Voidrunner Shields
Voidrunner Shields
Every spacefarer knows that their suit is the one thing that stands between them and hard vacuum. For some, that’s all it does, but others have turned their suit into a toolbox equipped for their every need; while the most feared combatants are those for whom their suit itself is a weapon. However, such suits are not known for their comfort or maneuverability, and as such many adventurers have multiple sets of armor for different occasions; what may resist hard vacuum is hardly ideal for exploring a verdant alien world, and vice versa.
SHIELD | PRICE | WEIGHT | PROTECTION |
Breaching Shield | 75 cr | 12 lbs. | +2 AC, expertise die to Maneuver DC for Shoves |
Duranium Shield, Light | 10 cr | 2 lbs. | +1 AC |
Duranium Shield, Medium | 20 cr | 4 lbs. | +2 AC |
Duranium Shield, Large | 35 cr | 10 lbs. | +3 AC |
Force Shield, Advanced | As Force Shield x10 | 1 lb. | As Force Shield x2 |
Force Shield, Light | 30 cr | 1 lb. | 8 Temporary Hit Points |
Force Shield, Medium | 60 cr | 1 lb. | 16 Temporary Hit Points |
Force Shield, Heavy | 90 cr | 1 lb. | 25 Temporary Hit Points |
Riot Shield | 75 cr | 12 lbs. | +2 AC, expertise die to resist Shoves |
Shield Types
Shields have come a long way since medieval times, and while putting a big sturdy slab in between yourself and danger is still a valid tactic, many combatants choose to utilize forcefields which envelope the wielder in a protective barrier. Despite these advancements, timing their projection to coincide with oncoming danger without draining power still takes training and attention. The shields presented here are still regarded as traditional shields for the purposes of proficiency requirements, can still be used for a shield sacrifice, and require a free hand to don and utilize.
Breaching Shield. This shield gives you a +2 to your AC and adds an expertise die to your Maneuver DC when you attempt to Shove another creature.
Duranium Shield. Shields made of duranium are similar to those used hundreds of years ago, albeit lighter.
Force Shield. A force shield is generated from a wrist-mounted shield generator and can absorb a limited amount of damage before it needs to recharge. The size of the shield determines how many temporary hit points it grants, as seen in Table: Shields. It takes a short rest for a force shield to recharge.
Riot Shield. This shield gives you a +2 to your AC and an expertise die on saves made to resist being shoved.
Voidrunner Armor
Voidrunner Armor
Every spacefarer knows that their suit is the one thing that stands between them and hard vacuum. For some, that’s all it does, but others have turned their suit into a toolbox equipped for their every need; while the most feared combatants are those for whom their suit itself is a weapon. However, such suits are not known for their comfort or maneuverability, and as such many adventurers have multiple sets of armor for different occasions; what may resist hard vacuum is hardly ideal for exploring a verdant alien world, and vice versa.
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Spacefaring (2 mod ports) |
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Canvas | 5 cr | 5 lbs. | Comfortable |
DC 5, sewing kit |
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ForcefieldA | 1,000 cr | 5 lbs. | Hackable, Spacefaring, ignores ports |
DC 20, engineer's toolbox |
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Synthweave | 30 cr | 2 lbs. | 12 | Comfortable |
DC 10, sewing kit |
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(maximum of 2) |
??? |
Str 11 |
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(maximum of 2) |
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Str 11 |
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(maximum of 2) |
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Str 13 |
Disadvantage |
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Hyperweave |
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(maximum of 2) |
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(maximum of 2) |
??? |
Str 13 |
??? |
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Chitin Armor |
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??? |
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Composite |
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Carbide Plate |
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??? |
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speed reduced by 5 feet |
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A This is an advanced item.
Armor Types
Your armor’s type is what the majority of the suit is made of, whether that be leather harvested from your homeworld or a high-tech forcefield. Your armor’s type determines your armor class and if your armor is space-proof or not. In addition, your armor’s type may come with certain benefits or drawbacks: forcefields can be hacked, while power armor tends to be bulky and difficult to maneuver in unless you’re strong enough to handle it. Your armor may also have one coating and some also have a number of mod ports as indicated next to its spacefaring property.
Aramid Vest. An aramid vest is a high-tech series of layers of overlapping synthetic fibers capable of stopping projectiles that covers the torso. Its construction is simpler than hyperweave or synthweave, at the expense of comfort.
Canvas. Canvas is thick, durable cloth, such as coveralls; it provides limited protection from weapons and projectiles.
