Core Rulebook Page 124
This is an overview of all Weapons and Armour Traits. In addition, there are also the Traits that have been created by the house rules. These are marked with a symbol.
When you use a Ranged Weapon with this Trait to attack you gain the Rating as a Bonus to Ballistic Skill.
When you use a Melee Weapon with this Trait in combat you gain the Rating as a Bonus to Weapon Skill.
Target a Zone within range and make a single Ranged Skill (Ordnance or Thrown) Test, depending on whether the weapon is a Launcher or a thrown Grenade. All characters in the target Zone can use their Reaction to make an opposed Reflexes (Dodge) Test versus the result of your Test. If you win the Opposed Test, you deal Damage equal to your weapon Damage plus the difference in SL. This means that some characters in the target Zone may take severe damage, while others take none at all.
When you use a weapon with the Burst Trait, you may choose to declare that you are firing a burst rather than a single shot. If you do so, you may add +1 SL to your Ranged Test, and must reduce the ammunition in the weapon by 1. If the dice of the ones digit shows a 0, the weapon does one point of extra damage.
Weapons with Rapid Fire are always treating as having the Burst trait, though you cannot use both of these Traits on a single attack.
Ranged weapons with this Trait can be used in Immediate Range without incurring Disadvantage on the attack roll.
You have Advantage on Opposed Tests when defending from melee attacks (see page 211) with this weapon.
A Flamer weapon spews a stream of burning chemical liquid. The wielder can guide the flowing torrent of flame to set multiple foes ablaze. Attacks made with a Flamer have Spread and ignore Cover (see page 204). Instead of targeting a creature with the Flamer, you can choose to target a Zone within range. The Zone becomes a Minor Hazard (see page 206) until the end of your next turn.
Any character or vehicle hit by a weapon with this quality suffers the effects of a 1d10 roll on the Haywire Effects table that receives a bonus equal to the number in parentheses. Regardless of how many targets the wielder hits, only one roll will be used per attack. The Haywire effect will then dissipate its strength by one step per round. It does not stack; it just replaces if higher and is ignored if lower.
Haywire Field Effects
| 1d10 roll | Effect |
|---|---|
| 1-2 | Insignificant: Though some machine spirits are unsettled, there is no noticeable effect on nearby technology. |
| 3-4 | Minor Disruption: All actions utilising powered technology, including firing ranged weapons, Tech Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –10 penalty. The base movement of anyone in power armour is reduced by 1. |
| 5-6 | Major Disruption: All actions utilising technology, including firing ranged weapons, Tech Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –20 penalty. The base movement of anyone in power armour is reduced by 1. Melee weapons with technological components function as a Primitive weapon of the analogous type. |
| 7-8 | Dead Zone: Technology within the affected area completely ceases to function. Power armour becomes unpowered, reducing the wearer’s move to 0. Characters with cybernetic replacements to any internal organ(s) suffer one level of Fatigue each round they remain in the Dead Zone. Melee weapons with technological components (i.e. power swords) function as a Low-Tech weapon of their type. |
| 7-8 | Actions using powered technology, including firing ranged weapons, tech tests, and physical actions while wearing power armor or the use of augmention, suffer a - 30 penalty. The Speed of anyone wearing Power Armor is reduced by one to a minimum no movement possible. |
| 9-10 | As Dead Zone, but lasting for 1d5 rounds before lessening to a Major Disruption (and then dissipating as normal). |
Heavy equipment requires StrB equal to the rating to wield effectively. If you do not meet the requirement, you suffer the following penalty based on the type of wargear:
Instead of moving, a character can brace a Heavy ranged weapon on a suitable terrain feature such as a piece of cover. If they do so, they may ignore the Heavy trait until they next take a move action.
Weapons with this Trait are either badly designed or simply woefully made, and the chance to hit is reduced. When you use a Ranged Weapon with this Trait to attack you gain the Rating as a Penalty to Ballistic Skill.
Some weapons are not very good at penetrating armour. All Armour is doubled against Ineffective weapons.
