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Flamers [SG2] - Personal and Vehiclular

From: "The Nameless One (aka Thomas Barclay)" <kaladorn@h...>
Date: Fri, 08 Oct 1999 02:16:15 -0400
Subject: Flamers [SG2] - Personal and Vehiclular

Here's my take:

1. It is a terror weapon.
2. I think wound resolution from a flamer should be more severe - the
burns are hard to treat. Apply a -1 to a die roll for resolving an
unresolved casualty. Even in 2188, this'll be gross.
3. A flamer carrier is kind of an insane fool. The same thing that can
kill the enemy can kill you. Shots against one of these guys should be
resolved as if they were either 1) an extra die type higher in impact or
2) having a whole second impact die! Flamers are dangerous. To everyone.

4. Don't make hits on the target squad automatic - the flamer operator
stil has to be able to lay flame onto his target. And his targets can
still move or find cover or whatever.
5. You've made assumptions about armour not being flame proof. I think
any sealed interface style armour (NSL or IF semi-powered stuff) would
be good proof against this. OTOH, you've made the assumption the flame
gel isn't laced with stuff like thermite to just jelly the armour - so
does armour give you extra protection? Good question. My guess is that
any armour that can seal should be evaluated at normal values. Any
armour that does not, should be shifted down one die type. Note:
conventional armour IS of some use in a glancing blow - for example, I
have flaming gel on my back - enough to be terrible if all I had on was
a coat - I have on Kelfex-2185 and it take a second or ten to burn
through (it will burn through) and it gives me time to shrug out of the
armour and avoid the damage. So, I think even standard body armour
should have SOME effect.
6. Tom contends that armoured vehicles are immune. I don't think so.
Now, one theory has it that they all have fire suppression systems.
Sure.... but I still think they can be affected by a flamer and those
systems are not "bulletproof". Soft top vehicles are at a horrible
disadvantage to these things. And anything that carries ammo or
combustible fuels is a fine candidate to explode. And for sure Green
crews that get hit by a flamer should test for Panic or Bail Out.

Flamers effectiveness should be based (mostly) on morale effects of
them. They are terror weapons. I agree with Tom, you should double the
effects of casualties from these (horrible way to go).

So, taken sort of collectively, what does that leave us:
=====================================
The Infantry Flamer

Area of Effect: 1 squad (like most other SG2 weapons, this is
abstraction) and the terrain it is immediately in or a vehicle

Firepower (oooh, bad pun): D8 (the infantry plasma gun too is a hideous
weapon but it has a slow RoF and uses a D6 FP so it makes sense this
should be D8)

Impact: D10*

Limited Ammo: Probably, if you track limited ammo for GMS. I'd guess 4-5
shots would be reasonable.

Armour effect: Unsealed, shift down one armour level when resolving
impact. Sealed, roll as normal.

Vehicle targets: Open topped or soft skinned, watch out. Roll D6 for
either of these. Sealed AFV, not generally too much problem, roll normal
armour dice.

Range: Either 6" or 1 RB depending on your taste. Either could be
substantiated from existing technology.

(Q: can a flamer be used to scrub off reactive armour? Hmmm...)

Close Assault: 2 die shift in quality up for the figure with a flamer

Casualty Effects: Unresolved casualties resolved with a -1 on the die
roll.

Penetrating And Non Penetrating Hits on Vehicles:
1. Risk of being set afire. Given the granularity of an SG2 turn,
infantry casualties will not have to deal with burn-on. Vehicles may
have a problem here. Any vehicle attacked by a flamer that suffers a
non-penetrating hit should roll a die type depending on the type of
vehicle - soft skinned or open top should roll d6 (this would include
grav bikes and motorcycles), and sealed AFV should roll d10. On a roll
of 1-3, the vehicle is afire. A fire counter should now be on the
vehicle. At the beginning of each turn, the vehicles on fire should be
tested. On a roll of the same die type, a roll of 4+ will extinguish the
fire. If that is not done, the vehicle takes another impact roll from
the flamer (d10 vs either d6 or vehicle armour) and the fire counter
remains. Repeat until vehicle is dead or fire is out.
2. Any vehicle penetrated by a flamer that contains combustible fuels or
explosive ammunition must roll d6. On a 1-3, the vehicle fuel cooks off
or the ammo does and the vehicle is Destroyed. (This means crew Bail Out
is more serious). For crew escape, a personal flamer is considered a
class 1 weapon (doubled as normal if the vehicle is destroyed and not
just disabled).

Effects of Being Hit While Carrying a Flamer: Defender armour shifted
down two levels.

