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Weapons, Ammo and Targets Ordnance Units

This document summarizes rules for small arms, vehicles, artillery, mortars, and ordnance in a wargame. Small arms and vehicles are resolved with opposing die rolls modified by factors like range and armor. Artillery and mortars require spotters and can target an area. Ordnance must hit its target with a die roll before other effects occur like penetration tests against vehicles or damage checks for infantry. Damaged units may become shaken or require morale checks.

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Rollo Mirfino
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0% found this document useful (0 votes)
108 views1 page

Weapons, Ammo and Targets Ordnance Units

This document summarizes rules for small arms, vehicles, artillery, mortars, and ordnance in a wargame. Small arms and vehicles are resolved with opposing die rolls modified by factors like range and armor. Artillery and mortars require spotters and can target an area. Ordnance must hit its target with a die roll before other effects occur like penetration tests against vehicles or damage checks for infantry. Damaged units may become shaken or require morale checks.

Uploaded by

Rollo Mirfino
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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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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