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.