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GURPS Fourth Edition Flamethrowers Contents Basic Set: Characters: Skills (Chapter Four): Skill List: Liquid Projector/TL Ultra-Tech: Weaponry (Chapter Six): Beam Weapons: Plasma Weapons: Flamers Flamer Weapons Plasma Flamer Table High-Tech: Weaponry (Chapter Five): Liquid Projectors: Flamethrowers Flamethrowers Table Dirty Tech: Improvised Flamethrowers Dungeon Fantasy: Clerics (7): Sacred Artifacts (Chapter Three): Other Clerical Gear Low-Tech Flamethrower Clerical Gear Low-Tech: Weapons (Chapter Five): Combustion-Based Weapons Incendiaries: Delivery Systems Black Powder: Flamethrowers Flamethrowers Table Basic Set Characters Skills (Chapter Four) Skill List Liquid Projector/TL DX/Easy Requires specialization Default DX − 4 This is the ability to use a weapon that projects a stream of liquid or gas. Roll against Liquid Projector skill to hit your target. Make an IQ-based Liquid Projector roll to take immediate action (e. g., patch a leak), should your weapon fail. You must specialize by weapon type: Flamethrower Any weapon that projects burning liquid or gas. (This does not include plasma weapons, which often are called “flamers”; use Beam Weapons skill for those.) Sprayer Any weapon that emits a gas or atomized liquid (nerve gas, sleeping gas, etc.), including an ordinary spray can used as an improvised weapon. Squirt Any weapon that a low-pressure stream of liquid at the rate of one squirt per pull of the trigger. Water Cannon Any weapon that fires a continuous jet of high-pressure liquid, usually but not always water, with the intent of causing knockback. These specialties default to one another at −4. The weapons covered by each specialty vary by TL; e. g., Liquid Projector (Flamethrower) covers -siphons loaded with at TL4, while at TL6 it covers backpack that project thickened fuel. Modifiers • All applicable ranged combat modifiers • −2 for heavy weapons when you are used to portable weapons (e. g., a flamethrower mounted on a when you are used to a backpack model), or for an unfamiliar weapon of a known type • −4 or more for a weapon in bad repair Ultra-Tech Weaponry (Chapter Six) Beam Weapons Plasma Weapons Flamers TL9^ These weapons fire a low-velocity jet of high temperature plasma. Hydrogen fuel is fed into a magnetic containment chamber, heated and compressed to form a plasma, and then released as a continuous stream. Flamers are effective incendiary and terror weapons, with a role similar to that of the flamethrower. They're also useful for disposing of vermin or microbot swarms. Flamers inflict burning damage, but not tight-beam burning damage. Flamer Weapons Assault Flamer TL9^ This rifle-sized plasma weapon is often used by armored involved in spaceship boarding actions and house-to-house fighting. Hand Flamer TL9^ This large pistol is used as a military sidearm or a terror weapon. Heavy Flamer TL9^ An energy-based flamethrower with a backpack power supply. Semi-Portable Flamer TL9^ Also called a tripod flamer, this heavy, semi-portable infantry weapon can be terrifying even to a fighter in heavy armor. A semi-portable flamer can be mounted on a tripod or carried by a soldier in powered battlesuit. They also are popular in combat engineering and urban assault vehicles. Plasma Flamer Table Cost Skill Weapon TL Damage Acc Range Weight RoF Shots ST Bulk Rcl LC ($) Assault flamer 9^ 5d burn Jet 50/150 5.6/2C 1 28(3) 5† −3 1 2 300 2 Beam Weapons Hand flamer 9^ 4d burn Jet 30/90 3.3/2C 1 56(3) 6 −2 1 1 200 3 (Projector) Heavy flamer 9^ 8d burn Jet 130/390 20/Dp 1 35(5) 10† −5 1 10 000 1 Semi-portable 6d×3 Gunner (Beams) 9^ Jet 150/450 70/Ep 1 31(5) 18M −8 1 35 000 1 flamer burn Notes Beam Weapons (Projector) Defaults to DX − 4 or other Beam Weapons − 4. Gunner (Beams) Defaults to DX − 4 or other Gunner − 4. High-Tech Weaponry (Chapter Five) Liquid Projectors Flamethrowers At TL6 appear flamethrowers that use a compressed gas such as nitrogen to propel an oil-based liquid through a tube. Normally, the fuel is ignited as it leaves the weapon—although many models can also fire “cold shots”, drenching an area in unlighted fuel that can be set aflame later. Flamethrowers soon become popular for -clearing and house-to- house