Fire Throwers
Though its designs are many and varied, a fire throwers always consists of an airtight copper-lined barrel and a fluid chamber filled with a sticky alchemical sludge – normally a mixture of sulphurous compounds, black powers and combustible oils.
When triggered, the fire thrower sets loose a burst of these noxious chemicals, which immediately set light upon contact with the air, incinerating anyone unfortunate enough to be caught in the blast.
Unless otherwise noted, a fire throwers has the following profile.
Range N/A, Strength 5, Flaming Attacks
Firing a Fire Thrower
Place the teardrop-shaped template with its narrow end touching the fire thrower barrel and the large end aimed at any target in line of sight. Roll the artillery dice and move the template directly forward the number of inches indicated – this is where the burst of flame lands. The template can overshoot a target, representing the crew firing in to high an arc.
All models under the template are hit automatically. Wounds caused by a fire thrower have the flaming attack special rule. A unit suffering any casualties must take a panic test.
A misfire means the weapon does not fire – roll on the black powder war machine misfire chart above to find out what went wrong.
D6
1-2 = Destroyed! Gun explodes and is destroyed
3-4 = Malfunction – can’t fire this turn and the next turn while the jam is cleared
5-6 = May not shoot – does not shoot this turn but can fire as normal next turn