Carbide Plate. Carbide Plate is similar to composite armor, but the carbide panels cover the arms and legs as well as the torso and groin.
Chitin Armor. Many planets have monstrous inhabitants covered in durable scales, exoskeleton, or hide. The more daring of adventurers hunt these creatures for sport and profit, turning the spoils into this armor. As such, each set of chitin armor is unique to the creature it is made from and the craftsperson who designed it.
Composite. Composite armor is made of two layers: a durable carbide plate that covers vital areas and an aramid underlayer.
Composite Mesh. Composite mesh is a hyperweave base with metal or ceramic mesh plates covering vital organs.
Forcefield. Some highly developed civilizations have developed wearable devices that generate a forcefield around the wearer. These devices usually comprise a helm or belt and a respirator, which can be incorporated into the rest of the device or take the form of a separate mouthpiece. This is an advanced item.
Hyperweave. Hyperweave is a denser and heavier form of synthweave, with multiple layers covering vital organs. It is worn by the Fleet’s designated combat units.
Leather. Leather offers more protection than canvas and often takes the form of a vest or duster.
Polymer. Polymer armor is made of a set of comparatively light-weight molded panels that cover the torso and groin.
Power Armor. The most feared warriors of the galaxy wear power armor, designed to reflect all but the most powerful shots and blows. Due to its extreme weight, power armor is equipped with hydraulics to support the wearer’s movement, rendering it easier to move in, if rather slow.
Riot Armor. Heavy but cheap, riot armor is the preferred protection of most security forces. It is typically composed of a standard-issue vest, boots, and helmet.
Spacesuit. While it doesn't offer much in terms of protection, a spacesuit allows the wearer to operate in environments like the vacuum of space (see page 168).
Synthweave. Synthweave, or synthetic weave, is a polymer-based, tightly-woven fabric. Its subtle stretch and protective capacities make it a comfortable and light-weight option for many spacefarers. It is the standard armament for most members of the Fleet, often being the material of a basic uniform.
Armor Coatings
In addition to its base material, armors can have up to one coating which confers additional benefits. Armor can be recoated, but can only have one coating at a time. Coating armor takes place over a long rest.
Camouflage. This armor has been patterned to help its wearer blend into the environment. Pick green (swamps, forests, jungles, and the like), brown (deserts, grasslands, and rocky environments), or gray (industrial) camouflage. You gain an expertise die to Stealth checks while wearing camouflaged armor crafted for the terrain you are in.
Cloaking. This armor has pseudo-field-generators built into its surface. You gain an expertise die to Stealth checks made to hide in any terrain. If the armor is damaged, this coating ceases to function until it is repaired.
Cold-Shielding. While wearing this armor, you gain an expertise die to checks made to survive extreme cold.
Greased. This armor has a slippery coating that makes it difficult for opponents to grab onto you. You gain an expertise die to saving throws made to avoid being grappled.
Heat-Shielding. While wearing this armor, you gain an expertise die to checks made to survive extreme heat.
Mirrored. This armor has a shiny, reflective coating. If an attacker rolls a natural 1 with a single-target attack which does radiant damage when you are the target of the attack, the attack rebounds upon the attacker.
Shear-Thickening. This armor provides some of its protection from small silicon particles suspended in a fluid that hardens when struck, providing easier mobility while still protecting from fast-moving projectiles. The Strength requirement for this armor is reduced by 1.
Spikes. This armor has barbs built into its surface. A creature that begins its turn grappling you takes 1d4 piercing damage while you are wearing this armor.
Armor Mods
Many more expensive armors have one or more mod ports, circuitry and connectors that allow for easy modifications and upgrades. Mods purchased for armor are typically installed as part of the cost, but armor mods can be added or removed during a long rest.
Biosensors. This mod tracks the wearer’s vitals at all times. As a reaction, you may reduce the damage of an attack against you by 2d6. Once you have done so, you must perform Maintenance on the armor to use this ability again.
Drone Port. This mod provides a place to store and charge a utility drone (you must acquire this drone separately but any variety of utility drone may utilize your drone port). Drones you charge using this port are connected to inbuilt comms in your armor and you can command such drones through voice commands over a distance up to 1 mile with no action required. If you command your drone to attack however it requires your action and the drone’s reaction. If your drone’s signal is ever jammed it does its best to return to your last known location.
Environmental Recycling. This mod captures lost fluids and scrubs carbon dioxide from its internal environment. Armor equipped with this mod can provide you with oxygen and water for up to 48 hours. These hours are restored when maintenance is performed on the armor.
