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> Flamethrower Stats
Stephen_E
post Oct 2 2006, 10:55 PM
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Does anyone know of Flamethrower stats in a SR4 book, or have the stats from a SR3 book that I could convert.

I'm looking at building a PC who uses a flamethrower as his main combat weapon, but while the SR4 core book talks about it in the skills section (Exotic weapon IIRC) it doesn't provide any stats I can find.

Thanks
Stephen
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GrinderTheTroll
post Oct 2 2006, 11:27 PM
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QUOTE (Stephen_E)
Does anyone know of Flamethrower stats in a SR4 book, or have the stats from a SR3 book that I could convert.

I'm looking at building a PC who uses a flamethrower as his main combat weapon, but while the SR4 core book talks about it in the skills section (Exotic weapon IIRC) it doesn't provide any stats I can find.

Thanks
Stephen

None in SR4 core, but it'll show up in Arsenal I would imagine.
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lorechaser
post Oct 3 2006, 12:09 AM
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Personally, I'd stat it up as a line attack out 10 meters, with a flat 6 dice of fire damage, with an option to sweep for additional targets at a penalty akin to changing targets (-2, iirc).
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kzt
post Oct 3 2006, 12:18 AM
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QUOTE (lorechaser)
Personally, I'd stat it up as a line attack out 10 meters, with a flat 6 dice of fire damage, with an option to sweep for additional targets at a penalty akin to changing targets (-2, iirc).

The nasty part is that it covers what it hits with burning napalm, which keeps burning until you put it out or until it burns out in a minute or two.
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Eryk the Red
post Oct 3 2006, 12:22 AM
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I'd probably make a flamethrower work like a shotgun firing flechette. Most flamethrowers would have a specific amount of spread, probably narrow or medium, but there could be a fancy flamethrower than has multiple modes.
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lorechaser
post Oct 3 2006, 12:38 AM
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Each round, resist 6-(num rounds)P damage of fire, unless you scrape it off?
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Lagomorph
post Oct 3 2006, 12:42 AM
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I'd imagine it would work similarly to the pain inducer
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Eryk the Red
post Oct 3 2006, 01:11 AM
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'Course, the pain inducer just works as long as your pointing it at someone. A flamethrower covers the target in flaming fuel. Slightly different circumstances. I'd say it causes continuous damage equal to the base damage of the flamethrower (or maybe your net hits on the attack roll?) each turn, for a given number of turns. (I wouldn't know how long, I'm not sure how long that kind of fuel will normally burn for.)
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zadiac
post Oct 3 2006, 05:19 AM
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perhaps you could use your net successes in rounds or so.
based on how well you soak the poor jerk down.
i would figure the extremities (arms/legs) would be easier to get it off of, whereas the torso/head would be... painful.
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Geekkake
post Oct 3 2006, 06:40 AM
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This is goddamned great against spirits. Slips right past the Immunity to Normal Weapons, and does a ton of elemental damage.

The way I'm working it out with my GM at this particular moment is that the initial attack does base 6P fire + net hits gross damage (before resist) after Dodge. Each following round reduces the gross damage by -1 until the fire is reduced to 0P and goes out. So, for example, with three net hits, the flamethrower would do 9P on the initial hit, 8P the next round, and so on.

We're currently considering ways the victim can reduce the burning times (as it were), including removing soaked clothing.

[edit]: Fun fact: we've decided to use the same rules for molotovs and general dousing. Happy lobbing!

Further consideration raises the questions: how does armor assist with resisting fire damage in this manner? And damage-stopping 'ware? Obviously, bone lacing and platelet factories would be useless. But what about dermal armor, natural and 'ware? Sure, the skin burns, so that's P damage right there, but good dermal armor would assist in reducing deeper tissue damage from el fuego. Thoughts?
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kzt
post Oct 3 2006, 07:02 AM
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QUOTE (Stephen_E)
Does anyone know of Flamethrower stats in a SR4 book, or have the stats from a SR3 book that I could convert.

I'm looking at building a PC who uses a flamethrower as his main combat weapon, but while the SR4 core book talks about it in the skills section (Exotic weapon IIRC) it doesn't provide any stats I can find.

