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Mark H.

Walkers Lock n Load: Band of Heroes


RULES OF PLAY V3
Table of Contents
1.0 General Concepts ____________________________________________________________________ 1
1.1 Scale and Counters _______________________________________________________________________________ 1
1.11 Squad Designations on Scenario Cards ____________________________________________________________ 1
1.2 Dice ___________________________________________________________________________________________ 1
1.3 Stacking________________________________________________________________________________________ 1
1.4 Hexes _________________________________________________________________________________________ 1
1.5 Morale _________________________________________________________________________________________ 1
1.6 Support Weapons and Weapon Teams _______________________________________________________________ 1
1.6.1 Support Weapons_____________________________________________________________________________ 1
1.6.1.01 Tripod Machine Guns _______________________________________________________________________ 2
1.6.1.1 Jamming __________________________________________________________________________________ 2
1.6.2 Flamethrowers and Satchel Charges ______________________________________________________________ 2
1.6.21 PIAT (Projector Infantry Anti-Tank)______________________________________________________________ 2
1.6.22 51mm Mortar _______________________________________________________________________________ 3
1.6.3 Weapon Teams ______________________________________________________________________________ 3
1.7 Event Markers ___________________________________________________________________________________ 3
2.0 Outline of Play ______________________________________________________________________ 3
3.0 Rally Phase _________________________________________________________________________ 4
4.0 Operations Phase ____________________________________________________________________ 4
4.1 Operations Complete Marker _______________________________________________________________________ 5
5.0 Fire Combat ________________________________________________________________________ 5
5.01 Leaders Influence on Combat ___________________________________________________________________ 6
5.1 Direct Fire Table (DFT) Results _____________________________________________________________________ 6
5.2 Multiple Attacking Units ___________________________________________________________________________ 6
5.3 Opportunity Fire _________________________________________________________________________________ 6
5.4 Extended Range _________________________________________________________________________________ 7
6.0 Movement__________________________________________________________________________ 7
6.1 Assault Movement________________________________________________________________________________ 8
6.2 Double-time ____________________________________________________________________________________ 8
6.3 Low Crawl ______________________________________________________________________________________ 8
6.3.1 Weapons Teams and Special Movement_____________________________________________________________ 8
6.4 Stealth Movement ________________________________________________________________________________ 8
7.0 Laying Smoke _______________________________________________________________________ 8
8.0 Melee Combat_______________________________________________________________________ 8
8.1.1 Reinforcing a Melee ___________________________________________________________________________ 9
8.2 Zero Firepower and M rated MMCs _________________________________________________________________ 9
8.3 Melee Eligible Support Weapons ___________________________________________________________________ 10
9.0 Administrative Phase ________________________________________________________________ 10
10.0 Line of Sight and Spotting ___________________________________________________________ 10
10.1 Spotting______________________________________________________________________________________ 10
10.2 Buildings and Hills______________________________________________________________________________ 11
10.3 Figuring Line of Sight ___________________________________________________________________________ 11
10.4 Terrain Characteristics __________________________________________________________________________ 11
10.5 Terrain Markers________________________________________________________________________________ 11
11.0 Single Man (or Woman) Counters (SMC) ________________________________________________ 12
11.1 Leaders ______________________________________________________________________________________ 12
11.11 Leaders and Combat ________________________________________________________________________ 12
11.12 Leaders and Skill Cards _______________________________________________________________________ 12
11.2 Heroes_______________________________________________________________________________________ 12
11.3 Medics _______________________________________________________________________________________ 12
11.4 Snipers ______________________________________________________________________________________ 13
11.5 Chaplains_____________________________________________________________________________________ 13
11.6 Advisors______________________________________________________________________________________ 13
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Mark H. Walkers Lock N Load

11.7 Scouts ________________________________________________________________________________________13


11.8 Armor Leaders _________________________________________________________________________________13
11.9 Soviet Commissars ______________________________________________________________________________13
11.10 Nurses_______________________________________________________________________________________14
12.0 Skill Cards ________________________________________________________________________ 14
13.0 National Characteristics for Lock n Load ________________________________________________ 14
14.0 Ordnance ________________________________________________________________________ 14
14.01 Non-Penetrating Hits _________________________________________________________________________15
14.1 Angle and Point of Impact ________________________________________________________________________15
14.2 Special Ammunition _____________________________________________________________________________15
14.2.1 Shaped Charge Effect on Infantry_________________________________________________________________15
14.3 Target Acquisition_______________________________________________________________________________15
14.31 Acquiring Markers ____________________________________________________________________________15
14.32 Target Acquisition and Spotting _________________________________________________________________15
15.0 Vehicles _________________________________________________________________________ 15
15.1 Vehicle Facing and Movement _____________________________________________________________________16
15.2 Assault Movement and Vehicles ____________________________________________________________________17
15.3 Overruns ______________________________________________________________________________________17
15.4 Vehicle Crews and Armor Leaders __________________________________________________________________17
15.41 Armor Leaders ______________________________________________________________________________17
16.0 Passengers _______________________________________________________________________ 17
16.1 Passengers inside vehicles ________________________________________________________________________17
16.1.1 Bailout Checks ______________________________________________________________________________17
16.2 Passengers On Top Of Vehicles ____________________________________________________________________18
16.3 Passengers of Abandoned Vehicles _________________________________________________________________18
16.4 Mounting and Dismounting _______________________________________________________________________18
17.0 Infantry and Artillery Vs Vehicles ______________________________________________________ 18
17.1 Close Assault___________________________________________________________________________________18
17.2 Small Arms vs. Armored Vehicles___________________________________________________________________19
17.3 Small Arms vs. Unarmored Vehicles_________________________________________________________________19
17.4 Mortars and Artillery vs. Armored Vehicles and Helicopters ______________________________________________20
18.0 Indirect Fire ______________________________________________________________________ 20
18.1 Onboard Mortar Weapon Teams ___________________________________________________________________20
18.2 Off Board Artillery_______________________________________________________________________________20
18.3 Off Board Fire Mission Limitations __________________________________________________________________21
19.0 Helicopters _______________________________________________________________________ 21
19.1 Helicopter Modes _______________________________________________________________________________21
19.2 Helicopter Movement Costs _______________________________________________________________________21
19.3 Helicopters, Terrain, and Spotting __________________________________________________________________21
19.4 Passengers ____________________________________________________________________________________21
19.5 Helicopters in Combat ___________________________________________________________________________21
19.5.1 Ordnance Vs. Helicopters _____________________________________________________________________21
19.5.2 Small Arms vs. Helicopters ____________________________________________________________________22
19.6 Helicopter Movement and Fire _____________________________________________________________________22
Helicopters may move and fire without restriction during their impulse. ________________________________________22
19.7 Helicopters and Opportunity Fire ___________________________________________________________________22
20.0 Night Combat _____________________________________________________________________ 22
20.1 Star Shells_____________________________________________________________________________________22
21.0 Fortifications______________________________________________________________________ 23
21.1 Bunkers_______________________________________________________________________________________23
21.2 Foxholes ______________________________________________________________________________________23
21.3 Wire _________________________________________________________________________________________23
21.4 Mines ________________________________________________________________________________________23
21.5 Claymore Mines ________________________________________________________________________________23
21.6 Trenches ______________________________________________________________________________________24
22.0 Air Landing Operations ______________________________________________________________ 24
22.1 Gliders________________________________________________________________________________________24
22.2 Glider Placement Procedure _______________________________________________________________________24
22.21 Initial Placement _____________________________________________________________________________24
22.22 Final Placement______________________________________________________________________________24
22.3 Parachutists ___________________________________________________________________________________25
Example of Play: Basic Infantry Combat ___________________________________ Error! Bookmark not defined.
Rally Phase: ______________________________________________________________ Error! Bookmark not defined.
Operations Phase:__________________________________________________________ Error! Bookmark not defined.
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Mark H. Walkers Lock N Load

Admin Phase ______________________________________________________________Error! Bookmark not defined.


Rally Phase _______________________________________________________________Error! Bookmark not defined.
Operations Phase __________________________________________________________Error! Bookmark not defined.
Example of Play: Armor _______________________________________________ Error! Bookmark not defined.
Helicopter Example of Play _____________________________________________ Error! Bookmark not defined.
Counter Reduction Chart ______________________________________________ Error! Bookmark not defined.
INSERT CASUALTY REDUCTION.TIFGlossary of Terms __________________________________________ 26
Glossary of Terms ______________________________________________________________________ 26
Credits ____________________________________________________________ Error! Bookmark not defined.
THE LOCK N LOAD CREW ___________________________________________________Error! Bookmark not defined.
MATRIX GAMES____________________________________________________________Error! Bookmark not defined.

iv

Mark H. Walkers Lock N Load

Mark H. Walkers

Lock n Load, Version 3 (V3) Rules of Play


If this isnt obvious to you by now, these are the preliminary V3 rules. They havent been laid out. Examples of play, credits,
pretty pictures, and such will be added later. We are putting them on the Internet for you to download, read, play with, and
give us feedback. Send all that feedback to staff@locknloadgame.com. By the way, dont panic because we are issuing a new
version of rules. The words that follow arent significantly different from those I wrote when I first designed Lock n Load in
the autumn of 2001. I like that.

Mark H. Walkers Lock n Load: V3

stationary units in the hex exceeds stacking


limitations.

1.0 General Concepts


1.1 Scale and Counters
Each hex is 50 meters wide. Multi-Man Counters (MMC)
include Squads, Half-squads, vehicle crews (hereafter
called Crews), and Weapon Teams.
A Squad represents 8-12 men and is depicted by a 5/8
counter with two men. A Half-squad or Crew represents
4-6 men and is depicted by a 5/8 counter with one man.
A Weapons Team (WT) represents 3-5 men and a heavy
weapon and is depicted by a 3/4 counter showing the
weapons silhouette and two men.
A Single Man Counter (SMC) represents a single man or
woman, and is depicted by a counter with either a single
individual or in the case of leaders a face.

Units inside a vehicle are considered part of the vehicle


for stacking purposes. They cannot unload if doing so
would exceed stacking limits and if required to bailout
must do so into an unoccupied hex of the enemys
choosing adjacent to the vehicle.
You can always look at your opponents stacks, but dont
overdo it. Its just, as The Pan would say, bad form.
1.4 Hexes
Unless otherwise noted in the scenarios special rules, the
half hexes along the edge of the map are playable and
have the same stacking limitations and movement cost as
full hexes. The two joined half hexes where boards meet
are considered a single full hex.

Support Weapons are individual weapons that must be


fired by a Squad, Half-squad, Crew, or specific SMC.
Weapon Teams (WT) may not carry or fire additional
Support Weapons.

The terrain surrounding a hexs center dot defines the


elevation and terrain type of the hex.

Turns represent 2-4 minutes.

1.5 Morale

1.11 Squad Designations on Scenario Cards


As the Lock n Load system has
grown, so has the number of
Squads the system portrays.
Whenever there might be
confusion as to which Squad a
scenario calls for we will delineate
the Squads in the following
manner: Firepower-RangeMovement-Morale/Shaken Morale. For example, the
Pakistani Squad guarding these words would be 2-4-4-5.
1.2 Dice
The game uses a pair of six-sided die. 2d6 means both
die are rolled and, unless otherwise indicated, summed.
1d6 indicates one die is rolled.
1.3 Stacking
Each side may have up to three squads (or their
equivalent), two vehicles, one airborne helicopter
(Forgotten Heroes module), and two SMCs in a hex. Each
vehicle or helicopter wreck marker counts as one vehicle
for stacking. One Weapons Team or two Halfsquads/Crews are the equivalent of a Squad. Some
terrain, such as Heavy Jungle and multi-story buildings,
modify the stacking limits. Consult the Terrain Effects
Chart (TEC) for details.
A multi-story building may have up to three Squads (or
their equivalent) and two SMC on each level. The lower
level may additionally include two vehicles. The hex may
also include one airborne helicopter.
These stacking limitations apply at ALL TIMES.
For example: a player may not move units
through a hex if the sum of the moving and
1

For example: 13B7 is a ground level Forest hex.

Each unit in Lock n Load has a morale rating. This morale


represents the units training and willingness to fight.
There are two Morale levels in Lock n Load: Good Order
and Shaken.
Good Order units are cohesive, steady, and ready to fight.
They are depicted by the front of the units counter.
Shaken units are frightened, disorganized, and generally
tired of the whole wargame bit. The back of the counter
depicts this. Many things may shake a units confidence,
but a poor result on the Direct Fire Table (DFT) is the
primary instigator.
Morale checks are resolved by rolling 2d6. The dice are
summed and modifiers applied. The only modifiers that
can be applied to an infantry MC (including rallying
attempt) are the LM and the -2 modifier for being in
terrain with a positive TM.
If the result is greater than the units morale rating, it fails
the check.
1.6 Support Weapons and Weapon Teams
Any 5/8 counter with the silhouette of a weapon, such as
a machine gun, bazooka, LAW, flamethrower, satchel
charge, or RPG, is a Support Weapon (SW). On the other
hand, 3/4 counters with the silhouette of soldiers firing a
weapon, such as a German 88mm ATG or American
60mm Mortar, are Weapon Teams (WT), which includes
both the weapon and its firing crew.
1.6.1 Support Weapons
Support Weapons are 5/8 counters that have no crew
and must be carried, crewed, and fired by an MMC or
eligible Single Man Counter (SMC). A Squad may carry up
to two Support Weapons, a Half-squad or Crew may carry
one, and a SMC may carry one Support Weapon, but
forfeits two movement points while doing so. Consult the
Mark H. Walkers Lock n Load: V3

Support Weapons Portage and Usage Table for a


summation of portage costs.
The unit directly above a Support Weapon possesses that
weapon. Units may capture and use enemy Support
Weapons, but if such Support Weapons use the Direct
Fire Table (DFT), they are fired at 1/2 Firepower,
fractions rounded up. If the captured Support Weapon
uses the Ordnance Fire Table (OFT), it receives a +1 die
roll modification on its To Hit dice roll (14.0).
A Squad may fire one SW and retain its inherent
Firepower, or fire two Support Weapons and forfeit its
inherent Firepower. A Half-squad or Crew may fire one
Support Weapon, forfeiting its inherent Firepower in the
process.
Eligible SMCs may fire a SW, be it captured or friendly, at
half of the SWs normal Firepower (fractions rounded up).
Heroes firing a SW forfeit their inherent FP. This is true
even if the hero is part of a stack of attacking units, in
which case the hero attack with the full FP of his SW only.
For example: a German Fallschirmjager Hero or
Leader may fire a MG-34 at 1 FP, the same Leader
also fires a M1919A4 tripod-mounted MG at 1 FP.
Designers Note: Lock n Loads SMCs represent
the cream of their armies. Accordingly, they would
operate an enemy weapon (or anything else for
that matter) better than the typical line squad.
Medics and Chaplains may not carry or fire SW. Leaders
firing a SW forfeit all Leadership modifiers, even in their
own attack.
If a Squad carrying two Support Weapons is reduced to a
Half-squad, it must drop one SW of its owners choice. If
a unit carrying Support Weapons is eliminated, the SWs
remain in the units hex.
A Good Order unit of either side that has entered a hex
containing a dropped SW may recover it during their Rally
Phase, assuming the unit is eligible to carry another SW
and that there are no enemy units in the hex.
Panzerfaust counters represent a clutch of the rockets
and are not discarded after being used, like the satchel
charge is.
1.6.1.01 Tripod Machine Guns
Machine guns shown with a tripod are special Support
Weapons. They may not be moved when pictured with
the tripod side up. Thus, units possessing a SW with the
tripod side up cannot move or AM.
A good order Squad or Half-Squad may flip the counter in
the Rally Phase. Tripod machine guns other side either
depicts the machine gun in bipod configuration or
dismantled. Either may be transported like any other
support weapon. When units enter a scenario from offboard, their tripod weapons are either dismantled or in
bipod mode.
2

