the Weapon teams have red arrows on the upper
left corner. These Weapon Teams need to consider Facing
[3.2] during Fire combat. They can spend movement points
to change facing immediately before firing or by Move
Action. The cost is 1 movement point per 2 hex sides pivoted.
Remember that, this movement will cost penalties in Firing,
which is shown in the Ordnance Fire Table. Put a “Moved”
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maker on the Weapon team that changes Facing.
3.5.1 Mortar
Mortars are unique Support Weapon. They
can fire on the target within their Line of
Sight as per the normal Fire rules. They can
also be called by Leaders or Scouts to fire on
the units outside their Line of Sight. [6.0]
3.6 Single Person Unit
Single Person Units represent the key personnel in the
combat. There are 6 kinds of them. Note that, they are all
infantry units.
3.6.1 InfantryLeader
Infantry Leaders are the backbone of the
fighting force. They are the 5/8” counter
with a portrait. These key personnel have
the following traits:
May equip Support Weapons, but forfeit 2 Movement
Allowance and all leadership modifiers when doing so.
[4.1]
When activated, may activate the hexes/floors around
him/her. Activation range is decided by his/her
Leadership range, which is 1 by default but may be
changed by wound or specific skill card. [2.3]
Has a Rally range of 0, unless having certain Skill Card.
May Assault Move with eligible Light Infantry Units.
[9.1]
When available, can provide infantry units with
Firepower, Damage Check or Morale Check modifiers.
[8.0]
If has provided Leadership modifier for fire, place a
Fired marker on it.
Cannot fire if not equipped with Support Weapon.
If have proper Support Weapon, may Close Assault
vehicles. If not, can still participate in Close Assault to
support other eligible units. [9.3]
Is melee eligible only when equipped with
melee‐eligible Support Weapon. [9.2.1]
May call onboard Mortar and off‐board artillery. [10.4]
May fire Star Shell. [10.5]
3.6.1.1 Infantry Leader Availability:
Leaders are not available when they have a Moved, Low
Crawl, Stealth, Fired or Ops Complete marker. Exception: a
leader with Ops Complete marker, when Fire into the hex
he/she just actively spotted during the same impulse, is
available to the units firing with him/her (see detail in Active
Spotting section). [10.2]
Additionally, there are other restrictions. An infantry leader
is:
Only available when in Good Order.
Only available to infantry units (no vehicle or helicopter)
with the same background color as his/her.
When available for a Fire, available to both Small‐arms
fire and Ordnance fire.
Not available (even to his/her own actions) when
carrying a Support Weapon.
When not being a passenger, only available to the
non‐passenger infantry units in the same hex (certain
Skill Cards may allow the leader be available to the
neighboring hexes.)
When being a passenger, only available to the other
passengers on the same vehicle or helicopter.
Not available when calling mortar or off‐board artillery.
3.6.1.2 Wounded Leader
The leader can be wounded as a result of combat. Wounded
Leaders have their Leadership modifiers and Leadership
range (the range they can apply the Leadership Modifier)
decreased by 1. Their Rally Range (0 by default, may be
changed by Skill Cards) is also reduced by 1, but never under
0. Wounded Leaders can still call indirect fire and move in
full Movement Points.
3.6.2 ArmorLeader
Armor Leaders are 5/8” counter with a
picture of the Armor Leader, a Morale Rating
and a Leadership Rating. Armor Leaders do
not have Movement Allowance. They have
the following traits:
Always stays with his vehicle, cannot move alone,
cannot unload, cannot bailout.
When forced to abandon the vehicle, the Armor Leader
is removed from the board. [8.5.2]
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Only available to his/her own vehicle in calculating any
modifiers.
His/her vehicle use his/her Morale rating instead of the
vehicle’s Morale Rating for all purposes. When attacked
by Small‐arms, check the vehicle columns of the DFT,
not the leaders’.
Can apply Leadership Modifier on both To Hit die roll
(not HE equivalent) and machine gun attack die roll in
the same turn.
3.6.3 Hero
Heroes are ordinary soldiers who perform
extraordinary feats of courage. Heroes may
be part of a scenario’s starting force or
created during play as a combat result.
There is a chance that a Hero is created whenever a 1 is
rolled on a Squad or Half‐squad’s Damage Check. Detail is
introduced in [8.5.1].
Heroes share the following traits:
May Assault Move.
May Close Assault vehicles.
Add full Firepower in firing involving multiple units.
[8.2.1]
Shift the Melee odds one column in favor of their side
when attacking (not defending).
3.6.4 Medic
Medics represent exceptional medical
personnel. They have the following traits:
May not equip Support Weapons.
May not Fire.
May not Spot enemy units.
May heal soldiers: during the Rally Phase, a Good Order
Medic may attempt to remove the Wounded marker of
one unit (including himself), or attempt to Rally
another unit (not conflict with rallying himself or the
Rally attempt of that unit). When doing so, use the
Morale of the Medic to do a Morale Check. If Morale
Check is passed, the unit is healed/rallied.
Is not eligible for Melee. If all Melee eligible units are
eliminated, Medic is eliminated, too.
3.6.5 Sniper
Snipers are the sharp shooters deployed by
his/her side. They have the following traits:
They aren’t initially placed on the board.
Once the scenario starts, the Sniper’s owner
can place the Sniper at any time in any hex whose
terrain has a positive Target Modifier, as long as enemy
units do not currently occupy that hex.
Have no Movement Allowance and therefore cannot
move.
The Sniper can immediately attack any spotted enemy
hex within its LOS utilizing the Direct Fire Combat
routine. The Sniper, however, rolls 2d6 for its attack
instead of 1d6. If there are multiple units in the target
hex, randomly determine which target the Sniper
attacks. The Sniper’s attack only affects 1 unit.
Sniper can be fired on like any other unit, but double
their own hex’s Target Modifier when rolling against
incoming attacks from all units except enemy snipers
and indirect fire (artillery and mortar).
Snipers can stack with other infantry units, but forfeit
their special Terrain Modifier when doing so.
When activated with other infantry units in the same
hex, they may attack in the same impulse but fire
separately within the impulse.
Not eligible to Melee.
3.6.6 Scout
Scouts can use Stealth Movement
[7.4.3].
Subtract 2 from all their spotting die
rolls.
Scouts DO NOT subtract 2 from their Firepower when
firing after Stealth Move (in which case the Scouts can
only use up to half Movement Allowance to Stealth
Move).
Scouts can equip a Support Weapon, but lose 2
Movement Allowance and all the Scout abilities
mentioned above in doing so.
In Melee, a Scout fights as a 0 Firepower Light Infantry
Unit.
Units moving with (i.e. infantry units activated from the
11
same hex for moving) a Scout pay only 1 movement
point per Heavy/Light Jungle, Forest, Light Woods,
Wheatfield or Tall Grass hex that they entered.
Scouts can call artillery.
3.7 Vehicle
Vehicles greatly increase the mobility and
fire power of the troop. All vehicles share
the following characteristics:
Vehicles have 2 modes: Buttoned and
Open [3.7.2]. By default they are open.
Vehicles can only change mode at the beginning of their
impulse.
Different vehicles have different movement types,
which are indicated by the letter beside the Movement
Allowance. They are Tracked(T), Off‐road(O), and
Road(R). See the Terrain Effects Chart (TEC) for detail.
May only move into the hexes in front of and behind
them, never the hexes on the sides. [3.2]
Backing cost twice movement points.
A vehicle unit may move together with Light Infantry
Units, Weapon Teams and Single Person Units, but not
another vehicle unit.
May Assault Move. [9.1]
May Overrun infantry units. [9.4]
May Self‐Rally. [5.0]
May not enter building. But some may crush into the
building and turn it into rubbles. [7.3.1]
Replaced with a Wreck marker after destroyed.
3.7.1 Armoredvs.Unarmored
Vehicles with armor factors printed on their
counters are armored vehicles. By contrast,
unarmored vehicles have an asterisk in place
of the armor factors. Some vehicle may have
some sides armored while some sides not. They are
considered as partially armored vehicles. When discussing
“armored vehicle”, partially armored vehicle is NOT included.
3.7.2 Buttonvs.Open
Vehicles have two modes: Buttoned and Open. By default,
vehicles are considered open. Buttoned mode is shown with
the Buttoned marker.
Open vehicles have some/all of their crew hatches open and
some crew members are riding with their heads and
shoulders exposed to enemy fire. Open vehicles generally
have better view on surroundings and can use the weapon
mounted outside the vehicle.
Buttoned vehicles have all their hatches
locked. When buttoned, vehicles have
limited view and therefore cannot
automatically spot adjacent enemy unit [6.3].
They cannot use the weapons mounted outside them when
buttoned. The armored vehicle, when buttoned, is immune
to Small‐arms fire and indirect fire (onboard mortar and
off‐board artillery).
3.7.1 Weapons
A vehicle may be equipped with Ordnance weapons and/or
Small‐arms weapons.
For vehicles equipped with Ordnance
weapon, there is a To Hit Table on the back
of their counter and a HE Equivalent value
on the front of the counters. These are
explained in [8.3]. If “Nx” (N is a number) precedes the HE
Equivalent, “N” is the times the Ordnance weapon can fire in
its impulse.
Small‐arms weapons on vehicles are generally machine
guns:
Machine Gun Range: The machine guns with a
Firepower of 2 have a range of 10. The machine guns
with a Firepower of 4 have a range of 14.
Normal Machine Gun: The machine guns whose
Firepower has no special symbol around it can only fire
in the front direction of the turret (or the hull, if the
vehicle has no turret).
360o Machine Gun: The machine guns whose
Firepower has an asterisk can fire to any direction, but
can only be fired when the vehicle is Open.
Rear Machine Guns: The machine guns whose
Firepower is followed by an “R” can only be fire in the
12
rear direct of the turret (or the hull, if
the vehicle has no turret). Such a
machine gun can only fire in the same
impulse as other weapons of the vehicle,
but can engage different target.
Normal Machine Gun (Optional): a normal machine gun
with a Firepower of 4 fires its full Firepower up to a
range of 14 hexes when the turret is aligned with the
hull. If they are not aligned, it is treated as two
Firepower‐2 machine guns. One is aligned with the
turret. The other is aligned with the hull. They must fire
in the same impulse but can engage different targets.
3.8 Helicopter
Helicopters are highly mobile combat
equipments. They share the following
characteristics:
Is always Spotted.
May move with infinite movement point.
May change between Flying Mode and Hovering Mode
ONCE during an Activation.
Cannot automatically spot adjacent enemy when in
Flying Mode.
