RulesPal
Chat
Rulebook
Lock 'n Load Tactical: Heroes in Defiance thumbnail

Lock 'n Load Tactical: Heroes in Defiance

Lock 'n Load Tactical: Heroes in Defiance Rulebook

Table of Contents

Table of Contents

  • Community & Support
  • Heroes in Defiance Module Rules & Scenarios
    • 1.6.4 51 mm Mortar (British)
    • 1.6.5 Molotov Cocktails
    • 1.6.6 Captured MG34
    • 6.6 Hit & Run (H&R) Movement
    • 6.7 Opportunity Movement (OM)
    • 7.1 Heroes in Defiance Smoke-Laying Capabilities
    • 10.5 Terrain in Heroes in Defiance
      • 10.5.1 Tree-lined Roads
      • 10.5.2 Hills & Cliffs
      • 10.5.3 Orchards
      • 10.5.4 Fords
      • 10.5.5 Streams
      • 10.5.6 Bomb Craters
      • 10.5.7 Dead Cows
      • 10.5.8 Fire
    • 13.1 French Forces
      • 13.1.1 Encombrement
      • 13.1.2 Corps Franc
      • 13.1.3 French Squad Reduction
    • 13.2 German Forces
      • 13.2.1 SS Fanaticism
      • 13.2.2 SS Dedicated
      • 13.2.3 German Squad Reduction
    • 13.3 Belgian Forces
      • 13.3.1 Ambush
      • 13.3.2 Movement
      • 13.3.3 Belgian Squad Reduction
    • 13.4 Dutch Forces
      • 13.4.1 Hinderen
      • 13.4.2 Dutch Squad Reduction
    • 13.5 British Forces
      • 13.5.1 British Squad Reduction
    • 15.7 French Tanks
      • 15.7.1 B1-bis
    • 15.8 Bren Carriers
    • 15.9 No Rear Armor
    • 20.2.1 Starshell Capability in Heroes in Defiance
    • 21.5 Barricades
    • 21.6 Turrets
    • 23.0 Mounted Units (MUs)
    • 23.1 Horse Mounted Units (Cavalry)
    • 23.2 Motorcycle Mounted Units
    • 24.0 Rubber Boats
    • 25.0 Scenario Information

Community & Support

If you have any game questions, or if you are just looking for other gamers with whom to chat, you can find quick replies on our Forums: http://forums.lnlpublishing.com.

If any parts of this game are damaged, or you have any other support needs, please open a support ticket on our Support Ticket section: http://support.lnlpublishing.com.

You can also find additional game resources such as scenarios, counters, special rules and other community design ideas in our Resource section: http://forums.lnlpublishing.com/resources.

Heroes in Defiance Module Rules & Scenarios

1.6.4 51 mm Mortar (British)

This Mortar (often called a 2" mortar) was issued to Squads. It is treated as a Support Weapon (1.6) NOT a Weapon Team, and must be carried, crewed and fired by a Multi-Man Counter (MMC) or eligible Single-Man Counter (SMC). It CANNOT be fired from Building or Forest hexes.

The mortar has a Firepower (FP) of two (2), which is never halved as part of a multi-unit attack (but IS halved if fired by a lone SMC), a minimum range of two (2), and a maximum range of nine (9). The Mortar can only fire at spotted hexes, but can attack in one of two ways: 1) The Mortar can fire directly at spotted units in its LOS. Roll 2d6, choose the higher of the dice, and add it to the TOTAL FP of the attack the Mortar is participating in, apply all DFT modifications, and resolve the attack.

Example: If a 1-7-4-5 British Squad with a 51 mm Mortar fires at a target six (6) hexes away, the British player rolls 2d6, selects the higher die, adds it to three (3) (3 = the Inherent FP of the British Squad + FP of the Mortar), and resolves the attack. 2) The Mortar can fire indirectly, and does not need to have a LOS to the spotted target hex if the unit crewing the Mortar is adjacent to a friendly unit that does.

A unit can spot a hex and still direct the mortar's fire in the same impulse. Leadership does NOT affect the Mortar's FP when firing indirectly, and degrading terrain does not reduce it, but other DFT modifiers apply normally.

