Traits

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Most weapons and Equipment have special features, called Traits.

Traits usually relate to Common or Special Skills, or to specific effects that make these weapons or pieces of Equipment special. Some of them are self-explanatory, but here is a list of all major Traits for reference purposes:

  • Automatic. (Human Sphere N3) This Special Skill, weapon, or piece of Equipment is automatic and doesn't require a Roll as it provides a fixed result shown between brackets.
  • Anti-materiel. This weapon's Special Ammunition can affect structures and pieces of scenery.
  • ARO. This weapon or piece of Equipment is only usable in ARO.
  • Attack. The use of this piece of Equipment is a form of Attack.
  • Burst: Single Target. (Human Sphere N3) This weapon can only choose a single target for all shots of the Burst.
  • CC. This weapon can make CC Attacks.
  • Comms Attack. (Human Sphere N3) The use of this weapon or piece of Equipment is considered an Attack that allows the target to declare a Reset as a reply.
  • Comms Equipment. The technology of this piece of Equipment depends on signals and communications. This Equipment is vulnerable to the effects of certain Hacking Programs and Special Ammunition.
  • Concealed. This weapon or piece of Equipment benefits from some or all the effects of the Special Skill CH: Camouflage (Camouflage Marker, -3 BS, etc.). Refer to the description of the weapon or Equipment for more details.
    • Camouflage Markers concealing a weapon or a piece of Equipment have a Silhouette (S) value of 2.
  • Deployable. The user of this weapon or piece of Equipment can place it on the battlefield—but never on a vertical surface— whereupon it becomes an independent element.
    • Deployable weapons and Equipment have their own profile with Attributes, and are targetable by Attacks and Skills.
    • The placement of Deployable weapons and Equipment cannot violate the Deployment rules or any restrictions on deployment put forth by the rules of the scenario being played.
    • In the Active Turn, the trooper can deploy the Deployable weapon or Equipment in base contact or, if he moved, in base contact with any part of his route. In the Reactive Turn, the trooper must deploy the Deployable weapon or Equipment in base contact.
    • A Deployable weapon or Equipment is not considered deployed until the Conclusion of the Order.
  • Direct Template. This weapon or piece of Equipment uses the Direct Template rules, firing the Template indicated in brackets.
  • Disposable. This weapon or Equipment has a limited amount of ammunition or uses, and one is expended every time you declare its use, regardless of the success or failure of the Roll involved. The profile indicates, by means of a figure in brackets after the Disposable trait, the number of uses for that weapon or Equipment.
  • Dodge. This weapon can be used as a Special Dodge.
  • Duration. Indicates the duration of the effect of this weapon or piece of Equipment. Turn means the effect ends automatically at the end of that Player Turn. 2 Turns, for example, indicates the effect ends automatically at the end of the next Player Turn.
  • Fire-Sensitive. Fire Special Ammunition affects this weapon or piece of Equipment.
  • Guided. In Active Turn, this weapon can make a BS Attack against a target in the Targeted state, ignoring LoF and making a BS+6 Roll (This includes the Targeted MOD. Apply no other MODs for Range, Cover, CH: Camouflage, etc.).
    • Resolve the Attack with a Face to Face Roll if it used an Impact Template Weapon, or if the target had LoF to the attacker.
    • When using the Guided Trait, the weapon's B is always 1, ignoring all possible bonuses and Modifiers.
    • The Guided Trait is limited to 5 Attacks per Active Turn.
    • Guided projectiles are Hackable and can be neutralized by ECM.
  • Heavy MULTI. (Human Sphere N3) This is a multipurpose weapon capable of using different types of Heavy Special Ammunition. This enhanced rule replaces the version previously shown in Infinity N3. Heavy MULTI weapons have 3 Fire Modes:
    • Burst Mode. AP or Shock Special Ammunition. The shooter chooses which of these types of Ammunition to use. The whole Burst must use the same type of Ammunition. This Mode allows the use of the Suppression Fire Trait.
    • Anti-materiel Mode. EXP Special Ammunition. Using this Fire Mode, the shooter fires EXP Special Ammunition. The Burst value of the weapon is reduced to 1. This Mode possesses the Anti-materiel Trait.
    • Stun Mode. Stun Special Ammunition. Using this Fire Mode, the shooter fires Stun Special Ammunition. The Burst value of the weapon is reduced to 1. This Mode possesses the Non-Lethal Trait.
  • Impact Template. This weapon or piece of Equipment places a Template on the point of impact. The specific type of Template used is indicated in brackets.
  • Indiscriminate. This weapon or piece of Equipment is usable or deployable even if there is a Camouflage and Hiding Marker in its Area of Effect, and even if there is no valid target nearby.
  • Intuitive Attack. This weapon can make Intuitive Attacks.
  • Light MULTI. (Human Sphere N3) This is a multipurpose weapon capable of using different types of Light Special Ammunition. This enhanced rule replaces the version previously shown in Infinity N3. Light MULTI weapons have 3 Fire Modes:
    • Burst Mode. AP or Shock Special Ammunition. The shooter chooses which of these types of Ammunition to use. The whole Burst must use the same type of Ammunition. This Mode allows the use of the Suppression Fire Trait.
    • Anti-materiel Mode. DA Special Ammunition. Using this Fire Mode, the shooter fires DA Special Ammunition. The Burst value of the weapon is reduced to 1. This Mode possesses the Anti-materiel Trait.
    • Stun Mode. Stun Special Ammunition. Using this Fire Mode, the shooter fires Stun Special Ammunition. The Burst value of the weapon is reduced to 1. This Mode possesses the Non-Lethal Trait.
  • Medium MULTI. (Human Sphere N3) This is a multipurpose weapon capable of using different types of Medium Special Ammunition. This enhanced rule replaces the version previously shown in Infinity N3. Medium MULTI weapons have 3 Fire Modes:
    • Anti-tank Mode. AP Special Ammunition. The shooter can only use this type of Ammunition.
    • Anti-materiel Mode. DA Special Ammunition. The shooter can only use this type of Ammunition. This Mode possesses the Anti-materiel Trait.
    • Stun Mode. Stun Special Ammunition. Using this Fire Mode, the shooter fires Stun Special Ammunition. The Burst value of the weapon is reduced to 1. This Mode possesses the Non-Lethal Trait.
  • NFB (Negative Feedback). Like the Label of the same name, the use of this piece of Equipment is incompatible with any other piece of Equipment or Special Skill possessing the same Label or Trait (see Labels).
  • Non-Lethal. This weapon or piece of Equipment utilizes a Type of Ammunition that does not cause Damage, or does not require its target to make ARM or BTS Rolls when hit.
  • Non-Lootable. This weapon or piece of Equipment cannot be looted with the Special Skill Scavenger.
Human Sphere & Paradiso FAQ Entry
WHAT ABOUT WEAPONS AND EQUIPMENT THAT CANNOT BE SEIZED BY THE BOOTY SPECIAL SKILL?

