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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.

Indirect Fire Scatter Diagram
   1   2   3  
8 TARGET 4
7 6 5

 

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.