Do NOT place a FFE marker in the target hex in either of the above cases when firing the 51 mm Mortar; this Squad-level weapon rarely expended the amount of ammo needed to create a barrage. Units that direct the Mortar's fire are marked Ops Complete. Medics and Weapon Teams cannot direct the Mortar's fire. The Mortar CANNOT Opportunity Fire.

The Mortar cannot be moved when the assembled (FP- and range-showing) side is up. A Good Order Squad or Half-squad can flip the counter in the Rally Phase.

1.6.5 Molotov Cocktails

Molotov Cocktails are single-use Support Weapons with unique characteristics, including a range of 1 hex and an IFP of 1.

Molotov Cocktails can be used whenever a unit is eligible to use a Support Weapon. They are used once and then removed from play. They can be used along with a MMC or SMC's IFP to attack infantry and vehicles on the DFT. They can also be used in Melee or added to a unit's IFP when Close Assaulting a vehicle (17.1).

If a Molotov, or a multi-unit attack that includes a Molotov, Shakes an enemy unit when firing on the DFT (not when used in Melee) the enemy unit must retreat one hex, as described in 1.6.3 for Flamethrowers.

If a Molotov, or a multi-unit attack that includes a Molotov, Shakes a vehicle when firing on the DFT the Crew must Abandon the vehicle and retreat one hex, too, as per 1.6.3 for Flamethrowers.

Leadership Modifiers (LMs) DO affect Molotov attacks, unless the Leader is throwing the Molotov himself. Molotovs receive no other DFT modifications, although a MMC using its IFP in addition to throwing the Molotov receives DFT modifications.

Molotov FP is not halved when used by an eligible SMC (Leader, Hero).

1.6.6 Captured MG34

French MMCs possess a captured MG34 (blue background) in numerous scenarios in Heroes in Defiance. Such units do not suffer the penalty for firing a captured SW described in 1.6, but rather fire the gun with its full FP (2).

6.6 Hit & Run (H&R) Movement

Units with a red Movement Factor (MF) (e.g., MUs, 23.0) can perform H&R Movement. These units' intentions are declared at the beginning of their impulse and they are marked with an H&R marker. SMCs stacked with H&R-eligible units can also H&R Move. A unit (or stack) that is H&R Move capable can spend up to one half of its MF and fire at any time during its movement. When firing, two (–2) is subtracted from the unit's (or stack's) total FP.

Example: A Horse MU (12 MF) can spend 2 MPs, fire (–2 to its FP), and then spend its remaining 4 MPs. It need not move first and then fire.

6.7 Opportunity Movement (OM)

H&R-capable units (23.0) can Opportunity Move (OM) if not marked with a Moved, H&R, Fired or Ops Complete marker. OM occurs at any time a unit would normally be eligible for Opportunity Fire (no range conditions are required); such units can activate and perform any type of eligible movement and fire.

7.1 Heroes in Defiance Smoke-Laying Capabilities

MMCs from all nations in Heroes In Defiance have a Smoke-laying capability of 2 (see 7.0).

10.5 Terrain in Heroes in Defiance

Heroes in Defiance has some unique terrain and features. Rules for them are as follows.

10.5.1 Tree-lined Roads

All Tree-line Road hexes are considered open for spotting purposes, but are degrading terrain for all fire not traced exactly along the Road. LOS need only cross the line of trees for the hex to be degrading. See the TEC for more.

10.5.2 Hills & Cliffs

Movement Point (MP) cost is as per other terrain in the hex: +1 MP to move one level higher; +2 to move to two levels higher (in one hex); and +1 MP to move down two levels (in one hex). Moving up or down three levels from one hex to another is prohibited: these are Cliffs.

10.5.3 Orchards

Orchards are degrading terrain with a TM of +1 and a Level-1 height. They affect movement as follows: T = 4, O = 4, R = 6, L = 1.

10.5.4 Fords

Ford counters allow units to cross River hexes by expending 4 MPs (for all unit types). Fords are considered open terrain with a +1 TM.

