Here are some of my rough ideas of how to handle flame throwers and other flame based weapons vs zombies. Whenever possible I used existing force on force and ambush z rules.
Please tell me what you think.
Incendiaries have long been a part of human warfare; from the burning arrows of early man to the flame throwers
of twentieth century battle fields , from napalm dropped by high tech jet fighters to the simple petrol bomb in the hand of an insurgent. Few armies have been will to forgo the destructive lethality and psychological impact on the enemy of incendiaries.
However humanities latest and most deadly foe threatens to challenge the "reign of fire" on the battlefield. Zombies feel neither pain or fear and only the destruction of the brain of body as a whole can stop them. Zombies have been known to burn for prolonged periods of time and continue to move and attack even when fully engulfed. There have even been documented instances where the undead have outlasted flames entirely and carried on with their rampage although often in a more degraded state than before.
Still the forces of humanity fighting the undead found uses for incendiaries. From flushing our hidden zombies during building clearing to luring whole hordes of the undead into preset "fire traps" for mass destruction. Mans first and greatest tool always found a role to play.
Excerpt from "A funeral pyre for the the walking dead: Incendiaries in the Zombie war" by Lt. Col. Martin McCoy U.S.M.C (retired)
Man-Portable: 8” Max Range, 6D Firepower
Vehicle Mounted: 16” Max Range, 10D Firepower
Flamethrowers ignore cover dice
No Optimum Range Bonus
No Weapon Team Bonus
May only be fielded by units with a Troop Quality of Trained or higher
Flamethrowers are Intimidating Weapons
"burning a corpse" hitting a zombie with a flame thrower
Flamethrower attacks are resolved separately from any other attacks made by the unit to which they are attached – in other words, the flamethrower’s Firepower dice are not pooled with its unit’s small arms or support Firepower dice.
Flamethrowers ignore all Cover and Armor dice.
A unit attacked by a flamethrower may only use its basic Defense.
For every hit scored by a flame thrower one zombie in the zombie unit is set alight.
If more hits are scored than there are zombies in a unit additional hits maybe parceled out has desired by the attacker.
A burning zombie is attacked by the flames every turn until it is consumed or the flames burn themselves out.
Zombies that have been set alight Any Zombie unit hit by a flamethrower must make a troop Check vs one of the attackers fire power die type for each hit.
If the attackers combined roll is more than twice the zombies defense roll the zombie is destroyed.
If the attackers roll is greater than the defenders roll but less than twice the defenders roll reduce the zombies troop quality dice type by one and re roll the zombies new troop quality die type if result is less than 4 the zombie will begin moving using the zombie random movement rules otherwise the zombie attacks normally.
If the attackers die roll is less than the defenders but still greater than half the defenders role the zombie continues to attack normally. On subsequent turns reduce the firepower die type of the flames by 1.
If the attackers roll is less than half the defenders roll the flames burn themselves out and the zombie continues to attack normally.
If burning zombies engage in close combat with human forces the human forces must make a morale check at with a -1 applied to their die roll. If the unit fails its Morale Check, it automatically suffers a Pull Back result.
(It is scary enough fighting the walking corpse, it is REALLY scare to be charged a close quarters by a BURNING walking corpse.)
If a flamethrower equipped unit takes casualties and the figure carrying the flamethrower is determined to be among them, roll a D6. On a roll of 1 the flamethrower explodes and subjects all figures within a blast radius of 8" for a man pack flame thrower or 16" for a vehicle mounted unit to a flamethrower attack with a Firepower of 8D6. If the attack is carried out by burning zombies the flame thrower explodes on a roll of 3 or less.