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COWBOYS & VIKINGSCompendium of the Wild Wastes

Rules / Weapons & Armor / Weapon Traits

Weapon Traits

TraitEffect
Agile+1 level of Advantage on attacks while you are Hidden or Undetected from the target.
AP(X) / ArP(X)Armor Piercing: the target's Soak is reduced by X against this weapon's damage.
BackswingAfter a miss, if your next action is another attack with the same weapon, it gains 1 level of Advantage.
Brutal+3 damage on hits against targets within 5 ft.
Capacity(X)Multiple barrels or a magazine: X attacks before reloading.
DeadlyAdd your ability modifier to damage a second time.
DisarmCan perform the Disarm action without a free hand.
Double BarrelMay fire all barrels in one attack action, dealing the damage listed with the trait (and using its listed Recoil).
FinesseUse Might or Reflex, whichever is higher, for attack and damage.
HeavyNormal damage to Hard targets; double damage to non-Hard targets.
LightEligible for dual wielding (both weapons must be Light).
ParryIf trained or better with it, spend 1 AP to take a defensive stance: 1 level of Advantage on Might Saves until the start of your next turn.
Range(X)Range increment in feet (see Ranges).
ReachAttack creatures 10 ft away instead of only adjacent; if you already have reach, add 5 ft.
Recoil(X)X is the minimum Might modifier to handle the kick. Below it, the weapon gains Unwieldy (one shot per round). At 2 or more below, it also gains Volatile.
Reload(X)Spend X Action Points to reload before firing again; with Capacity, a reload refills the whole magazine.
Scattered(X)Usable with the Scatter action; X is its range increment.
ShoveCan perform the Shove action without a free hand.
Spread(X)Attacks an area X feet in size; every creature in it is subject to the attack.
SubdualA mortal wound dealt with this weapon automatically stabilizes the creature, no check needed.
SweepAfter attacking, your next attack this turn gains 1 level of Advantage if it targets the same creature or one adjacent to it.
TetheredAttached by rope or chain; with a free hand (or a hand holding only the tether), an Interact action pulls it back after throwing it or being disarmed, unless another creature holds it.
Thrown(X)Usable with the Throw action; X is its range increment.
TripCan perform the Trip action without a free hand.
UnarmedPart of your body, not a manufactured weapon (though grouped with weapons and may have traits). Can't be Disarmed and doesn't occupy a hand, though a grasping limb follows free-hand rules.
UnwieldyNo more than 1 attack per round with it, and it can't make opportunity attacks.
VersatileMay be used two-handed for the damage in parentheses on melee attacks.
VolatileOn a critical failure on an attack check, make a DC 10 Reflex Save or take half the weapon's damage yourself.