10.5.5 Streams

There are different types of Streams based on the difficulty of crossing the hexside. The additional MP costs are delineated in the following table (P = prohibited):

Stream TypeLTOR
10000
2+1+2+3+4
3+2+4+6P
4+4+8PP
5PPPP

10.5.6 Bomb Craters

Bomb Craters markers represent the devastation from previous artillery barrages or aerial bombardments. They are represented by either +1 or +2 TM Bomb Craters markers. TM is cumulative with other terrain in a hex and/or Vehicles/Wrecks and Smoke, etc.

Bomb Craters and Foxholes cannot be in the same hex. Craters are considered Degrading terrain for spotting and LOS purposes. Bomb Craters affect movement costs, in addition to normal MP cost of the hex, as follows: +1 MP for T and Leg units, +2 MP for O units, Prohibited for R units.

10.5.7 Dead Cows

Dead Cows (and other livestock), whether from small-arms fire, Artillery or aerial attacks, were a part of the WWII battlefield. In HiD they are represented in some scenarios by Dead Cows markers. Dead Cows markers are usually placed during setup. They can only be placed in Open- or Degrading-terrain hexes. They have a TM of +1 and are considered Open terrain for spotting and LOS purposes. TM is cumulative with other terrain in a hex and/or Vehicles/Wrecks, Foxholes, and Smoke, etc. Dead Cows do not affect movement costs.

10.5.8 Fire

A Fire marker represents a large-scale inferno that has consumed the terrain in a hex. No units can occupy or enter a hex containing a Fire marker. A hex containing a Fire marker is considered Blocking terrain for LOS purposes.

13.1 French Forces

The French forces in HiD are comprised of regular infantry, elite Corps Franc and mounted Spahis. The regular infantry and Spahis have a French tricolor roundel as their IB (3.0) and the Corps Franc's IB is a skull and crossbones. The French have numerous Support Weapons and Weapon Teams and a variety of armored vehicles.

13.1.1 Encombrement

The French Army was equipped almost exactly as it was during the First World War. Because they wore heavy clothes, shoes and carried cumbersome gear, when they use Double-Time Movement (6.2) they only gain 1 MP instead of 2. This disadvantage doesn't apply to the French Corps Franc (2-3-4 and 1-3-4 MMCs) and MUs.

13.1.2 Corps Franc

French Corps Franc MMCs are elite units with special characteristics. Their Squads can Assault Move (6.1) and their Half-squads have Stealth Movement (6.4). Other abilities are as follows:

  • SRP: Units marked with SRP on their Shaken side (Corps Francs in HiD) can Self-Rally. But to rally they must roll a pair—any pair—on their Morale Check. Terrain does not affect the die-roll.

    Though the Corps Franc units' counter background is different from the regular French Leader counters, the Leaders can rally them (normally) and add their Leadership to attacks involving Corps Franc MMCs they are stacked with. An SRP MMC cannot attempt to rally twice during one Rally Phase—once normally, with a Leader or Hero, and, if that fails, again using SRP. A Corps Franc MMC stacked with a Shaken Leader can use its SRP instead.

  • Panache: Shaken Corps Franc MMCs can attempt to rally (using SRP) if an enemy unit enters its hex. If a Good Order Leader is in the hex, the Corps Franc MMC can attempt to rally normally, with Leadership Modifier and TM applying. Units that fail to rally are eliminated; those that do rally can fight in the Melee.

  • Corps Franc MMCs do not spawn Heroes.

13.1.3 French Squad Reduction

  • Whenever a French 1-6-4 Squad is reduced, replace it with a 1-4-4 Half-squad.
  • Whenever a French 1-5-4 Squad is reduced, replace it with a 0-4-4 Half-squad.
  • Whenever a Corps Franc 2-3-4 is reduced, replace it with a 1-3-4 Half-squad.
  • Whenever a French Mounted Spahi 1-12-4 Squad is reduced, replace it with a 0-12-4 Half-squad.

13.2 German Forces

The German forces in HiD are comprised of units from the Wehrmacht (light gray), SS (black) and Fallschirmjägers (blue). The Wehrmacht have MMCs, SMCs, Support Weapons (SWs), Weapon Teams, armored vehicles and mounted motorcycle units; their IB is an Iron Cross. Some Wehrmacht Squads can Assault Move (AM, 6.1). The SS MMCs can AM; they also have special abilities that are detailed in 13.2.1/2. The SS do not have vehicles and use Wehrmacht Support Weapons and WTs. Their IB is an SS insignia.

