Player > Weapon > Range > Flamethrower, firedrake-class
Damage: 6d6 F
Range: 30 ft.
Critical: Burn 6d6
Capacity: 40 petrol
Special: Analog, blast, unwieldy
These portable flamethrowers consist of a heavy rifle-like design with an oversized petrol tank integrated into the weapon’s stock.
|Flamethrower, ifrit-class||Heavy||2||780||1d6 F||15 ft.||Burn 1d6||20 petrol||4||2||Analog, blast, unwieldy||CRB p.183|
|Flamethrower, pyre-class||Heavy||6||4200||1d10 F||30 ft.||Burn 1d8||20 petrol||4||2||Analog, blast, unwieldy||SFS1 p.18|
|Flamethrower, salamander-class||Heavy||8||8600||2d6 F||30 ft.||Burn 2d6||20 petrol||5||2||Analog, blast, unwieldy||CRB p.183|
|Flamethrower, hellhound-class||Heavy||12||35100||4d6 F||30 ft.||Burn 4d6||40 petrol||8||2||Analog, blast, unwieldy||CRB p.183|
|Flamethrower, firedrake-class||Heavy||15||128000||6d6 F||30 ft.||Burn 6d6||40 petrol||10||2||Analog, blast, unwieldy||CRB p.183|
|Flamethrower, phoenix-class||Heavy||18||367500||9d6 F||30 ft.||Burn 9d6||40 petrol||10||2||Analog, blast, unwieldy||CRB p.183|
The target gains the burning condition.
You are on fire. As long as you have this condition, at the start of
your turn each round before you take any actions (or attempt the
Reflex saving throw described below), you take the listed amount
of damage as fire damage (or 1d6 fire damage, if no amount is
listed in the effect that causes burning). Fire damage from
multiple sources that inflict the burning condition is cumulative.
At the end of each round you are burning, you can attempt a Reflex saving throw to remove this condition. The DC of this saving throw is equal to 10 + the amount of fire damage you took this round from the burning condition. If you succeed at this saving throw, you lose the burning condition. You can attempt a new saving throw each round you have this condition, and you receive a +2 bonus for each previous saving throw you’ve attempted in consecutive rounds.
You can also automatically end this condition by jumping into enough water to douse yourself. If you don’t have enough water on hand, you can spend a full action to roll on the ground or otherwise smother the fire to attempt a new saving throw with a +4 bonus (plus any bonuses from previously failed consecutive attempts) to end the condition.
This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. While this use of the word “analog” is not technically correct when referring to technology, use of the term in this way has become common throughout the Pact Worlds.
This weapon fires in a cone that extends only to its first range increment. You can’t use it to attack creatures beyond that range.
For each attack you make with a weapon with the blast special property, roll one attack against each target in the cone, starting with those closest to you. Each attack takes a –2 penalty in addition to other penalties, such as the penalty to all attacks during a full attack. Roll damage only once for all targets. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects on a critical hit that require you to roll) and apply it to each creature against which you score a critical hit. You can’t avoid shooting at allies in the cone, nor can you shoot any creature more than once.
Attacks with blast weapons ignore concealment. A blast weapon doesn’t benefit from feats or abilities that increase the damage of a single attack (such as the operative’s trick attack). Ammunition for blast weapons is designed for blast attacks, so you spend the usage amount only once for each cone of attacks.
Weapons with the unwieldy special property are large and awkward, can’t be fired without cooling down first, or are otherwise difficult to use with repeated attacks. You can’t use an unwieldy weapon as part of a full attack (or any other action in which you could make multiple attacks), you can’t attack with it more than once per round, and you can’t use it to make an attack of opportunity.