Traits
amphibious
Anything with this Trait can move, function and survive underwater and on land.
Trait
Salvage Union Workshop ManualPage 118
anti-organic
An anti-organic weapon deals 2× damage to People, creatures, and Bio-Titans.
Trait
Salvage Union Workshop ManualPage 318
anti-shielding
A System, Module, or Ability with this Trait ignores the effects of anything with the Shield Trait.
Trait
Salvage Union Workshop ManualPage 183
armour
Pilot Equipment designed to protect its wearer from harm. A Pilot may only wear and benefit from one piece of Armour.
Trait
Salvage Union Workshop ManualPage 79
ballistic
A weapon that fires tangible projectiles such as bullets that are typically unpowered and unguided.
Trait
Salvage Union Workshop ManualPage 84
burn
A weapon or attack with the Burn Trait deals the value in brackets to a target hit by the attack at the end of their turn. This damage is of the same type as the weapon that made the attack. For example, a Burn (2) weapon deals 2 damage to the target at the end of their turn.
Trait
Salvage Union Workshop ManualPage 184
burrower
This Trait allows for movement underneath the ground. Something with this Trait can burrow into the ground as a Turn Action and unburrow as a Free Action. Whilst burrowed, it cannot be directly seen or targeted by anything on the ground, but may be spotted by other signs such as mounds of earth.
Trait
Salvage Union Workshop ManualPage 278
climbing
If something has the Climbing Trait they can effortlessly climb sheer and vertical surfaces such as buildings, cliff faces, and walls.
Trait
Salvage Union Workshop ManualPage 84
communicator
The Communicator Trait allows you to communicate with anyone or anything else that also has the Communicator Trait. This is typically given to the likes of Comms Modules and such.
Trait
Salvage Union Workshop ManualPage 190
deadly
A weapon with the Deadly Trait destroys or kills its target on the roll of a ‘Nailed It’ (20) result to hit.
Trait
Salvage Union Workshop ManualPage 181
energy
An energy weapon is one that fires a directed beam of superheated light at the target in order to cause damage. This includes a wide range of laser, beam, and plasma-based weapons such as the Red Laser, Experimental Particle Beam Cannon, and Plasma Cannon.
Trait
Salvage Union Workshop ManualPage 87
escape
If System, Module, or Ability has the Escape Trait, it can be used by a Pilot to attempt to escape from their Mech or Vehicle in the event it is destroyed or put in significant danger.
Trait
Salvage Union Workshop ManualPage 129
explosive
When something with the Explosive Trait hits a target it deals damage equal to the value in brackets to all other targets within Close Range of the main target. This damage is of the same type as the main attack.
Trait
Salvage Union Workshop ManualPage 78
fast
If something has the Fast Trait it can move an additional Range band on its turn as a Free Action. In addition, it moves twice as fast across the Campaign, Area, and Region Maps.
Trait
Salvage Union Workshop ManualPage 114
flashy
If something has the Flashy Trait, it is particularly fancy, beautiful, stunning, or intricately designed and evokes awe, jealousy, and gasps of astonishment in equal measure.
Trait
Salvage Union Workshop ManualPage 142
fly
Anything with this Trait can fly, allowing them to move in the air over obstacles and terrain. Anything attacking a target with this Trait treats it as though it is in Long Range unless it also has the Fly or Hover Trait.
Trait
Salvage Union Workshop ManualPage 280
guided
Weapons with this trait hone in on the target, careening around terrain and other obstacles. You do not need to see the target to be able to make an attack against them with a weapon that has the Guided Trait.
Trait
Salvage Union Workshop ManualPage 180
hacking
A System, Module, or Ability with this Trait is designed to take control or hack into a Mech, electronics, or computer systems in order to damage it, extract information, or have some other malicious effect. This includes the likes of Eggs Mayhem, Reactor Overload, and many of the Hacker Class Abilities.
Trait
Salvage Union Workshop ManualPage 34
heat spike
If a Mech attacks with or activates a System, Module, or Ability with this Trait it must make a Heat Check. For example, when making an attack with the Experimental Particle Beam Cannon the attacker must make a Heat Check. Make this check after the attack or Ability itself has been resolved.
Trait
Salvage Union Workshop ManualPage 193
heavy
Pilot Equipment with the Heavy Trait is particularly large and cumbersome and takes up 2 Inventory Slots instead of 1.
Trait
Salvage Union Workshop ManualPage 78
hot
If a System, Module, or Ability has the Hot Trait, when it is activated or attacked with, the Mech doing so gains a number of Heat equal to the number in brackets. In addition, the Mediator can apply Heat when using the weapon as a consequence or Tough Choice.
Trait
Salvage Union Workshop ManualPage 47
hover
If something has the Hover Trait it can move effortlessly over difficult and dangerous terrain as well as over obstacles such as walls or Mechs and is never slowed down by any of this. The likes of Hover Drones have this Trait.
Trait
Salvage Union Workshop ManualPage 102
immobile
If something is Immobile, it cannot move in any way. A Mech without any Locomotion System is Immobile and things like static gun turrets are also Immobile.
