Effects list

Holo-targeting

Described in: Core book

Description

This weapon can holo-target one enemy (and only one, not a band) once per turn. Its wielder and their allies gain 1 automatic success on any skill check made to hit the marked target and ignore any critical failure results on their attack checks. Holo-targeting an enemy this way does not require an action. No skill check is required to mark a target and the holo-targeting range is that of the weapon used. The target remains marked for the entire scene or conflict phase. A marked target is automatically tracked by the user’s armour. It uses the target’s movement and sound made to give a precise indication of its position, allowing the Knight to fire at it with weapons with the artillery effect or use any alternate mode of sight effects on it automatically. Combined with predator vision, for instance, it would allow the user to see a target through walls as a silhouette on their meta-armour’s Augmented Reality HUD. Targets remain marked so long as the meta-armour can realistically keep track of them.
Caution: This effect cannot stack multiple times on a single target.

Example: Mike’s character uses a sniper rifle against an enemy badass. Before firing, they choose to mark the badass with the rifle’s holo-targeting effect. Now and until the end of the conflict phase, Mike’s character and allies gain 1 automatic success on any skill check made to hit the marked target and ignore any critical failure results on their attack checks.

Bound weapons
Bound Modules
How many targets can a module or weapon with the holo-targeting effect tag (each turn and in total)? –page 415
Q&A > Arsenal questions > General effect questions - Jan. 17, 2025, 12:31 p.m.

The effect can target and affect one adversary per turn so long as the module is active (this applies to the level 1 holo-targeting module and weapon effect of a similar nature)

Does the 1 automatic success from Holo-targeting apply to melee weapons? – page 435
Q&A > Arsenal questions > General effect questions - Jan. 17, 2025, 12:31 p.m.

No. The added success only applies to ranged attacks, not to melee weapons. The added automatic success only works on attacks targeting an enemy’s reaction, not their defence. As a reminder, ranged attacks can be used in melee range.

How does the holo-targeting effect interact with module effects such as teleportation? – page 415
Q&A > Arsenal questions > General effect questions - Jan. 17, 2025, 12:31 p.m.

Targets remain marked so long as the meta-armour can keep track of them somehow.

“Keeping track” is the part that requires a judgement call. Meta-armours are in constant communication via augmented reality networks. Some of them have satellite relays and enhanced sight and tracking modules. Others can log into local camera networks and CCTV in urban areas via wireless interfaces (RIGG).

All this contributes to a target having to move quite far away or be very ingenious to shake off a holo-targeting effect. The GM should use their best judgement.

How do holo-targeting and artillery effects interact? – pages 414-415
Q&A > Arsenal questions > General effect questions - Jan. 17, 2025, 12:31 p.m.

A holo-targeted enemy can always be fired at, no matter how far away or how concealed it is or believes it is, even without a clear line of fire.

Artillery allows a ranged attack to ignore a shield, a chest-high wall, or large obstacle (by “lobbing” a shot over it, for instance) against targets that have previously been holo-targeted. Not having a line of fire is very different to having “lost track” of an enemy as mentioned in the previous question. Partial cover does not block line of sight, and several alternative vision modes allow characters to see through many kinds of obstacle.

Does holo-targeting provide bonuses to melee attacks, or only to ranged attacks? – page 415
Q&A > Arsenal questions > Modules - Jan. 17, 2025, 12:31 p.m.

Only ranged attacks, not melee. Ranged attacks at contact range also get the bonus.