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    LOCK ’N LOAD

    TACTICAL SYSTEM

    1960 - PRESENT

    CORE RULES

    MANUAL V4.1

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    Introduction .................................................. 4

    Community & Support ............................. 4

    1.0 General Concepts ............................... 41.1 Scale & Counters .......................4

    1.2 Dice ............................................4

    1.3 Stacking ..................................... 4

    1.4 Hexes .........................................5

    1.5 Morale ........................................5

    1.6 Support Weapons .....................5

    1.7 Weapon Teams .......................... 7

    1.8 Event Markers ............................8

    2.0 Outline of Play ......................................8

    3.0 Rally Phase ............................................ 8

    4.0 Operations Phase ...............................94.1 Ops Complete Marker ..............10

    5.0 Fire Combat ..........................................115.1 Direct Fire (DFT) Results .........12

    5.2 Multiple Attacking Units ............13

    5.3 Opportunity Fire .......................13

    5.4 Extended Range ...................... 14

    5.5 Maximum Target Modifer .........14

    5.6 “A”-Superscripted FP .............. 14

    6.0 Movement............................................. 146.1 Assault Movement ....................15

    6.2 Double-Time Movement ...........16

    6.3 Low Crawl ................................166.4 Stealth Movement ....................16

    6.5 Coordinated Movement ............16

    7.0 Laying Smoke ......................................16

    8.0 Melee Combat .....................................17

    8.1 Post Melee ...............................18

    8.2 Reinforcing a Melee ................. 18

    8.3 Zero-Firepower Units ..............19

    8.4 Ambush .................................... 19

    8.5 “M”-Superscripted Units ...........19

    9.0 Administration Phase ....................19

    10.0 LOS and Spotting .............................1910.1 Spotting .................................. 19

    10.2 Buildings and Hills .................. 21

    10.3 Figuring Line of Sight .............21

    10.4 Terrain Characteristics ...........23

    11.0 S.M.C.s .................................................. 2311.1 Leaders .................................. 23

    11.1.1 Leaders and Combat ...........2411.1.2 Leaders and Skills ...............24

    11.2 Heroes ....................................24

    11.3 Medics & Corpsmen ...............25

    11.4 Snipers ...................................25

    11.5 Armor Leaders ........................26

    12.0 Skills .................................................... 26

    13.0 National Characteristics .......... 26

    14.0 Ordnance ........................................... 2614.1 Firing Ordnance ..................... 27

    14.2 Special Ammunition ...............29

    14.3 Target Acquisition ...................29

    15.0 Vehicles ............................................. 2915.1 Vehicle Facing and Movement

    31

    15.2 Assault Move and Vehicles ....31

    15.3 Overruns ................................ 32

    15.4 Vehicle Crews and

    Armor Leaders .......................... 32

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    15.5 Continuous Vehicle Movement

    32

    16.0 Passengers ...................................... 3316.1 Passengers Inside

    Vehicles ..................................... 3316.2 Passengers On Top Of

    Vehicles ..................................... 33

    16.3 Passengers of Abandoned

      Vehicles .....................................34

    16.4 Mounting and Dismounting ....34

    17.0 Infantry and Artillery Against

     Vehicles ................................................. 35

    17.1 Close Assault ......................... 3517.2 Small-Arms vs. Armored

    Vehicles .................................. 36

    17.3 Small-Arms vs. Unarmored

    Vehicles .................................. 37

    17.4 Mortars and Artillery vs.

    Armored Vehicles ................... 37

    18.0 Indirect Fire ...................................... 38

    18.1 Onboard Mortars .................... 3818.2 Off-Board Artillery ................... 38

    18.3 Off-Board Fire Mission

      Limitations ................................ 39

    19.0 Aircraft ................................................ 3919.1 Fixed-Wing Aircraft ................. 39

    19.2 Helicopters .............................41

    20.0 Night Combat ...................................4420.1 Night Rules ............................ 44

    20.2 Starshells ............................... 45

    21.0 Fortifcations ................................... 4521.1 Bunkers .................................. 45

    21.2 Foxholes ................................46

    21.3 Wire ........................................46

    21.3.1 Wire Destruction ................. 46

    21.4 Mines .....................................46

    22.0 General Scenario Rules ............ 4622.1 Control ................................... 47

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    Introduction

    Lock ’n Load’sVersion 4.1 (V4.1) Modern rulesis the latest set o guidelines and regulations orthe game system. Tese rules present the core

    rules or the game system or modules takingplace rom 1960 to the present. Notable chang-es rom previous versions o the rules (V3.1 andearlier) will be presented in BLUE text. Feel reeto use these rules with previously publishedmodules.

    Community & Support

    I you have any game questions, or i you are

     just looking or other gamers with whom tochat, you can find quick replies on our Forums:http://orums.lnlpublishing.com.

    I any parts o this game are damaged, or youhave any other support needs, please open asupport ticket on our Support ickets section:http://support.lnlpublishing.com.

    You can also find additional game resourcessuch as scenarios, counters, special rules andother community-design ideas in our Resourcesection:http://orums.lnlpublishing.com/resources. 

    1.0 General Concepts

    1.1 Scale & CountersEach hex is 50 meters wide. Multi-Man Count-ers (MMCs) include Squads, Hal-squads, vehi-

    cle Crews, and Weapon eams.

    A Squad represents 8-12 men and is depictedby a 5/8” counter displaying two men. A Hal-squad or Crew represents 4-6 men and is de-picted by a 5/8” counter with one man on it.

    A Weapon eam (W) represents 3-5 men

    and a heavy weapon, and is depicted by a 3/4”counter showing the weapon and two men.A Single-Man Counter (SMC) represents a sin-gle man or woman, and is depicted by a count-er displaying an individual or—in the case o

    Leaders—a ace.

    Support Weapons (SWs) are individual weap-ons that must be fired by a Squad, Hal-squad,Crew, or specific SMC.

    Vehicles and Fixed-wing Aircraf are on a 7/8”counter and represent a single vehicle or air-craf.

    urns represent 2-4 minutes.

    1.1.1 Squad DesignationsAs the Lock ’n Load (LnL) system has grown,so has the number o Squads the system por-trays. Whenever there might be conusion as towhich Squad a scenario calls or we will delin-eate the Squads in the ollowing manner: Fire-power-Range-Movement-Morale and ShakenMorale (i different).

    For example, the US Marine Squadguarding these words would be a3-6-4-5.

    1.2 DiceTe game uses a pair o six-sided dice. 1d6means one die is rolled. 2d6 means two die arerolled.

    1.3 Stacking

    Each side can have up to three Squads (or theirequivalent), two vehicles, and two SMCs in ahex. Each vehicle Wreck marker counts as one vehicle or stacking. One Weapon eam ortwo Hal-squads/Crews are the equivalent o aSquad. Flying/Hovering helicopters and fixed-wing aircraf do not count toward stacking lim-its.

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    Some terrain types modiy the stacking limitsin a hex; others, such as Multi-level Buildingsand Bunkers create the existence o a secondhex within a hex, with its own stacking limits.

    Not all vehicles can enter all Buildings. Con-sult the errain Effects Chart (EC) or details.Vehicles, obviously, cannot occupy the secondstory o a Multi-story Building.

    Tese stacking limitations apply at ALLIMES—unless otherwise stated in a scenario’sspecial rules.

    Example: A player cannot move units through ahex i the sum o the moving and stationary units

    in the hex exceeds stacking limitations.

    For stacking purposes, units inside a vehicle arepart o the vehicle, and cannot unload i theirpresence on the ground would exceed stackinglimits; and they would be eliminated in case oa required bailout.

    You can always look at your opponent’s stacks.

    1.4 HexesUnless otherwise noted in the scenario’s specialrules, the hal-hexes along the edge o the Mapare playable and have the same stacking limita-tions and movement cost as ull hexes. Te two joined hal-hexes where Maps meet are consid-ered a ull hex.

    Te terrain surrounding a hex’s center dot de-fines the elevation and terrain type o the hex.See the errain Effects Chart (EC) or imagesand examples.

    1.5 MoraleIn LnL each unit has a Morale Rat-ing in its upper right corner. A unit’sMorale represents its training andwillingness to fight. Tere are two

    Morale states in LnL: Good Order (GO) andShaken. GO units are cohesive, buff, and readyto fight. Tey are depicted by the ront o theunit’s counter.

    Shaken units are rightened, timid,and disorganized. Te back o thecounter depicts this. Many thingscan shake a unit’s confidence, but a

    poor result on the Direct Fire able (DF) isthe primary instigator.

    Morale Checks (MCs) are resolved by rolling2d6. Te dice are summed and modifiers ap-plied. Te only modifiers that can be applied toan inantry MC (including rallying attempt) are

    a Leader’s Leadership Modifier (LM) and a -2or being in a hex with a positive arget Mod-ifier (M). I the result is equal to or less thanthe unit’s Morale Rating, it passes the check; flipthe counter rom its Shaken side back to its GOside.

    1.6 Support WeaponsSupport Weapons (SWs) are 5/8”counters with the illustration o a

    weapon such as a machine gun, Ba-zooka, Flamethrower or Satchel

    Charge. Tey have no Crew and must be car-ried and fired by a MMC or eligible SMC. ASquad can carry up to two SWs, a Hal-squador Crew can carry one, and an eligible SMC cancarry one SW but oreits two Movement Pointswhile doing so. Te unit directly above a SWpossesses that weapon.

    A Squad can fire one SW and retain its InherentFirepower (IFP), or fire two SWs and oreit itsIFP. A Hal-squad or Crew can fire one SW, or-eiting its IFP in the process.

    Eligible SMCs can fire a SW, be it captured orriendly, but do so at hal the SW’s FP (ractionsrounded up), or with a +1 DRM on the to-hit

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    roll i the SW uses the OF.

    Heroes firing a SW oreit their IFP.  Medics,Corpsmen, Nurses and Chaplains cannot carryor fire SWs. Leaders that fire a SW oreit all

    Leadership Modifiers, even in their own attack.

    I a Squad carrying two SWs is reduced to aHal-squad, it must drop one SW o its owner’schoice. I a unit carrying one or more SWs iseliminated, the SWs remain in the unit’s hex.

