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    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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    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.

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    Mark H. Walker ’s

    Lock ‘n Load, Version 3 (V3) Rules of PlayIf this isn’t obvious to you by now, these are the preliminary V3 rules. They haven’t 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, andgive us feedback. Send all that feedback to [email protected] . By the way, don’t panic because we are issuing a newversion of rules. The words that follow aren’t significantly different from those I wrote when I first designed Lock ‘n Load inthe autumn of 2001. I like that.

    1 Mark H. Walker’s Lock ‘n Load: V3

    mailto:[email protected]:[email protected]

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    1.0 General Concepts1.1 Scale and CountersEach hex is 50 meters wide. Multi-Man Counters (MMC)include Squads, Half-squads, vehicle crews (hereaftercalled 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 represents4-6 men and is depicted by a 5/8” counter with one man.

    A Weapons Team (WT) represents 3-5 men and a heavyweapon and is depicted by a 3/4” counter showing theweapon’s silhouette and two men.

    A Single Man Counter (SMC) represents a single man orwoman, and is depicted by a counter with either a singleindividual or —in the case of leaders— a face.

    Support Weapons are individual weapons that must befired by a Squad, Half-squad, Crew, or specific SMC.Weapon Teams (WT) may not carry or fire additionalSupport Weapons.

    Turns represent 2-4 minutes.

    1.11 Squad Designations on Scenario Cards As the Lock ‘n Load system hasgrown, so has the number ofSquads the system portrays.Whenever there might beconfusion as to which Squad ascenario calls for we will delineatethe Squads in the followingmanner: Firepower-Range-

    Movement-Morale/Shaken Morale. For example, thePakistani Squad guarding these words would be 2-4-4-5.

    1.2 DiceThe game uses a pair of six-sided die. 2d6 means bothdie are rolled and, unless otherwise indicated, summed.1d6 indicates one die is rolled.

    1.3 StackingEach side may have up to three squads (or theirequivalent), two vehicles, one airborne helicopter(Forgotten Heroes module), and two SMCs in a hex. Eachvehicle or helicopter wreck marker counts as one vehiclefor stacking. One Weapons Team or two Half-squads/Crews are the equivalent of a Squad. Someterrain, such as Heavy Jungle and multi-story buildings,modify the stacking limits. Consult the Terrain EffectsChart (TEC) for details.

    A multi-story building may have up to three Squads (ortheir equivalent) and two SMC on each level. The lowerlevel may additionally include two vehicles. The hex mayalso include one airborne helicopter.

    These stacking limitations apply at ALL TIMES.

    For example: a player may not move unitsthrough a hex if the sum of the moving and

    stationary units in the hex exceeds stackinglimitations.

    Units inside a vehicle are considered part of the vehiclefor stacking purposes. They cannot unload if doing sowould exceed stacking limits and if required to bailoutmust do so into an unoccupied hex of the enemy’schoosing adjacent to the vehicle.

    You can always look at your opponent’s stacks, but don’t

    overdo it. It’s just, as The Pan would say, “bad form.”

    1.4 HexesUnless otherwise noted in the scenario’s special rules, thehalf hexes along the edge of the map are playable andhave the same stacking limitations and movement cost asfull hexes. The two joined half hexes where boards meetare considered a single full hex.

    The terrain surrounding a hex’s center dot defines theelevation and terrain type of the hex.

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

    1.5 MoraleEach unit in Lock ‘n Load has a morale rating. This moralerepresents the unit’s training and willingness to fight.There are two Morale levels in Lock ‘n Load : Good Orderand Shaken.

    Good Order units are cohesive, steady, and ready to fight.They are depicted by the front of the unit’s counter.

    Shaken units are frightened, disorganized, and generallytired of the whole wargame bit. The back of the counterdepicts this. Many things may shake a unit’s confidence,but a poor result on the Direct Fire Table (DFT) is the

    primary instigator.

    Morale checks are resolved by rolling 2d6. The dice aresummed and modifiers applied. The only modifiers thatcan be applied to an infantry MC (including rallyingattempt) are the LM and the -2 modifier for being interrain with a positive TM.

    If the result is greater than the unit’s morale rating, it failsthe check.

    1.6 Support Weapons and Weapon Teams Any 5/8” counter with the silhouette of a weapon, such asa machine gun, bazooka, LAW, flamethrower, satchel

    charge, or RPG, is a Support Weapon (SW). On the otherhand, 3/4” counters with the silhouette of soldiers firing aweapon, such as a German 88mm ATG or American60mm Mortar, are Weapon Teams (WT), which includesboth the weapon and its firing crew.

    1.6.1 Support WeaponsSupport Weapons are 5/8” counters that have no crewand must be carried, crewed, and fired by an MMC oreligible Single Man Counter (SMC). A Squad may carry upto two Support Weapons, a Half-squad or Crew may carryone, and a SMC may carry one Support Weapon, butforfeits two movement points while doing so. Consult the

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    Support Weapons Portage and Usage Table for asummation of portage costs.

    The unit directly above a Support Weapon possesses thatweapon. Units may capture and use enemy SupportWeapons, but if such Support Weapons use the DirectFire Table (DFT), they are fired at 1/2 Firepower,fractions rounded up. If the captured Support Weaponuses the Ordnance Fire Table (OFT), it receives a +1 dieroll modification on its To Hit dice roll (14.0).

    A Squad may fire one SW and retain its inherentFirepower, or fire two Support Weapons and forfeit itsinherent Firepower. A Half-squad or Crew may fire oneSupport Weapon, forfeiting its inherent Firepower in theprocess.

    Eligible SMCs may fire a SW, be it captured or friendly, athalf of the SW’s normal Firepower (fractions rounded up).Heroes firing a SW forfeit their inherent FP. This is trueeven if the hero is part of a stack of attacking units, inwhich case the hero attack with the full FP of his SW only.

    For example: a German Fallschirmjager Hero orLeader may fire a MG-34 at 1 FP, the same Leaderalso fires a M1919A4 tripod-mounted MG at 1 FP.

    Designer’s Note : Lock ‘n Load’s SMCs representthe cream of their armies. Accordingly, they wouldoperate an enemy weapon (or anything else forthat matter) better than the typical line squad.

    Medics and Chaplains may not carry or fire SW. Leadersfiring a SW forfeit all Leadership modifiers, even in theirown attack.

    If a Squad carrying two Support Weapons is reduced to aHalf-squad, it must drop one SW of its owner’s choice. Ifa unit carrying Support Weapons is eliminated, the SWsremain in the unit’s hex.

    A Good Order unit of either side that has entered a hexcontaining a dropped SW may recover it during their RallyPhase, assuming the unit is eligible to carry another SWand that there are no enemy units in the hex.

    Panzerfaust counters represent a clutch of the rocketsand are not discarded after being used, like the satchelcharge is.

    1.6.1.01 Tripod Machine GunsMachine guns shown with a tripod are special SupportWeapons. They may not be moved when pictured withthe tripod side up. Thus, units possessing a SW with thetripod side up cannot move or AM.

    A good order Squad or Half-Squad may flip the counter inthe Rally Phase. Tripod machine guns other side eitherdepicts the machine gun in bipod configuration ordismantled. Either may be transported like any othersupport weapon. When units enter a scenario from off-board, their tripod weapons are either dismantled or inbipod mode.

    1.6.1.1 JammingThis rule is only applicable to modules —such as Ring ofHills— that specifically call for it. On the Falkland Islands,the L7A2 and MAG58 were susceptible to jams. Whenevereither machine gun is participating in an attack (notMelee) and the opposed die rolls match (for example,both players roll a “1”), the machine gun jams. Flip themachine gun to its Jammed side and subtract its

    Firepower from the attack. Flip the counter to itsunjammed side in the next Rally Phase if the gun is inpossession of a Good Order SMC or MMC. If more thanone machine gun is attacking, only one jams.

    1.6.2 Flamethrowers and Satchel ChargesFlamethrowers are Support Weapons with two specialcapabilities: Flamethrowers may be used in Melee, andflamethrowers may cause targeted units to retreat. If aflamethrower, or a multiple unit attack that includes aflamethrower, Shakes an enemy unit when firing on theDFT (not when used in Melee), the enemy unit mustretreat one hex.

