This post is a breakdown of the weapons and tools available to BDA agents, and some suggestions on what their Valor equivalents would be! Although BDA agents' loadouts are pretty standardized, these tools can be combined in a variety of unique ways, so I suggest that if you're not familiar with World Trigger's weapons and systems, you model your techniques in Valor first, and then afterwards look at what weapons and tools would be a good match.
Important Note: The contents of this post are intended to be descriptive, not proscriptive. Part of the charm of World Trigger is that the heros (mostly) use a standardized set of mass-produced weapons, but their personal styles come through in how they use them. This guide is here as a starting point to try to capture that feeling,
but: I get to make up that standardized power set, and I can include whatever I want in it. So, if you have something in mind and you can't see any way here to capture it, talk to me. This guide is not here to limit you in any way.
And if you find the amount of information overwhelming, feel free to ask for help and it will be my pleasure to work with you. You should probably read the first two sections, though.
Triggers and Trion Bodies: The Basics
Fundamentally, Triggers are weapons powered by Trion - a special energy people generate using an invisible gland located near their heart. If your Trion gland is robust, you'll be able to get more out of your Triggers. Fortunately, the more you use your Trion, the stronger this gland becomes...although it stops growing at around age 21, which is why the BDA starts recruiting so young; they want to give their agents as much time to develop as possible.
When you activate a Trigger, it swaps out your body with a Combat Body made of trion. Your regular squishy form is safely tucked away in a pocket dimension and your consciousness takes control of the Combat Body, which is impervious to conventional weapons and super strong. When you deactivate the Trigger, or if your Trion body is destroyed, you swap back.

Normally, these Combat Bodies just look like your regular body but in a uniform, but technically they can be anything you want, and some people do make cosmetic adjustments, like shorter hair. It's generally recommended that the Combat Body be fairly close in shape and size to your real body, though, since the last thing you want in the middle of combat is to be disoriented by a body you aren't used to. Any illness or disability the user has is not carried over to the combat body; if you see a BDA agent in glasses, they're just for show.
The Triggers themselves take the form of small chips, which you slot into a holder small enough to be held in your hand, like so:

Each chip corresponds to a tool or weapon. Standard BDA trigger holders can hold up to eight of these chips, four to a hand, and you can switch between them at will. Technically you can only use two triggers at a time, and they have to be assigned to different hands to do so, but...honestly I'm not going to bother keeping track. If you want to map out your character's full trigger sets then more power to you, but mechanically it's not going to mean anything.
BailoutWhen a trion body is destroyed, the user's real body gets unceremoniously dumped out on the spot where it was taken out. If that spot happens to be in the middle of a combat zone, the now squishy and vulnerable trigger user is liable to die for real. Fortunately, the BDA's engineers have found a solution to this problem, which they've named the Bailout system. When a BDA agent goes down, Bailout automatically activates, and uses the last of their Trion to send them shooting across the battlefield into another agent's Trigger. They are stored safely in the recipient's trigger, running repair protocols until they are able to safely emerge once again. Agents can also manually activate this system, which will self-destruct their combat body and send them shooting away.
Bailout's incredibly useful, but it's not perfect. For one thing, it has a limited range; you need to be within a certain distance of another agent, or it won't work. It also takes a
big chunk of the user's trion when equipped, and won't protect you from getting, say, captured unless you manually activate it. Still, it'll probably save your life at some point, so I wouldn't tamper with it if I were you.
Mechanical effect: When BDA-affiliated characters are brought below 0 HP, at the end of their next turn after one full round passes they are removed from the battlefield if there is an ally within five spaces. If there is no ally within five spaces at that time, their civilian body gets dumped out in the middle of a combat scene, and can be targeted and killed by enemies. The exact mechanical effect of that is yet to be determined, but it means you're out of the fight but still vulnerable. Either way, they cannot be revived for this scene after this point. Once your combat body's destroyed, it takes time to make a new one. The amount of time required depends on how much Trion you have, with lower-Trion people returning to the battlefield sooner.
WeaponsWeapons are broken down into three basic categories: Attacker, Shooter/Gunner, and Sniper. Attacker weapons are melee weapons, Shooter/Gunner weapons fire bullets at midrange, and Sniper rifles fire bullets at long range. BDA agents are officially classified according to which type of weapon they've best mastered, with the title of All-Rounder going to those agents who are proficient in more than one kind.