1.6.1.1 Jamming
This rule is only applicable to modules such as Ring of
Hills that specifically call for it. On the Falkland Islands,
the L7A2 and MAG58 were susceptible to jams. Whenever
either machine gun is participating in an attack (not
Melee) and the opposed die rolls match (for example,
both players roll a 1), the machine gun jams. Flip the
machine gun to its Jammed side and subtract its
Firepower from the attack. Flip the counter to its
unjammed side in the next Rally Phase if the gun is in
possession of a Good Order SMC or MMC. If more than
one machine gun is attacking, only one jams.
1.6.2 Flamethrowers and Satchel Charges
Flamethrowers are Support Weapons with two special
capabilities: Flamethrowers may be used in Melee, and
flamethrowers may cause targeted units to retreat. If a
flamethrower, or a multiple unit attack that includes a
flamethrower, Shakes an enemy unit when firing on the
DFT (not when used in Melee), the enemy unit must
retreat one hex.
The retreat must increase the distance between the
retreating unit and the unit conducting the flame-thrower
attack. The retreat may not reduce the distance between
the retreating unit and any other enemy unit in the
retreating units LOS. Retreating units are marked with a
Move marker and may trigger Opportunity Fire. If the unit
has no hex into which it may legally retreat, it is
eliminated.
Satchel charges represent rucksacks stuffed with TNT.
They may be used in Melee (8.0), thrown into an adjacent
hex, or used when Close Assaulting a vehicle (17.1).
Satchel charges are used once and then removed from
the board.
Leadership does modify satchel charge attacks, unless the
Leader is using the satchel charge him or her self, but
satchel charges do not receive any other DFT Attacking
Units Die Roll Modifications, nor is their Firepower halved
when used by an eligible SMC (Leader, Hero, Scout, and
Advisor). Satchel charges may be used whenever a unit is
eligible to use a Support Weapon. Resolve the Satchel
Charge attack as you would any other support weapon.
For example, if an American 2-5-4 throws a satchel
charge into an adjacent hex it would attack the hex with 6
Firepower. On the other hand, if the same American
Paratrooper Squads fires its inherent Firepower into the
adjacent hex ANDS throws the satchel charge, it would
attack the hex with 10 FP (2 for its inherent Firepower, +
2 for firing its inherent Firepower at an adjacent hex, + 6
for the satchel charge).
1.6.21 PIAT (Projector Infantry Anti-Tank)
The PIAT was Great Britains answer to a man-portable
anti-tank gun. Unlike the German and American rocket
propelled weapons, the PIATs HEAT round was launched
from its projector via a large spring. PIATs are subject to
the same rules as Bazookas, Panzerfausts, and other
man-portable HEAT weapons, with the following
Mark H. Walkers Lock n Load: V3

exception: A unit may not fire a PIAT if it is a level, or


more, higher than its target (targeting lower elevations
often caused the round to slip out of the projector).
1.6.22 51mm Mortar
This mortar (often called a 2 mortar) was often issued to
British paratrooper Squads. It is treated as a Support
Weapon (1.6.1), NOT a Weapon Team, and must be
carried, crewed, and fired by an MMC or eligible Single
Man Counter. It may NOT be fired from Building, Heavy
Jungle, or Forest hexes.
The mortar has a Firepower of two (2), which is never
halved as part of a multi-unit attack (but IS halved if fired
by a lone SMC), a minimum range of two (2), and a
maximum range of nine (9). The mortar may only fire at
spotted hexes, but may attack in one of two ways: 1) The
mortar may fire directly at spotted units in its LOS. Roll
2D6, choose the higher of the dice, and add it to the
TOTAL Firepower of the attack the mortar is participating
in, apply all DFT modifications, and resolve the attack
normally. For example, if a 1-6-4 British Paratroop Squad
with a 51mm mortar fires at a target six (6) hexes away,
the British players rolls 2D6, selects the higher die, adds it
to three (3) (3= the Firepower of the British Squad +
Firepower of the mortar), and resolves the attack
normally. 2) The mortar may fire indirectly, and does not
need not have a LOS to the spotted target hex, if the unit
crewing the mortar is adjacent to a friendly unit that
does.
A unit may spot a hex and still direct the mortars fire in
the same impulse. Leadership does NOT affect the
mortars Firepower when firing indirectly, nor does
degrading terrain reduce it, but other DFT modifiers apply
normally. Do NOT place a FFE marker in the target hex in
either of the above cases when firing the 51mm mortar;
this Squad-level weapon rarely expended the amount of
ammo needed to create a barrage. Units that direct the
mortars fire are marked Ops Complete. Medics,
Chaplains, and Weapon Teams may not direct the
mortars fire. The mortar may NOT opportunity fire.
The mortar may not be moved when the assembled
(Firepower and range showing) side is up. A good order
Squad or Half-Squad may flip the counter in the Rally
Phase.
1.6.3 Weapon Teams
Weapon Teams represent heavier or more specialized
weapons along with their crew. The teams manning
these weapons often represent the best soldiers in the
company and hence have better Morale, can Self-Rally
(SR), and possess other unique advantages. Weapon
Teams may not be carried nor fired by other units, but
have their own movement factor and inherent Firepower.
Weapons teams marked with a gun size greater than
20mm may not set up or enter buildings (huts, stone, and
wooden buildings), nor cross wall, hedge, or bocage hex
sides.
If engaged in Melee, Weapon Teams defend with a
nominal Firepower of one (1), and may not counterattack.
If a Weapons Team is eliminated, its weapon is
considered destroyed and may not be captured or recrewed as Support Weapons can.
3

Weapon Teams with a red arrow in the corner of their


counter may only fire in the direction defined by the
arrow, as explained in the section on ordnance (14.0).
They will need to change facing to fire at enemies outside
their arc of fire. They may either change facing within
their hex in lieu of firing at a cost of 1 MP per two hex
sides pivoted, change facing and fire which incurs a
penalty on the OFT but is permitted when conducting
Opportunity Fire (5.3), or they may face any direction
after entering a new hex. Place a Move marker on any
Weapons Team that changes facing.
Recoilless Rifle Weapon Teams (indicated by a RR on their
counter) may not fire from inside a building. They may,
however, fire from inside a bunker. Weapon Teams may
not Close Assault (17.1) vehicles.
The German 88mm ATG cannot move. It uses its
movement factor to pivot within its hex, as described
above.
1.7 Event Markers
Most scenarios include Event Markers. These markers,
when activated, initiate special events (such as
unexpected reinforcements, story telling elements, etc.)
that bring the scenario to life. There are two types of
Event Markers in Lock n Load: Occupation and Line of
Sight.
Occupation markers are activated when the side indicated
on the scenario card occupies the markers hex. If no side
is indicated, both sides may activate the marker. Line of
Sight markers are activated when the side indicated on
the scenario card has a Line of Sight to the markers hex.
When an Event Marker is activated, read the indicated
paragraph from the scenario card. No reading ahead it
spoils the fun!

2.0 Outline of Play


Each game turn consists of a Rally Phase, an Operations
Phase, and an Administrative Phase.
In the Rally Phase, Shaken units may be rallied and Halfsquads can be combined. In addition, eligible units may
pick up SWs in their hex or swap them with other units.
Only Good Order units may swap Support Weapons.
During the Operations Phase, the players alternate
impulses. In an impulse, one hex/building level and all the
units in it may be activated to fire or move. When
activating a Leader, units not only in the Leaders hex, but
also in all hexes adjacent to the Leaders hex may be
activated.
In a multi-story building, only one level of a hex may be
activated per impulse. Exception: a Leader may choose to
activate both the level he occupies and the levels above
and below.
For example: a Leader in the Upper level of 15I5
Mark H. Walkers Lock n Load: V3

could activate units in the Upper level of 15I6,


15J5, or the Upper level and ground floor of 15I5.
In the Administrative phase, gamers clean the map of
irrelevant markers, including Fire for Effect, Move, Assault
Move, Low Crawl, Fire, Ops Complete, Smoke 2, and
Spotted markers. Smoke 1 markers are flipped to Smoke
2 markers.

3.0 Rally Phase


Each player rolls 1d6. The player who rolls highest has
the initiative. Ties go to the player who had the initiative
the previous turn.
The player with the initiative rallies any Shaken troops.
When he is finished with all rally attempts, the other
player rallies. Shaken leaders rally first. Shaken troops in
the same hex/building level with a Good Order Leader
(exception SS soldiers 13.81) may attempt to rally by
rolling less than or equal to their morale with 2d6.
Leadership modifiers are subtracted from the die roll.
Armor Leaders (11.8 and 15.41) can only rally the tank
they are crewing. Troops in terrain with a positive Target
Modifier, such as Forest, Light Woods, and Wooden
Buildings, subtract two from their die roll. (Target
Modifiers are listed on the Terrain Effects Chart.) Troops
without a Good Order Leader in their hex may not rally
(Exception: troops in a hex with a Hero may attempt to
rally, vehicles may always attempt to rally, and troops
marked with a SR may Self-Rally). Leaders may only rally
units whose counters have the same background color as
the Leader.
For example: SS leaders may not rally
Fallschirmjager soldiers.
Snipers, Weapon Teams, and other troops designated
with a SR on their counter may Self-Rally without a Good
Order Leader. Good Order Leaders present in the hex
may still apply their Leadership to the rally attempt.
Each unit can only attempt to rally once per RP but a
medic trying to flip a shaken squad to its GO side does
not constitute a rally attempt. A just rallied medic can
heal another unit in the same RP.
You may not create half-squads, they may only be
created as a result of combat or provided in the scenario
OOB.
Any two Good Order Half-squads (not Crews) of the same
nationality and type may join to form a Full-squad in they
are in the same hex as a Good Order Leader. The units
may not be locked in Melee.
Any Good Order MMC, excluding WTs, or eligible SMC
may pick up an unpossessed Support Weapon present in
its hex. Friendly good order units may also trade
Support Weapons. Place a Support Weapon directly
beneath a unit that possesses it.
SW can be dropped only in the RP and only by GO squad.
The sole exception is for squad reduced to half-squad
4

while carrying two SW. It must drop one of its SW


(owners choice).

4.0 Operations Phase


This phase consists of a number of impulses. During each
impulse, the players take turns activating and controlling
units or passing. The player with initiative goes first, then
his opponent, and so on until the phase is complete.
Once all units have either moved, fired, been marked with
an Ops Complete marker, or after three consecutive
passes (i.e. Player One passes, Player Two passes, Player
One passes again), the Operations Phase ends and the
Administrative phase begins.
During an impulse, the active player may activate all or
some of the units in a hex. If the activated hex contains a
Good Order Leader, the player may also activate any units
in adjacent hexes.
In a multi-story building, only one level of a hex may be
activated per impulse. Exception: a Leader may choose to
activate both the level he occupies and the levels above
and below.
For example: a Leader in the Upper level of 15I5
could activate units in the Upper level of 15I6,
15J5, or the Upper level and ground floor of 15I5.
Each activated unit in a hex may either move or shoot
(not both, except in the special case of Assault Move).
Not all units in a hex need to perform the same function,
but all firing units within a hex that are activated in the
same impulse must engage the same target. There is,
however, an exception. Support Weapons with To Hit
tables on the back of their counters (such as Bazookas
and Panzerfausts (PzF30)) must either fire separately (i.e.
not adding their Firepower in with any other units
targeting the same hex, but rather making an entirely
separate roll) or fire at another target altogether. They
still must fire during the same impulse as the unit
possessing them.
Support Weapons may not activate separately from the
Squad that possesses them.
For example: a Squad might activate to fire its
MG42 at an enemy out of the range of the Squads
inherent FP. Even though the Squad does not fire
separately from the SW during this activation, it
may not subsequently activate again until the next
turn.
All moving units that begin their move in the same hex
and are activated in the same impulse must move
together. Note that when units in a hex are activated
together, some may move and some may fire, but those
that fire must do so together (following the special rules
for SWs noted above) and those that move must also do
so together. All squads in a hex, however, are NOT
required to activate in the same impulse.
Mark H. Walkers Lock n Load: V3

For example: Ed activates a hex with three


squads, but only moves one squad, hoping to
draw fire from the BAR at the end of the street.
Because he neither moved nor fired the remaining
two squads, he can activate them in another
impulse.
Moving through a hex occupied by other units does not
force them to accompany units passing through. This
rule only applies to units that start in the same hex during
the impulse in which they are activated.
Mark units that move with a Move, Low Crawl, Assault
Move, or Stealth marker (see Movement), and those that
fire with a Fired marker. Those units may not be used
again this turn except to defend in Melee. (See 6.1
Assault Move for the sole exception to this.) Mark
helicopters that move but havent fired- with an
Operations Complete Marker.
Units/hexes activated in the same impulse can act in any
order desired, as long as all units that fire or move from a
hex do so together, as per the rules under 4.0. Thus, in a
situation where many hexes are activated at once (by a
leader ability), unit A could fire from the first hex, then
unit B could fire from a second hex and finally unit C,
located in the first hex with A, could move out of it.
Chain activation is allowable. In other words, a leader can
activate an adjacent leader that then activates adjacent
hexes and so on. A leader activating adjacent units is
marked with an OCM if he does nothing else in this
impulse.

LOS five hexes distant. A Somali 0-3-4 Squad


would engage the same American Squad with 1 FP
( 0 FP -2 FP + 1 for firing at unit marked with
Move or Assault Move marker = -1 FP).
SW owned by Squad that is marked with an Ops
Complete marker may also fire with the Squad. Support
Weapons that use the OFT suffer a +2 DRM to hit
penalty.
Vehicles/Helicopters under an Ops Complete Marker may
Opportunity Fire, but two (2) is subtracted from their
machine Firepower, and ordnance that uses the OFT
suffers a +2 DRM to hit penalty. See section 5.3 below for
more details on Opportunity Fire.
A unit under an Ops Complete marker may fire at FULL
Firepower at a hex it Spotted, during the same impulse in
which it Spotted the hex. By the same token, Leaders
under an Ops Complete marker may add their Leadership
to this fires 1d6 roll, but only if directed against a hex
that the Leader Spotted during the current impulse. In
other words, a unit may immediately fire upon any hex it
has successfully Spotted.
Designers Note: The intent is to allow a unit to
fire at an enemy hex that it Spotted. It only makes
sense that if a unit was focusing on a specific area,
it would have time to fire its weapons at it.
All units in the same hex with a unit that has successfully
spotted an enemy unit can fire with their full FP at the
just spotted hex, along with the spotting unit. Note that in
the case of multiple attacking units, 5.2 applies as well.

5.0 Fire Combat


You must declare which hexes will be activated in the
current impulse before you do anything with the units
they contain. You dont have to specify what action the
units will perform, and you can pass with some. An
activated unit that passes is not, in fact, considered
activated.
4.1 Operations Complete Marker
Units that Spot, attempt to lay smoke, or perform other
actions described in the subsequent rules as rendering
them Ops Complete are marked with an Ops Complete
(Operations Complete) marker. Except for the instances
described below, units beneath Ops Complete markers
may not Spot, fire (including sniping), move, or use their
Leadership ability.
MMCs under an Ops Complete Marker may Opportunity
Fire, but subtract two (2) from the total Firepower of the
attacking stack. The Firepower is modified BEFORE
considering any other Attacking Units Die Roll
Modifications.
For example: a 3-6-4-6 American Ranger Squad
under an Ops Complete marker would Opportunity
Fire with 2 FP (3 FP -2 =1 FP + 1 for firing at a
unit marked with Move or Assault Move marker) at
a Somali Squad in Clear terrain that moved into its
5

To fire on enemy units, they must be within the range of


the firing weapon(s), within the firing units Line of Sight
(LOS), and Spotted. You can fire through friendly or
enemy units units located in a hex between the firer and
the target, but may not fire into a hex that contains both
friendly and enemy units. Its just unethical. Nor may you
fire into a hex marked with a Melee marker. Thats a turnbased time continuum thing.
To determine range, count the hexes from the firing hex
to the target hex. Include the target hex, but not the
attackers hex.
See the section on LOS (10.0) to determine LOS and
Spotting procedures.
If range, LOS, and Spotting requirements are met, the
attacker adds its Firepower to 1d6, adds any applicable
Leadership modifiers, and then modifies the results with
any target movement or Degrading Terrain (see section
10.3) modifiers. The defender rolls 1d6, adds the Target
Modifier of hex terrain occupied by the targeted troops
and compares it to the attackers die roll.
If the attackers modified die roll is less than or equal to
the defenders modified die roll, the fire has no effect.

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If the attackers modified die roll is greater than the


defenders modified die roll, each of the defending units
must take a Damage Check by rolling 1d6, adding the
difference between the attackers modified die roll and the
defenders modified die roll, and then consulting the
Direct Fire Table (DFT).

