Golan2072
Cosmic Mongoose
I'm thinking about adding flamethrowers to MGT; I've already done them for CT (see Stellar Reaches #7), and they'll probably be very easy to convert to MGT.
As the basic mechanism I'm thinking of giving flamethrowers an Autofire rating and treat each of their shots as full auto (and only full auto). Damage would be around 3d6 for a standard-issue flamethrower (it'd rate as an "Inferno" on the p.74 table) or 2d6 for a light flamer (think the first Alien movies); a flame-rifle (think the Aliens movie) would do 2d6+3 damage. On an Effect of 6+ (or 4+?) the target would catch fire and take 1d6 damage per round (1d6+2 for a flamethrower) until he takes out the flames (a full-round extended action?).
Light flamers and flame-rifles would have underbarrel fuel tanks with fuel for a very few shots (4 rounds of operation for the hand flamer, 8 rounds of operation for the flame-rifle) but quite hard to hit by incoming fire. A flamethrower would carry enough fuel for 30 rounds of continued fire in large back-carried fuel tanks; these would be vulnerable to incoming fire, and any attack hitting the user with an Effect of 6+ would cause them to Explode! (damage 3d6 to the user, and he would catch fire too!).
A hand flamer would have an Auto number of 4 and 48 "ammo" (enough for 4 attacks); a flame rifle would have an Auto number of 6 and 144 "ammo" (enough for 8 attacks); and a flamethrower would have an Auto number of 8 and 720 "ammo" (enough for 30 attacks).
Skill-wise I'm thinking of either Heavy Weapons (Man-Portable Artillery) or Gun Combat (Energy Pistol/Rifle).
What do you think?
As the basic mechanism I'm thinking of giving flamethrowers an Autofire rating and treat each of their shots as full auto (and only full auto). Damage would be around 3d6 for a standard-issue flamethrower (it'd rate as an "Inferno" on the p.74 table) or 2d6 for a light flamer (think the first Alien movies); a flame-rifle (think the Aliens movie) would do 2d6+3 damage. On an Effect of 6+ (or 4+?) the target would catch fire and take 1d6 damage per round (1d6+2 for a flamethrower) until he takes out the flames (a full-round extended action?).
Light flamers and flame-rifles would have underbarrel fuel tanks with fuel for a very few shots (4 rounds of operation for the hand flamer, 8 rounds of operation for the flame-rifle) but quite hard to hit by incoming fire. A flamethrower would carry enough fuel for 30 rounds of continued fire in large back-carried fuel tanks; these would be vulnerable to incoming fire, and any attack hitting the user with an Effect of 6+ would cause them to Explode! (damage 3d6 to the user, and he would catch fire too!).
A hand flamer would have an Auto number of 4 and 48 "ammo" (enough for 4 attacks); a flame rifle would have an Auto number of 6 and 144 "ammo" (enough for 8 attacks); and a flamethrower would have an Auto number of 8 and 720 "ammo" (enough for 30 attacks).
Skill-wise I'm thinking of either Heavy Weapons (Man-Portable Artillery) or Gun Combat (Energy Pistol/Rifle).
What do you think?