Knockdown - As an action, a character may make an Average (2 difficulty) Ranged (Light) check to secure the exoglove's grappling hook to an object within medium range. If successful, as a maneuver on their next turn, they may reel in the cord, pulling themselves to the object (or, if the object is unsecured and lighter than they are, pulling it to them).
Flare Jacket - Once per encounter, a character wearing the jacket can trigger the charges as a maneuver. Everyone in short range (except the wearer) must make a Hard (3 difficulty) Vigilance check. Failure leads to being staggered for 1 round, plus 1 per 3 disadvantages.
Spray Foam Grenades - Ensnare 4, Limited Ammo
Pierce - Ignore Soak
Staggered - A staggered target cannot perform actions
Sunder - When activated, the attacker chooses one item openly wielded by the target (such as a weapon, shield, or item on a belt). That item is damaged one step: to minor if undamaged, from minor to moderate, or moderate to major. If a weapon already suffering major damage is the target of a successful Sunder, it is destroyed.
Sunder requires one advantage result to activate. If activated multiple times in the same attack, each activation can be applied against the same weapon, potentially taking a weapon from undamaged to destroyed in a single attack.
Vicious - When this weapon scores a Critical Injury or Hit, the character adds ten times the Vicious rating to the Critical roll. With Vicious 3, for example, the victim adds +30 to [their] Critical Injury or Hit result.
Breach - Breach weapons ignore one point of armor for every rating of Breach (meaning they also ignore 10 points of soak for every rating of Breach).
Burn - If the attack is successful, the target continues to suffer the weapon's base damage each round for a number of rounds equal to the weapon's Burn rating. Damage is applied at the start of each of the target's turns.
A victim might be able to stop the damage by rolling around on the ground and making an Agility check as an action. This is an Average difficulty Coordination check on hard surfaces such as the hall of a ship, or an Easy difficulty Coordination check on grass or soft ground. Jumping into a body of water stops the damage immediately. Both situations assume the flame is from actual combustion rather than a chemical reaction. With the latter, there is little the victim can do
Electrobinoculars - are, at their most basic, a pair of macrobinoculars with one or more integrated optical enhancement systems, such as long-range digital zoom, passive light amplification, thermal imaging, ultrasound imaging, and the like.
Electrobinoculars allow their user to see normally in low light, extremely bright conditions, and inclement conditions. They also provide magnification of targets up to ten kilometers away. When using electrobinoculars, characters may remove a setback die from any Perception checks made to identify an object in low light or at long distances.