Floodlights. As an action, you can enable or disable bright lights mounted on your shoulders. The floodlights shed bright light in a 30 foot cone and dim light for another 30 feet.
Glider Wings. You can extend your arms and glide on hyperweave sails. While doing so, you fall at a rate of 60 feet per round rather than 200 and can move a corresponding distance in any direction laterally. If you take any other action while gliding in this way, such as attacking or casting a spell, you make a DC 15 Acrobatics check or overbalance and begin falling. When falling, you can activate your glider wings as a reaction by succeeding on a DC 10 Acrobatics check.
Grappling Hook. This hook is mounted to your back connected to a high tensile line. As an action, you can make a ranged attack with the grappling hook, which has a range of 30/80 and deals 1d4 piercing damage and sticks to the surface, object, or creature hit. The attached line has an AC of 18 and has 20 hit points. The grappling hook can be detached at the hook as an action with a DC 10 Athletics check.
Ground Anchors. As a bonus action, you can drive your boots into the ground. You cannot move until you take an action to retract the anchors, but you gain advantage on all checks and saves made to resist being moved from your spot. If you are moved anyway, the ground anchors automatically retract.
Hazmat Sealing. This suit is resistant to the effects of radiation and provides advantage on saving throws made to resist radiation.
Improved Cold-Shielding. This mod takes the form of heavy insulation to protect from the coldest temperatures. You make checks to survive extreme cold at advantage and can use your reaction to reduce cold damage you take by 1d6 + your proficiency bonus.
Improved Heat-Shielding. Suits with this mod are specially designed to reflect heat outwards, away from vital organs and processing units. You make checks to survive extreme heat at advantage and can use your reaction to reduce fire damage you take by 1d6 + your proficiency bonus.
Improved Weapon Hatch. When you choose this mod, pick a weapon. The hatch is designed to hold that weapon. In addition, you may use the weapon while it is embedded in your armor. Attempts to Disarm you have disadvantage, and you have your wielding hand free. If the weapon requires two hands, you still must use your non-wielding hand when making an attack.
Integrated First Aid. This kit can contain up to ten small single-use biomechs that can provide limited first aid. As an action, you can deploy one of the biomechs and regain 2d4+2 hit points.
Integrated Jetpack. As a bonus action, you can activate this mod to gain a flying speed of 30 feet for the duration of your turn. If you end your turn still in the air and are in gravity, you immediately fall.
Integrated Tool. When you choose this mod, pick a tool. The tool or piece of equipment cannot be Bulky. The hatch is designed to hold that tool and you can use a tool integrated in this way with only command inputs and without the use of your hands.
Kinetic Assistance. Hydraulics or small jets enhance your movement. While wearing a suit with this mod, your base speed increases by 5 feet.
Mass Jammer. As an action, you may activate or deactivate the mass jammer. While the jammer is active, any hacking attempts remove both 5s and 6s from the hacking countdown pool. The mass jammer covers you and anything within 10 feet of you. While this jammer is active, comms and computing devices are inoperable while they are within 10 feet of you.
Mindshielding. This mod grants an expertise die on saves to resist being charmed, frightened, and against any psionic powers from the empathic or telepathic mental disciplines.
Nightvision Goggles. When you have this mod equipped, you can see in darkness as if it were dim light up to a range of 60 feet. If you have darkvision, you instead see through darkness as if it were bright light up to a range of 60 feet, and as if it were dim light for a further 60 feet.
Personal Jammer. As an action, you may activate or deactivate the jammer. While the jammer is active, any hacking attempts made against any item on your person remove both 5s and 6s from the hacking countdown pool. While this jammer is active you cannot utilize any comms or computing devices.
Pocket. The humble pocket is often overlooked, but its usefulness cannot be overstated. A pocket is typically large enough to fit a small book or a single ration.
Power Claw. This gauntlet is equipped with retractable blades and hydraulics. You gain advantage on Athletics checks made to climb or hold things. In addition, you can use a bonus action to activate the blades, increasing your basic melee damage to 1d4 + your Strength modifier. While the blades are activated, the power claw has no other effects and that hand cannot be used for other tasks. The blades can be retracted as a bonus action.
Recharge Port. This port is designed to recharge force shields. When a force shield is plugged in, it recharges in one minute without requiring an Engineering check.
