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House Rule - Weapon Quality - Flame

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House Rule - Weapon Quality - Flame  Empty House Rule - Weapon Quality - Flame

Post by The Hive Mind Sat Dec 21, 2013 3:38 pm

Flame weapons project a cone of flame out to the range of the weapon. Unlike other weapons, flamers have just one range, and when fired, cast fiery death out to this distance. The wielder does not need to Test Ballistic Skill; he simply fires the weapon. All creatures in the flames path, a cone-shaped area extending in a 30 degree arc from the firer out to the weapon€™s range, must make an Agility Test or be struck by the flames and take damage normally. If they take damage, they must succeed on a second Agility Test or be set on fire. Cover does not protect characters from attacks made by Flame weapons. Normally when a weapon is fired without the appropriate Weapon Training Talent or a heavy weapon is fired without bracing, the wielder suffers a –20% or -30% penalty respectively to his Ballistic Skill Test. When a weapon with the flame quality is fired by a wielder who does not possess the appropriate Weapon Training Talent, anyone in the weapon’s area of effect gains a +20% bonus to his Agility Test to avoid damage. This bonus rises to +30% if the flame weapon is heavy and the wielder is not braced. Because Flame weapons make no roll to hit, they are always considered to hit targets in the body, and will Jam if the firer rolls a 9 on his Damage dice (before adding any bonuses).

If the target of the Flame attack is a Vehicle, the pilot of the vehicle must make the appropriate Operate Skill Test with a bonus equal to the Vehicle Armour value on the facing hit by the Flame Attack. If the pilot fails, the Vehicle immediately catches fire (see the On Fire! sidebar on page 284).
The Hive Mind
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