Fire | Effect Dice | Effect | Time |
---|---|---|---|
Generally on Fire | 3 | 1D10 | Once burning will continue to burn (non-matallic only) |
Alcohol | 2 | 1D6 | 3D3 Turns on Metallic Continuous on Non-Metal |
Napalm | 4 | 2D6 | 3D3 Turns on Metallic Continuous on Non-Metal |
Molotov | 3 | 1D10 | 2D3 Turns on Metallic Continuous on Non-Metal |
White Phosphorus | 3 | 1D10 | 2D6 Turns on Metallic Continuous on Non-Metal |
If thrown, the line effect (see graphic) is used.
If dropped, the area effect "Second on in line of throw" is used (see graphic)
D100 | Special Effect |
---|---|
01-30 | No serious effect |
31-60 | Extensive scarring. Decrease the character's Looks category by the strength of the acid when it began its attack. |
61-70 | Character's sense of smell is impaired. |
71-80 | Character's sense of taste is impaired. Character will also have a speech problem. |
81-90 | Character is blinded in one eye. |
91-95 | Character is blinded in both eyes. | 96-00 | Roll twice for effects ignoring die rolls over 95. |
Metallic objects are not damaged by fire. The barrier value is compared against the effect die. If the effect die exceeds the barrier value, the barrier no longer protects from fire. In other words, the contents will catch fire.
Characters on fire require a full turn of rolling to attempt to put out the fire. At the end of the turn, the MNA is subtracted from the fire effect number, if the number is reduced to zero, the fire is out. Non-metalic armor below the effect dice total (damage taken) is destroyed.
When such nasties impact the ground, they will affect
the target hex and 0-2 additional hexes. The first additional
hex will be in the line of the throw. There is a 50% chance that
the second will also be in the line of the throw. Otherwise, it
will be adjacent to the first hex of splash. Book 2, Page 49
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