Passive qualities are always on. Active qualities must be triggered by the user. Active qualities require 2 unless otherwise stated. Weapon qualities can only be triggered on successful attacks, unless specified otherwise.
+1 per rank while using this weapon.
Increase the Difficulty of the attack by 1. Declare if against multiple targets. (Attack highest difficulty/defense first)
Spend 2 to active after successfully rolling for an attack to hit. Can be activated multiple times.
Each activation deals an additional hit on the target with base damage + uncanceled .
Critical Injuries can be activated per hit at normal cost.
Any characters engaged with target suffer damage equal to the weapon’s Blast rating + uncanceled .
If attack misses, Blast can be activated for 3 .
Target and engaged characters suffer damage equal to the weapon’s Blast rating.
Weapon ignores 1 point of Armor (or 10 points of personal Soak) per rank.
The target continues to suffer damage for a number of turns equal to the weapons Burn rating. Damage is applied at the start of the target’s turn and is equal to the weapon’s base damage.
Average Coordination check on hard surface or Easy Coordination check on soft surface, jump in water, to stop flame-related burning.
The target is staggered for a number of rounds equal to the weapons Concussive rating. A staggered target cannot perform actions.
Weapons with the Cortosis quality are immune to the Sunder quality.
Armor with the Cortosis quality makes the wearer’s Soak immune to the Pierce and Breach qualities.
For each rank over the character’s Brawn characteristic, increase all checks made while using the weapon by 1.
Increase Melee Defense by the weapon’s Defensive rating.
Increase Ranged Defense by the weapons’s Defection rating.
Trigger to Disorient the target for a number of rounds equal to the weapon’s Disorient rating.
A disoriented target adds to all skill checks.
The target is immobilized (pg. 230) for a number of rounds equal to the weapon’s Ensnare rating. Hard Athletics check as an action to break free on the target’s turn. An immobilized character cannot perform maneuvers.
3 at activate after attack misses. (Unless otherwise noted.) Can be used multiple times if the attack continues to miss.
Make an attack check at the end of the round.
equal to the ranks in Guided.
Difficulty set by the weapon’s Silhouette (0) vs. that of the target.
If successful, the damage is dealt normally.
Knocks the target Prone. Costs 2 to activate. (Unless otherwise noted.) +1 per Silhouette of the target beyond 1.
Add 1 to the attacker’s dice pool equal to Inaccurate rating.
Weapons: +1 automatic and -1 to Base Damage
Armor: +1 Encumbrance and -1 Defense. (If no defense, -1 Soak to a min of 0.)
Damage is dealt as Strain, not Wounds to vehicles and droids.
Can only be used a number of times equal to its Limited Ammo rating before needing to be reloaded by a maneuver. New ammo bust be obtained.
Spend 2 to gain an additional hit on a successful attack.
Can be activated up to a number of times equal to its Linked rating. Each attack must be used against the original target.
Each hit deals the weapon’s base damage plus uncanceled
Ignore 1 Soak per rank of Pierce to a minimum of 0.
The user must perform a number of preparation maneuvers equal to the weapon’s Prepare rating
Skip a number of rounds equal to the weapon’s Slow-Firing rating before using again.
Inflict strain equal to the weapon’s Stun rating.
The weapon deals damage as strain instead of wounds. Soak still applies. Weapons with a stun setting use this quality. The range is changed to Short in this mode and cannot be increased.
1 to activate. Can be activated multiple times.
Choose one item on the target and increase its damage one step:
Undamaged → minor → moderate → major → destroyed
Weapon: 1 automatic and +1 Base Damage.
Armor: -1 Encumbrance and +1 Soak.
If hit, target cannot move without a Piloting check with difficulty equal to the weapon’s Tractor rating.
+10 * the weapon’s Vicious rating to all Critical Injuries and Critical Hits.