    SWs can be dropped or destroyed by a GOMMC or SMC in the Rally Phase (3.0); leave adropped SW in the hex, remove destroyed SWsrom the Map. During the Operations Phase

    (4.0), SWs can be abandoned by GO or Shak-en units that exit a hex or any reason; leave anabandoned SW in the hex, and those that wereassembled on their assembled side. Dropped/abandoned SWs can be picked up either duringthe Rally Phase—and only by GO MMCs/SMCsthat are not locked in Melee—or by a movingGO MMC/SMC at a cost o an additional 2Movement Points (MPs).

    Units can capture and use enemy SWs, butthe first attack with a captured SW that ails tocause a Damage Check on the DF or score ahit, i using the OF, removes the SWs afer theattack.

    SWs that use the OF cannot be fired romBuildings, Caves, or Bunkers. Anti-ank Rifles(ARs) are exceptions to this rule.

    1.6.1 Tripod Machine Guns

    Machine guns shown with a tripodare special SWs. Tey cannot bemoved when pictured with the tri-pod side up. Tus, units possessing

    a SW on its tripod side cannot move withoutabandoning their SW.

    A GO MMC or SMC can flip the counter to

    its tripod/assembled side duringthe Rally Phase unless the MMC orSMC is locked in Melee.  A tripodmachine gun’s other side depicts ei-

    ther the machine gun in bipod configuration or

    dismantled.

    Either can be transported like any other SW.When units enter a scenario rom off-board,their tripod weapons are either dismantledor in bipod mode.  Shaken MMCs/SMCs candismantle—but not assemble—a tripod SWduring the Rally Phase.

    1.6.2 JammingSome SWs have the potential to jam

    and/or be damaged when firing.Tese SWs have a “J” superscriptabove its Firepower (FP). Whenever

    one o these machine guns is participating in anattack (not Melee) and the opposed die-rollsmatch (both players roll a 1, or example), theMG jams.

    Flip the MG to its “Jammed” sideand subtract its FP rom the attack.During the next Rally Phase, i the jammed MG is in the possession o

    a Good Order SMC or MMC, roll 1d6: i theresult is a 1 (1-2 i the scenario takes place on aMap containing Sand), the MG is jammed orthe remainder o the scenario; i the result is a2-6 (3-6 i the scenario takes place on a mapcontaining Sand), flip the MG over to its un- jammed side. I more than one jam-potentialMG is attacking, only one, determined ran-domly by the owning player, jams.

    1.6.3 Flamethrowers & SatchelCharges

    Flamethrowers are unique SWs thathave three special capabilities: theycan be used in Melee (8.0), they cancause targeted units to retreat, and

    they can be used in Close Assault (17.1). I a

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    Flamethrower, or a multiple-unit attack that in-cludes one, Shakes an enemy unit when firingon the DF, the enemy unit must retreat onehex.

    Te retreat must increase the distance betweenthe retreating unit and the unit conducting theFlamethrower attack. Te retreat cannot reducethe distance between the retreating unit andany other enemy unit in the retreating unit’sLOS. Retreating units are marked with a Movedmarker and may trigger Opportunity Fire. Ithe unit has no hex into which it can legally re-treat, it is eliminated.

    A Satchel Charge is a rucksack

    stuffed with N. It can be used inMelee (8.0), thrown into an adjacenthex, or used when Close Assaulting

    a vehicle (17.1). Satchel Charges are used onceand then removed rom the Map. SatchelCharges can be used by any unit that is eligibleto use a SW.

    Leadership does modiy Satchel Charge attacksunless the Leader himsel is using the SatchelCharge. Satchel Charge attacks do not receiveany other DF Attacking Unit’s Die-Roll Mod-ifications. Resolve the Satchel Charge attack asyou would any other SW.

    Example: I a 2-6-4-6 Squad throws a 6-FPSatchel Charge into an adjacent hex it would at-tack the hex with a FP o 6. On the other hand,i the same Squad fires its IFP into the adjacenthex AND throws the Satchel Charge, it would at-tack the hex with 10 FP (2 or its IFP + 2 or fir-

    ing its IFP at an adjacent hex + 6 or the SatchelCharge).

    1.7 Weapon TeamsWeapon eams (Ws) representheavier or more specialized weap-ons along with their Crew. Tey

    are on 3/4” counters that show the Crew firingthe weapon, such as a heavy machine gun, an-ti-tank gun or mortar. Te Crew manning theseweapons ofen represent the best soldiers in thecompany and hence have better Morale, can

    Sel-Rally (SR), and possess other unique ad- vantages. Weapon eams cannot be carried orfired by other units, but have their own Move-ment Factor and  IFP.  Weapon eams markedwith a gun size greater than 20mm cannot setup in or enter Buildings (Huts, Stone, andWooden Buildings), or cross hexside terrain. Weapon eams cannot possess or fire SWs.

    Ws cannot enter Melee. I engaged in Melee,non-MG Ws deend with a nominal FP o one

    (1), and cannot counterattack. Ws depictinga MG can deend and counterattack with theirull IFP. I a W is eliminated, its weapon isconsidered destroyed and cannot be capturedor re-crewed as SWs can.

    Ws with a red arrow in the cor-ner o their counter can only firein the direction defined by the ar-row, as explained in the section onordnance (14.0). Tey will need to

    change acing to fire at enemies outside theirarc o fire. Tey can either change acing withintheir hex in lieu o firing at a cost o 1 MP pertwo hexsides pivoted, change acing and fire—which incurs a penalty on the OF but is per-mitted when conducting Opportunity Fire(5.3)—or they can ace any direction afer en-tering a new hex. Place a Moved marker on anyW that changes acing.

    Ws cannot Close Assault (17.1) vehicles.

    Ws fire separately rom other units in theirhex, even when firing during the same impulse.

    Some Ws (indicated in each module) cannotmove. Tey use their Movement Factor to pivotwithin their hex, as described above. Ws can-

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    not use Double-ime Movement (6.2) or LowCrawl (6.3).

    1.8 Event Markers

    Some scenarios include Event Mark-ers. Tese markers, when activated,initiate special events (such as unex-pected reinorcements, story-telling

    elements, etc.) that bring the scenario to lie.Tere are two types o Event Markers in LnL:Occupation and Line o Sight.

    Occupation markers are activatedwhen the side indicated on the sce-nario card occupies the marker’s

    hex. I no side is indicated, bothsides can activate the marker. Line o Sightmarkers are activated when the side indicatedon the scenario card has a Line o Sight to themarker’s hex.

    When an Event Marker is activated, read theindicated paragraph rom the scenario card. Noreading ahead—it spoils the un!

    2.0 Outline of PlayEach game turn consists o a Rally Phase, anOperations Phase, and an AdministrativePhase.

    In the Rally Phase, Shaken units can be ralliedand Hal-squads can be combined.

    Additionally, i there are no enemy units in ahex, eligible GO units can pick up dropped/abandoned SWs or swap SWs with other eligi-ble GO units.

    During the Operations Phase, the players alter-nate impulses. In an impulse, one hex (includ-ing a Bunker, Cave, and all levels o a Building)and all the units in it can be activated to fire or

    move. When activating a Leader, units not onlyin the Leader’s hex but also in all hexes adjacentto the Leader’s hex can be activated.

    In the Administrative Phase, gamers clean the

    Map o irrelevant markers, including Fire orEffect, Moved, Assault Move, Low Crawl, Fired,Ops Complete, Smoke 2, Starshell, and Spottedmarkers. Smoke 1 markers are flipped to Smoke2 markers.

    3.0 Rally Phase

    At the start o the Rally Phase (RP) each playerrolls 1d6. Te player who rolls highest has the

    initiative. ies go to the player who had the ini-tiative the previous turn.

    Te player with the initiative rallies any Shak-en units. When he is finished with all rally at-tempts, the other player perorms his rally at-tempts. Shaken Leaders rally first. Shaken unitsin the same Location with a Good Order Lead-er or Hero can attempt to rally by rolling lessthan or equal to their Morale with 2d6. EligibleShaken units locked in Melee (8.0) can attempt

    to rally.

    Leadership Modifiers (LMs) are subtractedrom the die roll. Armor Leaders (11.8 and15.4.1) can only rally the tank they are crewing.Units in terrain with a positive arget Modifier(M) subtract two rom their die roll. (Ms arelisted on the errain Effects Chart.)

    Units without a GO Leader in their hex cannotrally. However, units in a hex with a Hero canattempt to rally; vehicles can always attempt torally; and units marked with a SR can Sel-Rally.

    Leaders and Heroes can only rally units whosecounters have the same background color andIdentification Badge (IB, which is on the top lefo counter) as the Leader or Hero (Exception:

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    Weapon eams).

    Note: For Leader rules, consider the words “col-or”, “type” and “nationality” synonymous andinterchangeable.

    Snipers, Weapon eams, and other units desig-nated with a SR on their counter can Sel-Rallywithout a Good Order Leader or Hero. GoodOrder Leaders present in the hex can still ap-ply their Leadership to the rally attempt. Eachunit can only attempt to rally once per RP, buta Medic trying to flip a Shaken Squad to itsGO side does not constitute a rally attempt. A just-rallied Medic can heal another unit in thesame RP.

    Hal-squads can only be created by combat orprovided in the scenario OOB.

    wo GO Hal-squads (not Crews) o the sametype (same IB) can join to orm a Squad i theyare in the same hex as a GO Leader. Te unitscannot be locked in Melee.

    Any GO MMC, excluding Ws, or eligibleSMCs can pick up an unpossessed SW presentin the hex i the hex contains no enemy units.Friendly GO units in the same hex can alsoswap SWs. Place a SW directly beneath a unitthat possesses it.

    SWs can be destroyed in the RP by any GOMMC, Leader or Hero. Remove destroyed SWsrom play.

    4.0 Operations PhaseTe Operations Phase consists o a number oimpulses. During each impulse, the players taketurns activating and controlling units or pass-ing. Te player with initiative goes first, thenhis opponent, and so on until the phase is com-plete.

    Once all units have either moved, fired, beenmarked with an Ops Complete marker, or aferthree consecutive passes (i.e., Player One pass-es, Player wo passes, Player One passes again),the Operations Phase ends and the Administra-

    tive Phase begins.

