Molotov Cocktails and Oil Flasks
Basic Set: Campaigns · p.411
Open source p.411A “Molotov cocktail” (TL6) is a bot-
tle filled with gasoline and fitted with
a burning “fuse” – often just a rag.
Once you have it in hand, it takes a
Ready maneuver to light its fuse (if
you have a torch or lighter) and an
Attack maneuver to throw.
In theory, the bottle bursts upon
hitting a hard surface (anything with
DR 3+), spilling the gasoline, which
immediately catches fire. In reality,
Molotov cocktails are notoriously
unreliable. They have a Malf. of 12,
regardless
of
tech
level
(see
Malfunctions, p. 407): on any attack
roll of 12+, the fuse separates from the
bottle in flight, the bottle fails to
break, or the fuel doesn’t ignite.
If your target is a person, he may
dodge or block, but not parry. If he
dodges, the bottle shatters on the
ground at his feet. The same thing
happens if he fails to defend but does
not have DR 3+ (the bottle bounces off
without breaking). If he blocks, it
breaks on his shield.
If your target is the ground, or if
you targeted a person but hit the
ground instead, the Molotov cocktail
sets fire to a one-yard radius; see Area-
Effect Attacks (p. 413). On a battle
map, the target hex is filled with
flame.
If the Molotov cocktail bursts on
the target, it inflicts burning dam-
age, and then burning damage per
second. Most DR protects at only 1/5
value; sealed armor protects com-
pletely. If you hit the target’s shield, it
takes this damage instead, and the
wielder may continue to use his shield
until it is destroyed (the fire is on the
outside). Use the Damage to Shields
rule (p. 484), or just assume that he
must discard his shield after the bat-
tle. If you hit the ground, the flame
does burning damage per second
in a one-yard radius. In all cases, the
flame burns for seconds.
“Greek fire” (TL3) consists of
naphtha – a light petroleum product
distilled from crude oil, roughly simi-
lar to gasoline – mixed with fat or tar
and saltpeter to make it sticky and
burn hotter. It should be very expen-
sive! Treat earthenware flasks filled
with Greek fire as Molotov cocktails.
This is the classic fantasy “oil flask.”
Below TL3, flammable, hot-burn-
ing liquids are unavailable in realistic
game worlds.
Note that these weapons are fragile.
Roll for each bottle if you fall; it
breaks on a roll of 1-4. A foe may
strike at a bottle on your belt (-5 to
hit); it breaks automatically if hit.
Either result soaks you in flammable
liquid: any burning damage will set
you on fire!