    The retreat must increase the distance between theretreating unit and the unit conducting the flame-throwerattack. The retreat may not reduce the distance betweenthe retreating unit and any other enemy unit in theretreating unit’s LOS. Retreating units are marked with aMove marker and may trigger Opportunity Fire. If the unithas no hex into which it may legally retreat, it iseliminated.

    Satchel charges represent rucksacks stuffed with TNT.They may be used in Melee (8.0), thrown into an adjacenthex, or used when Close Assaulting a vehicle (17.1).Satchel charges are used once and then removed fromthe board.

    Leadership does modify satchel charge attacks, unless theLeader is using the satchel charge him or her self, butsatchel charges do not receive any other DFT AttackingUnit’s Die Roll Modifications, nor is their Firepower halvedwhen used by an eligible SMC (Leader, Hero, Scout, and

    Advisor). Satchel charges may be used whenever a unit iseligible to use a Support Weapon. Resolve the SatchelCharge attack as you would any other support weapon.

    For example, if an American 2-5-4 throws a satchelcharge into an adjacent hex it would attack the hex with 6Firepower. On the other hand, if the same AmericanParatrooper Squads fires its inherent Firepower into theadjacent hex ANDS throws the satchel charge, it wouldattack the hex with 10 FP (2 for its inherent Firepower, +2 for firing its inherent Firepower at an adjacent hex, + 6for the satchel charge).

    1.6.21 PIAT (Projector Infantry Anti-Tank)The PIAT was Great Britain’s answer to a man-portableanti-tank gun. Unlike the German and American rocketpropelled weapons, the PIAT’s HEAT round was launchedfrom its projector via a large spring. PIATs are subject tothe same rules as Bazookas, Panzerfausts, and otherman-portable HEAT weapons, with the following

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    exception: A unit may not fire a PIAT if it is a level, ormore, higher than its target (targeting lower elevationsoften caused the round to slip out of the projector).

    1.6.22 51mm MortarThis mortar (often called a 2” mortar) was often issued toBritish paratrooper Squads. It is treated as a SupportWeapon (1.6.1), NOT a Weapon Team, and must becarried, crewed, and fired by an MMC or eligible SingleMan Counter. It may NOT be fired from Building, Heavy

    Jungle, or Forest hexes.The mortar has a Firepower of two (2), which is neverhalved as part of a multi-unit attack (but IS halved if firedby a lone SMC), a minimum range of two (2), and amaximum range of nine (9). The mortar may only fire atspotted hexes, but may attack in one of two ways: 1) Themortar may fire directly at spotted units in its LOS. Roll2D6, choose the higher of the dice, and add it to theTOTAL Firepower of the attack the mortar is participatingin, apply all DFT modifications, and resolve the attacknormally. For example, if a 1-6-4 British Paratroop Squadwith a 51mm mortar fires at a target six (6) hexes away,the British players rolls 2D6, selects the higher die, adds itto three (3) (3= the Firepower of the British Squad +Firepower of the mortar), and resolves the attacknormally. 2) The mortar may fire indirectly, and does notneed not have a LOS to the spotted target hex, if the unitcrewing the mortar is adjacent to a friendly unit thatdoes.

    A unit may spot a hex and still direct the mortar’s fire inthe same impulse. Leadership does NOT affect themortar’s Firepower when firing indirectly, nor doesdegrading terrain reduce it, but other DFT modifiers applynormally. Do NOT place a FFE marker in the target hex ineither of the above cases when firing the 51mm mortar;this Squad-level weapon rarely expended the amount ofammo needed to create a barrage. Units that direct the

    mortar’s fire are marked Ops Complete. Medics,Chaplains, and Weapon Teams may not direct themortar’s 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 orderSquad or Half-Squad may flip the counter in the RallyPhase.

    1.6.3 Weapon TeamsWeapon Teams represent heavier or more specializedweapons along with their crew. The teams manningthese weapons often represent the best soldiers in thecompany and hence have better Morale, can Self-Rally(SR), and possess other unique advantages. WeaponTeams may not be carried nor fired by other units, buthave their own movement factor and inherent Firepower.Weapons teams marked with a gun size greater than20mm may not set up or enter buildings (huts, stone, andwooden buildings), nor cross wall, hedge, or bocage hexsides.

    If engaged in Melee, Weapon Teams defend with anominal Firepower of one (1), and may not counterattack.If a Weapons Team is eliminated, its weapon isconsidered destroyed and may not be captured or re-crewed as Support Weapons can.

    Weapon Teams with a red arrow in the corner of theircounter may only fire in the direction defined by thearrow, as explained in the section on ordnance (14.0).They will need to change facing to fire at enemies outsidetheir arc of fire. They may either change facing withintheir hex in lieu of firing at a cost of 1 MP per two hexsides pivoted, change facing and fire which incurs apenalty on the OFT but is permitted when conductingOpportunity Fire (5.3), or they may face any directionafter entering a new hex. Place a Move marker on anyWeapons Team that changes facing.

    Recoilless Rifle Weapon Teams (indicated by a RR on theircounter) may not fire from inside a building. They may,however, fire from inside a bunker. Weapon Teams maynot Close Assault (17.1) vehicles.

    The German 88mm ATG cannot move. It uses itsmovement factor to pivot within its hex, as describedabove.

    1.7 Event Markers

    Most scenarios include Event Markers. These markers,when activated, initiate special events (such asunexpected reinforcements, story telling elements, etc.)that bring the scenario to life. There are two types ofEvent Markers in Lock ‘n Load : Occupation and Line ofSight.

    Occupation markers are activated when the side indicatedon the scenario card occupies the marker’s hex. If no sideis indicated, both sides may activate the marker. Line ofSight markers are activated when the side indicated onthe scenario card has a Line of Sight to the marker’s hex.

    When an Event Marker is activated, read the indicated

    paragraph from the scenario card. No reading ahead

    itspoils the fun!

    2.0 Outline of PlayEach game turn consists of a Rally Phase, an OperationsPhase, and an Administrative Phase.

    In the Rally Phase, Shaken units may be rallied and Half-squads can be combined. In addition, eligible units maypick 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 theunits in it may be activated to fire or move. Whenactivating a Leader, units not only in the Leader’s hex, butalso in all hexes adjacent to the Leader’s hex may beactivated.

    In a multi-story building, only one level of a hex may beactivated per impulse. Exception: a Leader may choose toactivate both the level he occupies and the levels aboveand below.

    For example: a Leader in the Upper level of 15I5

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    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 ofirrelevant markers, including Fire for Effect, Move, AssaultMove, Low Crawl, Fire, Ops Complete, Smoke 2, andSpotted markers. Smoke 1 markers are flipped to Smoke2 markers.

    3.0 Rally PhaseEach player rolls 1d6. The player who rolls highest hasthe initiative. Ties go to the player who had the initiativethe previous turn.

    The player with the initiative rallies any Shaken troops.When he is finished with all rally attempts, the otherplayer rallies. Shaken leaders rally first. Shaken troops inthe same hex/building level with a Good Order Leader(exception SS soldiers 13.81) may attempt to rally byrolling 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 tankthey are crewing. Troops in terrain with a positive TargetModifier, such as Forest, Light Woods, and WoodenBuildings, subtract two from their die roll. (TargetModifiers are listed on the Terrain Effects Chart.) Troopswithout a Good Order Leader in their hex may not rally(Exception: troops in a hex with a Hero may attempt torally, vehicles may always attempt to rally, and troopsmarked with a SR may Self-Rally). Leaders may only rallyunits whose counters have the same background color asthe Leader.

    For example: SS leaders may not rallyFallschirmjager soldiers.

    Snipers, Weapon Teams, and other troops designatedwith a SR on their counter may Self-Rally without a GoodOrder Leader. Good Order Leaders present in the hexmay still apply their Leadership to the rally attempt.Each unit can only attempt to rally once per RP but amedic trying to flip a shaken squad to its GO side doesnot constitute a rally attempt. A just rallied medic canheal another unit in the same RP.

    You may not create half-squads, they may only becreated as a result of combat or provided in the scenarioOOB.

    Any two Good Order Half-squads (not Crews) of the samenationality and type may join to form a Full-squad in theyare in the same hex as a Good Order Leader. The unitsmay not be locked in Melee.

    Any Good Order MMC, excluding WTs, or eligible SMCmay pick up an unpossessed Support Weapon present inits hex. Friendly good order units may also “trade”Support Weapons. Place a Support Weapon directlybeneath 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

    while carrying two SW. It must drop one of its SW(owner’s choice).

