SFS Standard Flamethrower

Price 75 credits
Damage 1d10 F
Bulk 2
Hands 2
Range 15 ft.
Reload 1
Type Ranged
Category Martial
Group Flame
Upgrades 1
Magazine 10 chem
Expend 2

This bulky, rifle-shaped weapon spews flames using a tank of highly combustible, pressurized chemicals housed in its stock.

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Commercial Flamethrower 0 75 credits 1 1d10
Tactical Flamethrower 2 +350 credits 425 credits 1 1d10 +1
Advanced Flamethrower 4 +650 credits 1075 credits 2 2d10 +1
Superior Flamethrower 10 +9000 credits 10075 credits 2 2d10 +2
Elite Flamethrower 12 +10000 credits 20075 credits 3 3d10 +2
Ultimate Flamethrower 16 +80000 credits 100075 credits 3 3d10 +3
Paragon Flamethrower 19 +300000 credits 400075 credits 4 4d10 +3

Traits

Area (cone):Weapons with this trait can only fire using the Area Fire action.
Tech:Equipment with the tech trait rely on electricity and may gain the glitching condition. Some creatures and hazards also have the tech trait, such as artificial intelligence, robots, and turrets.

Armor with the tech trait incorporate electronics, computer systems, integrated power sources, and a comm unit.

Shields with the tech trait incorporate electronics, computer systems, and integrated power sources.

Weapons with the tech trait incorporate electronics, computer systems, and power sources. Usually the weapons rely on integrated power sources (such as melee weapons that don't have the powered trait), while others drain batteries with each attack.

Cybernetic augmentations are technological, not magical, though they aren't subject to any effect or attack that targets technology unless it specifies that it affects cybernetics.
Unwieldy:You can't use an unwieldy weapon more than once per round to Strike and can't use it to Strike as part of a reaction, such as Reactive Strike.

Critical Specialization Effects

Certain feats, class features, weapon fusions, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Flame The target takes 1d6 persistent fire damage. You gain an item bonus to this fire damage equal to the weapon's item bonus to attack rolls.