    During an impulse, the active player can acti- vate all or some o the units in a hex. I the acti- vated hex contains a GO Leader (see11.1), the player can also activate any units inadjacent hexes, with the ollowing caveats.

    I the adjacent hex includes a Bunker or Cave,the adjacent Leader can only activate the unitsoutside the Bunker or Cave.

    I the adjacent hex is a Multi-story Building,the Leader can only activate the units on thesame level as himsel, unless the Leader is in theBuilding and chooses to activate the hex aboveor below himsel.

    In hexes containing a Bunker or Cave, Leadersoutside the Bunker or Cave can activate theirhex, the six surrounding hexes, and the unitsinside the Bunker or Cave. Leaders inside theBunker or Cave can only activate the units in-side the Bunker or Cave and in the hex contain-ing it (i.e., outside the Bunker or Cave).

    Leaders cannot activate vehicles that are in anadjacent hex; and Armor Leaders (11.5) cannotactivate MMCs/SMCs in adjacent hexes.

    Each activated unit in a hex can either moveor shoot (not both, except in the special case

    o Assault Move or Stealth Movement). Not allunits in a hex need to perorm the same unc-tion, but all firing units within a hex that areactivated in the same impulse must engage thesame target.

    Tere is, however, an exception. SWs with to-hit tables on the back o their counters (such as

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    RPG-2s, Bazookas, LAWs, etc., must either fireseparately (i.e., not adding their Firepower inwith any other units targeting the same hex, butrather by making an entirely separate roll) orfire at another target altogether. Tey still must

    fire during the same impulse as the unit pos-sessing them.

    Support Weapons cannot activate separatelyrom the unit that possesses them.

    Example: A Squad might activate to fire its SW,a machine-gun with a FP o 2, at an enemy outo the range o the Squad’s IFP.  Even thoughthe Squad does not fire separately rom the SWduring this activation, it cannot subsequently ac-

    tivate again until the next turn.

    All moving units that begin their move in thesame hex and are activated in the same impulsemust move together. Note that when units in ahex are activated together, some may move andsome may fire, but those that fire must do sotogether (ollowing the special rules or SWsnoted above) and those that move must also doso together. All Squads in a hex, however, areNO required to activate in the same impulse.

    Example:  A player activates a hex with threeSquads, but only moves one Squad, hoping todraw fire rom the enemy unit at the end o thestreet. Because he neither moved nor fired theremaining two Squads, he can activate them inanother impulse.

    Moving through a hex occupied by other unitsdoes not orce them to accompany units pass-

    ing through; in act they cannot accompany theunits in this situation. Tis rule only applies tounits that start in the same hex during the im-pulse in which they are activated.

    Mark units that move with a Moved, LowCrawl, Assault Move, or Stealth marker (seeMovement, 6.0), and those that fire with a Fired

    marker. Tose units cannot be used again thatturn except to deend in Melee. (See 6.1, AssaultMove, or the sole exception to this.)

    Units/hexes activated in the same impulse can

    act in any order desired, as long as all units thatfire or move rom a hex do so together, as perthe rules under 4.0. Tus, in a situation wheremany hexes are activated at once (by a Lead-er’s ability), unit A could fire rom the first hex,then unit B could fire rom a second hex and,finally, unit C, located in the first hex with A,could move out o it.

    Chain activation is possible (a Leader can ac-tivate an adjacent Leader who then activates

    adjacent hexes and so on). A Leader activatingadjacent units is marked with an Ops Completemarker i he does nothing else in this impulse.

    You must declare which hexes will be activatedin the current impulse beore you do anythingwith the units they contain. You don’t have tospeciy what the units will do though, and allunits do not need to perorm an action.

    4.1 Operations Complete MarkerUnits that spot, attempt to lay smoke,or perorm other actions describedin the subsequent rules as renderingthem Ops Complete are marked

    with an Ops Complete marker.

    Except or the instances described below, unitsbeneath Ops Complete markers cannot per-orm any actions, including Leaders using theirLeadership Modifier (LM).

    MMCs under an Ops Complete marker canOpportunity Fire, but subtract one (-1) romtheir IFP. Te FP is modified BEFORE consid-ering any other attacking unit’s Die-Roll Modi-fications (DRMs), and is applied per firing unit.A unit’s FP can be a negative number.

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    Examples: A 2-6-4 Squad under an OpsComplete marker Opportunity Fires (OFs) atan enemy Squad in Clear terrain that enteredits LOS two hexes away. Te 2-6-4 Squad wouldhave a FP o 2 (2 IFP - 1 = 1 FP + 1 or firing

    at a unit marked with a Moved or Assault Movemarker). A 0-2-4 Hal-squad would engage anenemy Squad with 0 FP (0 IFP - 1 = -1 FP + 1 or firing at unit marked with a Moved or Assault Move marker = 0 FP).

    A SW possessed by a Squad that is marked withan Ops Complete marker can also fire with theSquad. Machine guns or Flamethrowers arehalved, while SWs that use the OF suffer a +2DRM to-hit penalty.

    Vehicles under an Ops Complete marker canOpportunity Fire, but their machine guns do sowith one-hal FP (ractions rounded up), andordnance that uses the OF suffers a +2 DRMto-hit penalty. See section 5.3 or more detailson Opportunity Fire.

    A unit under an Ops Complete marker can fireat FULL FP at a hex it has spotted during theSAME impulse. By the same token, Leaders un-der an Ops Complete marker can add their LMto this fire’s 1d6 roll, but only i directed againsta hex that the Leader spotted during the currentimpulse. In other words, a unit can immediate-ly fire upon any hex it has successully spotted.

    Note: Te intent is to allow a unit to fire at anenemy hex that it spotted. It only makes sensethat i a unit was ocusing on a specific area, itwould have time to fire its weapons at it.

    All units in the same hex as a successul spottingunit can fire with their ull FP at the just-spot-ted hex, along with the spotting unit. Note thatin the case o multiple attacking units, 5.2 ap-plies as well.

    5.0 Fire Combat

    o fire at enemy units, they must be within therange o the firing weapon(s), within the firingunit’s Line o Sight (LOS) and spotted (10.0).

    You can fire through riendly or enemy units,but cannot fire into a hex that contains bothriendly and enemy units—it’s just unethical.Nor can you fire into a hex marked with a Me-lee marker. Tat’s a turn-based time-continu-um thing.

    o determine range, count the hexes rom thefiring hex to the target hex. Include the targethex but not the attacker’s hex. See the sectionon LOS (10.0) to determine LOS and spottingprocedures.

    I range, LOS, and spotting requirements aremet, the attacker adds its total Firepower (FP)to 1d6, adds any applicable Leadership Modi-fiers (11.1), and then modifies the results withany target movement, degrading-terrain (seesection 10.3) or other DF die-roll modifiers.Te deender rolls 1d6, adds the arget Modifi-

    er (M) o the hex terrain occupied by the tar-geted unit(s) and compares it to the attacker’sdie-roll.

    I the attacker’s modified die-roll is less than orequal to the deender’s modified die-roll, thefire has no effect.

    I the attacker’s modified die-roll is greater thanthe deender’s modified die roll, each o the de-ending units must take a Damage Check (DC)

    by rolling 1d6, adding the difference betweenthe attacker’s modified die-roll and the deend-er’s modified die-roll, and then consulting theDirect Fire able (DF) on the Player-Aid Card(PAC).

    I a Good Order Leader (11.1) is present, hisLeadership Modifier (LM) is subtracted rom

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    the DC roll o the other units in the hex (nothimsel). Te Leader must survive his own DCfirst, and be in Good Order, beore aiding theother units in his or her hex.

    5.0.1 Leaders’ Influence on CombatLeaders not under a Moved, Low Crawl, Fired,or Ops Complete marker can aid ALL attacksconducted by same nationality/orce units intheir hex during their impulse.

    Specifically, their Leadership Modifier (LM)is added to a unit’s FP that is using the DFand/or subtracted rom the to-hit dice-roll orSupport Weapons (SWs) and Weapon eams(Ws) using the Ordnance Fire able (OF).

    A Leader firing a SW does not add his LM toattacks by other units in his hex.

    Note:  Te Leader can aid both Squads usingtheir  IFP  /SWs AND SWs or Ws using the OFthat are activated in the Leader’s hex in the sameimpulse. Leaders that aid such fire are placed un-der a Fired marker.

    5.1 Direct Fire Table (DFT) Results

    Shaken: A Shaken unit is flipped to its Shak-en side. A Shaken unit returns to Good Orderby passing a rally attempt during a later RallyPhase. Shaken units cannot use either their IFPor any SWs they possess.

    Shaken units cannot advance (in-cluding changing a level in a Build-ing) toward an enemy unit in theirLine o Sight (LOS). Shaken units

    cannot spot, and adjacent enemy are not con-sidered spotted by adjacency. Shaken units canstill spawn Heroes. I engaged in Melee, theysurrender and are removed rom the Map.

    Shaken Leaders cannot rally units, but canattempt to rally themselves. Shaken Leaderscannot use their LM or any unction. Shak-

    en Medics/Corpsmen cannot heal soldiers (orthemselves) and Shaken Snipers cannot snipe,but both can attempt to Sel-Rally (SR). ALLSMCs can attempt to Sel-Rally whether theyhave SR printed on the back o their counter or

    not.

    Shaken vehicles must Button (see section 15.0),their Movement Factor is halved, and they can-not fire.

    Heroes never Shake—just ask Daryl Dixon.

    Moving units that are Shaken by Opportuni-ty Fire (5.3) must end their movement. Tisincludes units Shaken due to Casualties or

    Wounding. I not all o the moving units in astack are Shaken, the remaining GO units cancontinue moving.

    Casualties: Replace a Squad with a ShakenHal-squad. Eliminate a Hal-squad, Crew, orW.

    Wounded: Only SMCs can be wounded. I theunit is moving, it must stop imme-diately. Flip the SMC to its Shakenside (Hero excepted; they flip totheir wounded side) and mark with

    a Wounded marker.

