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Player > Weapon > Range > Nanite thrower, elite

Nanite thrower, elite

Starfinder Armory p.53

Level: 15
Price: 110000
Damage:
Range: 80 ft.
Critical: Severe wound
Capacity: 10 nanites
Usage: 2
Bulk: 1
Special: Deconstruct 4d6

A nanite thrower has a cylindrical nanite canister above the stock, which serves as ammunition. Instead of firing a single projectile, the nanite thrower hurls a coherent cluster of nanites at the target. These microscopic machines burrow in and damage the target from within. Nanite throwers come in similar models to the nanite rifle—tactical, advanced, and elite. With throwers, however, this line extends to the paragon model.

Two-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Nanite thrower, tacticalLongarms91330060 ft.Wound10 nanites11Deconstruct 2d6ARM p.53
Nanite thrower, advancedLongarms123540060 ft.Wound10 nanites11Deconstruct 3d6ARM p.53
Nanite thrower, eliteLongarms1511000080 ft.Severe wound10 nanites21Deconstruct 4d6ARM p.53
Nanite thrower, paragonLongarms2083000080 ft.Severe wound10 nanites21Deconstruct 5d6ARM p.53

Severe Wound

Roll twice on Table and choose your desired result. The target can still attempt any associated save.

D20LOCATIONSAVEEFFECT
1–10GeneralBleed 1d6
11–13Eye (sensory)RefLost eye, –2 Perception
14–15Leg (mobility)FortSevered limb, –10 land speed
16–17Arm (manipulation)RefSevered limb, lose a hand
18–19Vital organFort1d4 Con damage
20BrainFortStunned 1 round

Deconstruct

The target of a weapon with the deconstruct special property takes the listed amount of acid damage every round until the target succeeds at a Reflex save to end the damage. This functions as the burning condition, except as noted and that the ongoing damage is also ended if the target takes any amount of electricity damage.

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