List of Weapon Qualities

Accurate (x)(passive): The attacker adds +(x)b to their Attacks with this weapon.
Autofire (aa)(active): Attacks with this weapon are made at +d. If the Attack hits, the attacker may trigger this quality multiple times to deal an additional hit to the target. These additional hits inflict the same damage as the initial hit (base damage + hits in most cases). These additional hits can be allocated to the initial target, or other valid targets for the weapon. An Autofire weapon can inflict up to one Critical Hit per hit scored if they have sufficient Advantages to spend.
Blast (x)(aa)(active): When this quality is activated each character (friend or foe) within Short Range of the target suffers damage equal to this weapon's Blast quality (plus hits as normal).
In addition, this quality can be activated on a missed attack roll for aaa, in which case the initial target and all characters in Short Range take Blast damage as described above.
Blind (x)(aaa)(active): When this quality is triggered the target becomes Blinded for (x) rounds.
If multiple targets suffer hits from this weapon the quality must be triggered seperately for each character hit.
Blinded: A Blinded character adds +dd to all checks, or +ddd instead to Perception and Vigilance checks. If a Blinded character becomes Blinded again increase the duration of the Blinded effect.
If an Unstoppable Champion becomes Blinded, they also become Champion Stunned.
Breach (x)(passive): Hits from weapons with this quality ignore (x) points of vehicle Armour or 10(x) points of Soak.
Burn (x)(aa)(active): When triggered the target of the attack continues to suffer the weapon's base damage at the beginning of their activation for (x) rounds.
On hard surfaces, as an Action a character can become Prone and take a dd Coordination check to extinguish the flames.
Concussion (x)(aa)(active): When this quality is triggered the target becomes Staggered for (x) rounds.
If multiple targets suffer hits from this weapon the quality must be triggered seperately for each character hit.
Staggered: A Staggered character cannot perform Actions, including downgrading Actions to Manoeuvres. If a Staggered character becomes Staggered again increase the duration of the Stagger effect.
Cumbersome (x)(passive): To wield a weapon with this quality a character must have at least (x) Brawn. For each point their Brawn is below (x) they add +d to all Attacks with the weapon.
Defensive (passive): Increase the user's Melee Defense by (x).
Deflection (x)(Action)(active): A character with equipped with this weapon can spend an Action to gain +(x) Ranged Defense until the end of their next turn.
Delay (x)(passive): When an Attack or Ability with Delay is used, instead of resolving it immediately, it resolves as an out of turn incidental after (x) enemy Actions (or Manouevres) have been taken. If this quality is Delay(Rnd) it instead resolves as an out of turn incidental immediately before this character's next Activation.
Disorient (x)(aa)(active): When this quality is triggered the target becomes Disoriented for (x) rounds.
If multiple targets suffer hits from this weapon the quality must be triggered seperately for each character hit.
Disoriented: A Disoriented character adds +b to all checks. If a Disoriented character becomes Disoriented again increase the duration of the Disorient effect.
Ensnare (x)(aa)(active): When this quality is triggered the target becomes Immobilised for (x) rounds.
An Ensnared target may use an Action to attempt a ddd Athletics check to end the Immoblised effect.
Immobilised: An Immobilised character cannot perform Manoeuvres, including those purchased via Strain, by spending die results or by downgrading Actions. If an Immobilised character becomes Immobilised again increase the duration of the Immobilise effect.
Guided (x)(aaa)(active): This quality can only be triggered on a missed Attack. When it is triggered the controlling character may make a dd Attack roll as an Out of Turn Incidental at the End of the Round. Instead of building this dice pool normally, use (x)d. Attack rolls from this weapon's Guided quality can activate this weapon's Guided quality again if they miss.
Inaccurate (x)(passive): Add +(x)b to each Attack made with this weapon.
Inferior (passive): A weapon with this quality generates one automatic h on every Attack.
Knockback (x)aa)(active): When this quality is triggered the target is moved directly backward one Range Band. If this movement would cause them to come into contact with another character or object both the target and anything they strike takes (x) damage. This quality requires an additional a for each Silhouette the target has above 1.
Limited (x)(passive): A weapon with this quality can make up to (x) attacks before it needs to be reloaded (it can still be made to run out of ammo using threats/despairs as normal).
Linked (x)(aa)(active) This quality may be triggered up to (x) times, each time this quality is triggered the initial target suffers one additional hit from this weapon. These additional hits inflict the same damage as the initial hit (base damage + hits in most cases). These additional hits can only be allocated to the initial target. A Linked weapon can inflict up to one Critical Hit per hit scored if they have sufficient Advantages to spend.
Pierce (x)(passive): This weapon ignores up to (x) points of Soak.
Prepare (x)(passive): This weapon must perform (x) Manoeuvres preparing before an Attack can be made with it.
Restricted (x)(passive): This weapon's ammuntion is scarce. This weapon can only be reloaded up to (x) times, after which the weapon cannot be used until more ammo is found.
Slow-Firing (x)(passive): A weapon with this quality must wait (x) Rounds between Attacks.
Stun (x)(aa)(active): When this quality is triggered it inflicts (x) Strain in addition to normal damage. This Strain is not reduced by Soak.
Stun Damage (passive): This weapon's damage is dealt as Strain instead of Wounds. Reduce this weapon's damage by Soak as normal.
Superior (passive): A weapon with this quality generates one automatic a on every Attack.
Unwieldy (x)(passive): To wield a weapon with this quality a character must have at least (x) Agility. For each point their Agility is below (x) they add +d to all Attacks with the weapon.
Vicious (x)(passive): Add +10(x) to Critical Hits made by this weapon.
Rules References
Weapons
Variant Melee Weapons
Combat Rules
Vehicle Combat Rules

Qualities & Effects
List of Subclass Verbs
List of Weapon Qualities
List of Misc Keywords
List of Status Effects

Crafting
Weapon Crafting
Weapon Perks

Level-Up
New Talents
Genesys Talents

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