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Player > Weapon > Range > Disintegrator rifle, executioner

Disintegrator rifle, executioner

Starfinder Adventure Path #02: Temple of the Twelve (Dead Suns 2 of 6) p.52, Starfinder Armory p.36

Level: 16
Price: 210000
Damage: 5d10 A
Range: 30 ft.
Critical: Corrode 3d6
Capacity: 80 charges
Usage: 8
Bulk: 2
Special:

Rather snub nosed compared to other longarms, a disintegrator rifle is heavier than it looks due to the row of round energygenerating compartments atop its frame. These compartments generate enough energy for the weapon to liquefy enemies' bodies. Well-connected customers can purchase liquidator, decimator, executioner, and eradicator disintegrator rifles.

Two-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Disintegrator rifle, liquidatorLongarms647401d20 A30 ft.Corrode 1d640 charges42DS02 p.52, ARM p.36
Disintegrator rifle, decimatorLongarms11290003d10 A30 ft.Corrode 2d640 charges42DS02 p.52, ARM p.36
Disintegrator rifle, executionerLongarms162100005d10 A30 ft.Corrode 3d680 charges82DS02 p.52, ARM p.36
Disintegrator rifle, eradicatorLongarms207450005d20 A30 ft.Corrode 4d680 charges82DS02 p.52, ARM p.36

Corrode

The target takes corrode damage equal to the amount listed. This functions as the burning condition but deals acid damage rather than fire damage.

Burning

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.

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