Quoting: man_umek.txt
ANTI-AIR
Flying targets are harder to hit. Anti-Air weapons ignore this
penalty.
ARMORPIERCING
Armor-Piercing weapons are good at penetrating armor. Your target
gets only half armor protection from attacks of this type.
BLAST <X>
Blast weapons affect everything in a radius from their detonation
point.
BRUTAL
Brutal weapons cause a lot of messy, obvious damage. They eat
through armor at twice the normal rate.
DRONE
Drone weapons release a number of small robotic airplanes which will
then attack your enemies.
EXTEND
Extended melee weapons may be used to attack at a target up to two
squares distant, as opposed to regular melee weapons which are limited
to a range of one.
FLAIL
Flails are flexible weapons. They may not be easily blocked or parried.
GAS
Gas weapons do no damage, but release a toxic gas which can quickly
kill living beings.
HYPER
Hyper weapons are particularly devastating. They deal damage to every
component piece of a target simultaneously.
INTERCEPT
A weapon with the Intercept attack attribute may be used to shoot
down incoming missiles.
LINE
A line attack affects every target in a straight line.
OVERLOAD
These weapons cause electrical interference to an enemy mecha's
powerplant.
SCATTER
Instead of dealing a single powerful hit, scatter weapons divide
their damage into multiple smaller attacks, thereby spreading out
over more of the target.
SMOKE
Smoke weapons cause no damage, but may be used to provide cover.
SWARM
Swarm weapons spread out to attack multiple targets simultaneously.
THROWN
Throwable melee weapons may be thrown. The range depends on your
character's BODY stat.
THROWN, RETURNING
Some throwing weapons will return to the user after they've been
thrown. Things like boomerangs and rocket-powered tridents fall in
this category.
Odd... a few of the tags seem to be missing. This is from GH2, BTW.