If an attack with this weapon deals Wounds, the target suffers the Condition. If the weapon or attack does not list a damage rating, the attack only needs to hit to inflict the Condition. Conditions have a default duration and means of removal (pages 356-357), but specific equipment or Conditions may stipulate other durations or requirements to end the Condition instead. Otherwise, the Condition lasts for one round.
The equipment is noticeably noisy. A weapon with the Loud Trait alerts everyone within Long Range of your presence when used to make an attack. Armour with the Loud Trait imposes Disadvantage on Stealth Tests.
This weapon's attacks ignore Armour equal to the rating.
When you fire this weapon, you can declare that you are Rapid Firing. If you do so, you may either choose to grant the weapon the Spread Trait, or you may gain Advantage on the attack roll and increase the weapon’s damage by its Rapid Fire rating. In either case, reduce the weapon’s magazine by its Rapid Fire rating. You cannot Rapid Fire if your magazine currently contains less ammunition than its Rapid Fire rating. Weapons with Rapid Fire are always treated as having the Burst trait, though you cannot combine both. You must choose which Trait to use, or you may choose neither. When you use Rapid Fire and the dice of the ones digit is equal or lower then the Rapid Fire rating (before you reverse numbers on an Advantage) you can double the Rapid fire (Rating) to increase the weapon's damage.
You can use a Reach weapon to attack any creature within your Zone without becoming Engaged (see page 212) with the target. When you are Engaged with an enemy, you have Disadvantage on Melee Tests to defend yourself with a Reach weapon.
When using this weapon to attack, if you Fumble in combat (see page 213) roll 1d10. On a result of 4+, you ignore the Fumble result.
When an attack with this weapon that dealt one or more Wounds resolves, the outermost Armour on the Hit Location is reduced by the Rend rating until it is repaired. Armour can be reduced more than once in this way, and if it is reduced to 0 it is completely destroyed.
When you use this shield to brace against incoming fire (see page 142), you gain additional Armour equal to the Rating.
All creatures within Immediate Range of the target, other than the attacker, must make a Challenging (+0) Reflexes (Dodge) Test or suffer half Damage from the attack. If a weapon already has the Spread Trait and would gain it in another way, such as by using Rapid Fire, creatures within Immediate Range who fail their Reflexes Test suffer full damage instead
When you fire this weapon, you can declare that you are using the Storm quality. If you do so, you gain the benefit of grantng the weapon the Spread trait and Advantage on the attack roll and increase the weapons damage by its Storm ratng. Reduce the weapons magazine by its Storm ratng. You cannot use Storm if your magazine contains less ammunion than its ratng. When you use the Storm Trait and the dice of the ones digit is equal or lower then the Storm rating you can double the Storm (Rating) to increase the weapon's damage.
Weapons and Armour with this Trait are often silent and easy to conceal.
Weapons with this Trait are quiet and may be easily hidden, imposing Disadvantage on Awareness Tests to detect the weapon's use or find it hidden on your person.
Armour with this Trait is not obviously defensive at first glance, imposing Disadvantage on Awareness Tests made to see if you are wearing armour. Additionally, Subtle Armour can be worn in addition to any other Armour that does not have the Subtle Trait. When worn in this way, add both Armour values together to determine total Armour in the appropriate location.
When you fire this weapon, you can choose to Supercharge it. Doing so adds additional Damage to the attack equal to the rating, at the cost of doubling the ammunition expended.
A melee weapon with the Thrown Trait can be used to make a ranged attack by throwing it. Thrown weapons list the Range they can be thrown at in parentheses. See page 212 for more on ranged attacks.
A Two-handed weapon requires two hands to wield.
When you use a Melee Weapon with this Trait in combat you gain the Rating as a Penalty to Weapon Skill.
If you Fumble when attacking with this weapon (page 213), on a result of 5+ on the Fumble Table (page 355), the weapon self-destructs instead, typically dealing its Damage to the arm wielding the weapon, or a random arm if the weapon is Two-handed.