Wounded: If the unit is moving, it must stop immediately.


Flip the SMC to its Shaken side (Hero excepted, they flip
to their wounded side) and mark with a Wounded marker.
Any wounded SMC, other than a hero, has its morale
decreased by one. If the wounded SMC has not yet been
activated it may be still be activated in this turn.

If a Good Order Leader is present, his Leadership modifier


is subtracted from the Damage Check die roll of the other
units in the hex (not himself). The Leader must survive
his own check for damage first in Good Order, before
aiding the other units in his or her hex.

Wounded Leaders have their morale, Leadership modifier,


and Leadership range decreased by one (i.e. they may
only activate units in the same hex). A wounded leader
can still call indirect fire (mortar and artillery) and move
their full MP. SMCs under a Wounded marker, or wounded
Heroes who are wounded again are eliminated.

5.01 Leaders Influence on Combat


Leaders not under a Move, Low Crawl, Fire or Ops
Complete marker may aid ALL attacks conducted by same
nationality/force units in their hex during their impulse.
Specifically, their Leadership modifier is added to a units
Firepower that is using the DFT and/or subtracted from
the to hit dice roll for Support Weapons and Weapon
Teams using the OFT. Note that the Leader may aid both
Squads using their inherent Firepower/ Support Weapons
AND Support Weapons or Weapon Teams using the OFT
that are activated in the Leaders hex in the same
impulse. Leaders that aid such fire are placed under a
Fired marker.

Medics may heal wounded SMCs (see section 11.3).


Wounded sniper can still fire with no reduction in
effectiveness.
Hero Creation: There is a chance that a Hero is created
during play whenever a Squad or Half-squad (even if
Shaken) rolls a one (1) during a Damage Check caused by
enemy fire. Roll 1d6. If the result is even, a Hero is
created in the hex. Randomly pick a Hero and a Skill Card
(see section 11.2 below). The Hero assumes the
activation state of the squad that spawned it.
For example: if the Squad spawning the Hero is
marked with a Fired marker, so is the Hero.

5.1 Direct Fire Table (DFT) Results

5.2 Multiple Attacking Units

Shaken: A Shaken unit is flipped to its Shaken side. A Shaken


unit may return to Good Order by passing a rally attempt during
a later Rally Phase. Shaken units may not use either their
inherent Firepower or any Support Weapons they possess.
Shaken units may not advance (including changing level in a
building) toward an enemy unit in their Line of Sight (LOS).
Shaken units may not Spot, nor are enemy units that they are
adjacent to considered spotted by the adjacency. Shaken units

Only units in the same hex may fire simultaneously, and


then only at the same target. One unit leads the fire and
fires at its full FP. Each additional MMC adds 1/2 of its
Firepower to the attack. Heroes add their full Firepower.
Zero (0) Firepower units add nothing (unless they are
firing a Support Weapon). Machine guns and
flamethrowers add their entire Firepower. The total
Firepower is summed; remaining fractions are rounded up
and the combat is resolved as in the section on Fire
Combat.

can still spawn heroes.


If engaged in Melee, they surrender and are removed
from the board.
Shaken Leaders cannot rally troops, but may attempt to
rally themselves. Shaken Leaders may not use their
Leadership for any function.
Shaken Medics may not heal soldiers (or themselves).
Shaken Snipers may not snipe, but may attempt to SelfRally (SR).
Shaken Chaplains may not rally soldiers.
Shaken U.S. advisors no longer increase the morale of
ARVN units stacked with the Advisor.
Shaken vehicles must Button (see section 15.0), have
their movement factor halved, and may not fire.
Heroes never Shake (Just ask Sara Pezzini).
Casualties: Replace a Full-squad with a Shaken Halfsquad. Eliminate a Half-squad, Crew, or Weapons Team.

A hero firing a SW in a multiple units attack forfeits his


inherent FP and attacks with the full FP of his SW only.
Remember that, for the most part, all units firing from the
same hex, in the same impulse, must target the same
hex. There are, however, exceptions. Support Weapons
with To Hit tables on the back of their counters (for
example, Bazookas) Weapon Teams, helicopters, and
vehicles must fire separately even when firing in the same
impulse. Although Weapon Teams, helicopters, and
vehicles MAY fire in a different impulse, Support Weapons
must fire during the same impulse as the Squad that
possesses them.
5.3 Opportunity Fire
Units that are not marked with a Move, Low Crawl,
Stealth, or Fire marker, and that have a clear Line of Sight
(LOS) to a hex in which an enemy unit expends at least
one movement factor, by any kind of movement other
than Low Crawl (exception, 6.4 Stealth Movement), may
fire on the movers. This is called Opportunity Fire, occurs
during the opposing players impulse, and is not
considered an impulse. Low Crawling units may only be
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the target of opportunity fire if they are spotted in the hex


they enter.

2-2-4-6 Guard unit firing at a German squad three hexes


distant, has a Firepower of one (1).

Additional units/hexes may also fire but all units in the


same hex that choose to fire must fire at the same time
and at the same target. Remember, however, that
Support Weapons with a To Hit table on the back of their
counter, Weapon Teams, helicopters, and vehicles must
fire separately as described in 5.2.

6.0 Movement

The moving unit(s) may not be attacked more than once


per movement point expended in the hex, unless attacked
by Support Weapons with a To Hit table on the back of
their counter, Weapon Teams, helicopters, and vehicles
who are stacked with the units that first fired. A unit
entering a hex with a MP cost of 1+ can be subjected to
1+ attacks, even if the first attack shakes the unit, forcing
it to stop moving.
Place a Fired marker on units that Opportunity Fire.
Opportunity Fire must be declared before the target units
leave the hex, and the player currently moving must give
sufficient time for his opponent to declare the Opportunity
Fire.
An Opportunity Fire attack is conducted like any other,
with the exception that the attacker receives a +1 bonus
(unless firing at Low Crawling units) to their die roll for
firing at moving units, unless the moving units are in
terrain that negates that modifier. For example, Low
Crops.
If the target hex contains both moving and non-moving
units, both are affected by the same Opportunity Fire
attack die roll, but only the moving units suffer the +1
modification to the attackers die roll.
For example: an American 3-6-4 Ranger Squad
fires at a Somali 0-3-4 as it moves through an
open terrain hex that also holds a non-moving
Somali 1-3-4. The American player rolls a single
1d6 and adds 4FP (its base FP of 3 + 1 for firing
on a moving unit) against the moving Squad, and
3FP against the stationary Squad.
Note that even though moving units are automatically
Spotted, the stationary Squad in the hex retains the same
Spotted status that it had prior to the attack. In other
words, if the stationary unit wasn't Spotted before the
Opportunity Fire attack, it remains unspotted after the
moving Squad departs the hex. This is the ONLY
exception to the rule that states, If one unit in a hex is
Spotted, the entire hex is Spotted.
Target units that become Shaken must end their
movement. This includes units that are Shaken due to
Casualties or Wounding. If not all of the moving units in a
stack are Shaken, the remaining Good Order units may
continue moving.
5.4 Extended Range
MMC/SMCs with a black box surrounding their range may
fire at up to twice their printed range. Any fire greater
than the printed range, however, is halved. Accordingly, a
7

Units move from hex to hex, paying the movement point


cost of each hex as it is entered. These costs are
summarized on the Terrain Effects Chart (TEC). All units
that move from the SAME hex, in the SAME impulse, must
be moved together (exception, if some units in moving
stack are Shaken see 5.3).
A hex that contains an unshaken, unwounded, yet to be
activated Leader, may activate both the units in that and
adjacent hexes. Units in the same hex, but on a different
level of a multi-story building are considered adjacent.
Units in an adjacent hex, but on a different level of a
multi-story building are not. Units starting in adjacent
hexes to the Leader are free to move or fire separately
from the Leader. The units in each hex, however, must
move or fire together if they do either.
For example, if all three 1-6-4 German squads in a hex
are activated, some may move and some may fire, but
those that move IN THE SAME IMPULSE must move
together, and those that fire IN THE SAME IMPULSE must
fire at the same target (exception: Ordnance 14.0, may
fire at separate targets).
The number of movement points that a unit may spend
each turn is called its Movement Factor (MF) and is
marked on the counter. As noted above, MMCs, WTs, and
SMCs under a Move or Assault Move marker that are fired
upon suffer a modifier of 1 added to the attackers DFT
die role.
Unless such a move would bring a Shaken unit closer to
an enemy unit in their LOS, units with a movement
allowance equal to or greater than one may always move
one hex, no matter the cost, or change levels within a
multi-level building. If a unit must expend ALL its
movement points to move one hex it may not Low Crawl
(or Assault Move obviously) into the new hex.
Units may move through hexes containing friendly units
(subject to stacking restrictions), but must stop upon
entering an enemy occupied hex and Melee (see section
8.0).
Here is the sequence to be followed when moving units
triggers event, are subjected to Opportunity Fire, become
adjacent to enemy units and such.
a. Unit(s) moves into one hex
b. Possible event(s) are triggered
c. Possible Opportunity Fire conducted.
d. If the moving units are still in Good Order, they may
proceed with their next action (auto-spotting adjacent
unit, moving, firing if AM etc.)
Thus, a unit that moves adjacent to an enemy unit but is
shaken by a torrent of Opportunity Fire does not cause
the adjacent enemy unit to be spotted unless, of course
it was the adjacent unit that fired.
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6.1 Assault Movement


Units whose movement factor is boxed in red for
example, Heroes, may Assault Move. These units
intentions are declared at the beginning of their impulse
and they are marked with an Assault Move marker.
Leaders may also Assault Move with eligible units that
they start their impulse with.
Units which Assault Move may spend up to one-half of the
movement points printed on their counter, modified by
double-time movement if applicable (fractions rounded
up), and subsequently fire (or Opportunity Fire). The DT
bonus (if any) is added to the printed unit MF before
being halved for AM.
Subtract two from the total attacking firepower of units
using Assault Movement. For example, two American
Airborne Full-squads using AM would fire with a Firepower
of 1 (2 for lead squad + 1 for second squad -2 for AM =
1). Support Weapon Ordnance, such as Bazookas, suffer
a penalty on the Ordnance Fire Table (OFT).
Once the units fire, they are also (in addition to the
Assault Move marker ) marked with a Fired marker;
neither the Assault Move or Fire marker is removed until
the Admin Phase. The units need not fire in the same
impulse that they originally moved but can be activated
again later to fire or may instead engage in Opportunity
Fire if the appropriate situation arises. They must,
however, move when they are first activated.
6.2 Double-time
Units (either Good Order or Shaken) that begin their
impulse, and move the entire impulse, with a Good Order
Leader may increase their movement allowance by two
points. The units may not move further than the Leaders
printed movement factor. Weapon Teams may not
double-time.
6.3 Low Crawl
A unit or stack of units may spend its entire impulse to
move one hex. This is a Low Crawl. Units Low Crawling
are not automatically Spotted unless they are in Open
terrain or adjacent to an enemy unit. Enemies targeting
Low Crawling units do not receive the +1 bonus to their
FP. Low Crawling units may change levels within a multistory building, but may not change levels AND move to a
different hex. Weapon teams may not Low Crawl.
6.3.1 Weapons Teams and Special Movement
Weapons Teams may neither Low Crawl or Double-time.
6.4 Stealth Movement
Units designated with a bright-yellow square surrounding
their movement may move up to half their movement
allowance (drop fractions) and subsequently fire. Such fire
is executed like Assault Movement fire subtract two (2)
from the total attacking firepower of units using Stealth
Movement fire (Scouts Excepted). Stealth Movement
capable units are NOT automatically spotted when they
move even if adjacent to an enemy unit the enemy
unit must either perform a successful spotting attempt
8

(10.0), the Stealth Movement capable unit must fire, or


move into open terrain in the LOS of a Good Order enemy
unit. Units may NOT use Stealth Movement while Doubletiming (6.2), but may use Stealth Movement to enter
Melee. Heroes and Leaders may not use Stealth
Movement unless specifically designated.

7.0 Laying Smoke


Good Order MMC units that are not marked by a Move,
Low Crawl, Fire or Ops Complete Marker may attempt to
lay smoke in their own or an adjacent hex.
Select the hex and roll 1d6. If the die roll is equal to or
less than the units smoke laying capability, place a
Smoke 1 marker in the hex. Regardless of whether the
attempt was successful, place an Ops Complete marker
on the unit attempting to lay smoke.
Smoke Laying Capabilities:

All Band of Heroes Units: 2

U.S. Vietnam: 3

NVA, ANZAC, British (Falkland), Argentine, U.S.


Day of Heroes (DoH): 2

VC, ARVN, Somalis, Pakistanis in DOH: 1

Other as determined by module.


Smoke is Blocking terrain with a Target Modifier of +1.
The Target Modifier is added to the hexs existing Target
Modifier. Hence a smoked Forest hex would have a TM of
+3. Units firing from a smoked hex must subtract one (1)
from their die roll.
In the Administrative phase after the Smoke 1 is laid,
replace the marker with a Smoke 2 marker. In the next
administrative phase, remove the Smoke 2 marker.

8.0 Melee Combat


When you move into a hex with enemy units, you must
Melee. Mark the units that entered the hex with a Move
marker. Units may not use Assault Movement to enter
Melee. Units in multi-story buildings must be on the same
level to Melee. Melee combat is normally simultaneous
(Nationality characteristics, Events, and Skill Cards may
alter the sequence) and losses arent taken until the
round of Melee-combat is concluded.
There can only be one Melee round per turn per hex. All
units that participate in a Melee round are activated at the
same time. Melee takes place as soon as enemy units
enter a hex containing friendly units. You cannot
Opportunity Fire on the units as they enter the hex.
The inherent Firepower of all the attacking units (the
units that moved into the hex) and Melee-eligible Support
Weapons (machine guns, satchel charges, and
flamethrowers) is compared to the Firepower of any
defending units and their melee-eligible Support Weapons
the attacker chooses and an odds ratio is determined,
dropping any fractions. For example, 4 FP attacking 2 FP
is 2-1, whereas 5 FP attacking 2 FP is not 2.5-1, but also
2-1. Not all defending units must be attacked, but at least
one must be attacked. Unmodified attacks at less than 13 are treated as 1-3, but may not be conducted against
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multiple units. Roll 2d6 and consult the Melee Table (MT).
Leadership modifiers apply for the attacking units and are
added to their die roll. If the attacker rolls equal to or
greater than the kill number, the defending units are
eliminated. Eliminated units are NOT yet removed. The
defender then follows exactly the same procedure against
any of the attackers units he chooses. After assessing
damage, remove eliminated units from both sides. Mark
the hex with a Melee marker.
If the Melee combatants include Heroes, they shift the
odds one column in favor of their side when attacking.
Multiple Heroes do not grant multiple shifts.
Attacking, in the context of this section, means that your
unit is making a melee attack it has nothing to do with
whether you entered the hex. Defending means your unit
is the target of a melee attack. A unit that may only
defend cannot make melee attacks but is not
automatically eliminated either.
Unless modified for Ambush (13.1) or Skill Cards, Melee
combatants use their unmodified, inherent FP.
For example: two 2-5-4 Squads equal 4 FP
factors in Melee combat or three 1-6-4 squads and
a bipod MG42 equal 5 FP factors.
Squads and Half-squads must still abide by the Support
Weapon usage restrictions delineated in the section on
Support Weapons and Weapon Teams (1.6). In other
words, a Squad may fire one SW and its inherent FP or
two SW and forfeit its inherent FP. A Half-squad may fire
one SW and forfeit its inherent FP.
Leaders/Advisors carrying a melee-eligible Support
Weapon attack and defend with half of the Support
Weapons Firepower (i.e. 1 or 2), unless two
Leaders/Advisors are crewing one Support Weapon, in
which case they attack/defend with the Support Weapons
printed Firepower. Note that Leaders/Advisors carrying a
satchel charge may use the charges entire (6) Firepower,
but remove the charge after one use. Just to be clear,
satchel charges are always removed after use. Heroes
defend with their printed Firepower unless they are
crewing/using a Support Weapon. Note that Skill Card
special rules supersede these rules.
Designers Note: Although one man operates a
flamethrower, the operator frequently used a
spotter to direct his fire. Hence, without the
spotter, the FP is halved.
8.1 Post Melee
Units remaining after the round of Melee are locked in
Melee. Place a Melee marker on the units to so annotate.
Locked units may not move (unless withdrawing) nor fire,
but may use an impulse in the following turn to either
Melee or attempt to withdraw. Melee markers may not be
removed as long as units from both sides inhabit the hex.
Once one sides units have been eliminated, the Melee
marker is removed in the ensuing Admin Phase.

