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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
(special)

5 cr

1d6 Bludgeoning

½ lb.

Dual-Wielding, Exotic, Hand-Mounted

Combat Chainsaw
(special)

65 cr

2d4 Slashing

12 lbs.

Breaker, Exotic, Heavy (STR 13+), Two-Handed

Combat Knife
(light blade)

2 cr

1d4 Piercing

2 lbs.

Defensive (light), Dual-Wielding, Finesse, Thrown (30/80)

Dueling Sword
(medium blade)

20 cr

1d8 Slashing

3 lbs.

Defensive (medium), Parrying, Versatile (1d10)

Electro Halberd
(heavy polearm; shock)

75 cr

1d10 Lightning

7 lbs.

Heavy, Reach, Two-Handed

Plasma Sword
(medium blade; plasma)

70 cr

1d8 Fire

3 lbs.

Defensive (medium), Parrying, Versatile (1d10)

Longspear
(heavy polearm)

10 cr

1d10 Piercing

7 lbs.

Heavy, Reach, Two-Handed

Mono-Whip
(special)

35 cr

1d6 Slashing

2 lbs.

Exotic, Finesse, Parrying Immunity, Reach (15)

Shock Mace
(medium maul; shock)

30 cr

1d8 Lightning

7 lbs.

Breaker, Defensive (medium), Simple, Versatile (1d10)

Sonic Maul
(medium maul; sonic)

30 cr

1d8 Thunder

7 lbs.

Breaker, Exotic, Heavy, Simple, Versatile (1d10)

Stun Stick
(light maul; shock)

27 cr

1d4 Lightning

2 lbs.

Exotic, Finesse, Simple

Tactical Baton
(light maul)

2 cr

1d4 Bludgeoning

2 lbs.

Simple

Vibroknife
(light blade; sonic)

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
(special)

25 cr

1d6 Slashing

2 lbs.

Dual-Wielding, Exotic, Thrown (20/60), Parrying

Blaster
(light firearm; plasma)

95 cr

2d4 Fire

2 lbs.

Ammunition (range 50/150), Reload (20 shots), Simple

Energy Crossbow
(medium caster; plasma)

120 cr

1d12 Fire

5 lbs.

Ammunition (range 50/150), Reload (10 shots)

Flame Bracer
(special)

50 cr

2d4 Fire

2 lbs.

Ammunition (range 15), Exotic, Reload (3 shots), Hand-Mounted

Flamethrower
(special)

85 cr 2d8 Fire 12 lbs. Ammunition (range 15), Exotic, Reload (3 shots), Two-Handed

Grenade Launcher
(special)

85 cr

as grenade

25 lbs.

Ammunition (range 150/600), Exotic, Heavy (STR 13+), Reload (1 shot), Two-Handed

Pulse Rifle
(medium rifle; burst fire; plasma)

135 cr

2d6 Fire

7 lbs.

Ammunition (range 120/360), Burst Fire, Reload (20 shots), Two-Handed

Slugger
(light firearm)

20 cr 2d4 Piercing 2 lbs. Ammunition (range 50/150), Reload (20 shots), Simple

Slug Rifle
(medium firearm; burst fire)

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. Explosives Blast Radius

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