Proposed — not yet reviewed by GM

AI-generated content. Review and update status to canon once 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.
  • 🔥 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