Player > Weapon > Range > Disintegrator cannon, liquidator
Damage: 1d20 A
Range: 40 ft.
Critical: Corrode 1d6
Capacity: 40 charges
Special: Line, unwieldy
These powerful weapons are often referred to by the more scientific term “high-energy proton decouplers,” as they produce streams of energized fields that corrode and break down matter much like subatomic acid would. However, since their effects appear to turn metal to slag, plastic to vapor, and flesh to goo, they’re commonly known as “disintegrators.” Devourer cultists particular revere disintegrators because the weapons slough away their enemies’ flesh.
|Disintegrator cannon, decimator||Heavy||11||29500||3d10 A||40 ft.||Corrode 2d6||40 charges||4||3||Line, unwieldy||DS02 p.52|
|Disintegrator cannon, executioner||Heavy||16||220000||5d10 A||40 ft.||Corrode 3d6||80 charges||8||3||Line, unwieldy||DS02 p.52|
|Disintegrator cannon, eradicator||Heavy||20||765000||5d20 A||40 ft.||Corrode 4d6||80 charges||8||3||Line, unwieldy||DS02 p.52|
The target takes corrode damage equal to the amount listed. This functions as the burning condition but deals acid damage rather than fire damage.
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.