Units that wish to withdraw must announce their intention


at the beginning of their next impulse (before they are
once again engaged in Melee by the opposing player) and
pass a Morale Check (Leadership modifiers apply). Failure
to pass incurs no penalty but they must immediately fight
a Melee round . Units that pass the Morale Check may
exit the hex, paying appropriate movement costs. If a
player withdraws all friendly units from the hex, the Melee
marker is immediately removed and the remaining enemy
units are eligible to Opportunity Fire on the withdrawing
units. Note that a player may intentionally leave a unit
behind as a rearguard to prevent this from occurring.
Leaders and Advisors not carrying a melee-eligible
Support Weapon (see 8.3), Snipers, Chaplains, Medics,
and Shaken units do not attack, nor may they be targeted
in Melee. They are considered non melee-eligible units.
WT can be individually targeted in melee. If all Good
Order MMCs, Heroes, and Leaders/Advisors carrying a
melee-eligible Support Weapon in the hex are eliminated,
non melee-eligible units are removed. If a unit enters a
hex containing only enemy units not eligible for Melee,
then all the enemy units are eliminated and the unit that
moved in must halt.
8.1.1 Reinforcing a Melee
Units from either side may reinforce a Melee.
Any unit entering a hex marked with a Melee marker is
considered reinforcing it, even though its possible that no
friendly units are left in the hex after the previous Melee.
If a unit reinforces a melee before a Melee round is
fought (for example, a Melee from a previous turn in
which both survived), fight the Melee immediately. If the
reinforcing units have the Ambush capability (13.1),
their tripled firepower is added to the other friendly units
normal Firepower, but the Melee combat round is
considered simultaneous. If units reinforce the hex after
the Melee has been fought, they may not participate in
the Melee until the following turn.
8.2 Zero Firepower and M rated MMCs
MMCs with a Firepower of 0 (zero) attack and defend with
a Firepower of 1 in Melee. For each zero Firepower MMC
participating in an attack, 1 is subtracted from the die roll.
For each zero Firepower unit participating in defense, 1 is
added to the attackers die roll.
For example: Two 0-5-4 German Half-squads
attack a 2-5-4 in Melee. The odds would be 2 vs. 2
or 1-1 (each 0 FP Half-squad counts as 1 FP for
the attack). The Germans must, however subtract
2 from their dice roll. Hence, the German player
would need to roll 10 or better (10-2 =8, which is
the minimum needed to kill the opposition in a 1-1
attack) to eliminate the 2-5-4. Conversely, the 2-54 would attack the two German Half-squads at 2
vs. 2 or 1-1, but would add two to its dice roll.
Accordingly, it would eliminate the two German
Half-squads on a roll of 6 or better (6 + 2= 8).
Units with an M superscript add 1 to their
Firepower when attacking or defending in Melee.
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8.3 Melee Eligible Support Weapons


All machineguns, flamethrowers, satchel charges, and
Molotov Cocktails are melee-eligible Support Weapons.
Flamethrowers, satchel charges, and Molotov Cocktails
are identified on their counter. Machineguns include an
illustration of a machinegun or machinegun-type weapon
on their counter. Examples of machineguns are the MG34,
BAR, DP28, M240G, SAW, Minimi, MG42, Bren, and M60
(not the tank), etc. This list is not all-inclusive.

9.0 Administrative Phase


Once all units have either moved or fired, or after three
consecutive passes (i.e. Player One passes, Player Two
passes, Player One passes again), the Operations Phase
ends. In the Admin Phase, players remove all Move,
Assault Move, Stealth Move, Low Crawl, Fire, Operations
Complete, and Spotted markers. FFE markers are
removed. Smoke 1 counters should be turned over to
become Smoke 2 counters and Smoke 2 counters
removed from the map. Once all markers have been
removed, advance the turn marker one turn and begin
the Rally Phase.

10.0 Line of Sight and Spotting


A unit has a LOS to another unit if, in the real world, it
could see that unit. Units may not fire at targets to which
they do not have a LOS. LOS is traced from the center of
the firing units hex to the center of the target hex. Line
of Sight that crosses the silhouette of a piece of Blocking
or Degrading Terrain is considered blocked or degraded.
LOS is NOT BLOCKED or degraded by small pieces of
terrain that extend from the firing unit or targets hex into
an adjacent hex. See below for additional details.
10.1 Spotting
Even if a unit has a LOS to its target, the attacker might
not see the enemy.
For example: a Squad of soldiers is hidden in a
building two hexes distant. There may not be
anything blocking your own Squads view of the
building, but that does not mean they see the
enemy.
To be able to fire on an enemy hex, it must be Spotted.
Hexes, rather than units, are spotted, so if one unit in a
hex is Spotted, the entire hex is Spotted.
Different levels of a multi-story building within the same
hex are considered different locations for Spotting. In
other words, Spotting the units on the second floor does
not allow you to fire on unspotted units on the first floor.
Spotting is status driven. A hex (and all units within it) is
spotted if any of the following apply: the hex is marked
with a spotted counter, a good order enemy unit is
adjacent to the hex, a friendly unit is currently moving or
assault moving through the hex, a unit in the hex is
marked with a Move/Assault Move/Fire/Melee marker or
the hex is open terrain.
Units in any Open type terrain are automatically spotted,
even if the LOS is degraded by intervening terrain.
10

Note that the status of a hex may change over a turn.


For example, if the hex is spotted because it is adjacent
to a good order enemy unit and that unit is either shaken
or moves away, it will no longer be spotted.
Note that Low Crawling units and units using Stealth
movement are not automatically spotted during their
movement, unless they move into Open terrain in the LOS
of a Good Order enemy unit.
Units (including Open vehicles) may attempt to Spot
unspotted units to which they have a LOS. Units in
blocking terrain are spotted with a 1D6 roll of two or less.
Those in degrading terrain are spotted on a 1D6 roll of
three or less. Leadership modifiers apply and are
subtracted from the die roll.
For example: if a unit is attempting to Spot an
enemy in Degrading Terrain, it must roll a three or
less to succeed.
One is added to the spotters die roll for every hex of
Degrading terrain its LOS passes through en route to the
target unit. Note that the LOS must actually pass through
a piece of the Degrading terrain in the Degrading terrain
hex.
One is also added if it passes through the silhouette of
Degrading terrain that is in part of an otherwise open
hex. If the LOS passes through more than two hexes of
Degrading terrain, or silhouettes of Degrading terrain
within two open hexes, it is blocked. However, LOS is
NOT BLOCKED or degraded by small pieces of terrain that
extend from the firing unit or targets hex into an
adjacent hex.
Publishers Note: This was only an issue in a few
places on the Lock n Load: Forgotten Heroes
boards. For example, 4E4-4D4.
Once a unit (helicopter excepted) is Spotted, the entire
hex is Spotted and a Spotted marker is placed there.
Spotted markers are removed during the each
Administrative phase or if all units leave the hex. If all
units leave a hex (or are eliminated), any spotted counter
on the hex is removed.
Spotting attempts do not require an impulse. Lets repeat
that. Spotting attempts do not require, nor are they
considered, an impulse. But only one spotting attempt
may be made per friendly impulse, and a unit attempting
to Spot is marked with an Ops Complete marker
regardless of the result of the attempt. Units marked with
Fire, Move, Low Crawl, Ops Complete, Stealth or Assault
Move markers may not make a spotting attempt, but they
do automatically spot adjacent units, moving units, units
marked with a Move/Assault Move/Fire/Melee marker or
units in open ground. Shaken units and buttoned vehicles
dont automatically spot adjacent enemy units
Helicopters (19.0), which are included in other Lock n
Load modules, such as Forgotten Heroes and Day of
Heroes, are a unique situation. Choppers are always
Mark H. Walkers Lock n Load: V3

Spotted, but their status does not affect the units below
them. In other words, although a helicopter hovering over
a Heavy Jungle hex that is occupied by a Squad is
Spotted, it does not mean that the Squad in the jungle
beneath it is.
10.2 Buildings and Hills
Most of the terrain in Mark H. Walkers Lock n Load! is
ground level. There are, however, hills that are level one
and two. Progressively darker shades of brown represent
taller hills. Each level above ground level denotes a rise of
about 2-5 meters.

passes. If the LOS passes through more than two


Degrading Terrain hexes, or Degrading silhouettes
extending into two otherwise open hexes, the LOS is
considered blocked, and no attack or Spotting attempts
may be made. For example, LOS from 15A3 to 15F1 is
blocked.
LOS can only be degraded (modified) only once per hex.
Thus, a LOS traced across a Light Jungle silhouette in a
hex containing a tank is only degraded once. Degrading
Terrain in either the attackers or targets hex does not
degrade LOS.

By the same token there are one and two story buildings.
All three-hex or larger stone buildings are considered two
story (multi-story) buildings. Staircases are in each
building hex. Units can always move directly to another
adjacent hex in the same building at the same level.

Note the LOS must actually cross the silhouette of the


obstacle, not just enter the obstacles hex, to be either
blocked or degraded. Conversely, if the LOS crosses a
Blocking or Degrading silhouette extending into a hex that
is considered open terrain for defensive purposes, the
LOS is also affected.

Units may move from the ground floor to the upper level
of their hex by paying two MPs. Units in a single story
building occupy ground level. Units on the upper level of a
two-story building are two levels above the terrain the
building rests on.

Note, however, that LOS is NOT BLOCKED or degraded by


small pieces of terrain that extend from the firing units or
targets hex into an adjacent hex.

For example: units on the Upper level of building


that is built at ground level (level 0) are at level
two or the same height as a unit on a level two
hill.
Units in adjacent hexes, but different levels of multi-story
buildings ARE NOT considered adjacent and do not have
LOS to each other.
10.3 Figuring Line of Sight
There are two types of terrain that affect LOS in Lock n
Load: Blocking Terrain and Degrading Terrain. Examples

of Blocking Terrain include buildings, forest, and bocage.


Think of Blocking Terrain as 2-5 meter tall objects that
are either solid (buildings) or semi-solid (Forest).
Examples of Degrading Terrain include Brush, and Light
Woods. Degrading Terrain is either semi-transparent or
short (1 meter tall) terrain that degrades LOS traced
through it, but does not block it (except as noted below).
Terrain occupies an elevation (altitude) and is a specific
height (expressed in terms of levels on the TEC). For
example, a Forest hex (Level 2) on a Level 1 Hill (for
example, hex E7 on the Not One Step Back overlay Y)
would be an Level 1 hex but present an obstacle to LOS
up to a height of Level 3.
LOS traced through Blocking Terrain that is at the same
elevation as both the attacker and the target is blocked.
Blocking Terrain in either the attackers or targets hex
does not block LOS. Fore example, LOS from 15E3 to
15G2 is blocked.
LOS traced through Degrading Terrain that is at the same
elevation as the attacker and the target is degraded. For
example, LOS traced from 15K6 to 15K4 is degraded.
Subtract one from the attackers die roll for each
Degrading Terrain hex through which the attackers LOS
11

LOS traced through Blocking or Degrading Terrain that is


lower than both the firing unit and its target is not
blocked or degraded. For example, LOS from units located
on the second story of 18F3 to 18L6 is not degraded by
the terrain in 18I4. LOS traced through Blocking Terrain
(such as a hill or multistoried building) that is higher than
both the firing unit and its target is blocked. LOS traced to
lower terrain is blocked if it must cross a silhouette of
blocking terrain that is on the same level as the attackers
hex. LOS traced to lower terrain is degraded if it must
cross a silhouette of degrading terrain that is on the same
level as the attackers hex. It is blocked if it crosses more
than two such hexes of Degrading Terrain silhouettes.
Units on higher terrain can see and fire over Blocking and
Degrading Terrain in lower elevation hexes. However,
level one and level two Blocking and Degrading terrain
hexes cast a one-hex shadow that blocks LOS to units
directly behind those obstacles. LOS can be checked at
any time.
10.4 Terrain Characteristics
Each piece of terrain has distinct advantages for units
seeking shelter in it, and varying movement costs for
units attempting to move through it. These advantages
and movement costs, along with other information, are
delineated on the Terrain Effects Chart (TEC).
The terrain surrounding a hexs center dot defines the
elevation of the hex, and the type of terrain in the hex.
For example: 15F5 is a stone building.
10.5 Terrain Markers
Not One Step Back introduces terrain counters. These
counters, which currently include Stone Building, Wood
Building, Light Wood, and Forest counters, are placed as
directed by scenario special rules. They assume all the
characteristics of the listed terrain. For example, a Wood
Mark H. Walkers Lock n Load: V3

Building counter costs two (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 hex would
be blocked.

11.0 Single Man (or Woman) Counters (SMC)


Single Man Counters (SMC) represent significant
individuals that have the power to affect the course of the
battle. These counters include Leaders, Advisors, Heroes
(or Heroines), Snipers, Chaplains, Medics, Commissars,
and Scouts. There will be other types of SMCs in
subsequent modules.
11.1 Leaders
Leaders are individuals with exceptional skills. They are
usually officers or outstanding NCOs. Leaders have no
Firepower, and cannot (unless crewing a Support
Weapon) individually fire at enemy troops or voluntarily
enter Melee alone. If enemy units move into the hex of a
solitary Leader who is not carrying a melee-eligible
Support Weapon, the Leader is eliminated.
A Leaders Leadership modifier may be used to aid Direct
Fire attacks, modify Damage Checks, rally units, and lead
troops in Melee, as well as for the other functions
mentioned in these rules. Only one leader per hex per
impulse (or rally phase) can use his Leadership modify
fire attacks, rally units and assist in damage checks,
Unwounded Leaders can activate units in adjacent hexes
in addition to their own. Wounded Leaders can only
activate units in their own hex. Leaders can only rally,
direct fire, or assist in damage checks for units in their
own hex. Special Skill Card rules may supersede this rule.

11.11 Leaders and Combat


Leaders not under a Move, Low Crawl, Fire or Ops
Complete marker may aid ALL attacks conducted by same
nationality/force units in their hex during their impulse.
Designers Note: Leaders can spot enemy units
and then direct the fire of units in their hex at the
just spotted enemy units.
Their Leadership modifier is added to a units Firepower
that is using the DFT and/or subtracted from the to hit
dice roll for Support Weapons and Weapon Teams using
the Ordnance Fire Table. Note that the Leader may aid
both Squads using their inherent Firepower/Support
Weapons AND Support Weapons or Weapon Teams using
the OFT that are activated in the Leaders hex in the same
impulse. Leaders that aid such fire are placed under a
Fired marker. In short, the Leadership is applied to every
attack originating in the Leaders hex in its activation
impulse.
Leaders, however, may not call onboard mortar fire or off
board artillery and add their leadership to a direct fire
attack in the same turn.
12

11.12 Leaders and Skill Cards


Scenario rules may assign a Skill Card to a Leader. These
cards grant special abilities such as enhanced morale or
sighting.
11.2 Heroes
Heroes are ordinary soldiers who perform extraordinary
feats of courage. Heroes may be part of a scenarios
starting forces or created during play. There is a chance
that a Hero is created whenever a one is rolled on a
Squad or Half-squads Damage Check. Roll 1d6 again. If
the number is even, a Hero has been created. Randomly
pick a Hero and a Skill Card.
Newly created Heroes assume the activation status of the
unit that spawned them.
For example: if the Squad that spawned a Hero
was already marked with a Move marker, the Hero
would also receive a Move marker.
If spawned by a moving MMC, the Hero is assumed to
have spent the same number of movement points as the
Squad had before it spawned the Hero. If creation of a
Hero would violate stacking limitations, the owner may
place the Hero in any adjacent hex that has no enemy
units.
Heroes may Assault Move. Heroes may assault vehicles.
Heroes always add their FULL Firepower to multiple unit
attacks. Units in the same hex as a Hero may attempt to
rally, even if there is no Leader present. Heroes shift
Melee odds one column in their sides favor (in addition to
adding their own Firepower) when attacking (not
defending). Remember, in melee attacking has nothing
to do with whether you moved into the hex, only that you
are currently conducting a melee attack.
Each Hero randomly receives a Skill Card when created
during play or is assigned a specific Skill Card by scenario
rules. The skill card randomly assigned to a hero must be
usable by this hero. If not, draw again. If a Hero that
begins the game on the map is not assigned a Skill Card
he does not draw one. There may be only two heroes per
nation on the board at any time Heroes are always
spawned in Good Order (never wounded). Heroes
created by a moving unit that is shaken must stop their
movement too. Heroes may be created even if the
Damage Check that creates them eliminates the parent
unit.
11.3 Medics
Medics represent exceptional medical personnel. They
may not carry or fire weapons, nor may they Spot enemy
units. They can, however, use their medical kits to heal
units.
During each Rally Phase, a Medic may attempt to either
remove the Wounded marker from one SMC (including
himself) or flip a Shaken Squad to its good order side. In
either case, the subject of a Medics attentions must be
located in the same hex as the Medic. To perform either
function, the Medic must first pass a Morale Check rolled
with 2d6. Two is subtracted from the dice roll if the Medic
Mark H. Walkers Lock n Load: V3

is in terrain with a positive Target Modifier. There is no


penalty for failing the check, but the Medic may not
perform any function in that Rally Phase if he (or she)
fails the check. A Shaken Medic may not attempt to Heal
SMCs or MMCs until it is rallied. A wounded medic can
heal other units (and himself), as long as he is in GO.