Thanks
Stephen

Well the old M9A1 flamethrower (which is probably what he's thinking of) has, in reality, only enough fuel for 6 seconds of continuous fire (or 3-4 short bursts), a max range of 45-55 meters, (with thickened fuel, max of 20-25 with just gasoline). It weights 52 pounds and consist of a fuel canister, a pressure vessel, the igniter cylinder and the flame gun.

Exactly how long the fuel burns is unclear, but the phrase "is extremely difficult to extinguish" is used. I've seen figures ranging from "15-30 seconds" to "several minutes". So assume 10 combat turns of burning time.

Based on SR3 I'd say it would do 10P damage per combat turn, with more successes causing more damage. Full body armor would protect until it heats up, which it would pretty quick when covered with 1200C napalm. As it's hard to breathe when the air is at 1200C, having a sealed air supply would be helpful.

The main drawback is that you'll burn down anyplace you use it, it's blatantly obvious, it's heavy as hell, it's really short ranged, and you only get a few seconds of fire. (it doesn't tend to blow up when shot, unlike what Hollywood shows)

But it's hugely intimidating and really, really lethal against unprotected people. And really good if you like to start fires.
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Stephen_E
post Oct 3 2006, 11:58 AM
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Thanks guys. This has been a lot of help.

Something I've gotten from some reading I've been doing on Flame throwes is that anyone been attacked by a Flamethrower should have to make a Composure check to avoid running. Probably requiring 1 successes if you're within range. One of the major sucesses in WW2 was the speed troops in dugin fortifications would surrender or run at the 1st blast of fire. US Marines loved the effect it had on dugin Japanese soldiers that would've taken major troop assaults to defeat/move.

Possibly the way to handle armour is apply a cumalative -4 AP/end of round penalty to non Fire Resistant armour, and when that's gone a -1 AP/round penalty to Fire Resistant armour.

Also anyone on fire has to make a Composure (2) check to do anything other than run or try and put the fire out, with no successes = you stay where you are screaming and flopping around taking no effective action. People on fire have great difficulty acting rationally. When it's really HOT fire it's going to be worse.

Stephen
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zeb.hillard
post Oct 3 2006, 02:05 PM
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I have damage be continuious, modified by net number of hits for accuracy in the dousing with fire part.

To reduce the damage from fire, I use a system that it takes a complex action, and you roll Agility+Intuition. Each hit reduces the amount of fire damage that you are taking by one. And, when it's reduced to 0, you successfully smother the flames.
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BRodda
post Oct 3 2006, 03:08 PM
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QUOTE (Stephen_E)
Thanks guys. This has been a lot of help.

I'm not sure I'd like a PC having one of these things. If you think the availability on a Panther is bad it has to be X20 higher for a military flamethrower. If you want your local friendly rigger to make one I think that's fine. It would do less damage and be more prone to glitches IMHO.

Glitching with a flamethrower would make me think twice about carting one around.
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lorechaser
post Oct 3 2006, 04:02 PM
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Much as I hate to do it, I have to go back to d20 modern. The d20 modern flamethrower's backpack can be specifically targetted. It has hardness 5 and 5 hp (which would translate to about body 2, armor 2, I think). If you rupture the backpack, the wearer takes 2x the flamethrower's damage, and everyone adjacent takes normal damage. I think maybe the equivalent would like ExEx - if it ruptures, take an attack, with no resistance, and everyone around you takes a normal attack?
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deek
post Oct 3 2006, 04:22 PM
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I had a couple NPCs with flamethrowers and we did have someone targetting the backpack. We used the barrier rules though and set it at reinforced material, which I believe is Armor 8, Stucture 9. Granted, took the structure rating down, due to it not being 10cm thick, so really, I figured that the Armor could stay at 8 but to pierce a hole in the tank, the Structure would be a 3.