fighting (and for battling sci-fi and horror creatures that are immune to !). At TL7, flamethrowers employ thickened fuel for increased range. They can use unthickened fuel—e. g., plain —but this halves Range. At TL8, incendiary-projectile launchers like the Buck HAFLA (High-Tech p. 142) and RPO-Z (see KBP RPO-A Shmel, High-Tech p. 149) supplant flamethrowers, offering superior range and fewer drawbacks. Effects Anyone hit by a flamethrower suffers large-area injury (Basic Set p. 400). The fuel continues to burn for 2d × 5 seconds (or 1d × 5 if beyond 1/2D), inflicting 1d burn per second. Unsealed DR protects at 1/5 value; sealed armor protects completely. See also Catching Fire (Basic Set p. 434). A flamethrower can be played over an area up to three yards wide as an All-Out Attack. Roll separately to hit each target. Divide damage and burn duration by the width of the area (round down). For instance, an All-Out Attack (Jet) on two men in a three-yard area requires two attack rolls. Each victim suffers 1/3 damage, and then 1d burn per second for ⌊(2d × 5) ÷ 3⌋ seconds. If a vehicle with an air-breathing engine is hit in a vital area (Basic Set p. 554), it must make a HT roll to avoid a breakdown. It may also catch fire. Roll again every three seconds until the fuel burns out. Flamethrowers often strike fear into their intended targets. The GM may require a Fright Check (Basic Set p. 360)— or penalize one made for other reasons—for those who face these weapons. Drawbacks Flamethrower damage has almost no penetrating power on cover; even a sheet of plywood will deflect the burning fuel. If the stream is kept on the cover, it might catch fire—but those behind it will have time to retreat or shoot back. One can bounce the jet off obstacles to reach behind cover, however. If using Malfunctions (Basic Set p. 407), roll 3d when a malfunction occurs: 3–5 No ignition. The target is sprayed with fuel, which can be ignited later, but there's no flame. Each attempt to solve the problem requires 10 seconds and an Armoury (Small Arms) or IQ-based Liquid Projector roll. Success returns the weapon to action, failure allows another attempt, and critical failure means an explosion, as 18. 6–17 No fuel is sprayed. To solve the problem, use the rules given for 3–5. 18 Explosion! Everything within two yards of the firer suffers the equivalent of one second's damage. Flamethrowers may also explode if struck by a bullet or a fragment… and they do tend to attract enemy fire. An attack on an exposed weapon is at no penalty, but an attack on a backpack model is at −4 if the carrier is facing the attacker. If any damage penetrates the flamethrower's DR 2, roll 1d. On a 1, the device explodes, as above. Any other result means it's simply disabled. Fiedler Kleif Germany, 1912–1917 The Kleinflammenwerfer (“small flamethrower”) was the first modern flamethrower, and ideal for taking out strongpoints in trenches. By 1916, most WWI combatants had similar weapons. The Kleif had a single ignition cap, and fired its entire 4.2 gallons of unthickened fuel in one 20-second stream. TOZ ROKS-2 Russia, 1941–1942 During WWII, the Red Army used the Rantseviy Ognemyot Klyueva-Sergeeva-2 (“Klyuev's and Sergeev's backpack flamethrower”). Its flame-gun looked like a rifle and its rectangular tank resembled a backpack. This was to deceive the enemy into letting it into range (make a Vision roll to identify it)… even though most soldiers don't allow any hostile within 40 yards, regardless of his armament! The tank held 2.6 gallons and the flame-gun used 7.62×25mm blanks in a revolving 10-round cylinder for ignition, giving 10 one-second bursts. Beattie M2-2 USA, 1942–1945 This flamethrower was standard for the US military until the 1950s. Some 25 000 were made. Most nations had something similar during WWII. The tank held 4.75 gallons of thickened fuel and the flame-gun used blank cartridges in a revolving five-round cylinder for ignition, giving five twosecond bursts or one 10-second stream. The similar GE M9A1-7 (1956–1969) superseded the M2-2 and saw use in the : Range 35/55, weight 52 lb. Two of these appear as part of the armory of the Antarctica Research Station in The Thing. The US removed all flamethrowers from service in 1978. The