Gear Tags

General

   
bulky Takes up 2 inventory slots.
slow Wielder cannot act first at the start of combat.
loud Easily heard by anyone within 100 metres.
quiet Difficult to hear by anyone further away than 2 metres.
petty Does not take up any inventory slots.
concealed Hidden to the naked eye. Undetectable without technology.

Combat

   
precise Gains an Edge when aimed. Attacks against especially far targets are not impaired.
burst Action: attack as if making two attacks at same target, taking highest result and discarding results of 4+ to increase damage by 1.
blast Attacks affect all targets in the area, rolling damage separately for each target. If unsure how many targets can be affected, roll the related damage die for result.
suppress Action: consume one ammo and make an impaired blast attack. Until their next turn, targets are impaired and must make a CTR save to move.
reload Consumes one ammo per attack
piercing Attacks ignore Armor.
shred If attack deals damage to ST or BOD, target’s Armor is reduced by 1
destructive Attacks reduce cover by 2, instead of 1.
shock Target must succeed on a BOD save or fall prone.
smart Attacks ignore Cover.
static Cannot be used if wielder has moved this turn.
parry Wielder has +1 Armor against melee attacks.
unreliable Weapon jams when rolling a one on any dice during an attack roll. Takes an action to unjam.
close-quarters Attacks against close range targets are not impaired.
hardened Attacks affected by armor that target you are impaired.