Qualities
Name | Active | Ranked | Effect |
---|---|---|---|
Name | Active | Ranked | Effect |
Accurate | Passive | true | For each rank of this trait, the attacker adds [BOOST] to his attack dice pools while using this weapon. |
Auto-Fire | Active | false | Increase the difficulty of the attack by [DIFFICULTY]. If the attack hits the attacker can trigger Auto-fire. Auto-fire can be triggered multiple times.Each time the attacker triggers Auto-fire it deals an additional hit to the target. |
Auto-Fire (Only) | Passive | false | Must use Auto-fire; increase the difficulty of the attack by [DIFFICULTY]. If the attack hits the attacker can trigger Auto-fire. Auto-fire can be triggered multiple times.Each time the attacker triggers Auto-fire it deals an additional hit to the target. |
Blast | Active | true | If the attack is successful and Blast activates, each character (friend or foe) Engaged with the original target sufferes wounds equal to the weapon's Blast rating. |
Breach | Passive | true | Ignore one point of Armor for every rank of Breach |
Burn | Active | true | If the attack is successful, the target continues to take the weapon's base damage for a number of rounds equal to the weapon's Burn rating. |
Concussive | Active | true | The target is staggered for a number of rounds equal to the weapon's Concussive rating. |
Cortosis | Passive | false | Weapons with the Cortosis quality are immune to the Sunder quality. |
Cumbersome | Passive | true | The character needs a Brawn characteristic equal to or greater than the weapon's Cumbersome rating. |
Defensive | Passive | true | A character wielding a weapon with the Defensive quality increases his melee defense by the weapons's Defensive rating. |
Deflection | Passive | true | An item with the Deflection quality increases the wearer's ranged defense equal to its Deflection rating. |
Disorient | Active | true | The target is disoriented for a number of rounds equal to the weapon's Disorient rating. |
Ensnare | Active | true | The target is immobilized for a number of rounds equal to the weapon's Ensnare rating. |
Guided | Active | true | Weapon can make an attack check at the end of the round, the check's Ability dice are equal to the weapon's Guided rating. |
Inaccurate | Passive | true | Add [SETBACK] to the attacker's dice pool equal to their Inaccurate rating. |
Inferior | Passive | false | Generates automatic [THREAT] on all checks. |
Ion | Passive | false | Damage is dealt as System Strain (Vehicles) or Strain Threshold (Droids) |
Knockdown | Active | false | The target is knocked prone. |
Limited Ammo | Passive | true | May be used to make a number of attacks equal to it's Limited Ammo rating before it must be reloaded. |
Linked | Active | true | On a successful attack the wielder may activate to gain an additional hit and may do so a number of times equal to the weapon's Linked rating. |
Pierce | Passive | true | Ignores one point of Soak for each rank of Pierce |
Prepare | Passive | true | The user must perform a number of Prepare maneuvers equal to the weapon's Prepare rating before making attacks. |
Slow-Firing | Passive | true | Weapon must waith a number of rounds equal to its Slow-Firing rating before firing again. |
Stun | Active | true | Weapon causes Strain to the target |
Stun Damage | Passive | false | Weapon deals damage as strain instead of wounds. |
Stun Setting | Passive | false | Can switch weapon to Stun Damage |
Sunder | Active | false | Damages opposing weapon one step. |
Superior | Passive | false | Generates automatic [ADVANTAGE] on all checks |
Tractor | Passive | false | Target may not move unless it makes a successful Piloting check with a difficulty based on the tractor beam's rating. |
Unwieldy | Passive | true | To wield correctly, character needs Agility characteristic equal or greater than rating. |
Vicious | Passive | true | Add 10 times the Vicious rating to the critical roll. |