Big Knobi Klub, est. 1995

 
Ready . . . Aim . . . f i r e !
 
Shadowrun Flamethrowers!
 
Logan Graves (Fenris@BigKnobiKlub.virtualAve.net)
 
 
 
Ares Arms "Pyromaniac"
flamethrower
by Paul J. Adam
(paul@jrwlynch.demon.co.uk)
Because you demanded it, the Pyromaniac flamethrower is here! A one-piece weapon with no bulky backpack, using revolutionary thickened fuel technology to maximise range and damage while minimising risk to the carrier! Come on, baby, light my fire!
Conceal: NACapacity: 30 (special)Modes: SA/"FA"Damage: 10M/8L
Weight: 6Cost: ¥1,250Street Index: 3Available: 8/14 days
Use Heavy Pistol ranges. The first damage rolls refer to the round in which the target is hit: the second to the damage taken per round thereafter. Ballistic armour has half effect, impact armour as normal. Hardened armour offers no special protection. The sticky fuel burns for 1d6 turns plus one for every success generated on a Firearms (Flamethrower) roll. It does not scrape off easily, but can be extinguished by conventional means. The weapon has no recoil penalty and may fire up to three shots in one Complex Action. Multiple hits inflict multiple initial damage but do not increase burning damage: they do increase duration by 1d6 turns per additional hit.
 
>>>>>[Lacks stopping power and you can completely forget about stealth. I mean, some of us are putting down controlled bursts from suppressed SMGs and then WHOOSH! Not to mention whiting out everyone's low-light and thermal. And for people who say their flare comps will handle it, you're still blind: you just get your vision back sooner. Oh, and don't forget you're carring a lit pilot light around even before you fire. Very inconspicuous.]<<<<<
--Rip Roarer
 
>>>>>[I do see the utility in some applications: it's a great way to destroy hardware and eliminate evidence. But it certainly wouldn't be a generally useful weapon. And its antipersonnel effect is dubious, while anyone you use it on is going to be very, very upset if they catch you.]<<<<<
--Demon Paul
 
>>>>>[Very useful for mob control, though. Spray an arc on the ground and a wall of fire tends to herd people back: and if you do get rushed you can take the front ranks with you.]<<<<<
--Bender
 
>>>>>[Flamers for riot control? Who is this guy?]<<<<<
--Sasha
 
 
Vehicle-mounted Flamethrower by Gislan the Wrench
Here's the quick-&-dirty on my Blitzen's rear-mounted weapon; Gislan cobbled it together for me. It's no production model, merely a crude & functional weapon (think of the 20-Cen video, "Phantasm II," only bigger!). Note that, its damage stats are very close to Demon Paul's, above, so we must be on the right track -- kinda scarry, no?
Conceal: NACapacity: 20 packModes: SADamage: 10M/8L
Weight: 12Cost: --call !--Street Index: 3Available: 24/14 days
This weapon uses a 20-shot MgO gel-pack of a napalm-like substance. That's right, it's sticky & it burns underwater! '10M' is for the initial damage & '8L' is for the continuous effects, ala "Champions." Use the SMG ranges, since this is a vehicle (only) weapon. As above, ballistic armor has half effect, impact armor behaves as normal. Hardened armour offers no special protection. This sticky fuel also burns for 1d6 turns plus one for every success generated on a Firearms (Flamethrower) roll. It does not scrape off easily either, but unlike above, this composition can NOT be extinguished by conventional means. The weapon has no recoil penalty and may fire up to three shots in one Complex Action. Multiple hits inflict multiple initial damage but do not increase burning damage. They do increase duration by 1d6 turns per additional hit.
 
 
 

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