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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