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battlefield-terrain [2025/09/19 09:29] – [WALLS, HEDGES AND FENCES] fantasyadminbattlefield-terrain [2025/09/21 18:09] (current) – [FIRE DAMAGE] fantasyadmin
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 Troops are free to enter a building via the door or Troops are free to enter a building via the door or
 windows shown on the model. To enter a building a windows shown on the model. To enter a building a
-unit must be within 5 cms of it at the start of the turn+unit must be within 5 cm of it at the start of the turn
 and have the order Break Formation. It will then and have the order Break Formation. It will then
 enter the building and reform inside. Movement enter the building and reform inside. Movement
Line 523: Line 523:
 the walls and thatch. the walls and thatch.
  
 +==== COVER FROM BUILDINGS ====
 +
 +Troops inside buildings receive the benefit of the
 +heavy cover modifier when they are being fired on.
 +
 +Combat in buildings can only be initiated by
 +attacking units moving into base-to-base contact
 +with the building's windows or doors. Under such
 +circumstances the occupying troops receive the
 +benefit of heavy cover, while the attackers receive no
 +benefits at all. Attacking troops can only enter a
 +building when they achieve a pushback (see Chapter
 +9: Combat) or if they force the defenders to rout or
 +retire. Once inside both attackers and defenders
 +receive the benefit of medium cover.
 +
 +Troops defending buildings are not obliged to
 +leave the building if they achieve a pushback on the
 +attackers. They only follow up a pushback if they
 +want to. Nor are they obliged to make a pursuit move
 +if they rout the attacker.
 +
 +==== DEFENCE VALUES OF BUILDINGS ====
 +
 +Each door, wall and roof of a building has a defence
 +value. This value represents the amount of damage it
 +can absorb before it collapses. In most battles there is
 +no point in assigning values to buildings until
 +someone announces they want to start demolishing
 +them—as such activity rarely takes place.
 +
 +When the defence value of a door has been reduced
 +to zero it is destroyed. When the defence value of a
 +wall has been reduced to zero it is assumed it has
 +collapsed, or in the case of attacking creatures that a
 +breach has been forced equal to their base size. When
 +the defence value of a roof has been reduced to zero it
 +is presumed it has collapsed or in the case of
 +attacking creatures, the attackers have hacked a
 +hole in it equal to their base size.
 +
 +To find the defence value of any structure roll the
 +dice shown on the table below:
 +
 +^ Structure              ^ Defence Value ^
 +| Dry stonewall          | 3D4           |
 +| Hedge                  | 2D4           |
 +| Fence                  | 1D4           |
 +| Stone/Brick Building   | 3D6           |
 +| Wood/Wattle Building   | 4D4           |
 +| Domestic Door/Roof     | 1D4           |
 +
 +==== DAMAGE TO BUILDINGS ====
 +
 +Only double handed weapons, polearms, fire,
 +magic or creatures of troll size or greater, can
 +seriously damage buildings. Weapons such as rams,
 +catapults and bolt-throwers will be covered in the
 +FANTASY WARLORD supplement BESIEGED.
 +
 +Double handed weapons, polearms and large
 +creatures damage buildings by inflicting hits in the
 +same way troop casualties are normally calculated.
 +Magical weapons are treated slightly differently.
 +Dragon Fire and the spells Fire Ball, Lightning Bolt
 +and Blast of Flame will hit a building automatically
 +and if it is inflammable, set it on fire. When such
 +spells hit a building they cause three points of
 +damage on the first turn, four on the second, five on
 +the third, etcetera until they are extinguished or
 +have destroyed the target. Missiles of Fire and Blades
 +of Fire, if they hit a building, will also set it on fire. In
 +these cases treat the fire according to the fire damage
 +rules detailed below. The spell Minor Earthquake
 +will cause three D6 damage to any buildings, walls
 +etc. caught in its field, while the spell Earth Tremor
 +will cause one D6 damage. Tornadoes automatically
 +destroy any buildings, or those parts of walls, hedges
 +or fences in their path (see the spell for Tornado on
 +page 127), while whirlwinds cause two D6 damage to
 +the wall they hit (see the Failed Magic Table on the
 +Magic Sheet).
 +
 +==== FIRE DAMAGE ====
 +
 +Fire only damages buildings which are
 +constructed of inflammable material such as wattle
 +or wood or buildings with thatch roofs. Fire damages
 +an object at an ever increasing rate. Simply put this
 +means that on the first turn it causes one point of
 +damage and then in phase one of turn two, two
 +points, turn three, three points, then four points
 +etcetera, until the object is destroyed.
 +
 +As soon as 50% of the object has been destroyed by
 +fire, any troops sheltering behind it or if it is part of a
 +building inside it, must either evacuate the building
 +or roll for casualties. Fire casualties are checked for
 +by rolling one D100 per figure. If the score is 51% or
 +over the figure is killed. If the figure is a character or
 +monster, instead of being automatically killed, it is
 +assumed to have received two wounds and must roll
 +for these on its hit table. Casualties are rolled for in
 +phase one of every turn thereafter, that the unit,
 +character or monster remains in the building.
 +
 +=== EXTINGUISHING FIRES ===
 +
 +Extinguishing a fire in the middle of a battle is
 +difficult but not impossible.
 +The easy way is to use Arcane Magic. The spell
 +Extinguish Fire will automatically put out the fire in
 +any one building, while the spell Downpour will
 +extinguish any fires that fall within its area.
 +The hard way is to try and put out a fire by hand. To
 +extinguish a fire that may affect one of your units, it
 +must be given the order 'Break Formation, Fire'. In
 +phase eight of the turn roll one D100 for each figure
 +involved. On a roll of 50% or more one point of fire is
 +extinguished. If in one turn all the fire damage for
 +that turn is extinguished then the fire has been put
 +out. Otherwise it will continue to burn according to
 +its usual increasing rate until the building is
 +destroyed.
 +
 +Units that are attempting to extinguish a fire,
 +count as being disordered if they are attacked in the
 +combat phase of the same turn, and their attacker
 +enjoys the Combat Modifier for a Flank Attack.
 +When a fire is extinguished or the fire fighters
 +give up, they are automatically assumed to reform
 +into their original formation, at no movement
 +cost.
 +
 +----
 +
 +[[missile-fire|CHAPTER 8. MISSILE FIRE]]
battlefield-terrain.1758266989.txt.gz · Last modified: 2025/09/19 09:29 by fantasyadmin

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