The Fallschirmjägers only have MMCs, SMCs and SWs—but they are tough fighters with a high Morale (6) and whose Squads can AM, too. Their IB is a Fallschirmjäger insignia.

13.2.1 SS Fanaticism

The SS were well known as never-say-die fighters. To simulate this, they ARE NOT automatically eliminated when a Melee-eligible enemy unit enters a hex with Shaken Melee-eligible SS units. Instead, the SS units attempt to rally. Leaders attempt to rally first, and then other units in the hex. Good Order (GO) Leaders apply their Leadership Modifier (LM) as described in 3.0, but a GO Leader IS NOT necessary for the SS units to attempt to rally before Melee.

Units that fail to rally are automatically eliminated; those that do rally can fight in the Melee. If the only GO units that are in the hex after the rally attempts are complete are Non-Melee-Eligible (NME), they are eliminated.

13.2.2 SS Dedicated

The SS were completely dedicated to the Fatherland's fight. To represent this, in each Rally Phase (3.0), the German player can either attempt to rally one SS unit that is not in a rally-eligible hex, or re-roll an unsuccessful rally attempt for one unit. In this case, rally-eligible hexes are defined as hexes with a friendly Leader, or under the Leader's influence (e.g., Leaders with the Charismatic Skill), or hexes containing a Hero.

13.2.3 German Squad Reduction

  • Whenever a Wehrmacht 1-6-4 Squad is reduced, roll 1d6: if the result is odd, replace it with a 1-5-4 Half-squad; if the result is even, replace it with a 0-5-4 Half-squad.
  • Whenever a Wehrmacht 1-4-4 Squad is reduced, replace it with a 1-3-4 Half-squad.
  • Whenever a Mounted Wehrmacht Motorcycle 1-4-20 Squad is reduced, replace it with a 1-3-20 Half-squad.
  • Whenever a SS 1-4-4 Squad is reduced, replace it with a 0-3-4 Half-squad.
  • Whenever a Fallschirmjäger 2-3-4 Squad is reduced, roll 1d6: if the result is even, replace it with a 2-2-4 Half-squad; if the result is odd, replace it with a 1-2-4 Half-squad.

13.3 Belgian Forces

The Belgian forces in HiD are comprised solely by the elite Chasseurs Ardennais. They are intrepid soldiers used to fighting in forests and hills of the Ardennes. Their counters are light yellow and their IB is a wild boar's head. They have SWs, WTs and a lone armored vehicle. Their MMCs can use Stealth Movement (6.4). They have other abilities as well.

13.3.1 Ambush

When fighting on home terrain (specified in an SSR), the Chasseurs Ardennais have the Ambush capability. When a Belgian unit (or stack) enters Melee with a unit that did not have LOS to the Belgian unit(s) at the beginning of the Belgian's impulse, the Belgian's FP is tripled for the first round of Melee. Additionally, this first round is considered non-simultaneous (exception: Reinforcing Melee, 8.1), and eliminated opponents are immediately removed from play.

13.3.2 Movement

It costs Belgian MMCs/SMCs only 1 MP to enter a Light Woods hex.

13.3.3 Belgian Squad Reduction

Whenever a Belgian 1-5-4 Squad is reduced, replace it with a 0-5-4 Half-squad.

13.4 Dutch Forces

The Dutch put a short but vigorous fight for their homeland; but their small army and outdated weapons were no match for the German blitzkrieg. In HiD, their counters are orange. They have MMCs, SMCs, Lewis Gun MG Support Weapons, a few older but still useful Weapon Teams and a pair of M39 armored cars. Their IB is an orange triangle.

13.4.1 Hinderen

The Dutch, like the French, were equipped for the First World War instead of the Second. Because they wore heavy clothes, shoes and carried cumbersome gear, when they use Double-Time Movement (6.2) they only gain 1 MP instead of 2.

13.4.2 Dutch Squad Reduction

  • Whenever a Dutch 1-5-4-5 Squad is reduced, replace it with a 0-5-4-5 Half-squad.
  • Whenever a Dutch 1-5-4-4 Squad is reduced, replace it with a 0-5-4-4 Half-squad.