Recon Apparatus. When you have this mod equipped, you double the distance you can see. When making ranged attacks at long range, you do not have disadvantage on the roll.
Repair Kit. This mod is a small pouch containing ten uses of emergency suit repair supplies. As an action, you may spend one of those uses and make a DC10 Engineering check to repair a Damaged spacesuit.
Secondary Armor Plating. Suits with this mod have detachable additional plates. Armor with this mod grants you 20 temporary hit points. These temporary hit points can only be replenished by performing maintenance on the armor and the plates are destroyed when these temporary hit points ever reach 0. As a bonus action, you can detach these plates and discard them. If you do so while you are flying or in zero g, you gain an additional 15 feet of movement for that turn.
Weapon Hatch. When you choose this mod, pick a weapon. The hatch is designed to hold that weapon, like a traditional sheath.
Spacefaring Armor
Spacefaring armor includes small thrusters, which can be used for maneuvering in zero-G environments, and magnetic boots to allow for walking or grabbing onto ships and gear. These magnets can be engaged or disengaged as a bonus action or reaction. Spacefaring armor always includes a full-coverage helm which allows the wearer to breathe in the void for up to one hour.
Donning, Doffing, Sizing, and Sleeping in Armor
For light and medium armor, little resizing is required; a single maintenance check is usually all that is required to alter a suit of armor to fit a new wearer of the same size category. Changing an armor’s size category requires a repair check; armor can only decrease in size category.
Most armors, while protective, are not comfortable to sleep in. If you sleep in your armor, you regain half the number of hit dice and if you have any levels of fatigue or strife , they are not reduced following your long rest.
Comfortable. Armor with the comfortable property negates this penalty, allowing you to regain hit dice and remove fatigue and strife as normal.
The time it takes to don or doff armor depends on the armor’s category.
Don. This is the time it takes to put on armor. Your Armor Class is only increased by armor that you have fully donned.
Doff. This is the time it takes to take off armor. If you have help, reduce this time by half.
Donning and Doffing Armor
Light Armor 1 minute/1 minute
Medium Armor 5 minutes/1 minute
Heavy Armor 10 minutes/5 minutes
Shield 1 action/1 action
Voidrunner Weapon Properties
Voidrunner Weapon Properties
All weapons have special properties that make each of them unique. You can only benefit from these properties if you have proficiency with the weapon. This list also includes properties for vehicle weapons, which are marked with v (see [Voidrunner Vehicles]).
Ammunition. This weapon requires ammunition.
Area Firev. Area weapons are usually short-ranged weapons and are almost always a defensive measure, such as flamethrowers, water cannons, and single-use anti-personnel munitions. Area weapons sometimes have non-lethal options.
Aquaticv. This weapon property can only be applied to vehicle weapons. Aquatic weapons, such as torpedoes and depth charges, can only be fired through water or a similar liquid.
Breaker. This weapon deals double damage to unattended objects, such as doors and walls.
Burst. In addition to making normal attacks with this weapon, you can use an action to expend 10 pieces of ammunition from the weapon and select a 10-foot-cube area within the weapon’s range. Each creature in that area makes a Dexterity saving throw against your maneuver save DC. On a failure, the target takes the weapon’s normal damage.
Defensive. This weapon is designed to be used with a shield of the stated weight or lighter (light, medium, or heavy). When you make an attack with this weapon and are using an appropriate shield, you can use a bonus action to either make an attack with your shield or increase your Armor Class by 1 until the start of your next turn.
Direct Firev. This weapon property can only be applied to vehicle weapons. Direct fire weapons are aimed by pointing the weapon directly at what you want to destroy and firing it. This category includes a wide variety of projectile weapons, directed energy weapons, and rockets. These weapons typically are typically used as either defensive weapons to fend off attacks against a vehicle or as a way of laying down a lot of firepower from the air (in the case of rockets). Rocket-powered direct-fire weapons often have longer ranges than ballistic ones.
Dual-Wielding. This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in your main hand that does not have the heavy property, you can use your bonus action to make an attack with this weapon.
Exotic. Not all weapons fall into neat categories. These miscellaneous weapons have special properties unique to them. Typically, exotic weapons cannot be modified with weapon augments, although the Narrator may allow exceptions for augments that seem particularly appropriate (such as the biometric, concealed, or long-range augments).
Finesse. You may choose to use your Dexterity modifier for attack and damage rolls made with this weapon.