    4.0 Operations PhaseThis phase consists of a number of impulses. During eachimpulse, the players take turns activating and controllingunits or passing. The player with initiative goes first, thenhis opponent, and so on until the phase is complete.

    Once all units have either moved, fired, been marked withan Ops Complete marker, or after three consecutivepasses (i.e. Player One passes, Player Two passes, PlayerOne passes again), the Operations Phase ends and the

    Administrative phase begins.

    During an impulse, the active player may activate all orsome of the units in a hex. If the activated hex contains aGood Order Leader, the player may also activate any unitsin adjacent hexes.

    In a multi-story building, only one level of a hex may beactivated per impulse. Exception: a Leader may choose toactivate both the level he occupies and the levels aboveand below.

    For example: a Leader in the Upper level of 15I5could 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 thesame impulse must engage the same target. There is,however, an exception. Support Weapons with To Hittables on the back of their counters (such as Bazookasand Panzerfausts (PzF30)) must either fire separately (i.e.not adding their Firepower in with any other unitstargeting the same hex, but rather making an entirelyseparate roll) or fire at another target altogether. Theystill must fire during the same impulse as the unitpossessing them.

    Support Weapons may not activate separately from theSquad that possesses them.

    For example: a Squad might activate to fire itsMG42 at an enemy out of the range of the Squad’sinherent FP. Even though the Squad does not fire

    separately from the SW during this activation, itmay not subsequently activate again until the nextturn.

    All moving units that begin their move in the same hexand are activated in the same impulse must movetogether. Note that when units in a hex are activatedtogether, some may move and some may fire, but thosethat fire must do so together (following the special rulesfor SWs noted above) and those that move must also doso together. All squads in a hex, however, are NOTrequired to activate in the same impulse.

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    For example: Ed activates a hex with threesquads, but only moves one squad, hoping todraw fire from the BAR at the end of the street.Because he neither moved nor fired the remainingtwo squads, he can activate them in anotherimpulse.

    Moving through a hex occupied by other units does not

    force them to accompany units passing through. Thisrule only applies to units that start in the same hex duringthe impulse in which they are activated.

    Mark units that move with a Move, Low Crawl, AssaultMove, or Stealth marker (see Movement), and those thatfire with a Fired marker. Those units may not be usedagain this turn except to defend in Melee. (See 6.1

    Assault Move for the sole exception to this.) Markhelicopters that move –but haven’t fired- with anOperations Complete Marker.

    Units/hexes activated in the same impulse can act in anyorder 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 asituation where many hexes are activated at once (by aleader ability), unit A could fire from the first hex, thenunit 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 canactivate an adjacent leader that then activates adjacenthexes and so on. A leader activating adjacent units ismarked with an OCM if he does nothing else in thisimpulse.

    You must declare which hexes will be activated in the

    current impulse before you do anything with the unitsthey contain. You don’t have to specify what action theunits will perform, and you can pass with some. Anactivated unit that passes is not, in fact, consideredactivated.

    4.1 Operations Complete MarkerUnits that Spot, attempt to lay smoke, or perform otheractions described in the subsequent rules as renderingthem Ops Complete are marked with an Ops Complete(Operations Complete) marker. Except for the instancesdescribed below, units beneath Ops Complete markersmay not Spot, fire (including sniping), move, or use theirLeadership ability.

    MMCs under an Ops Complete Marker may OpportunityFire, but subtract two (2) from the total Firepower of theattacking stack. The Firepower is modified BEFOREconsidering any other Attacking Unit’s Die RollModifications.

    For example : a 3-6-4-6 American Ranger Squadunder an Ops Complete marker would OpportunityFire with 2 FP (3 FP -2 =1 FP + 1 for firing at aunit marked with Move or Assault Move marker) ata Somali Squad in Clear terrain that moved into its

    LOS five hexes distant. A Somali 0-3-4 Squadwould engage the same American Squad with 1 FP( 0 FP -2 FP + 1 for firing at unit marked withMove or Assault Move marker = -1 FP).

    SW owned by Squad that is marked with an OpsComplete marker may also fire with the Squad. SupportWeapons that use the OFT suffer a +2 DRM to hitpenalty.

    Vehicles/Helicopters under an Ops Complete Marker mayOpportunity Fire, but two (2) is subtracted from theirmachine Firepower, and ordnance that uses the OFTsuffers a +2 DRM to hit penalty. See section 5.3 below formore details on Opportunity Fire.

    A unit under an Ops Complete marker may fire at FULLFirepower at a hex it Spotted, during the same impulse inwhich it Spotted the hex. By the same token, Leadersunder an Ops Complete marker may add their Leadershipto this fire’s 1d6 roll, but only if directed against a hexthat the Leader Spotted during the current impulse. Inother words, a unit may immediately fire upon any hex it

    has successfully Spotted.

    Designer’s Note: The intent is to allow a unit tofire at an enemy hex that it Spotted. It only makessense 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 successfullyspotted an enemy unit can fire with their full FP at the

    just spotted hex, along with the spotting unit. Note that inthe case of multiple attacking units, 5.2 applies as well.

    5.0 Fire CombatTo fire on enemy units, they must be within the range of

    the firing weapon(s), within the firing unit’s Line of Sight(LOS), and Spotted. You can fire through friendly orenemy units units located in a hex between the firer andthe target, but may not fire into a hex that contains bothfriendly and enemy units. It’s just unethical. Nor may youfire into a hex marked with a Melee marker. That’s a turn-based time continuum thing.

    To determine range, count the hexes from the firing hexto the target hex. Include the target hex, but not theattacker’s hex.

    See the section on LOS (10.0) to determine LOS andSpotting procedures.

    If range, LOS, and Spotting requirements are met, theattacker adds its Firepower to 1d6, adds any applicableLeadership modifiers, and then modifies the results withany target movement or Degrading Terrain (see section10.3) modifiers. The defender rolls 1d6, adds the TargetModifier of hex terrain occupied by the targeted troopsand compares it to the attacker’s die roll.

    If the attacker’s modified die roll is less than or equal tothe defender’s modified die roll, the fire has no effect.

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    If the attacker’s modified die roll is greater than thedefender’s modified die roll, each of the defending unitsmust take a Damage Check by rolling 1d6, adding thedifference between the attackers’ modified die roll and thedefender’s modified die roll, and then consulting theDirect Fire Table (DFT).

    If a Good Order Leader is present, his Leadership modifieris subtracted from the Damage Check die roll of the otherunits in the hex (not himself). The Leader must survivehis own check for damage first in Good Order, beforeaiding the other units in his or her hex.

    5.01 Leader’s Influence on CombatLeaders not under a Move, Low Crawl, Fire or OpsComplete marker may aid ALL attacks conducted by samenationality/force units in their hex during their impulse.

    Specifically, their Leadership modifier is added to a unit’sFirepower that is using the DFT and/or subtracted fromthe to hit dice roll for Support Weapons and WeaponTeams using the OFT. Note that the Leader may aid bothSquads using their inherent Firepower/ Support Weapons

    AND Support Weapons or Weapon Teams using the OFTthat are activated in the Leader’s hex in the sameimpulse. Leaders that aid such fire are placed under aFired marker.

    5.1 Direct Fire Table (DFT) ResultsShaken: A Shaken unit is flipped to its Shaken side. A Shakenunit may return to Good Order by passing a rally attempt duringa later Rally Phase. Shaken units may not use either theirinherent Firepower or any Support Weapons they possess.Shaken units may not advance (including changing level in abuilding) toward an enemy unit in their Line of Sight (LOS).Shaken units may not Spot, nor are enemy units that they areadjacent to considered spotted by the adjacency. Shaken unitscan still spawn heroes.

    If engaged in Melee, they surrender and are removedfrom the board.

    Shaken Leaders cannot rally troops, but may attempt torally themselves. Shaken Leaders may not use theirLeadership for any function.

    Shaken Medics may not heal soldiers (or themselves).

    Shaken Snipers may not snipe, but may attempt to Self-Rally (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), havetheir movement factor halved, and may not fire.

    Heroes never Shake (Just ask Sara Pezzini).

    Casualties: Replace a Full-squad with a Shaken Half-squad. Eliminate a Half-squad, Crew, or Weapons Team.

    Wounded: If the unit is moving, it must stop immediately.Flip the SMC to its Shaken side (Hero excepted, they flipto their wounded side) and mark with a Wounded marker.

