Weapon Traits

Ablating
Designed to directly attack the protective armour of an object or person. Damage is done to Armour Points first. Once the armour has been reduced to zero, any remaining damage continues through to the target. Most HE (High Explosive) ammunitionfits this trait.   Armour Piercing
Ignores a specific number of Armour Points equal to half the maximum damage capability of the firing weapon. So Armour Piercing rounds fired from a .45 pistol would ignore the firstfour points of any protection, whereas those fired from .50calibre sniper rifle would ignore 12 points.   Cauterising
The bolt or beam immediately seals off any ruptured blood vessels, preventing targets from bleeding out in the event of a Major Wound.   Chock
if hit by a weapon with this trait the character must take a Hard willpower test. If the test is failed the caracter will suffer the Blindness modifier for 1d3+1 rounds.   Disintegrating
Inflicts permanent Hit Point damage to the target, literally vaporising the area struck.   Fragmentation
The projectile violently explodes, affecting everything within its burst. The radius of this effect should be listed in parenthesis. Targets within the radius of the blast receive half damage to 1d3-1 Hit Locations (roll for each wound). Some explosive rounds (HEAP) also possess the Armour Piercing trait, so that they detonate inside an armoured object. Those that do not fully penetrate, have their explosive damage reduced by double the remaining thickness of Armour Points.   Frangible
A projectile designed to disintegrate when striking a surface harder than itself. These are mainly used in fragile or dangerous environments, such as the inside of a flying airplane or a fusion power plant, where a stray hit on equipment can have potentially catastrophic effects. They are generally inef-fective against body armour.   Granat
The first radius is the Kill Radius and does the full dice of damage. The second radius is the Injury Radius and halfs the damage rolled. Injury Radius is measured from where the Kill Radius ends.   Hollow Point
The projectile flattens inside the target, increasing the amount of damage inflicted. Roll damage twice and take the best result.   Incendiary
Designed to ignite whatever the projectile or beam hits. If the target is naturally flammable it bursts into flame according to the Fire rules on pages 120-121. Treat as an Intensity 3 heat source for the purposes of starting a fire   Knockout
Similar to the Paralysis trait, this weapon does not inflict damage, but renders the victim unconscious if the target fails in an opposed roll of their Willpoweragainst the attack roll.   Neutron
Characters with resistanse to radiation only takes half damage from neutron weapons   Paralysing
The Hit Location struck by the weapon does not take any physical damage, but is instead rendered incapacitated if the target fails in an opposed roll of theirEndurance against the attack roll.   Robdes
Can only damage Robots   Scatter
The weapon or round is made of tiny shot, fléchettes or pellets which spread before they strike, reducing any range penalties by one step and inflicting damage to 1d3 adjacent Hit Locations. This comes at a costhowever. Firstly the weapon damage roll for each location is halved; secondly any armour, natural or worn, doubles its Armour Pointvalue against the damage.   Self Guided
Permits the selection of the Circumvent Cover special effect.   Tranquilising
Permits the delivery of a narcotic or medicine, either by injection from a tiny ampoule built into the projectile, or by the projectile itself dissolving directly into the bloodstream. Depending on its nature, damage might only rolled to see if it overcomesany protection worn by the target.   Weakness
Usually applied to energy bolts or beams, the weapon suffers significant degradation to some form of environmental condition or material substance. The specific weakness is normally specified as a footnote or as part of the weapon’s detailed description.