Accurate: Halves DS penalty associated with taking called shots.
Aim (X): When using the Aim action, the next attack with the weapon gains this number of additional dice to the attack roll.
Air Burst (X): Increases damage by airburst value. Air burst is only effective against infantry, personal vehicles, open-topped armoured fighting vehicles, and aerospace craft.
AO: Weapons with this trait may target anything within the AO without range penalties.
AOE (X): Weapon hits main target for regular damage; number represents how many squares around the target are also affected.
Artillery: Unable to use the Move, Dash, or Disengage action on the same round as firing this weapon. Must use Gunnery instead of Small Arms during attack tests.
Assault: May use a weapon with this trait as part of a Disengage or Dash action.
Awe (X): Any non-vehicle targets adjacent to this weapon take damage equal to the awe value each time it is used.
Beam (X): Draw a line of spaces equal to the beam value between any two points within the weapon's range and attack all targets within the line. Must be able to see the target for it to hit them.
Bomb (X): Weapons with this trait can be deployed onto any terrain moved over; they explode at the end of the user's turn.
Brace: Inflict damage on an enemy that rams you equal to the distance they have moved this round.
Capital: Weapons with this trait are able to deal damage to ASV’s, HAV’s, and Bases. They double their DD value when targeting vehicles and triple DD against infantry.
Chemical (X): Non-vehicle targets hit by weapons with this trait must pass an Endurance test equal to the chemical value or suffer 1 physical condition. This condition persists until temporized or until the end of the scene.
Cleave (X): Hit additional targets equal to cleave value, provided they are within melee range of the weapon.
Conflagrate (X): Inflicts Burning status if hit by this weapon. If a crewed segment of a vehicle is hit by a weapon with this trait, the crew must take an Endurance test with DS equal to the number of damage taken by the vehicle. Crew failing this test also suffer the Burning status.
Concealable: Able to be concealed with a Deceive check vs. Detect.
Concussive: Targets hit by a weapon with this trait must make a successful Grit test equal to damage taken or suffer -1 to all rolls until the start of their next turn.
Cone (X): Weapons with this trait hit everything within an area defined by a line with a length equal to its value and a width at its terminus equal to its value.
Corrosive (X): Segments of vehicles hit by weapons with this trait must pass an Engineering test equal to the corrosive value each time they use a piece of equipment within them. If they fail, that piece of equipment becomes inoperable until cleared by a full action. Non-vehicle targets must pass an Endurance test equal to the corrosive value or suffer wounds equal to the number of successes short.
Cruel: Weapons with this trait increase the severity of conditions they afflict as a result of a critical hit. Physical conditions inflicted by a weapon with the Cruel trait cannot be temporized but may still be treated.
Crunch (X): Weapons with this trait increase their damage by the crunch value against targets they are grappled, restrained, pinned, or prone.
Dazzle (X): When hit or suppressed by a weapon with this trait, the target adds DS equal to the dazzle value to any test that relies on sight.
Demolition: Weapons with this trait do double damage against structures, terrain features, and targets within enclosed spaces.
Discharge (X): Weapon also affects a radius around the user determined by the Discharge value.
Disruptive: Targets hit by a weapon with this trait can only move by taking the Dash action until your next turn.
Galvanic (X): Targets hit or suppressed by this weapon add (X) DS penalty to Detect tests and can only visually detect enemies.
Exceptional: Weapons with this trait gain an additional DD when they Boost a die into DD.
Gape (X): A weapon with this trait can attack as a full action; the weapon’s damage for this attack increases by the gape value.
Grenade (X): Weapon range is determined by stated range plus the user’s Athletics. Vehicles cannot use weapons with this trait unless they have the Articulated Arms equipment.
Hard: Weapons with this trait double their DD value when targeting vehicles.
Haywire (X): Electrical equipment and weapons that deal Energy damage used by targets of a weapon with this trait are rendered inactive until the start of your next turn unless they pass an Engineering test equal to the haywire value.
Heavy (X): Number represents required Athletics to use. Requires both hands.
Heavy Weapon: Weapons with this trait may deal damage to vehicles even if they don’t have a Size value.
Hemorrhage (X): Number represents DS Endurance skill test to pass; characters that fail this test take 1 wound at the end of each round until they are temporized. Being hit by a weapon with this trait while affected by hemorrhage incurs the Internal Bleeding physical condition. Ineffective against vehicles.
Holdout: No penalty for shooting at close range.
Interdiction (X): Adds additional damage equal to interdiction value when attacking vaulting or aerial targets. Weapons with this trait may also be used as countermeasures against attacks that deal Kinetic or Explosive damage. As a Reflex action, you roll an attack against an incoming attack; if your result is higher, then negate any damage from the attack.
Impact (X): Targets hit by weapons with this trait must make a successful Endurance test equal to the impact value or suffer the Dazed status.
