Here is my shot at translating the Flamers to CT:
Range Mods
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">                 Close Short Medium Long VLong
Mini Flamer        +2    -1    no    no    no
Flamer Pistol      +1    +2    -5    no    no
Assault Flamer     -3    +2    -4    no    no
Flamer Rifle       -4    +2    -3    no    no
Heavy Flamer       -4    +2    +0    -4    no</pre>[/QUOTE]Armor Mods
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">                Nothing Jack Mesh Cloth Reflec Ablat CbtArmr
Mini Flamer       +5     +1   +1    +1    +1    +0     -2
Flamer Pistol     +5     +2   +2    +2    +2    +1     -1
Assault Flamer    +6     +3   +3    +3    +3    +1     -1
Flamer Rifle      +6     +3   +3    +3    +3    +1     -1
Heavy Flamer      +7     +4   +4    +4    +4    +2     +0</pre>[/QUOTE]Damage
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">                 1st round 2d round
Mini Flamer          1D       1D/2
Flamer Pistol        2D       1D
Assault Flamer       3D       1D+3
Flamer Rifle         3D+3     2D-1
Heavy Flamer         4D       2D</pre>[/QUOTE]Now, these don't use a large napalm tank to operate, so hits are somewhat less catastrophic.  If, you want to simulate tanks, though....
Each tank can take a number of points damage as the damage dice it will inflict: Pistol will take 1 hit, Rifle will take 3 (drop the mod).  When that damage is done, roll double the weapon's damage on the user for the first turn.  Roll normal 1st round damage on the 2d round, followed by 2d rounds damage on the 3d round.
Feel free to add this to your weapons pantheon, folks!  
