Qualities
Index
Passive
Yes
For each rank of this trait, the attacker adds [BOOST] to his attack dice pools while using this weapon.
Active
No
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.
Passive
No
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.
Active
Yes
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.
Passive
Yes
Ignore one point of Armor for every rank of Breach
Active
Yes
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.
Active
Yes
The target is staggered for a number of rounds equal to the weapon's Concussive rating.
Passive
No
Weapons with the Cortosis quality are immune to the Sunder quality.
Passive
Yes
The character needs a Brawn characteristic equal to or greater than the weapon's Cumbersome rating.
Passive
Yes
A character wielding a weapon with the Defensive quality increases his melee defense by the weapons's Defensive rating.
Passive
Yes
An item with the Deflection quality increases the wearer's ranged defense equal to its Deflection rating.
Active
Yes
The target is disoriented for a number of rounds equal to the weapon's Disorient rating.
Active
Yes
The target is immobilized for a number of rounds equal to the weapon's Ensnare rating.
Active
Yes
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.
Passive
Yes
Add [SETBACK] to the attacker's dice pool equal to their Inaccurate rating.
Passive
No
Generates automatic [THREAT] on all checks.
Passive
No
Damage is dealt as System Strain (Vehicles) or Strain Threshold (Droids)
Active
No
The target is knocked prone.
Passive
Yes
May be used to make a number of attacks equal to it's Limited Ammo rating before it must be reloaded.
Active
Yes
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.
Passive
Yes
Ignores one point of Soak for each rank of Pierce
Passive
Yes
The user must perform a number of Prepare maneuvers equal to the weapon's Prepare rating before making attacks.
Passive
Yes
Weapon must waith a number of rounds equal to its Slow-Firing rating before firing again.
Active
Yes
Weapon causes Strain to the target
Passive
No
Weapon deals damage as strain instead of wounds.

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