Attacker
Attackers are the guys who get right up in your face and apply pressure. Attacker triggers are blades of concentrated Trion which will slice right through shields and bodies alike. Agents with lower Trion values often become attackers, because they (hopefully) will only need to spend Trion on their weapon once, but it takes good reflexes and a lot of guts to close the distance and get right up in an enemy's face.
There are three Attacker triggers: The Kogetsu, the Scorpion, and the Raygust.
01. Kogetsu
Kogetsu is just a regular old sword. It doesn't have any particular special attributes (apart from the Whirlwind sub-trigger, but we'll get to that in a moment), and can't change shape or be put away once activated (unless you want to spend the trion to make a whole new one the next time you need one), but it's sturdy, reliable, and simple to use, which means it's the most popular of the three attacker triggers. As useful on offense as on defense, the Kogetsu is a strong all-around tool.
Although the default shape for the Kogetsu is a slightly curved sword, there's no reason why it couldn't be a spear, an axe, or even a Bat'leth if you really wanted. The shape has to be set when the trigger chip is implanted in the holder, though, so you can't change shape on the fly.
Suggested Attributes: STR, AGI
Suggested Tech Modifiers: Whirlwind, Rush Attack
01b. Kogetsu: Whirlwind
Kogetsu doesn't have any special properties of its own, but if used in conjunction with another trigger, the Whirlwind, it gives attackers a ranged option. The Whirlwind allows the user to spend trion in order to extend the blade, resulting in ranged slashes.
Here's the unnecessarily detailed nitty-gritty of how it works. When you activate Whirlwind, it spends trion to put a buff on your Kogetsu for a short period of time - usually 1.5 seconds. Any swings you make during this time period will be extended and turn into a ranged attack, with the range of the swing being inversely proportional to the buff duration. So if you set your Whirlwind to activate for 1.5 seconds you get a 15 meter slash, if you set it to a 0.5 second active period you get 45 meters...but in exchange it's harder to use, because the timing is more demanding.
Did you not read or follow that? Don't worry, it's not anything you actually need to know. Just know that the Whirlwind lets attackers spend trion to make ranged attacks. It'll never be as good as a proper mid-ranged combatant, but it can help close the gap.
Suggested Tech Modifiers: Ranged attack, Line Attack, Muscular Strike, Destruction, Ranged AND line attack
Suggested Tech Limits: Immobile
Suggested Skills: Empower Attack
02. Scorpion
Taking second place in terms of popularity, Scorpion trades power and durability for lightness and flexibility. The Scorpion can take any shape the user wants, and can be altered at will. You also don't necessarily need to hold it in your hand; it can emerge from any part of your body. Fun tricks you can pull with this trigger include having it pop out of your body in unexpected places, running it through the ground or a wall and having it emerge near your enemy, and using it as a replacement for a lost leg. Unfortunately, the trade-off for this flexibility is that the Scorpion is fragile, and not well-suited to defense.
If you take two Scorpions and use them together, it turns into a long whip-like blade called the Mantis, which you can use to strike at enemies from a distance (although this is hard to aim and does leave you open for reprisals, so most people don't bother). The Scorpion, all told, is the weapon of choice for agile fighters.
Suggested Attributes: AGI
Suggested Tech Modifiers: Ranged attack, Dextrous Strike, Multiple Targets, Accurate Strike, Piercing Strike, Rush Attack
Suggested Skills: Reckless Attack, Feint, Versatile Fighter, Dirty Trick
03. Raygust
The Raygust is the final and most unusual of the attacker triggers. The Raygust itself is a small round-edged handle the user holds in his hand. This handle projects a transparent trion blade around itself, which can be shaped according to the user's needs. Unlike the Scorpion, however, which rapidly becomes brittle as it's extended over long distances, the Raygust is solid and durable. As a result, most of the time it actually takes the form of a shield the user can hide behind.
The Raygust is heavy and difficult to use as an offensive weapon, so it's not very popular, but it's a flexible tool well-suited for defense, especially when combined with the Thruster subtrigger, which lets you use your Raygust like a rocket engine.
Suggested Attributes: STR, GUTS
Suggested Skills: Cover, Counterattack, Interrupt Attack, Push Away, Versatile Fighter, Unmovable
Suggested Tech Limits: Mercy, Initiative
03b. Thruster
Not everyone who uses Kogetsu takes the Whirlwind attachment, but if you're going to be using Raygust, you're going to want to use Thruster as well. Turn it on and it'll start turning your trion into forward momentum. You can use it for mobility, use it to turn the Raygust into a decent thrown weapon, or even use it to shove an enemy away from you. The Thruster turns the Raygust from a poor man's shield trigger to a truly flexible tool.