Cannot move when in Hovering Mode.
Can only load and unload passengers in Hovering Mode.
[7.5]
Both moving one hex and changing mode cost 1
movement point. (for counting Opportunity Fire [8.6])
May move any amount of times when activated. (for
example, may move, fire and move; or drop passengers,
change mode and move)
If destroyed, check for Crash and replace it with a
Wreck marker. [8.5.4]
Explanations about helicopter weapons are the same as the
vehicles. Except that the 360o machine gun can be used
normally (i.e. there is no Open/Buttoned modes for
helicopter).
4.0 SupportWeapon
Any 5/8” counters with the silhouette of a weapon but
without crew is a Support Weapon. Note the difference
between a Support Weapon counter and a
Weapon Team counter. Common Support
Weapon includes machine gun, bazooka,
LAW, flamethrower, satchel charge, RPG and
etc. Only some infantry units may equip Support Weapons.
4.1 Restrictions
Only the following units can equip Support Weapons:
Squad: may equip up to 2 Support Weapons.
Half‐Squad/Crew: may equip 1 Support Weapons.
Infantry Leader and Hero: may equip 1 Support
Weapon, but forfeit 2 Movement Allowance and its
leadership.
Scout: may equip 1 Support Weapon, but forfeit 2
movement points and all Scout abilities.
These units, when firing their Support Weapons, have
following restrictions:
Squad: May fire 1 Support Weapon and its own
Inherent Fire Power, or fire 2 Support Weapons and
forfeit its own Inherent Fire Power.
Half‐Squad/Crew: May fire 1 Support Weapons and
forfeit its own Inherent Fire Power.
Hero and Scout: May fire 1 Support Weapon at half fire
power (round up) and forfeit their own fire power (if
there is any).
Infantry Leader: May fire 1 Support Weapon at half fire
power (round up) and forfeit his/her Leadership
modifier, even in his/her own attack.
Ordnance Support Weapons (except anti‐tank rifle)
cannot fire from building or bunker.
Picking up and dropping off Support Weapons have the
following restrictions:
Units can only pick up and/or drop Support Weapons in
their own hex during the Rally Phase.
Units, if equipped with Support Weapons, drop them
into their own hex when eliminated.
A Squad, if equipped with 2 Support Weapons, must
drop 1 of its owner’s choice when it is reduced to a
Half‐Squad.
Note that a Support Weapon is not a unit. It cannot be
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activated.
4.2 Tripod Support Weapon
Support Weapons (usually machine guns)
shown with a tripod are of a special type.
A tripod Support Weapon’s other side
either depicts the weapon on bipod or
dismantled. Either can be transported like any other
Support Weapons.
They cannot be moved when placed with the tripod
side up. Thus, units possessing a Support Weapon on its
tripod side cannot move or Assault Move.
When units enter a scenario from off‐board, their
tripod weapons cannot be placed on its tripod side.
A Good Order Squad or Half‐squad can flip the counter
in the Rally Phase.
A shaken unit can dismantle a tripod Support Weapon,
but cannot set it up.
4.3 Flamethrower and Satchel Charge
Flamethrowers are Support Weapons with 2
special capabilities: they can be used in
Melee [9.2], and they can cause targeted
units to retreat.
If a flamethrower is used in a Fire combat (instead of Melee)
and Shakes some enemy units, these enemy units must
retreat 1 hex. The retreat must increase the distance
between the retreating unit and the unit conducting the
flamethrower attack. The retreat may not reduce the
distance between the retreating unit and any other enemy
unit in the retreating unit’s Line of Sight (LOS). Retreating
units are marked with a Moved marker and may trigger
Opportunity Fire. If the unit has no hex into which it can
legally retreat, it is eliminated.
Satchel charges represent rucksacks stuffed
with TNT. They can be used in Melee [9.2],
thrown into an adjacent hex, or used when
Close Assaulting a vehicle [9.3]. Satchel
charges are used once and then removed from the board.
Satchel charges can be used by any unit that is eligible to use
a Support Weapon.
Satchel charge attacks do not receive any other
modifications other than leadership modifier. Their
Firepower is NOT halved when used by a Single Person Unit.
5.0 Rally
Rally is the only way a Shaken unit can recover to Good
Order. Rally can only happen during the Rally Phase. The
following units may attempt to Rally:
Infantry and Armor Leaders.
The Light Infantry Units, Weapon Teams and Single
Person Units in the same hex (and must be on the same
floor if they are in a building) with a Good Order
Infantry Leader or Hero.
Vehicle units.
Units with Self‐Rally ability (shown as “SR” on counter).
Each unit may only attempt to Rally once per turn. A Good
Order Medic may make another unit attempt to Rally, which
is not count toward the mentioned “1 attempt per turn”
limit.
To attempt to Rally, a unit must roll for Morale Check [3.1.1].
If it passes, flip its counter to the Good Order side.
The Leaders always attempt to Rally First. Then the other
units attempt to rally. The Leader that just Rallied
himself/herself can immediately affect the Rally of the other
units. The Rally range of a leader is 0 by default (i.e. can only
enable the units in the same hex to rally). It may be changed
by Skill Cards.
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Example: In this case, 82rd airborne has a few units shaken.
Leaders can rally themselves. So the player first try to rally
Cpt McCauley. He has a Morale of 7, and the player rolls a .5.
Then Cpt McCauley is rallied. As Cpt McCauley is now in
Good Order, he can enable the paratrooper in the same hex
to rally. Player rolled a 7, which is larger than 6, so that is a
failure. Next, the .50 Caliber machine gun team on the north
has a “SR” label on them, which means they can self‐rally.
They are in light wood, which provides positive target
modifier. Therefore the machine gun team gets a ‐2 modifier
for rally. The player rolls a 7. 7 minus 2 is 5, which is lower
than 6 (the morale of machine gun team). So the rally is
successful. The half squad adjacent to the machine gun team
cannot rally as they cannot self‐rally and no one can enable
them to rally either. The medic on the southeast cannot rally
for the same reason, but if he is in Good Order, he may try to
rally one unit to rally or try to heal a wound of a Single
Person Unit in the same hex.
6.0 LineofSight(LOS)andSpotting
A unit has a LOS to another unit if, in the real world, it could
see that unit. Units cannot fire at targets to which they do
not have a LOS. There are two important general rules:
LOS is traced from the center of the firing unit’s hex to
the center of the target hex.
LOS is reciprocal. If unit A can see unit B, then unit B
can see unit A.
There are generally 2 factors affecting LOS: terrain type and
elevation.
6.1 Terrain Effects on LOS
There are 2 properties of terrains that affect LOS: blocking
and degrading.
Any silhouette of blocking terrain crossed by a LOS blocks it,
except the case mentioned in elevation effect.
Degrading terrain silhouette does not block LOS, but
degrade LOS. If LOS passes through 3 or more such hexes, it
is blocked. Degraded LOS (the LOS passing through only one
degrading hex) has negative effect in Active Spotting [10.2]
and Fire [8.0]. LOS can only be degraded ONCE per hex.
Therefore, a LOS traced across a Light Jungle silhouette in a
hex containing a tank is degraded by 1 instead of 2. Again,
elevation may cause degrading terrain not affect LOS. See
below for detail.
Note that the non‐blocking hexes under attacked by artillery
are considered as degrading terrain.
6.2 Elevation Effects on LOS
Elevation decides whether LOS passes through a piece of
terrain depicted on the map or passes above it.
In Lock’n Load, elevation is divided into Levels, each level is
approximately 2 to 5 meters. For each hex, the terrain
elevation is the sum of ground elevation and the terrain
height (shown in TEC). Usually ground is level 0. However
there are hills of level 1 or 2. Progressively darker shades of
brown represent taller hills.
There are also one‐ and two‐story buildings. Units can move
between different floors of a multi‐story building. Units in a
one‐story building or on the first floor of a multi‐story
building are considered at the ground level. Units on the
second level of a multi‐floor building are considered 2 levels
above the ground elevation.
Elevation has following general rules:
Units in adjacent hexes but on different floors of
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multi‐story buildings are NOT considered adjacent and
DO NOT have LOS to each other.
If neither attacker nor target is higher than a
Blocking/degrading terrain on the LOS, then LOS is
blocked/degraded.
If both attacker and target are higher than a
blocking/degrading terrain on the LOS, then the LOS is
NOT blocked/degraded.
If one side has a elevation higher than a terrain but the
other is not, the LOS between them is NOT
blocked/degraded by the terrain EXCEPT the lower unit
is in the shadow of the terrain:
Blocking/degrading terrain of level 1 and 2 casts a
1 hex shadow that blocks the LOS to/from the unit
located directly behind and no higher than them (if
the LOS pass through this terrain).
For example: a unit on the second floor of E2
(elevation 2) can trace LOS to G5 (elevation 0)
through F4 (total elevation 1), but not to F5 and
G4 because of the one‐hex shadow casted by the
Tall Grass in F4.
The elevation of helicopter is always 1 level higher than
the total elevation of the hex’s terrain.
6.3 Spotting
Even if a unit has a LOS to the position of its target, the
attacker might not see the enemy. To be able to fire on an
enemy hex, it must be spotted.
Spotting has following rules:
If one unit (except helicopter) in a hex is
spotted, the entire hex is spotted. Note that units on
different floors of a multi‐story building are NOT
considered in the same hex.
A spotted enemy unit is spotted for all friendly units,
including those have no LOS on the enemy unit.
A hex is automatically spotted if any of the following
status apply:
The hex is open terrain (specified in TEC).
Exception: enemy unit using Stealth Move [7.4.3]
is not automatically spotted in an open terrain hex
unless a Good Order enemy unit has LOS to this
hex.
A Good Order friendly unit is adjacent to the
enemy hex. Exception: helicopters in Flying Mode
and armored vehicle in Button mode cannot
automatically spot adjacent hex.
An enemy unit is moving or Assault Moving
through the hex.
An enemy unit in the hex is marked with Moved,
Assault Move, Fired or Melee marker.
An auto‐spotted unit may become non‐spotted once all
the auto‐spotting condition becomes unsatisfied for
this unit. (For example, auto‐spotting is solely caused by
an adjacent Good Order friendly unit, and that unit
moves away or is Shaken because of the fire from other
enemy units.)
If an enemy unit is not automatically spotted but is still
in the LOS of a friendly unit, the friendly unit may take
its impulse to actively spot it [10.2] (this is a Special
Operation). If the enemy is successfully spotted, put a
Spotted marker in that hex.
The hex that is actively spotted is spotted for the rest of
the turn unless all the enemy units move away or
eliminated. In the latter case the hex becomes
unspotted again and the Spotted marker is removed.
