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 impairedblast 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.