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  #1  
Old 10-21-2010, 07:39 AM
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Default Unlisted Weapon Stats?

Group,

One thing I can't seem to find listed anywhere is the lowly Molotov Cocktail for v2.2. I think there was one listed for 1st edition (made by the Wojo Factory) in the weapons guide but nothing for v2.2.

What would the rules for a regular Molotov be? Or an improved one? (The difference being that one simply filled with alcohol or petrol/diesel/kerosene/etc. might not last very long or the wick might go out, but an "improved" one will have thickening agents to keep it on the target longer, a chemical fuse, etc.)

Tony
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Old 10-21-2010, 10:24 AM
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Does Paul have stats for molotovs at his site?
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Old 10-21-2010, 12:06 PM
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Quote:
Originally Posted by Targan View Post
Does Paul have stats for molotovs at his site?
Yes, under Generic Grenades

http://www.pmulcahy.com/hand_grenades/generic_hg.htm
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  #4  
Old 10-21-2010, 12:34 PM
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Thought so
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Old 10-21-2010, 07:05 PM
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Brandon,

Thanks! This is one kind (the most elaborate), but probably not the most common kind of molotov cocktail.

Anyone have ideas on what a non-petrol bomb would be? After all, anything that could burn can be used.

I'm also interested to know the chance of something flammable is set alight, how long the flame would burn, including thickened vs. unthickened fuel. I'd think that after a direct hit on a vehicle or person the unthickened fuel would quickly run off after a turn or two. Thickened fuel would stay and burn, and have a greater chance of setting an object on fire.

Tony
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Old 10-21-2010, 08:00 PM
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Quote:
Originally Posted by helbent4 View Post
Brandon,

Thanks! This is one kind (the most elaborate), but probably not the most common kind of molotov cocktail.

Anyone have ideas on what a non-petrol bomb would be? After all, anything that could burn can be used.

I'm also interested to know the chance of something flammable is set alight, how long the flame would burn, including thickened vs. unthickened fuel. I'd think that after a direct hit on a vehicle or person the unthickened fuel would quickly run off after a turn or two. Thickened fuel would stay and burn, and have a greater chance of setting an object on fire.

Tony

In its simplest form, any glass bottle, 2/3rds filled with gasoline, add a strip of inner tube and let stand for a day, wrap an oil/gasoline soaked rag around the neck...the additives in the gas starts to break down the rubber, which acts as a thickening agent.

Hello Homeland Security, instead of breaking down the door, please use the key under the third brick back on the left side of the sidewalk!
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Old 10-21-2010, 08:21 PM
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Quote:
Originally Posted by dragoon500ly View Post
In its simplest form, any glass bottle, 2/3rds filled with gasoline, add a strip of inner tube and let stand for a day, wrap an oil/gasoline soaked rag around the neck...the additives in the gas starts to break down the rubber, which acts as a thickening agent.

Hello Homeland Security, instead of breaking down the door, please use the key under the third brick back on the left side of the sidewalk!
Lee,

Sure, making a Molotov cocktails has been a favourite topic among my gamer buddies for, like, decades. More difficult to obtain (in T2K) materials include adding liquid soap and Alumi-seal to both thicken it and increase the burning temperature. In the movie The Host it was interesting to note a good technique for lighting them is not to light and throw one but light one, then use it to light others which are thrown.

That said, my question is, what are the game stats and rules? Throwing, chance of breaking, how long do they stay alight, what are the chances of causing fires?

Tony
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Old 10-21-2010, 08:24 PM
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Normal molotovs, where you simply have a bottle of gas with a gas-soaked rag in them, have a tendency to blow up in your hand before you can throw them. They're just as dangerous for the user as for the target!
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Old 10-21-2010, 08:27 PM
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Here's some unlisted weapons: a bowling-ball cannon (potentially useful in T2K terms), a potato gun, a simple gun that fires wooden rods or sharpened wooden rods, and Wrist Rocket-type slingshots.

Or for that matter, pellet guns. Might be good for hunting small game and save real ammunition for antipersonnel work.
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  #10  
Old 10-21-2010, 09:26 PM
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Quote:
Originally Posted by pmulcahy11b View Post
Normal molotovs, where you simply have a bottle of gas with a gas-soaked rag in them, have a tendency to blow up in your hand before you can throw them. They're just as dangerous for the user as for the target!
Paul,

Certainly, that's a "20" on the die roll right there!

Are there any actual "incendiary" rules that could be adapted to this situation?

Tony
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  #11  
Old 10-21-2010, 10:10 PM
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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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  #12  
Old 10-24-2010, 07:44 PM
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Considering burn damage is per second rather than 5 second phase/turn and a mishaps would be VERY nasty!
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