Impale (X): Non-vehicle targets that take damage from a weapon with this trait suffer Restrained status equal to the impale value and lose 1 wound per round. Vehicle targets add a DS penalty to any actions that involve the segment hit by a weapon with an Impale trait. These effects can be cleared with an Athletics or Piloting check equal to the impale value.
Inaccurate: Weapons with this trait only count successes as to-hit rolls of 5 and 6.
Intelligent (X): A weapon with this trait increases its DD by the intelligent value against marked targets.
Knockdown (X): Targets hit by a weapon with this trait must pass an (Athletics/Piloting) skill test with a DS equal to the knockdown value or be knocked prone and be forced to act after all other characters in the current round. ASC and flying enemies that fail begin falling immediately.
Laser Designated: Weapons with this trait may only attack targets that have been marked.
Limited Uses (X): Determines how many times a weapon or piece of equipment can be used before being depleted. Rolling a 1 on the chronicle die while using a weapon with this trait consumes an additional use.
Line (X): This weapon hits all targets in a line equal to its line value.
Linked (X): If you make a successful attack against a target that has multiple segments with a weapon with this trait, you apply damage to an additional number of segments equal to the linked value. If attacking non-vehicle targets, then increase the damage by the linked value or instead choose to hit a number of spaces equal to the linked value adjacent to the target.
Living (X): Weapons with this trait are organic in nature; they restore all limited uses when fed and provide a number of additional wounds/AP equal to the living value. Non-vehicle characters using a weapon with this trait must roll a DS 3+living value Endurance test if they unequip their weapon. If they fail, they suffer Exhausted (1).
Lock On (X): A weapon with this trait adds a number of bonus dice to attacks by an amount equal to the Lock On value against marked targets.
Microwave (X): Targets hit or suppressed by weapons with this trait can be scanned as a free action. Vehicles hit suffer a DS penalty equal to the microwave value for their next test. Non-vehicle targets must pass an Endurance skill test equal to their AV or take 1 wound for every success short they are.
Miasma (X): Non-vehicle targets hit by weapons with this trait suffer the Suffocating status for a number of rounds equal to the miasma value.
Mob Killer (X): Weapons with this trait hit an additional number of mob members equal to its mob killer value.
Momentum: Rolling a critical hit allows the user to make another attack as a brief action.
Mine (X): Weapons with this trait use Subterfuge instead of Small Arms, Gunnery, or Melee. Weapons with this trait are placed in an adjacent space (unless they have an associated range); they explode and are destroyed when an enemy enters into a range determined by the mine value after being deployed.
Monofilament (X): Take 1 damage for each space moved after being hit by a weapon with the Monofilament trait. Can be removed with an Athletics or Piloting test equal to the monofilament value.
Mulch: DD is doubled against non-vehicle targets.
Nexus: Weapons with this trait gain a number bonus to attacking a target equal to the number of their systems that are compromised.
Node Shot: A weapon with this trait allows the user to make the Pervade action at the range of the weapon on a target that has been hit by an attack with this weapon.
Noxious (X): When hit by a weapon with this trait, non-vehicle targets must pass an Endurance test or acquire the Eye Damage, Ear Damage, Throat Damage, and Respiratory Damage conditions. To determine how long these conditions last, consult the Afflicted status and roll on the duration table.
Overdrive: When weapons with this trait attack, they also target all marked targets within the range of the weapon.
Overheat (X): Roll a number of d6 equal to overheat value when firing a weapon with this trait. Take 1 damage for each 1 rolled. If a crewed segment has a weapon that overheats, then crew within it take an Endurance test equal to the number of ones rolled x 3. Individuals that fail this test suffer the Burning status.
Overcharge (X): As a free action, sacrifice actions of your choice to increase the damage of the next attack made by a weapon with this trait by its overcharge value. If this weapon is damaged while overcharging, damage is inflicted on the user or housing and adjacent segments.
Parry (X): A melee weapon with this trait increases the defense of its user by the parry value against incoming melee attacks that are adjacent to the user.
Pathogen (X): Non-vehicle targets hit by a weapon with this trait must pass an Endurance test equal to the pathogen value or suffer the Afflicted status.
Piercing (X): Number represents how many wounds a character takes each time they are hit; reliable regardless of armour. Fortitude test may still be taken to reduce incoming damage from weapons with the piercing trait. Ineffective against vehicles.
Pillarite: Weapons with this trait always count as rolling a 6 on their chronicle die for attack tests. Even if the attack misses, critical effects are still applied (though damage is not). Attacks made by weapons with this trait cannot be negated through Fortitude tests.
Pinning (X): Targets of your Suppress action must pass a Resolve test with DS equal to your Small Arms or Gunnery plus the pinning value. Targets that fail add DS to all skill tests equal to the pinning value.
