Lnl Qrs Clark
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