Plasma Napalm Launcher

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Plasma Napalm Launcher
Created by Slappy

There is nothing more terrifying on a primal level than fire. Kali has been using it for years as an instrument of torture and she wanted to bring her favorite tool to the battlefield. The weapon itself is a large rifle attached to a back mounted fuel tank. This design allows a robot to carry a substantial amount of fuel, but it does provide a tempting target. The tank is thickly armored to protect the wielder, but if it is ever destroyed, there is a 45% chance the napalm will be ignited. In this case, the robot suffers 1D6x10 points of damage and 3D6 points every melee round for 1D4+2 melees, and everything within a 10-foot radius suffers 3D6 points of damage every melee round for 1D4+2 melees. This short-range anti-personal weapon is typically carried by Steel Troopers.
Weight: 85 lbs. when fully loaded.
Horror Factor: 13
M.D.C. of the Weapon: 90 M.D.C. for the rifle, 110 M.D.C. for the fuel tank, and 20 M.D.C. for the connecting hose.
Mega-Damage: 3D6 M.D.C. to an 8-foot area per burst of napalm. A concentrated burst does 1D4x10+10 M.D.C. Anyone covered with the sticky napalm will continue to take 3D6 M.D.C. every melee for 1D4+1 melees. Humans in Living Armor will be panicked and trying to put out the fire anyway they can. They lose 2 attacks per melee and suffer a penalty of -3 to strike, parry, and dodge. Humans in Host Armor suffer greater penalties because their bond allows the pilot to feel the horrible pain from the plasma napalm. Host Armor pilots lose 3 attacks per melee and are -4 to strike, parry, and dodge. The only way to save oneself is to roll in dirt or sand (water will not extinguish the flames) for one entire melee round, rub the sticky napalm off for an entire melee round (but takes double damage that round) until the napalm is rubbed off, or use napalm retardant chemicals. The Resistance has access to these types of chemicals, but that does not mean that everyone carriers them all the time.
Rate of Fire: Equal to the number of attacks per melee.
Maximum Effective Range: 200 feet.
Payload: 25 blasts of napalm.
Trade Cost: None, except to a Technojacker who can use such weapons.