π Accurate: Halves DS penalty associated with taking called shots. β
Aim (X): When using the Aim action, the next attack with the weapon gains a number of additional equal to the aim value to the attack roll. β
π β€ Air Burst (X): Increases damage by airburst value against aerial, vaulting targets or targets suffering the low g or zero g statuses. β
π β€ AO: Weapons with this trait may target anything within the AO without range penalties. β
AOE (X): Weapon hits main target for regular damage; number represents how many spaces around the target are also affected. β
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. β
π Assault: May use 1 weapon with this trait as part of a Vault or Dash action. β
β€ Awe (X): Any non-vehicle targets adjacent to this weapon take damage equal to the awe value each time it is used. β
π 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. β
Bomb (X): Weapons with this trait target a nominated space. Targets in space or otherwise affected by a weapon with this trait reduce their defence by the bomb value for resolution of attacks against weapons with this trait. β
Brace: Inflict damage on an enemy that rams you equal to the distance they have moved this round. β
Capital: Weapons with this trait are able to deal damage to ASVβs, HAVβs, and Bases. They double their DD value when targeting vehicles and triple DD against non- vehicle targets. β
Chemical (X): Non-vehicle targets hit by weapons with the chemical trait suffer the impaired sight status equal to the chemical value. β
π β€ Cleave (X): Hit additional targets equal to cleave value, provided they are within melee range of the weapon.
π β€ Conflagrate (X): Targets hit by a weapon with this trait gain the burning status . Targets that already have the burning status lose a number of wounds equal to conflagrate value. β
Concealable: Able to be concealed under apparel with a Deceive check vs Detect. β
β€ Concussive: Targets hit by a weapon with this trait suffer -1 to all rolls until the start of their next turn. β
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. β
Corrosive (X): Targets hit by a weapon with this trait lose a manoeuvre action. Additionally targets hit by a critical suffer a number of wounds equal to the corrosive value. β
π 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. β
Crunch (X): Weapons with this trait increase their damage by the crunch value against targets they are grappled, restrained, pinned, or prone. β
β€ 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. β
β€ Demolition: Weapons with this trait do double damage against structures, terrain features, and targets within enclosed spaces.
π β€ Discharge (X): Weapon also affects a radius around the user determined by the Discharge value.
β€ Disruptive: Vehicle targets hit by a weapon with this trait are supressed until the start of your next turn. β
π β€ Galvanic (X): Targets hit by this weapon suffer the dazed status, dazed targets reduce their vigour by the galvanic value. β
π Exceptional: Weapons with this trait gain an additional DD when they Boost a die into DD. β
β€ Gape (X): A weapon with this trait increases its damage by the gape value. β
Grenade (X): Weapon range is determined by stated range plus the userβs Athletics. Vehicles cannot use weapons with this trait unless they have the Articulated Arms equipment. β
π β€ Hard: Weapons with this trait double their DD value when targeting vehicles. β
π β€ Haywire (X): Vehicle targets (including power armour and exo suits) hit by a weapon with this trait suffer the the impaired sight, hearing and speech statuses equal to the haywire value. Vehicle Targets already suffering the impaired status suffer damage equal to the haywire value. β
Heavy (X): Number represents required Athletics to use. Requires both hands. β
Heavy Weapon: Weapons with this trait may deal damage to vehicles even if they donβt have a Size value.β
Hemorrhage (X): Non vehicle targets hit by a weapon with this trait acquire the internal bleeding condition. Targets suffering from the internal bleeding condition take additional damage equal to the Hemorrhage value. β
Holdout: No penalty for shooting at close range. β
π Interdiction (X): Weapons with this trait may 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. You increase your defence by the interdiction value against attacks that from different zones. β
π β€ Impact (X): Targets hit by weapons with this trait reduce their vigour by the impact value, targets with zero vigour suffer the dazed status.β
π β€ Impale (X): Targets hit by a weapon with this trait suffer Restrained status equal to the impale value. β
Inaccurate: Weapons with this trait only count successes as to-hit rolls of 5 and 6. β
π Intelligent (X): A weapon with this trait increases its DD by the intelligent value against marked targets. β
π β€ Knockdown (X): Targets hit by a weapon with this trait are forced prone. Prone targets hit by a weapon with this trait reduce their vigour by the knockdown value. β
Laser Designated: Weapons with this trait may only attack targets that have been marked. β
Limited Uses (X): Determines how many times a weapon or piece of equipment can be used before being depleted. β
π β€ Line (X): This weapon hits all targets in a line equal to its line value. β
π β€ Linked (X): Vehicle targets hit by a weapon with this trait take additional damage equal to the linked value, attacks against non vehicle targets increase their ap by the linked value. β
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). β
π 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. β
π β€ Microwave (X): Targets hit by a weapon with this trait suffer the afflicted radiological status equal to the microwave value, non-vehicle targets also suffer the burning status. β
Miasma (X): Non-vehicle targets hit by weapons with this trait suffer the Suffocating status until temporised or the end of the encounter. targets that have the suffocating status suffer the exhausted status. Targets suffering the exhausted status take wounds equal to the miasma value. 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 unconscious. β