Guided Firev. This weapon property can only be applied to vehicle weapons. Guided weapons are usually missiles or torpedoes. A guided weapon can either be fired at a specific space like an indirect fire weapon or it can be locked on to a target as an action, which the weapon then automatically attempts to strike (the full lock-on and firing process is handled as a normal weapon attack).
Guided weapons can be targeted at far-off targets if you have an ally mark them or if you have some kind of remote viewing capacity (such as a drone or satellite view or a psionic remote viewing ability).
Hand-Mounted. This weapon is affixed to your hand. You can do simple activities such as climbing a ladder while wielding this weapon, and you have advantage on saving throws made to resist being disarmed. You cannot use a hand that is wielding a hand-mounted weapon to do complex tasks like picking a pocket or using hacking tools.
Heavy. This weapon is too large for Small creatures to use effectively. Small creatures have disadvantage on attack rolls with heavy weapons.
If a heavy weapon has a Strength requirement (noted in parentheses), even Medium or larger creatures need a Strength score equal to or higher than the requirement to use the weapon effectively. creatures that don’t meet the Strength requirement have disadvantage on attack rolls made with the weapon.
Indirect Firev. This weapon property can only be applied to vehicle weapons. Otherwise known as artillery, indirect fire weapons rely partially on gravity to get their payload to the target by firing in an arc. They are often extremely damaging and frequently have ranges measured in miles, but are slow-firing and most accurate against targets that are either stationary or moving in an extremely predictable way. When targeting something such as a creature or vehicle that has moved in the last round, attacks with indirect fire weapons are made at disadvantage. However, a direct hit is seldom necessary as the most common payloads for these weapons deal area damage.
Indirect fire weapons nearly always have the loading property. Indirect fire weapons can be fired at distant targets if you have an ally mark them or if you have some kind of remote viewing capacity (such as a drone or satellite view or a psionic remote viewing ability). A miss with an indirect fire weapon lands a number of feet away from the target equal to the amount the attack missed by multiplied by 5 (round up to the nearest 5). Roll 1d8 on Indirect Fire Scatter Diagram to determine which direction from the target the ammunition landed.
Loading. This weapon must be loaded before it can be used. You can make only one attack with a loading weapon when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Overkill. Only heavy weapons may have the overkill property. These weapons are designed to do massive damage. The attacker activates the overkill setting as part of their attack action, before making their attack roll.
The overkill setting allows the weapon to do double damage, but once it has done so it cannot be used again for 1 minute.
Parrying. When you are wielding this weapon and you are not using a shield, once before your next turn you can gain an expertise die to your AC against a single attack made against you by a creature you can see.
Parrying Immunity. Attacks with this weapon ignore the parrying property and Armor Class bonuses from shields.
Range. This weapon fires ammunition. The range lists two numbers after it, both measured in feet—the first is the weapon’s normal range, and the second is the weapon’s maximum range. You have disadvantage on attack rolls made beyond the weapon’s normal range, and you cannot make attacks against targets beyond the weapon’s maximum range.
Reach. This weapon can be used to make attacks against targets within 10 feet. If a weapon has a longer reach, it is stated in parentheses after this property.
Reload. A weapon with this property can fire a number of times equal to the listed value before it must be reloaded. You can reload the weapon as an action, and you must have a free hand to do so.
Simple. This weapon can be used with very little skill or training, and all creatures gain proficiency with it.
Thrown. This weapon can be thrown as a ranged weapon attack. The thrown property lists two numbers after it, both measured in feet —the first is the weapon’s normal thrown range, and the second is the weapon’s maximum range. You have disadvantage on attack rolls made beyond the weapon’s normal range, and you cannot make attacks against targets beyond the weapon’s maximum range. Additionally, when using this weapon to make a ranged weapon attack, you may choose to use your Strength modifier or Dexterity modifier for its attack and damage roll.
Two-Handed. You must use two hands to wield this weapon.
Versatile. This weapon may be wielded with one or both hands. If wielded with both hands, it deals the damage listed in parentheses.
Voidrunner Weapons
Voidrunner Weapons
Objects made for killing come in every shape and size. Your class gives you proficiency with certain kinds of weapons, all of which have different properties and ranges. Melee weapons like blades and mauls are held or thrown, while firearms and casters propel ammunition. When making an attack with a weapon, you add either your Strength or Dexterity modifier to the roll, depending on the weapon’s type, as well as your proficiency bonus if you have one. A galaxy’s worth of peoples utilize an equally diverse range of weapons, but most fall into one of five general types: blades, casters, firearms, mauls, and polearms. In addition to the pre-industrial weapons found in the Adventurer’s Guide, the weapons in this chapter are typically available to voidrunners.
