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View Full Version : Black Ops Cell 2: Season 1, Episode 5 - A nest of zombies


Origen
03-27-2007, 11:13 AM
Since Blastum commented that combat didn't seem too difficult, I'm providing a creature feature week. This will be mostly combat, and you will have an opportunity to use some weapons you don't normally use. There will be plot points, but in the grand X-Files tradition, this is less about the overarching mythology I'm developing, and more of a Creature Feature, or Monster of the Week.

One relevant plot point. Be familiar with the workings of flame throwers:

Flamethrower

A flamethrower consists of a pressurized backpack containing fuel, connected to a tube with a nozzle. It shoots a 5-foot-wide, 30-foot-long line of flame that deals 3d6 points of fire damage to all creatures and objects in its path. No attack roll is necessary, and thus no feat is needed to operate the weapon effectively. Any creature caught in the line of flame can make a Reflex save (DC 15) to take half damage. Creatures with cover get a bonus on their Reflex save.

A flamethrower’s backpack has hardness 5 and 5 hit points. When worn, the backpack has a Defense equal to 9 + the wearer’s Dexterity modifier + the wearer’s class bonus. A backpack reduced to 0 hit points ruptures and explodes, dealing 6d6 points of fire damage to the wearer (no save allowed) and 3d6 points of splash damage to creatures and objects in adjacent 5-foot squares (Reflex save, DC 15, for half damage).

Any creature or flammable object that takes damage from a flamethrower catches on fire, taking 1d6 points of fire damage each subsequent round until the flames are extinguished. A fire engulfing a single creature or object can be doused or smothered as a full-round action. Discharging a fire extinguisher is a move action and instantly smothers flames in a 10-foot-by-10-foot area.
A flamethrower can shoot 10 times before the fuel supply is depleted. Refilling or replacing a fuel pack has a purchase DC of 13.