11.6 Advisors

Medics do not attack or defend in Melee. If all friendly


MMCs, and melee eligible SMCs, in the same hex as a
Medic are eliminated, the Medic is removed from play.

11.7 Scouts

11.4 Snipers
Snipers have no movement allowance and arent initially
placed on the board. Once the scenario starts, the
Snipers owner may place the Sniper at any time in any
hex whose terrain has a positive Target Modifier, as long
as enemy units do not currently occupy that hex.
Once placed, the Sniper may not move. The Sniper may
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 Snipers attack only
affects one unit.
For example: if the Sniper declares an attack
against a hex containing an enemy Squad and a
Leader. The players would randomly determine
which unit the Sniper attacks.
Snipers may be fired on like any other unit, but double
their own hex Target Modifier when rolling against
incoming attacks from all units except artillery/mortar
barrages and enemy Snipers. Snipers may stack with
MMCs, but forfeit their special terrain modifier when doing
so. When stacked with MMCs they may attack in the same
impulse as the MMCs, but fire separately within the
impulse.
Shaken Snipers may Self-Rally
Snipers may not voluntarily enter Melee. Snipers do not
attack or defend in Melee. If during Melee all friendly
MMCs and Melee eligible SMCs in the same hex as a
Sniper are eliminated; the Sniper is removed from play.
11.5 Chaplains
The courage of combat chaplains is legendary. Many
accompanied the troops to the battle, frequently risking
their own life to rescue the wounded or console a shaken
soldier.

Lock n Load Chaplains have Leadership ratings just like


Leaders. These ratings may only be used to rally troops
and not to assist in a Damage Check nor assist in fire
attacks. In rally attempts, chaplains follow the leader
rules. Chaplains may not attempt to Spot enemy units.
Chaplains do not attack or defend in Melee. If during
Melee all friendly MMCs and Melee eligible SMCs in the
same hex as the Chaplain are eliminated; the Chaplain is
removed from play.
13

Throughout the war in Vietnam, the Americans provided


advisors to the ARVN. An Advisor has morale and
movement ratings. An Advisor raises the morale of all
ARVN units it is stacked with by one (1). Advisors may
Spot and fire Support Weapons.
Scouts may use Stealth Movement (see 6.4), and
subtract 2 from all their spotting die rolls. Scouts do not
subtract 2 from their Firepower after using Stealth
Movement. Scouts have a FP of 0. They may assist in
crewing a SW, but lose all Scout abilities in doing so.
Scouts fight as 0 Firepower MMCs (8.2) in Melee.
Units moving with (i.e. during the same impulse as and
stacked with) a Scout pay only one movement point per
Heavy/Light Jungle, Forest, Light Woods, Wheatfield or
Tall Grass hex entered.
Scouts may call artillery fire.
11.8 Armor Leaders
Armor Leaders are 5/8 counters with a pictured Armor
Leader, Morale, and leadership rating. Armor Leaders
have no Movement Factor. In Band of Heroes, the two
armor Leaders are Lt Rindt and Sgt Darius.
Armor Leaders are unique in that they completely share
the fate of the tank they command. The may not be
wounded, but rather are Shaken, which represents the
shaking of the entire tank crew, or forced to abandon the
vehicle that they crew, in which case they are removed
from the board.
Armor Leaders can only rally the tank they are crewing.
Tanks with an Armor Leader assume the Leaders morale
for all purposes and subtract the Leaders leadership from
the die roll when rallying or performing Damage Checks.
Vehicles with Leaders check DFT results under the
appropriate column on the DFT: Armored Vehicles or
Unarmored Vehicles NOT the Good Order SMC column.
The Leaders leadership rating may be subtracted from To
Hit die rolls, and added to machine gun attack die rolls
(but not HE equivalent attack die rolls). He may affect
both in the same turn. If forced to abandon the tank, the
Leader is removed from the board.
11.9 Soviet Commissars
Commissars function as Leaders (for both Guards and
Line Troops) for all purposes. Hence, Commissars may
Rally units, direct fire, assist in Damage Checks, spot for
artillery, etc. Additionally, if in the Rally Phase (only),
Shaken units stacked with the Commissar fail to rally, the
Commissar may attempt to rally them a second time. To
do so the Commissars owner screams, Fight or Die,
adds one to the morale of the units he is attempting to
rally, and rolls 2d6. If the units rally, all is well. If they fail
this rally attempt they suffer casualties as defined on the
DFT Squads reduced to Half-squads, Half-squads
eliminated, etc. If the Commissars owner rolls a twelve
(12) during a Fight or Die rally attempt, the Commissar
Mark H. Walkers Lock n Load: V3

has been killed and is removed from the board. The Fight
or Die ability may be used in conjunction with 13.51.

covered arc defined by the gun barrel. This covered arc is


displayed in the diagram below.

11.10 Nurses
Nurses may self-rally. Nurses have Leadership ratings like
Leaders. These ratings may only be used to rally troops,
not to assist in Damage Checks. Good Order Nurses also
have the capability to heal units in a manner similar to
Medics (11.3). Specifically, in a Rally Phase Good Order
Nurses may EITHER (not both) heal a unit after passing a
Morale Check or attempt to rally up to two SMCs or
MMCs. Nurses may perform this function on ANY Soviet
unit Guard, Line Troop, or Partisan. Nurses are noncombatant, non-Melee eligible SMCs. They may not spot,
direct fire, call artillery, etc.

INSERT BOH COVERED ARC 2.TIF

12.0 Skill Cards

INSERT BOH BAZ BACK.TIF

Skill Cards bestow unique characteristics on the SMC or


MMC that owns the card. Some cards bestow traits or
advantages that may 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 may be used. In most
scenarios, the Skill Cards are pre-assigned to the leaders.
If a unit is not assigned a Skill Card or does not draw one
during creation (Heroes) it does not possess a Skill Card.
Obvious? Yes but we get these questions. Used skill
cards go back in the deck for reshuffling.

13.0 National Characteristics for Lock n Load


Lock n Load features numerous distinct fighting
organizations and nationalities. The rules for each are
provided with the module with which the organization is
introduced.
Allied units in the same hex but from different
nationalities must be activated in different impulses. If
they are engaged in melee, the odds are shifted one
column to the left.

14.0 Ordnance
Ordnance are weapons that have a To Hit table on the
back of the counter. They include Support Weapons, such
as the Bazooka; Weapon Teams, such as the 75mm AntiTank Gun (ATG), and vehicle-mounted (or helicopter mounted in modern modules) weapons, such as the
Sherman M4A1 tanks 75mm cannon. Whether it is
mounted on a tank, a separate Support Weapon, or a full
Weapons Team, ordnance is fired separately from other
units in the hex. It does not have to engage the same
target as other units firing from the same hex. Ordnance
firing on a hex that contains both vehicle and non-vehicle
units must either target a specific vehicle or all nonvehicular targets in the hex.
INSERT BOH BAZ FRONT.TIF
Weapon Team and vehicle mounted ordnance must fire
through a covered arc defined by either a red triangle in
the corner of the counter, or in the case of a turreted
weapon not firing through its vehicles hull covered arc, a
14

Each piece of ordnance has three ranges, separated by


slashes, printed on the back of the counter. Below each
of these ranges is printed a to-hit number, and below
each to-hit number is a penetration value. The attacker
uses the leftmost column whose range is greater than or
equal to the targets range. To determine if a target is hit
by a piece of ordnance, roll 2d6 and cross-reference the
result with the to-hit number below the proper
range/column on the ordnance counter.

The die roll is modified by adding the Target Modifier of


the terrain the target occupies, adding 1 for each hex of
Degrading terrain (or silhouette of Degrading terrain that
is in part of an otherwise open hex) though which the
fires Line of Sight passes, and other factors listed on the
Ordnance Fire Table (OFT). If the number, modified by
applicable modifiers, is less than or equal to the to-hit
number, the target has been hit. A 2D6 roll of 2 is always
a hit. A roll of 12 is always a miss.
Important: In modern modules of Lock n Load, after a
player declares an Anti-Tank Guided Missile (ATGM)
attack and before he rolls the to hit dice, the opposing
player may fire on the ATGM firing hex with any one hex
of Opportunity Fire eligible units. Note that the ATGM hex
is marked with a Fired marker when the attacker declares
the fire. ATGM units are labeled so on their counter.
There are no ATGMs in Band of Heroes.
If the target isnt a vehicle, the target is immediately
attacked with the ordnance's HE
equivalent plus 1d6. The Target Modifier of the target's
terrain DOES NOT modify this HE equivalent, nor do
Leadership modifiers, but 1 is added to the HE equivalent
if the target is currently moving (not Low Crawling), or
marked with an Assault Move or Move marker. The
defender rolls 1d6 and compares it to the attacker's die
roll.
If the attacker's modified die roll is less than or equal to
the defender's die roll, the fire has no effect. If the
attacker's modified die roll is greater than the defender's
die roll, each of the defending units must take a Damage
Check by rolling 1d6, adding the difference between the
attackers' modified die roll and the defender's die roll, and
then consulting the Direct Fire Table (DFT).
If the target is a vehicle, compare the penetration value
at the appropriate range plus 1d6 (modified penetration
value) against the vehicles armor thickness plus 1d6
(modified armor value). If the modified penetration value
exceeds the modified armor thickness, the target is
destroyed (place a wreck counter in the hex). If the
attackers rolls a 1, and the target a 6, the round is a dud,
and the target is not affected. If the attacker rolls a 6 and
Mark H. Walkers Lock n Load: V3

the target a 1, the round is a catastrophic hit and the


target is destroyed.
Whenever the target is destroyed, roll 1d6; if the result is
even, a Shaken Crew is placed under the vehicle. If the
roll is odd, the Crew is eliminated along with their vehicle.
14.01 Non-Penetrating Hits
If the modified penetration value of the attacker EQUALS
the vehicles modified armor thickness, the vehicle takes a
morale check (2d6). If it fails the check the Crew
abandons the vehicle; if the vehicle passes the MC, the
vehicle is Shaken. This is the ONLY instance where
PASSING a MC results in a Shaken unit. If the Crew
abandons the vehicle place a Crew under the vehicle. The
Crew immediately takes a morale check.
Abandoned vehicles remain on the map, but may not be
used by either side. If the attacking weapon is being fired
as a MMCs Support Weapon, the MMC, if eligible, may
also attack the vehicle or surviving Crew with its small
arms as described below.
If the attackers penetration value is less than the targets
armor thickness, the vehicle takes a morale check (2d6).
If it fails the check, the vehicle is Shaken. If it passes the
MC, there is no effect. When making this roll, take the
difference between the firing ordnances modified
penetration value and the target modified armor value
and subtract it from the morale check die roll. Hence, if
the modified penetration value is 4 and the modified
armor value at the point of impact is 10, 6 would be
subtracted from the morale check roll. An unmodified
morale check die roll of 12 results in a Shaken vehicle,
regardless of the units morale or modifiers to the die roll.
An already Shaken vehicle that receives another Shaken
result is Abandoned.
14.1 Angle and Point of Impact
The thickness of a vehicles armor varies. The front armor
is normally the thickest, flank armor less so, and rear
armor is the weakest. Accordingly, it is not only important
to know that a shot hit its target, but where it hits (front,
flank or rear). Consult the diagram below to determine
the angle of impact. The firing weapons modified
penetration value is compared to the modified armor
value at the point of impact to determine the results of
the impact.
INSERT BOH POINT OF IMPACT 2.TIF
If the incoming shot is traced exactly down the line
between hit locations (Side and Rear, for example) the
shot is considered to hit the location most favorable to
the shooter. If the to-hit die roll is both greater than 2
and an even number, the shell has impacted the targets
turret, assuming it has one. If the target is turreted, use
the turret armor at the point of impact to determine
whether the target has been penetrated.
If the target has no turret this can be ignored. Resolve
the penetration using the hull armor.

15

14.2 Special Ammunition


Ordnance marked with a circled H on the back of the
counter fires HEAT as its main ammunition. Such
ammunitions penetration is halved when firing against
vehicles with red armor factors.
14.2.1 Shaped Charge Effect on Infantry
Ordnance that fires Heat ammunition (denoted by the red
H on the back of the counter) was not as effective
against infantry in the open or taking cover behind
trees/rocks. This rule addresses that situation.
Ordnance that primarily fires Heat ammunition subtracts 1
from their HE equivalent when attacking infantry NOT
located in buildings, hut, or bunkers. Note that one is
subtracted from the HE equivalent NOT the to-hit die roll.
14.3 Target Acquisition
INSERT ACQUISITION.TIF
When ordnance including shoulder-fired ordnance, such
as Bazookas fires and fails to destroy its target, place a
-1 acquisition marker on the target. Note, as per 14.0,
ordnance fires either on a specific vehicle or all nonvehicular targets in the hex. If the target doesnt move
and the ordnance fires on it its next impulse, one is
subtracted from the ordnance to hit die roll. If the
ordnance again fails to destroy its target, place a -2
acquisition marker on the target. If the target doesnt
move and the ordnance fires on it its next impulse, two is
subtracted from the ordnance to hit die roll. Remove the
acquisition marker if the target moves or the attacker
switches targets. All non-vehicular units (if they were the
targets) would have to leave the hex to remove the
acquisition marker.
14.31 Acquiring Markers
To simplify the target acquisition process described in
14.3, Lock n Load includes Acquiring markers. Whenever
an Acquisition marker is placed on a target, place an
Acquiring marker, with the same letter, on the firing unit.
Doing so allows the players to track which units have
acquired specific targets.
14.32 Target Acquisition and Spotting
A firing unit under an Acquiring marker does NOT need to
spot (10.1) a target with the same-lettered Acquisition
marker before attacking the target.

15.0 Vehicles
INSERT BOH VEHICLE DIAGRAM.TIF
Vehicle counters are 7/8 square. The counter contains all
the information needed to play. A counter with its values
explained is illustrated here.
Vehicles may either be Open or Buttoned. This status is
shown with the Open and Buttoned markers. Open
vehicles have some/all of their crew hatches open and
some of the crewmen/women are riding with their heads
and shoulders exposed to enemy fire. Buttoned vehicles
have all their hatches closed. Open vehicles can see the
Mark H. Walkers Lock n Load: V3

enemy better, but risk injury to crewmembers from


enemy small arms fire. Buttoned vehicles are invulnerable
(if armored) to small arms fire, but cannot fight as well as
an opened vehicle. Buttoned vehicle may not spot, not
even adjacent hexes. Vehicles may switch from Open to
Buttoned or vice versa at the beginning of their impulse.
By default, vehicles are considered Open. This status
need not be shown with an Open marker.

