The Hidden Truth

Player > Weapon > Range > Acid lancer, disintegrator-class

Acid lancer, disintegrator-class

Starfinder Alien Archive p.109

Level: 19
Price: 550000
Damage: 8d8 A
Range: 50 ft.
Critical: Corrode 6d4
Capacity: 40 caustrol
Usage: 10
Bulk: 2
Special: Analog, boost 1d10, line, unwieldy

In addition to collecting the valuable composites the creature leaves behind, some entrepreneurs enter surnochs’ territory to hunt and kill them for their acid-producing glands and spines. These components can be made into heavy weapons known as acid lancers, which shoot jets of caustic fluid. A wielder of an acid lancer can squeeze the gland located near the trigger to give her next shot an extra boost of damaging acid. Acid lancers use a special synthetic acid called caustrol for ammunition, which has the same price and comes in the same size containers as petrol.

Two-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Acid lancer, corroder-classHeavy420002d4 A30 ft.Corrode 1d420 caustrol42Analog, boost 1d4, line, unwieldyAA1 p.109
Acid lancer, melter-classHeavy9130003d4 A30 ft.Corrode 2d420 caustrol52Analog, boost 1d6, line, unwieldyAA1 p.109
Acid lancer, liquefier-classHeavy14750008d4 A50 ft.Corrode 4d440 caustrol82Analog, boost 1d8, line, unwieldyAA1 p.109
Acid lancer, disintegrator-classHeavy195500008d8 A50 ft.Corrode 6d440 caustrol102Analog, boost 1d10, line, unwieldyAA1 p.109


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.


This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. While this use of the word “analog” is not technically correct when referring to technology, use of the term in this way has become common throughout the Pact Worlds.


You can charge up a weapon with this special property as a move action. When you do, you increase the weapon’s damage by the listed amount on the next attack you make with the weapon. Boosting expends charges from the weapon equal to its usage value. This increases the weapon’s damage and is multiplied on a critical hit. Boosting a weapon more than once before firing it doesn’t have any extra effect, and the extra charge dissipates if the weapon is not fired by the end of your next turn.


This weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with such a weapon, make a single attack roll and compare it to the relevant Armor Class of all creatures and objects in a line extending to the weapon’s listed range increment. Roll damage only once. The weapon hits all targets with an AC equal to or lower than the attack roll. However, if an attack fails to damage a creature or obstacle hit in the line (typically due to damage reduction or hardness), the path is stopped and the attack doesn’t damage creatures farther away. A line weapon can’t damage targets beyond its listed range. If you score a critical hit, that effect applies only to the first target hit in the line, and you roll the critical damage separately. If multiple creatures are equally close, you choose which one takes the effects of the critical hit. A line weapon doesn’t benefit from feats or abilities that increase the damage of a single attack (such as the operative’s trick attack).


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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