Simple Weapons. Direct weapons that require no particular finesse, such as mauls, simple weapons are often wielded by NPCs, who usually lack the training to wield other sorts of weapons. Voidrunners are often proficient with many simple weapons, which include mauls, polearms, and some firearms.
Martial Weapons. These weapons require special training and sometimes even exceptional strength to use properly. You must be proficient with a weapon type to gain your proficiency bonus on attack rolls made with it. Unless they have the simple property, the weapons in this chapter are considered martial weapons.
Starship Weapons. Weapons mounted on capital ships and starfighters are covered by proficiency in starship weapons. These weapons are detailed in the Star Captain’s Manual.
Melee Weapons
While firearms have been widely adopted throughout many cultures, there are still many instances where hand-to-hand combat is preferable, or even unavoidable. Unless otherwise noted, a melee weapon uses your Strength modifier for attack and damage rolls.
Table: Melee Weapon
Name |
Cost |
Damage |
Weight |
Properties |
Battle Gauntlet |
5 cr |
1d6 Bludgeoning |
½ lb. |
Dual-Wielding, Exotic, Hand-Mounted |
Combat Chainsaw |
65 cr |
2d4 Slashing |
12 lbs. |
Breaker, Exotic, Heavy (STR 13+), Two-Handed |
Combat Knife |
2 cr |
1d4 Piercing |
2 lbs. |
Defensive (light), Dual-Wielding, Finesse, Thrown (30/80) |
Dueling Sword |
20 cr |
1d8 Slashing |
3 lbs. |
Defensive (medium), Parrying, Versatile (1d10) |
Electro Halberd |
75 cr |
1d10 Lightning |
7 lbs. |
Heavy, Reach, Two-Handed |
Plasma Sword |
70 cr |
1d8 Fire |
3 lbs. |
Defensive (medium), Parrying, Versatile (1d10) |
Longspear |
10 cr |
1d10 Piercing |
7 lbs. |
Heavy, Reach, Two-Handed |
Mono-Whip |
35 cr |
1d6 Slashing |
2 lbs. |
Exotic, Finesse, Parrying Immunity, Reach (15) |
Shock Mace |
30 cr |
1d8 Lightning |
7 lbs. |
Breaker, Defensive (medium), Simple, Versatile (1d10) |
Sonic Maul |
30 cr |
1d8 Thunder |
7 lbs. |
Breaker, Exotic, Heavy, Simple, Versatile (1d10) |
Stun Stick |
27 cr |
1d4 Lightning |
2 lbs. |
Exotic, Finesse, Simple |
Tactical Baton |
2 cr |
1d4 Bludgeoning |
2 lbs. |
Simple |
Vibroknife |
20 cr |
1d4 Thunder |
2 lbs. |
Defensive (light), Dual-Wielding, Finesse |
Ranged Weapons
Ranged weapons require ammunition to utilize properly. Melee attacks made with ranged weapons are considered to be an attack with an improvised weapon. These weapons use your Dexterity modifier for both attack and damage rolls.
Table: Ranged Weapons
Name |
Cost |
Damage |
Weight |
Properties |
Bio-Chakram |
25 cr |
1d6 Slashing |
2 lbs. |
Dual-Wielding, Exotic, Thrown (20/60), Parrying |
Blaster |
95 cr |
2d4 Fire |
2 lbs. |
Ammunition (range 50/150), Reload (20 shots), Simple |
Energy Crossbow |
120 cr |
1d12 Fire |
5 lbs. |
Ammunition (range 50/150), Reload (10 shots) |
Flame Bracer |
50 cr |
2d4 Fire |
2 lbs. |
Ammunition (range 15), Exotic, Reload (3 shots), Hand-Mounted |
Flamethrower |
85 cr | 2d8 Fire | 12 lbs. | Ammunition (range 15), Exotic, Reload (3 shots), Two-Handed |
Grenade Launcher |
85 cr |
as grenade |
25 lbs. |
Ammunition (range 150/600), Exotic, Heavy (STR 13+), Reload (1 shot), Two-Handed |
Pulse Rifle |
135 cr |
2d6 Fire |
7 lbs. |
Ammunition (range 120/360), Burst Fire, Reload (20 shots), Two-Handed |
Slugger |
20 cr | 2d4 Piercing | 2 lbs. | Ammunition (range 50/150), Reload (20 shots), Simple |
Slug Rifle |
135 cr |
2d6 Piercing |
8 lbs. |
Ammunition (range 120/360), Burst Fire, Reload (20 shots), Two-Handed |
Hypodermic Pistol (special) |
35 cr | 1d4 piercing | 2 lbs. | Ammunition (range 30/120), Reload (5 shots), Exotic |
Ion Cannon (heavy firearm; force) |
635 cr | 2d8 Force | 25 lbs. | Ammunition (range 150/600), Heavy (STR 13+), Overkill, Reload (20 shots), Two-Handed |