Helicopters are always spotted. But this does not mean
the units share the same hex with a helicopter is always
automatically spotted.
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7.0 Move
In this section, we will introduce the
movement restrictions, normal movement
and special movement. At the end, the
procedure of loading and unloading will also
be depicted. After movement, a Moved marker (or one of
the special movement markers) should be placed on the
units should be
7.1 Stacking Limit
For each non‐building hex, each side can have up to 3
Squads, 2 Single Person Units, 2 vehicles and 1
helicopter.
For each building hex, there are one or more floors. For
each floor, each side can stack up to 3 Squads and 2
Single Person Units. For the whole building hex, each
side can stack up to 1 helicopter.
For stacking purpose, 1 Weapon Teams or 2
Half‐Squads/Crews are the equivalent of a Squad.
The passengers or Crews inside vehicles/helicopters are
considered a part of the vehicles/helicopters for
stacking purpose. However, they cannot unload if the
unloading will cause exceeding the stack limit. If they
are forced to unload in these circumstances, they are
eliminated.
Some terrains may have other stacking constraint,
please consult the Terrain Effects Chart for details.
The stack limit must be enforced at all time, including
during movement.
7.2 Movement Restrictions
7.2.1 Infantry
The infantry units that are activated in the same
impulse in the same hex for moving must move
together.
Changing Floor: All stone building and buildings of
three hexes or larger have 2 floors. Infantry units can
spend 2 movement points to change floor in a
multi‐story building. If an infantry unit is on the upper
floor of a multi‐story building, place an Upper Level
marker beneath it. If there are units on the lower floor
of the same building, place them under the Upper Floor
marker.
If enters a hex occupied by enemy unit, infantry units
must immediately start Melee.
Weapon Teams with a weapon caliber greater than
20mm can neither move into buildings nor cross Wall,
Hedge, or Bocage hex side. They cannot embark vehicle
or helicopter.
7.2.2 Vehicle
A vehicle always moves separately from other vehicles.
A vehicle may move together with infantry units.
There are 3 types of movement (Tracked, Road, and
Off‐road). The movement cost of the same terrain may
be different for different types. Check TEC for detail.
Shaken vehicle can only spend up to one half of its
Movement Allowance (round up).
Always facing (shown by the red arrow on the counter)
a vertex of its hex.
Can pivot within its hex. The cost is 1 Movement Points
per vertex turned.
Can only move into the two hexes in front of the vehicle
or backing into the two hexes behind the vehicle. (See
the Facing section for the locations of the hexes)
Backing costs double Movement Points.
7.2.3 Helicopters
A Helicopter always moves separately from any other
units (except its passengers).
Helicopter can only change between Flying Mode and
Hovering Mode ONCE per impulse.
Helicopter cannot move when in Hovering Mode, but
can load and unload passengers.
During its impulse, a helicopter is not limited by how
many times it moves. For example, it can move, fire and
then move. It can also load/unload passenger, change
mode, move, fire and move.
After movement, helicopter get Ops
Complete marker instead of Move
marker. It means that a helicopter can
Opportunity Fire even if it has moved in
that turn (as long as it has not fired).
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For counting Opportunity Fire, a helicopter spends 1
movement points to enter any hex. It spends 1
movement points to change mode.
Helicopter can move into a hex occupied by enemy unit
and does not trigger Melee. In this case, they are
considered adjacent for fire purposes.
7.3 Normal Movements
To enter another hex, a unit must pay the movement points
indicated by Terrain Effects Chart (TEC) for the terrain of that
hex. The movement points a unit can spend each turn is
called Movement Allowance and is marked on its counter.
A unit with a Movement Allowance larger than 0 can always
move 1 hex no matter how many movement points are
required for the terrain in that hex. A Shaken unit cannot
move nearer to any enemy units within its LOS.
Units can move into or through hexes containing friendly
units as long as the stacking limit is not violated. If units
move into a hex containing enemy unit(s), it must stop
immediately and start Melee [9.2].
The sequence of movement is as follows:
1. Units spend movement points and move into hex.
2. Possible event(s) are triggered. [13.2]
3. All possible Opportunity Fire is conducted. [8.6]
4. If unit(s) still in Good Order, proceed with their next
action (auto‐spotting adjacent unit(s), moving, or firing
if using Assault Move [9.1]).
Thus, a unit that moves adjacent to an enemy unit but is
Shaken by Opportunity Fire (from this enemy unit or others)
does not auto spot the adjacent enemy unit.
7.3.1 CrushingBuilding
A vehicle with frontal armor that is larger
than 3 may enter a wooden building and
turn it into ruble. Immediately after doing so,
the vehicle needs to make a check. Roll 2d6,
if the die‐roll is larger than its frontal armor, the vehicle is
abandoned. (What to do with the Crew and passengers?
Need to check for bail‐out? What if there are enemy units in
the building hex?)
7.4 Special Movements
Besides the normal movement, infantry units may make
some special movements. The procedure and conditions of
normal movement still apply. (E.g. Shaken unit cannot move
toward enemy unit in their LOS)
7.4.1 Double‐time
Good Order Infantry units (except Weapon Team) that begin
their impulse and move the entire impulse with a Good
Order infantry Leader can increase their Movement
Allowance by 2 but never higher than the infantry Leader’s
Movement Allowance.
7.4.2 LowCrawl
Infantry units (except Weapon Team) can
spend their entire impulse to move one hex.
This is a Low Crawl, as long as the
movement point required by the terrain in
that hex is lower than the units’ Movement Allowance.
Units Low Crawling are not automatically spotted unless
they are in open terrain or adjacent to enemy unit(s). Enemy
units targeting such units do not receive the +1 bonus (for
the Moved marker).
Low Crawling units can change levels within a multi‐story
building, but cannot change levels AND move to a different
hex.
7.4.3 StealthMove
Units designated with a bright‐yellow square
outline surrounding their Movement
Allowance can move mostly undetected.
These units can only be spotted when they are:
Under a Fired marker.
Moving into an open terrain hex in the LOS of a Good
Order enemy unit.
Actively spotted by an enemy unit.
18
Note that these units cannot use stealth movement when
using Double‐time [7.4.1]. Heroes and Leaders cannot use
Stealth Movement, unless specifically designated.
Units capable of Stealth Movement may spend up to half of
their Movement Allowance (round down) and then fire in
the same impulse. Such fire (except fired by Scouts) takes
additional ‐2 modifier from the total firepower.
7.5 Passengers, Loading and Unloading
7.5.1 Basics
There are letters on the front of a vehicle/helicopter counter
showing its passenger capability:
“P”: The vehicle/helicopter can load up to 1 Half‐squad,
1 Support Weapon and 1 Single Person Unit INSIDE the
vehicle/helicopter.
“PP”: The vehicle/helicopter can load up to 1 Squad (or
its stacking equivalent), 2 Support Weapons and 2
Single Person Units INSIDE the vehicle/helicopter.
“PPPP”: The vehicle/helicopter can load up to 2 Squad
(or its stacking equivalent), 4 Support Weapons and 4
Single Person Units INSIDE the vehicle/helicopter.
“PO”: The vehicle can load up to 1 Half‐squad, 1
Support Weapon and 1 Single Person Unit OUTSIDE the
vehicle.
“PPO”: The vehicle can load up to 1 Squad (or its
stacking equivalent), 2 Support Weapons and 2 Single
Person Units OUTSIDE the vehicle.
7.5.2 Restrictions
Weapon Teams with a gun or tube caliber greater than
20mm cannot be transported unless stated otherwise
in module‐specific rules.
Loading and unloading are always the actions of the
vehicles/helicopters and thus can only be done in a
vehicle’s/helicopter’s impulse.
Infantry units disembarking from a vehicle subject to
Opportunity Fire. Times of Opportunity Fire allowed is
based on the movement points spent by the infantry
unit for disembarking.
Vehicles can use Assault Move to load or unload
passengers. But that will prohibit them from leaving
their hex until the next turn.
Shaken vehicles can unload passengers, but to do so
the Shaken vehicle cannot move in that turn. A Shaken
vehicle that has already moved in a turn cannot unload
passenger in that turn, unless it is forced to unload
because hit by enemy Ordnance weapon.
Helicopter must be in hovering mode to load and
unload passengers. It can only load/unload passengers
in Clear, Brush, Tall Grass or any other open‐type terrain.
To load passengers, helicopter must begin its impulse in
the embarking units’ hex.
7.5.3 Procedure
Loading/unloading costs the passengers one‐half of
their moving allowance (round down).
Loading/unloading costs the vehicle one‐half of their
moving allowance (round down).
Loading/unloading does NOT cost the helicopter
movement points.
A Good Order vehicle can unload passenger any time
during its movement as long as it still has half of its
Movement Allowance (round down). It may unload the
passengers and then move on.
A Shaken vehicle must unload passengers before it
moves. It cannot move in the turn it unload passengers.
Helicopter can any time during its impulse and unload
passengers as long as it’s in hovering mode.
Any passengers disembarking (volunteer or not) are
subject to Opportunity Fire. But any Fire initiated by the
vehicle from which the passengers disembark should be
resolve before any Opportunity Fire against the
disembarking passengers.
A Moved marker is placed on the unloaded passengers.
8.0 Fire
To fire on enemy units, there are the
following general restrictions:
The fired units must be within the LOS
and range of the firing unit. (the units with
extended range can fire up to two times the printed
range with penalty [8.1.2]).
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The fired units must have been spotted (automatically
or actively). [6.3]
The firing units do not have Moved, Low Crawl, Stealth,
Fired, or Ops Complete markers. (Exception: Spotting
Fire [10.2])
Units activated in the same impulse from different
hexes always Fire separately. (i.e. fire into the same hex
separately, or fire on different hexes)
There are other special restrictions in the following
subsections.
8.1 Special Restrictions
8.1.1 SpottingFire
A unit that has just taken Active Spotting and spotted
an enemy hex may immediately Fire into that hex.
All units activated during the same impulse and in the
same hex with the spotting unit may join it and Fire into
the just‐spotted hex together. (all the restriction of Fire
action still apply)
If the spotting unit is a Leader, he/she is available to all
the units participating in this Fire (though he/she
already gets an Ops Complete marker).
8.1.2 RangeandExtendedRange
Normal unit can only fire on the enemy units within
their range.
When counting the distance between the firing unit
and the fired unit, count the hex that the fired units are
in but do not count the hex that the firing units are in.
The units whose printed range is surrounded by a black
box can fire up to 2 times their printed range. But their
firepower is halved when firing farther than the printed
range. (round up or down?)
