The Hidden Truth

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Player > Weapon > Range > Disintegrator cannon, eradicator

Disintegrator cannon, eradicator

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

Level: 20
Price: 765000
Damage: 5d20 A
Range: 40 ft.
Critical: Corrode 4d6
Capacity: 80 charges
Usage: 8
Bulk: 3
Special: Line, unwieldy

This wide-barreled cannon emits a stream of red-tinged energy that originates from the weapon’s heavy proton tank, affecting all enemies in a line. Like most disintegrator weapons, they are available in liquidator, decimator, executioner, and eradicator models.

One-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Disintegrator cannon, liquidatorHeavy648001d20 A40 ft.Corrode 1d640 charges43Line, unwieldyDS02 p.52, ARM p.36
Disintegrator cannon, decimatorHeavy11295003d10 A40 ft.Corrode 2d640 charges43Line, unwieldyDS02 p.52, ARM p.36
Disintegrator cannon, executionerHeavy162200005d10 A40 ft.Corrode 3d680 charges83Line, unwieldyDS02 p.52, ARM p.36
Disintegrator cannon, eradicatorHeavy207650005d20 A40 ft.Corrode 4d680 charges83Line, unwieldyDS02 p.52, ARM p.36


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 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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