Movement: The vehicles movement factors and


type. There are three types of Vehicle movement
types: Tracked (T), Off-road (O), and Road (R).
Tracked are fully tracked. Off-road vehicles are
either half-tracked or off-road capable multiwheeled vehicles. Road vehicles perform best on
roads. See the Terrain Effects Chart (TEC) and
the paragraph below for further explanation.
Morale: Is the units morale. Shaken vehicles
must button up (close all hatches), may not fire
their weapons, halve their movement factor, and
may not Spot. Vehicles may self-rally, and if a
Vehicle-leader is onboard, the vehicle uses the
Leaders morale rating to rally. The Leader may
also subtract his Leadership modifier from the
rally dice roll. Vehicles subtract two from their
rallying attempt die roll (2d6) when located in
terrain with a positive TM.
HE Equivalent: This boxed value is the Firepower
the vehicles main ordnance (gun) uses to attack
non-vehicle targets on which it has scored a hit.
If N x precedes the HE Equivalent, N is the
number of times the vehicle/Weapon Team or
helicopters main ordnance may fire in its
impulse.

Note: The main guns To Hit and Penetration


values are located on the back of the vehicle
counter.

Machine Gun Firepower: These underlined values


are abstract factors that depict the vehicles
machine gun Firepower. A Firepower of 2 has a
range of 10. A Firepower of 4 has a range of 14.
An asterisk after the number indicates a 360
(i.e. all around) field of fire, but the machine gun
may only be fired when the vehicle is Open.
Machine guns without the asterisk must fire in
the turrets covered arc or, in the case of nonturreted vehicles, in the covered arc of the front
hull. The advantage of these machineguns is
that they may be fired regardless of whether the
vehicle is Open or Buttoned. Unless otherwise
noted, a vehicle (or helicopter) equipped with a
machine gun(s) must fire any machine guns and
its main gun in the same impulse, and they must
fire at the same target. Vehicles with multiple
machine guns must fire each separately.
Rear Facing Machine Guns: Units with a
machine gun Firepower followed by R may use
the Firepower in the turrets rear arc, which is
defined as a covered arc directionally opposite
that of the turrets front arc (see 14.0). This
machine gun must fire in the same impulse as
16

the remainder of the vehicles weapons, but


need not engage the same target.
Machine Gun Firepower (Optional): Non-asterisk
Firepower 4 machine guns fire their entire firepower to a
range of 14 hexes when both the turret and vehicle
covered arc are aligned. If the turret covered arc is
different from the vehicle covered arc the owner must
split the Firepower, firing two (2) Firepower in the turrets
covered arc, and two (2) Firepower in the vehicles
covered arc both to a maximum range of 10 hexes.
Obviously, the machine guns must engage different
targets, but all the vehicles weapons must still fire in the
same impulse.

Armor (Hull/Turret): The three numbers to the


left of the vehicle represent the vehicles front,
flank, and rear armor (listed top to bottom). The
number before the slash is the hull armor; the
number after the slash is the turret armor. If
there is only one number, the vehicle has no
turret.
Vehicle Name: Provides the vehicles designation
such as M1A1, T-55, M10, Scimitar, PzIIIF,
M4A1, etc.

15.1 Vehicle Facing and Movement


Vehicles move similarly to foot soldiers, but much faster.
There are several terrain types that vehicles cannot enter,
and some buildings that vehicles can enter and turn to
rubble. Vehicles can continue moving after rubbling a
building hex, if they have movement points remaining.
The Terrain Effect Chart has complete details.
Infantry on foot and vehicles can move together, but
otherwise vehicles MUST move individually, and
simultaneously activated vehicles need not move through,
or end movement in, the same hexes. Vehicles cannot
Low Crawl (obviously) or Double Time. All vehicles may
Assault Move.
Vehicles must always face a hex spine (the corner
between two sides of a hexagon). The red corner/arrow
on a vehicle counter indicates the vehicles facing.
Vehicles move into one of the two hexes that lay on either
side of the spine to which the red arrow points. Vehicles
may, however, pivot within their hex. The cost is one
movement point per hex spine turned.
Vehicles may also move in reverse, by entering one of the
two hexes to the rear of the vehicle. Such movement cost
two times the normal movement rate.
For example: reversing into a clear terrain hex
costs two movement points.
The turret faces the hex spine that the barrel points to. It
costs no movement points for turreted vehicles to change
the facing of their turret. There is, however, an associated
penalty on the Ordnance Firing Table (OFT). The turret
automatically pivots to face the attackers target, unless
the attacker chooses to pivot the entire vehicle and incur
Mark H. Walkers Lock n Load: V3

the corresponding penalty on the OFT. No turret marker is


necessary to designate a turret that is facing the front of
the vehicle. The separate turret markers are used to show
turret orientation when the turret has rotated to face
another direction than front.
15.2 Assault Movement and Vehicles
Unless otherwise noted, all vehicles may Assault Move.
Vehicles using Assault Move may spend up to one-half of
their movement allowance (round fractions up) and still
fire eligible machine guns (subtract 2 from their Firepower
as per Assault Movement rules). Vehicles using Assault
Movement may also fire their main gun, but add two (2)
to the To Hit die roll, as indicated on the OFT. Vehicles
may not use Assault Movement to conduct an overrun
(see below). Vehicles may use Assault Movement to load
or unload passengers, which takes the place of the
vehicles movement, and then fire.
15.3 Overruns
Vehicles with machine guns or other main armament may
overrun infantry (MMCs, SMCs, and Weapon Teams)
located in Open, Brush, Low Crops, Wheat Fields, or High
Grass. A vehicle executing an overrun attack may not be
fired on, before consummating the overrun, in the
overrun hex
To do so, the vehicle must have sufficient movement
points to enter the hex, and an additional 4MPs for the
overrun. After the vehicle enters the hex, it sums its HE
Equivalent and machine gun Firepower (machine guns
with * may only be used if the vehicle is open), adds 2,
rolls 1d6, and adds the Leadership of any Armor Leaders
present. The defender rolls a die and compares it to the
attackers die roll. You know the drill.
If the attackers modified die roll is less than or equal to
the defenders die roll, the overrun has no effect.
If the attackers modified die roll is greater than the
defenders die roll, each of the defending units must take
a Damage Check by rolling 1d6 and adding the difference
between the attackers modified die roll and the
defenders modified die roll, and then consulting the
Direct Fire Table (DFT). If a Good Order Leader is
present, Leadership modifiers do apply, but Leaders must
check for damage first.
Following an overrun attempt, any surviving Good Order
MMCs/Heroes may Close Assault the vehicle as described
below in section 17.1. Ignore any reference to moving
into the vehicles hex, as the counter-attackers are
already there. MMCs/Heroes that wish to Close Assault
must, however, still pass a morale check prior to Close
Assaulting.
If the vehicle survives the Close Assault, it may remain in
the hex. If it has sufficient movement points, it may
continue moving even conducting subsequent overruns
if it has sufficient movement points. If the vehicle chooses
to remain in the hex, all enemy infantry units left in the
hex, except Shaken Weapon Teams, must retreat to an
adjacent hex of their owning players choice, and marked
17

with a Move marker. Shaken Weapon Teams are


eliminated. If the Close Assault destroys the vehicle, no
further action is required from the surviving (both Good
Order and Shaken) infantry in the hex.
15.4 Vehicle Crews and Armor Leaders
Each vehicle has an inherent Crew. If the vehicle is
destroyed (except through Close Assault 17.1), the Crew
must make a Bailout check. Roll 1d6. If the result is odd,
the Crew is eliminated with the vehicle. If the number is
even, place a Shaken Crew in the vehicles hex. Crews are
automatically eliminated in vehicles destroyed by Close
Assault.
If a vehicle is Abandoned, place the Crew under the
vehicle. The Crew immediately takes a morale check.
Crews that pass the MC remain in Good Order; those that
dont are Shaken. In all the above instances, the Crew is
placed under a Move marker. Armor Leaders belonging to
destroyed or Abandoned vehicles are removed from play.
15.41 Armor Leaders
Armor Leaders are 5/8 counters with a pictured Armor
Leader and leadership rating. Tanks with an Armor Leader
assume the Armor Leaders morale, and subtract the
Leaders leadership from the die roll when rallying or
performing Damage Checks. The Leaders leadership
rating may also be subtracted from To Hit die rolls, and
added to MG and attack die rolls. If forced to abandon the
tank, the Leader is removed from the board. See also
11.8.

16.0 Passengers
Passengers, whether riding inside or outside of the
vehicle, are placed on top of the vehicles counter.
16.1 Passengers inside vehicles
Vehicles marked with P may carry up to one-Half-squad,
one Support Weapon, and one SMC. Those marked with
PP may carry up to one Squad (or its stacking
equivalent), two Support Weapons, and two SMCs. In
either case, these passengers are considered to be riding
inside the vehicle. Weapons Teams with a gun or tube
caliber greater than 20mm may not be transported except
when allowed by Special Scenario Rule.
Designers Note: Why not let WTs ride on/in
vehicles? Didnt they do it in real life? Yes they did,
but rarely did they do it within range of enemy small
arms (i.e. a typical Lock n Load battle). Hence, Id be
writing, and youd be reading, a lot of rules that
would rarely come into play. Why hassle with it?
16.1.1 Bailout Checks
If the vehicle is destroyed (except through Close Assault
17.1), the passengers perform a Bailout check by rolling
1d6 for each transported counters survival. On an even
die roll, flip MMCs and SMCs to their Shaken side and
place them in the wrecks hex. Mark them with a Move
marker. An odd die roll eliminates the MMC/SMC. Support
Weapons also survive on an even die roll and are
eliminated on an odd roll but, obviously, cannot be
Mark H. Walkers Lock n Load: V3

Shaken. Passengers are automatically eliminated in


vehicles destroyed by Close Assault.
16.2 Passengers On Top Of Vehicles
Vehicles marked with an PO may also carry up to oneHalf-squad, one Support Weapon, and one SMC. Likewise,
those marked with PPO may carry up to one Squad (or
its stacking equivalent), two Support Weapons, and two
SMCs. In this case, however, the passengers are
considered to be riding OUTSIDE (on top of) the vehicle.
If the vehicle fires ordnance (not machine guns), the
passengers immediately disembark, are marked with a
Move marker, and must pass a morale check to avoid
becoming Shaken.
Passengers riding the outside of a vehicle that is hit by
Ordnance that does not destroy the vehicle or cause its
abandonment must immediately disembark. They are
marked with a Move marker and must pass a morale
check to avoid becoming Shaken. Passengers riding on
top of vehicles may be attacked by small arms as
described in 17.2. The vehicle need not be Open. If the
vehicle is destroyed, the passengers must make a Bailout
roll as previously explained. Any passengers dismounting
(voluntary or not) from a vehicle can be subjected to
Opportunity Fire as if they had spent half of their
movement points in the hex.
Passengers riding on top of a vehicle may attack eligible
targets with their inherent Firepower (no other Support
Weapons). Subtract one (1) from the units Firepower if
the vehicle hasnt moved, or subtract two (2) from the
units Firepower if the vehicle is moving or marked with a
Move or Assault Move marker. Units may fire at any time
during a vehicles movement. Units that do so are marked
with a Fire marker. If units on top of a vehicle fire before
the vehicle moves, the vehicle may not activate to move
or Assault Move) until a subsequent impulse. Passengers
that fire cant dismount later in the impulse, except
involuntary (in which case they are marked with a Move
marker)
For example: a 2-5-4 Squad riding outside a
moving M4A1 would fire at 0 FP (2 -2 = 0).
16.3 Passengers of Abandoned Vehicles
Passengers of Abandoned vehicles disembark and take a
morale check. Failure means the unit(s) become Shaken.
Mark disembarking units with a Move marker.
16.4 Mounting and Dismounting
It takes one-half (rounded up of both the vehicles and
Squads Movement Factors to load into (i.e. mount) or
dismount from a vehicle. Units may only load if they begin
the Operations Phase in the same hex with the vehicle
(including helicopters) into which they are loading. They
may unload at any time in the vehicle hex during the
carrying units impulse, as long as the vehicle still has at
least half of its MPs remaining. Passengers may be fired
on in the hex that they unload. Note that when vehicles
Assault Move, their partial movement is consumed by
such boarding and exiting procedures.
18

Units that unload may move separately from their carrier.


For example: a 1-6-4 Squad might unload from a
StuG IIIG, and then move two hexes over open
terrain in the same impulse.
The StuG IIIG (Movement Factor of 10) could
subsequently spend five movement points to travel in any
direction. This is an exception to the rule that states units
moving from the same hex in the same impulse must
move together. A Move marker is placed atop the
infantry at the moment of disembarking. The infantry
finishes its movement, and then the vehicle may continue
its move.
Assault Move capable units may use Assault Movement to
unload and subsequently fire, but if they do so may not
leave the hex in which they disembarked until the
following turn.
Infantry may disembark from Shaken vehicles, but the
Shaken vehicle may not move in the turn the infantry
disembarks.

17.0 Infantry and Artillery Vs Vehicles


Infantry are not helpless against armored fighting
vehicles. Since late in the First World War, they have
carried a variety of man-portable anti-tank weapons. Yet
even without these weapons, infantry can effectively
eliminate armored fighting vehicles.
17.1 Close Assault
A MMC/Hero may Close Assault an enemy vehicle by
moving into the vehicles hex. Shaken vehicles are not
automatically destroyed in CA nor do they suffer any
additional penalty. Vehicle can always defend in close
assault, regardless of their activation status, just as
infantry units can always defend in melee, regardless of
their activation status.
There may be no melee-eligible enemy units present in
the target vehicles hex. Passengers inside a vehicle do
not prevent Close Assault, but Good Order passengers
riding outside the vehicle do. Shaken units in the same
hex as a friendly tank are not automatically eliminated by
Good Order enemy units entering said hex to Close
Assault the vehicle.
Note that you cant Close Assault a vehicle that moves by
your units in your opponents impulse.
Units may move adjacent to a vehicle before Close
Assaulting; they dont have to begin their impulse
adjacent to it. Close assault is a form of movement in
regards of unit activation in a hex, meaning that only the
assault units can move in this impulse from this hex and
they must move together.
Before entering the vehicles hex, MMCs/Hero, and any
accompanying Leaders, must pass a pre-assault morale
check. Two is subtracted from the dice roll if the units are
entering the vehicles hex via a hex with a positive Target
Modifier.
Mark H. Walkers Lock n Load: V3