Suggested Tech Modifiers: Ramming Attack, Dash, Reposition, Throw, Ranged Attack, Launching Attack
Suggested Tech Limit: Push
Shooter/Gunner
Shooters and Gunners are the BDA's mid-ranged combatants. They use fundamentally the same Triggers, but in different ways: Gunners use weapons which look conventional firearms (everything from a pistol to a semi-automatic rifle) while Shooters generate their bullets themselves, in the form of trion cubes which hover around them until set off. Shooters have more flexibility, since they can manipulate their bullets before they actually fire off, allowing them to pull off all kinds of tricks. However, Gunner weapons get about 20% better range than their shooter counterparts thanks to the gun form.
There are four Shooter triggers: the Asteroid, the Hound, the Viper, and the Meteor.
01. Asteroid
Asteroid is a very basic bullet. You fire it off, it travels in a straight line until it hits something or dissipates at the edge of its range. It does have one interesting property, though: the user can modify its power, range, and speed of travel on the fly. Drop the range and increase the power, and you've got a shotgun blast. Increase the range and drop the speed, and you have a high-calibre rifle round. Naturally, the higher those parameters, the more Trion the bullet will take to generate, so it's a tradeoff game.
Suggested Attributes: SPR, MIN
Suggested Tech Modifiers:Ranged, Multiple Targets, Aura Strike
02. Hound
Hound is the BDA's fire-and-forget bullet. Once launched, the bullet's path will bend towards the target it was set on, automatically homing in. It's not that smart of a bullet, mind, and has a fairly large turning radius, so it's not
that hard to dodge. As a result, this bullet rarely gets a lot of kills on its own. It's still popular, however, because it forces your opponent into a defensive stance; either they shield up or they start moving, either way creating an opening you can exploit. A fair number of attackers will take Hound along to keep their opponents distracted while they chase them down.
Suggested Attributes: SPR
Suggested Tech Modifiers: Ranged, Persistent Effect, Aura Strike
Suggested Limits: Minimum Range
03. Viper
Viper is a directed bullet. Whereas Hound curves automatically towards the enemy, Viper follows a path programmed by the user upon firing, and follows that path perfectly until it either reaches the end or hits something. Viper bullets are clearly identifiable by their sharp angular paths.
Most people who use Viper just have a handful of preprogrammed bullet paths, and they choose between them at the time of use. However, a small handful of particularly gifted agents are able to program these routes on the fly, allowing for them to create precise bullet patterns tailored for the circumstances.
Suggested Attribute: MIN
Suggested Tech Modifiers: Ranged, Multiple Targets, Indirect Attack, Line Variation, Smart Area of Effect
04. Meteor
The other bullets are just that, bullets. Meteor is a rocket-propelled grenade. It's the slowest of the four bullets, and the most Trion-expensive, but also the most powerful, with each bullet generating a powerful blast. If you take a direct hit from a Meteor shot, you're probably dead, so it's a good thing it's so slow and easy to dodge. Even so, Meteor's presence on the battlefield demands respect.
Suggested Attribute: SPR
Suggested Tech Modifiers: Ranged, Blast Radius, Reposition, Destruction,
Suggested Tech Limits: Push, Ammunition Limit
Special Case: Composite BulletsIf a shooter generates two bullet-cubes at once, and then smushes them together, the resulting cube will be a composite bullet with the properties of both components. Composite bullets are extremely powerful, but they're very trion-expensive. Furthermore, creating them takes time and leaves the user vulnerable (since if they have two shooter triggers active, they can't use their shield at the same time), so they're the domain of expert shooters, and not used that often. I'm not going into detail about these bullets' properties, but I'll list the ones we have official names for. Feel free to use these or come up with others!
