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Re: [HOE] Molotov cocktails
>Subtract die type by one every subsequent round. once below d4...the fuel
>has burned out. Marshall's call on anything else is is continued burning.
Y'know, I WANTED to say every round, but that didn't seem quite right.
Aren't rounds pretty short? Like five seconds? That means that a petrol
bomb would stop dealing damage...in about 15 seconds.
Please correct me if I'm wrong.
ANYway, so I figure a glass bottle should carry enough juice for one good
splash. So a petrol/spook juice bomb should deal 4d8 massive damage and a
bomb filled with rotgut should do 4d6 massive. If your brainer happens to
have a supply of napalm and nothing else to fill with it, he could do 4d10
massive damage.
I should add that alcohol-based molotovs make wonderful additions to any
wasteland gang. Fairly cheap and simple to make. Plus, they work wonders
against Doomsayers using Molecular Cohesion (that's a lotta chips to spend
each round).
--Kai Tave