When using Small‐arms to attack helicopter, the range
is halved (round down).
Ordnance weapon when firing on infantry units, use its
maximum range shown in the To Hit Table.
The Firepower‐4 machine guns of vehicle/helicopter
have a range of 14. The Firepower‐2 machine guns of
vehicle/helicopter have a range of 10.
8.1.3 Infantry
The Light Infantry Units and Single Person Units that
are activated in the same impulse in the same hex for
firing, when using Small‐arms weapon, must fire into
the same hex.
The Ordnance support weapons Fire separately, even if
the unit carrying them is also firing Small‐arms (For
example, a Squad carrying only one bazooka). They can
be fired into the same hex as the Small‐arms in a
separately, or fired into a different hex.
Weapon Teams always Fire separately from other
Weapon Teams and units of other types.
Infantry units riding on the outside of a vehicle may fire
their INTRINSIC Firepower printed on their counter (no
support weapon) when the vehicle is moving, but with
penalty. Units that do so are marked with a Fired
marker. If the units fire before the vehicle moves, the
vehicle cannot move or Assault Move in the rest of the
turn.
The external passengers of a vehicle can be targeted as
a part of the vehicle.
The internal passengers of a vehicle/helicopter cannot
be targeted.
8.1.4 Vehicle
Vehicles always Fire separately from other vehicles and
units of other types.
If a vehicle has passengers riding outside, the
passengers can fire any time during the vehicle’s
movement, but with penalty.
If the external passengers fire before the vehicle moves,
the vehicle cannot move or Assault Move for the rest of
the turn.
When firing both Ordnance Weapon and Small‐arms
Weapon, they are resolved separately. Each Ordnance
fire is also resolved separately.
Only the 360o machine gun can fire at flying enemy
unit.
If the target is not in the fire arc of the vehicle, the
vehicle may pivot its turret or its whole body prior to
attack. Pivoting turret does not cost movement points,
but there is penalty on Ordnance Fire Table (OFT), and
20
the machine gun on the hull may be unable to fire.
Pivoting body cost movement points and yield to higher
penalty on OFT. Check OFT for detail. A turret marker is
used to show the turret direction when it is not aligned
with the hull.
The external passengers of a vehicle can be targeted as
a part of the vehicle.
If there is a “Nx” (like “2x”) precedes the HE equivalent,
the vehicle can fire its main weapon for N times in its
impulse.
8.1.5 Helicopter
A Helicopter always Fire separately from other
helicopters and units of other types.
When firing both Ordnance Weapons and Small‐arms
Weapons, they are resolved separately. Each Ordnance
fire is also resolved separately.
ATGM can only be fired when hovering.
8.2 Small‐arms Fire
8.2.1 InfantryFireRestriction
All the Small‐arms fired by Light Infantry Unit and Single
Person Unit participating in one Fire always fire together.
The Firepower of such Fire is calculated as follows:
One unit leads the fire and fire at its full Firepower.
All other units fire at 1/2 of its Firepower without
rounding. (with exceptions below)
Heroes always fire at full Firepower.
Machine guns, Flamethrower and Satchel Charges
fire at full Firepower.
Zero (0) Firepower units add nothing, unless firing a
Support Weapon or stated otherwise in module specific
rules.
Sum the total and round the fractions up. This is the
Firepower of this fire.
Ordnance Support Weapons fire separately and do not
follow the above rules, but can only fire when the unit
carrying it is activated for Fire action.
Weapon Teams fire separately and do not follow the
above rules.
8.2.2 TargetRestriction
When firing Small‐arms into certain hex, the attackers can
only target all the infantry units, one specific vehicle OR
one specific helicopter in that hex. Note that the passengers
of a vehicle are considered as a part of vehicle instead of a
part of the infantries in that hex.
Small‐arms can only attack unarmored vehicles (and the
unarmored side of a partial armored vehicle), vehicles with
passengers riding outside (i.e. PO or PPO vehicle with
passengers) or open armored vehicles (note that the
open‐top vehicles, such as American M‐10, German
Sdkfz251, or Soviet Su‐76, are always open). Buttoned
armored vehicles without passenger riding outside cannot
be targeted. Buttoned armored vehicles with passenger
riding outside can be targeted, but only the passengers can
be damaged.
Small‐arms can attack Helicopters, but only with half range
(round down).
8.2.3 FireResolution
Small‐arms Fire is resolved as follows:
1. For the attackers, Roll 1d6 and plus the Firepower of
this fire and the all the applicable modifiers in the DFT
Die Roll Modification list. This value is called Attacker’s
Modified Die‐roll.
a) Note that, for the leadership modifier, the leader
must be available to the firing units.
b) Note that, there is a ‐2 modifier if the attacker has
an Assault Move marker. (Mentioned in the DFT
Die Roll Modifications, but easy to overlook)
2. For the defenders, Roll 1d6 and plus the following
modifiers (if applicable). This value is called Defender’s
Modified Die‐roll.
a) Target Modifier (infantry and Vehicle only): plus
the Target Modifier of the hex terrain occupied by
the targeted troops. (see TEC) (This is the
“Defending unit’s Die toll modifier” in DFT
modifier list)
b) Vehicle Armor Modifier (vehicle only): plus the
armor factor of the side that is hit by Small‐arms
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fire. (that is 0, if there is a asterisk in the place of
the armor factor) Again, remember that a
buttoned armored vehicle cannot be attacked by
Small‐arms fire.
c) Helicopter Armor Modifier (helicopter only): plus
the armor of the helicopter.
3. Compare the Attacker’s Modified Die‐roll and the
Defender’s Modified Die‐roll.
a) If Attacker’s Modified Die‐roll is larger, the target(s)
is hit. Proceed to Damage Check.
b) Otherwise, the Fire has no effect.
c) Note: A buttoned armored vehicle does not need
to make Damage Check when attacked by
Small‐arms. Only its external passenger need to.
8.2.4 DamageCheck
Note that, if a vehicle/helicopter is hit, both the
vehicle/helicopter AND its passengers need to make Damage
Check.
If an attack is successful, the damage on the defenders
should be resolved using the following procedure:
1. Roll 1d6, plus the Attacker’s Modified Die‐roll, and
minus the Defender’s Modified Die‐roll. This is called
Modified Damage Die‐roll.
2. Apply Defender Leadership Modifier: Minus the
Leadership of a defending Good Order Leader in the
same hex. Note that, the leader must pass his/her own
Damage Check first. If he/she remains Good Order after
the Damage Check, the Leader can then provide
Leadership modifier for other units.
3. Check the Direct Fire Table (DFT) with the type of the
defender(s) and the Modified Damage Die‐roll to get the
combat result. The combat results are explained in [8.5].
If a vehicle has an Armor Leader, use the Armor
Leader’s Morale instead of its own. But still check
the corresponding vehicle columns instead of the
Leader column.
4. Hero Creation: if a Squad or Half‐squad rolls a 1 during
Damage Check caused by enemy fire, there is a chance
that a Hero is created. [8.5.1]
8.3 Ordnance Fire
Ordnance weapons are weapons that have a To Hit table on
the back of the counter. They include Support Weapons,
such as the bazooka; Weapon Teams, such as the 75mm
Anti‐tank Gun (ATG); and vehicle/helicopter‐mounted
weapons, such as the Sherman MA1 tank’s 75mm cannon.
8.3.1 Restrictions
Ordnance is fired separately from others in the hex. It
does not have to engage the same target as other units
firing form the same hex.
Ordnance Weapon Teams and Support Weapons cannot
fire from building or bunker.
Ordnance firing on a hex must target a single vehicle
unit, a single helicopter unit or all infantry units.
ONLY guided Anti‐Aircraft Ordnance weapon
(designated by AAG on its counter) can target a flying
helicopter (i.e. in flying mode). Other Ordnance
weapon can only attack a helicopter when it is
hovering.
8.3.2 SpecialOrdnance
Ordnance marked with an “H” within a red
circle on the back of the counter fires HEAT
as its main ammunition.
Such ammunition’s penetration is
reduced by 4 when firing against vehicles with red
armor factors.
Such ammunition’s HE equivalent is subtracted by 1
when attacking infantry unit NOT in Buildings, Huts, or
Bunkers.
Some units, such as BMP‐2 in Heroes of the Gap, are capable
of firing both HEAT and non‐HEAT ammunition. In such case,
the To‐Hit table has 2 sets of numbers: black for AP or HE
ammunition and red for HEAT ammunition.
8.3.3 To‐HitCheck
Fire resolution of an Ordnance weapons are based on its To
Hit Table. There are 3 rows in the table. The top row is the
target range. The middle row is the To Hit Factor (explained
below). The bottom row is the penetration.
22
To resolve an Ordnance fire, the first step is to determine
whether the target is hit:
1. Check the target range.
2. Select the leftmost column of the To Hit Table whose
range is larger than or equal to the actual target range.
3. Roll 2d6.
4. Modify the die roll with the modifiers listed in the
Ordnance Fire Table (OFT).
a) Note that, for OFT modifiers, helicopter is
considered to be adjacent to the enemy unit in or
adjacent to its own hex, although they may be at
different elevation.
5. Compare the modified die roll with the To Hit Factor of
the selected column. If the modified die roll is less than
or equal to the To Hit Factor, then the target has been
hit.
a) An unmodified 2d6 die roll of 2 is always a hit.
b) An unmodified 2d6 die roll of 12 is always a miss.
If it is a miss, there is no effect. Otherwise resolve the hit
according to the target type.
8.3.4 HitResolutionforInfantryTarget
When an Ordnance weapon hits infantry units, use the HE
equivalent value (the number on the lower right corner of
the front side of the counter) as the Firepower and follow
the standard Small‐arms Fire procedure [8.2] with 3
differences:
The only modifier for the attacker is the following one:
+1 on Firepower if the target is moving (except
Low Crawling) or has a Moved or Assault Move
marker.
The defender(s) DO NOT benefit from Target Modifiers.
(Yes, there is actually no modifier for Infantry Unit
attacked by Ordnance weapon.)
HE equivalent ‐1 for HEAT Ordnance weapon if target is
not in Buildings, Huts or Bunkers.
8.3.5 HitResolutionforVehicleTarget
If an unarmored side of a vehicle is hit, it is directly
Destroyed [8.5.3].