    A just-wounded SMC that has yet to be acti- vated in a turn can still do so in a later impulse,

    including or movement. SMCs un-der a Wounded marker, or wound-ed Heroes who are wounded againare eliminated.

    Wounded Leaders have their LMand Leadership Range (11.1) de-creased by one. Teir rally rangetoo, i they possess the Charismatic

    Skill, can be reduced by one but never less thanzero. Wounded Leaders can still call indirect

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    fire (Mortar and Artillery) and move their ullMF. Wounded Snipers can still fire with no re-duction in effectiveness.

    Hero Creation: Tere is a chance that a Hero is

    created during play whenever a Squad or Hal-squad (even i Shaken) rolls a 1 during a Dam-age Check (DC) caused by enemy fire. Roll 1d6:i the result is even, a Hero is created in the hex.Randomly pick a Hero and a Skill (see sections11.2 and 12.0). Te Hero assumes the activationstate o the MMC that spawned it.

    Example:  I the Squad spawning the Hero ismarked with a Fired marker, so is the Hero. Ia Squad spawns a Hero due to a Shaken result

    that ends the Squad’s movement, the Hero can-not move any arther.

    Crews and Ws do not spawn Heroes.

    5.2 Multiple Attacking UnitsOnly units in the same hex can fire simulta-neously, and then only at the same target. Oneunit leads the fire and fires at its ull IFP. Eachadditional MMC adds 1/2 o its IFP to the at-

    tack. Heroes add their ull FP. Zero (0)-IFPunits add nothing (unless they are firing a SW).SWs that use the DF add their entire FP (SWsthat use the OF fire separately). Te total FP issummed; remaining ractions are rounded upand the combat is resolved as in the section onFire Combat (5.1).

    Remember that, or the most part, all units fir-ing rom the same hex, in the same impulse,must target the same hex. Tere are, however,exceptions. SWs with to-hit tables (OF) onthe back o their counters (e.g., LAWs), Ws,and vehicles must fire separately even whenfiring in the same impulse. Although Ws and vehicles CAN fire in a different impulse, SWsmust fire during the same impulse as the Squadthat possesses them.

    5.3 Opportunity FireUnits that are not marked with a Moved, LowCrawl, Stealth, or Fired marker, and that havea clear (not blocked) Line o Sight (LOS) to ahex in which an enemy unit expends at least

    one Movement Point (MP) by any kind omovement other than Low Crawl or StealthMovement can fire on the movers. Tis is calledOpportunity Fire (OF); it occurs during the op-posing player’s impulse, and is not consideredan impulse. Low Crawling units can only be thetarget o OF i they are spotted (10.0) in the hexthey enter.

    A unit entering a hex with a MP-cost greaterthan 1 can be subjected to OF attacks equalingthe MP-cost o the hex (thus two OF attacks canbe made on a unit entering a Light Jungle hex),even i the first attack Shakes the unit, orcingit to stop moving. Moving unit(s) cannot be at-tacked more than once per MP expended in thehex unless attacked by SWs with a to-hit tableon the back o their counter, Ws, or vehiclesthat are stacked with the units that first fired.

    Note: o be clear, this exception is consistent with

    the rule that states the above units fire separately rom the other units in the hex. Accordingly, ithey OF when the other units OF, it would allowan additional attack.

    Place a Fired marker on units that OF. OF mustbe declared beore the target units leave the hex,and the player currently moving must give su-ficient time or his opponent to declare the OF.

    Conduct OF attacks like any other, with the

    exception that the attacker receives a +1 bonus(unless firing at Low Crawling/Stealth units) totheir die-roll or firing at moving units, unlessthe moving units are in terrain that negates thatmodifier, e.g., Low Crops.

    I the target hex contains both moving andnon-moving units, both are affected by the

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    same OF attack die-roll, but only the movingunits suffer the +1 modification to the attacker’sdie-roll.

    Example: A 1-6-4 Squad fires at an enemy 2-3-

    4 Squad moving through a Light Woods-ter-rain hex that also contains a non-moving 1-5-4Hal-squad. Te player perorming the OF rolls1d6 and adds 2 (its IFP o 1 + 1 or firing on amoving unit) against the moving Squad but only1 against the stationary Hal-squad. Both themoving Squad and the stationary Hal-squad re-ceive the +1 arget Modifier or being in a LightWoods hex, and roll 1d6 + 1.

    Note that the moving Squad caused the station-

    ary Hal-squad in the Light Woods hex to beautomatically spotted; however, i the movingunit survives the OF, continues moving andleaves the hex, the stationary Hal-squad in thehex retains the unspotted status that it had pri-or to the attack. In other words, i the stationaryHal-squad wasn’t spotted beore the OF attack,it remains unspotted afer the moving Squaddeparts the hex. Further, i there were two mov-ing units and one was Shaken and lef behindin the Light Woods hex, under a Moved mark-er, the previously stationary Hal-squad wouldalso remain spotted.

    Units in the same hex as the moving unit in theexample but in a Bunker, Cave or the secondfloor o a Multi-story Building would not besubject to the OF unless the moving unit en-tered the Bunker, etc.

    Any moving units not Shaken by OF can con-

    tinue their movement, leaving Shaken units be-hind, i they have MPs remaining.

    5.4 Extended RangeMMCs/SMCs with a black box sur-rounding their range can fire at upto twice their printed range; howev-

    er, any fire at greater than the printed range ishalved.

    5.5 Maximum Target ModiferTe maximum arget Modifier (M) or any

    hex is +4. Tis means that cumulative M romthe result o setup and/or game play (Smoke,Wrecks, Foxholes) cannot exceed +4 in onehex. Tus, a Forest hex (+2 M) with a Wreckin it (+2) and a Smoke marker (+1) would stillonly have a +4 M, not +5.

    As per 11.4, Snipers still double their hex’s M;thus, Snipers can have a maximum M o +8.

    5.6 “A”-Superscripted Firepower(Assaulters)

    Te “A” superscript next to a MMCor SMC’s Inherent Firepower (IFP)designates the unit as Assaulters.Such units are adept at ocusing FP

    at close range. Accordingly, such units add 3 in-stead o 2 to their die-roll when firing at an ad- jacent unit. Tis is per firing stack, not per unit,i multiple “A”-rated units are in a stack.

    6.0 Movement

    Units move rom hex to hex, payingthe Movement Point (MP) cost oeach hex as it is entered. Tese costsare summarized on the errain E-

    ects Chart (EC).

    All units that move rom the SAME hex, in the

    SAME impulse, must move together (excep-tion, i some units in the moving stack are Shak-en during movement they must stop movementwhile the other units may continue—see 5.3).

    Example: I three 1-5-4 Squads in a hex are ac-tivated, some may move and some may fire, butthose that move IN HE SAME IMPULSE must

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    move together, and those that fire IN HE SAMEIMPULSE must fire at the same target (excep-tion: Ordnance 14.0, can fire at separate targets).I one o the Squads is Shaken by OF, the othertwo can continue moving i they have MPs re-

    maining.

    An unshaken, unwounded, unactivated Leadercan activate both the units in his hex and adja-cent hexes; this is a Leader’s Leadership Range(11.1), which is always one hex unless the Lead-er is wounded or altered by SSR. Units startingin hexes adjacent to the Leader’s are ree tomove or fire separately rom the Leader. Teunits in each hex, however, must move or firetogether i they do either.

    Te number o Movement Points (MPs) a unitcan spend each turn is called its MovementFactor (MF) and is marked on the counter. Asnoted above, moving MMCs, Ws, and SMCs(not Low Crawl or Stealth)—or those under aMoved or Assault Move marker—that are firedupon suffer a modifier o +1 added to the at-tacker’s DF die-roll.

    Unless such a move would bring a Shaken unitcloser to an enemy unit in their LOS, units witha MF equal to or greater than one can alwaysmove one hex, no matter the cost, or enter/exit a Bunker or Cave or change one level o aMulti-story Building within the hex they cur-rently occupy. I a unit must expend ALL o itsMPs to move one hex (or within one hex) itcannot Low Crawl (or Assault Move . . . obvi-ously) into the new hex.

    Units can move through hexes containingriendly units (subject to stacking restrictions),but must stop upon entering an enemy-occu-pied hex and Melee (see section 8.0).

    Here is the sequence when moving units triggeran Event, are subjected to OF, or move adjacentto enemy units and such.

    1. Unit(s) enters a hex.2. Resolve any Fire or Effect or Mines attacks.3. Possible Event(s) is triggered.4. All possible OF is conducted.5. I unit(s) is still in Good Order, proceed

    with its next action (auto-spotting adjacentunit(s), moving, firing i AM, etc.)

    Tus, a unit that moves adjacent to an enemyunit but is Shaken by OF (rom this enemy unitor another) does not auto-spot the adjacent en-emy unit.

    6.1 Assault MovementUnits whose MF is boxed in red—

    e.g., Heroes—can Assault Move(AM). Tese units’ intentions aredeclared at the beginning o their

    impulse, and they are marked with an AMmarker. Leaders can also AM i they start theirimpulse with AM-eligible units.

    Units that AM can spend up to one-hal o their printed MF, modified byDouble-ime (D) movement (see6.2) i applicable (ractions rounded

    up), and subsequently fire (or OF in a later ene-my impulse). Te D bonus (i any) is added tothe printed unit’s MF beore being halved orAM.

    Subtract two rom the total attacking FP ounits using AM.

    Example: wo 2-6-4 Squads using AM would fire with a FP o 1 (2 or lead Squad + 1 or sec-ond Squad - 2 or AM = 1).

    Once the units fire they are also (in addition tothe Assault Move marker) marked with a Firedmarker.

    Support Weapon ordnance, such as RPGs, su-er a +1 penalty on the Ordnance Fire able

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    (OF).

    Neither the Assault Move nor the Fired mark-er is removed until the Admin Phase. Te unitsneed not fire in the same impulse that they orig-

    inally moved but can be activated again later tofire or engage in OF i the appropriate situationarises. Tey must, however, move when theyare first activated.

    6.2 Double-Time MovementUnits that begin their impulse—and move theentire impulse—with a GO Leader can increasetheir MF by 2. Te units cannot move artherthan the Leader’s printed MF. Ws cannot

    Double-ime (D). Shaken units can use D.