POA-CWS M3-4-3 (1944–1945) had the same performance as the M2-2, but was installed in some M4 Sherman tanks (High-Tech p. 239) in the place of the bow MG (and 12 main gun rounds). It fed from a 25-gallon tank—enough for a 45-second stream or 10 five-second bursts. Some 1 784 were made and used in WWII and the . DWM FmW46 Germany, 1944–1945 The Einstoss-Flammenwerfer 46 (“single-burst flamethrower model 46”) was a disposable weapon resembling a fire extinguisher with a pistol grip. The operator tucked the bottle under one arm, pointed it at the enemy, and unleashed a single burst of flame. It was intended for parachutists and other assault troops. Some 30 900 were made. TOZ LPO-50 Russia, 1967–1975 The Soviet Lekkiy Piekhotnyy Ognemyot-50 (“light infantry flamethrower”) contains 2.6 gallons of fuel—enough for three three-second bursts. Batteries (4×S) activate the three ignition cartridges. The flame-gun has a bipod. The LPO-50 was copied in China. Flamethrowers Table See Basic Set pp. 268–271 for an explanation of the statistics. Skill Weapon TL Damage Range Weight RoF Shots ST Bulk Cost ($) LC Notes Fiedler Kleif 6 3d burn 15/20 68 Jet 1×20s 11† −8 1 500 1 1 TOZ ROKS-2 7 3d burn 25/40 50 Jet 10×1s 10† −7 2 000 1 1 Liquid Projector (Flamethrower) Beattie M2-2 7 3d burn 25/40 72 Jet 5×2s 11† −8 1 800 1 1 DWM FmW46 7 3d burn 25/40 7.8 Jet 1×1s 6† −4 500 1 1, 2 TOZ LPO-50 7 3d burn 50/75 51 Jet 3×3s 10B† −7 2 500 1 1 Notes Liquid Projector (Flamethrower) Defaults to DX − 4 or other Liquid Projector − 4. 1 Takes two Ready maneuvers to prepare for firing. 2 Sling swivels (High-Tech p. 154).

Dirty Tech Improvised Flamethrowers Flamethrowers are highly effective against certain enemies but nearly unobtainable outside the military—and even an army might not have any! A popular improvisation involves just a lighter and a spray can of flammable, pressurized liquid. Many hair sprays, spray paints, aerosol cleansers, and self-defense sprays (see Spray and Aerosols, High-Tech p. 180) will work, as will a liquor bottle with a spray cap. A makeshift flamethrower has Dmg 1d − 2 burn and Range 1. It gives 1–5 seconds of flame, depending on container size. Few improvised fuels burn for more than 1–2 seconds on the victim. Malf. is 14; a malfunction usually means the flame fizzles out.

Dungeon Fantasy Clerics (7) Sacred Artifacts (Chapter Three) Other Clerical Gear Low-Tech Flamethrower Priests and holy warriors of fire gods like using fire in combat. Spells aside, this sometimes means thrown bottles of alchemist's fire (Dungeon Fantasy 1 p. 28), or just the occasional blow with a flaming torch (Basic Set p. 394 and Dungeon Fantasy 1 p. 24). Sometimes, though, they adopt slightly more ingenious devices; although weapons that are more effective are available, these items suit their taste. Clever artificers manufacture the mechanisms, which are basically outsize bronze “squirt guns” with reservoirs that can hold up to four pints of flammable liquid—either ordinary lantern oil (Dungeon Fantasy 1 p. 24), which serves as a passable incendiary when sprayed in a fine aerosol, or alchemist's fire. The two liquids can't be mixed; trying just leads to painful accidents. Each pint of liquid takes 30 seconds to load into the reservoir, and is good for one shot. Alchemists' fire is self-igniting, while with ordinary oil, the user has to fix a slow match to the muzzle of the weapon; this takes three minutes to set up, burns for two hours, and may be doused by immersion in water, heavy rain, etc. The flamethrower must be used two-handed—one hand aims it, while the other operates the pump mechanism. The flaming jet can be dodged or blocked, but a successful block sets the shield ablaze! This is distracting (−2 to DX) and will destroy a nonmetallic shield in 8 × DB seconds. (Metallic shields simply stop burning after 1d seconds.) Extinguishing the flames takes three Ready maneuvers, during which the shield is unready for all purposes. The shot can't be parried. A hit by alchemist's fire is treated the same for damage as a hit by a thrown bottle of the stuff (1d burning damage/second for 30 seconds); ordinary oil has a similar effect when sprayed by this weapon, but does only 1d − 2 burning damage for 1d seconds. Clerical