| Flame LauncherFlame launchers sling large globules of aerated petrol with carefully timed ignition. The resulting explosion is usually well contained and can be placed with surprising precision. Although fed by the same sort of petrol tank found in burners and flamethrowers, the weapon is a complicated mess of air tanks, exposed circuitry, and tubing, all required to achieve the perfect mixture for controlled explosions. Fireball flame launchers are the weakest version of this weapon, outpowered by immolation flame launchers and the exceptionally powerful supernova flame launchers.Flame WeaponsFlame weapons deal fire damage without using lasers or plasma. This flame damage usually comes via superheated metal coils or gas ignition, but weapon manufacturers may devise other methods as well. Flame weapons often have the ability to set targets on fire, dealing burn damage in addition to their initial fire damage when they land especially effective hits.
 Most flame weapons rely on a reactive blend of hydrocarbons called petrol for ammunition, rather than batteries.
 Source Starfinder Armory pg. 37
 Level 9; Price 14,200
 Hands 2; Proficiency Heavy
 Damage 2d8 F; Range 80 ft.; Critical burn 2d6
 Capacity 40 petrol; Usage 4
 Bulk 2; Special explode (10 ft.),   unwieldy
 Source Starfinder Armory pg. 37
 Level 5; Price 3,250
 Hands 2; Proficiency Heavy
 Damage 1d8 F; Range 60 ft.; Critical burn 1d6
 Capacity 20 petrol; Usage 2
 Bulk 2; Special explode (10 ft.),   unwieldySource Starfinder Armory pg. 37
 Level 14; Price 79,800
 Hands 2; Proficiency Heavy
 Damage 5d8 F; Range 120 ft.; Critical burn 3d6
 Capacity 40 petrol; Usage 5
 Bulk 2; Special explode (10 ft.),   unwieldy
 |