Suggested Limits: Reload Limit, Immobile Limit, Ammunition Limit, Slow Limit
Suggested Skills: Reckless Attack
Asteroid + Asteroid = Gimlet (Armor-Piercing)
Viper + Meteor = Tomahawk (Guided Bombs)
Hound + Meteor = Salamander (Homing Bomb)
Asteroid + Viper = Cobra (Properties Unknown)
Hound + Hound = Hornet (Homing bullets with a narrow turning radius, very difficult to evade)
Sniper
Snipers are, as you might imagine, the BDA's long-range combatants. Ideally, Snipers don't want to
ever be in the line of fire; running and hiding is as important a part of this group's skillset as shooting. Some snipers carry attacker or shooter triggers as well, so that they can fight back if pressured by opponents, while others go for a full sniper kit and are forced to play extra-cautious. Whatever the case, Snipers are powerful but can get chased down very quickly once their position is revealed, so be careful!
There are three sniper triggers; The Egret, the Ibis, and the Lightning. Each of them has a special property that increases the more trion you pour into it.
01. Egret
The Egret is a standard run-of-the-mill scoped rifle. The rounds it fires are powerful enough to blow a hole in someone, but not strong enough to do much environmental damage. The Egret rewards precision and careful aim.
The Egret's standout feature is its effective range. In fact, the more trion the sniper has, the more range it'll have. With careful aim, you can pick enemies off from extreme distances.
Suggested Attributes: SPR, MIN
Suggested Tech Modifiers: Ranged Attack, Accurate Strike, Ranged Interrupt
Suggested Limits: Minimum Range
Suggested Skills: Extended Range
02. Ibis
The Ibis is an anti-material rifle. The bullets it fires are slow but powerful. It's difficult to use as a sniper rifle against nimble opponents, but if you can land a hit it'll go straight through their shields. Generally, it's used against larger, slower Neighbour soldiers. For expert snipers, however, it's possible to use data about your surroundings and your opponents' position to shoot them straight through walls.
The Ibis's standout feature is its power. The more trion you put into it, the more powerful its shot becomes. In
very extreme cases, it might become a shockingly powerful cannons.
Suggested Attributes: SPR, MIN
Suggested Limits: Minimum Range, Set-up
Suggested Tech Modifiers: Ranged Attack, Piercing Attack, Destructive, Line Attack, Indirect Attack
03. Lightning
The Lightning is a mid-to-long range rifle. Unlike the other two sniper rifles, which look more or less like conventional weapons, this one looks weirdly sci-fi. It doesn't have the Egret's range or the Ibis' power, but the Lightning has its own speciality: bullet speed. The more trion you pump into it, the faster the bullets come flying out. Good for harassing enemies at range, or for use in firefights.
Suggested Attributes: SPR
Suggested Tech Modifiers: Ranged, Multiple Targets
Utility and Special TriggersTriggers aren't just for opening up holes in other people and letting all the juices out. The triggers in this category are designed to move you, protect you, or otherwise help you with miscellaneous tasks. Some of them have combat applications, and some don't, but none of them are straightforward weapons.
01. Grasshopper
This special trigger lets you create a bounce pad. Anything that touches the pad will be sent flying at an angle perpendicular to the pad's surface. Mostly people use this to give themselves momentum in a given direction, but you can also use it to give your allies a boost, launch rubble around, or even trick enemies into stepping on it.
Suggested Tech Modifiers: Dash, Reposition (Push)
Suggested Skills: Nimble Movement, Jump, Rolling Recovery, Swift Step
02. Spider
When you active this trigger, it creates a small trion cube with a tiny harpoon on either side. When you fire this tiny bullet, the harpoons shoot out and attach into whatever they hit, connecting two points with a wire. The wire color can be adjusted at will, and you can coordinate with your squad's Operator to make sure that your allies can see the wires clearly, while enemies will find it more difficult. Although it's rare for a wire trap to catch a combatant directly if they're expecting it, just knowing that the wires are present will slow enemies down and force them to proceed carefully. You can also attach shooter triggers (most commonly Meteor) to wires so that they trigger when the wire is tripped. Furthermore, light and agile combatants can swing on the wires and use them to enhance their mobility.
Suggested Tech Modifiers: Terrain Disruption
Suggested Skills: Attack Node
03. Shield
Shield is such a fundamental trigger that pretty much every BDA agent uses it. When activated, it generates a transparent hexagonal shield made of trion in energy form. The more trion the user had, the stronger the shield will be. The size of the shield is inversely proportional to its strength, so it's common practice to defend against powerful shots with small, precisely positioned shields. You can also have the shield appear anywhere you want in about a 20 meter radius, so you can use it to cover your allies...so long as you don't mind leaving yourself vulnerable.
