Proposed — not yet reviewed by GM
AI-generated content. Review and update status to
canononce reviewed.
These tiles are on fire. Created by weapons with the 🔥 Ignite X tag.
Effects
- Count every burning tile you enter during your turn. If you end your turn in a burning tile, add 1 to that count.
- At the end of your turn, gain 🔥 Burn stacks equal to the count.
- One 🏊 END + 🏕 Survival Test resists the whole turn’s total, halving it (rounded down). You never test more than once per turn, however many tiles you crossed.
- These stacks are applied after any 🔥 Burn damage you already resolve this turn — they first tick on your next turn.
- Being moved into a burning tile against your will — 🔙 Knockback, a ➡️ Push — counts as entering it.
- Moving through Burning Ground costs no extra ⚡ AP.
The Fire Itself
- Burning Ground goes out at the start of the igniter’s turn, X rounds after it was lit, where X is the weapon’s 🔥 Ignite X value.
- Fire does not stack. Re-igniting a burning tile refreshes its duration instead of doubling it.
- It does not spread to new tiles on its own. Cover Objects standing in it still catch fire normally and burn on their own terms.
- Burning tiles are lit — they do not conceal, and they end 👥 Hide for anyone standing in one.
- Water, heavy rain, and ❄ Cryo damage put it out in the tiles they cover.
Related
- 🔥 Ignite X — the weapon tag that creates Burning Ground
- 🔥 Burn — the stacking damage-over-time effect it applies
- AoE Attacks — Line and blast areas, which is where Burning Ground gets its shape