    6.3 Low CrawlA unit or stack o units can spend itsentire impulse to move one hex. Tisis a Low Crawl. Units Low Crawlingare not automatically spotted unless

    they are in open terrain or adjacent to an ene-my unit. Enemies targeting Low Crawling unitsdo not receive the +1 bonus to their FP. LowCrawling units can change levels within amulti-story Building or enter/exit a Bunker orCave, but cannot do so AND move to a differ-ent hex.

    Weapon eams cannot Low Crawl.

    6.4 Stealth MovementUnits designated with a bright-yel-low square outline surroundingtheir MF are Stealth-Movement

    (SM) capable and can move withoutbeing automatically spotted—even i adjacentto an enemy unit. Te enemy unit must eitherperorm a successul spotting attempt (10.0),the SM-capable unit must fire, or move intoopen terrain in the LOS o a Good Order ene-my unit. Units CANNO use SM while Dou-ble-iming (6.2), but can use SM to enter Me-

    lee. Heroes and Leaders cannot use SM unlessspecifically designated. Units using SM are notsubject to the +1 DF penalty or moving.

    SM-capable units can also move up

    to hal their MF (ractions roundedup) and subsequently fire. Such fireis modified like AM fire—subtract

    two rom the total attacking FP o units usingSM fire (Scouts excepted) and add one (+1) toto-hit rolls or SW ordnance.

    6.5 Coordinated MovementMMCs, SMCs, and vehicles can move togeth-er provided they start and finish their impulse

    together. Tey can Assault Move i the MMC/SMC is AM-capable. Units executing a Coor-dinated Move pay MPs or hexes entered andhexsides crossed as per their own movementtype.

    Example: A Squad (Leg-movement type) and atank (-movement type) would spend 2 and 4 MPs respectively when entering a Light Woodshex. Tis rule is an exception (obviously) to 15.1.

    7.0 Laying Smoke

    Good Order MMC counters notmarked by a Moved, Low Crawl,Fired or Ops Complete marker canattempt to lay smoke in their own

    or an adjacent hex.

    Select the hex and roll 1d6. I the die-roll isequal to or less than the unit’s smoke-laying ca-

    pability (delineated in module-specific rules),place a Smoke 1 marker on the hex. Regardlesso whether the attempt was successul, place anOps Complete marker on the unit that attempt-ed to lay smoke.

    Smoke is blocking terrain with a M o +1. TeM is added to the hex’s existing M. Hence a

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    smoked Forest hex has a M o +3. Units firingrom a smoked hex must subtract one (-1) romtheir die-roll.

    In the Administrative Phase afer

    the Smoke 1 is laid, replace themarker with a Smoke 2 marker. Inthe next Admin Phase, remove the

    Smoke 2 marker.

    8.0 Melee Combat

    When units enter a hex containing enemy units, they must Melee. Units cannot use AM toenter Melee. Non-Melee-eligible (NME) units

    cannot enter a hex containing only enemy units,even i the enemy units are also NME units.Melee combat is simultaneous, but Nationalitycharacteristics, Events and Skills (12.0) mightalter the sequence, and losses aren’t taken untilthe round o Melee combat is concluded.

    Tere can only be one Melee round/turn/hex.All units that participate in a Melee round areconsidered activated at the same time. Meleetakes place as soon as enemy units enter a hex

    containing riendly units. Tus, there is no OFagainst the enemy unit as it enters the Meleehex.

    Te IFP  o all the attacking units (the unitsthat entered the hex) and Melee-eligible SWs(MGs, Satchel Charges, Molotov Cocktails andFlamethrowers) is compared to the FP o anydeending units the attacker chooses and theirMelee-eligible SWs, and an odds ratio is deter-mined, rounding up ractions.

    Example: 4 FP attacking 2 FP is 2:1, whereas 5FP attacking 2 FP is not 2.5:1 but 3:1.  Not alldeending units must be attacked, but at leastone must be attacked. Unmodified attacks at lessthan 1:3 are treated as 1:3, but cannot be con-ducted against multiple units. Roll 2d6 and con-

    sult the Melee able (M) on the Player-Aid Card.

    Leadership Modifiers (LMs) apply or the at-tacking units and are added to their die-roll. I

    the attacker rolls equal to or greater than theKill Number (KN) under the odds ratio on theM, the deending units are eliminated.

    Eliminated units are NO yet removed. Te de-ender then ollows the same procedure againstany o the attacker’s units he chooses. Afer as-sessing damage, remove eliminated units romboth sides, and mark the hex with a Meleemarker.

    I the Melee combatants include Heroes, theyshif the odds one column in avor o their sidewhen attacking. Even i the odds are greaterthan 1:3 against the Hero, the odds still shif to1:2, but the odds can never be better than 5:1.Multiple Heroes do not grant multiple shifs.

    Attacking, in the context o this section, meansthat your unit is making a Melee attack—it hasnothing to do with whether you entered thehex. Deending means your unit(s) is the targeto a Melee attack. A unit that can only deendcannot make Melee attacks but is not automati-cally eliminated either.

    Unless modified or Ambush (8.4) or Skills(12.0), Melee combatants use their unmodifiedIFP.

    Example: wo 2-6-4 Squads equal 4 FP actorsin Melee combat and three 1-5-4 Squads and a

    1-FP MG SW also equals 4 FP actors.

    Squads and Hal-squads must still abide by theSW-usage restrictions delineated in the sectionon SWs (1.6). In other words, a Squad can fireone SW and its IFP or two SWs and oreit itsIFP. A Hal-squad can fire one SW and oreitits IFP.

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    Leaders/Heroes carrying a Melee-eligible SWattack and deend with the SW’s FP. Always re-move single-use SWs such as Satchel Chargesand Molotov Cocktails afer use. Heroes deendwith their IFP unless they are crewing/using a

    SW. Note that Skill special rules supersede theserules. I a captured SW is used and the enemyis not eliminated, the captured SW is removedrom the game in the Admin Phase.

    Example: A 6-0-6 Leader possessing a captured1-FP MG SW and a 1-6-4 Squad enter Meleeagainst an enemy 1-5-4 Squad. Neither sideeliminates the other. Remove the captured 1-FP MG SW rom the Leader in the Admin Phase.

    8.1 Post MeleeUnits remaining afer the round oMelee are locked in Melee. Place aMelee marker on the units. Lockedunits cannot move (unless with-

    drawing) or fire, but can use an impulse in theollowing turn to either Melee or attempt towithdraw.

    Melee markers cannot be removed as long as

    units rom both sides inhabit the hex. Onceone side’s units have been eliminated, the Me-lee marker is removed in the ensuing AdminPhase.

    Units that wish to withdraw must announcetheir intention at the beginning o their nextimpulse (beore they are once again engaged inMelee by the opposing player) and pass a Mo-rale Check (LMs apply). Failure to pass incursno penalty but they must immediately fight aMelee round. Units that pass the Morale Checkcan exit the hex, paying appropriate MP costs.

    I a player withdraws all riendly units rom thehex, the Melee marker is removed and the re-maining enemy units are eligible to OF on thewithdrawing units. Note that a player can leave

    a unit behind as a rearguard to prevent thisrom occurring.

    Leaders not carrying a Melee-eligible SW, Snip-ers, Chaplains, Medics, Corpsmen, Nurses and

    Shaken units do not attack, nor can they be tar-geted, in Melee. Tey are considered non-Me-lee-eligible (NME) units. Ws can be individu-ally targeted in Melee.

    I all Melee-eligible units are eliminated, NMEunits are removed. Any non-Hero SMC lef atthe end o a Melee round without a possessedMelee-eligible SW or stacked with a riendlyMelee-eligible unit is removed too, even i noenemy Melee-eligible units are present; it is as-

    sumed that the SMC went down with his troops.I a unit enters a hex containing only NME en-emy units, all the enemy units are eliminated,the unit that moved in must halt; and a Meleemarker is placed on the hex.

    8.2 Reinforcing a MeleeUnits rom either side can reinorce a Melee.Any unit entering a hex marked with a Me-lee marker is considered reinorcing it, even

    though it’s possible that no riendly units arelef in the hex afer the previous Melee round.

    I a unit reinorces a Melee beore a Meleeround is ought in that turn, the Melee roundis conducted immediately. I they reinorce thehex afer the Melee has been ought, they can-not participate in the Melee until the ollowingturn.

    I the reinorcing units have the Ambush ca-pability (8.4), their tripled FP is added to theother riendly unit’s normal FP, but the Meleecombat round is considered simultaneous.

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    8.3 Zero-Firepower UnitsIn Melee, MMCs with an IFP  o 0attack and deend with a FP o 1,unless such units possess a Me-lee-eligible SW, in which case they

    use the SW’s FP.

    For each zero-IFP MMC participating in an at-tack, 1 is subtracted rom the die-roll. For eachzero-IFP unit participating in deense,1 is added to the attacker’s die-roll.

    Example: wo 0-2-3 Hal-squads attack a 2-6-4Squad in Melee. Te odds would be 2 vs. 2 or 1:1(each 0-IFP   Hal-squad counts as 1 FP or theattack). At these odds the Kill Number is 8. Te player with the pair o 0-IFP  Hal-squads must,however, subtract 2 rom his 2d6 roll. Hence, hewould need to roll 10 or better (10 - 2 = 8, whichis the minimum needed to kill the opposition in a1:1 attack) to eliminate the 2-6-4. Conversely, the2-6-4 Squad would attack the two Hal-squadsat 2 vs. 2 or 1:1, but would add two (+2) to its2d6 roll. Accordingly, it would eliminate the twoHal-squads on a roll o 6 or better (6 + 2 = 8).

    8.4 AmbushSome nationalities, units, or circumstances al-low the initial round o Melee to be resolvedas an Ambush. When an Ambushing unit (orstack o units) makes a Melee assault, the unit’s/units’ FP is tripled or the first round o Melee.

    Additionally, this first round is non-simultane-ous, and eliminated opponents are immediatelyremoved rom play, beore they counterattack.

    8.5 “M”-Superscripted UnitsUnits and SWs with an “M”-super-script add 1 to their FP when at-tacking or deending in Melee.