13.5 British Forces

In HiD, the MMCs and SMCs of the British Expeditionary Force (BEF) are all tan/beige in color with a tricolor roundel for an IB. They have a few SWs and WTs as some armored vehicles that are slow but well armored.

13.5.1 British Squad Reduction

  • Whenever a British 1-7-4-6 Squad is reduced, replace it with a 1-5-4-6 Half-squad.
  • Whenever a British 1-7-4-5 is reduced, roll 1d6: if the result is odd, replace it with a 1-5-4-5 Half-squad; if the result is even, replaced it with a 0-5-4-5 Half-squad.

15.7 French Tanks

Most French tanks only have one position in the turret, for a Leader, main gunner, observer or loader, etc. To reflect this, open French tanks (except for the AMD 35) do not gain the –1 benefit on their OFT to-hit roll.

15.7.1 B1-bis

These tanks can fire their turret weapon(s) (4-Firepower machine gun and 2 HE-equivalent 47 mm cannon) at a target different from their hull weapon (75 mm, 3 HE-equivalent cannon) in the same impulse. When firing at the same hex, these guns share a Target Acquisition marker. The hull 75 mm can't be fired in an Assault Move, but is used when calculating Overrun Firepower (15.3).

15.8 Bren Carriers

The British Bren Carriers are Open-top vehicles. They have two 1-FP Bren MGs, one in a fixed forward-firing (covered arc) position and one on a 360-degree mount (the 1*).

If firing together at the same target, their FP is 2 and their range is 10. The MGs can also fire at separate targets (in the same impulse) in different hexes with a FP of 1 and a range of 7.

15.9 No Rear Armor

The German Pz Jäger I and Sig33 and the Belgian T-13 B3 are considered unarmored when targeted by small arms from the rear.

20.2.1 Starshell Capability in Heroes in Defiance

Leaders and Heroes from all nations in Heroes in Defiance have a Starshell Capability of two (2).

21.5 Barricades

Barricades are obstacles placed on Road hexes. They face a hexside and block that hexside (an arrow on the counter points to the hexside it blocks). Barricades observe all the rules for Walls except as follows:

  • Vehicles and MUs (23.0) cannot pass through a Barricade's hexside.
  • A Barricade can be attacked as if it was an armored vehicle and can be destroyed by any weapon using the OFT with a penetration value greater than 1. Barricades are considered to have an armor factor of 2. Barricades can be destroyed by a successful Close Assault (17.1), from either hex to which the barricade forms a hexside, and units attempting to do so aren't required to undergo a pre-assault Morale Check.
  • Barricades have a TM of +2, which is applied in the same manner as a Wall's.
  • A Barricade blocks LOS traced through, or along, the Barricade hex side from the same elevation to the same elevation. The Barricade doesn't block LOS to a hex in which it forms a hexside when traced from a hex through a barricade that forms one of the hex's sides, or when the LOS is traced from the firing hex along a Barricade that connects to the target hex. Barricades provide no TM against indirect fire (including TROMBLON Skill). TM is in addition to other terrain in hex.

21.6 Turrets

Turrets are considered to be immobile, buttoned vehicles. Turrets cannot move; they can only pivot as a tank turret, with the same –1 penalty to their FP on the DFT and +1 penalty to their to-hit roll on the OFT. Like buttoned vehicles, they cannot perform spotting attempts and they cannot be attacked with small arms, but they can be Close Assaulted. The star, placed where there would normally be an HE-equivalent factor, indicates that the turret gun (a 25 mm anti-tank gun (ATG), in this case) cannot fire HE.

Note: The French 25mm ATG WT does not have an HE-equivalent either.

23.0 Mounted Units (MUs)

MUs are MMCs on motorcycles, bicycles, sidecars, horses etc. They represent 5 to 10 individuals and their mounts. They are considered a MMC except as noted below:

  • Stacking: MUs are considered Squads, but no more than two MUs can be in a hex, e.g., you can have two MUs and one Squad, or one MU and two Squads, but not three MUs.

  • Movement: MUs use the O column on the Terrain Effects Chart. MUs cannot Double-time (6.2).

  • MUs cannot Low Crawl.