For example: units departing 15I5 to assault a


vehicle in 15I4 would subtract 2 from their preassault morale check die roll.
The Leader checks first and, if he passes, may use his
Leadership to assist other MMCs (not Heroes) making the
morale check. Units that fail the check remain in the hex
they occupied prior to the check. If these units moved,
place a Moved marker on them. If not, place them under
an Operations Complete marker. They do not become
Shaken; they merely do not participate in the charge.
Next, move the assaulting MMCs/Heroes into the vehicles
hex. Now, each MMC/Hero individually assaults the tank.
The assaulting MMC/Hero rolls 1d6, adding its inherent
Firepower, the Leadership modifier of any accompanying
Leader, and the HE equivalent of any ONE possessed
anti-tank weapon (Bazooka, etc), Molotov Cocktail, or
satchel charge. Units without any anti-tank weapon can
still close assault the vehicle.
The Leader may only assist ONE Squads assault. The
defending vehicle rolls 1d6 and adds the LOWEST armor
factor on the vehicles counter (usually rear hull). If the
attackers die roll is greater than the vehicles die roll, the
vehicle is destroyed. Place a wreck marker in the hex.
For example: a 1-6-4 Wehrmacht Squad
equipped with a Panzerfaust (PzF30) assaulting an
M4A1 would add 2 (1 FP + 1 Panzerfaust HE
equivalent) to its die roll. The owner of the tank
would also add 2 to his die roll (the tanks rear hull
armor factor). If the Germans modified die roll is
greater than the Americans die roll, the tank is
destroyed. Repeat this process for each attacking
MMC or Hero, but remember that the Leader may
only assist ONE MMCs assault, unless, of course,
there is more than one Leader in the attacking
stack.
If the vehicle is destroyed, its crew and passengers are
also eliminated, the assaulting MMCs/Heroes remain in
the vehicles hex, are marked with a Melee marker, and
any other enemy non-melee eligible enemy units in the
hex are also eliminated. If the vehicle isnt destroyed,
mark it with a Melee marker, and return the assaulting
MMCs/Heroes to the (adjacent) hex from which they
initiated the assault and are marked with a Move marker.
In the case of unsuccessful close assault following an
overrun, they must retreat to an adjacent hex of their
owning players choice
Units that close assault a hex with two vehicles must
execute the close assault procedure twice, thus requiring
them to make a second morale check, if they successfully
close assault the first vehicle.
17.2 Small Arms vs. Armored Vehicles
Small arms are weapons that do not have To-Hit numbers
on the back of their counters and do not use the
Ordnance Fire Table. Examples are machine guns,
flamethrowers, satchel charges (yeah its not a small arm,
but when used in this context is grouped with them) and
19

a MMC and SMCs inherent Firepower. These units may


attack unarmored vehicles, Open armored vehicles,
including open top vehicles such as the American M-10,
German SD222, and ALL helicopters with their inherent
Firepower. Armored vehicles are vehicles that have armor
factors printed on their counters. By contrast, unarmored
vehicles have an asterisk in place of the armor factors.
Small arms firing on a hex that contains both vehicle and
non-vehicle units must either target a specific vehicle or
all non-vehicular targets in the hex. Passengers are
considered part of the vehicle that they are riding.
Combat resolution is nearly identical to that discussed
under Fire Combat. Attacking units must meet range and
Line of Sight requirements. The attacking units Firepower
is summed and added to 1d6. The attackers Firepower is
modified as indicated on the DFTs Die Roll Modifications.
The target vehicle rolls 1d6. The vehicle adds the Target
Modifier of the terrain in its hex and the LOWEST armor
factor on the vehicles counter (usually rear hull) to its die
roll. If the attackers modified die roll is less than or equal
to the defenders modified die roll, the fire has no effect.
If the attackers modified die roll is greater than the
defenders modified die roll, the target vehicle and all
passengers riding on top of the vehicle must take a
Damage Check. If the vehicle is buttoned, only external
passengers check morale. Roll 1d6, add the difference
between the attackers modified die roll and the
defenders modified die roll, and consult the Direct Fire
Table (DFT). If a Good Order Armor Leader is present,
use his morale instead of the target vehicles morale.
Infantry Leaders who are passengers may subtract their
Leadership modifier from the passengers Damage
Checks, but must pass their own Damage Check first.
Shaken passengers must immediately disembark,
unshaken passengers may chose to disembark with them.
Place a Move marker on the disembarked units.
17.3 Small Arms vs. Unarmored Vehicles
Unarmored vehicles have an asterisk in place of the armor
factors. With two exceptions, the procedure for attacking
unarmored vehicles is identical to that used for attacking
armored vehicles. Exception one: Small arms may always
fire against unarmored vehicles. The vehicles need not be
Open. Exception Two: The results on the DFT include
Destroyed results.
The attacking units Firepower is summed and added to
1d6. The attackers Firepower is modified as indicated on
the DFTs Die Roll Modifications. The target vehicle rolls
1d6 and adds the Target Modifier of the terrain in its hex.
If the attackers modified die roll is less than or equal to
the defenders modified die roll, the fire has no effect.
If the attackers modified die roll is greater than the
defenders modified die roll, the target vehicle must take
a Damage Check by rolling one die (1d6), adding the
difference between the attackers modified die roll and the
defenders modified die roll, and consulting the Direct Fire
Table (DFT). If a Good Order Armor Leader is present,
use his morale instead of the target vehicles morale.
Mark H. Walkers Lock n Load: V3

Passengers riding on top of the vehicle perform damage


checks as described in 17.2.
In some instances, one of the vehicles facings (usually
the rear) may be unarmored, but the others are armored.
In this case, use the procedure appropriate to the facing
the fire is traced through. In other words, if the infantry
fires through the unarmored facing, use the Small Arms
vs. Unarmored Vehicles section of the rules. If the
infantry fires through the armored facing, use the Small
Arms vs. Armored Vehicles section of the rules.
17.4 Mortars and Artillery vs. Armored Vehicles
and Helicopters
Onboard mortars and off board indirect fire (18.0) affects
vehicles and hovering helicopters (19.1) the same as
small arms fire. Open armored vehicles compare their
lowest armor factor and terrain Target Modifier plus 1d6
to the attackers HE equivalent plus 1d6. A vehicle with an
unarmored facing is attacked as if it were unarmored.
Buttoned armored vehicles are not affected by mortars
and artillery fire.

18.0 Indirect Fire


Unlike direct fire ordnance, described above, indirect fire
weapons may or may not see their target, and instead lob
their shells through an arc-like trajectory. Indirect fire
attacks use the Direct Fire Table. Yeah, it sounds like a
paradox, but just trust with us.

Lock n Load includes both onboard and off board indirect


fire weapons. Counters on the board represent onboard
weapons, such as light mortars. Off board weapons are
anything from larger caliber mortars to field guns. Both
onboard mortars and off board indirect fire may target
hovering helicopters (Forgotten Heroes module).
18.1 Onboard Mortar Weapon Teams
Mortars may not fire from Building, Heavy Jungle or
Forest hexes. Onboard mortars may fire directly at targets
using the rules in 5.0 against spotted hexes within their
range and LOS. Just roll 2D6, choose the higher of the
die, add it to the mortars Firepower, and resolve the
attack normally (all DFT modifiers apply).
Designers Note: Most onboard mortars are
Weapon Teams, which are the counters
covered in section 1.6.3. The British 51mm mortar
(1.6.22) is an exception. Although that Support
Weapon (5/8 counter) shares many of the
characteristics of the larger mortar Weapon
Teams, use its rules, not these, when playing with
the 51mm mortar Support Weapon.
They may also fire indirectly at targets to which a friendly,
good order, Leader/Advisor/Scout has a line of sight.
Leader/Advisor/Scouts may call onboard mortar fire
against a hex they spotted during the current impulse.
When doing so, they are not marked Ops Complete until
after they call the mortar fire. Leaders may not, however,
call onboard mortar fire and add their leadership to a
direct fire attack in the same turn.
20

When a Leader/Advisor/Scout is calling the mortar fire the


firing mortar need NOT have a line of sight to the target
hex, but must be within range of it. Simply declare the
target hex, mark the Leader/Adviser/Scout that called in
the mortar fire Ops Complete, and roll 2d6. Choose the
higher of the die, add it to the mortars Firepower, and
resolve the attack normally. Leadership does NOT affect
the mortars FP when firing indirectly, nor does degrading
terrain reduce it, but other DFT modifiers (including the
TM of the target hex) apply normally. The FFE marker
stays on the board until the Admin Phase and attacks any
unit that enters its hex. Mortars may not Opportunity Fire.
18.2 Off Board Artillery
The availability of off board artillery is indicated on the
scenario card or within the event paragraphs. To call off
board artillery, a friendly Leader/Advisor/Scout uses an
impulse to place a Spotting Round marker on any one hex
within his line of sight. The hex need not be spotted. The
Leader/Advisor/Scouts LOS to a hex is blocked if it passes
through MORE than two hexes of Degrading terrain or
silhouettes of Degrading terrain within two open hexes.
After placing the marker, roll both die, but do not add
them together. Add the number of Degrading terrain
hexes the Leader/Advisor/Scouts LOS passes through to
the white die, subtract the Leaders leadership rating,
and divide the remaining modified white die total (white
die number + degrading terrain leadership) by two
(dropping any resulting fractions). This is how far the
spotting round impacts from the desired hex. The colored
die is the direction the round drifts. One is north, two is
northeast, etc. Place the Spotting Round marker in the
hex indicated by the drift die roll. If this hex is not in the
Leader/Advisor/Scouts LOS, remove the Spotting marker
and put an Ops Complete marker on the
Leader/Advisor/Scout.
Otherwise the Leader/Advisor/Scout may shift the marker
one hex in any direction that is within his LOS or abort
the fire mission. If the Leader/Advisor/Scout chooses to
continue with the fire mission, shift the Spotting Round
marker in the desired direction and then replace it with
the Fire for Effect (FFE) marker. The FFE marker
immediately attacks all units in the impact hex AND ALL
SIX ADJACENT HEXES with the Firepower indicated on the
scenario card or event paragraph. Leadership does NOT
affect the Firepower, but other DFT modifiers (including
the TM of the target hex) apply normally. The FFE marker
stays on the board until the Admin Phase and attacks any
units that enter its hex or any of the six adjacent hexes. If
a unit previously attacked moves into a new FFE hex, it is
attacked again. Note this all happens in ONE impulse.
Note: LOS (10.0) traced through hexes affected
by a FFE marker is not degraded.
If the Leader/Advisor/Scout decides to abort the mission,
remove the Spotting Round marker. The Leader/Advisor
or Scouts impulse is over. Only Leader/Advisor/Scouts
may call for indirect fire, but not that Commissars (11.9)
are considered Leaders for all purposes. Leaders may not
call off board artillery and add their leadership to a direct
fire attack in the same turn.
Mark H. Walkers Lock n Load: V3

18.3 Off Board Fire Mission Limitations


Unless noted otherwise in a scenarios special rules, off
board fire missions are called sequentially. In other
words, if a player receives two fire missions in a scenario,
he may not call them simultaneously even if he has two
Leaders/Advisors/Scouts. One fire mission must be
resolved before placing the Spotting Round for the next.
If, however, two different formations are both given off
board fire missions (for example, A and B Companies of
the same battalion) they may simultaneously call their fire
missions. A fire mission is expended when the FFE marker
is placed on the board.
Leaders may NOT add their Leadership to fire combat
attacks (5.01) in the same impulse in which they direct off
board artillery fire.

19.0 Helicopters
Helicopters were first used as effective weapons of war in
Vietnam. They are currently part of the Lock n Load
Forgotten Heroes, Day of Heroes and the soon to be
released, Ring of Hills module.
INSERT BOH Helo Graphic.tif
19.1 Helicopter Modes

Lock n Load helicopters are either Flying or Hovering.


Flying denotes moving across the terrain just above the
trees; Hovering indicates the helicopter is nearly
motionless, hovering just above the tallest terrain feature
in the hex. Flying is the default helicopter mode.
Helicopters in Flying mode have unlimited movement.
Those in Hover mode may not leave their current hex.
Helicopters may change modes ONCE any time during
their impulse. Only one helicopter may occupy a hex,
although a helicopter may occupy a hex with a wrecked
helicopter. A Helicopter may move into a hex that
contains enemy units; it doesnt Melee, and if the
combatants trade shots they are considered adjacent.
19.2 Helicopter Movement Costs
Helicopters spend one movement point for each hex that
they enter. Changing modes (from Flying to Hovering,
and vice versa) also costs a movement point. This is
important stuff to know when conducting Opportunity Fire
against choppers.
19.3 Helicopters, Terrain, and Spotting
Important: Helicopters are always Spotted.
In game terms, helicopters are always considered one
level above the tallest terrain in their hex.
For example: a helicopter Hovering over open
terrain on a level one hill would be considered at
level two. A helicopter hovering over a Heavy
Jungle hex on a level one hill would be at level 4.
All other LOS rules apply normally.
Helicopters may attempt to Spot enemy units and still
move and fire in their impulse (i.e. the Spotting attempt
does not place an Ops Complete marker on the
helicopter). Remember, however, a side may attempt to
21

Spot only once per impulse (see section 10.1 for more on
Spotting.). Flying helicopters may not Spot enemy units,
even units in the same or adjacent hex. They must first
shift to Hover mode, but Hovering helicopters Spot units
without penalty.
19.4 Passengers
Helicopters are marked with a P or a PP to indicate
passenger capacity, just like vehicles. Squads are always
considered to be riding inside the helicopter. If the
helicopter is destroyed, the passengers must make a
Bailout Roll, as previously described in 16.1.1.
A helicopter must be Hovering to disembark or embark
passengers, and may only disembark/embark passengers
in Clear, Brush, or Tall Grass. To embark passengers,
helicopters must begin their impulse in the embarking
units hex.
Loading/unloading costs the passengers one-half of their
movement allowance (round fractions down). Since
helicopters have an infinite movement allowance, it costs
them nothing. Unloading passengers are immediately
marked with a Move marker, and may be fired on in the
hex that they unload.
19.5 Helicopters in Combat
Helicopters are always Spotted. Have we mentioned that
before? Flying Helicopters (i.e. ones in Flying mode) may
not be targeted by unguided weapons that use the
Ordnance Firing Table. Anti-aircraft Guided weapons,
which are designated by the abbreviation AAG on their
counter, can target Flying helicopters. Non-guided
weapons that use the Ordnance Firing Table can target
Hovering helicopters. Normal Degrading Target Modifiers
apply, but helicopters receive no Target Modifier for the
hex that they occupy.
19.5.1 Ordnance Vs. Helicopters
If ordnance using the OFT hits the helicopter, compare
the firing ordnances penetration value at the appropriate
range against the birds armor thickness. If the
penetration value exceeds the armor thickness, the
chopper is destroyed. Destroyed helicopters crash. Roll
2d6 to determine the direction that the chopper went as it
crashed. The colored die is used alone to determine
direction. A die roll of one is due north, two is northeast,
etc. Roll the white die and halve the result (rounding
fractions up). This is the number of hexes from the hex in
which it was hit that the bird crashed. Place the crash
marker in this hex. All units present on the ground in the
crash hex are attacked by a 4 Firepower attack. This
attack is resolved using an opposed roll as described in
section 5.0. Passengers in the wreck must make a Bailout
Roll, as previously described in the section on vehicles
(see 16.1.1).
If the penetration value of the ordnance that hit the
chopper EQUALS the armor thickness, the target is
Damaged. Damaged helicopters must immediately exit
the board. They may not unload passengers or fire.

Mark H. Walkers Lock n Load: V3

If the penetration value of the ordnance that hit the


chopper is less than the armor thickness, there is no
effect.
19.5.2 Small Arms vs. Helicopters
Small arms may fire on helicopters using the procedure
outlined in Small Arms vs. Armored Vehicles (17.2) and
enumerated below. Helicopters are neither Opened or
Buttoned. They may always be attacked by eligible
small arms.
Small Arms, but not ordnance or indirect fire weapons,
have their ranged halved when attacking helicopters
(round fractions down).
For example: a 2-5-4 NVA Squad would have a
range of 2 (5/2 = 2.5, rounded down to 2) when
attacking helicopters, a RPD would have a range of
4. Conversely an RPG-2, which uses the OFT to
target enemies, would still have a max range of 6
against helicopters.
Attacking units must meet range and Line of Sight
requirements. Helicopters are ALWAYS Spotted. The
attacking units Firepower is summed and added to 1d6.
The attackers Firepower is modified as indicated on the
DFTs Die Roll Modifications. Remember, helicopters
receive no Target Modifier for the terrain they occupy.
The targeted helicopter rolls 1d6 and adds its armor
factor to its die roll. If the attackers modified die roll is
less than or equal to the helicopters modified die roll, the
fire has no effect.
If the attackers modified die roll is greater than the
helicopters modified die roll, the helicopter must make a
Damage Check by rolling 1d6, adding the difference
between the attackers modified die roll and the
defenders modified die roll, and then consulting the
Direct Fire Table (DFT).
19.6 Helicopter Movement and Fire
Helicopters may move and fire without restriction
during their impulse.
For example: a helicopter may fly across the
board, fire its rockets (incorporating the +2 OFT
penalty for firing in the Flying mode), and then fly
anywhere else that it wishes.
A helicopter could also fly across the board, enter Hover
mode, fire its machine gun at a nearby enemy, and then
unload passengers. Helicopters firing into an adjacent hex
are considered adjacent, even though they are higher
than the target. After it is marked with a Fire marker, a
helicopter may not fire again in that turn. A helicopter
must fire all its weapons in the same impulse.
Mark helicopters that move to a new hex, change modes
or unload passengers, with an Operations Complete
marker. Place a Fire marker on those that fire, replacing
the Ops Complete marker, if applicable.

22

19.7 Helicopters and Opportunity Fire


Helicopters may Opportunity Fire like other units.
Helicopters marked with an Ops Complete marker fire
their machine guns at 1/2 Firepower (in addition to any
other applicable modifiers). Ops Complete Helicopters
firing ordnance add 2 to their To Hit dice rolls.