    Any wounded SMC, other than a hero, has its moraledecreased by one. If the wounded SMC has not yet beenactivated it may be still be activated in this turn.

    Wounded Leaders have their morale, Leadership modifier,and Leadership range decreased by one (i.e. they mayonly activate units in the same hex). A wounded leader

    can still call indirect fire (mortar and artillery) and movetheir full MP. SMCs under a Wounded marker, or woundedHeroes who are wounded again are eliminated.

    Medics may heal wounded SMCs (see section 11.3).Wounded sniper can still fire with no reduction ineffectiveness.

    Hero Creation: There is a chance that a Hero is createdduring play whenever a Squad or Half-squad (even ifShaken) rolls a one (1) during a Damage Check caused byenemy fire. Roll 1d6. If the result is even, a Hero iscreated in the hex. Randomly pick a Hero and a Skill Card(see section 11.2 below). The Hero assumes theactivation state of the squad that spawned it.

    For example: if the Squad spawning the Hero ismarked with a Fired marker, so is the Hero.

    5.2 Multiple Attacking UnitsOnly units in the same hex may fire simultaneously, andthen only at the same target. One unit leads the fire andfires at its full FP. Each additional MMC adds 1/2 of itsFirepower to the attack. Heroes add their full Firepower.Zero (0) Firepower units add nothing (unless they arefiring a Support Weapon). Machine guns andflamethrowers add their entire Firepower. The totalFirepower is summed; remaining fractions are rounded upand the combat is resolved as in the section on FireCombat.

    A hero firing a SW in a multiple units attack forfeits hisinherent FP and attacks with the full FP of his SW only.

    Remember that, for the most part, all units firing from thesame hex, in the same impulse, must target the samehex. There are, however, exceptions. Support Weaponswith To Hit tables on the back of their counters (forexample, Bazookas) Weapon Teams, helicopters, andvehicles must fire separately even when firing in the sameimpulse. Although Weapon Teams, helicopters, andvehicles MAY fire in a different impulse, Support Weaponsmust fire during the same impulse as the Squad thatpossesses them.

    5.3 Opportunity FireUnits 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 leastone movement factor, by any kind of movement otherthan Low Crawl (exception, 6.4 Stealth Movement), mayfire on the movers. This is called Opportunity Fire, occursduring the opposing player’s impulse, and is notconsidered an impulse. Low Crawling units may only be

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    the target of opportunity fire if they are spotted in the hexthey enter.

    Additional units/hexes may also fire but all units in thesame hex that choose to fire must fire at the same timeand at the same target. Remember, however, thatSupport Weapons with a To Hit table on the back of theircounter, Weapon Teams, helicopters, and vehicles mustfire separately as described in 5.2.

    The moving unit(s) may not be attacked more than onceper movement point expended in the hex, unless attackedby Support Weapons with a To Hit table on the back oftheir counter, Weapon Teams, helicopters, and vehicleswho are stacked with the units that first fired. A unitentering a hex with a MP cost of 1+ can be subjected to1+ attacks, even if the first attack shakes the unit, forcingit to stop moving.

    Place a Fired marker on units that Opportunity Fire.Opportunity Fire must be declared before the target unitsleave the hex, and the player currently moving must givesufficient time for his opponent to declare the OpportunityFire.

    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 forfiring at moving units, unless the moving units are interrain that negates that modifier. For example, LowCrops.

    If the target hex contains both moving and non-movingunits, both are affected by the same Opportunity Fireattack die roll, but only the moving units suffer the +1modification to the attacker’s die roll.

    For example : an American 3-6-4 Ranger Squadfires at a Somali 0-3-4 as it moves through anopen terrain hex that also holds a non-movingSomali 1-3-4. The American player rolls a single1d6 and adds 4FP (its base FP of 3 + 1 for firingon a moving unit) against the moving Squad, and3FP against the stationary Squad.

    Note that even though moving units are automaticallySpotted, the stationary Squad in the hex retains the same

    “Spotted” status that it had prior to the attack. In otherwords, if the stationary unit wasn't Spotted before theOpportunity Fire attack, it remains unspotted after themoving Squad departs the hex. This is the ONLY

    exception to the rule that states, “If one unit in a hex isSpotted, the entire hex is Spotted.”

    Target units that become Shaken must end theirmovement. This includes units that are Shaken due toCasualties or Wounding. If not all of the moving units in astack are Shaken, the remaining Good Order units maycontinue moving.

    5.4 Extended RangeMMC/SMCs with a black box surrounding their range mayfire at up to twice their printed range. Any fire greaterthan the printed range, however, is halved. Accordingly, a

    2-2-4-6 Guard unit firing at a German squad three hexesdistant, has a Firepower of one (1).

    6.0 MovementUnits move from hex to hex, paying the movement pointcost of each hex as it is entered. These costs aresummarized on the Terrain Effects Chart (TEC). All unitsthat move from the SAME hex, in the SAME impulse, mustbe moved together (exception, if some units in movingstack are Shaken —see 5.3).

    A hex that contains an unshaken, unwounded, yet to beactivated Leader, may activate both the units in that andadjacent hexes. Units in the same hex, but on a differentlevel of a multi-story building are considered adjacent.Units in an adjacent hex, but on a different level of amulti-story building are not. Units starting in adjacenthexes to the Leader are free to move or fire separatelyfrom the Leader. The units in each hex, however, mustmove or fire together if they do either.

    For example, if all three 1-6-4 German squads in a hexare activated, some may move and some may fire, butthose that move IN THE SAME IMPULSE must movetogether, and those that fire IN THE SAME IMPULSE mustfire at the same target (exception: Ordnance 14.0, mayfire at separate targets).

    The number of movement points that a unit may spendeach turn is called its Movement Factor (MF) and ismarked on the counter. As noted above, MMCs, WTs, andSMCs under a Move or Assault Move marker that are firedupon suffer a modifier of “1” added to the attacker’s DFTdie role.

    Unless such a move would bring a Shaken unit closer toan enemy unit in their LOS, units with a movement

    allowance equal to or greater than one may always moveone hex, no matter the cost, or change levels within amulti-level building. If a unit must expend ALL itsmovement 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 uponentering an enemy occupied hex and Melee (see section8.0).

    Here is the sequence to be followed when moving unitstriggers event, are subjected to Opportunity Fire, becomeadjacent to enemy units and such.

    a. Unit(s) moves into one hexb. Possible event(s) are triggeredc. Possible Opportunity Fire conducted.d. If the moving units are still in Good Order, they mayproceed with their next action (auto-spotting adjacentunit, moving, firing if AM etc.)

    Thus, a unit that moves adjacent to an enemy unit but isshaken by a torrent of Opportunity Fire does not causethe adjacent enemy unit to be spotted… unless, of courseit was the adjacent unit that fired.

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    6.1 Assault MovementUnits whose movement factor is boxed in red —forexample, Heroes, may Assault Move. These units’intentions are declared at the beginning of their impulseand they are marked with an Assault Move marker.Leaders may also Assault Move with eligible units thatthey start their impulse with.

    Units which Assault Move may spend up to one-half of themovement points printed on their counter, modified bydouble-time movement if applicable (fractions roundedup), and subsequently fire (or Opportunity Fire). The DTbonus (if any) is added to the printed unit MF beforebeing halved for AM.

    Subtract two from the total attacking firepower of unitsusing Assault Movement. For example, two American

    Airborne Full-squads using AM would fire with a Firepowerof 1 (2 for lead squad + 1 for second squad -2 for AM =1). Support Weapon Ordnance, such as Bazookas, suffera 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 untilthe Admin Phase. The units need not fire in the sameimpulse that they originally moved but can be activatedagain later to fire or may instead engage in OpportunityFire if the appropriate situation arises. They must,however, move when they are first activated.

    6.2 Double-timeUnits (either Good Order or Shaken) that begin theirimpulse, and move the entire impulse, with a Good OrderLeader may increase their movement allowance by twopoints. The units may not move further than the Leader’s

    printed movement factor. Weapon Teams may notdouble-time.

    6.3 Low Crawl A unit or stack of units may spend its entire impulse tomove one hex. This is a Low Crawl. Units Low Crawlingare not automatically Spotted unless they are in Openterrain or adjacent to an enemy unit. Enemies targetingLow Crawling units do not receive the +1 bonus to theirFP. Low Crawling units may change levels within a multi-story building, but may not change levels AND move to adifferent hex. Weapon teams may not Low Crawl.