Trait
Salvage Union Workshop ManualPage 319
ion
If a weapon with this Trait hits a target, even if it does not deal damage, the target cannot use any Systems, Modules, or Abilities that have an EP cost on their next turn.
Trait
Salvage Union Workshop ManualPage 183
jamming
Weapons with this Trait have a tendency to jam. The Mediator can apply this as a Setback, Tough Choice, or as appropriate when someone uses a weapon with this Trait. A weapon that is jammed cannot be used until a Turn Action (1 minute) is taken to unjam it.
Trait
Salvage Union Workshop ManualPage 164
melee
A weapon with the Melee Trait is used in hand-to-hand combat such as Monomolecular Swords, Mech Close Combat Armaments, and Heavy Duty Mining Rigs. If something specifies Ranged Weapons then weapons with this Trait are not counted.
Trait
Salvage Union Workshop ManualPage 59
missile
A weapon with this Trait typically attacks with some kind of self propelled ordnance or explosive projectile that it launches at a target.
Trait
Salvage Union Workshop ManualPage 55
multi-attack
A weapon or NPC with this Trait can attack a number of times equal to the Multi-Attack value as a single Turn Action. For example, the 120mm Heavy Auto-cannon is Multi-Attack (3) so can make 3 attacks in a turn as a Turn Action. Resolve each attack separately.
Trait
Salvage Union Workshop ManualPage 176
optics
If something has the Optics Trait it is used to enhance vision in some way via technological means.
Trait
Salvage Union Workshop ManualPage 33
overheat
If a target is hit by a weapon with the Overheat Trait it cannot use any Systems, Modules, or Abilities that would generate Heat on its next turn. For example, it cannot attack with any weapons that have the Hot Trait nor can it Push.
Trait
Salvage Union Workshop ManualPage 103
personnel capacity
Denotes how many individual People a Mech or Vehicle can safely transport. A Squad takes up 6 Personnel Capacity.
Trait
Salvage Union Workshop ManualPage 171
portable
This Entity takes up 2 Inventory Slots.
Trait
Salvage Union Workshop ManualPage 30
pinning
If a weapon with the Pinning Trait hits a creature it cannot move on its next turn. This represents it hitting the dirt to avoid the incoming fire. This does not affect Bio-Titans, Mechs, Vehicles or Meld.
Trait
Salvage Union Workshop ManualPage 164
poison
A creature hit by a poison weapon suffers a Major Injury.
Trait
Salvage Union Workshop ManualPage 296
rigging
If a System, Module, Ability, or Pilot Equipment has the Rigging Trait, this allows it to perform the ‘Load’ Action letting it pick up and carry Scrap and salvage. It also allows use of the ‘Mount/Dismount’ Action allowing you to attach a System or Module onto a Mech.
Trait
Salvage Union Workshop ManualPage 145
salvaging
This Trait allows you to perform a wide range of Salvaging Abilities including Area Salvage, Mech Salvage, and Scrap.
Trait
Salvage Union Workshop ManualPage 40
scanner
If something has the Scanner Trait, it is used to scan, detect, or electronically probe an area or object in some way.
Trait
Salvage Union Workshop ManualPage 106
shield
If a System, Module, Chassis, or Ability has the Shield Trait, it typically produces some kind of protective field or barrier when activated that protects the user from harm.
Trait
Salvage Union Workshop ManualPage 85
silent
If a System, Module, or Pilot Equipment has the Silent Trait, it makes no noise when it is used or when an attack is made with it.
Trait
Salvage Union Workshop ManualPage 81
targeter
Systems, Modules, and Abilities with the Targeter Trait have some means to automatically, electronically track targets enabling a range of effects from automatically hitting to being able to fire at multiple different targets.
Trait
Salvage Union Workshop ManualPage 180
uses
If something has the Uses Trait, it can be used a number of times as indicated by the number in brackets. For example, uses (3) would indicate it can be used 3 times. Once this amount is reduced to 0 it can no longer be used. Things with Uses recharge all of their uses following a week of Downtime.
Trait
Salvage Union Workshop ManualPage 30
unwieldy
Systems and Modules with the Unwieldy Trait will sometimes get stuck, malfunction, become damaged during use, or leave the attacker exposed. The Mediator may impose these as a Setback when rolling Tough Choices or failures with the weapon.
Trait
Salvage Union Workshop ManualPage 29
vulnerable
If a Mech, Creature, or Vehicle gains the Vulnerable Trait, it takes 2× damage from attacks that hit it.
Trait
Salvage Union Workshop ManualPage 326
wield
A System with the Wield Trait requires your Mech to have a System with the Rigging Trait to use it; as it must be held. This applies for each System with this Trait, for example to use an Armoured Shield and a Mech Melee Armament you need two Systems with the Rigging Trait.
Trait
Salvage Union Workshop ManualPage 65
dependable
This weapon won't break, jam, or otherwise suffer any adverse effects through use, including through Tough Choices and Setbacks.
Trait
False FlagPage 8