β€ Mob Killer (X): Weapons with this trait hit an additional number of mob members equal to its mob killer value. β
Momentum: Rolling a critical hit allows the user to make another attack as a brief action. β
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. Upon a critical hit they also do additional damage equal to the Mine value of the weapon. β
π β€ Monofilament (X): After being hit by a weapon with the Monofilament trait, a unit takes equal to half its speed value and suffers a reduction to its defence equal to the Monofilament value this round. β
π β€Mulch: DD is doubled against non-vehicle targets. β
π β€Nexus: Weapons with this trait gain a number bonus DD to attacking a target equal to the number of their systems that are compromised. β
π β€ Node Shot: Vehicle targets hit by a weapon with this trait have 1 system compromised. β
Noxious: Non-vehicle targets hit by a weapon with this trait acquire the eye damage, targets that have eye damage acquire the throat damage and respiratory damage conditions. β
π Overdrive: When weapons with this trait attack, they also target all marked targets within the range of the weapon. β
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. β
πβ€ Overcharge (X): as a full action you increase damage and ap of current attack by the overcharge value. β
Parry (X): A melee weapon with this trait increases the defence of its user by the parry value against incoming melee attacks that are adjacent to the user. β
Pathogen (X): Non-vehicle targets hit by a weapon with this trait suffer the afflicted status equal to the pathogen value. β
β€ Piercing (X): Number represents how many wounds a character takes each time they are hit; regardless of armour. Fortitude test may still be taken to reduce incoming damage from weapons with the piercing trait. β
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. β
β€ Pinning: Targets hit by a weapon with this trait gain the supressed status. β
Light: This weapon can be held in one hand. Attacks from weapons with this trait never trigger Riposte. β
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. β
Poison (X): Non-vehicle targets hit by a weapon with this lose vigour equal to the poison value. Targets with zero vigour gain the weakened body conidtion. β
β€ Pressured (X): Targets hit by a weapon with this trait are moved back a number of spaces equal to the pressured value. β
Primitive: You do not need to expend Vigour when making Fortitude tests when attempting to reduce incoming damage from a weapon with this trait.
β€ 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. β
Rad (X): Targets hit by a weapon with this trait acquire the weakened body physical condition. Target with the weakened body physical condition take additional damage to the Rad value. β
π β€ 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. β
Reliable: Ignore the first complication with this weapon in a scene and crital hits always inflict conditions on a target. β
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. β
Rend (X): Attack against vehicles destroy a number of additional pieces of equipment equal to the rend value in the same segments. β
π Salvo (X): You select a number of additional targets equal to the salvo value when taking the supressing action. β
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. β
Saturation: Any spaces hit with this weapon can be hit again with this weapon by spending a brief action until the encounter ends β
π Scramble: Targetβs communications are jammed when being hit or suppressed by this weapon until the start of your next turn. β
π Seeker: May target aerial targets without penalty. The target Cannot use Evade or gain any defence bonuses from being in cover for attacks made by a weapon with this trait. β
π Sentient (X): Targets hit by a weapon with this trait take additional damage equal to the weapons sentient value minus the targets athletics value. β
π β€ Sever (X): Non-vehicle targets hit by a weapon with this trait reduce their vigour by the sever value, targets with 0 vigour suffer a severity 2 arm or leg physical condition. MOA hit by the weapon take additional damage equal to the sever value. β
π β€ Shock (X): Non-vehicle targets hit by weapons with this trait suffer the Electrocution status with a value equal to the shock value 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 unconscious. β
π β€ Snare (X): Targets hit by a weapon with this trait are considered restrained equal to the snare value. They may make a Piloting or Athletics test to break the grapple as normal. β
π β€ Striker (X): If the target is within half the weapon's range, this weapon deals additional damage equal to the striker value. β
β€ Stopping Power: Attacks made with this weapon have +1 to the results of their damage die. β
π β€ Sunder: Dice boosted to DD; also increase AP value. β
Swift: Riposte once each round without spending a Reflex action. β
π β€ Theater: Weapons with this trait may target anything within the theater without range penalties. β
Thrown: weapons with this trait Increase their range value by users grit value. β
Tilt: If you have a weapon with this trait, you take no damage when performing the Ram action. β
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.β
(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. β
Toxic (X): Non-vehicle targets hit by a weapon with this trait lose vigour equal to the difference between their endurance value and the toxic value. targets with 0 vigour lose 1 wound each time they are hit by a weapon with this trait. Once Vigour is expended, then the target suffers wounds. β
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 userβs Subterfuge value. Weapons with this trait are not destroyed when they are activated and instead can be salvaged after the battle. Critical hits with weapons with the trap trait deal additional damage equal to the trap value. β
π Trip (X): Number represents a bonus to trip attempts with the weapon. β
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. β
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. β