    6.3.1 Weapons Teams and Special MovementWeapons Teams may neither Low Crawl or Double-time.

    6.4 Stealth MovementUnits designated with a bright-yellow square surroundingtheir movement may move up to half their movementallowance (drop fractions) and subsequently fire. Such fireis executed like Assault Movement fire —subtract two (2)from the total attacking firepower of units using StealthMovement fire (Scouts Excepted). Stealth Movementcapable units are NOT automatically spotted when theymove —even if adjacent to an enemy unit —the enemyunit must either perform a successful spotting attempt

    (10.0), the Stealth Movement capable unit must fire, ormove into open terrain in the LOS of a Good Order enemyunit. Units may NOT use Stealth Movement while Double-timing (6.2), but may use Stealth Movement to enterMelee. Heroes and Leaders may not use StealthMovement unless specifically designated.

    7.0 Laying SmokeGood Order MMC units that are not marked by a Move,Low Crawl, Fire or Ops Complete Marker may attempt tolay smoke in their own or an adjacent hex.

    Select the hex and roll 1d6. If the die roll is equal to orless than the unit’s smoke laying capability, place a

    “Smoke 1” marker in the hex. Regardless of whether theattempt was successful, place an Ops Complete markeron 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 hex’s existing TargetModifier. 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 nextadministrative phase, remove the “Smoke 2” marker.

    8.0 Melee CombatWhen you move into a hex with enemy units, you mustMelee. Mark the units that entered the hex with a Movemarker. Units may not use Assault Movement to enterMelee. Units in multi-story buildings must be on the samelevel to Melee. Melee combat is normally simultaneous(Nationality characteristics, Events, and Skill Cards mayalter the sequence) and losses aren’t taken until theround of Melee-combat is concluded.

    There can only be one Melee round per turn per hex. Allunits that participate in a Melee round are activated at thesame time. Melee takes place as soon as enemy unitsenter 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 (theunits that moved into the hex) and Melee-eligible SupportWeapons (machine guns, satchel charges, andflamethrowers) is compared to the Firepower of anydefending units and their melee-eligible Support Weaponsthe attacker chooses and an odds ratio is determined,dropping any fractions. For example, 4 FP attacking 2 FPis 2-1, whereas 5 FP attacking 2 FP is not 2.5-1, but also2-1. Not all defending units must be attacked, but at leastone must be attacked. Unmodified attacks at less than 1-3 are treated as 1-3, but may not be conducted against

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    8.3 Melee Eligible Support Weapons All machineguns, flamethrowers, satchel charges, andMolotov Cocktails are melee-eligible Support Weapons.Flamethrowers, satchel charges, and Molotov Cocktailsare identified on their counter. Machineguns include anillustration of a machinegun or machinegun-type weaponon 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 PhaseOnce all units have either moved or fired, or after threeconsecutive passes (i.e. Player One passes, Player Twopasses, Player One passes again), the Operations Phaseends. In the Admin Phase, players remove all Move,

    Assault Move, Stealth Move, Low Crawl, Fire, OperationsComplete, and Spotted markers. FFE markers areremoved. Smoke 1 counters should be turned over tobecome Smoke 2 counters and Smoke 2 countersremoved from the map. Once all markers have beenremoved, advance the turn marker one turn and beginthe Rally Phase.

    10.0 Line of Sight and Spotting A unit has a LOS to another unit if, in the real world, itcould see that unit. Units may not fire at targets to whichthey do not have a LOS. LOS is traced from the center ofthe firing unit’s hex to the center of the target hex. Lineof Sight that crosses the silhouette of a piece of Blockingor Degrading Terrain is considered blocked or degraded.LOS is NOT BLOCKED or degraded by small pieces ofterrain that extend from the firing unit or target’s hex intoan adjacent hex. See below for additional details.

    10.1 SpottingEven if a unit has a LOS to its target, the attacker mightnot see the enemy.

    For example: a Squad of soldiers is hidden in abuilding two hexes distant. There may not beanything blocking your own Squad’s view of thebuilding, but that does not mean they see theenemy.

    To be able to fire on an enemy hex, it must be Spotted.Hexes, rather than units, are spotted, so if one unit in ahex is Spotted, the entire hex is Spotted.

    Different levels of a multi-story building within the same

    hex are considered different locations for Spotting. Inother words, Spotting the units on the second floor doesnot allow you to fire on unspotted units on the first floor.

    Spotting is status driven. A hex (and all units within it) isspotted if any of the following apply: the hex is markedwith a spotted counter, a good order enemy unit isadjacent to the hex, a friendly unit is currently moving orassault moving through the hex, a unit in the hex ismarked with a Move/Assault Move/Fire/Melee marker orthe hex is open terrain.Units in any Open type terrain are automatically spotted,even if the LOS is degraded by intervening terrain.

    Note that the status of a hex may change over a turn.For example, if the hex is spotted because it is adjacentto a good order enemy unit and that unit is either shakenor moves away, it will no longer be spotted.

    Note that Low Crawling units and units using Stealthmovement are not automatically spotted during theirmovement, unless they move into Open terrain in the LOSof a Good Order enemy unit.

    Units (including Open vehicles) may attempt to Spotunspotted units to which they have a LOS. Units inblocking terrain are spotted with a 1D6 roll of two or less.Those in degrading terrain are spotted on a 1D6 roll ofthree or less. Leadership modifiers apply and aresubtracted from the die roll.

    For example: if a unit is attempting to Spot anenemy in Degrading Terrain, it must roll a three orless to succeed.

    One is added to the spotter’s die roll for every hex ofDegrading terrain its LOS passes through en route to the

    target unit. Note that the LOS must actually pass througha piece of the Degrading terrain in the Degrading terrainhex.

    One is also added if it passes through the silhouette ofDegrading terrain that is in part of an otherwise openhex. If the LOS passes through more than two hexes ofDegrading terrain, or silhouettes of Degrading terrainwithin two open hexes, it is blocked. However, LOS isNOT BLOCKED or degraded by small pieces of terrain thatextend from the firing unit or target’s hex into anadjacent hex.

    Publisher’s 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 entirehex 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 allunits leave a hex (or are eliminated), any spotted counteron the hex is removed.

    Spotting attempts do not require an impulse. Let’s repeatthat. Spotting attempts do not require, nor are theyconsidered, an impulse. But only one spotting attemptmay be made per friendly impulse, and a unit attempting

    to Spot is marked with an Ops Complete markerregardless of the result of the attempt. Units marked withFire, Move, Low Crawl, Ops Complete, Stealth or AssaultMove markers may not make a spotting attempt, but theydo automatically spot adjacent units, moving units, unitsmarked with a Move/Assault Move/Fire/Melee marker orunits in open ground. Shaken units and buttoned vehiclesdon’t automatically spot adjacent enemy units

    Helicopters (19.0), which are included in other Lock ‘nLoad modules, such as Forgotten Heroes and Day ofHeroes , are a unique situation. Choppers are always

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    Spotted, but their status does not affect the units belowthem. In other words, although a helicopter hovering overa Heavy Jungle hex that is occupied by a Squad isSpotted, it does not mean that the Squad in the junglebeneath it is.

    10.2 Buildings and HillsMost of the terrain in Mark H. Walker’s Lock ‘n Load! isground level. There are, however, hills that are level one

    and two. Progressively darker shades of brown representtaller hills. Each level above ground level denotes a rise ofabout 2-5 meters.

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

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

    For example: units on the Upper level of buildingthat is built at ground level (“level 0”) are at leveltwo or the same height as a unit on a level twohill.

    Units in adjacent hexes, but different levels of multi-storybuildings ARE NOT considered adjacent and do not haveLOS to each other.

    10.3 Figuring Line of SightThere are two types of terrain that affect LOS in Lock ‘n Load : Blocking Terrain and Degrading Terrain. Examplesof Blocking Terrain include buildings, forest, and bocage.

    Think of Blocking Terrain as 2-5 meter tall objects thatare either solid (buildings) or semi-solid (Forest).

    Examples of Degrading Terrain include Brush, and LightWoods. Degrading Terrain is either semi-transparent orshort (1 meter tall) terrain that degrades LOS tracedthrough it, but does not block it (except as noted below).