Morale Effects (being attacked by flamer in non-close assault
situation):
    1. Target unit of Regular or poorer quality tests for Panic.
    2. Morale test at +2 TL when attacked by flamer.
Morale Effects (Close Assault):
    1. Target unit of Regular or poorer quality tests for Panic.
    2. Stand to receive close assault tested with threat level doubled
for defenders.
    3. Anyone wishing to attack a unit with flamers should have their
threat level doubled also.
Morale Effects (Casualties):
    1. Doubled effect of casualties for morale test.
Morale Effects (Vehicle):
    1. AFVs crews must test for Bail Out. This is done similar to Panic
and should effect those of Regular or lesser quality. Failing doesn't
place a panic marker in this case, it forces a vehicle bail out. Being
cooked alive is probably the ultimate AFV crew nightmare. Note, only
Green or lower quality troops should test "if attacked by flamer".
Regular troops are okay until their vehicle catches fire. A vehicle that
is afire forces a Bail Out test if it is still afire after the attempt
to put it out at the beginning of each round passes.

The infantry flamer is a horrible weapon that can burn out buildings,
etc. It can light vehicles, AFVs and infantry, and the wounds and morale
effects are horrid. But it isn't incredibly effective - you have to get
into close range to use it, it tends to menace the wearer, and really
most of the weapons of the 2180s are pretty horrible too so one can't
get too carried away and make it an UberWeapon.
=======================================================
For an extra bonus, a rethought and compatible version:

The Vehicular Flamer

Area of Effect: 1 squad (like most other SG2 weapons, this is
abstraction) and the terrain it is immediately in or a vehicle

Firepower (oooh, bad pun): D10 - I doubt these use FC of any type but
they are very effective so giving them D10 plus quality when they fire
seems appropriate.

Impact: D12*

Limited Ammo: Probably, if you track limited ammo for GMS. I'd guess 10
shots would be reasonable.

Armour effect: Unsealed, shift down one armour level when resolving
impact. Sealed, roll as normal.
Vehicle targets: Open topped or soft skinned, watch out. Roll D6 for
either of these. Sealed AFV, not generally too much problem, roll normal
armour dice.

Range: 12" RB. Max 2 RB. (240m is within range of existing technology)

(Q: can a flamer be used to scrub off reactive armour? Hmmm...)

Close Assault: 2 die shift in quality up for the figure with a flamer

Casualty Effects: Unresolved casualties resolved with a -1 on the die
roll.

Penetrating And Non Penetrating Hits on Vehicles:
1. Risk of being set afire. Given the granularity of an SG2 turn,
infantry casualties will not have to deal with burn-on. Vehicles may
have a problem here. Any vehicle attacked by a flamer that suffers a
non-penetrating hit should roll a die type depending on the type of
vehicle - soft skinned or open top should roll d6 (this would include
grav bikes and motorcycles), and sealed AFV should roll d10. On a roll
of 1-5, the vehicle is afire. A fire counter should now be on the
vehicle. At the beginning of each turn, the vehicles on fire should be
tested. On a roll of the same die type, a roll of 5+ will extinguish the
fire. If that is not done, the vehicle takes another impact roll from
the flamer (d10 vs either d6 or vehicle armour) and the fire counter
remains. Repeat until vehicle is dead or fire is out. Note the vehicular
flamer is significantly more nasty in this regard!!!
2. Any vehicle penetrated by a flamer that contains combustible fuels or
explosive ammunition must roll d6. On a 1-3, the vehicle fuel cooks off
or the ammo does and the vehicle is Destroyed. (This means crew Bail Out
is more serious). For crew escape, a personal flamer is considered a
class 1 weapon (doubled as normal if the vehicle is destroyed and not
just disabled).

Morale Effects (being attacked by flamer in non-close assault
situation):
    1. Target unit of Regular or poorer quality tests for Panic.
    2. Morale test at +2 TL when attacked by flamer.
Morale Effects (Close Assault):
    1. Target unit of Regular or poorer quality tests for Panic.
    2. Stand to receive close assault tested with threat level doubled
for defenders.
    3. Anyone wishing to attack a unit with flamers should have their
threat level doubled also.
Morale Effects (Casualties):
    1. Doubled effect of casualties for morale test.
Morale Effects (Vehicle):
    1. AFVs crews must test for Bail Out. This is done similar to Panic
and should effect those of Regular or lesser quality. Failing doesn't
place a panic marker in this case, it forces a vehicle bail out. Being
cooked alive is probably the ultimate AFV crew nightmare. Note, only
Green or lower quality troops should test "if attacked by flamer".
Regular troops are okay until their vehicle catches fire. A vehicle that
is afire forces a Bail Out test if it is still afire after the attempt
to put it out at the beginning of each round passes.
    2. Vehicles carrying flamers have a similar issue. When hit by enemy
fire, Green forces must test or Bail Out.

These vehiclular weapons are designed primarily for deforestation,
firing buildings and other built-up structures, and for attacking
infantry formations.  They have little effect on vehicles, which are
largely immune to their effects. The only exceptions are open topped,
light vehicles; bikes; and the carrying vehicle if the flamer is
involved in a secondary explosion caused by non-penetrating hits.

Note: Due credit for this must go to Adrian Johnson for his previous
efforts in this vein (he and I use them on Infantry Walkers) and this is
merely an expansion of our previous work based on this discussion
thread. Kudos!

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