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Weapon Fusions

A weapon fusion is a small, prepackaged add-on that can be attached to any weapon to infuse it with magic. Adventurers use weapon fusions to customize their weapons for a specific enemy or to increase a weapon’s overall effectiveness. Weapon fusions are magic unless stated otherwise. While this causes the weapons they are installed in to be considered hybrid items, in truth the weapon and the fusion still operate separately. An ability that affects a magic item could affect the fusion installed in a weapon, but that would not prevent the weapon’s core function from operating normally unless the weapon was also independently a magic device. The hybridized fusion (see page 194) is an exception to this rule, as noted in its description. Weapons with fusions are considered magic for the purpose of overcoming damage reduction.
Click here for the remaining rules on Weapon Fusions.


Source Starfinder #19: Fate of the Fifth pg. 52
Item Level 6
An weapon fitted with an adaptive fusion adjusts to any target it hits repeatedly. The fusion’s benefits can be granted against only one target at a time. Once the weapon hits a new target, it resets and starts building up momentum against that target, losing the benefits it might have had for any previous target. An adaptive weapon gains the following benefits depending on how many hits it has scored against a given target. The effects are cumulative.

3+ Hits: The weapon ignores an amount of the target’s energy resistance or damage resistance equal to half the weapon’s item level.

5+ Hits: The weapon gains an enhancement bonus to damage equal to half the item level.

7+ Hits: The target is flat-footed against attacks made with this weapon.