    Terrain occupies an elevation (altitude) and is a specificheight (expressed in terms of levels on the TEC). Forexample, a Forest hex (Level 2) on a Level 1 Hill (forexample, hex E7 on the Not One Step Back overlay Y)would be an Level 1 hex but present an obstacle to LOSup to a height of Level 3.

    LOS traced through Blocking Terrain that is at the sameelevation as both the attacker and the target is blocked.Blocking Terrain in either the attacker’s or target’s hexdoes not block LOS. Fore example, LOS from 15E3 to15G2 is blocked.

    LOS traced through Degrading Terrain that is at the sameelevation as the attacker and the target is degraded. Forexample, LOS traced from 15K6 to 15K4 is degraded.Subtract one from the attacker’s die roll for eachDegrading Terrain hex through which the attacker’s LOS

    passes. If the LOS passes through more than twoDegrading Terrain hexes, or Degrading silhouettesextending into two otherwise open hexes, the LOS isconsidered blocked, and no attack or Spotting attemptsmay be made. For example, LOS from 15A3 to 15F1 isblocked.

    LOS can only be degraded (modified) only once per hex.Thus, a LOS traced across a Light Jungle silhouette in ahex containing a tank is only degraded once. Degrading

    Terrain in either the attacker’s or target’s hex does notdegrade LOS.

    Note the LOS must actually cross the silhouette of theobstacle, not just enter the obstacle’s hex, to be eitherblocked or degraded. Conversely, if the LOS crosses aBlocking or Degrading silhouette extending into a hex thatis considered open terrain for defensive purposes, theLOS is also affected.

    Note, however, that LOS is NOT BLOCKED or degraded bysmall pieces of terrain that extend from the firing unit’s ortarget’s hex into an adjacent hex.

    LOS traced through Blocking or Degrading Terrain that islower than both the firing unit and its target is notblocked or degraded. For example, LOS from units locatedon the second story of 18F3 to 18L6 is not degraded bythe terrain in 18I4. LOS traced through Blocking Terrain(such as a hill or multistoried building) that is higher thanboth the firing unit and its target is blocked. LOS traced tolower terrain is blocked if it must cross a silhouette ofblocking terrain that is on the same level as the attacker’shex. LOS traced to lower terrain is degraded if it mustcross a silhouette of degrading terrain that is on the samelevel as the attacker’s hex. It is blocked if it crosses morethan two such hexes of Degrading Terrain silhouettes.

    Units on higher terrain can see and fire over Blocking andDegrading Terrain in lower elevation hexes. However,level one and level two Blocking and Degrading terrainhexes cast a one-hex shadow that blocks LOS to unitsdirectly behind those obstacles. LOS can be checked atany time.

    10.4 Terrain CharacteristicsEach piece of terrain has distinct advantages for unitsseeking shelter in it, and varying movement costs forunits attempting to move through it. These advantagesand movement costs, along with other information, aredelineated on the Terrain Effects Chart (TEC).

    The terrain surrounding a hex’s center dot defines theelevation of the hex, and the type of terrain in the hex.

    For example: 15F5 is a stone building.

    10.5 Terrain MarkersNot One Step Back introduces terrain counters. Thesecounters, which currently include Stone Building, WoodBuilding, Light Wood, and Forest counters, are placed asdirected by scenario special rules. They assume all thecharacteristics of the listed terrain. For example, a Wood

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    Building counter costs two (2) movement points to enter,and provides a +3 Target Modifier to any unit occupyingthe hex. When determining Line of Sight (LOS), considerthe counter to fill the entire hex. Hence, LOS tracedthrough ANY part of a Stone Building counter hex wouldbe 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 thebattle. These counters include Leaders, Advisors, Heroes(or Heroines), Snipers, Chaplains, Medics, Commissars,and Scouts. There will be other types of SMCs insubsequent modules.

    11.1 LeadersLeaders are individuals with exceptional skills. They areusually officers or outstanding NCOs. Leaders have noFirepower, and cannot (unless crewing a SupportWeapon) individually fire at enemy troops or voluntarilyenter Melee alone. If enemy units move into the hex of asolitary Leader who is not carrying a melee-eligibleSupport Weapon, the Leader is eliminated.

    A Leader’s Leadership modifier may be used to aid DirectFire attacks, modify Damage Checks, rally units, and leadtroops in Melee, as well as for the other functionsmentioned in these rules. Only one leader per hex perimpulse (or rally phase) can use his Leadership modifyfire attacks, rally units and assist in damage checks,

    Unwounded Leaders can activate units in adjacent hexesin addition to their own. Wounded Leaders can onlyactivate units in their own hex. Leaders can only rally,direct fire, or assist in damage checks for units in theirown hex. Special Skill Card rules may supersede this rule.

    11.11 Leader’s and CombatLeaders not under a Move, Low Crawl, Fire or OpsComplete marker may aid ALL attacks conducted by samenationality/force units in their hex during their impulse.

    Designer’s Note: Leaders can spot enemy unitsand then direct the fire of units in their hex at the

    just spotted enemy units.

    Their Leadership modifier is added to a unit’s Firepowerthat is using the DFT and/or subtracted from the to hitdice roll for Support Weapons and Weapon Teams usingthe Ordnance Fire Table. Note that the Leader may aidboth Squads using their inherent Firepower/SupportWeapons AND Support Weapons or Weapon Teams usingthe OFT that are activated in the Leader’s hex in the sameimpulse. Leaders that aid such fire are placed under aFired marker. In short, the Leadership is applied to everyattack originating in the Leader’s hex in its activationimpulse.

    Leaders, however, may not call onboard mortar fire or offboard artillery and add their leadership to a direct fireattack in the same turn.

    11.12 Leaders and Skill CardsScenario rules may assign a Skill Card to a Leader. Thesecards grant special abilities such as enhanced morale orsighting.

    11.2 HeroesHeroes are ordinary soldiers who perform extraordinaryfeats of courage. Heroes may be part of a scenario’sstarting forces or created during play. There is a chance

    that a Hero is created whenever a one is rolled on aSquad or Half-squad’s Damage Check. Roll 1d6 again. Ifthe number is even, a Hero has been created. Randomlypick a Hero and a Skill Card.

    Newly created Heroes assume the activation status of theunit that spawned them.

    For example: if the Squad that spawned a Herowas already marked with a Move marker, the Herowould also receive a Move marker.

    If spawned by a moving MMC, the Hero is assumed tohave spent the same number of movement points as theSquad had before it spawned the Hero. If creation of aHero would violate stacking limitations, the owner mayplace the Hero in any adjacent hex that has no enemyunits.

    Heroes may Assault Move. Heroes may assault vehicles.Heroes always add their FULL Firepower to multiple unitattacks. Units in the same hex as a Hero may attempt torally, even if there is no Leader present. Heroes shiftMelee odds one column in their side’s favor (in addition toadding their own Firepower) when attacking (notdefending). Remember, in melee attacking has nothingto do with whether you moved into the hex, only that youare currently conducting a melee attack.

    Each Hero randomly receives a Skill Card when createdduring play or is assigned a specific Skill Card by scenariorules. The skill card randomly assigned to a hero must beusable by this hero. If not, draw again. If a Hero thatbegins the game on the map is not assigned a Skill Cardhe does not draw one. There may be only two heroes pernation on the board at any time Heroes are alwaysspawned in Good Order (never wounded). Heroescreated by a moving unit that is shaken must stop theirmovement too. Heroes may be created even if theDamage Check that creates them eliminates the parentunit.

    11.3 MedicsMedics represent exceptional medical personnel. Theymay not carry or fire weapons, nor may they Spot enemyunits. They can, however, use their medical kits to healunits.

    During each Rally Phase, a Medic may attempt to eitherremove the Wounded marker from one SMC (includinghimself) or flip a Shaken Squad to its good order side. Ineither case, the subject of a Medic’s attentions must belocated in the same hex as the Medic. To perform eitherfunction, the Medic must first pass a Morale Check rolledwith 2d6. Two is subtracted from the dice roll if the Medic

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    is in terrain with a positive Target Modifier. There is nopenalty for failing the check, but the Medic may notperform any function in that Rally Phase if he (or she)fails the check. A Shaken Medic may not attempt to HealSMCs or MMCs until it is rallied. A wounded medic canheal other units (and himself), as long as he is in GO.

    Medics do not attack or defend in Melee. If all friendlyMMCs, and melee eligible SMCs, in the same hex as aMedic are eliminated, the Medic is removed from play.

