One of my players is planning to use liquid thermite in Splash rounds, using Zap rounds to set it off. I have been trying to come up with a fair system that doesn't involve him doing 3d10+5 damager per bullet to targets for an indefinite period.
Here are the rules I've settled on for now; do they seem fair? Do any of you have any ideas for improvements?
1) A dose of liquid thermite (or Scrapper's Gel), enough to significantly damage a human sized target, can't fit in fewer than 3 splash rounds (i.e. 1d10 + 1 damage per round for 1 bullet, 3d10+5 for a full dose from a 3-round burst for thermite).
2) Liquid Thermite (and Scrapper's Gel) burn for 3 turns.
3) Adding additional 'doses' of thermite (or Scrapper's Gel) to a target who is already burning from an earlier attack does not increase the damage but rather prolongs the duration (otherwise the damage would rapidly multiply to truly horrific levels).