Gear See Basic Set pp. 268–271 for an explanation of the statistics. Skill Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost ($) Skill Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost ($) Liquid Projector (Flamethrower) Flamethrower See text — 6 15 Jet 4(30i) 10† −6 — 400 Notes Liquid Projector (Flamethrower) Defaults to DX − 4 or other Liquid Projector − 4. Low-Tech Weapons (Chapter Five) Combustion-Based Weapons Incendiaries Delivery Systems Fire-Siphon TL3 A Byzantine device for spraying Greek fire at enemy ships, based on Roman pumping engines. It's built into a warship, its nozzle extending outside the hull. Greek princess Anna Comnena described its use in a sea battle in 1103 CE. The handheld cheirosiphon appeared on battlefields by the early ; the Arabs adopted it a few decades later as the zarraq al-naft, spraying naphtha rather than Greek fire. It remained in use in Egypt until at least the 1400s. A handheld siphon resembles a squirt gun with a large tank attached and a fuse of slow match (Low- Tech p. 84) just outside the nozzle to ignite the fuel. These weapons appear on the Flamethrowers Table. Incendiary Blowpipe TL3 Byzantine sources mention a blowpipe that was charged with pine resin. On being discharged, the fuel was set aflame by a wick at the end. This produced a small cloud of burning vapor, not as hot as Greek fire or naphtha. See the Flamethrowers Table for stats. Black Powder Flamethrowers TL3 These weapons discharge continuing flame jets—like a rocket exhaust, but from a fixed or handheld base. Fire-Lance TL3 Developed in China in the early 1200s, the fire-lance was valued for defending city walls. It's a two-foot-long rocket fastened to the end of a pole. After lighting it, the soldier points it at the enemy, spraying out flame and sparks. The user needs a Ready maneuver to take hold of it, another to light it, and a third to shift grip to full length. Once used, it's discarded. Iron Fire-Lance TL3 Later fire-lances, developed in the late 1200s, used yard-long iron barrels on two-foot wooden poles. These could expel a fiercer flame than the earlier paper or bamboo models. Bits of metal or pottery were often mixed into the powder to inflict penetrating wounds on enemy soldiers. Readying works as for the regular fire-lance. The barrel can be recharged after use; this requires 10 minutes and an Explosives (Fireworks) roll. Eruptor TL3 A large-scale iron fire-lance, designed to be mounted on a city's walls or on a frame facing its gates. Lighting it takes a Ready maneuver. It's rechargeable in the same way as an iron fire-lance, but this takes 20 minutes. Flamethrowers Table Terms and notation are as defined on Basic Set pp. 268–271. Cost Skill Weapon TL Damage Range Weight RoF Shots ST Bulk Notes ($) Incendiary Blowpipe 3 1d − 1 burn ×0.2 1/0.05 1 1(20) 2 −6 35 1 blowpipe Liquid Projector ×0.5/ Cheirosiphon 3 3d burn 20 Jet 12×1s 12† −6 1 000 2, 3 (Flamethrower) ×1 3d burn; linked 1 Eruptor 3 1–6 50 Jet 1×300s 16M† −8 500 4 pi− Fire-lance 3 1d − 1 burn 2–4 5 Jet 1×60s 9† −6 50 Cost Skill Weapon TL Damage Range Weight RoF Shots ST Bulk Notes ($) Fire-siphon 3 3d burn 15/25 550 Jet 60×1s 29M† −14 2 750 2, 5 1d burn; linked 1 Iron fire-lance 3 2–4 10 Jet 1×120s 11† −6 150 pi− Notes Blowpipe Defaults to DX − 6. Liquid Projector (Flamethrower) Defaults to DX − 4 or other Liquid Projector − 4. 1 Requires two hands to ready, but only one hand to attack. Range is ST-based. Produces a cone with terminal width equal to Range. Each charge costs 0.5 $. 2 A shot may hit a single solid target or spread out over a two-yard radius on water. Listed damage is for initial hit; continuing damage is 1d burn per second for 10d seconds after initial impact (for fire-siphon) or 1d seconds (for cheirosiphon). 3 Takes 10 seconds to prepare for firing. After first shot, further shots may be fired continuously. Range is ST- based. 4 Placed on a static mount: 270 $, 13.5 lb. 5 Requires a two-man crew to operate the pump. Readying it takes a variable time; roll vs. crew's average ST every 10 seconds to see whether the fuel has started to emerge. They may substitute ST-based Liquid Projector (Flamethrower) skill, if higher. After first shot, further shots may be fired continuously.