Nanoids are reminants of a lost and anchient civilization, they are most often injected into the blood stream and they function on a molecular level. Even if they are injected into the blood, this is not always where the effects are found. They vary in between medical nanoids and attack nanoids. The nanoids function the same way weapons do, and you read the statistics the same.

Attack:

Flame; range 300 meters, damage; 3d10, type; heavy

Thunder; range 500 meters, damage; 3d10, type; heavy

Water; range 200 meters, damage; 4d10, type; heavy

Grey haze; range 700 meters, damage; 5d10, type; heavy

Medical:

Healers anoxia; range personal or touch, damage; -2d6, type; heavy

Defence and Utalitarian nanoids have descriptions that are read a little differently. They have effects as opposed to damage, and this determines what happens when the nanoids are activated. On command for Utalitarian, and when contacted with for defence. To peirce a defence nanoid barrier, someone must attack with the appropriate attack. Attacking when in a defence nanoid will not collapse the effect, but if two nanoid effects are up at one time the barriers will collapse.
For instance, the Sheild of Flazorn, while impervious to normal attacks, will crumble into dust when attacked with a nanoid effect. While the Phsycometry Backlash works in the oppisite effect.
Two effects used for defence do stack, so if you had the Sheild of Flazorn and the Phsycometry Backlash nanoids up at one time you would be immune to both normal and nanoid attacks as long as you did not move or attack.
The part of the satistics reading duration is how long each nanoid will function without problem. After that they must spend one min. cooling down.

Defence:

Sheild of flazorn; range 5ft, effect; weapon destabilization (disintigration of any incoming projectiles), duration; 5 mins

Molecular parasite; range 20 meters, effect; Defensive assimilation (breakdown of any defencive effects that are on those attacking you), duration; 10 mins

Phsycometry Backlash; range personal, effect; Electromagnetic Feild (Nanoid barrier, causing immunity to nanoid attacks), duration 5 mins

Utalitarian:

Water converter; range 5 ft, effect; water conversion (the changing of water into combustable fluids, effects all water in avalable range. Often used to refill combustion engine machines.) duration Instantaneous

Alchemic Transmogricators; range 5 ft, effect; molecular conversion (the changing of objects into other objects. Takes 1 mins to take effect on objects, cannot target living creatures.) duration instantanious

Photosythesizers; range personal, effect; sunlight conversion (eliminates the need for food as long as you are in light at least mimicing the sun) duration Permanent

Disguise arrangers; range personal, effect; skin reconfiguration (changes physical appearance to that of a person of similar size and weight) duration 20 mins

Musscle rearrangers; range personal, effect; musscle enhancement (grants a temperary bonus to strength or speed. Causes damage afterwards dealing 1d6 points of damage to the user) duration; 2 mins

Skin converters; range personal, effect; skin conversion (Grants a immunity to the effects of harsh weather) duration Permanent

Creators; range 5 ft, effect; total molecular conversion (allows for the speedy production of any product from crop enhancement to working as a factory. Takes 5 mins to take full effect and can craft any item the user could make normally) duration instantanious