    11.4 SnipersSnipers have no movement allowance and aren’t initiallyplaced on the board. Once the scenario starts, theSniper’s owner may place the Sniper at any time in anyhex whose terrain has a positive Target Modifier, as longas enemy units do not currently occupy that hex.

    Once placed, the Sniper may not move. The Sniper mayimmediately attack any Spotted enemy hex within its LOSutilizing the Direct Fire Combat routine. The Sniper,however, rolls 2d6 for its attack instead of 1d6. If thereare multiple units in the target hex, randomly determine

    which target the Sniper attacks. The Sniper’s attack onlyaffects one unit.

    For example: if the Sniper declares an attackagainst a hex containing an enemy Squad and aLeader. The players would randomly determinewhich unit the Sniper attacks.

    Snipers may be fired on like any other unit, but doubletheir own hex Target Modifier when rolling againstincoming attacks from all units except artillery/mortarbarrages and enemy Snipers. Snipers may stack withMMCs, but forfeit their special terrain modifier when doingso. When stacked with MMCs they may attack in the sameimpulse as the MMCs, but fire separately within theimpulse.

    Shaken Snipers may Self-Rally

    Snipers may not voluntarily enter Melee. Snipers do notattack or defend in Melee. If during Melee all friendlyMMCs and Melee eligible SMCs in the same hex as aSniper are eliminated; the Sniper is removed from play.

    11.5 ChaplainsThe courage of combat chaplains is legendary. Manyaccompanied the troops to the battle, frequently riskingtheir own life to rescue the wounded or console a shakensoldier.

    Lock ‘n Load Chaplains have Leadership ratings just likeLeaders. These ratings may only be used to rally troopsand not to assist in a Damage Check nor assist in fireattacks. In rally attempts, chaplains follow the leaderrules. Chaplains may not attempt to Spot enemy units.

    Chaplains do not attack or defend in Melee. If duringMelee all friendly MMCs and Melee eligible SMCs in thesame hex as the Chaplain are eliminated; the Chaplain isremoved from play.

    11.6 AdvisorsThroughout the war in Vietnam, the Americans providedadvisors to the ARVN. An Advisor has morale andmovement ratings. An Advisor raises the morale of all

    ARVN units it is stacked with by one (1). Advisors maySpot and fire Support Weapons.

    11.7 ScoutsScout’s 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 StealthMovement. Scouts have a FP of 0. They may assist increwing 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 andstacked with) a Scout pay only one movement point perHeavy/Light Jungle, Forest, Light Woods, Wheatfield orTall Grass hex entered.

    Scouts may call artillery fire.

    11.8 Armor Leaders

    Armor Leaders are 5/8” counters with a pictured ArmorLeader, Morale, and leadership rating. Armor Leadershave no Movement Factor. In Band of Heroes , the twoarmor Leaders are Lt Rindt and Sgt Darius.

    Armor Leaders are unique in that they completely sharethe fate of the tank they command. The may not bewounded, but rather are Shaken, which represents theshaking of the entire tank crew, or forced to abandon thevehicle that they crew, in which case they are removedfrom 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 Leader’s leadership fromthe die roll when rallying or performing Damage Checks. Vehicles with Leaders check DFT results under theappropriate column on the DFT: Armored Vehicles orUnarmored Vehicles NOT the Good Order SMC column.

    The Leader’s leadership rating may be subtracted from ToHit die rolls, and added to machine gun attack die rolls(but not HE equivalent attack die rolls). He may affectboth in the same turn. If forced to abandon the tank, theLeader is removed from the board.

    11.9 Soviet CommissarsCommissars function as Leaders (for both Guards andLine Troops) for all purposes. Hence, Commissars mayRally units, direct fire, assist in Damage Checks, spot forartillery, etc. Additionally, if in the Rally Phase (only),Shaken units stacked with the Commissar fail to rally, theCommissar may attempt to rally them a second time. Todo so the Commissar’s owner screams, “Fight or Die,”adds one to the morale of the units he is attempting torally, and rolls 2d6. If the units rally, all is well. If they failthis rally attempt they suffer casualties as defined on theDFT… Squads reduced to Half-squads, Half-squadseliminated, etc. If the Commissar’s owner rolls a twelve(12) during a Fight or Die rally attempt, the Commissar

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

    11.10 NursesNurses may self-rally. Nurses have Leadership ratings likeLeaders. These ratings may only be used to rally troops,not to assist in Damage Checks. Good Order Nurses alsohave the capability to heal units in a manner similar toMedics (11.3). Specifically, in a Rally Phase Good OrderNurses may EITHER (not both) heal a unit after passing aMorale Check or attempt to rally up to two SMCs orMMCs. Nurses may perform this function on ANY Sovietunit —Guard, Line Troop, or Partisan. Nurses are non-combatant, non-Melee eligible SMCs. They may not spot,direct fire, call artillery, etc.

    12.0 Skill CardsSkill Cards bestow unique characteristics on the SMC orMMC that owns the card. Some cards bestow traits oradvantages that may only be used once. Others givebenefits that last for the entire scenario, and still othersequip the owner with unique weapons or items. Each cardexplains 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 oneduring creation (Heroes) it does not possess a Skill Card.Obvious? Yes… but we get these questions. Used skillcards go back in the deck for reshuffling.

    13.0 National Characteristics for Lock ‘n Load Lock ‘n Load features numerous distinct fightingorganizations and nationalities. The rules for each areprovided with the module with which the organization isintroduced.

    Allied units in the same hex but from differentnationalities must be activated in different impulses. Ifthey are engaged in melee, the odds are shifted onecolumn to the left.

    14.0 OrdnanceOrdnance are weapons that have a To Hit table on theback of the counter. They include Support Weapons, suchas the Bazooka; Weapon Teams, such as the 75mm Anti-Tank Gun (ATG), and vehicle-mounted (or helicopter -mounted in modern modules) weapons, such as theSherman M4A1 tank’s 75mm cannon. Whether it ismounted on a tank, a separate Support Weapon, or a fullWeapons Team, ordnance is fired separately from otherunits in the hex. It does not have to engage the sametarget as other units firing from the same hex. Ordnancefiring on a hex that contains both vehicle and non-vehicleunits must either target a specific vehicle or all non-vehicular targets in the hex.

    INSERT BOH BAZ FRONT.TIF

    Weapon Team and vehicle mounted ordnance must firethrough a covered arc defined by either a red triangle inthe corner of the counter, or in the case of a turretedweapon not firing through its vehicle’s hull covered arc, a

    covered arc defined by the gun barrel. This covered arc isdisplayed in the diagram below.

    INSERT BOH COVERED ARC 2.TIF

    Each piece of ordnance has three ranges, separated byslashes, printed on the back of the counter. Below eachof these ranges is printed a to-hit number, and beloweach to-hit number is a penetration value. The attackeruses the leftmost column whose range is greater than orequal to the target’s range. To determine if a target is hitby a piece of ordnance, roll 2d6 and cross-reference theresult with the to-hit number below the properrange/column on the ordnance counter.

    INSERT BOH BAZ BACK.TIF

    The die roll is modified by adding the Target Modifier ofthe terrain the target occupies, adding 1 for each hex ofDegrading terrain (or silhouette of Degrading terrain thatis in part of an otherwise open hex) though which thefire’s Line of Sight passes, and other factors listed on theOrdnance Fire Table (OFT). If the number, modified byapplicable modifiers, is less than or equal to the to-hitnumber, the target has been hit. A 2D6 roll of 2 is alwaysa hit. A roll of 12 is always a miss.

    Important: In modern modules of Lock ‘n Load, after aplayer declares an Anti-Tank Guided Missile (ATGM)attack and before he rolls the to hit dice, the opposingplayer may fire on the ATGM firing hex with any one hexof Opportunity Fire eligible units. Note that the ATGM hexis marked with a Fired marker when the attacker declaresthe fire. ATGM units are labeled so on their counter.There are no ATGMs in Band of Heroes .

    If the target isn’t a vehicle, the target is immediatelyattacked with the ordnance's HEequivalent plus 1d6. The Target Modifier of the target'sterrain DOES NOT modify this HE equivalent, nor doLeadership modifiers, but 1 is added to the HE equivalentif the target is currently moving (not Low Crawling), ormarked with an Assault Move or Move marker. Thedefender rolls 1d6 and compares it to the attacker's dieroll.