20.0 Night Combat


The setting of the sun has never signaled the end of
combat. Adversaries maneuver; brief, brutal firefights
break out; men die.
At night, units may spot, fire, and see normally anything
within two hexes of their position. A unit only fire on units
further than two hexes ONLY if the target is marked with
a Fire Marker. Such attacks subtract two (2) from the
total firepower of the attackers (not each unit) in addition
to any other modifier. That means a stack of units
conducting Assault Movement firing at a target located
greater than two hexes distant, subtract a total of 4 (2 for
AM and 2 for firing at a unit greater than three hexes
distant).
Units and Support Weapons that use the Ordnance Fire
Table fire normally during night turns at any unit that is
within two hexes. They may only fire on units further than
two ONLY if the target is marked with a Fire Marker. Such
attacks add two (2) to the to-hit die roll of the attacker.
If the attacker hits its target the HE equivalent or
penetration die roll is executed normally. Darkness
doesnt affect shrapnel or tungsten penetrators.
20.1 Star Shells
Leaders, Advisors, Scouts, or Heroes that are not marked
by a Move, Low Crawl, Fire or Ops Complete Marker may
attempt to fire a star shell into any hex within three hexes
of their position.
Select the hex and roll 1d6. If the die roll is equal to or
less than the nationalitys star shell capability, as listed in
the module in which it was introduced, modified by the
Leaders Leadership, place a Star Shell marker in the
hex.
Regardless of whether he succeeds, the SMC is marked
with an Operations Complete marker.
Star shell markers illuminate their hex and the six
adjacent hexes as if it were day. Units in these hexes may
be Spotted and fired on without the penalties to spotting
or fire described in 20.0.
Star shell markers are removed during the following
Administrative phase.
Onboard mortars may also place star shells. The Leader
calling the fire states that he is placing a star shell and
then follows the normal onboard indirect fire procedure,
placing the Star shell in lieu of executing an attack.

Mark H. Walkers Lock n Load: V3

21.0 Fortifications

21.4 Mines

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.

Mine markers attack enemy units that move into their hex
with the Firepower printed on the marker (usually 1).
Up to two mine markers may stack in a hex.

21.1 Bunkers
Bunkers provide excellent protection. But the units in the
bunker may only direct fire along a line of sight traced
through the bunkers front three hexes. A red arrow
indicates the bunkers front.
Insert boh bunker facing2.TIF

Resolve attacks against armored vehicles using the Small


Arms vs. Vehicles procedure outlined in 17.2. In other
words, the mines Firepower + 1d6 is compared to the
vehicles lowest armor rating +1d6. Mine attacks against
Unarmored or partially unarmored vehicles use the
procedure outlined in 17.3. The mines are considered to
attack the unarmored portion of the vehicle. Units that
Bailout or unload in a mine hex are attacked by the
mines. Mines do not affect helicopters.

Units in the bunker hex may either be in or on top of the


bunker. Units in the bunker are placed under the bunker
marker; those on top of the bunker are placed on top of
the bunker marker. They are treated like being on
different level of a building hex for purpose of activation
and rallying. It cost two MPs to move from on top of the
bunker to inside the bunker or vice versa.

Mines may not be placed in buildings. Friendly units are


not attacked when entering the hex, but must pay an
additional movement point to enter the hex. Targets of
mine attacks receive no Target Modifier for the terrain
they occupy (Claymore mine attacks are an exception).

Units on top of a bunker may not engage units in a


bunker in Melee combat, and vice versa. Both units must
either be inside or on top of a bunker to Melee.

Claymores are directional, remotely detonated mines that


fire a shotgun-like blast of pellets that can be lethal up to
50 meters. The Lock n Load Claymore counter represents
2-4 of the mines.

Units on top of a bunker may fire at units in a bunker as if


they were in an adjacent hex. Units in a bunker may not
fire on units on top of a bunker.
If a unit is in a bunker, the Bunkers TM is added to the
TM of their hex. Bunkers have a TM of +2. If a bunker
hex is Spotted, all units -whether inside or outside the
bunker- are spotted. Sorry, its a simplification thing.
Bunkers may not be placed in buildings or huts.
Units in bunkers do get the +2 bonus for rallying in
terrain with a positive TM modifier, even in the bunker is
located in open terrain.
Stacking limits apply to the whole hex. So you can have
up to three squads in the bunker but you would then
have none outside.
21.2 Foxholes
Units in a hex with a Foxhole marker are considered in
the foxholes. Unless otherwise limited, units in foxholes
have an unrestricted field of fire. A Foxholes TM is added
to the TM of their hex. Foxholes have a TM of +1. Units in
foxhole receive the +2 bonus for rallying in terrain with a
positive TM modifier, even in the foxhole is located in
open terrain.
21.3 Wire
Wire is used to impede and channel the enemys attack. It
costs infantry four 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 would cost 4 MPs, as
would wire placed on open terrain. Vehicular movement
costs to enter wire hexes are listed on the TEC.
Remember units can use all their movement points to
move one hex.
23

21.5 Claymore Mines

Claymore mines have two modes: Carried and deployed.


Carried Claymores have no Firepower; deployed
Claymores have Firepower of 0 and a range of 1. A MMC
must spend its impulse to deploy one Claymore. Two
eligible SMCs may also spend their impulse to deploy one
Claymore. Units deploying Claymores are marked with an
Ops Complete marker. Single SMCs, Medics, and
Chaplains may not deploy Claymores.
The mine is deployed in the units hex; a friendly, Good
Order MMC, Leader, Hero, Sniper, or Advisor must remain
in the hex to activate the Claymore. If an enemy unit
moves within range, the player owning the Claymore may
attack the enemy unit. This attack occurs BEFORE any
Opportunity Fire. Movement and Target Modifiers apply.
Firing the Claymore does not count as Opportunity Fire or
an impulse for the activating unit, and does not cause the
firing unit to be Spotted. After Claymore mines attack,
they are removed from the board.
Claymores are considered Support Weapons (1.6) for
portage costs. Hence a Squad can carry two, a Halfsquad/Crew can carry one, and an SMC can carry one but
forfeits two movement points in doing so.
Only one Claymore may be deployed per hex. If an
enemy unit enters a hex within range of two or more
Claymores, the Claymores are detonated sequentially. If
all friendly units exit a Claymores deployment hex (or are
destroyed), the Claymore is removed.
Deployed Claymores are not owned like SW. As long as
one eligible unit remains in the deployed Claymore hex,
the mine may be fired. If a claymore is activated by a
leader, he can use his leadership modifier as a bonus to
the attack roll.
Mark H. Walkers Lock n Load: V3

21.6 Trenches
Units in a hex with a Trench marker are considered in the
trench. A trenchs TM is added to the TM of its hex.
Trenches provide a +2 Target Modifier except when the
attacking units include a mortar, M79, M203 or offboard
artillery. In such cases the Trenches only provide a +1
Target Modifier. A trenchs Target Modifier only applies to
MMC/SMCs; other units receive no TM for occupying a
trench. When moving from one trench to an adjacent
trench marker MMC/SMCs do NOT incur the DFT
movement penalty.

22.0 Air Landing Operations


In the Lock n Load series of games, units may
sometimes enter a scenario by air transport other than
Helicopter. Below are the rules for glider and parachute
landings.
22.1 Gliders
Glider crews are inherent and are never placed on the
board. Gliders have an unlimited movement and may be
placed anywhere during the owning players impulse.
Glider wrecks are the same as vehicle wrecks for LOS
and TM.
22.2 Glider Placement Procedure
Gliders land in the Operations Phase. All gliders included
in a scenario are placed during the same impulse unless
otherwise stated.
22.21 Initial Placement

During a players impulse a glider is placed


anywhere he chooses so that the gliders nose is facing a
hex side. This becomes the gliders intended landing hex.
ALL gliders must be placed, facing the same direction (but
in different hexes) as the initial glider. After all gliders are
placed, they must each take a Morale Check, modified as
described below.
From this intended landing hex, the player
counts two hexes directly behind the glider and opposite
the hex side the glider is facing.
He consults the Target Modifiers (as listed on the
Players Reference card) in these three hexes (the two
hexes behind the glider AND the intended landing hex),
totals them, and adds them to the Morale Check die roll.
Do NOT include the Target Modifiers for any hex side
terrain in these hexes. The presence of Wire, Foxholes,
Bunkers, or Mines does NOT affect the Target Modifiers
of the two hexes behind the glider, but Bunkers add their
TM if located in the intended landing hex, and Mines add
their FP if located in the intended landing hex. Wire and
Foxholes negate the Clear or Road terrain modifier for the
intended landing hex (see below).
Add 1 for a night scenario (total, not per hex).
Subtract 1 for each of the three hexes that are
Clear or Road terrain.
Add 2 to the Morale Check if any Opportunity
Fire eligible (see 5.3) machine gun for example, MG34,
MG42, 7.92mm Weapon Teams or AA Weapon Teams
(AA designated WT in Swift and Bold or 88mm German
WT from Band of Heroes) are within range of any of the
three hexes. Weapons in bunkers must not only be in
range, but at least one of the three glider approach or
landing hexes must be within the bunkers covered arc
24

(see 21.1). At night, units must also be within visual range


(two hexes unless otherwise stated. Ignore other LOS
considerations. Simply put, if one of the above named
weapons is in weapon range, and visual range, and if in
a bunker has a facing that places one of the gliders
approach or landing hexes in its covered arc, two (2) is
added to the Morale Check die roll. Do not mark such
units with a Fire marker. This is an abstraction of antiaircraft fire, not an actual attack as defined in Fire Combat
(5.0).

A Glider placed on the edge of a board (as if had


just flown in from off-board) adds 2 (plus the hex it
occupies and any other modifiers) to the Morale Check
die roll. A glider placed on the edge of the board, facing
the edge of the board, follows the normal glider entry rules
outlined above.
The glider then takes a Morale Check (2d6) with
the following consequences:
The glider passes the Morale Check (Die Roll
Morale): Proceed to A under Final Placement.
The glider Shakes (Die Roll >Glider Morale< 2X
Glider Morale): All units in the glider are shaken. Proceed
to B under Final Placement.
The glider suffers Casualties (Die Roll >2X
Morale and <3X Morale): All units in the Glider are
shaken, and randomly determine one unit that suffers
casualties, is wounded (see 5.1), or (in the case of a
Weapon Team or vehicle) destroyed. Proceed to B
under Final Placement.
The glider is destroyed (>3x morale): All units in
the glider are eliminated and removed from board.
Proceed to B to determine final glider wreck placement.
22.22 Final Placement
1.
2.

3.

4.

The glider lands in the intended hex. Flip the glider


over to the wreck side, place all occupants on top
under a Moved marker.
Take the difference between the inherent morale of
the glider (7) and the Morale Check dice roll. This is
the number of hexes the glider strays from the initial
hex. Roll 1d6 to determine the direction (assign a
number to each hex side of the glider intended
landing hex) and place the glider on its wreck side in
the new hex. Place any surviving glider occupants on
top, under a Moved marker. If the landing hex
contains enemy units, they (the enemy units) incur a
four (4) Firepower attack. They receive the benefit of
the hexs Target Modifier. If the hex contains a
vehicle (not including any vehicle carried on the
glider), roll 1d6, and add the vehicles lowest armor
factor to the die roll. If the result is 1-4 the vehicle is
destroyed; replace it with a wreck. On a die roll of 56, the vehicle survives.
If the final placement hex contains Forest, Building,
Water, or Marsh, the gliders occupants, including
Support Weapons, are eliminated and removed from
play. The glider wreck remains. Gliders that land offboard are eliminated and removed from play with all
their occupants.
If the final placement hex contains surviving good
order (GO) enemy units, they melee GO friendly
units, but friendly units in B (Shaken) would be
automatically eliminated by GO enemies, as per
Melee rules (see 8.0). If after resolving a glider
Mark H. Walkers Lock n Load: V3

landing, the hex contains only Shaken units from


both sides, non-glider landed units retreat into an
adjacent, and non-enemy occupied, hex
22.3 Parachutists

e.

If the stack landed in an unoccupied Road,


Clear, Brush, Wheat Field, or Low Crop hex it
suffers no penalty.

f.

If a stack lands in a Building, Forest, Light


Woods, Jungle, Light Jungle, Rough, or Bridge
hex it immediately takes a Morale Check. Add
one to the dice roll if the stack is in a Forest or
Jungle hex. If a unit fails the Morale Check it is
Shaken.

g.

If a stack lands in a hex with a melee-eligible


enemy unit (see 8.1) and passes any morale
check required by (f) above it must melee. If it
fails the check it is eliminated. Parachuting
units required to melee in the same impulse in
which they land have a Melee factor of 1 and
cannot use Support Weapons. They melee
normally in subsequent turns.

h.

Enemy units may not Opportunity Fire on the


descending parachutists, but may fire on the
landed parachutists in any subsequent impulse.
Fire directed on a hex containing a Parachute
marker receives +2 to the attacking units die
roll. Ordnance receives no modification on its To
Hit die roll, but receives a +2 to its HE
equivalent when resolving hits on the DFT.
Remove all Parachute markers during the
Administrative phase.

Paratroopers are cool; paratroopers are fun. They make


for some wild scenarios.
1.

Unless specified otherwise, all of one sides


paratroopers arrive at the same time, in one impulse,
as follows.
a. The owning places a Parachute marker and at
least one MMC in each drop zone hex. All drop
zone hexes must be adjacent to each other, and
form a straight line, hex side joining adjacent
hex side. She may also place one Support
Weapon and one SMC in each hex.
b.

Roll 2d6 (one white, one colored) to determine


the direction of each stacks scatter. The white
die determines the direction of scatter 1 is
northeast (or any other agreed on direction), 2
is east, etc. The colored die determines the
amount of scatter 1 is no scatter; 2, 3, is one
hex; 4, 5 is two hexes; 6 is three hexes. Place
the stacks in their final hex, under a Parachute
marker. The stacks impulse is over (unless
required to melee).

c.

If the stack lands off-board, it enters in the next


turn during any friendly impulse, in the hex
nearest to where it drifted off-board.

d.

If the stack landed in a water hex it is


eliminated and removed from the board.

25

i.

Mark H. Walkers Lock n Load: V3

Glossary of Terms
1d6: roll of one die
2d6: roll of two dice
ARVN: Army of the Republic of Vietnam
APC: Armored Personnel Carrier. A lightly armored vehicle used to transport troops; for example, the M-113.
DC: Damage Check
DFT: Direct Fire Table
FFE: Fire For Effect
FP: Firepower
HEAT: High Explosive Anti-Tank
HE: High Explosive
INFANTRY: Generic term that includes all MMC and SMC counters.
INHERENT FIREPOWER: The Firepower printed on a counter. For example, a U.S. Airborne Squads inherent Firepower is 2.
LAW: Light Anti-tank Weapon
LOS: Line of Sight
ORDNANCE: Ordnance are weapons that have a To Hit table on the back of the counter. They include Support Weapons, such as the Bazooka, Panzerfaust (PzF30), Panzerschrek (RPzB54), LAW, Weapon Teams such as the 75mm anti-tank gun
(ATG), 73mm RR, and vehicle or helicopter-mounted weapons such as the M-4A1 tanks 75mm cannon or the Hueys
rockets. These weapons use the OFT to determine modifications to their To Hit die rolls.
MF: Movement Factor
MG: Machine Gun Normally interchangeable with LMG, but also used to denote machine gun weapon teams (3/4
counters), such as the U.S. .50 cal machine gun.
MMC: Multi-Man Counter (Squad, Half-squad, Crew, Weapons Team)
MP: Movement Point(s)
MT: Melee Table
NVA: North Vietnamese Army
OFT: Ordnance Fire Table
Panzerfaust: (PzF30) Relatively crude German anti-tank weapon.
Panzerschreck: (RPzB54): German anti-tank weapon similar to, but better than, the American bazooka.
RPG: Rocket Propelled Grenade
SMC: Single-Man Counter (Advisor, Leader, Hero, Sniper,
Medic, Chaplain)
SR: Self-Rally
SSR: Special Scenario Rule

26

Mark H. Walkers Lock n Load: V3

SW: Support Weapon


TEC: Terrain Effects Chart
TM: Terrain Modifier, also known as terrain Target Modifier
Tripod Mounted: Both the M1919A4 and MG42 were mounted on a tripod for better accuracy. The MG42 also came in a bipod
version (2-10).
UNIT: Generic term that includes all moveable units. For example, tanks, MMCs, etc.
USA: United States Army
USMC: United States Marine Corps
VC: Viet Cong
WT: Weapons Team

Mark H. Walkers Lock n Load: V3