Player > Weapon > Range > Nanite decoupler, caustic
Damage: 2d6 A
Range: 60 ft.
Critical: Corrode 1d6
Capacity: 10 nanites
Special: Explode (10 ft.), unwieldy
While most disintegrator weapons produce a stream of energy that strikes a single target, a nanite decoupler programs nanites to replicate a disintegrator’s destructive energies over a set area. The integrated generators used to overcharge the nanites for the desired effect make a nanite decoupler a heavy, bulky weapon that requires a skilled user. The caustic nanite decoupler and the vitriolic nanite decoupler are both deadly, destructive weapons.
|Nanite decoupler, caustic||Heavy||9||15000||2d6 A||60 ft.||Corrode 1d6||10 nanites||2||3||Explode (10 ft.), unwieldy||ARM p.37|
|Nanite decoupler, vitriolic||Heavy||19||650000||2d20 A||80 ft.||Corrode 3d6||10 nanites||5||3||Explode (20 ft.), unwieldy||ARM p.37|
The target takes corrode damage equal to the amount listed. This functions as the burning condition but deals acid damage rather than fire damage.
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.
Explosives have the explode special property, which lists the amount of damage the explosion deals, the damage type, special effects (with a duration, if necessary), and the radius of the explosion. When you attack with this type of weapon or ammunition, aim at a grid intersection. Each creature within the blast radius takes the listed damage but can attempt a Reflex saving throw for half damage. If the explode special property has any special effects other than damage, they are negated with a successful saving throw. Some exploding weapons, such as smoke grenades, don’t deal damage, so they don’t include the damage and damage type entries.
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.