    9.0 Administration Phase

    Once all units have either moved or fired, orafer three consecutive passes (i.e., Player Onepasses, Player wo passes, Player One passes

    again), the Operations Phase ends. In the Ad-min Phase, players remove all Moved, AssaultMove, Stealth Move, Low Crawl, Fired, OpsComplete, Star Shells, and Spotted markers.

    FFE markers are removed. Smoke 1 markers areturned over to become Smoke 2 markers andSmoke 2 markers are removed rom the Map.Once all markers have been removed, advancethe urn marker one turn and begin the RallyPhase.

    10.0 Line of Sight and Spotting

    A unit has a Line o Sight (LOS) to another uniti, in the real world, it could see that unit. Unitscannot fire at targets to which they do not havea LOS. LOS is traced rom the center o the fir-ing unit’s hex to the center o the target hex.

    LOS that crosses the silhouette o a piece oblocking or degrading terrain is consideredblocked or degraded. LOS is NO BLOCKEDor degraded by small pieces o terrain that ex-tend rom the firing unit or target’s hex into anadjacent hex. See below or additional details.

    10.1 SpottingEven i a unit has a LOS to its target, the attack-er might not see the enemy.

    Example:  A Squad is hidden in a Building twohexes distant. Tere may not be anything block-ing your Squad’s view o the Building, but thatdoes not mean they see the enemy.

    o be able to fire on an enemy-occupied hex, itmust be spotted. Hexes, rather than units, arespotted, so if one unit in a hex is spotted, all

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    units in the hex are spotted  (exception: unitsin a Bunker, Cave or another level o a Buildingare in the equivalent o a second hex within thehex, and must be spotted separately).

    Spotting is status driven. A hex (andall units within it) is spotted i anyo the ollowing apply: the hex ismarked with a Spotted marker, a

    Good Order enemy unit is adjacent to the hex,a riendly unit is currently moving or AssaultMoving through the hex, a unit in the hex ismarked with a Moved, Assault Move, Fired, orMelee marker or i the hex is open terrain.

    Units in any open-type terrain are automatical-

    ly spotted, even i the LOS is degraded by inter- vening terrain. Units in open-type terrain con-taining a vehicle do not have to be spotted, butthey do get the deensive M; i two vehicles arein open-type terrain, neither has to be spotted,but they, too, get the deensive M.

    Note that the status o a hex can change over aturn.

    Example:  I a hex is spotted because it is adja-cent to a Good Order enemy unit and that unitis either Shaken or moves away, the hex will nolonger be spotted.

    Low Crawling units and units using StealthMovement are not spotted during their move-ment, provided they don’t find themselves in ahex otherwise spotted (such as any open ter-rain).

    Once a hex is spotted, it is spotted or all riend-ly units during the turn, even or those withoutLOS to the spotted hex at that time. But i allunits leave a hex (or are eliminated), any Spot-ted marker on it is removed.

    Units (including open vehicles) can attempt tospot unspotted units to which they have a LOS.

    Units in blocking terrain are spotted with a 1d6roll o two or less. Tose in degrading terrainare spotted on a 1d6 roll o three or less.

    Example: I a unit is attempting to spot an en-

    emy in degrading terrain, it must roll a three orless to succeed.

    One is added to the unit’s die-roll or every hexo degrading terrain its LOS passes through enroute to the target unit’s hex.Note that the LOS must actually pass througha piece o the degrading terrain in the degrad-ing terrain hex. One is also added i it passesthrough the silhouette o degrading terrain thatis in part o an otherwise open hex.

    I the LOS passes through more than two hexeso degrading terrain, or silhouettes o degrad-ing terrain within two open hexes, it is blocked.LOS is NO BLOCKED or degraded by smallpieces o terrain that extend rom the firing unitor target’s hex into an adjacent hex. LeadershipModifiers apply and are subtracted rom thedie-roll.

    Once a unit is spotted, the entire hex is spottedand a Spotted marker is placed there. Spottedmarkers are removed during each Administra-tive Phase or i all units leave the hex.

    Spotting attempts do not require an impulse,but only one attempt can be made per riend-ly impulse, and a unit attempting to spot ismarked with an Ops Complete marker regard-less o the result o the attempt.

    Units marked with Fired, Moved, Low Crawl,Ops Complete, Stealth or Assault Move mark-ers cannot spot or yet unspotted units, butthey do automatically spot adjacent units, mov-ing units, units marked with a Moved/AssaultMove/Fired/Melee marker or units in open ter-rain. Shaken units and buttoned vehicles don’tautomatically spot adjacent enemy units.

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    10.2 Buildings and HillsMost o the terrain in LnL is ground level. Tereare, however, Hills that are level one, two, andthree. Differing shades o brown represent tall-er Hills. Each level above ground level denotes

    a rise o about 3-6 meters.

    By the same token there are one- and two-storyBuildings. All three-hex or larger Buildings areconsidered two-story (Multi-story) Buildings.Staircases are in each Building hex. Units canmove rom the ground floor to the upper levelo their hex by paying two MPs. Units in a sin-gle-story Building occupy ground level. Unitson the upper level o a two-story Building aretwo levels above the terrain the Building restson.

    Example: Units on the upper level o a Buildingthat is built at ground level (level 0) are at leveltwo, or the same height as a unit on a Level-2Hill.

    Units in adjacent hexes but on different levelso Multi-story Buildings ARE NO consideredadjacent and don’t have LOS to each other. Tey

    are not considered to be in adjacent hexes. Unitsin a hex adjacent to a hex containing a Bunkeror Cave ARE considered adjacent to the unitsboth inside and outside o the Bunker or Cave.

    10.3 Figuring Line of SightTere are two types o LOS-affecting terrain:blocking and degrading (see EC). Any silhou-ette o blocking terrain crossed by a LOS blocksit (except as noted below).

    Degrading-terrain silhouettes don’t block LOS(except as noted below) but they degrade it.Subtract one rom an attacker’s die roll or addone to a Leader‘s die-roll or every hex wherethe LOS cross a silhouette o degrading terrain.I the LOS passes through more than two suchhexes, it is blocked and no attack or spotting

    attempt can be made. LOS can be degraded(modified) by only 1 actor/hex. Tus, a LOStraced across a Light Woods silhouette in a hexcontaining a tank is modified by 1, not 2.

    Blocking/degrading terrain in the attacker’s ortarget’s hex never blocks/degrades LOS. erraincan be located at an elevation (altitude) or be oa certain height (expressed in terms o levels onthe EC).

    Example: A Heavy Jungle hex (Level 2) on a Lev-el-1 Hill would be an Elevation-1 hex but presentan obstacle to LOS up to a height o level 3.

    Blocking/degrading terrain at the same ele-

     vation as both the attacker’s and target’s hexblocks/degrades LOS.

    Example: In the image above, the Light Jungle in

    hex 1G5 degrades LOS between the NVA Squadin 1G4 and the Marine Squad in 1G6.

    LOS traced through blocking/degrad-ing terrain that is located at a higher to-tal height than both the attacker’s or tar-get’s hex elevation is blocked/degraded.

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    Example: In the image above,  the US Hero inhex 1K3, at Elevation-0, does not have LOS tothe VC Hal-squad in hex 1M2, also at Eleva-tion-0, because it is blocked by the Light-Con-

    struction (LC) Building in hex 1L3, which is aLevel-1 obstacle at Elevation-0, or a total heighto Level-1.

    LOS traced through blocking/degrading ter-rain that is located at a lower total height thanboth the attacker’s and the target’s hex elevationis not blocked/degraded.

    Example: In the image above, LOS traced romthe Soviet Squad in the second floor o theHeavy-Construction (HC) Building in hex AF4(Elevation-2) to the US Squad in the second flooro the HC Building in hex AC4 (also Elevation-2)is NO degraded by the Light Woods in hex AE4,an Elevation-1 obstacle in a ground-level hex.

    LOS traced to a lower-elevation hex is blocked/degraded i it crosses blocking/degrading ter-rain that is at the same total height as the at-tacker’s hex elevation.

    Example: In the image above, LOS rom the Australian Scout in hex 1C5, a Level-1 Hill hex(Elevation-1), to the VC Squad in hex 1C3, a ground-level hex, is degraded by the Light Jun- gle terrain in hex 1C4, which is an Elevation-1obstacle in a ground-level hex, or a total heighto Level-1.

    Units in a hex higher in elevation than the totalheight o a blocking/degrading-terrain hex cansee and fire over it into hexes at a lower eleva-tion than the total height o said blocking—ordegrading—terrain hex. Furthermore, since theLOS in this situation (upper lef o page 23) istraced OVER the blocking/degrading terrain, it

    is not blocked/degraded in any way. However,Level-1 and -2 blocking/degrading terrain castsa one-hex shadow that blocks LOS to units lo-cated directly behind them.

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    Example: LOS traced rom the Soviet Squad inthe second floor o the HC Building in hex AG3,at Level-2, is clear to the US 2-6-4 Squad in hex AG7, but the LOS is blocked to the US 1-5-4Hal-squad in hex AG6 because it is in the one-hex shadow o the one-hex, Level-1 HC Buildingin hex AG5.

    LOS is NO BLOCKED or degraded by small

    pieces o terrain that extend rom the firingunit’s or target’s hex into an adjacent hex. LOScan be checked at any time. LOS is reciprocal. Iunit A can see unit B, then unit B can see unitA.

    LOS that is traced along a hexside with block-ing/degrading terrain on one side is not

    blocked/degraded. LOS traced along a hexsidewith blocking/degrading terrain on both sidesis blocked/degraded. LOS traced along a hex-side that has blocking terrain on one side anddegrading terrain on the other side is degraded.

    For more on LOS traced down hexside terrain,consult the errain Effects Chart (EC).

    10.4 Terrain CharacteristicsEach piece o terrain has distinct advantag-es or units seeking shelter in it, and varyingmovement costs or units attempting to movethrough it.

    Tese advantages and movement costs, alongwith other inormation, are delineated on theEC.

    Te terrain surrounding a hex’s center dot de-fines the elevation and the type o terrain in thehex. Te M rom Wrecks, Foxholes and Smokeare cumulative with the other terrain in a hex.Remember, the maximum M or any terrain is+4 (5.5) (exception, Snipers 11.4).

