Flamethrower rules: Difference between revisions
(Created page with "This page is part of the combat rules, specifically the ranged combat rules.<br><br> <br> Flame throwers fire a stream of flammable liquid, usually napalm. This stream burns relatively long on target, it's very hot and very difficult to extinguish. <br><br> The most common source of napalm in post apocalyptic California are military M12 Napalm-Tanks that were used by the military as ammunition. Each tank stores enough napalm...") |
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Flame throwers fire a stream of flammable liquid, usually napalm. This stream burns relatively long on target, it's very hot and very difficult to extinguish. <br><br> | Flame throwers fire a stream of flammable liquid, usually napalm. This stream burns relatively long on target, it's very hot and very difficult to extinguish. <br><br> | ||
The most common source of napalm in post apocalyptic California are military M12 [[Napalm-Tanks]] that were used by the military as ammunition. Each tank stores enough napalm to fire continuously for 8 seconds.<br><br> | The most common source of napalm in post apocalyptic California are military M12 [[Napalm-Tank|Napalm-Tanks]] that were used by the military as ammunition. Each tank stores enough napalm to fire continuously for 8 seconds.<br><br> | ||
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In principle it costs 5 action points to fire this stream for one second. After three rounds the napalm has burned out. The damage taken per round is as follows:<br><br> | In principle it costs 5 action points to fire this stream for one second. After three rounds the napalm has burned out. The damage taken per round is as follows:<br><br> | ||
Latest revision as of 21:03, 25 July 2024
This page is part of the combat rules, specifically the ranged combat rules.
Flame throwers fire a stream of flammable liquid, usually napalm. This stream burns relatively long on target, it's very hot and very difficult to extinguish.
The most common source of napalm in post apocalyptic California are military M12 Napalm-Tanks that were used by the military as ammunition. Each tank stores enough napalm to fire continuously for 8 seconds.
In principle it costs 5 action points to fire this stream for one second. After three rounds the napalm has burned out. The damage taken per round is as follows:
Round: 2 D10 + 5 Fire damage
Round: 1 D10 + 5 Fire damage
Round: 1 D10 Fire damage
If one fires on the target again in the next round, the damage taken begins anew like in the first round.