Lnl Qrs Clark

1
A = Attacker, D = Defender, DC = Damage Check, FP = Firepower, GO = Good Order , IFP = Inherent Firepower, Ld = Leader or Leadership, M = Moral, MMC = Multi-Man Counter, MP = Move Points, Op = Opportunity, Sh = Shaken, SMC = Single Man Counter, SOP = Standard Operating Procedure, SW = Support Weapon Lock ‘n Load SOP: Rally - Ops - Admin Marker Placed Results Moved After completing normal move +1 to attacker’s DF, auto-spot Assault Move After announcing assault move, special troops only ½ MP/FP for DF or OP Fire, +1 Attacker DF Low Crawl After announcing LC Move 1 hex / level, no auto-spot Fired For any units participating in direct fire Auto-spot Ops Complete After spotting, smoke attempt, or . . . .(?) May not: spot, move, use Ld, or fire. Exceptions: MMC Op fire at ½ FP DF vs target it spotted Ld mod only if Ld spotted the target hex All of the above end the unit’s turn. Leader w/ any of the above may not add Ld Mod to attacks. Move Modifier Leader w/ SW -2 MP Double-Time w/ GO Leader, +2MP Assault Move ½ MP DF Modifier MMC firing 2 SW 0 IFP Crew or ½ Squad firing SW 0 IFP SMC firing SW ½ SW FP 2 SMC firing SW SW FP Op Fire ½ FP Primary unit in multi-unit attack Full FP Contributing to multi-unit attack ½ FP Per Degrading hex -1 A Adjacent target +2 A Rally Phase Leaders rally SR units rally Units w/ GO Leader rally Units w/ Hero really Medics heal 1 Wd or rally 1 units GO collect & trade SW Reorganize: if in GO w/ GO Leader ½ + ½ MMC or MMC ½ & ½ Admin Phase Smoke 1 to Smoke 2 Remove all other markers Ops Con’t Direct fire procedure Target within range, LOS, spotted Sum FP +d6 +Ld Mod + DF Mod = A vs d6 + Terrain Mod = D D A = No Effect D < A = DC: d6 + (A - D = Mod) All units in effected stack check, Leaders first. Surviving GO Leader - Ld Mod DC GO MMC Sh MMC GO SMC Sh SMC Hero Armor Soft Skin Chopper M 1 No Effect No Effect No Effect No Effect No Effect No Effect No Effect No Effect > M & < 2x M Shaken Casualties Shaken Wounded Wounded Shaken Shaken Damaged 2x M & < 3x M Casualties Casualties Wounded Wounded Wounded Shaken Destroyed Destroyed 3x M Eliminated Eliminated Eliminated Eliminated Eliminated Abandoned Destroyed Destroyed 1 Hero Creation: scoring a 1 on the DC, dice again scoring “even” hero is created. Shaken: may not fire or advance towards known enemy Casualties: full squad shaken ½ squad, weapon team or ½ squad eliminated Wounded: unit must stop, flip counter, second wound eliminated Abandoned: crew & passengers exit vehicle and make moral check Damaged: chopper must quit the field, may not unload or fire Destroyed: replace with wreck, crew & passengers must bail out Ops Phase Alternating impulses, 3 passes = turn end Activate individual hexes, all or some units When Leader is activated may also activate any units occupied or adjacent hexes A unit may spot once per impulse Each unit may move or shoot Units moving from hex in same impulse must all move together Units firing in hex in same impulse must all fire together. Exception: SW may choose other target Exception: SW may choose other target

Transcript of Lnl Qrs Clark

A = Attacker, D = Defender, DC = Damage Check, FP = Firepower, GO = Good Order , IFP = Inherent Firepower, Ld = Leader or Leadership, M = Moral, MMC = Multi-Man Counter, MP = Move Points, Op = Opportunity, Sh = Shaken, SMC = Single Man Counter, SOP = Standard Operating Procedure, SW = Support Weapon

Lock ‘n Load SOP: Rally - Ops - Admin

Marker Placed Results

Moved After completing normal move +1 to attacker’s DF, auto-spot

Assault Move After announcing assault move, special troops only ½ MP/FP for DF or OP Fire, +1 Attacker DF

Low Crawl After announcing LC Move 1 hex / level, no auto-spot

Fired For any units participating in direct fire Auto-spot

Ops Complete After spotting, smoke attempt, or . . . .(?) May not: spot, move, use Ld, or fire. Exceptions: • MMC Op fire at ½ FP• DF vs target it spotted• Ld mod only if Ld spotted the target hex

All of the above end the unit’s turn.

Leader w/ any of the above may not add Ld Mod to attacks.

Move Modifier

Leader w/ SW -2 MP

Double-Time w/ GO Leader, +2MP

Assault Move ½ MP

DF Modifier

MMC firing 2 SW

0 IFP

Crew or ½ Squad firing SW

0 IFP

SMC firing SW ½ SW FP

2 SMC firing SW SW FP

Op Fire ½ FP

Primary unit in multi-unit attack

Full FP

Contributing to multi-unit attack

½ FP

Per Degrading hex

-1 A

Adjacent target +2 A

Rally Phase• Leaders rally• SR units rally• Units w/ GO Leader rally• Units w/ Hero really• Medics heal 1 Wd or rally 1 units• GO collect & trade SW• Reorganize: if in GO w/ GO Leader½ + ½ ➟ MMC or MMC ➟ ½ & ½

Admin Phase• Smoke 1 to Smoke 2• Remove all other markers

Ops Con’tDirect fire procedure• Target within range, LOS, spotted

Sum FP +d6 +Ld Mod + DF Mod = Avsd6 + Terrain Mod = DD ≥ A = No EffectD < A = DC: d6 + (A - D = Mod)

• All units in effected stack check, Leaders first. Surviving GO Leader - Ld Mod

DC GO MMC Sh MMC GO SMC Sh SMC Hero Armor Soft Skin Chopper

≤ M1 No Effect No Effect No Effect No Effect No Effect No Effect No Effect No Effect

> M & < 2x M

Shaken Casualties Shaken Wounded Wounded Shaken Shaken Damaged

≥ 2x M& < 3x M

Casualties Casualties Wounded Wounded Wounded Shaken Destroyed Destroyed

≥ 3x M Eliminated Eliminated Eliminated Eliminated Eliminated Abandoned Destroyed Destroyed1 Hero Creation: scoring a 1 on the DC, dice again scoring “even” hero is created. Shaken: may not fire or advance towards known enemyCasualties: full squad ➟ shaken ½ squad, weapon team or ½ squad ➟ eliminatedWounded: unit must stop, flip counter, second wound ➟ eliminated

Abandoned: crew & passengers exit vehicle and make moral checkDamaged: chopper must quit the field, may not unload or fireDestroyed: replace with wreck, crew & passengers must bail out

Ops PhaseAlternating impulses, 3 passes = turn end• Activate individual hexes, all or some units• When Leader is activated may also

activate any units occupied or adjacent hexes

A unit may spot once per impulseEach unit may move or shoot• Units moving from hex in same impulse

must all move together• Units firing in hex in same impulse must

all fire together. Exception: SW may choose other target

• Exception: SW may choose other target