Weird Arms are suggested for use in those campaigns where magic and technology are often indistinguishable to the locals.
Alchemical Sliver Gun- 1d4 dmg + poison/potion effects, range:20'/40'/60'
Suggested Value: 2,500 g.p.
A pistol like weapon that allows the user to pour a potion or poison into the funnel like loader, wait for the darts to form and then fire a hail of of icy slivers upon a target which must save or suffer the effects of the potion placed in the gun. The slivers inflict 1d4 points of damage upon a target. In theory one could use water or other inert liquids to simply inflict damage but that's just such a terrible waste of the potential of this arm and considered crass by those of station.
Hot targets and hotenvironments provider the attacker with a -4 penalty and the target receives a +4 to save vs the effects of any potion/poison slivers.
Targets able to bear shields or in heavy armor receive a +2 bonus to save vs the slivers.
The normal rate of fire for this weapon is 1/3. In areas of temperature over 100 degress the weapon takes longer to recharge (it may hold but one vial of fluid at a time)allowing a maximum rate of fire of 1/5, and range is halved. A fully charged weapon will be able to generate enough propellant force to project up to 100 doses of potions/posions (one at a time). Alchemists will generally be able to recharge such a weapon in about 3 days (it doesn't require the alchemists constant attention but does take time) and they typically charge 200 g.p. for the service.