Ok, the results are in.
Its pretty awesome, with the right modded syndrome.
I have a syndrome that prettymuch disolves all tissue, causing anyone caught in the vapor to become a fissure of blood.
I also have a hallway with a few custom buildings that produce and hold the fluid.
[Z-2]
O===========O
+++++++++++++
++X+++X+++X++
+++++++++++++
O===========O
[Z-1]
O===========O
║▓▓▓▓▓▓▓▓▓▓▓║
║▓▓▓▓▓▓▓▓▓▓▓║
║▓▓▓▓▓▓▓▓▓▓▓║
O===%===%===O
++++%+++%++++
++++#+++#++++
[Z-0]
O===========O
║~~~~~~~~~~~║
║~~~~~~~~~~~║
║~~~~~~~~~~~║
O==O~O=O~O==O
║~║ ║~║
║~║ ║~║
O=O O=O
*******************
Legend
Wall: O = ║
Floor: +
Bridge: ▓
Custom Building: X
Pump: %%
Grate: #
Magma: ~
*******************
The custom buildings have one job, they produce "liquid death." They do not put it in a barrel, the workshop is stores it.
Liquid death has a custom bleeding syndrome. If you touch it, breath it in, get it in your blood, or eat it (pretty much look at it the wrong way), you bleed out quickly. It boils at 10020 urists, just above the temperature of a cave. If you put this stuff outside, you will die. If you track it on your shoe, you will die. If trolls break your workshop, they will die.
When you have enemies in that hallway, you pump magma onto Z-level 1, onto the bridge. The magma will warm the floor, and the liquid death will boil, leaving its workshop and melting anyone nearby. You retract the bridge, the magma falls down. And you can queue up new jobs to produce more liquid death.
[REACTION:MAKE_LIQUID_DEATH]
[NAME:make liquid death]
[BUILDING:STILL:CUSTOM_L]
[PRODUCT:100:25:LIQUID_MISC:NONE:INORGANIC:LIQUID_DEATH]
[PRODUCT_DIMENSION:150]
[SKILL:ALCHEMIST]
[SYNDROME]
[SYN_NAME:liquid death]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[SYN_INHALED]
[SYN_INJECTED]
[SYN_INGESTED]
[CE_BLEEDING:SEV:1000:PROB:100:BP:BY_CATEGORY:ALL:ALL:START:0:PEAK:30:END:200]
[INORGANIC:LIQUID_DEATH]
[STATE_COLOR:ALL_SOLID:BLACK]
[STATE_COLOR:LIQUID:BLACK]
[STATE_COLOR:GAS:BLACK]
[STATE_NAME:ALL_SOLID:frozen liquid death]
[STATE_ADJ:ALL_SOLID:frozen liquid death]
[STATE_NAME:LIQUID:liquid death]
[STATE_ADJ:LIQUID:liquid death]
[STATE_NAME:GAS:liquid death vapor]
[STATE_ADJ:GAS:liquid death vapor]
[MATERIAL_VALUE:50]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4181]
[IGNITE_POINT:NONE]
[MELTING_POINT:9950]
[BOILING_POINT:10020]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1200]
[LIQUID_DENSITY:1200]
[MOLAR_MASS:20000]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:6600] used high salinity ice
[SHEAR_FRACTURE:6600]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:500]
[ABSORPTION:100]
[SYNDROME]
[SYN_NAME:liquid death]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[SYN_INHALED]
[SYN_INJECTED]
[SYN_INGESTED]
[CE_BLEEDING:SEV:1000:PROB:100:BP:BY_CATEGORY:ALL:ALL:START:0:PEAK:30:END:200]
Note: You'll have to make your own custom building. I actually used a still, but thats dumb. Make a small 1 tile custom building, and change the reaction. I also recommend modding a plant to produce the "liquid death."