So, I am pondering some modifications to the rules on flame weapons.
1) Getting set on fire is really brutal! This is probably appropriate for characters in flak armour etc, but power armour really ought to cancel some, if not all, of the damage from fire. I'm not sure how far to go with this though - my gut feeling is that an armoured environmental suit would keep the immediate effect of the fire out (after all, the actual effect of a hit from a flamer will be virtually nil against a power-armoured target), but if not put out the wearer would cook over time. Similarly creatures without fleshy parts, such as necrons, wraithguard, and whatnot would be affected far less (I'm thinking half damage from being set on fire.) But is this making flamers a bit too weak? Any thoughts welcome.
2) Fire bombs clearly ought to be flame weapons. There's a balance issue, because they will really suck if you have to roll to hit *and* then the target gets a free agility roll to escape the effect. So I'm thinking that the effects stay roughly the same, except that you have a chance to catch on fire exactly as though hit by a flamer. Does this make fire bombs over-powered?