Pistol: This weapon can be held in one hand. Attacks from weapons with this trait never trigger Riposte.
Printed: Weapons with this trait count as having the Dividable Assembly weapon modification, and weapons with this trait miss if they roll a complication on their attack roll regardless of the result.
Poison (X): Non-vehicle targets damaged by a weapon with this trait gain a DS penalty to tests equal to the poison value. They also take 1 damage that cannot be reduced through a Fortitude roll at the start of their turn.
Pressured (X): Grit test DS equal to damage or knock target back a number of hexes equal to pressured value.
Primitive: You do not expend Vigour when making Fortitude tests when attempting to reduce incoming damage from a weapon with this trait.
Quiet: Using the Attack action with a weapon with this trait while hidden does not immediately reveal your position. Instead, opponents will use the Scan action to attempt to locate you when possible.
Rad (X): If a crewed segment is hit by a weapon with this trait, then occupants must take an Endurance test with a DS equal to the Rad value. If they fail, then they acquire the Internal Bleeding, Organ Trauma, or Weakened Body physical conditions.
Rapid Fire (X): Weapons with this trait gain a number of bonus DD equal to the rapid fire value if the target is within half the weapon's range.
Reliable: Ignore the first complication with this weapon in a scene and roll twice when you score a critical hit and apply both results to your target.
Reload (X): How many times a weapon with this trait can fire before having to be reloaded with a tactical action. Weapons with this trait cannot multi-target.
Rend (X): Vehicles and structures damaged by a weapon with this trait must pass an Engineering test equal to the Rend value or suffer the Exposed status until fully repaired.
Salvo (X): You may suppress a number of additional targets equal to the salvo value.
Salvaged (X): A weapon with this trait has a DS penalty equal to the salvaged value in any tests involved with its use. Weapons with this trait also divide their value by a number of times equal to the salvaged trait.
Saturation: Any areas hit with this weapon can be hit again by spending a brief action in successive rounds.
Scramble: Target’s communications are jammed when being hit or suppressed by this weapon.
Seeker: May target aerial targets without penalty. Cannot use Evade or gain any defense bonuses from being in cover for attacks made by a weapon with this trait. Targets may still use the Hunker Down action.
Sentient (X): Targets hit by a weapon with this trait must pass an Athletics test equal to the sentient value or suffer a number of wounds equal to successes short.
Sever (X): Non-vehicle targets hit by a weapon with this trait must take an Endurance test equal to the sever value or suffer a severity 2 arm or leg physical condition. These conditions cannot be temporized but may be treated. MOA hit by the weapon take additional damage equal to the sever value.
Shock (X): Non-vehicle targets hit by weapons with this trait must pass an Endurance test equal to the shock value or suffer Electrocution status until the start of their next turn. When a target is reduced to zero wounds by a weapon with this trait, the user may declare that the attack was non-lethal. The target is not bleeding out and is instead either unconscious or subdued.
Snare (X): Target hit by a weapon with this trait makes a Piloting or Athletics test equal to snare value or is considered grappled by the user.
Striker (X): If the target is within half the weapon's range, this weapon deals additional damage equal to the striker value.
Stopping Power: Attacks made with this weapon have +1 to the results of their damage die.
Sunder: Dice boosted to DD; also increase AP value. If a weapon with this trait crits, then the AV of the target is permanently reduced by this weapon's AP value.
Swift: Riposte once each round without spending a Reflex action.
Theater: Weapons with this trait may target anything within the theater without range penalties.
Throw: Weapon may be thrown as an attack with no penalty. Range is equal to Grit.
Tilt: If you have a weapon with this trait, you take no damage when performing the Ram action.
Timer: Must be set to go off in 1-10 rounds as a brief action. Detonates at the start of your turn after the designated number of rounds.
(Skill) Tool (X): A weapon with this trait provides a number of bonus dice equal to the tool value to a skill determined by X. (skill) cannot be melee, ranged or gunnery.
Toxic (X): Non-vehicle targets damaged by a weapon with this trait must pass an Endurance test equal to the toxic value or lose a number of Vigour equal to the number of successes short. Once Vigour is expended, then the target suffers wounds.
Trap (X): A weapon with this trait uses Subterfuge instead of the Melee, Small Arms, or Gunnery skills. Weapons with this trait are placed on a hex adjacent to the user. Their attack is triggered when an enemy enters into a range determined by the user’s Subterfuge value. Weapons with this trait are not destroyed when they are activated and instead can be salvaged after the battle.
Trip (X): Number represents a bonus to trip attempts with the weapon.
Volley (X): You may spend a brief action to gain a number of bonus dice to your next attack equal to the volley value. The weapon must then be reloaded as a tactical action.
WMD (Flashpoint/AO/Theater): A weapon with this trait affects a zone or zones. Weapons with this trait deal damage to all segments of a vehicle at once.