  • Units subtract one (–1) from their Firepower (FP) when firing at MUs either moving or marked with a Moved or H&R Move marker (6.6).

  • Add one (+1) to FP when firing at a MU that is not moving or marked with a Moved or H&R Move marker (exposure).

  • Units add one (+1) to their OFT to-hit die roll when firing at MUs either moving or marked with a Moved or H&R Move marker (6.6).

  • Units subtract one (-1) to their OFT to-hit die-roll when firing at a MU that is not moving or marked with a Moved or H&R Move marker (exposure).

  • Mounted MUs do not spawn Heroes.

  • SMCs can accompany MUs as if the MUs were MMCs. SMCs can move with any MU with whom he is stacked, and share the mounted status and Movement Factor of the unit with which they are stacked.

  • Dismounting: MUs can dismount during their impulse by expending half of their Movement Factor (MF). They are then replaced by their corresponding foot unit, which is marked on the top center of the counter.

    These units can still spend half of their (new) MF. Enemy units can Opportunity Fire on MU in the hex in which they dismount, and receive +1 on the DFT for such fire and -1 on the OFT. Mounts are considered abandoned and cannot be used for the rest of the game.

23.1 Horse Mounted Units (Cavalry)

Cavalry cannot use Support Weapons (SWs) when mounted. They can, however, carry SWs as delineated in 1.6.

Cavalry can charge when entering Melee if the charge is executed against a unit that was at least two hexes distant at the beginning of the charging unit's movement (count the target hex, but not the attacker's hex).

The target of the charge cannot occupy a Building, Bunker, Marsh or Forest hex. When charging, Cavalry double their FP for the first round of Melee. Units targeted by a Charge must pass a Morale Check (TM applies); if they fail, they only defend (do not counterattack) during the first round of the Melee.

23.2 Motorcycle Mounted Units

MUs on motorcycles (denoted by the picture of the motorcycle on the counter) are motorcycle units. These units follow all the rules for MUs, with the following exception:

  • When mounted, motorcycle units can fire SWs with a FP of 2 or less as long as the SW does NOT use the OFT.

24.0 Rubber Boats

Units equipped with Rubber Boats are described in the scenario set-up, and the following restrictions apply:

  • Rubber Boats are considered one SW for portage (1.6 first paragraph) and are considered a PPO unit in regards to passenger capability (16.0).
  • Units equipped with Rubber Boats expend their entire MF when entering a River hex from a non-River hex and when exiting a River hex into a non-River hex. If moving from one River hex into another, Rubber Boats can move up to two hexes.
  • When units in a Rubber Boat are targeted (on a River hex, obviously), the firing unit adds +1 to their FP on the DFT and –1 to their to-hit roll on the OFT.
  • Units exiting a River hex cannot Assault Move, H&R or Low Crawl.
  • Units exiting a River hex into a hex occupied by enemy units can only defend during the first round of the ensuing Melee.
  • SMCs in a River hex must remain with the MMC with whom they are stacked.
  • Units in a Rubber Boat (on the River) cannot fire either their IFP or Support Weapons. Artillery fire cannot be called by units in a Rubber Boats.
  • Shaken units in a Rubber Boat can move away from enemy units and even debark on a River bank as long as they do not violate 5.1.

List of French Ranks and American Equivalents:

  • Mdl – Maréchal des logis: Sergeant
  • Adc – Adjudant chef: Warrant Officer 3
  • Ltn – Lieutenant: Lieutnant
  • Sgt – Sergeant: Sergeant
  • Cne – Capitaine: Captain
  • Asp – Aspirant

25.0 Scenario Information

The scenarios in this module are laid out, for thematic effect, in date order. If you are new to the LnLT system, a good starter scenario in this module is "Phony War". It's played on one Map, so it has a small footprint, and has a nice mix of Leg units, Support Weapons (1.6) and Weapon Teams (1.7), and a couple of fun Events (1.8). "Fighting the Hedgehogs" and "Kick 'em Out" are good scenarios to introduce a player to armored vehicles and ordnance (15.0 and 14.0). Both have only a few tanks in them and are both played on only one Map.

Once you have these down there are plenty of larger scenarios from which to choose.