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.
Longspear
Longspear
A basic weapon, the longspear is a simple duranium shaft tipped with a pointed blade.
Plasma Sword
Plasma Sword
A plasma sword is a superheated blade, reminiscent of a psyknight’s starglaive – although not as potent.