Weapon Fusions

The following are new Weapon Fusions that any character with the appropriate skills can create.

Biointigration (Level 4)

A weapon with the biointegration weapon fusion has a hybrid system that allows it to integrate directly with your existing biological structures when you are wielding it as a move action, allowing you to fuse it directly onto one of your arms. While fused to your body, the weapon can’t be disarmed, stolen, or dropped, but you can’t use that hand for any purpose other than wielding the fused weapon. In addition, half of any damage dealt to your weapon (such as from a successful sunder attempt) is dealt directly to you. Unfusing a fused weapon from your body is a move action. Only one-handed weapons can have this fusion.

Price: 680

Source: Augmentative Equipment

Imbued (Level 9)

The imbued fusion allows a spellcaster to place an area spell upon a piece of ammunition loaded within the affected weapon, including a charge from a battery or a use of petrol for a flamethrower, once per day as a full action. When a single attack is made with the ammunition as a full action, the spell’s area is centered where the attack strikes, even if the spell could normally be centered only on the caster. This ability the spell to use the weapon’s range rather than the spell’s range.

Only spells with a casting time of a standard action or less can be imbued in this manner, and the projectile is fired as part of this action. (This can be an attack to hit a creature, or an attack to hit a grid intersection, as if you were throwing a grenade.) This attack takes a –4 penalty to its attack roll. If the attack misses or the ammunition isn’t fired by the end of the round, the spell is wasted. Only ranged weapons that don’t have the explode or line weapon special property can benefit from the imbued fusion. Weapons that don’t require attack rolls to affect their targets also can’t benefit from the imbued fusion.

Source: Star Log.EM-011: Arcane Artillerist

Phasing (Level 9)

The phasing fusion allows a weapon to make a single attack that ignores all physical, nonmagical barriers (other than armor) once per day as a full action. This negates all cover and concealment modifiers, and you can choose whether the attack resolves against the target’s KAC or EAC. Magical barriers, such as a wall of fire or wall of force spell, automatically stops the weapon’s attack. Only ranged weapons that don’t have the automatic, explode, or line weapon special property can benefit from the phasing fusion. Weapons that don’t require attack rolls to affect their targets also can’t benefit from the phasing fusion.

Source: Star Log.EM-011: Arcane Artillerist

Torrent (Level 2)

The torrent fusion allows a weapon to make a single attack in automatic mode (see the automatic weapon special property in the weapons section of Chapter 7 in Starfinder Roleplaying Game: Core Rulebook) once per day as a full action. This attack has a range equal to half the weapon’s range increment. Only ranged weapons that don’t have the automatic, explode, line, or thrown weapon special property can benefit from the torrent fusion. Weapons that don’t require attack rolls to affect their targets also can’t benefit from the torrent fusion.

Source: Star Log.EM-011: Arcane Artillerist

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