Qualities
Name
Active
Ranked
Effect
Index
NameAccurateActivePassiveRankedYesEffectFor each rank of this trait, the attacker adds [BOOST] to his attack dice pools while using this weapon.Index
NameAuto-FireActiveActiveRankedNoEffectIncrease 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.Index
NameAuto-Fire (Only)ActivePassiveRankedNoEffectMust 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.Index
NameBlastActiveActiveRankedYesEffectIf 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.Index
NameBreachActivePassiveRankedYesEffectIgnore one point of Armor for every rank of BreachIndex
NameBurnActiveActiveRankedYesEffectIf 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.Index
NameConcussiveActiveActiveRankedYesEffectThe target is staggered for a number of rounds equal to the weapon's Concussive rating.Index
NameCortosisActivePassiveRankedNoEffectWeapons with the Cortosis quality are immune to the Sunder quality.Index
NameCumbersomeActivePassiveRankedYesEffectThe character needs a Brawn characteristic equal to or greater than the weapon's Cumbersome rating.Index
NameDefensiveActivePassiveRankedYesEffectA character wielding a weapon with the Defensive quality increases his melee defense by the weapons's Defensive rating.Index
NameDeflectionActivePassiveRankedYesEffectAn item with the Deflection quality increases the wearer's ranged defense equal to its Deflection rating.Index
NameDisorientActiveActiveRankedYesEffectThe target is disoriented for a number of rounds equal to the weapon's Disorient rating.Index
NameEnsnareActiveActiveRankedYesEffectThe target is immobilized for a number of rounds equal to the weapon's Ensnare rating.Index
NameGuidedActiveActiveRankedYesEffectWeapon can make an attack check at the end of the round, the check's Ability dice are equal to the weapon's Guided rating.Index
NameInaccurateActivePassiveRankedYesEffectAdd [SETBACK] to the attacker's dice pool equal to their Inaccurate rating.Index
NameInferiorActivePassiveRankedNoEffectGenerates automatic [THREAT] on all checks.Index
NameIonActivePassiveRankedNoEffectDamage is dealt as System Strain (Vehicles) or Strain Threshold (Droids)Index
NameKnockdownActiveActiveRankedNoEffectThe target is knocked prone.Index
NameLimited AmmoActivePassiveRankedYesEffectMay be used to make a number of attacks equal to it's Limited Ammo rating before it must be reloaded.Index
NameLinkedActiveActiveRankedYesEffectOn 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.Index
NamePierceActivePassiveRankedYesEffectIgnores one point of Soak for each rank of PierceIndex
NamePrepareActivePassiveRankedYesEffectThe user must perform a number of Prepare maneuvers equal to the weapon's Prepare rating before making attacks.Index
NameSlow-FiringActivePassiveRankedYesEffectWeapon must waith a number of rounds equal to its Slow-Firing rating before firing again.Index
NameStunActiveActiveRankedYesEffectWeapon causes Strain to the targetIndex
NameStun DamageActivePassiveRankedNoEffectWeapon deals damage as strain instead of wounds.Index

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