Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

Armor | Shields | Weapons
Artifacts | Augmentations | Creature Companions | Computers | Hybrid Items | Magic Items | Technological Items | Traps
Manufacturers (Augmentations) | Manufacturers (Weapons) | Other Items | Special Materials

Advanced Melee | Ammunition | Basic Melee | Grenade | Heavy | Longarms | Small Arms | Sniper | Solarian | Special
Critical Hit Effects | Special Properties | Weapon Accessories | Weapon Fusions

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 Armory pg. 62
Item Level 5
The bombarding fusion allows a weapon to duplicate the effect of a single grenade that is loaded into an extradimensional space within the weapon. Loading a grenade into a weapon with the bombarding fusion takes a full round, as does removing a previously loaded grenade. A grenade loaded into a weapon with the bombarding fusion cannot have an item level greater than the weapon’s item level. The grenade cannot be detonated, sundered, or otherwise affected while it is within this extradimensional space, and if the weapon is destroyed or gains the broken condition, the grenade is permanently destroyed.

Once per day, a weapon with the bombarding fusion can launch a mystic version of the loaded grenade. This acts as throwing the grenade, and uses the same proficiency and range increment as throwing a grenade, but does not require a free hand. As long as you are wielding a weapon with the bombarding fusion and it has not yet used this ability, you can launch the grenade as a ranged attack. Once this ability has been used, the loaded grenade can be removed from the extradimensional space, but a new grenade cannot be loaded into it until 24 hours have passed.