If an armored side of a vehicle is hit, then the combat result
is determined as follows:
1. Determine the armor value of the vehicle:
a) Consult the Facing section to determine the point
of impact. If the incoming shot is traced exactly
down the line between hit locations (Side and Rear,
for example), the shot is considered to hit the
location most favorable to the shooter.
b) If the vehicle does not have a turret, then the hull
is hit.
c) If the vehicle has a turret and the To Hit die roll is
even and greater than 2, then the turret is hit.
Otherwise, the hull is hit.
d) Look up the hull or turret armor on the
corresponding side. Use this value as the vehicle’s
armor value. (For the vehicle without a turret,
ignore step ii and iii, directly check the armor of
the corresponding side.)
2. Roll 1d6 and plus the penetration (the bottom row) of
the selected column of the To Hit Table. This is the
modified penetration value.
a) Note that if it is a HEAT Ordnance weapon
attacking a vehicle with red armor factors, then
original penetration is reduced by 4.
3. Roll 1d6 and plus the armor value of the vehicle. This is
the modified armor value.
4. If Attacker rolls a 1 and target rolls a 6, there is always
no effect. If attacker rolls a 6 and target rolls a 1, the
target is always Destroyed [8.5.3]. Follow the vehicle
destroy rule and resolve Crew/passenger Bailout
[8.5.5].
5. Otherwise, compare the two modified values:
a) If the modified armor value is larger, make a
Morale Check for the vehicle. When doing the
check, subtract the difference between the two
modified values from the die roll. If the die roll is
12, the vehicle always fails the check. If pass, there
is no effect. Otherwise, the vehicle is Shaken
[8.5.1]. Note that, if a Shaken vehicle is Shaken
again, it results in Abandon Vehicle [8.5.2].
b) If the modified penetration value is larger, the
vehicle is Destroyed [8.5.3]. Follow the rule of
vehicle Destroy. Resolve Crew/passenger Bailout
[8.5.5]..
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c) If the two values equal each other, make a Morale
Check for the vehicle. If pass, the vehicle is Shaken
[8.5.1]. If fail, the combat result is Abandon Vehicle
[8.5.2].
d) Note that when doing any of the mentioned
Morale Check, if the vehicle has an Armor Leader,
use the Morale value of the Armor Leader instead
of the vehicle.
f) If the target is a vehicle with external passengers
and is hit but not destroyed or abandoned, all
external passenger must immediately disembark
and be marked with a Moved marker and make
standard Morale Checks (Shaken if fail). If this
disembarking violates the stacking limit, eliminate
the external passengers.
8.3.6 Hit Resolution for Helicopter
Target
If the target is a helicopter, then the combat result is
determined as follows:
1. Roll 1d6 and plus the penetration of the selected
column of the To Hit Table. This is the modified
penetration value.
2. Roll 1d6 and plus the armor value of the helicopter. This
is the modified armor value.
3. Compare the two value:
a) If the modified armor value is larger, there is not
effect.
b) If the modified penetration value is larger,
helicopter is Destroyed [8.5.3]. Follow the rule of
Helicopter Destroy. Resolve helicopter Crash [8.5.4]
and Crew/passenger Bailout [8.5.5].
c) If the two values equals each other, the helicopter
is damaged. The damaged helicopter is removed
from the board immediately. It cannot fire or
unload passengers.
8.3.7 TargetAcquisition
When an Ordnance weapon fires and fails to
destroy its target, place a ‐1 Acquisition
marker on the target. (If the Ordnance
weapon fires on infantry units, its targets are
considered destroyed only when all of them are destroyed.)
If the target doesn’t move and the Ordnance weapon fires
on it in its next impulse, one is subtracted from the To Hit die
roll. If the Ordnance weapon fails again, replace the ‐1
Acquisition marker with a ‐2 marker. If the target does not
move and the Ordnance weapon fires on it in its next
impulse, subtract 2 from the To Hit die roll. Remove the
Acquisition marker if target moves away or eliminated or the
attacker switches target. All infantry units (if they were the
target) have to leave the hex in order to remove the
Acquisition marker.
To simple the target‐acquisition process
described above. Some modules include
Acquiring markers. Whenever an Acquisition
marker is placed on a target, place an
Acquiring marker, with the same letter, on the firing unit.
Doing so allows the player to track which units have
acquired specific target.
A firing unit under an Acquiring marker does NOT need to
spot a target the same lettered Acquisition marker. If the
firing unit is Shaken, it loses the Acquisition marker.
8.4 Indirect Fire
Unlike other weapons, indirect‐fire weapons may or may not
see their target, and instead lob their shells through an
arc‐like trajectory. Indirect‐fire attack use Direct Fire Table
(DFT).
Loack’n Load includes both onboard and off‐board
indirect‐fire weapons. Counters on the board represent
onboard weapons, such as light mortars. Off‐board weapons
are anything from larger caliber mortars to field guns.
Indirect fire by calling onboard mortar and off‐board artillery
is introduced in Special Operation section. The indirect fire
introduced here is only for the independent mortar fire.
8.4.1 GeneralRestrictions
The mortar unit must have LOS on the enemy and the
enemy must have been spotted.
24
When attacking a hex, attack all the units in it, except
helicopter in flying mode and armored vehicle in button
mode.
Cannot fire from Building, Heavy Jungle and Forest.
8.4.1 FireResolution
Independent mortar fire is resolved for each target type
individually. Use Small‐arms Fire resolution procedure for all
types of units, with 3 differences:
Roll 2d6 instead of 1d6 and use the higher die roll.
Target Modifiers for Walls are ignored.
Vehicle targets use the LOWEST armor factor (it is 0 if
there is an asterisk in the place of any armor factor) as
the Vehicle Armor Modifier. Note that, a buttoned
armored vehicle is still not affected by this fire.
Note that the non‐blocking hexes attacked by mortars are
considered degrading terrain.
8.5 Combat Result
8.5.1 Shaken
If a unit is moving, it must stop moving
immediately after it becomes Shaken. A
Shaken unit is flipped to its Shaken side.
Place a Shaken marker on those Shaken
units that does not has a Shaken side (for example, vehicles).
A Shaken unit can only return to Good Order by a successful
Rally attempt during the Rally Phase.
Generally, a Shaken unit:
Cannot Fire.
Cannot move nearer toward an enemy unit in their LOS.
Note that in the night, a Shaken unit can move
toward an enemy unit that is in its LOS but cannot
be seen (i.e. is more than 2 hexes away, has not
fired and is not illuminated by star shell).
Cannot spot (actively or automatically). This means an
enemy unit only adjacent to Shaken friendly units is not
automatically spotted.
For specific types of units:
Shaken Light Infantry Units can still spawn Heroes.
Shaken Leaders cannot enable troops to rally, but can
still Rally themselves first. If the rally is successful, it can
then enable the troops to rally.
Shaken Medics cannot heal or attempt to Rally units
(including themselves).
Shaken Snipers cannot snipe.
Shaken vehicles must button. Their movement is
halved (round up).
Shaken internal passengers remains in the vehicle.
They still move with the vehicle. They may disembark
later in the vehicle/helicopter’s impulse.
Shaken external passengers must disembark
immediately. (Eliminate them if this disembarking
causes over‐stacking.) Unshaken passenger on the
same vehicle may choose to disembark with them.
Heroes never Shake.
8.5.2 Casualties
Replace a Squad with a Shaken Half‐squad. Eliminate a
Half‐squad, Crew or Weapon Team.
8.5.3 Wounded
If the unit is moving, it must stop
immediately after it is wounded. Flip the
counter to its Shaken side and place a
wounded marker on it. (For Heroes, directly
flip them to their wounded side.)
A just‐wounded unit that has not yet to be activated in a
turn can still do so in a later impulse, including for
movement. A wounded unit, if wounded again, is
eliminated.
Wounded units, except Heroes, have their
Morale reduced by 1. Wounded Leaders
have their Leadership and Leadership range
(usually 1, for the purpose of chained
activation [2.3]) decreased by 1. Their Rally range is reduced
by 1 but never under 0. Wounded Leaders can still call
indirect fire and move in their full Movement Points.
25
8.5.1 HeroCreation
There is a chance that a Hero is created during play
whenever a Squad or Half‐squad (even if Shaken) rolls a 1
during a Damage Check caused by enemy fire. In this case,
roll 1d6. If the result is even, a hero is created in the hex.
Randomly pick a Hero and a Skill Card (if there is any in the
module). The Hero assumes the activation state of the
Squad or Half‐squad that spawn it. Hero is created even if
the parent unit is eliminated after the Damage Check.
For example: At the spawning, if the Squad spawning the
Hero is marked with a Fired Marker, so is the Hero.
If spawning a Hero will result in the violation of stacking limit,
then place the Hero in an adjacent non‐enemy‐occupied hex.
If there is no such hex, the Hero will not be spawned. There
can be only 2 Heroes per nation on the board at any time.
Heroes are always spawned in Good Order (never wounded).
Note that, there are always limited amount of Hero counters
in each module. If a side has all the Heroes in the map, a die
roll that would result in additional Hero Creation should be
ignored. If the scenario states that a Hero is included in
reinforcement, the Hero counter should be set aside and
should not be used in Hero Creation before it arrives as
reinforcement.
8.5.2 AbandonVehicle
Place an Abandoned marker on the
vehicle.
The Crew and passengers of the
abandoned vehicle immediately disembark.
Place a crew and the passengers’ counters in the hex of
the vehicle. Make a Morale Check for each of them.
If pass, they are in Good Order. If fail, they are Shaken.
Place a Moved marker on them.
If the vehicle has an Armor Leader, he/she is removed
from the play when Abandoning Vehicle..
8.5.3 Destroyed
When a vehicle unit is destroyed, remove the unit from map
and put a Wreck marker in its place. Its Crew and all
passengers must make a Bailout Check (see
below for detail). [8.5.5]
When a helicopter unit is destroyed, it
crashes. Follow the following procedure to
resolve this crash (see below for detail). [8.5.4]
8.5.4 HelicopterCrash
Roll 2d6 to determine the crash site.
The colored die decides the crash
direction. 1 is north, 2 is northeast, etc.
Half (round up) of the die‐roll of the
white die is the crash distance.
Place a Crash/Wreck marker in the crash site hex.
All the infantry and vehicle units in the crash site hex
are attacked by a 4‐Firepower attack. Resolve this
attack as Small‐arms Fire.
Crew and passengers of the helicopter must make a
Bailout Check.[8.5.5]
8.5.5 Bailout
If a vehicle or helicopter is destroyed, the Crew and
passengers perform a Bailout Check. The procedure is as
follows:
1. Roll 1d6 for EACH onboard COUNTER (including Crew,
passenger and Support Weapon).
2. On an even die roll:
Put the passenger/Crew in the Wreck/Crash hex
and make them Shaken.
