Mortar Rounds, White Phosphorous

3

4

18/14d

350

3

1-J

White phosphorous mortar rounds have the same effect as white phosphorous grenades (CC 41), with higher Damage Codes. Packed with white phosphorus, a chemical that burns at very high temperatures when exposed to air, these mortar rounds cover the blast area with a burning chemical that adheres to whatever it touches. The first Damage Code listed represents the initial blast effect. Anyone in that blast radius (15 meters) will be covered with the burning chemical and will continue to take damage at the beginning of each subsequent Combat Turn. - The second Damage Code represents this burning damage. Reduce the Power by half Impact Armor (round down). The white phosphorus burns continuously for 15 Combat Turns. Flammable materials may catch fire, per the Fire and Incendiary rules in SR3, page 98. - White Phosphorus is difficult to extinguish because it reignites whenever exposed to air. If an affected area or target can be completely cut off from air, the chemical's effects end after two Combat Turns. - Mortar rounds may only be fired by a mortar launcher. They are drop-fired down the mortar barrel and ignited by a pin at the barrel's bottom. All are fin-stabilized in flight, and arm only after they have cleared the barrel. Scatter and scatter reduction is determined by grenade launcher rules, with 3d6 scatter and a reduction of 4 meters per success on the Attack Roll (CC 26, SR3 118).

CC 43

15S/12L

Mortar

15m; -1/m

3d6

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