    11.0 Single-Man Counters (SMCs)

    Single-Man Counters (SMCs) represent signi-icant individuals that have the power to affectthe course o the battle. Tese counters includeLeaders, Heroes, Snipers, Medics, and Scouts,to name a ew.

    11.1 LeadersLeaders are individuals with excep-tional skills. Tey are usually officersor outstanding NCOs.

    Leaders have no IFP, and cannot (unless crew-ing a SW) individually fire at enemy units or voluntarily enter Melee alone. I enemy unitsmove into the hex o a solitary Leader who is

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    not carrying a Melee-eligible SW, the Leader iseliminated.

    A Leader’s Leadership Modifier (LM) can beused to aid Direct Fire attacks, modiy Damage

    Checks, rally units, and lead troops in Melee,as well as or the other unctions mentioned inthese rules. Only one Leader per hex per im-pulse or Rally Phase can use his LM to activateunits, modiy fire attacks, make rally at- tempts,and influence Damage Checks.

    Each Leader has an inherent Leadership Range(LR) o one (1). LR is used or the purpose oactivation; a Leader can activate units in adja-cent hexes. LR is decreased by one i the Leader

    is wounded (the Leader can only activate unitsin its own hex).

    A Leader can only rally units in its own hex.Leaders cannot activate vehicles that are in anadjacent hex; and Armor Leaders (11.5) cannotactivate MMCs/SMCs in adjacent hexes.

    11.1.1 Leaders and CombatLeaders not under a Moved, Low Crawl, Fired,or Ops Complete marker can aid ALL attacksconducted by units whose counters have thesame background color and IdentificationBadge (IB; top lef o counter) as the Leader.

    Teir LM is added to a unit’s IFP that is usingthe DF and/or subtracted rom the to-hit dice-roll or SWs and Ws using the OF. Te LMis applied to every attack (not attacking units)that occurs rom the Leader’s hex in its activa-tion impulse.

    Note that the Leader can aid both Squads us-ing their IFP/SWs AND SWs or Ws using theOF that are activated in the Leader’s hex inthe same impulse. Leaders that aid such fire areplaced under a Fired marker. Leaders cannot call onboard Mortar fire or off-board Artilleryand add their LM to a direct-fire attack in the

    same turn.

    11.1.2 Leaders and SkillsA scenario’s Order o Battle might assign a Skill(12.0) to a Leader. Tese Skills grant special

    abilities such as enhanced Morale or sighting.

    11.2 HeroesHeroes are ordinary soldiers who perorm ex-

    traordinary eats o courage. Heroesmay be part o a scenario’s startingorces or created during play.

    Tere is a chance that a Hero is created when-ever a 1 is rolled on a Squad or Hal-squad’s

    Damage Check. Roll 1d6 again. I the number iseven, a Hero has been created. Randomly pick aHero and a Skill counter (12.0) rom the cup—and the Skill must be usable by the Hero; i not,pick again.  Newly created Heroes assume theactivation status o the unit that spawned them.

    Example: I the Squad that spawns a Hero isalready marked with a Moved marker, the Heroalso receives a Moved marker.

    I spawned by a moving MMC, the Hero is as-sumed to have spent the same number o MPsas the Squad had beore it spawned the Hero.

    I creation o a Hero violates stacking limita-tions, the owner must place the Hero in any ad- jacent, non-enemy-occupied hex.

    Heroes can Assault Move (6.1). Heroes canClose Assault vehicles (17.1). Heroes alwaysadd their FULL IFP to multiple-unit attacks.

    Units in the same hex (and on the same level ina Building) as a Hero can attempt to rally eveni there is no Leader present.Heroes shif Melee (8.0) odds one column intheir side’s avor (in addition to adding theirown IFP) when attacking (not deending). Re-

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    member, in Melee attacking has nothing to dowith whether you moved into the hex, only thatyou are currently conducting a Melee attack..I a Hero that begins the game on the Map is

    not assigned a Skill Card he does not draw one.

    Tere can be only two Heroes per nation on theMap at any time. Heroes are always spawned inGood Order (never wounded). Heroes createdby a moving unit that is Shaken must stop theirmovement also. Heroes are created even i theDamage Check result eliminates its parent unit.

    11.3 Medics & Corpsmen

    Medics represent exceptional medi-cal personnel. Tey cannot carry orfire weapons, or spot enemy units.Tey can, however, use their medi-

    cal kits to heal units.

    Medics can Sel-Rally regardless o whetherthey have SR on the back o their counter.

    During each Rally Phase, a GOMedic/Corpsman can either attempt

    to remove the Wounded markerrom one SMC (including himsel)

    or flip a Shaken MMC/SMC to its GO side. Ineither case, the subject o a Medic/Corpsman’sattentions must be located in the same hex (andlevel) as the Medic/Corpsman. o perorm ei-ther unction, the Medic/Corpsman must passa Morale Check rolled with 2d6. wo is sub-tracted rom the roll i the Medic/Corpsman isin terrain with a positive M.  I the Medic/Corpsman passes the MC, one SMC is healedor one MMC/SMC is rallied. Only one roll isconducted. A Shaken Medic/Corpsman thatSel-Rallies can, in the same Rally Phase, at-tempt to heal another SMC (including himsel)or rally one MMC/SMC; in which case two rollswould be perormed.

    Tere is no penalty or ailing the MC, but theMedic/Corpsman cannot perorm any unctionin that Rally Phase i he ails the MC. A wound-ed Medic/Corpsman can heal other units (andhimsel) as long as he is in GO.

    Medics/Corpsmen are NME units. I all riend-ly MMCs and Melee-eligible SMCs in the samehex as a Medic/Corpsman are eliminated, theMedic/Corpsman is removed rom play.

    11.4 SnipersSnipers have no Movement Factorand are not initially placed on theMap. Once the scenario starts, the

    Sniper’s owner can place the Sniperat any time in any hex whose terrain has a pos-itive M, as long as enemy units do not cur-rently occupy that hex.

    Once placed, the Sniper cannot move. TeSniper can immediately attack any spotted ene-my hex within its LOS utilizing the Direct FireCombat routine. Te Sniper, however, rolls 2d6or its attack instead o 1d6.

    I there are multiple units in the target hex, ran-domly determine which target the Sniper at-tacks. Te Sniper’s attack only affects one unit.

    Example: I the Sniper declares an attack againsta hex containing an enemy Squad and a Lead-er, the players would randomly determine whichunit the Sniper attacks.

    Snipers can be fired on like any other unit, butdouble their hex’s M (no limit; this is an ex-ception to 5.5) when rolling against incomingattacks rom all units except Artillery/Mortarbarrages and enemy Snipers. Snipers can stackwith MMCs and other SMCs, but oreit theirspecial M when doing so. When stacked withMMCs or other SMCs they can attack in thesame impulse them, but fire separately within

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    the impulse.

    Snipers are NME units.  I during Melee allriendly MMCs and Melee-eligible SMCs in thesame hex as a Sniper are eliminated, the Sniper

    is removed rom play.

    11.5 Armor LeadersArmor Leaders are like regularLeaders, with a Morale and Leader-ship Modifier, but they have noMovement Factor.

    Armor Leaders are unique in that they sharethe ate o the tank they command. Tey can-

    not be wounded, but rather are Shaken, whichrepresents the Shaking o the tank’s Crew.

    I an Armor Leader is orced to abandon his ve-hicle, he is removed rom the Map.

    Armor Leaders can only rally the tank theyare commanding. anks with an Armor Lead-er assume the Leader’s Morale or all purposesand subtract the Leader’s LM rom the die-rollwhen rallying or perorming Damage Checks.

    Vehicles with Leaders check DF results underthe appropriate column on the DF—armoredVehicles or Unarmored Vehicles—NO theGood Order SMC column.

    Te Armor Leader’s LM rating can be sub-tracted rom to-hit die-rolls and added to ma-chine-gun attack die rolls (but not HE-equiva-lent attack die-rolls). He can affect both in thesame turn. I orced to abandon the tank, theArmor Leader is removed rom the Map.

    Armor Leaders can activate vehicles (but notMMCs/SMCs) in adjacent hexes.

    12.0 Skills

    Skills bestow unique characteristicson the SMC or MMC that possessesit. Place the Skill counter under the

    unit that possesses it. Some Skillsbestow traits or advantages that can only beused once. Others give benefits that last or theentire scenario, and still others equip the ownerwith unique weapons or items. Each Skill’s traitand when/how it can be used are explained onthe Skills Player Aid.

    In most scenarios, Skills are pre-assigned inthe Order o Battle (OOB) to the Leaders, He-roes or MMCs. I a unit is not assigned a Skillor does not draw one during creation (Heroes,11.2) it does not possess a Skill.

    Place all Skill counters that are not assigned in ascenario’s OOB in an opaque cup, to be pickedduring Hero Creation (11.2). Used Skills (thosethat are single-use only or rom a deceasedSMC/MMC) go back into the cup.

    13.0 National Characteristics

    Te National Characteristics o each side arelisted in the module-specific rules.

    14.0 Ordnance

    Ordnance weapons havea to-hit table on the backo the counter. Ordnanceweapons cannot be used

    in Melee. Tey include SWs such as the Bazoo-ka or RPG-2; Ws such as 75mm Recoilless Ri-fles; and vehicle-mounted weapons such as theM-48 Patton tank’s 90mm cannon.

    Whether mounted on a tank, a separate SW, ora W, ordnance is fired separately rom other

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    units in the hex. It does not have to engage thesame target as other units firing rom the samehex.

    14.1 Firing OrdnanceOrdnance firing on a hex that contains both ve-hicle and non-vehicle units must either target aspecific vehicle or all non-vehicular targets inthe hex.

    Ws and vehicle-mounted ord-nance must fire through a cov-ered arc defined by either a redtriangle in the corner o thecounter or, in the case o a tur-

    reted weapon not firing through its vehicle’shull covered arc, a covered arc defined by thegun barrel. Tis covered arc is displayed in thecovered-arc diagram. 

