Rules / Weapons & Armor / Weapon Traits
Weapon Traits
| Trait | Effect |
|---|---|
| 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. |
| Backswing | After 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. |
| Deadly | Add your ability modifier to damage a second time. |
| Disarm | Can perform the Disarm action without a free hand. |
| Double Barrel | May fire all barrels in one attack action, dealing the damage listed with the trait (and using its listed Recoil). |
| Finesse | Use Might or Reflex, whichever is higher, for attack and damage. |
| Heavy | Normal damage to Hard targets; double damage to non-Hard targets. |
| Light | Eligible for dual wielding (both weapons must be Light). |
| Parry | If 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). |
| Reach | Attack 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. |
| Shove | Can 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. |
| Subdual | A mortal wound dealt with this weapon automatically stabilizes the creature, no check needed. |
| Sweep | After attacking, your next attack this turn gains 1 level of Advantage if it targets the same creature or one adjacent to it. |
| Tethered | Attached 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. |
| Trip | Can perform the Trip action without a free hand. |
| Unarmed | Part 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. |
| Unwieldy | No more than 1 attack per round with it, and it can't make opportunity attacks. |
| Versatile | May be used two-handed for the damage in parentheses on melee attacks. |
| Volatile | On a critical failure on an attack check, make a DC 10 Reflex Save or take half the weapon's damage yourself. |