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Mark H.

Walkers Lock n Load

WEAPONS, AMMO and TARGETS


SMALL ARMS vs INFANTRY

ORDNANCE Units

target must be spotted and within weapons range

Attacker- rolls 1d6 + Firepower + DFT Modifiers (a sniper rolls 2d6)


Defender- rolls 1d6 + Terrain Modifier (a lone snipers TM is doubled except from artillery/ mortar/sniper)
If Attackers roll is > Defenders roll, all units in the hex must take a Damage Check
Damage Check (on DFT) 1d6 + (the difference of die rolls) vs Morale (die roll modifier: - leadership)
A Hero is created from an MMC when a 1 is rolled, followed by an even die roll (1or 2 for ARVN)

SMALL ARMS vs VEHICLES and Helicopters

must target specific vehicle (not hex)

Attacker- rolls 1d6 + Firepower + DFT Modifiers (small arms range is halved against helicopters)
Defender- rolls 1d6 + Terrain Modifier (but not for a helicopters hex) + lowest armor value (if any)
If Attackers roll is > Defenders roll, targeted unit must take a Damage Check:
- unarmored vehicle / helicopter: applied to targeted vehicle or helicopter and any passengers
- armored vehicle: applied to targeted vehicle (if not buttoned) and any outside passengers
Passengers that become Shaken while riding outside on a (PPO, PO) vehicle must dismount

ARTILLERY and MORTARS

indirect fire requires a spotter with LOS to the spotted hex

Artillery spotter (leader / advisor) first places spotting round (in LOS, unblocked), rolls 2d6 for scatter
Friendly die is the distance (1d6 + degrading, - leadership) halved; Enemy die is the direction
If result is still in LOS, may shift the marker 1 hex (in LOS), place FFE marker (attacks all 7 hexes)
Mortars may not opportunity fire or fire from inside bunkers, buildings or heavy jungle
Attacker- rolls 1d6 (Mortars best of 2d6) + Firepower + DFT Modifiers (not degrading or leadership)
Defender- rolls 1d6 + Terrain Modifier (but not from walls or uphill) + lowest armor value (if any)
If Attackers roll is > Defenders roll, all units in the hex must take a Damage Check

ORDNANCE (to hit)

must first hit its target ( the to-hit number at range to target)

Attacker- rolls 2d6 + OFT Modifiers (2 is always a hit, 12 is always a mis s)


Helicopters are above the hex they occupy and therefore NEVER receive the hexs Terrain Modifier
Passengers riding on a vehicle that fires or is hit, must dismount and take a Morale Check
A hit from an even dice (2d6) roll that is greater than 2 hits a tanks turret
If the target is not destroyed, place a Target Acquisition marker (and the target remains spotted)

ORDNANCE vs ARMORED VEHICLES and Helicopters

if hit, roll for penetration

Attacker- rolls 1d6 + penetration value


Target- rolls 1d6 + targets armor thickness value (from front, side or rear impact angle)
An Attackers roll of 1 vs a Targets roll of 6 is a dud, 6 vs 1 is catastrophic / target destroyed
If Attackers roll is > Targets roll, the target is destroyed (helicopter crashes) and crew bails-out
If Attackers roll is = Targets roll, target takes Morale Check (shaken / damaged helicopter aborts)
- if Morale Check fails, the crew abandons and takes a Morale Check; if passes, target is shaken
If Attackers roll is < Targets roll, the target takes a Morale Check - (the difference of die rolls)
- if Morale Check fails, the target is shaken; if passes, the impact has no effect
Morale Check / Rally 2d6 units morale (die roll modifiers: - leadership, - 2 if in a positive TM hex)

ORDNANCE vs UNARMORED VEHICLES

if hit, the vehicle is destroyed

Crew Bail-Out roll 1d6: even is shaken, odd is eliminated (1 is tank brews-up, place smoke #1)

ORDNANCE vs INFANTRY / Weapon Teams

if hit, both players roll 1d6

Attacker- rolls 1d6 + HE value (+1 to HE value if infantry target is moving, but not low crawling)
HEAT ammo (red numbers on back): -1 to HE value if the infantry target is not in a building or bunker
Target- rolls 1d6 (once hit, no terrain or leadership modifiers apply)
If Attackers roll is > Defenders roll, all units in the hex must take a Damage Check

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