Outbreak Undead - FCF - Vol 045

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Free Content Friday #45 for the RPG series Outbreak Undead.

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    2014, Hunters Books and Apparel, All Rights Reserved.

    Free Content Friday.. Vol. 045 May 2014

    Improvised Incendiary Devices

    Improvised Incendiary Devices

    also known colloquially as Molotov

    Cocktails have been in use in warfare

    since the early 20th Century, and

    more commonly used by protesters

    or those ghting in Urban settings.Theses improvised incendiary devices

    generally create panic and fear from

    the reballs they induce rather than

    causing actual damage to structures.

    However, use enough, and even the

    most determined opponents will think

    twice before breaching the ames,

    unless of course, they no longer retain

    that ability, or feel pain. Here are some

    handy recipes for Survivors in need of

    quick access to an exploding ball of

    ame, which expand upon the rules in

    the Core Rulebook:

    Molotov Cocktail:

    The Original

    Prerequisites:

    Glass Container

    Flammable Substance (Alcohol, Diesel,

    Kerosene, Gasoline, Etc)

    Primer (Rag, Cloth, Rope, etc soaked in

    the Flammable Substance to be ignited, or

    equivalent materials eg: matched rigged to

    do the same)

    CU: 1FC: 1

    Damage:

    - Direct hit: 3d6

    - Indirect hit: 3d6 for -1d6 for every 10 from

    the central target.

    Prerequisites: Lighter/Matches

    Special:

    - Flame Weapon: Targets hit directly are

    Engulfed. (See page 268 of the OU Core

    Rulebook for details)

    - Area of Effect - Small: All targets within

    10 of the original target must make a Per

    - Balance check or be Knocked Prone. All

    zombie targets within 15 are hit with ZK%

    (Lethality of Thrown weapon).

    Dark and Stormy Cocktail:

    Extra Sticky & Smoky

    Prerequisites:

    Glass Container

    Flammable Substance (Alcohol, Diesel,

    Kerosene, Gasoline, Etc)

    Primer (Rag, Cloth, Rope, etc soaked in

    the Flammable Substance to be ignited, or

    equivalent materials eg: matched rigged to

    do the same)

    1 part Thickening agent (Styrofoam, Tar,

    Tire rubber/tubing, Motor oil, Dish soap,

    Laundry Detergent)Damage:

    - Direct hit: 3d6

    - Indirect hit: 3d6 for -1d6 for every 10

    from the central target.

    Prerequisites: Lighter/Matches

    Special:

    - Flame Weapon: Targets hit directly are

    Engulfed. (See page 268 of the OU Core

    Rulebook for details)

    - Area of Effect - Small: All targets within

    10 of the original target must make a Per

    - Balance check or be Knocked Prone. All

    zombie targets within 15 are hit with ZK%

    (Lethality of Thrown weapon).

    - Extra Sticky & Smoky: This cocktail

    create clouds of thick, choking smoke,

    and adheres to the target more readily due

    to the material composition. All actions

    taken when in the area of effect are at +2

    Difculty for Smoke and Darkness. Living

    who are Engulfed take 2d6 damage

    for every full 10 points in this Cocktails

    Lethality each turn, as opposed to the 1d6

    for normal Molotovs due to the extreme

    stickiness of the ammable substance.

    Kentucky Cocktail:

    Delayed Fireball

    Prerequisites:

    5 Gallon Gasoline Gas

    2 CU Flammable Substance (Gasoline

    preferred)

    Duct Tape

    Roadside Flare

    CU: 2

    FC: 1

    Damage:

    Within 10: 9d6

    Indirect hit: 9d6-1d6 for every 10 from the

    central target.Special:

    - Delayed Fireball: By strapping the

    roadside are to the container with the

    duct tape, igniting and then throwing, the

    wielder creates a delayed blast reball,

    as the hard plastic containers do not

    shatter upon impact, however, once the

    roadside are burns through the plastic the

    container will ignite. Best be far away when

    that happens. The time to burn through the

    container is randomized by the GM, but

    typically less than 2d10 seconds+3.

    - Flame Weapon: Targets hit directly a

    Engulfed. (See page 268 of the OU Co

    Rulebook for details)

    - Area of Effect - Large: All targets with

    25 of the original target must make a P

    - Balance check or be Knocked Prone. Azombie targets within 35 are hit with ZK

    (Lethality of Thrown weapon).

    The Heisenberg Special:

    Chemical Cocktail

    Prerequisites:

    Glass Container

    Metal Stopper

    1 part Carbon DiSulde

    1 part White Phosphorus

    1 part Sulphur

    Prerequisites: Must be crafted

    a Scientist/Researcher. Requir

    Laboratory and/or Airless environment

    be created. (Are you a scientist? No? The

    you probably shouldnt be trying to ma

    this unless you want it to explode in yo

    face.)

    Special:

    - Air Exposure Ignition: This cocktail w

    auto-ignite when exposed to air.

    - Exposure Danger: If a rubber stopper

    used, the Carbon DiSulde will eat throug

    the rubber and instant ignite the ammab

    substance causing instant ignition.

    - Flame Weapon: Targets hit directly a

    Engulfed.

    - Area of Effect - Small: All targets with

    10 of the original target must make a P

    - Balance check or be Knocked Prone. A

    zombie targets within 15 are hit with ZK

    (Lethality of Thrown weapon).

    Caged Wisdom

    Its possible that a character with th

    Caged Wisdom skill can provide a +

    bonus to the creation of any of thes

    molotov cocktail environments.

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