    If the attacker's modified die roll is less than or equal tothe defender's die roll, the fire has no effect. If theattacker's modified die roll is greater than the defender'sdie roll, each of the defending units must take a DamageCheck by rolling 1d6, adding the difference between theattackers' modified die roll and the defender's die roll, andthen consulting the Direct Fire Table (DFT).

    If the target is a vehicle, compare the penetration valueat the appropriate range plus 1d6 (modified penetrationvalue) against the vehicle’s armor thickness plus 1d6(modified armor value). If the modified penetration valueexceeds the modified armor thickness, the target isdestroyed (place a wreck counter in the hex). If theattacker’s 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

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    the target a 1, the round is a catastrophic hit and thetarget is destroyed.

    Whenever the target is destroyed, roll 1d6; if the result iseven, a Shaken Crew is placed under the vehicle. If theroll is odd, the Crew is eliminated along with their vehicle.

    14.01 Non-Penetrating HitsIf the modified penetration value of the attacker EQUALSthe vehicle’s modified armor thickness, the vehicle takes a

    morale check (2d6). If it fails the check the Crewabandons the vehicle; if the vehicle passes the MC, thevehicle is Shaken. This is the ONLY instance wherePASSING a MC results in a Shaken unit. If the Crewabandons the vehicle place a Crew under the vehicle. TheCrew immediately takes a morale check.

    Abandoned vehicles remain on the map, but may not beused by either side. If the attacking weapon is being firedas a MMC’s Support Weapon, the MMC, if eligible, mayalso attack the vehicle or surviving Crew with its smallarms as described below.

    If the attacker’s penetration value is less than the target’s

    armor thickness, the vehicle takes a morale check (2d6).If it fails the check, the vehicle is Shaken. If it passes theMC, there is no effect. When making this roll, take thedifference between the firing ordnance’s modifiedpenetration value and the target modified armor valueand subtract it from the morale check die roll. Hence, ifthe modified penetration value is 4 and the modifiedarmor value at the point of impact is 10, 6 would besubtracted from the morale check roll. An unmodifiedmorale check die roll of 12 results in a Shaken vehicle,regardless of the unit’s morale or modifiers to the die roll.

    An already Shaken vehicle that receives another Shakenresult is Abandoned.

    14.1 Angle and Point of ImpactThe thickness of a vehicle’s armor varies. The front armoris normally the thickest, flank armor less so, and reararmor is the weakest. Accordingly, it is not only importantto know that a shot hit its target, but where it hits (front,flank or rear). Consult the diagram below to determinethe angle of impact. The firing weapon’s modifiedpenetration value is compared to the modified armorvalue at the point of impact to determine the results ofthe impact.

    INSERT BOH POINT OF IMPACT 2.TIF

    If the incoming shot is traced exactly down the linebetween hit locations (Side and Rear, for example) theshot is considered to hit the location most favorable tothe shooter. If the to-hit die roll is both greater than 2and an even number, the shell has impacted the target’sturret, assuming it has one. If the target is turreted, usethe turret armor at the point of impact to determinewhether the target has been penetrated.If the target has no turret this can be ignored. Resolvethe penetration using the hull armor.

    14.2 Special AmmunitionOrdnance marked with a circled “H” on the back of thecounter fires HEAT as its main ammunition. Suchammunition’s penetration is halved when firing againstvehicles with red armor factors.

    14.2.1 Shaped Charge Effect on InfantryOrdnance 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 behindtrees/rocks. This rule addresses that situation.

    Ordnance that primarily fires Heat ammunition subtracts 1from their HE equivalent when attacking infantry NOT located in buildings, hut, or bunkers. Note that one issubtracted from the HE equivalent NOT the to-hit die roll.

    14.3 Target AcquisitionINSERT ACQUISITION.TIF

    When ordnance —including shoulder-fired ordnance, suchas 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 non-vehicular targets in the hex. If the target doesn’t moveand the ordnance fires on it its next impulse, one issubtracted from the ordnance to hit die roll. If theordnance again fails to destroy its target, place a “-2”acquisition marker on the target. If the target doesn’tmove and the ordnance fires on it its next impulse, two issubtracted from the ordnance to hit die roll. Remove theacquisition marker if the target moves or the attackerswitches targets. All non-vehicular units (if they were thetargets) would have to leave the hex to remove theacquisition marker.

    14.31 Acquiring Markers

    To simplify the target acquisition process described in14.3, Lock ‘n Load includes Acquiring markers. Wheneveran 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 haveacquired specific targets.

    14.32 Target Acquisition and Spotting A firing unit under an Acquiring marker does NOT need tospot (10.1) a target with the same-lettered Acquisitionmarker before attacking the target.

    15.0 Vehicles

    INSERT BOH VEHICLE DIAGRAM.TIF

    Vehicle counters are 7/8” square. The counter contains allthe information needed to play. A counter with its valuesexplained is illustrated here.

    Vehicles may either be Open or Buttoned. This status isshown with the Open and Buttoned markers. Openvehicles have some/all of their crew hatches open andsome of the crewmen/women are riding with their headsand shoulders exposed to enemy fire. Buttoned vehicleshave all their hatches closed. Open vehicles can see the

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

    Movement: The vehicle’s movement factors andtype. There are three types of Vehicle movementtypes: Tracked (T), Off-road (O), and Road (R).Tracked are fully tracked. Off-road vehicles areeither half-tracked or off-road capable multi-wheeled vehicles. Road vehicles perform best onroads. See the Terrain Effects Chart (TEC) andthe paragraph below for further explanation.

    Morale: Is the unit’s morale. Shaken vehiclesmust button up (close all hatches), may not firetheir weapons, halve their movement factor, andmay not Spot. Vehicles may self-rally, and if a

    Vehicle-leader is onboard, the vehicle uses theLeader’s morale rating to rally. The Leader mayalso subtract his Leadership modifier from therally dice roll. Vehicles subtract two from theirrallying attempt die roll (2d6) when located interrain with a positive TM.

    HE Equivalent: This boxed value is the Firepowerthe vehicle’s main ordnance (gun) uses to attacknon-vehicle targets on which it has scored a hit.If “N x” precedes the HE Equivalent, “N” is thenumber of times the vehicle/Weapon Team orhelicopter’s main ordnance may fire in itsimpulse.

    Note: The main gun’s To Hit and Penetrationvalues are located on the back of the vehicle

    counter.

    • Machine Gun Firepower: These underlined valuesare abstract factors that depict the vehicle’smachine gun Firepower. A Firepower of 2 has arange 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 gunmay only be fired when the vehicle is Open.Machine guns without the asterisk must fire inthe turret’s covered arc or, in the case of non-turreted vehicles, in the covered arc of the fronthull. The advantage of these machineguns isthat they may be fired regardless of whether the

    vehicle is Open or Buttoned. Unless otherwisenoted, a vehicle (or helicopter) equipped with amachine gun(s) must fire any machine guns andits main gun in the same impulse, and they mustfire at the same target. Vehicles with multiplemachine guns must fire each separately.

    • Rear Facing Machine Guns: Units with amachine gun Firepower followed by “R” may usethe Firepower in the turret’s rear arc, which isdefined as a covered arc directionally oppositethat of the turret’s front arc (see 14.0). Thismachine gun must fire in the same impulse as

    the remainder of the vehicle’s weapons, butneed not engage the same target.

    Armor (Hull/Turret): The three numbers to theleft of the vehicle represent the vehicle’s front,flank, and rear armor (listed top to bottom). Thenumber before the slash is the hull armor; thenumber after the slash is the turret armor. Ifthere is only one number, the vehicle has noturret.

    Vehicle Name: Provides the vehicle’s designationsuch 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 torubble. Vehicles can continue moving after rubbling abuilding hex, if they have movement points remaining.The Terrain Effect Chart has complete details.

    Infantry on foot and vehicles can move together, butotherwise vehicles MUST move individually, and

    simultaneously activated vehicles need not move through,or end movement in, the same hexes. Vehicles cannotLow Crawl (obviously) or Double Time. All vehicles may

    Assault Move.

    Vehicles must always face a hex spine (the cornerbetween two sides of a hexagon). The red corner/arrowon a vehicle counter indicates the vehicle’s facing.

    Vehicles move into one of the two hexes that lay on eitherside of the spine to which the red arrow points. Vehic