If a piece of Equipment, BS Weapon or CC Weapon is described in the Infinity. Human Sphere or Infinity. Campaign: Paradiso rulebooks as unsusceptible to plundering via the Booty Special Skill, consider it to have the Non-Lootable Trait.

  • Prior Deployment. You must place this weapon or piece of Equipment on the game table during the Deployment Phase.
  • Reflective. The effects of this weapon will be also applied to troopers equipped with a Multispectral Visor of any Level, or any other piece of Equipment that specifies the same.
  • Silent. If you use this weapon or piece of Equipment to make an Attack while outside the target's LoF, that target cannot react by Changing Facing or apply the Warning! rule unless he survives the Attack (that is, isn't in a Null state after the Attack is resolved).
    • Additionally, enemies without LoF in whose Zone of Control the Attack took place or was declared cannot declare AROs or apply the Warning! rule unless the target survives the Attack. This means that these enemies must delay their ARO declaration until after the Attack is resolved.
  • Speculative Fire. This weapon can perform Speculative Fire.
  • State. This weapon or piece of Equipment can cause the target to enter the state indicated by the profile
  • Suppressive Fire (SF). This weapon can engage in Suppressive Fire, substituting its usual profile with the SF Mode profile.
  • Targetless. This weapon utilizes a Special Ammunition capable of firing without designating an enemy as a target.
  • Technical Weapon. This weapon can make BS Attacks, but uses the WIP Attribute in place of BS. When using this weapon, consider all rules and MODs that would affect the trooper's BS as affecting his WIP Attribute instead.
  • Throwing Weapon. This weapon can make BS Attacks, but uses the PH Attribute in place of BS. When using this weapon, consider all rules and MODs that would affect the trooper's BS as affecting his PH Attribute instead.
  • Zone of Control (ZC). The Area of Effect of this weapon or piece of Equipment is equivalent to the user's Zone of Control (a radius of 8 inches).


FAQ

N3 Frequently Asked Question Updated: 1.1
Q: Can you do Speculative Fire or Guided Attack from or into a sealed room?
A: No you can’t, because there is no way to trace the trajectory of the Attack.
Related Pages: Speculative Fire, Guided
N3 Frequently Asked Question Updated: 1.1
Q: A trooper inside the enemy Hacking Area declares that they are placing a Sniffer or Deployable Repeater. The enemy declares Blackout and gets a successful Roll and the trooper fails the BTS Roll. Does all the Comms Equipment enter the Disabled state including the deployed item?
A: No. Blackout only affects the Equipment that has not been deployed.
Related Pages: Blackout, Comms Equipment, Deployable Repeater, E/M Special Ammunition, Nullifier, Sniffer
N3 Frequently Asked Question Updated: 1.1
Q: How does the Targetless trait interact with Coordinated Orders or with increased Burst in reaction, for example when throwing Smoke Grenades is it necessary to target the same point?
A: Yes, in both cases.
Related Pages: Coordinated Orders, Eclipse Special Ammunition, Fireteam Bonuses, Smoke Special Ammunition, Targetless
N3 Frequently Asked Question Updated: 1.1
Q: When a Hacker equipped with ODD uses the Hacking Program: Cybermask, does his ODD turn off? When will the ODD turn on again?
A: A trooper can only use or benefit from one Special Skill, piece of Equipment or Hacking Program with the NFB Trait or Label in the same Order.

When you use Cybermask, the ODD will turn off because this Equipment has the NFB Trait and any Special Skill or Equipment with this Trait or Label is incompatibe with any other Special Skill or Equipment that has the same Trait or Label.

The ODD will turn on when you cancel or turn off the effect of the Special Skill, Equipment, or in this case the Hacking Program, that produces the disconnection.

As an example, this means a trooper cannot benefit from the ODD and also the Surprise Shot provided by Cybermask in the same Order.

Related Pages: Cybermask, Impersonation-2, Negative Feedback, ODD, Surprise Attack, Surprise Shot