Weapon Traits

Weaon entres on WOINGEAR indiciate any particular properties or notes associated with a weapon or item.

Agile. An agile weapon is complex and difficult to use. You need an AGI of 8 to use it without penalty, otherwise you take a –1d6 penalty to your attack rolls. These weapons always use AGI for their attack rolls.

Arc. The weapon fires in a ballistic arc; no direct line-of-sight is required, as long as there is a ballistic route which can be taken.

AT. Anti-tank ability allows a weapon to instead be fired directly at a vehicle, doing double damage to vehicles and objects. When used in this manner, the weapon does not do burst damage.

Auto. Automatic weapons are better at suppressive fire. They give an additional die of cover to protected allies.

Beam. Beam weapons, such as phasers and lasers, project a visible continuous line of energy at their target. For this reason, they can , at the operator's choice, operate as tracers.

Bypass. A weapon with this trait is able to ignore shields. An example is the Eastern three-section-staff, which can be used to strike around a shield.

Climber. A weapon with this trait counts as climbing gear.

Close-quarters. A close-quarters weapon can be used even when its user is grappling. These weapons gain +1d6 to attacks against foes in the same square.

Combust. Weapons with the combust trait are more likely to set their target on fire, and when they do so, the effect is more severe. A critical hit from a weapon with this trait inflicts a severe Burning condition, requiring a roll of 6 to remove it.

Double. Double weapons are melee weapons treated as though they were two weapons, one in each hand. This typically means that the attacker will gain an additional attack per turn with it. Review the combat rules on dual-wielding and double weapons.

Heavy. A heavy weapon is difficult to use. You need a Strength of 8 to use it without penalty, otherwise you take a –1d6 penalty to your attack rolls. These weapons always use STR for their attack rolls.

Hook. Many polearms incorporate hooks. Against a mounted target, a successful strike can dismount the rider. When using it to dismount a target, a hooked weapon does no direct damage and costs 2d6.

Huge. A huge weapon (which is almost always heavy as well) is so large that medium-sized or smaller creatures need STR 10 to avoid the heavy penalty.

Initiative bonus. Some weapons are lighter and faster than others. These may grant a bonus to Initiative.

Melee Defense bonus. Some weapons grant a flat bonus to the wielder’s Melee Defense score.

Min. Weapons with this trait have a minimum range. They cannot target anything within that range. The minimum range is noted in parenthesis - e.g. “Min (8)”.

Mounted. These weapons must be affixed (mounted or stood on the ground) and take two full actions to set-up before use. If they are moved, another two actions is required to set them up at the new site.

Reach. A reach weapon is a longer melee weapon. It can attack opponents up to 10' away. Weapons with long reach can attack up to 15' away, but cannot attack adjacent targets.

Recoil. This weapon’s recoil is enough to affect the user in zero-g and lo-grav (Explosive Ordnance).

Restrains. A weapon which restrains does so on a successful hit, giving the target the Restrained condition.

Sacrificial. Sacrificial weapons are often used in ritual and rites. They gain +1d6 to attack a prone foe.

Seeker. These weapons use heat or laser guidance and gain +2d6 to their attack rolls as long as a heat source is the target.

Set. Some piercing polearms can be set as a single action against incoming attackers. This creates a cone (10' for reach weapons, 15' for long reach weapons) in the direction in which the weapon is set. As an attacker enters the cone from the front edge, it is subject to an automatic attack from the polearm. If successful, the attacker is stopped in its tracks, and its movement ends for that action, as well as taking damage as normal. The attacker may attempt to enter the cone again.

Shield. The wielder of this weapon is automatically considered to be also wielding a shield of the same size category. This applies for the purposes of Melee Defense only.

Sidearm. Weapons designated as sidearms gain +1d6 to hit at point-blank range (when the user is adjacent to the target) and do not suffer a penalty for firing at an adjacent target.

Single. A weapon with this quality can only be used once per round, even if the user is able to make multiple attacks.

Stonebreaker. These weapons are designed to break stone and do +1d6 damage to stone targets.

Stun. When the target is reduced to 0 Health by a weapon with the Stun trait, it is unconscious but not dying. It wakes with 1 Health 5 minutes later.

Thrown. A melee weapon with this trait can be thrown with the noted range increment. For example, a weapon with the trait “Thrown (3)” has a range increment of 3. Without this trait, a thrown weapon has a range increment of 2 and counts as improvised (inflicting a –2d6 penalty to the attack roll).

Trap. Some weapons can be used to trap a foe. A weapon which can trap an enemy does so on a successful hit, rendering the target immobilized until they shake off the status.

Versatile. A versatile weapon has two damage values: the first is for the weapon used one-handed, and the second is for the weapon used two-handed.

Vicious. Some weapons are barbed or jagged; conditions from such weapons are harder to shake off, and inflict a –1d6 penalty to attempts to do so.

Woodbreaker. Designed to split wood, these weapons do +1d6 damage against wood targets.