Voidrunner Vehicle Weapons
Vehicles are equipped with a wide variety of powerful weaponry. Most fall into one of the following broad categories: direct fire, indirect fire, guided fire, or area fire. Vehicular weapons can have the same breaker, burst fire, loading, long range, or reloading properties as personal weapons. Vehicle weapons can also be fitted with weapon augments (see Customized Weapons on page 368). All vehicle weapons are considered to be braced.
Vehicle weapons of up to Large size can be purchased as a braced weapon or added to existing vehicles. Weapons with a size of Huge or larger or with a price of “integrated” are large, complex, or otherwise demanding in some way and can only be installed on a vehicle specifically designed to use it. Additionally, the Aquatic weapon trait applies to some vehicle weapons.
SPECIAL AMMUNITION
Indirect fire and guided weapons typically have a wider variety of ammunition types than direct fire weapons do. Basic weapon descriptions assume a general purpose warhead, but additional types exist. When using special ammunition, the number of dice remains the same as the base ammunition type, but the size of dice and type of damage can change and additional effects may be present. Ammunition with a “special” damage type does no damage on impact/detonation and instead produces some other effect.
Armor-Piercing. This ammunition deals piercing damage and ignores up to 5 points of damage reduction.
Anti-Personnel. This ammunition deals slashing damage, and its damage die is increased one step from its normal damage. The radius of this effect is determined by the weapon’s size:
Medium—15 feet, Large—30 feet, Huge—45 feet, and Gargantuan—60 feet.
Creatures in this area can make a DC 15 Dexterity save, taking half damage on a success.
High Explosive. This ammunition deals thunder damage to its target, as well as half damage to all targets within a certain radius. This distance is determined by the weapon’s size:
Medium—10 feet, Large—20 feet, Huge—30 feet, and Gargantuan—40 feet.
Incendiary. This ammunition deals fire damage to its target, as well as half damage to all targets within a certain radius. This distance is determined by the weapon’s size:
Medium—10 feet, Large—20 feet, Huge—30 feet, and Gargantuan—40 feet.
Flammable objects in area ignite for 2d6 fire damage per round until extinguished.
Singularity. This ammunition deals force damage. Additionally, nearby targets make a DC 20 Strength save. On a failure, it is pulled violently towards the center of the blast, taking bludgeoning damage equal to half the original blast and are knocked prone. The area of this secondary affect is based on the vehicle’s size:
Medium—20 feet, Large—40 feet, Huge—60 feet, and Gargantuan—90 feet.
EMP. This ammunition deals no damage, but acts as an EMP grenade, but with a radius determined by the weapon’s size:
Medium—30 feet, Large—60 feet, Huge—90 feet, and Gargantuan—120 feet.
Gas. This ammunition deals no damage, but acts as an gas grenade, but with a radius determined by the weapon’s size:
Medium—30 feet, Large—60 feet, Huge—90 feet, and Gargantuan—120 feet.
Foam. This ammunition deals no damage, but acts as an foam grenade, but with a radius determined by the weapon’s size:
Medium—30 feet, Large—60 feet, Huge—90 feet, and Gargantuan—120 feet.
WEAPON |
COST |
RANGE |
TARGET |
DAMAGE |
PROPERTIES |
---|---|---|---|---|---|
MEDIUM VEHICLE WEAPONS |
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Flamethrower | 400 cr | 30 ft. | 30-ft Cone | 3d12 Fire, 3d6 ongoing Fire | Area Fire |
General-Purpose Machine-Gun (GPMG) | 225 cr | 150/600 ft. | 1 | 2d8 Piercing | Direct Fire, Burst Fire |
Infantry Mech Missile | 800 cr (800 cr /4-Missile Pack) |
1 mi. | 1 | 5d10 Piercing | Breaker, Guided, Reloading (4) |
Light Blaster | 300 cr | 150/600 ft. | 1 Creature or Vehicle |
2d8 Force | Direct Fire |
Light Missile Launcher | 500 cr (175 cr /Missile) |
1 mi. | 1 | 5d10 | Breaker, Guided, Loading |
LARGE VEHICLE WEAPONS |
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Ground Attack Rocket | 600 cr | 400/1,600 ft. | 1 | 4d8 Piercing | Direct Fire, Burst Fire, often loaded with High-Explosive or Incendiary ordinance |
Heavy Blaster | 500 cr | 200/800 ft. | 1 | 4d8 Force | Direct Fire |
Heavy Flamethrower | 650 cr | 50 ft. | 50-ft Cone | 5d12 Fire, 5d6 ongoing Fire | Area Fire |
Heavy Machine Gun (HMG) | 350 cr | 200/800 ft. | 1 | 4d8 Piercing | Direct Fire, Burst Fire |
Smart Torpedo | Integrated (1k cr /Torpedo) |
10 mi. | 1 | 9d10 Piercing | Aquatic, Breaker, Guided, Loading |
Water Cannon | Integrated | 60 ft. | 80-ft Line | 1d8 Bludgeoning, DC 15 STR save to avoid being knocked prone | Area Fire |
HUGE VEHICLE WEAPONS |
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Heavy Electrolaser | Integrated | 500/2,000 ft. | 1 | 6d8 Lightning | Direct Fire, Long Range |
Heavy Missile Launcher | Integrated (1k cr /Missile) |
100 mi. | 1 | 13d10 Piercing | Breaker, Guided, Loading, often fitted with Armor Piercing or High-Explosive warheads |
Kinetic Cannon | Integrated (15 cr /Shell) |
250/1,000 ft | 1 | 6d8 Piercing | Direct Fire, Loading |
Plasma Cannon | Integrated | 250/1,000 ft. | 1 | 6d8 Fire | Direct Fire |
Tank Cannon | Integrated (3.5k cr /Shell) |
4 mi. | 1 | 11d10 Piercing | Breaker, Indirect Fire, Loading |
GARGANTUAN VEHICLE WEAPONS |
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Cruise Missile | Integrated 10k cr /Missile) |
1,000 mi. | 1 | 16d10 Piercing | Breaker, Guided, Loading |
Devastator Torpedo | Integrated (7.5k cr /Torpedo) |
1,000 mi. | 1 | 16d10 Piercing | Aquatic, Breaker, Guided, Loading |