Jolt Pistol (special) |
40 cr | 1d4 Lightning | 2 lbs. | Ammunition (range 15), Reload (20 shots), Exotic, Simple |
Laser Pistol (light firearm; laser) |
70 cr | 2d4 Radiant | 2 lbs. | Ammunition (range 40/100), Reload (20 shots), Simple |
Netcaster (special) |
45 cr | None (see description) | 5 lbs. | Ammunition (30/120), Exotic, Loading, Two-Handed |
Polaron Gatling Gun (heavy firearm; burst fire; plasma) |
535 cr | 2d8 Fire | 25 lbs. | Ammunition (range 150/600), Heavy (STR 13+), Overkill, Reload (20 shots), Two-Handed |
Shotgun (medium firearm) |
35 cr | 2d6 Piercing | 25 lbs. | Ammunition (range 120/360), Reload (20 shots), Two-Handed |
Sniper Rifle (medium firearm; long-ranged; scoped) |
165 cr | 2d6 Piercing | 8 lbs. | Ammunition (range 240/720), Reload (20 shots), Two-Handed |
TK Gauntlet (special) |
750 cr | 1d6 Bludgeoning | ½ lb. | Exotic, Hand-Mounted, Parrying, Simple, Thrown (20/60) |
Viper Retainer (special) |
35 cr | 1d12 Poison | n/a | Exotic, Reload (1 shot) |
Weapon Properties
Improvised Weapons
Ambushes, bar fights, and attacks made on fancy dress parties mean that the weapon for the job is not always at hand. An improvised weapon is taken from the environment, whether it’s a broken champagne glass, a fifth of alcohol, or even another creature. At the Narrator’s discretion, an improvised weapon that closely resembles a simple weapon deals that weapon’s damage, while an object that has no obvious analog deals 1d4 damage of a type determined by the Narrator. Improvised thrown weapons have a normal range of 20 feet and a maximum range of 60 feet.
Ammunition
Ranged weapons, such as casters and firearms, require ammunition to fire. Physical ammunition can be fired only by the type of weapon for which it was designed. When you purchase ammunition (or discover an ammo cache during an adventure), be sure to note the ammunition’s type.
Energy Batteries. Unlike weapons which launch physical projectiles like bolts or bullets, weapons which do energy damage drain charges from batteries or power cells. These charges come from the voidrunnner’s Supply cache – one battery or power cell is equal to 1 Supply and is enough power for 40 shots of a light weapon, 20 shots of a medium weapon, or 10 shots of a heavy weapon.
Table: Ammunition
Ammunition |
Cost |
Weight |
Light, Medium, or Heavy Caster (20) |
1 cr |
1 lb. |
Pistol, Rifle, or Cannon (20) |
1 cr |
½ lb. |
Darts (10) |
1 cr |
½ lb. |
Fuel Canister |
5 cr |
½ lb. |
Net Cartridge |
5 cr |
½ lb. |
Explosives
When detonated, explosives such as grenades and mines create a variety of spectacular effects.
Grenades. Grenades are simple, thrown weapons that detonate upon impact. As an action, you can throw a grenade at a point you choose within 30 feet of you. The grenade explodes once it lands, creating an effect determined by its type. Most grenades require creatures caught in their area of effect to make a saving throw. Unless otherwise noted, the DC of this save is equal to your maneuver save DC.
Certain weapons, such as grenade launchers (see Ranged Weapons), allow you to launch grenades longer distances without throwing them.
Concussion. Each creature within 10 feet makes a Dexterity saving throw. On a failed save, the target takes 1d6 thunder damage and is knocked prone. On a success, the target takes half as much damage and isn’t knocked prone.
EMP. Each creature within 10 feet makes a Dexterity saving throw. On a failure, any electronic devices the creature is wearing or carrying cease to function until the end of the creature’s next turn. Unattended devices in that area automatically fail the save. Constructs in the area also take 1d6 lightning damage on a failed save.
