Hello.

**@hellrazor** and

**@yrizoud**: Thanks for taking the time to lead me on the right track.

I especially found this part of the UFOPaedia interesting:

`Initial "impact" damage from incendiary ammunition is either for no points (unit does not catch fire), or between 5-10 points (unit catches fire).`

Since the distribution is randomly chosen from the set [ 0, 5, 6, 7, 8, 9, 10 ] (seven values), the probability of remaining unharmed is 14% (1/7),

while there is an 86% chance (6/7) a unit will take some damage. The average damage is 6.4.

This means, if I'm not mistaken, that if a unit doesn't catch on fire it doesn't take any damage from incendiary weapon impact.

Also, by manipulating the fireDamageRange I can actually decide what the chances for catching fire will be. This opens up possibilities.

fireDamageRange [5] means it's a 50/50 chance of catching on fire, with a certain (and, thus, average damage of five (5) if the unit does - or an overall average of 2.5 damage taken when hit). If I set it to

fireDamageRange[1,9] it will only be a 10% chance of not catching on fire. With an average of (9+1)/2 = five (5) damage done if on fire. And an overall average of (0+9)/2 = 4.5 damage done if hit...

... hmmm...

This I have to play around with ...