Archives of Nethys

Pathfinder | Starfinder

Armor | Weapons
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Manufacturers | Other Items | Special Materials


Advanced Melee | Ammunition | Basic Melee | Grenade | Heavy | Longarms | Small Arms | Sniper | Solarian | Special
Critical Hit Effects | Special Properties | Weapon Accessories | Weapon Fusions


Flame Launcher

Flame 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 Weapons

Flame 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.

Flame Launcher, Supernova

Source Starfinder Armory pg. 37
Level 14; Price 79,800
Damage 5d8 F; Range 120 ft.; Critical burn 3d6
Capacity 40 petrol; Usage 5
Bulk 2; Special explode (10 ft.), unwieldy

Flame Launcher, Fireball

Source Starfinder Armory pg. 37
Level 5; Price 3,250
Damage 1d8 F; Range 60 ft.; Critical burn 1d6
Capacity 20 petrol; Usage 2
Bulk 2; Special explode (10 ft.), unwieldy

Flame Launcher, Immolation

Source Starfinder Armory pg. 37
Level 9; Price 14,200
Damage 2d8 F; Range 80 ft.; Critical burn 2d6
Capacity 40 petrol; Usage 4
Bulk 2; Special explode (10 ft.), unwieldy