Suggested Skills: Cover
Suggested Overdrives: Teamwork on defense rolls
04. Radar
A trigger built into every trigger holder, the Radar gives you a map of nearby trion signatures, giving you some idea where everyone is. Your squad's operator can help you keep track of who's who once they're identified.
05. Bagworm
Most agents have it equipped, but it's most commonly used by snipers and by attackers who are chasing after those snipers. All this trigger, which looks like a grey cloak, does is hide your trion signature from the radar. You can only use one other trigger at a time, though, so it doesn't have much use in combat.
Mechanically the use of this trigger will be modeled through stealth checks; details TBD06. Chameleon
This trigger makes you invisible. Invisibility isn't invincibility, though; using it consumes trion, it doesn't hide your radar signature, and you can't use any other triggers while it's active, so you have to reappear in order to attack or defend yourself. Still, used properly the Chameleon is a really potent tool.
Note: On NPCs this trigger will be modeled using the NPC-only Invisibility skill. However, because running combat scenes where the GM doesn't know the player's locations is pretty difficult, it's still verboten for players. Sorry!07. Escudo
Before the BDA developed Shields, this is what they used for defense. It's still used by a few old-timers, but it's mostly fallen out of favor. Instead of an energy shield placed wherever you like, Escudo generates a physical wall out of a nearby surface. It's a lot less trion-efficient, and a lot less flexible than the newer shield triggers, but it's still got its uses, and the barrier it generates can take a lot more of a licking than the Shield trigger's.
Suggested Tech Cores: Barrier
08. RepairA newer trigger model, Repair (which takes the form of a pair of tubules which emerge from the forearm and plug into the target's body) allows a BDA agent to use their trion to patch up another agent's combat body. It can't replace lost limbs, but it can add to their reserves and shore up the overall structural integrity of the body.
Suggested Tech Cores: Healing
09. Drone
Neighbours aren't the only ones who can use soldiers formed of Trion. BDA's engineers have been hard at work creating their own trion soldiers, and this trigger is the result. Of course, 'Drone' is a very generic name for what is in actual fact a variety of creatures, from surveillance drones to bombers to agile harassers. Some of them can function autonomously, while others need to be given direct orders to function. They're all pretty small, though, unless you're willing to pour an ungodly amount of trion into them.
Suggested Tech Cores: Summon
Suggested Skills: Companion
10. Lead Bullet
This special trigger is used in concert with a bullet-based trigger, usually (but not necessarily) Asteroid or Hound. The color of the bullet turns black, and upon impact the bullet converts into a large and very heavy metal weight, disabling the target. The best part about the Lead Bullet is that since it doesn't actually do damage, Shields let the shot pass right on through.
There are big downsides to the Lead Bullet, though. First, it consumes way more trion than a regular bullet. Second, the bullet is slower and has a shorter range than a standard bullet. And finally, because it takes two triggers at the same time to use it (shooter trigger + lead bullet) you can't use shields or bagworm at the same time, leaving you vulnerable.
Suggested Tech Modifiers: Immobilizing Strike, Debilitating Strike
Suggested Tech Limits: Immobile, Slow
Black Triggers
All of the above are standard run-of-the-mill Triggers. But there are a small number of very special triggers which easily outclass them all: the potent class of trigger known as the Black Trigger.
Black Triggers have special powers because of how they are created. In times of great crisis, a trigger user with exceptional trion can pour their life and power into creating a Black Trigger. Very few individuals possess the capacity to create one, and it is generally only when they are pushed to the very edge of desperation that they will choose to lay down their lives for their people. The results, however, are spectacular; in more than one case in the history of the Neighbourhood, the emergence of a Black Trigger on the losing side of a war has completely turned the tides and brought them to victory.
Each Black Trigger is unique, and can only be used by someone whose personality is compatible with the creator's. Some Black Triggers have tremendous firepower, while others are host to myriad special tricks and abilities. Competently wielded, though, they are all exceptionally powerful weapons equivalent to a small army apiece.
The BDA is currently in possession of two black triggers: one created by a founding member during the early days of the Vancouver Invasion, and one stolen from a Neighbour nation during an away mission. The agents who wield these triggers are given a special S-Rank designation, and do not participate in Rank Wars or fight alongside a squad.
BDA protocol upon encountering a Neighbour wielding a Black Trigger is to fall back, observe from a distance, and await reinforcements. Only engage in the event of an emergency with civilian lives on the line.
You guys ain't getting a Black Trigger any time soon. Shit is WAY too strong for a balanced party.