    Each piece oordnance hasthree ranges,separated in toc o l u m n s ,printed on the

    back o the counter. Below each o these rangesis a printed to-hit number, and below each to-

    hit number is a penetration value. Te attackeruses the lef-most column whose range is great-er than or equal to the target’s range. o deter-mine i a target is hit by a piece o ordnance, roll2d6 and cross-reerence the result with the to-

    hit number below the proper range/column onthe ordnance counter.

    Te die-roll is modified by adding the M othe terrain the target occupies, adding 1 oreach hex o degrading terrain (or silhouette odegrading terrain that is in part o an otherwiseopen hex) through which the fire’s Line o Sightpasses, and other actors listed on the OrdnanceFire able (OF).

    I the number, modified by applicable modifi-ers, is less than or equal to the to-hit number,the target has been hit. A 2d6 roll o 2 is alwaysa hit; a roll o 12 is always a miss.

    I the target isn’t a vehicle, it is immediately at-tacked with the ordnance’s HE-equivalent plus1d6.

    Te M o the target’s hex DOES NO modiythis HE-equivalent, nor do LMs, but 1 is addedto the HE-equivalent i the target is currentlymoving (not Low Crawling), or marked with anAssault Move or Moved marker. Te deenderrolls 1d6 and compares it to the attacker’s dieroll.

    I the attacker’s modified die-roll is less than orequal to the deender’s die-roll, the fire has noeffect.

    I the attacker’s modified die-roll is greater thanthe deender’s die-roll, each o the deendingunits must take a Damage Check by rolling1d6, adding the difference between the attack-er’s modified die-roll and the deender’s die-roll, and then consulting the Direct Fire able(DF).

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    I the target is a vehicle, compare the penetra-tion value at the appropriate range plus 1d6(modified penetration value, MPV) against the vehicle’s armor thickness plus 1d6 (modifiedarmor value, MAV).

    I the MPV exceeds the MAV, the target is de-stroyed (place a Wreck marker in the hex). Ithe attacker rolls a 1 and the target rolls a 6, theround is a dud and the target is not affected.I the attacker rolls a 6 and the target a 1, theround is a catastrophic hit and the target is de-stroyed.

    Whenever the target is destroyed, roll 1d6. I theresult is 1, place a GO Crew under the Wreck;

    with any other result, eliminate the Crew alongwith their vehicle.

    14.1.1 Non-Penetrating HitsI the attacker’s MPV EQUALS the vehicle’sMAV, the vehicle takes a Morale Check (2d6). Iit ails the MC, the Crew abandons the vehicle;remove them rom the game; Abandoned vehi-cles remain on the Map under an Abandonedmarker, and they cannot be used by either side.I the vehicle passes the MC, the vehicle is Shak-en. Tis is the ONLY instance where PASSINGa MC results in a Shaken unit.

    I the attacking weapon is being fired as aMMC’s SW, the MMC, i eligible, can also at-tack the vehicle as described in 17.2.

    I the attacker’s penetration value is less than thetarget’s armor value, the vehicle takes a MoraleCheck (2d6). When making this roll, take the

    difference between the firing ordnance’s modi-fied penetration value and the target’s modifiedarmor value and subtract it rom the MC die-roll. Tus, i the modified penetration value is4 and the modified armor value at the point oimpact is 10, 6 is subtracted rom the MC roll. Iit ails the MC, the vehicle is Shaken. I it pass-es the MC, there is no effect. An unmodified

    MC die-roll o 12 results in a Shaken vehicle,regardless o the unit’s Morale or modifiers tothe die-roll. An already Shaken vehicle that re-ceives another Shaken result is Abandoned.

    14.1.2 Ordnance Hits on UnarmoredVehiclesAny ordnance hit on an unarmored vehicle oran unarmored acing o an otherwise armored vehicle destroys the vehicle.

    14.1.3 Angle and Point of ImpactTe thickness o a vehicle’s armor varies. Teront armor is normally the thickest, flank ar-mor 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 (ront,flank, or rear). Consult the diagram to deter-mine the angle o impact.

    Te firing weapon’s MPV is compared to the

    MAV at the point o impact to determine theresults o the impact. I the incoming shot istraced exactly down the line between hit loca-tions (e.g., Side and Rear) the shot is consideredto hit the location most avorable to the shooter.

    I the to-hit die-roll is both greater than 2 andan even number, the shell has impacted the tar-

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    get’s turret, assuming it has one. I the to-hit rollresult is a 2 or an odd number, the shell impactsthe target’s hull.

    I the target is turreted, use the turret armor at

    the point o impact to determine whether thetarget has been penetrated. I the target has noturret this can be ignored; resolve the penetra-tion using the hull armor.

    14.2 Special AmmunitionOrdnance marked with an H within a red circleon the back o the counter fires HEA (HighExplosive Anti-ank) as its main ammunition.

    14.2.1 HEAT Effect on InfantryOrdnance that fires HEA am-munition (denoted by an H with-in a red circle on the back o thecounter) was not as effectiveagainst inantry in the open or

    taking cover behind trees/rocks. Tis rule ad-dresses that situation.

    Ordnance that primarily fires HEA ammuni-tion subtracts 1 rom their HE-equivalent when

    attacking inantry NO located in Buildings,Huts, Bunkers, or Caves. Note that one is sub-tracted rom the HE-equivalent NO the to-hitdie-roll.

    14.3 Target AcquisitionWhen ordnance—in-cluding SW ordnancesuch as RPGs andLAWs—fires and ails to

    destroy its target, place a -1 Acquisition markeron the target and an Acquiring marker o thesame letter on the firing unit. Note, as per 14.1,ordnance fires either on a specific vehicle or allnon-vehicular targets in a hex.

    I the target doesn’t move and the ordnancefires on it during its next impulse, subtract one

    rom the ordnance to-hit die-roll. I the ord-nance again ails to destroy its target, place a -2Acquisition marker on the target.

    I the target doesn’t move and the ordnance fires

    on it during its next impulse, two is subtractedrom the ordnance to-hit die-roll. Remove theAcquisition and Acquiring markers i the tar-get moves or the attacker switches targets. Allnon-vehicular units (i they were the targets)have to leave the hex in order to remove the Ac-quisition marker.

    Shaken vehicles lose their Acquiring and argetAcquisition markers.

    A firing unit under an Acquiring marker doesNO need to spot (10.1) a target with thesame-lettered Acquisition marker.

    15.0 Vehicles

    Vehicles play an important role in LnL. Vehiclecounters are 7/8”, and the counter contains allthe inormation needed to play. A with its val-ues explained is illustrated here.

    Vehicles can be either open or buttoned. Tisstatus is shown with the Open and Buttonedmarkers.

    Open vehicles have some/all o their crew hatch-es open and some crew members are ridingwith their heads and shoulders exposed to ene-

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    my fire. Buttoned vehicles have all their hatchesclosed. Open vehicles can see the enemy better,but risk injury to crew members rom enemysmall-arms fire. Buttoned vehicles are invulner-able (i armored) to small-arms fire, but cannot

    fight as well as an opened vehicle.

    Buttoned vehicles cannot spot, not even adja-cent hexes. Vehicles can switch rom open tobuttoned or vice-versa at the beginning o theirimpulse. By deault, vehicles are consideredopen; this status need not be shown with anOpen marker.

    • Vehicle Name: Provides the vehicle’s desig-nation.

    • Movement: Te vehicle’s Movement Fac-tor (MF) and type. Tere are three vehi-cle-movement types: racked (), Off-road (O), and Road (R). racked are ullytracked. Off-road vehicles are either hal-tracked or off-road capable multi-wheeled vehicles. Road vehicles perorm best onRoads. See the errain Effects Chart (EC)and the paragraph below or urther expla-nation.

    • Morale: Is the unit’s Morale. Shaken ve-hicles must button up (close all hatches),they cannot fire their weapons, their MF ishalved, and they cannot spot. Vehicles canSel-Rally, and i an Armor Leader is on-board, the vehicle uses the Leader’s Moralerating to rally. Te Leader can also subtracthis LM rom the rally dice roll. Vehicles DOsubtract 2 rom their rallying-attempt die-

    roll or being in terrain with positive M.

    • HE-Equivalent:  Tis boxed value is theFirepower the vehicle’s main ordnance(gun) uses to attack non-vehicle targets onwhich it has scored a hit. I “N x” precedesthe HE-equivalent, “N” is the number otimes the vehicle or Weapon eam’s main

    ordnance can fire in its impulse. A vehicleor W that can fire its main gun more thanonce can fire its gun at more than one targetin the same impulse but the targets must bein the same hex or an adjacent hex.

    Note: Te main gun’s to-hit and penetration val-ues are located on the back o the vehicle counter.

    • Machine-gun Firepower: Tese under-lined values are abstract actors that depictthe vehicle’s machine-gun (MG) Firepower.A FP o 2 has a range o 10. A FP o 4 hasa range o 14. An asterisk afer the numberindicates a 360° (i.e., all around) field o fire,but the MG can only be fired when the ve-hicle is open.

    Machine guns without the asterisk must firein the turret’s covered-arc or, in the case onon-turreted vehicles, in the covered-arc othe ront hull. Te advantage o these MGsis that they can be fired regardless o wheth-er the vehicle is open or buttoned.

    Unless otherwise noted, a vehicle equippedwith a MG(s) must fire its MG(s) and itsmain gun in the same impulse, and theymust fire at the same target.

    Vehicles with multiple MGs must fire eachseparately; they cannot combine their FP.

    • Rear-facing Machine Guns:  Units with aMG Firepower ollowed by an “R” can usethe FP in the turret’s rear arc, which is de-fined as a covered-arc directionally oppo-site that o the turret’s ront arc (see 14.0).

    Tis MG must fire in the same impulse asthe remainder o the vehicle’s weapons, butneed not engage the same target.

    • Machine-gun Firepower (Optional):Non-asterisk Firepower-4 MGs fire theirentire FP up to a range o 14 hexes whenboth the turret and vehicle’s covered-arc are

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    aligned. I the turret’s covered-arc is differ-ent rom the vehicle’s covered-arc the own-er must split the FP, firing 2 FP in the tur-ret’s covered-arc, and 2 FP in the vehicle’scovered-arc—both to a maximum range o

    10 hexe