Flamethrowers are much like other area effect weapons, with one difference; they can be "swept" between two points. When using flamethrowing weapons, you may decide both a starting point and an ending point; then roll to Hit, determining if you're on target. Missed rolls refer to the Grenade scatter chart. Anything caught in the sweep between the two points is ignited. Using these weapons in anything other than the cyberweapon form requires the Heavy Weapons Skill; cyberweapon flamers use Handgun Skill as the default. Damage is 2D1O the 1st turn, 1D1O and 1D6 the following two turns. Hard armors protect normally. Soft armors must be >15SP to protect the target, and are damaged 2pts/hit.

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