Support Weapon is still carried by the original
owner.
3. On an odd die roll, eliminate the counter.
If the vehicle has an Armor Leader, he/she is removed from
the play when doing Bailout.
Note: If the Bailout is caused by Close Assault [9.3], directly
eliminate the passengers and Crew.
8.6 Opportunity Fire
When a currently activated unit moves, a
non‐currently‐activated unit may fire upon the former units,
26
with the following restrictions:
The moving unit must be within the range and LOS of
the firing unit. [8.6]
The moving unit must be spotted (either automatically
or actively). [6.3]
Opportunity Fire happens after the moving unit enters
a hex.
The units with Moved, Low Crawl, Stealth, or Fired
marker cannot Opportunity Fire.
The moving unit can take Opportunity Fire for the times
no more than the movement points it spend to get into
its current hex, unless attacked by Ordnance Support
Weapons, Weapon Teams, vehicles and helicopters who
are stacked with the units that first fired.
The enemy units moving into a hex containing friendly
unit cannot be targeted for Opportunity Fire.
The Small‐arms fire receives additional +1 bonus for
firing on the moving units during Opportunity Fire.
Certain terrains may negate this modifier. Please check
TEC.
Other enemy units in the same hex with the moving
unit may be fired with the moving units if Firing
restrictions can be satisfied. If there are stationary units
in that hex that have not been spotted, they are
considered spotted as long as the moving units are in
their hex. (i.e. as soon as all the moving units leave the
hex, these hidden units are considered as hidden
again.)
All the fire restrictions, modifiers, and procedures
introduced earlier in this section still apply. After
Opportunity Fire, a Fired marker should be placed on the
units that have just fired.
Moreover, there are following rules for Opportunity Fire
with Ops Complete marker:
For a Light Infantry Units and Weapon Teams with Ops
Complete marker, its inherent Firepower and
Small‐arms Support Weapons are halved (round up),
and Ordnance Support Weapons suffer +2 DRM To‐Hit
penalty. (One exception below)
For Vehicles and helicopters with Ops Complete marker,
The Firepower of Small‐arms weapons are halved
(round up), and Ordnance Weapons suffer +2 DRM
penalty in To‐Hit Check. (one exception below)
Note that, if any moving units become Shaken due to the
Opportunity Fire, they stop moving immediately. The
remaining Good Order unit can continue to move.
9.0 HybridActions
9.1 Assault Move
The infantry units whose Movement
Allowance is boxed in red (e.g. Heroes) can
assault move. Infantry leader can also
Assault Move if they start their impulse with
eligible unit. Note that if any infantry units Assault Move
with a leader, they can use Double‐time [7.4.1] when doing
so.
Vehicle unit can always assault move. Vehicle can use the
Assault Move to load or unload passengers and then fire,
but cannot Assault Move and Overrun [9.4] in the same
turn.
Note that, Helicopter units cannot use Assault Move and
never have Moved or Assault Move marker. But they can
move multiple times during one impulse. For example they
can move‐fire‐move.
A player must declare whether his/her units are going to use
Assault Move at the beginning of their impulse. These units
are marked with an Assault Move marker.
Units which Assault Move can spend up to one‐half of their
printed Movement Allowance (round up), and subsequently
fire (or Opportunity Fire). Note that, infantry units using
Double‐time at the same time get +2 bonus on their printed
Movement Allowance before calculating the one‐half
Movement Allowance.
Fire or Opportunity Fire is resolved per the standard Fire
rules (remember the Assault Move modifier for attacker’s
die roll). Once the units fire, they are also (in additional to
27
the Assault Move marker) marked with a Fired Marker.
Neither the Assault Move nor the Fired marker is removed
until the Administrative Phase.
The units need not fire in the same impulse that they
originally moved but can be activated again later to fire only
or engage in Opportunity Fire if the appropriate situation
arises. They must however, move when they are first
activated for Assault Move.
9.2 Melee
Only infantry may Melee. The target of
Melee may only be infantry units. Note that,
opposing units on different levels of the
same multi‐story building are not considered
in the same hex and do not trigger melee.
When infantry units move into a hex with enemy infantry
units, they must Melee. Mark the units that entered the hex
with a Moved marker. Units cannot use Assault Move to
enter Melee. A unit may spend up to all its Movement
Allowance to get into a Melee.
9.2.1 Melee Eligibility of Units and
SupportWeapons
The following units are not eligible for Melee: Medics,
snipers, infantry leaders without Melee‐eligible Support
Weapons, any Shaken infantry units and other units
specified in the module‐specific rules. These units cannot
initiate, attack in or defense in Melee. They are directly
eliminated if there are no friendly Melee‐eligible units in the
Melee hex.
Weapon Teams is Melee‐eligible, but can only defend in
Melee with a Firepower of 1. They cannot initiate or attack
in Melee. If defeat in melee, the weapon is destroyed.
The following Support Weapons are eligible for Melee:
machine guns, satchel charges, Molotov cocktails,
flamethrowers and other Support Weapons specified by the
module‐specific rules.
9.2.2 MeleeResolution
Melee combat is simultaneous unless special conditions
(Events, Skill Cards, etc.) cause otherwise. There can only be
one Melee round per hex per turn. All units that participate
in a Melee round are considered activated at the same time.
Melee takes place as soon as enemy units enter a hex
containing friendly units. Thus, there is no Opportunity Fire
against the enemy units as they enter the Melee hex.
When resolving Melee, one side acts as the attackers first,
attack the other side and record the damage they caused.
Then the other side acts as the attacker and record the
damage. Then both sides apply the damage and the Melee
round is over
Melee procedure is as follows:
1. Attackers select any or all defenders as the targets. The
unit that is not eligible for Melee cannot be picked
unless there is no Melee‐eligible defender unit in the
hex.
2. Calculate the sum of the inherent Firepower of all the
attackers and the Firepower of their Melee‐eligible
Support Weapons. This is the Combined Attacker Melee
Power.
3. Calculate the sum of the inherent Firepower of all the
targeted defenders and the Firepower of their
Melee‐eligible Support Weapons. This is the Targeted
Defender Melee Power.
4. Get the odds of the Combined Attacker Melee Power to
the Targeted Defender Melee Power (drop fractions).
For example, 2.5‐1 is considered as 2‐1. The odds less
than 1‐3 is considered as 1‐3, but the attacker cannot
select multiple targets that can result in this kind of
odds.
5. Check the Melee Table (MT) for the Kill Number
corresponding to the odds with the following
modification:
a) If there is at least one hero among the attackers,
shift the odds one column to the right.
b) If not all the attacking units have the same
background color, shift the odds one column to the
left.
28
6. Roll 2d6 and plus the Leadership modifiers from the
attacking leaders (if there is any).
7. If the modified die roll is equal to or greater than the Kill
Number, the targeted defenders are eliminated. But
these units are not actually eliminated until the end of
the Melee round.
8. Both sides act as the attackers once and follow the
above steps.
9. Remove the eliminated units from both sides.
10. If all Melee‐eligible units of one side are eliminated, non
Melee‐eligible units of that side in the Melee hex are
removed, even if no Melee‐eligible enemy units are
present.
Note that, if a Melee‐eligible unit move into a hex containing
only non Melee‐eligible enemy units, this is still considered
as a Melee and the unit must stop moving immediately. The
enemy units are eliminated after the Melee.
There are 3 exceptions for the above rules:
1. The units and Support Weapon with an “M” superscript
add 1 to their Firepower when attacking or defending in
Melee.
2. Light Infantry Units attack with a Firepower of 0 and
defend with a Firepower of 1 during Melee. Additionally,
for each zero‐Firepower Light Infantry Unit participating
in an Melee attack, 1 is subtracted from the die roll. for
each zero‐Firepower Light Infantry Unit participating in
an defense, 1 is added to the attackers’ die roll.
3. The restriction of firing Support Weapons introduced in
[4.1] still apply, but with one exception. If there are two
infantry leaders, and only one of them is carrying a
Melee‐eligible Support Weapon, then the two are
considered crewing that single Support Weapon and
firing it at full Firepower during the Melee. Leaders that
carrying a satchel charge can use its full Firepower. But
remember satchel charge is always removed after use.
There may be Skill Cards conflicting with the above rules, in
which case the Skill Cards take priority.
9.2.3 PostMelee
Units remaining after the round of Melee are locked in
Melee. Place a Melee marker on the units to so annotate.
Locked unit cannot move (unless withdrawing) or fire, but
can use an impulse in the following turn to either Melee or
attempt to withdraw. Melee markers cannot be removed as
long as units from both sides inhabit the hex. Once one
side’s units have been eliminated, the Melee marker is
removed in the ensuing Administration Phase.
Units that wish to withdraw must announce their intention
at the beginning of their next impulse (before they are once
again engaged in Melee by the Opposing player) and pass a
Morale Check (Leadership modifiers apply). Failure to pass
incurs no penalty but they must immediately fight a Melee
round. Units that pass the Morale Check can exit the hex
paying appropriate movement costs. If a player withdraws all
friendly units from the hex, the Melee marker is removed
and the remaining enemy units are eligible to Opportunity
Fire on the withdrawing units. Note that, the player may
leave a unit behind as a rearguard to prevent this from
occurring.
9.2.4 ReinforcingaMelee
Units from either side can reinforce a Melee. Any unit enter
a hex marked with a Melee marker is considered reinforcing
it, even though it is possible that no friendly units are left in
the hex after previous Melee round.
If a unit reinforces a Melee before a Melee round is fought in
that turn for that hex, the Melee round must be conducted
immediately. If they reinforce the hex after the Melee has
been fought, they cannot participate in the Melee until the
following turn. If the reinforcing units have the Ambush
capability, their tripled Firepower is added to the other
friendly unit’s normal Firepower, but the Melee combat
round is still considered simultaneous.
9.3 Close Assault
9.3.1 CloseAssaultRestrictions:
The target of Close Assault may only be vehicle units.
Light Infantry Units and Heroes may Close Assault.
Infantry Leaders, when not equipped with Support
Weapons, may still accompany Light Infantry Units
29
and/or Heroes in Close Assault and provide Leadership
modifier.
Weapon Teams and other Single Person Units cannot
Close Assault.
Close Assault is considered a movement action at
Activation. Therefore, for an activated hex, if there are
any units taking Close Assault, no other units in that hex
may move in this impulse.
The target hex cannot have any Melee‐eligible units
[9.2.1] other than the Melee‐eligible units riding inside
vehicle/helicopter. If attacking units move into a hex
with any Melee –eligible enemy units that is not riding
inside a vehicle/helicopter, the units must start Melee
immediately instead of close assault.
