Player > Weapon > Range > Coolant sprayer, glacial
Damage: 2d6 C
Range: 40 ft.
Capacity: 40 charges
Special: Blast, entangle (2d4 rounds), unwieldy
Coolant sprayers were designed following the principles of a flamethrower, but with an eye more toward hindrance than sheer damage. Experts can easily identify a coolant sprayer by the bulky insulation surrounding the sprayer’s coolant reservoir. The weapon expels a cone of activated coolant that stiffens and freezes living tissue. While not harmless, the effect is somewhat less deadly than most energy weapons. Hiemal, algid, glacial, and isothermal coolant sprayers all function in similar ways, though their destructive potential varies from one model to another.
|Coolant sprayer, hiemal||Heavy||3||1600||1d4 C||20 ft.||Staggered||40 charges||4||3||Blast, entangle (1d4 rounds), unwieldy||ARM p.34|
|Coolant sprayer, algid||Heavy||7||7400||1d6 C||30 ft.||Staggered||40 charges||4||3||Blast, entangle (1d4 rounds), unwieldy||ARM p.34|
|Coolant sprayer, glacial||Heavy||12||41000||2d6 C||40 ft.||Staggered||40 charges||4||3||Blast, entangle (2d4 rounds), unwieldy||ARM p.34|
|Coolant sprayer, isothermal||Heavy||17||290000||3d6 C||40 ft.||Staggered||40 charges||4||3||Blast, entangle (2d4 rounds), unwieldy||ARM p.34|
The target must succeed at a Fortitude save or be staggered for 1 round.
You can take a single move action or standard action each round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.
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.
A creature hit by an entangle weapon becomes entangled until it escapes with an Acrobatics check (DC = 10 + weapon’s item level + the attacker’s Dexterity modifier) or a Strength check (DC = 15 + weapon’s item level + the attacker’s Dexterity modifier). An entangled creature can attempt such a check as a move action. Some weapons (such as stickybomb grenades) have a maximum duration for this effect. See page 275 for information about the entangled condition.
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.