Archives of Nethys

Pathfinder 1E | Pathfinder 2E | Starfinder

Armor | Shields | Weapons
Artifacts | Augmentations | Creature Companions | Computers | Hybrid Items | Magic Items | Technological Items | Traps
Manufacturers | 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. 65
Item Level 10
The tracking fusion lets you locate a creature recently damaged by the weapon. Activating the fusion is a move action that binds the tracking fusion to the first creature you damage with the weapon before the start of your next turn. Once you track a target with this fusion, you are aware of the target’s location as long as it is within 1,000 feet and you keep the weapon with this fusion in hand.

If the target is further away, you can attempt a Perception check (opposed by the target creature’s Stealth check) to know approximately what direction the creature is in, though not accurately enough to triangulate its exact location. This is considered a magic divination. The tracking effect is removed if the target travels more than 10 miles away from you, the target changes planes, the effect is dispelled, you fail a Perception check to know its general distance by 10 or more, or 24 hours have passed since you last damaged the target with this weapon. For the purposes of dispelling the tracking effect, treat the effect as a spell with a caster level equal to the weapon’s item level. You can track only one creature at a time. Activating the tracking weapon fusion again automatically ends any previous binding. Only attacks made by the weapon against a single target can benefit from this fusion.