The target hex may have multiple vehicles.
The enemy non‐Melee‐eligible infantry units in the
target hex are not automatically eliminated until all the
enemy vehicles in that hex are destroyed.
9.3.2 CloseAssaultProcedure
An eligible unit may spend up to all its Movement
Allowance to move into the target hex.
Before entering the target hex, attacking units must
pass a pre‐assault Morale Check.
Additional terrain modifier: ‐2 if the units are
entering the vehicle’s hex via a hex with positive
Target Marker.
Leader must make Morale Check first. If passes, it
can provide Leadership Modifier to all other
attacking units.
Units that fail the check remain in the hex they
occupy prior to the check. If they have moved (i.e.
not activated from that hex), put a Moved marker
on these units. Otherwise, put an Ops Complete
marker on them. They do NOT become Shaken.
They merely do not participate in the Close
Assault.
Move the units that pass the check into the
vehicle’s hex.
Entering the target hex does not trigger Opportunity
Fire (as the units are in the same hex as some enemy
units). All other movements in reaching the target hex
DO trigger Opportunity Fire.
Close Assault is resolved individually for each attacking
unit. For each attacker:
Roll 1d6.
Plus the Leadership of any accompanying Infantry
Leader. Note that, the Leader can only assist ONE
unit during the Close Assault.
Plus the HE equivalent value of ONE Ordnance
Support Weapon (if equipped and fired). This is
optional. So if the unit does not have Ordnance
Support Weapon, it still can Close Assault.
Plus the Firepower of satchel charge (if equipped
and fired).
Plus the inherent Firepower, if applicable. Support
Weapon restrictions still apply. So, if a Half‐squad
is firing an Ordnance Support Weapon, it forfeits
its inherent Firepower.
The sum of all the above is the attacker’s modified
die roll.
The defending vehicle then rolls 1d6 and pluses
the LOWEST armor of the vehicle (it is 0 if there is
an asterisk in the place of any armor factor). This is
the defender’s modified die roll. Note, unlike the
Small‐arms fire, buttoned armored vehicles do not
immune this fire.
Compare the attacker’s and defender’s modified
die roll.
If the attacker’s is greater, the vehicle is
Destoryed [8.5.3]. Follow the vehicle destroy
rules. The Crew/passengers of the vehicle is
directly destroyed. All the enemy
non‐Melee‐eligible infantry units in that hex
are also eliminated. Put a Melee marker on all
the attacking units. It means they cannot be
attacked by fire combat or Melee in the rest
of that turn, but the enemy can still reinforce
the Melee.
If the attacker’s is NOT greater, there is no
effect for the vehicle and the enemy
non‐Melee‐eligible infantry units. If all the
attacking units fail to destroy the vehicle, they
must return to the hex from which they
entered the target hex. Place a Moved marker
on them. If there is an Overrun after this
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Close Assault, the units (if survive that
Overrun) must retreat to an adjacent hex in
the owning player’s choice instead of taking
another Close Assault.
If there are more than one vehicle in the target hex, the
vehicles are Close Assaulted in sequence. That means
the Close Assault on the second vehicle happens after
the first vehicle is destroyed. Each attacking unit still
needs to pass the mentioned Morale Check for Close
Assaulting the second vehicle. If any units fail this
Morale Check, it still have to retreat to the hex from
which it enters the target hex.
9.4 Overrun
9.4.1 OverrunRestrictions
Only Vehicles with armament may overrun. The target
of overrun may only be infantry units.
The terrain of the target hex must be Clear, Brush, Low
Crops, Wheat Fields, High Grass or any open‐type
terrain.
Target hex cannot have any enemy vehicles.
The vehicle’s Movement Allowance must be sufficient
to pay Movement Points required to move to the target
hex and 4 additional Movement Points for the Overrun.
9.4.2 OverrunProcedure
The vehicle pays all the required Movement Points for
moving into the target hex and the 4 Movement Points
for Overrun.
Entering the target hex does not trigger Opportunity
Fire (as the units are in the same hex as some enemy
units). All other movements in reaching the target hex
DO trigger Opportunity Fire.
Overrun is resolve individually for each defender as
follows:
Vehicle rolls 1d6.
Plus the Armor Leader’s Leadership.
Plus 2 for Overrun.
Plus the HE equivalent value of its Ordnance
weapon (if there is any).
Plus the Firepower of all the machine guns.
Restrictions for the machine guns still apply. For
example the machine gun with a “*” can only fire
while the vehicle is Open.
The sum of all the above is the attacker’s modified
die roll.
The defender then rolls 1d6. There is no modifier
for the defender.
Compare the two die rolls
If the attacker’s modified die roll is greater,
the defender is hit. Follow the Damage Check
procedure of Small‐arms Fire to determine
the damage and resolve the combat result.
Otherwise, there is no effect.
Following the Overrun, if there are any unit eligible
for Close Assault BUT have NOT used Close Assault
in this turn, they may immediately Close Assault
the vehicle. The units participating in this Close
Assault still need to pass the Morale Check first
(remember the special modifier) [3.1.1]. If any
units fail the Morale Check, they must retreat to
an adjacent hex as their owning player’s choice
and get a Moved marker as mentioned in Close
Assault section.
If the vehicle survives the Close Assault or there is
no Close Assault, the vehicle may remain in the
hex or continue to move – even conducting
another Overrun (must targeting a different hex) if
it has sufficient Movement Points.
If the vehicle chooses to remain in the hex, all
enemy infantry units left in the hex, except Shaken
Weapon Teams, must retreat to an adjacent hex of
their owning player’s choice. Mark the retreating
units with a Moved marker. Shaken Weapon Teams
are eliminated.
10.0 SpecialOperations
Units can take various Special Operations to
support their combat. After taking these
actions, the units should be marked with Ops
Complete Marker. Units with Moved, Low
Crawl, Stealth, Fired, Ops Complete or Assault Move marker
cannot take Special Operations. Units with Ops Complete
Marker may not be activated but can still Opportunity Fire
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with some penalty [8.6]. A Leader with Ops Complete
Marker is not available to provide any modifiers (except in
Spotting Fire [10.2]).
10.1 Chained Activation
A leader, when activated, can activate the units in adjacent
hexes. The Leader can then take any other actions as
normally activated, and corresponding Action Markers
should be placed. Only when the leader does not take any
other actions in that Activation, is this Chained Activation
considered as a Special Operation action, and an Ops
Complete marker must be placed on the leader.
10.2 Active Spotting
If an enemy unit is not spotted and is still in
the LOS of a friendly unit, the friendly unit
may actively spot it.
Active Spotting procedure is as follows:
Only 1 active spotting can be conducted per side per
impulse (activation is not required).
To actively spot a hex, the spotting unit must have LOS
to the hex.
Only Good Order infantry units, open vehicles and
hovering helicopter may actively spot. Shaken units
cannot actively spot.
To actively spot:
Roll 1d6
+1 for each degrading terrain hex and/or each
degrading terrain silhouette in an open hex that
LOS passes through (remember, passing through 3
or more degrading terrain blocks the LOS).
Minus the Leadership modifier, if a Leader is doing
the active spotting.
If the target is on blocking terrain, the modified die
roll must be 2 or less for the active spotting to be
successful.
If the target is on degrading terrain, the modified
die roll must be 3 or less for the active spotting to
be successful.
If the target is on open terrain, it is already
automatically spotted by far.
If the active spotting succeeds, place a Spotted marker
in the hex. The target hex is Spotted for the rest of the
turn unless all the enemy units move away or
eliminated. In the latter case, the Spotted marker is
removed. Otherwise the Spotted marker is removed in
Administrative phase.
If spotting is successful, the spotting unit may
immediately take one of the two following actions:
If the spotted hex is within the spotting unit’s
range, the unit may immediately fire into the
spotted hex. The other units that are activated in
the same hex and have not taken any actions may
join this fire. If the spotting unit is a Leader, he/she
is available to the units in this fire (other
availability rules still apply [3.6.1.1]).
If the spotting unit is a Leader/Scout, it can
immediately call onboard mortar fire (if there is an
available mortar unit). If doing so, the Leader
cannot add their Leadership to a direct‐fire attack
in the same turn.
Helicopter can only actively spot in hovering mode, but
active spotting does not count as an action for
helicopter. After active spotting, helicopter does not get
Ops Complete marker.
During night, a unit can only spot enemy units within 2 hexes
from it unless the enemy units have Fired markers on them
(which makes the firing units automatically spotted).
10.3 Lay Smoke
Good Order Light Infantry Units and Weapon
Teams without a Moved, Low Crawl, Fired or
Ops Complete marker can attempt to lay
smoke in their own or an adjacent hex.
Select a hex and roll 1d6. If the die roll is equal to or less
than the unit’s smoke‐laying capability (delineated in the
module specific rules), place a Smoke 1 marker on the hex.
Regardless of whether the attempt was successful, place an
Ops Complete marker on the unit that attempted to lay
smoke.
Smoke is a blocking terrain with Target Modifier (TM) of +1.
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The Target Modifier is added to the hex’s existing Target
Modifier. Hence a smoked Forest hex has a TM of +3. Units
firing from a smoked hex must subtract 1 from their die roll.
In the Administrative Phase after the Smoke 1 is laid, replace
the marker with a Smoke 2 marker. In the next
Administrative Phase, remove the Smoke 2 marker.
10.4 Call Artillery
In their impulse, Infantry Leader and Scout may call
off‐board artillery if they are available. (Can tank leader do
it?) The availability of off‐board artillery is indicated on the
scenario card or within the event paragraphs. Calling artillery
is a Special Operation.
10.4.1 GeneralRestrictions
Calling onboard mortar and off‐board artillery has the
following restrictions:
The calling unit must have LOS to the target hex.
The target hex needs NOT to be spotted.
May damage infantry units (including external
passengers, but not internal), vehicles (in open mode)
and hovering helicopters, but not helicopters in Flying
mode or buttoned armored vehicle.
If calling onboard mortar:
A Leader who has just successfully performed
active spotting may immediately call onboard
mortar to attack the just‐spotted hex.
Mortar cannot fire from Building, Heavy Jungle or
Forest hex.
Mortar does not need LOS to the target hex.
The mortar unit called must be in Good Order and
does not have Moved, Fired, or Ops Complete
marker.
