Hiyas!
This is a pretty old idea, but I've only now gotten around to really flesh it out. Basically, this weapon is intended to be the professional's flame bomb, and something which I deem still missing from the official rulebooks. I'd appreciate some feedback on whether you think it is too powerful or perhaps not dangerous enough. Given that it employs a lot of modificators, it is entirely possible that I've missed the mark. It also includes a new weapon quality, Corrosive , which could be used for acid-based weapons as well. I've read a lot of posts about the flame-based weapons here, so I know it can be a tricky subject.
Phosphor Grenade
Phosphor grenades are the military variant of the rather crude and improvised flame bomb. Filled with highly incendiary white phosphorus that self-ignites on contact with air, they procure both a hail of sticky, glowing gobs as well as a screen of hot white smoke, making this weapon capable of causing serious burns and a painful death. This kind of grenade is quite popular with elite Imperial forces such as Stormtroopers or, in particular, Adepta Sororitas Battle Sisters, in case of the latter no doubt owing to the Ecclesiarchy's penchant for the purifying effect of flame. Larger versions can often be found amongst the loadout of Imperial Navy Marauder bombers. They are most effective when employed against groups of Orks and Tyranids or similar xeno-creatures, but work equally well in the confined spaces of a city whose inhabitants have turned away from the Emperor's light.
Characters hit by this weapon will suffer 1d10 wounds per round as the phosphor eats through their body. After 1d5 rounds, the small globs will be either burnt up or choked by the unfortunate victim's blackened flesh.
As per the Game Master's decision, the area affected by the blast may catch fire. Characters not hit by the phosphorus but moving through the area are subject to the normal rules for catching fire as detailed on DH page 210.
Range: SBx3
Damage: 1d10+5E (as with all flame-based weapons, the target may roll Agility to evade)
Penetration: 2
Weight: 0.5kg
Cost: 60
Availability: Rare
Special Traits
- Blast (3)
- Smoke (Duration 1d5 rounds, limited to 2x Blast Area)
- Proven (minimum of 3 on damage die)
- Flame (target taking damage must succeed on Agility -20 Test or is set ablaze and suffers 1d10E/round with no reduction for armour; duration 1d5 rounds)
- Corrosive (target's Toughness Bonus is halved for the purpose of calculating wounds; Agility Test to stop the burn has an additional -10 penalty)