New Full Action for Flamers

By Fortinbras, in Rogue Trader House Rules

Reading the errata, I was surprised to find that you can only take one action with the "attack" sub-type per round. So you can't make two single-shot attacks in a single round, only one semi-auto or regular attack. This was annoying to me, because I allowed two flamer attacks per turn in order to double its firing arc (20 degrees struck me as extremely narrow for a flamethrower).

So, new full action:

Flame Spray - Full - Attack

Doubles the firing arc of a flamethrower attack, but gives +10 to the initial AGI dodge test to avoid the flames.

Fortinbras said:

Reading the errata, I was surprised to find that you can only take one action with the "attack" sub-type per round. So you can't make two single-shot attacks in a single round, only one semi-auto or regular attack. This was annoying to me, because I allowed two flamer attacks per turn in order to double its firing arc (20 degrees struck me as extremely narrow for a flamethrower).

First, Flame weapons attack in a 30º cone, not 20º.

Fortinbras said:

So, new full action:

Flame Spray - Full - Attack

Doubles the firing arc of a flamethrower attack, but gives +10 to the initial AGI dodge test to avoid the flames.

I like this idea. I may have to test it out.

-=Brother Praetus=-

You bring a protractor to the gaming table, don't you.

Fortinbras said:

You bring a protractor to the gaming table, don't you.

No... bostezo.gif

I use templates. gran_risa.gif Much easier.

Though, that does remind me some of Car Wars ....

-=Brother Praetus=-

So what's the blast value of a full tank of flamer fuel that's detonated by a plasma pistol shot? My players really want to know these things.

Presumably it would be what's listed on the crit table.

Fortinbras said:

Presumably it would be what's listed on the crit table.

Not what I asked. My players want to use flamer tanks as improvised bombs - placing them where they want them and then detonating them with a shot from a plasma weapon.

HappyDaze said:

Fortinbras said:

Presumably it would be what's listed on the crit table.

Not what I asked. My players want to use flamer tanks as improvised bombs - placing them where they want them and then detonating them with a shot from a plasma weapon.

Check the IH under explosives. It should have a listing for Promethium by kilo used.

Or you could just look at the stats for a flame grenade and tweak them a bit for the improvisation.

HappyDaze said:

Fortinbras said:

Presumably it would be what's listed on the crit table.

Not what I asked. My players want to use flamer tanks as improvised bombs - placing them where they want them and then detonating them with a shot from a plasma weapon.

Ammunition weighs 10% of the weapon, so lets do some quick and dirty math.

  • Mezeo -pattern hand flamer weighs 3.5kg. Ammo would be 0.35kg; figure 0.25 kilos of actual fuel. 1d5 (most likely) with a blast radius of 1 meter.
  • Mezeo -pattern flamer weighs 6kg. Ammo weighs 0.6kg; figure half a kilo of actual fuel. Fuel canister would be 1d5 with a blast radius of 2 meters; though I would consider leaving it at the base 1d10 damage in this case.
  • Locke -pattern heavy flamer weighs 20kg. Ammo is 2kg; figure 1.5 or 1.75kg of actual fuel. I'd still go with 2d10 damage, but calculate the blast at a six meter radius.
  • Backpack Ammo Pack... I'm figuring on closer to 10kg of Promethium in the thing. But I don't agree with the 40 meter blast radius that would entail.

These are just my interpretations based on the rules on page 135 of Rogue Trader for ammunition and page 137 of Edge of the Abyss . Your results may vary.

-=Brother Praetus=-

HappyDaze said:

Fortinbras said:

Presumably it would be what's listed on the crit table.

Not what I asked. My players want to use flamer tanks as improvised bombs - placing them where they want them and then detonating them with a shot from a plasma weapon.

Why aren't they acquiring proper explosives with a vox operated detonator ?

Fortinbras said:

Reading the errata, I was surprised to find that you can only take one action with the "attack" sub-type per round. So you can't make two single-shot attacks in a single round, only one semi-auto or regular attack. This was annoying to me, because I allowed two flamer attacks per turn in order to double its firing arc (20 degrees struck me as extremely narrow for a flamethrower).

So, new full action:

Flame Spray - Full - Attack

Doubles the firing arc of a flamethrower attack, but gives +10 to the initial AGI dodge test to avoid the flames.

Sounds interesting.
I would try something else (or both depending on situation):
Aiming flamers. When taking the aim half action the ag test to avoid the following flamer attack is done at -10.

sounds interesting Im going to see how this works in my next game ! :D lets see if my players like having flame threw at them! muhahahaha

I tried this rule with my players - they loved the idea! It especially makes sense to me since if you can't spend half an action to aim or spray with semi-auto fire, you essentially waste half an action with flamers. I've since incorporated this rule into my standard sessions.