Weapons A collection of weapons available from Sweetfeather's armory. Weapon Special Properties Slug-Thrower A weapon with the slug-thrower special weapon property may expend kinetic ammunition in addition to the weapon’s normal battery usage to achieve enhanced effects. A slug-thrower weapon has a second magazine which can hold longarm ammunition as though it were a kinetic weapon (capacity and usage depend upon the weapon’s level). The kinetic ammunition can be loaded into the weapon’s chamber as a move action, allowing the weapon’s next attack to deal damage equal to the listed amount, bypass piercing damage reduction, gain the breaching weapon special quality, and the knockdown critical effect. A slug-thrower weapon may not fire any kinetic ammunition without being accompanied by the energy necessary to fire a normal energy round. Level 1-5 Capacity 4; Usage 1 Level 6-10 Capacity 8; Usage 2 Level 11-15 Capacity 12; Usage 2 Level 16-20 Capacity 16; Usage 2 Long Arms Hand of Ion (Two-Handed) Name Category Level Price Damage Range Critical Capacity Usage Bulk Special Hand of Ion, Mark I Plasma 5 3,250 1d12 E&F 20 ft. burn 1d4 20 charges 4 1 penetrating, slug-thrower (2d6) Hand of Ion, Mark II Plasma 10 22,000 2d12 E&F 20 ft. burn 2d4 40 charges 8 1 penetrating, slug-thrower (4d6) Hand of Ion, Mark III Plasma 14 95,600 4d12 E&F 30 ft. burn 4d4 80 charges 8 1 penetrating, slug-thrower (8d6) Hand of Ion, Mark IV Plasma 20 864,000 8d12 E&F 30 ft. burn 8d4 100 charges 10 1 penetrating, slug-thrower (18d6)