SFS Standard Adhesive Dispenser Item 4+

Price 1020 credits
Damage —
Bulk 1
Hands 2
Range 30 ft.
Reload 1
Type Ranged
Category Martial
Group Corrosive
Upgrades —
Magazine 6 projectiles
Expend 1

You shoot adhesives that solidify midair into nonlethal globs. When you use Area Fire with this weapon, instead of dealing damage, you create difficult terrain in the affected area that lasts for 2 rounds. If you're trained with this weapon, creatures that end their turns in the difficult terrain become immobilized. Creatures can attempt to Escape against your class DC to remove the immobilized condition. If you have the primary target class feature, you can attempt to Trip your primary target instead of Strike (with a –2 circumstance penalty, as normal for the ranged trip trait).

Improvements

Grade Level Upgrade Price Total Price Upgrades Damage Dice Tracking
Advanced Adhesive Dispenser 4 — 1020 credits — +1
Superior Adhesive Dispenser 10 +9000 credits 10020 credits — +2
Elite Adhesive Dispenser 12 +10000 credits 20020 credits 1 +2
Ultimate Adhesive Dispenser 16 +80000 credits 100020 credits 1 +3
Paragon Adhesive Dispenser 19 +300000 credits 400020 credits 2 +3

Traits

area (burst 10 feet):Weapons with this trait can only fire using the Area Fire action.
Ranged Trip:The weapon can be used to Trip with the Athletics skill within the weapon's first range increment. The skill check takes a –2 circumstance penalty. You can add the weapon's item bonus to attack rolls as a bonus to the check. A ranged trip weapon doesn't deal any damage when used to Trip.
Tech:Equipment with the tech trait rely on electricity and may gain the glitching condition. Some creatures and hazards also have the tech trait, such as artificial intelligence, robots, and turrets.

Armor with the tech trait incorporate electronics, computer systems, integrated power sources, and a comm unit.

Shields with the tech trait incorporate electronics, computer systems, and integrated power sources.

Weapons with the tech trait incorporate electronics, computer systems, and power sources. Usually the weapons rely on integrated power sources (such as melee weapons that don't have the powered trait), while others drain batteries with each attack.

Cybernetic augmentations are technological, not magical, though they aren't subject to any effect or attack that targets technology unless it specifies that it affects cybernetics.
tracking+1:This weapon has been developed with several integrated targeting, stabilizing, and homing systems. Attack rolls with this weapon gain an item bonus equal to the listed value. Area attacks with this weapon gain an item bonus equal to the listed value to the class DCs of saves.
Unwieldy:You can't use an unwieldy weapon more than once per round to Strike and can't use it to Strike as part of a reaction, such as Reactive Strike.

Critical Specialization Effects

Certain feats, class features, weapon fusions, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Corrosive The target takes 1d6 persistent acid damage. You gain an item bonus to this acid damage equal to the weapon's item bonus to attack rolls.