Some weapons belch great gouts of flame, igniting anything they strike. If a target of a Flame attack is hit (even if he suffers no Damage), he must succeed on an Agility Test or be set on fire (see page 266).
If the target of the Flame attack is a Vehicle, the pilot of the vehicle must make the appropriate Operate Skill Test with a bonus equal to the Vehicle Armour value on the facing hit by the Flame Attack. If the pilot fails, the Vehicle immediately catches fire (see the On Fire! sidebar.

On Fire!

A vehicle catching fire is very bad for everyone involved. Unlike living creatures that tend to run around screaming before falling over dead, vehicles have a nasty habit of exploding if they remain alight for too long, as fuel tanks, reactor cores and ammunition bays detonate. When this happens there is often little left of the vehicle (or the crew) to salvage.

Each second a vehicle remains on fire is another moment in time where something unstable could ignite and explode. If a vehicle ever catches fire the GM should roll a single d10 for it at the end of each Round and consult the following chart:

D10 Result Effect
1-9 Roll again at the end of next Round.
10 Something explosive catches fire and the vehicle suffers 8 Critical Damage (ignoring Armour).

The chance of exploding increases every Round. For every Round after the first that a vehicle remains on fire, the GM should add +1 to the roll (eg. at the end of the fourth Round that a vehicle has been on fire, the GM would add +3 to the Roll).

If being near a vehicle that is on fire is bad, then being inside a flaming vehicle is much worse. Vehicle crews and passengers have limited time to extinguish flames before vital (and explosive) equipment is destroyed. At the start of any crewmember or passenger’s Turn they can attempt to put out the fire by using internal fire suppressant systems, fire extinguishers or whatever they happen to have on hand. This is done as a Full Action via a Hard (–20) Agility Test. If the Test is successful the flames are put out and the crew can breathe a sigh of relief (although the vehicle can still be set on fire again). If the Test is failed the vehicle remains on fire, and will remain on fire until the fire is put out or the vehicle explodes.
The GM can increase or decrease the Difficulty of this Test due to special conditions (putting a fire out in the pouring rain is easier than putting a fire out in the middle of the scorching desert). Crew inside a flaming vehicle suffer a –20 penalty to any and all Tests they have to make (the –20 is included in the Agility Test above, not in addition to it). If the fire is successfully put out the crew and the passengers may act normally from that point on without suffering the –20 penalty. The vehicle itself gains the Fire Damaged Damage Condition (see page 284).

As noted in a number of results on the Vehicle Critical Hit Charts, it is possible for crewmembers and passengers to also be set alight even when the vehicle itself is not on fire. When a crewmember or passenger is set alight they follow the standard rules for being set on fire (see page 266). At the end of each Round where a vehicle has one or more flaming crewmembers or passengers inside it the GM should roll 1d10. On a 10 the vehicle also catches fire. On any other result the vehicle does not catch fire. The GM should roll for each crewmember or passenger on fire, not just once for all of them.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License