ScorchgunCommon in areas where petrol’s flammability is a liability, such as in the protected jungles of Castrovel, scorchguns employ a microwave emitter to burn targets. The emitter is generally a squat cylinder positioned above the pistol’s trigger, and its adjustable output allows a wielder to deal either lethal or nonlethal damage. The original design, the microwave scorchgun, is the most widely used, and later designs focus on a specific bandwidth, with S-band, C-band, K-band, and X-band scorchguns achieving progressively more power and precision.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. 39 Level 13; Price 49,100 Hands 1; Proficiency Small Arms Damage 2d10 F; Range 60 ft.; Critical — Capacity 20 charges; Usage 1 Bulk L; Special stun Source Starfinder Armory pg. 39 Level 4; Price 2,050 Hands 1; Proficiency Small Arms Damage 1d6 F; Range 60 ft.; Critical — Capacity 20 charges; Usage 1 Bulk L; Special stunSource Starfinder Armory pg. 39 Level 8; Price 9,350 Hands 1; Proficiency Small Arms Damage 1d10 F; Range 60 ft.; Critical — Capacity 20 charges; Usage 1 Bulk L; Special stunSource Starfinder Armory pg. 39 Level 16; Price 165,000 Hands 1; Proficiency Small Arms Damage 3d10 F; Range 60 ft.; Critical — Capacity 20 charges; Usage 1 Bulk L; Special stunSource Starfinder Armory pg. 39 Level 18; Price 368,000 Hands 1; Proficiency Small Arms Damage 4d10 F; Range 60 ft.; Critical — Capacity 20 charges; Usage 1 Bulk L; Special stun
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