Flash. Each creature within 10 feet makes a Constitution saving throw, and is blinded for 1 minute on a failure. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Foam. When detonated, a foam grenade fills a 10-foot-radius sphere with slippery, fire-retardant foam. Open flames in the area when the grenade explodes are immediately extinguished. For the next minute, the ground in the area is difficult terrain. A creature in the affected area or one that enters the area for the first time on a turn or begins its turn in the area, makes a DC 10 Dexterity saving throw, falling prone on a failure.
Frag. Each creature within 5 feet makes a Dexterity saving throw, taking 1d6 piercing damage on a failed save, or half as much damage on a successful one.
Gas. When detonated, a gas grenade creates a 10-foot-radius sphere of poisonous gas. A creature that enters the cloud for the first time on a turn, or that starts its turn inside the cloud, makes a Constitution saving throw. Creatures that don’t need to breathe automatically succeed on the saving throw. On a failure, the creature is poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The gas spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until dispersed by a moderate wind (at least 10 miles per hour).
Goo. When detonated, a goo grenade fills a 10-foot-radius sphere with a quick-hardening, adhesive foam. A creature in this area makes a Dexterity saving throw, becoming grappled on a failure (escape DC 10) For the next minute, the ground in the area is difficult terrain.
Incendiary. Each creature within 10 feet makes a Dexterity saving throw, taking 1d6 fire damage on a failed save, or half as much damage on a successful one. The explosion spreads around corners and ignites unattended flammable objects in the area.
Smoke. A smoke grenade creates a 10-foot-radius sphere of smoke centered on the point where it detonates. The smoke spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until dispersed by a moderate wind (at least 10 miles per hour).
Stun. Each creature within 10 feet of the grenade when it explodes makes a Constitution saving throw. On a failed save, the target takes 1d6 thunder damage and is rattled until the end of its next turn. A creature that fails the saving throw by 5 or more is stunned instead of rattled until the end of its next turn. On a success, the target takes half as much damage and isn’t rattled.
Mines. Unlike grenades, which explode shortly after being thrown, mines are designed to detonate once a specific trigger occurs. As an action, you can set a mine in an unoccupied space within 5 feet of you. When you set a mine, determine the circumstances under which the mine will detonate. For example, you can set the mine to detonate on a timer, when a creature enters the mine’s space, or under other specific circumstances (such as when a door opens or a vehicle activates). You can also rig the mine to detonate remotely using a remote detonator (see below).
When detonated, a mine functions identically to the grenade it emulates.
Remote Detonator. When you set a mine, you can link it to a remote detonator, allowing any creature holding the detonator to trigger the mine as an Interact action.
Typically, a detonator’s range is limited to 1,000 feet, but a mine connected to a detonator via a computer network can be detonated from essentially any distance.
Table: Explosives
Name |
Cost |
Weight |
Radius |
Concussion |
60 cr |
½ lb. |
10 ft. |
EMP |
80 cr |
½ lb. |
10 ft. |
Foam |
20 cr |
½ lb. |
10 ft. |
Flash |
40 cr |
½ lb. |
10 ft. |
Frag |
30 cr |
½ lb. |
5 ft. |
Gas | 40 cr | ½ lb. | 10 ft. |
Goo | 40 cr | ½ lb. | 10 ft. |
Incendiary | 50 cr | ½ lb. | 10 ft. |
Smoke | 20 cr | ½ lb. | 10 ft. |
Stun | 100 cr | ½ lb. | 10 ft. |
Remote Control | 25 cr | — |
Vibroknife
Vibroknife
A short blade which emits a high pitched whine capable of dealing sonic damage.
Tactical Baton
Tactical Baton
A simple duranium stick with a handle.
Stun Stick
Stun Stick
These hand-held devices deliver a powerful electric current that temporarily disrupts the target’s neuromuscular autonomy. A target damaged by a stun stick makes a Constitution saving throw against your maneuver save DC. On a failed save, the target is knocked prone and rattled until the end of your next turn.
A target that fails the saving throw by 5 or more is stunned instead of rattled.
Sonic Maul
Sonic Maul
This heavy hammer delivers a thundering boom when it strikes its target.
Shock Mace
Shock Mace
A medium-sized weapon consisting of a handle ending with a ball or other shaped head. The head is electrified.
Mono-Whip
Mono-Whip
Spools of monomolecular wire affixed to a thin handle, mono-whips slice neatly through organic and inorganic matter alike.