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Join Date: Jan 2018
Location: Portland, Maine
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Someone on the TFT Facebook page asked if anyone had a simple TFT rules/guidelines on how fire may spread. He was fine if the timescale wasn't tactical. He wasn't looking to simulate the ‘physics of fire’ or anything.
I took up the challenge. Below is a suggestion for fire spreading in a village/town. This is an abstract form of burning a town down.
There is a gritty abstract mechanics that is also a 1 minute turn and uses a Village Map Hex.
Building External Fire can cause sparks that go beyond the building. When buildings are within 2 hexes (Melee Map hexes) of each other, the fire can jump buildings, most likely in the direction of any wind.
This fire does not take accelerants or magic fire into account. This would increase flame consumption. Here are several working tables that might help. Exterior Building Material.............Armor vs Fire Light, flimsy building..........................0 Standard wooden structure.................1 Wattle & Daub...................................2 ?................................................. .....3 Earthen or Adobe...............................4 Brick................................................ 6 Stone............................................. ..8 Protection from Flying Sparks. (Setting the roof on fire) Once the roof is pierced (reaches 0 armor), use normal gritty rules. Type of Roof...............................Protection from flying sparks Thatch/Cloth.....................................0 Wood Shingles...................................2 Clay Tile or Slate................................4 (this is an ablative every other turn) Accelerants* (Accelerant is consumed in 1 turn)......Add this to Fire Attack Gunpowder (not explosive)..................+3 Paper/vellum (large amounts)..............+2 Oil............................................... .....+2 Spirit alcohol......................................+2 Pitch, Resins......................................+1 Silk/Cotton (large amounts).................+1 *The accelerant can be in any Melee Hex of the V-Hex. If it is in multiple melee hexes, it will burn for 2 turns instead of 1. Moisture Wet............................................... ....Reduce fire attack by 3 Damp.............................................. ..Reduce fire attack by 1 Normal............................................ ..0 Arid (exceedingly dry and hot)..............Increase fire attack by 1 Already Inferno nearby (Temp reaches 1500df)...Increase fire attack by 2 Structure Sizes.....*Add HP for each story Structures – Footprint....................Melee Hex...../..Village Hex..............# of Stories Hut/shack........................................Megah ex or smaller/ .x.........................1 story Small Structure................................4 – 8 megahex/ 1.................................1 or 2 story Medium Structure..............................8 – 11 megahex/1.5.............................2 story Large Structure.................................12 – 20 megahex/2 - 3.........................2 or 3 story Manor............................................. .25 – 35 megahex/3 - 5..........................3 story ---------------------------------- Here is an example of a Simple Burning and a Gritty Burning. Simple Building ST = 10 Gritty Building: ST=10, Collapse check at ST=3. Armor = 3. Fire Attack = 1d6 75% (round down) of 10 is 7. This is when an interior fire goes exterior. 25% (round up) of 10 is 3. This is when there is a chance of building collapse. Fires can start inside or outside the building. In this example, Damage in these examples is indicated in the beginning of the next turn. SIMPLE BURNING TOWN Turn 1 ST=10 Fire roll 1d6=3 Building starts to burn Turn 2 ST=7 Fire roll 1d6=4 Fire rages Turn 3 ST=3 Fire roll 1d6=1 Building continues to burn Turn 4 ST= 2 Fire roll 1d6=3 Building continues to burn Turn 5 ST=0 Entire building consumed GRITTY BURNING TOWN Turn 1 ST=10/3, Armor 3 Fire roll 1d6=3 3-3=0...................Building does not start burning Turn 2 ST=10/3, Armor 3 Fire roll 1d6=4 4-3=1...................Building starts to burn Turn 3 ST=9/3, Armor 2 Fire roll 1d6=1 1-2=0...................Fire stays in same spot Turn 4 ST=9/3, Armor 2 Fire roll 1d6=3 3-2=1...................Building continues to burn Turn 5 ST=8/3, Armor 1 Fire roll 1d6=4 1-4=3...................Fire increases greatly Turn 6 ST=5/3, Armor 0 Fire roll 1d6=3 3...........................No more resistance to fire, temp soars Turn 7 ST=2/3, Armor 0. Collapse roll 1d6=2...Building does not collapse Fire roll 1d6=1 1............................Building continues to burn, more than 75% consumed. Turn 8 ST=1, Armor 0 Fire 1d6=5...............(flare up) 0.............................Entire building consumed Roll Fire Attack on building across the street Any comments?
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