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When soldiers first take to the battlefield, there are trees, ruins, buildings, plenty of cover to take advantage of. But as the battle rages, the forest catches fire from an inferno round, the ruined industrial factory starts spewing molten metal from its vats that took a tank round, the already bombed out structures strain under the weight of explosives and begin to collapse their upper floors into the basement and foundation...by the end of any battle the battlefield will be a smoldering ruin filled with searing flames, blinding smoke, and the choking ozone and chemicals from the day's battle.
To simulate these effects, all area difficult terrain (woodlands, swamps, buildings, etc) are considered flammable/destructable. Any turn that one of these terrain areas takes a direct hit from a blast template or is at all hit by a template weapon, it is at risk of catastrophic fire or collapse.
- At the end of the player turn, roll a die for each at risk terrain, on a 2+ nothing happens. On the roll of a 1, that terrain piece has been "ignited."
- At the end of the following player turn the ignited terrain becomes dangerous terrain (if it was already dangerous terrain it is now lethal terrain).
- At the end of the following player turn the ignited terrain becomes lethal terrain. And all area terrain features that touch the lethal terrain must test each player turn to become ignited themselves.
I propose applying this to all blast/flamer weapons, regardless of fluff. Maybe that psychic template weapon misfired and released a bunch of demons of the warp who now call that woodland home. I also propose applying it to all area terrain: the woods catch fire, the building collapses into a pit/sink hole, an old buried gas tank detonates, there's a rock slide, the swamp has flammable fumes or the beasts living within decide to join the fight, etc. I like this idea because toward the end of the battle, all of your sit-n-shoot infantry are likely to be flushed out of their cover by the destructive events of the day. I think it also could bring out more dangerous and lethal terrain, which is usually lacking in most games I play.
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