Weapons · 1
| Family | Fire cycle | Damage per second |
|---|---|---|
| Projectile | 0.15 s | 1600 vs infantry · 233.3 vs vehicles · 133.3 vs buildings ⚠️ continuous fire, no reload — not comparable with the figures above |
Damage per second = damage ÷ fire cycle, computed by the build script.
What it is
Flamethrower armored personnel carrier costs 100 minerals and 15 population. Its official description is “A flamethrower vehicle based on a standard APC. Lightly armored. Above-average speed. Sets terrain on fire.” Demo build 23882143 records 640 base hit points and an extra-health capacity of 300, which starts empty. Directional armour is 25 at the front and 8 at the sides and rear. The weapon cannot fire while moving in its inspected configuration. Use the stated terrain-fire role to judge where to position it, without treating its armour gap or reserve capacity as a fixed survival time under enemy fire.
Where it comes from
Surface burning was discussed in the 2025 development log, and the demo notes of 22 June 2026 state “units inside garrisoning structures no longer die from environmental damage (flame, gas)”. This is a specific change to environmental damage on units inside garrisoning structures. It does not say that the structure itself ignores fire or that garrisoned units survive every direct attack. The carrier’s description separately says it sets terrain on fire. Consult the environmental-damage and garrison pages when deciding whether to leave infantry in cover rather than extending that patch statement into general immunity.
How it is actually used
The attack has a zero reload setting, so its calculated continuous-weapon output should not be ranked directly against ordinary cannon cycles. Its damage fields are 240 against infantry, 35 against vehicles and 20 against buildings. Those fields indicate different target categories. They do not establish the effect of armour or a guaranteed combat result. The weapon also has projectile and spread settings. Give the carrier a firing position and inspect terrain fire separately; a short description and damage fields do not establish the full area or duration of the burning ground.
How to beat it
The vehicle damage field is 35; do not read it as a guarantee that the carrier cannot harm armour. Rear protection is 8, versus frontal armour 25 and side/rear armour 8. Facing therefore matters, but it does not prove a fixed number of hits to kill. Avoid leaving infantry in an active flame stream merely to test the health pool. Compare the attacking vehicle’s protection, firing distance and support before approaching. The armour and fire pages are useful here; no resistance coefficient establishes that a vehicle can drive through untouched.
Values read from game files · version 23882143