I didn't end up having a player pierce the tank though, so I didn't have to figure out exactly what would happen in the explosion...but I thought I put it at 6P with no soak and -1DV per meter radius. I probably could have made that x2...and then obviously there was fire damage on top of that...
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lorechaser
post Oct 3 2006, 04:26 PM
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I'm not too familiar with the structure rules, but I don't think the flamethrower tank would be particularly strong, unless you've reinforced it.
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deek
post Oct 3 2006, 04:29 PM
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Yeah...I could see it either way, but at the time, we all agreed that the tank would be pretty strong material. I was adjusting stats from the 3rd edition flamethrower for 4th edition...none of the players ended up being targeted by the flamethrowers, so getting it perfect wasn't a major concern.

Granted, I would take more time if one of my players were wanting to use one on a regular basis...
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kzt
post Oct 3 2006, 05:16 PM
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QUOTE (lorechaser)
If you rupture the backpack, the wearer takes 2x the flamethrower's damage, and everyone adjacent takes normal damage.

Unless you are actually firing the FF the fuel tank isn't pressurized. You poke a hole in a tank of napalm (which is difficult to start burning - that's why there is an igniter cylinder) and it oozes out. You put a hole in the Nitrogen tank it might knock you down.

In hollywood all cars explode when they crash.
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lorechaser
post Oct 3 2006, 05:24 PM
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Being horrible uneducated in these matters, would the bullet's passage through the tank be enough to ignite it?
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kzt
post Oct 3 2006, 05:43 PM
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QUOTE (lorechaser)
Being horrible uneducated in these matters, would the bullet's passage through the tank be enough to ignite it?

Information I've seen is typically no. And it's unikely to explode if it ignites, as there is no oxygen in the tank. Your most likely, at worst, getting flaming goo spraying out of the entrance and exit holes.

I'd just shoot the guy holding it in the head. More dependable.
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Austere Emancipa...
post Oct 3 2006, 05:58 PM
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You are unlikely to ignite a car gas tank by firing a (non-incendiary) bullet through it, and napalm is far more difficult to ignite. Do common forms of weaponized napalm even undergo vaporization, which would allow for a serious flame-out?
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Geekkake
post Oct 3 2006, 07:38 PM
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QUOTE (Austere Emancipator)
You are unlikely to ignite a car gas tank by firing a (non-incendiary) bullet through it, and napalm is far more difficult to ignite. Do common forms of weaponized napalm even undergo vaporization, which would allow for a serious flame-out?

I can't speak toward military quality napalm, but my personal experience with the stuff is that no, won't happen. Mostly, just oozes out onto the ground, where in a few days, you get a nice puddle-shaped chunk of non-flammable polymer.
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Shrike30
post Oct 3 2006, 07:45 PM
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I was always a fan of the Shiawase Blazer, the Aliens-style flamethrower from Cannon Companion. Portable enough to be reasonable to use, enough ammo for a few shots... great little toy, IMO.
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blakkie
post Oct 3 2006, 08:10 PM
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QUOTE (Geekkake @ Oct 3 2006, 01:38 PM)
QUOTE (Austere Emancipator @ Oct 3 2006, 12:58 PM)
You are unlikely to ignite a car gas tank by firing a (non-incendiary) bullet through it, and napalm is far more difficult to ignite. Do common forms of weaponized napalm even undergo vaporization, which would allow for a serious flame-out?

I can't speak toward military quality napalm, but my personal experience with the stuff is that no, won't happen. Mostly, just oozes out onto the ground, where in a few days, you get a nice puddle-shaped chunk of non-flammable polymer.

'Napalm' could be refering to a number of different substances. But if it doesn't produce enough vapour in a standard atmosphere to, at least on a hot day, flash then it isn't actually a flammable. That said diesel is definately a flammable and it doesn't really 'splode like gasoline will because the vapour pressure is much lower (produces less fumes) for the portions of it that give it that flammable quality.

Now the US military Napalm-B of Vietnam infamy isn't quite the same stuff as you'll get cooking up your own at home by dissolving styrofoam in gasoline. Napalm-B has a much higher percentage of benzene, benzene being one of main components of gasoline that gives it's fumes that POP.

P.S. Something to note is that a lot of the deadliness of napalm comes from the fact that it'll quickly eat up most of the oxygen in the air. So even if you don't burn to death you'll likely be smothered, or perhaps even be accutely poisoned by carbon monoxide and other toxins in the smoke.
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