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Player > Weapon > Range > Nanite rifle, tactical
Level: 10
Price: 20100
Damage: 2d12 A
Range: 60 ft.
Critical: Wound
Capacity: 10 nanites
Usage: 10
Bulk: 2
Special: Sniper (500 ft.), unwieldy
Nanite rifles can fire nanotech-infused darts at targets from extreme ranges. Although the darts deal little damage, the nanites eat into the target immediately and can cause grievous injuries. Nanites from tactical models target the site where they land, while an advanced rifle's nanites can spread farther within the target. An elite rifle allows its nanites to move even farther from the point struck, dealing more damage.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Nanite rifle, tactical | Sniper | 10 | 20100 | 2d12 A | 60 ft. | Wound | 10 nanites | 10 | 2 | Sniper (500 ft.), unwieldy | ARM p.53 |
Nanite rifle, advanced | Sniper | 15 | 131000 | 3d12 A | 80 ft. | Severe wound | 10 nanites | 5 | 2 | Sniper (750 ft.), unwieldy | ARM p.53 |
Nanite rifle, elite | Sniper | 19 | 648000 | 6d12 A | 100 ft. | Severe wound | 10 nanites | 2 | 2 | Sniper (1,000 ft.), unwieldy | ARM p.53 |
Roll on Table. The target must succeed at a saving throw of the listed type (if any) or suffer the listed effect. If the creature lacks a specified location, use the general location.
D20 | LOCATION | SAVE | EFFECT |
---|---|---|---|
1–10 | General | – | Bleed 1d6 |
11–13 | Eye (sensory) | Ref | Lost eye, –2 Perception |
14–15 | Leg (mobility) | Fort | Severed limb, –10 land speed |
16–17 | Arm (manipulation) | Ref | Severed limb, lose a hand |
18–19 | Vital organ | Fort | 1d4 Con damage |
20 | Brain | Fort | Stunned 1 round |
Weapons with the sniper special property can be fired accurately at very long ranges if aimed properly. If you aim the weapon as a move action and then fire it on the same turn, use the value listed with the sniper special property as the weapon's range increment. You can still fire a sniper weapon as normal, but it has only the range listed under its normal range entry when you do.
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.
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