Below is a list of all important rules used in this game (mostly based on the setting) that do not appear in the core rules. This page will be updated as your characters are exposed to new technology, weaponry, and other science fantasy concepts and challenges.



Adaptable
A ranged weapon with this property can be used in close quarters combat without suffering disadvantage on attack rolls.

Ammunition
You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon in combat, you expend one piece of ammunition from the magazine or one charge from the power pack or energy cell. Firing outside of combat does not generally deplete charges unless the weapon comes under similar stress. An energy cell or power pack not reduced to zero charges during combat regains all charges during the next short or long rest; otherwise, it must be manually recharged with a charging device.

Drawing ammunition from a case or cocking a sidearm are all part of the attack (requiring a free hand for a one-handed weapon). If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon.

Ammunition is listed by type (the kind of ammunition required by the weapon) followed by number of shots (how many attacks can be made with the weapon before the magazine, power pack, etc. must be replaced).

Burst Fire
A weapon with the burst fire property can make a normal single-target attack, or it can spray a 10-foot cube (4 map grid squares) within the weapon's normal range. A burst is far more uncontrolled than an aimed shot. A burst fire attack can only be made once per turn and must be within the weapon's short range. Any creature within the 10-foot cube must make a Dexterity saving throw versus the burst save DC (8 + your proficiency bonus + your Dexterity modifier) or suffer the weapon's damage. Ability modifiers cannot be added to the damage roll for a burst fire attack.

A weapon can be fired in burst as many times as the number in parentheses before requiring a full round for the clip to replenish ammunition. This can also be avoided by using an action or bonus action to change out a clip. Changing a clip requires at least one free hand.

High-Velocity
This property allows a weapon to fire high velocity bullets in quick succession from a clip modified with a skymetal core. There is no need to replenish ammunition unless depleted through burst fire (see "Ammunition," above). If a weapon with this property is used to attack a target that is wearing no armor (or shields) and that has no natural armor, the target takes an additional die of damage. In addition, the attack scores a critical hit on a 19-20 against such targets.

Recoil
This numerical value indicates the minimum Strength bonus required to handle a high-powered recoil weapon without penalty. If this requirement is not met, you may not add your Dexterity modifier to attack or damage rolls. In addition, if the recoil value exceeds your Strength modifier by 2 or more, you also have disadvantage on all attack rolls made with the weapon.

Reload
Because of the time required to load this weapon (or, in the case of energy weapons, for the heat cell to vent between shots), you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.