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Re: [HOE] Fire and Power Armor



>
>I've got some adventures coming up that will have a lot of fire, napalm,
>and flame throwers being thrown at a lot of guys in power armor. But I
>can't find any rules about fire damage VS. armor, particularly sealed
>armor. Would it penetrate? would it even damage the armor? How hot (much
>damage) should a fire be to cause threatening damage?

I'm inclined to keep it simple, and treat it exactly the same as normal damage:
reduce the type and then number of the damage dice as usual, and if there's
anything left, that much damaging heat is able to penetrate the armor. I know
Wasted West had (pretty harsh) rules for armor damage, and the Denver book may
or may not have updates (I haven't seen it yet), but I'd say use the same armor
damage rules you already use, if you use any.

This way, a Diablo or X-Suit wearer (AV 4) would take only 1d4 damage from a
flamer and 3d4 from a flamethrower loaded with napalm; a Wolverine or Purgatory
could wade through either one and laugh. If you don't think this is enough, you
could invent rules for lots of exposure heating up the armor and gradually
reducing its effectiveness. For example, each round of continuous immolation
reduces the armor's AV versus fire by one point; when the heat source is
removed, it cools at the rate of 1 AV restored per, I dunno, say three rounds.
"Continuous immolation" would be defined as being covered in burning fuel from a
flamethrower or Molotov cocktail, standing in intense open flames for most of
the round, or taking at least two or three hits from a flamer that round.

--Robert Holland