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Posted: Wed Jul 07, 2010 7:30 pm
by Dr StrangeBrik
I like these rules. Straightforward enough to keep the game moving, but with enough detail to make it a reasonable simulation.

I was wondering however, is there any way in which the fire damage on minifigs could be considered cumulative? As I read it, a minifig could happily potter about the battlefield whilst on fire indefinitely, so long as the Fire Level didn’t rise above 1, since it would never do enough damage in any given turn to overcome his armour value of 4.

Of course, he’s actually likely to be running about randomly, screaming and setting alight anything combustible nearby - so I wouldn’t have any complaints. Admittedly, the chances of avoiding a critical on several successive d4 rolls is pretty small, but it just seems that there must be a point at which his armour burns through (or heats up like a waffle iron) and he collapses in a greasy heap like a sizzling platter...

Posted: Thu Jul 08, 2010 8:29 pm
by Dr StrangeBrik
Actually, the more I think about it, the more amusing the picture of a blazing minifig torch indefinitely stumbling around, setting fire to friend or foe alike gets... Which reminds me, I must get some fire elements with my next pick-a-part order...

Posted: Mon Aug 16, 2010 10:23 pm
by Gungnir
IVhorseman wrote:Image
"Doctor, it burns when I pee!"

I'm going to agree that fire should do cumulative damage. At leas to any armor the minifig might be wearing. Maybe, if a unit is on fire after x turns (x = target's size - fire size), any extra armor it's wearing melts/burns off.

Posted: Tue Aug 17, 2010 1:32 pm
by IVhorseman
Dr StrangeBrik wrote:Actually, the more I think about it, the more amusing the picture of a blazing minifig torch indefinitely stumbling around, setting fire to friend or foe alike gets... Which reminds me, I must get some fire elements with my next pick-a-part order...
yeah, that's pretty much the idea.

A burning minifig can't take any orders, and will pretty much just run around screaming until either the fire goes out completely or the minifig dies. The side effects of this should present themselves pretty immediately.

Posted: Tue Aug 17, 2010 1:36 pm
by Warhead
:shock: HE'S ALIVE! :D

Posted: Tue Aug 17, 2010 1:44 pm
by IVhorseman
Back from the grave, baby. I went to Hawaii for a month and reformatted my computer. Only now have I finally fixed (almost) everything up on my laptop, ranging from a broken-ass keyboard to an expired copy of windows 7, and here i am!

Posted: Tue Aug 17, 2010 1:47 pm
by Warhead
Let mayhem commence! :twisted:

Posted: Fri Aug 12, 2011 2:36 pm
by Skyian Leader
Indeed :twisted:

Posted: Fri Aug 12, 2011 8:37 pm
by aoffan23
:roll:

Posted: Fri Aug 12, 2011 11:39 pm
by Silverdream
Skyian Leader wrote:Indeed :twisted:


:ftw: We have a winner!

Posted: Mon Aug 15, 2011 1:10 pm
by Keldoclock
IVHORSEMANG IS BAAAACK BITCHES!


Let the sweet houserules and tanksnobery commence!

Posted: Mon Aug 15, 2011 1:44 pm
by Tzan
Keldoclock wrote:IVHORSEMANG IS BAAAACK BITCHES!


Let the sweet houserules and tanksnobery commence!

:haha:

Posted: Mon Aug 15, 2011 7:11 pm
by Silverdream
Tzan wrote:
Keldoclock wrote:IVHORSEMANG IS BAAAACK BITCHES!


Let the sweet houserules and tanksnobery commence!

:haha:
:owned:

Posted: Mon Aug 15, 2011 8:34 pm
by mgb519
:csi:

Re: IV's homebrew 2005 rules for fire

Posted: Mon Jan 30, 2012 5:02 pm
by Legofighter
The rules look good
here's an extract from Evuul Stevie's Pirate Game concerning fire (it may mean nothing to many of you,but heres in simpler words for all of those:
each turn, fire doubles in size (except if creation fire size limit reached))
Fire and Fire Damage
Ships may catch fire due to heated shot (q.v.), or by deliberate action of their crews (or an extremly succesful enemy cannon shot). It takes one crew action to place a fire marker. It takes one successful Damage Control to remove one. After the Damage Control phase every turn, place a new fire marker beside each remaining one (or as close as possible).


Edit: mgb519, your signature is pure badass!