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v5.1 Rules Highlight

Devin Heinle

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Apr 6, 2019
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With the upcoming release of the Lock and Load Tactical v5.1 ruleset that will see a whole host of clarifications and corrections and updating and clearing up of rules, there is also a small handful of rules that we are introducing to the LnLT rules set.

At this time we would like to highlight the new Fire rules we are introducing.

We have seen Fire in previous scenarios a handful of times and they have only existed as Scenario Special Rules. With input from the community expressing an interest in the creation and spreading of Fires in scenarios, we decided it was time to implement them

Basically Fires can be started anytime there is an attack on a Flammable hex that has enemy units in it. Fires will not be started outside of this condition. It is not a guaranteed thing that can happen. If you roll a natural 6 on an attack roll then there is a chance for a Fire Check and a follow-up dice roll is needed to confirm if a Fire starts in a Flammable hex. If this Fire Check is successful then you place a Fire 1 marker in the target hex.

Fires exist in 2 stages. Fire 1 and Fire 2. Fire 1 markers represent a small isolated fire that units in a hex have a chance to try and put out or may go out on their own. They are small fires that you won't have to worry about too much-yet. Most Units may remain in or move into a Fire 1 hex and conduct normal Impulse actions as well as taking an action to attempt to put the Fire 1 out.

During the Administrative Phase, a Fire 1 marker has the opportunity to spread to adjacent Flammable hexes and locations, burn out on its own, or become a raging Fire 2.

Fire 2 markers represent a fully engulfed fire that forces existing units out of them and prevents any units from moving into them and will remain that way until the end of the game. Yes, it is possible that this will engulf a Victory Location and make it unable to be captured.

Future Module rules and SSRs will modify the Fire Check dice rolls and even the spreading and putting out of Fire markers depending on existing battlefield conditions being wetter or dryer than a normal baseline condition.
 
Joined
Sep 15, 2013
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Sounds good!

Re; natural 6 on an attack roll then there is a chance for a Fire Check and a follow-up dice roll is needed to confirm if a Fire starts in a Flammable hex will the be a base fire number with modifiers i.e. wooden building, stone building etc or will there be a list of terrain types with activation fire activation numbers for each?
 
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