Unless noted otherwise in a scenario’s special rules,
off‐board fire missions are called sequentially. In other
words, if a player receives two fire missions in a scenario, he
cannot call them simultaneously – even if he has two
Leaders/Scouts. One fire mission must be resolved before
placing the Spotting Round marker for the next. If, however,
two different formations are both given off‐board fire
missions (A and B Companies of the same battalion, for
example), they can simultaneously call their fire missions.
10.4.2 CallOnboardMortar
Calling onboard mortar is resolved in the following
procedure:
1. Declare which hex to attack.
2. Place a Spotting Round marker in the hex.
3. Place an Ops Complete marker on the caller.
4. Use Small‐arms Fire procedure to resolve this fire, with
5 differences:
Roll 2d6 instead of 1d6 and use the higher die roll.
Leadership modifier is ignored.
Sight modifier is ignored.
Target Modifiers from Walls are ignored.
Vehicle targets use the LOWEST armor factor (it is
0 if there is an asterisk in the place of any armor
factor) as the Vehicle Armor Modifier. Note that, a
buttoned armored vehicle is still not affected by
this fire.
5. Place a Fired marker on the mortar unit.
6. Note that the non‐blocking hexes attacked by mortar
marker are considered degrading terrain.
10.4.3 CallOff‐boardArtillery
Calling artillery is resolved in the following procedure:
1. Place an Ops Complete marker on the caller.
2. Declare which hex to attack.
3. Roll 2d6. The two dice have different role in this
resolution.
4. For the white die‐roll:
Add 1 for each degrading hex the LOS passing
through. (2 such hexes still block LOS)
Minus the Leadership to the white die‐roll, if it is a
Leader calling artillery.
If the caller has LOS to the target hex but cannot
see it (i.e. in the night and more than 2 hexes
away), plus 1 to the die‐roll.
The half (round down) of the modified white die
roll is how far the spotting round drift from the
desired hex.
5. The colored die roll is the direction of the round drifts.
1 is north, two is northeast, and so on.
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6. Place the Spotting Round marker in the
hex indicated by the die rolls.
7. If the marker is now out of the caller’s
LOS, remove Spotting Round marker.
The fire mission is aborted.
8. The caller can also choose to abort the fire mission at
this point.
9. Otherwise, the caller may shift the
marker one hex within its LOS and
replace it with a Fire for Effect (FFE)
marker.
10. The FFE marker immediately attacks all units in the
impact hex AND ALL 6 ADJACENT HEXES with the
Firepower indicated on the scenario card or event
paragraph.
11. These attacks are then resolved using the Small‐arms
Fire procedure, but with 2 differences:
Leadership modifier is ignored.
Sight modifier is ignored (Degrading terrain does
not affect fire power).
Target Modifiers from Walls are ignored.
Vehicle targets use the LOWEST armor factor (it is
0 if there is an asterisk in the place of any armor
factor) as the Vehicle Armor Modifier. Note that, a
buttoned armored vehicle is still not affected by
this fire.
12. FFE marker is effective for the rest of the turn. Any units,
no matter they have been attacked by FFE marker or
not, If move into any of the 7 hexes attacked by the
marker, will be attacked by FFE marker immediately.
13. Note that the non‐blocking hexes attacked by FFE
marker are considered degrading terrain.
14. Note that a fire mission is consider “used up” when its
FFE marker is placed on the board.
10.5 Star Shell
During night, Leaders or Heroes that are not
marked by a Moved, Low Crawl, Stealth,
Fired or Ops Complete marker can attempt
to fire a star shell into any hex within 3 hexes
of their position. (how about assault move?)
Select the hex and roll 1d6. If the die roll is equal to or less
than the nationality’s star shell capability, modified by the
Leader’s Leadership, place a Star Shell marker in the hex.
Star‐Shell Capabilities:
U.S. (Vietnam era and later), British, Argentine (Falkland
era): 3
NVA, ANZAC (Vietnam), U.S., German (WW2): 2
VC, ARVN, Soviet: 1
Somali: 0
Regardless of whether he succeeds, the firer is marked with
an Ops Complete marker. Star Shell markers illuminate their
hex and the 6 hexes as if it were day. Units in these hexes
can be spotted and fired on without the penalties described
in the night combat section [11.0].
Off board fire mission can be used to fire Star shells. The
procedure is the same as calling off‐board artillery except
substituting FFE marker with a star shell marker.
On‐board mortar can also be called to deploy star shell. If
the hex can be seen by the caller, the procedure is the same
as calling on‐board mortar except substituting the HE attack
with a star shell marker. If the onboard mortar or the officer
directing an onboard mortar’s fire, cannot see the target hex,
they must conduct the procedure as if calling an off board
fire mission for star shell. Note that, a hex marked with a
Fired marker is not "seen", unless it meets the
aforementioned requirements (within two hexes, or
illuminated by star shell).
Star Shell marker is removed during the following
Administrative Phase.
11.0 NightCombat
The setting of the sun has never signaled the end of combat.
Adversaries maneuver; brief, brutal firefights breakout; men
die. These rules constitute following Important Changes:.
At night, units may spot, fire, and see anything within 2
hexes of their position (count the target’s hex but not
the firer’s) normally.
A unit can fire on units further than 2 hex hexes ONLY if
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the target is marked with a Fired marker. For such
attack:
Small‐arms: Subtract 3 from the total Firepower
of the attackers in addition to normal modifier.
Ordnance: Add 2 to the to‐hit dice roll in addition
to normal modifiers.
Eligible units may fire Star Shell or call mortar for Star
Shell.
12.0 Fortifications
Given time, soldiers will always improve their positions.
After all, even a shallow hole provides some protection.
Lock’n Load reflects this with a wide range of man‐made
fortifications.
12.1 Bunker
Bunkers provide excellent protection. But
the units in the Bunker can only direct fire
along a line of sight traced through the
Bunker’s front 3 hexes. A red arrow indicates
the Bunker’s front.
Units in the Bunker hex can either be in or on top of the
Bunker. Units in the Bunker are place under the Bunker
marker; those on top of the Bunker are place on top the
Bunker marker. They are treated like being on different levels
of a Building hex for the purpose of activation and rallying. It
costs 2 Movement Points to move from on top of the Bunker
to inside the Bunker, vice versa.
If a unit is in a Bunker, the Bunker’s Target Modifier is added
to the Target Modifier of their hex. Bunkers have a Target
Modifier of +2. If a Bunker hex is spotted, all units—whether
inside or outside the bunker – are spotted. Bunker cannot be
placed in Buildings or Huts.
Units on top of a Bunker can fire at the units in a Bunker as if
they were in adjacent hex. Units in a Bunker cannot fire on
units on top of a Bunker.
For Small‐arms fire, only when it comes within the firing arc
of the Bunker, can it be effective. Ordnance fire can attack a
bunker from any direction. (how about indirect fire?)
12.2 Foxhole
Units in a hex with a Foxhole marker are
considered in the Foxholes. Unless
otherwise limited, units in Foxholes have an
unrestricted field of fire. A Foxhole’s Target
Modifier of +1 is added to the Target Modifier of its hex.
Even if a Foxhole is located in open terrain, units DO get the
+2 bonus for rallying in terrain with a positive Target
Modifier.
Note that Foxholes represent general temporary
entrenchments. They can be placed in buildings.
12.3 Wire
Wire is used to impede and channel the
enemy’s attack. It costs infantry 4
Movement Points to enter a Wire hex. This
is total, NOT in addition to other terrain in
the hex. Hence Wire placed in Tall Grass costs 4 Movement
Points, as does Wire placed on open terrain.
Vehicular‐movement costs to enter Wire hexes are listed on
the TEC. Remember, units can always use all their movement
points to move one hex.
12.4 Mine
Friendly units are not attacked when
entering a Mine hex but must pay an
additional movement point to enter the hex.
Mine markers attack enemy units that move
into their hex with the Firepower printed on the marker
(usually 1). Up to 2 Mine markers can be stacked in a hex.
Resolve Mine attacks against armored vehicles using the
Small‐arms Fire rules. The Mines are always considered to
attack the unarmored portion of the vehicle. Units that
bailout or unload in a Mine hex are attacked by the Mines.
Mines do not affect helicopters.
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Mines cannot be placed in Buildings.
13.0 GeneralScenarioRules
For all Special Scenario Rule references, an "eligible hex" is
one that is spotted, in LOS, and is otherwise "legal" for
whatever action is being directed. For example, an event
that triggers a Sniper Firing on a eligible hex could not target
a unit in Melee.
13.1 Victory Condition
Unless otherwise specified in the Victory Conditions,
Half‐Squads are worth half the VPs of Full Squads.
13.2 Events
Most scenarios include Event Markers. These markers, when
triggered, initiate special events (such as unexpected
reinforcements, story‐telling elements, etc.) that bring the
scenario to life. There are two types of Event Markers in
Lock’n Load: Occupation and Line of Sight.
Occupation markers are triggered when the side
indicated on the scenario card occupies the marker’s
hex.
Line of Sight markers are triggered when the side
indicated on the scenario card has a Line of Sight to the
marker’s hex.
If no side is indicated, both sides can active the marker.
Events are triggered immediately after the unit(s) move
into the event hex, and before any Opportunity Fire and
other actions.
When an Event Marker is triggered, read the indicated
paragraph from the scenario card. No reading ahead, it
spoils the fun!
For all Special Scenario Rule references, an "eligible
hex" is one that is spotted, in LOS, and is otherwise
"legal" for whatever action is being directed. For
example, an event that triggers a Sniper Firing on a
eligible hex could not target a unit in Melee.
13.3 Unit Entry
When units enter the map, they must expend
Movement Points for all hexes entered, including the
first one. Only one unit or one stack of units can enter
the map per impulse.
Units can enter in any mode (normal moving, Low
Crawl, Assault Move, etc.) a player wishes.
If following an event, units are due to appear in an
enemy occupied hex, they appear in any adjacent hexes
of the owner’s choice.
Unless otherwise specified, reinforcements must enter
on a specific turn. They cannot be held in reserve and
deployed later.
Vehicle cannot be set up in a building hex.
13.4 Multi‐floor Buildings
All stone building or buildings of three hexes or larger have
two floors. Infantry unit can spend 2 Movement Points to
change floor during movement.
13.5 Terrain Marker
Terrain markers, which include Stone
Building, Wood Building, Light Woods, and
Forest counter, are placed as directed by
scenario special rules. They assume all the
characteristics of the listed terrain. For example: a Wood
Building counter costs 2 movement points to enter, and
provides a +3 Target Modifier to any unit occupying the hex.
When determining Line of Sight (LOS), consider the counter
to fill the entire hex. Hence, LOS traced through ANY part of
a Stone Building counter’s hex would be blocked.