Hmmm...off the top of my head...
The thrower must use Thrown Weapons skill, of course. Make it one level more difficult then normal. If the roll fails...if the failure is a 16, 17, or 18 (to borrow slightly from Melee), the molotov goes off within a foot or less of his hand and he suffers damage from the molotov. If a 19 or 20 is rolled, he is drenched in burning fuel and suffers damage as per the Burning Fuel rules in the game for 2d6 seconds, with damage primarily occurring to the head, chest, and arms. These results hold true even if the throw would normally indicate success for the thrower.
You could throw in 1d6-1 damage for the throwing hand for shrapnel from broken glass.
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I'm guided by the beauty of our weapons... First We Take Manhattan, Jennifer Warnes
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