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Old September 13th, 2016, 12:30 PM
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Default Flamethrowers & Poison Gas

Has anyone modeled man portable flamethrowers and or poison gas in classic traveller?
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Old September 13th, 2016, 01:21 PM
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No that I am aware of.

Flamethrowers were described in MT errata, but not in CT...
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Old September 13th, 2016, 02:49 PM
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I seem to recall flamethrowers of some sort from an old article from Dragon magazine in the Ares section/era. But have no clue as to the issue - though I think it was in conjunction with a career.

Poison gas though? No recollection of it ever being addressed.

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Old September 13th, 2016, 02:52 PM
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Grenade launcher seems a better option.
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Old September 13th, 2016, 04:58 PM
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Quote:
Originally Posted by ddamant View Post
Has anyone modeled man portable flamethrowers and or poison gas in classic traveller?
Closest thing I can think of is rules for chemical smoke rounds in Striker. I don't recall ever seeing a mention of flamethrowers in the CT rule books.
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Old September 13th, 2016, 05:06 PM
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Should be easy enough to do.

Flamethrower would be an area effect attack weapon, a narrow cone extending from the nozzle. Should have a high probability of hit, something like 3D and ignore armor not heatproofed or CA/BD, 1D continuing damage until fire put out.

For poison gas, I would use a variant of my QND Medical Drama system and design the gas like a sudden onset disease.
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Old September 13th, 2016, 05:34 PM
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Quote:
Originally Posted by Quint View Post
I seem to recall flamethrowers of some sort from an old article from Dragon magazine in the Ares section/era. But have no clue as to the issue - though I think it was in conjunction with a career.

Poison gas though? No recollection of it ever being addressed.

D.
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Old September 13th, 2016, 09:11 PM
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Quote:
Originally Posted by kilemall View Post
Should be easy enough to do.

Flamethrower would be an area effect attack weapon, a narrow cone extending from the nozzle. Should have a high probability of hit, something like 3D and ignore armor not heatproofed or CA/BD, 1D continuing damage until fire put out.
Against pillboxes and bunkers, flamethrowers acted not by burning or even reaching the occupants, but by using up all of the oxygen and suffocating them. Combat Armor is not likely going to change that, while Battle Dress, if having its own oxygen source, would avoid suffocation. You would have a problem with flaming fuel sticking to the armor.

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For poison gas, I would use a variant of my QND Medical Drama system and design the gas like a sudden onset disease.
Depending on the agent, symptoms may not appear for several hours, which can make correctly administering first aid a bit more complex.

With respect to poison gas, I have quite a bit of data from World War 1 on forward of how to use it, but quite simply, I do not view that as something to put online at all.
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Old September 13th, 2016, 11:41 PM
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Originally Posted by timerover51 View Post
Against pillboxes and bunkers, flamethrowers acted not by burning or even reaching the occupants, but by using up all of the oxygen and suffocating them. Combat Armor is not likely going to change that, while Battle Dress, if having its own oxygen source, would avoid suffocation. You would have a problem with flaming fuel sticking to the armor.



Depending on the agent, symptoms may not appear for several hours, which can make correctly administering first aid a bit more complex.

With respect to poison gas, I have quite a bit of data from World War 1 on forward of how to use it, but quite simply, I do not view that as something to put online at all.
As I understood it CA is sealed and effectively a vacc suit, although air tanks are not normal issue. So I guess it would be 'it depends'.

Ahh, I seemed to recall something about this, and there it is- Chemical Weapons in Striker, Book 2 Page 33.

BD, CA and CES are ruled immune for chemical weapons, which suggests that would work for flamethrower oxygen issues.

Gas comes in persistent and non-persistent, and lethal and non-lethal, effectively four variants. So it skips the whole gruesome details bit and just gets into whether there is immunity, contamination or a cloud, and end result effects.

Never felt the need to use it, I would assume most have decided that it messes up the battlefield too much, but certainly would be a Really Bad Guy move against the players or innocents, make those CES more attractive then Cloth +1, and is a very accessible WMD to the unprincipled or desperate.
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Old September 14th, 2016, 01:27 AM
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Quote:
Originally Posted by kilemall View Post
As I understood it CA is sealed and effectively a vacc suit, although air tanks are not normal issue. So I guess it would be 'it depends'.

Ahh, I seemed to recall something about this, and there it is- Chemical Weapons in Striker, Book 2 Page 33.

BD, CA and CES are ruled immune for chemical weapons, which suggests that would work for flamethrower oxygen issues.

Gas comes in persistent and non-persistent, and lethal and non-lethal, effectively four variants. So it skips the whole gruesome details bit and just gets into whether there is immunity, contamination or a cloud, and end result effects.

Never felt the need to use it, I would assume most have decided that it messes up the battlefield too much, but certainly would be a Really Bad Guy move against the players or innocents, make those CES more attractive then Cloth +1, and is a very accessible WMD to the unprincipled or desperate.
Have fun taking off a set of armor or a combat environment suit that has been contaminated by either mustard agent or VX. Or operating un-sealed electronic equipment in a chlorine-gas contaminated environment.
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