Weapon Perks

Tier 1
Closing Time (Tier 1)
Weapons: Any;
If this weapon has Limited Ammo, while it has half or less (rounded down) of its magazine remaining it gains 2 stacks of Closing Time. Otherwise, for every 2 attacks made by this weapon it gains 1 stack of Closing Time until it is reloaded. This weapon increases its Range by 1 and adds +b for each stack of Closing Time. Remove all stacks of Closing Time at the end of an Encounter.
Envious Arsenal (Tier 1)
Weapons: Any;
Each time you damage an enemy with another weapon, reload this weapon. Each time you damage an enemy with two or more other weapons in Rapid Succession, if this weapon has Limited Ammo, increase that Quality by 1 until the next time runs out of Ammo. This effect can stack up to double the usual Limited Ammo value. Kills in consecutive Activations or in the same Activation count as Rapid Kills. This Perk reloads weapons from reserves, and cannot create Ammo for a weapon for which you do not have Ammo.
High-Impact Frame (Tier 1)(frame)(mechanism)
Weapons: Any;
Special: This Perk also counts as a 'Mechanism' Weapon Attachment, this weapon cannot have another Mechanism.
Increase the base damage of this weapon by 1. Increase the danage by a further 1 if you are crouching or in cover when you make the attack. If you make a second attack with the weapon by any means, including the Linked or Auto-Fire attacks you must roll seperately for these additional attacks, and add +db to those attacks, cumulative for each additional attack you are able to make.
Rapid-Fire Frame (Tier 1)(frame)(mechanism)
Weapons: Shotgun; Slug Shotgun; Breech Grenade Launcher; Fusion Rifle;
Special: This Perk also counts as a 'Mechanism' Weapon Attachment, this weapon cannot have another Mechanism.
When this weapon needs to be Reloaded, it can be reloaded as part of another Manouevre. In addition, if this weapon has the Limited Quality, increase its Limited value by 1.
 
Tier 2
Aggressive Frame (Tier 2)(frame)(mechanism)
Weapons: Any;
Special: This Perk also counts as a 'Mechanism' Weapon Attachment, this weapon cannot have another Mechanism.
Increase the base damage of this weapon by 1. Increase the damage by a further 1 if you are crouching or in cover when you make the attack. If this weapon has Linked, increase its Linked quality by 1. This weapon gains Slow-Firing(1).
Slow-Firing (x)(passive): A weapon with this quality must wait (x) Rounds between Attacks.
Circle of Life (Tier 2)
Weapons: Any Support Frame;
Whenever you expend one or more stacks of Restorative Charge to heal an Ally you gain one stack of Circle of Life. When you perform an Attack with this weapon against an Enemy, remove all stacks of Circle of Life and increase the base Damage of this weapon by 1 for each stack. Whenever you perform any Action other than an Attack with this weapon, remove all stacks of Circle of Life.
Heavy Burst Frame (Tier 2)(frame)(mechanism)
Weapons: Shotgun; Slug Shotgun; Breech Grenade Launcher; Fusion Rifle;
Special: This Perk also counts as a 'Mechanism' Weapon Attachment, this weapon cannot have another Mechanism.
This weapon gains Linked(1). This weapon can activates its Linked Quality against a target other than the initial target, reducing the number of s for each hex between the first target and the second.
Killing Wind (Tier 2)
Weapons: Any;
Whenever you land one or more Final Blows with this weapon, until the end of your next Activation, increase your base speed by one-half (usually 3 Hexes or 30 feet).
Lightweight Frame (Tier 2)(frame)
Weapons: Any;
Your Movement speed is increased by 1 Hex/5ft for each Lightweight Frame weapon you have equipped. In addition, add +b to your first Attack each combat with a Lightweight Frame weapon. Reduce the base Damage of this weapon by 1.
Lone Wolf (Tier 2)
Weapons: Any;
While there are no Allies within Short range, you may perform manouevres related to this weapon (reloading, readying, aiming, etc) as part of another manouevre. While there are no Allies within Medium range, you add +b to Attacks with this weapon.
Multikill Clip (Tier 2)(mechanism)
Weapons: Any;
Special: This Perk also counts as a 'Mechanism' Weapon Attachment, this weapon cannot have another Mechanism.
Whenever you land one or more Final Blows with this weapon you may perform the Reload Manouevre. If you do, until the end of your next Activation you gain one stack of Multikill for each Final Blow landed as part of the Attack.
When you make an Attack while you have one or more stacks of Multikill, increase the base Damage of that attack by 1 for each stack.
Perpetual Motion (Tier 2)
Weapons: Any;
Whenever you make an Attack with this weapon, you gain +s for each Range Band between your current position and where you began that Activation.
Quickdraw (Tier 2)(frame)
Weapons: Any;
Whenever you end your Activation without making any Actions, you can make an Attack with this weapon. If you do, increase the Critical rating of that weapon by 1 and increase the number of a needed to activate this weapon's Qualities by 1.
Rapid Hit (Tier 2)
Weapons: Any;
When you land one or more Critical Hits with this weapon you gain a stack of Rapid Hit, to a maximum of 3 stacks. When you make an Attack with this weapon while you have Rapid Hit, add a for each stack of Rapid Hit. Whenever you end an Activation without gaining a stack of Rapid Hit, remove all stacks of Rapid Hit.
Reverberation (Tier 2)(ammo)
Weapons: Breech Grenade Launcher; Heavy Grenade Launcher; Rocket Launcher;
Special: This Perk also counts as an 'Ammo' Weapon Attachment, this weapon cannot have another Ammo type.
Each time you kill one or more enemies with this weapon, you gain a stack of Reverberation that lasts until the end of the Encounter. Each time you make an attack with this weapon, increase the radius of the Blast quality by 1 Hex/5 feet.
To The Pain (Tier 2)
Weapons: Any;
While this weapon is equipped (as one of your three active weapons, not necessarily the one in your hands), each time you take one or more Wounds from an enemy attack, the next check you make gains +b. The first time you drop to less than half of your remaining Wounds, the next check you make gains +d. The First time you drop to less Wounds than your Brawn value, the next chekc you make gains +c.
Voltshot (Tier 2)(mechanism)
Weapons: Any;
Special: This Perk also counts as a 'Mechanism' Weapon Attachment, this weapon cannot have another Mechanism.
Whenever you land one or more Final Blows with this weapon you may perform the Reload Manouevre. If you do, until the end of your next Activation Attacks with this weapon gain the Jolt quality and may trigger that quality without spending a.
Arc Jolt (aa)(active): When this Subclass Verb is triggered, until the end of its next Activation, the target becomes Jolted.
The first time each Activation a Jolted character is hit by an attack, each character Engaged with it takes 1 Arc Damage (not reduced by Soak).
If an Overload Champion becomes Jolted, each time the Jolt splash damage is triggered it also becomes Champion Stunned.
 
Tier 3
Archer's Gambit (Tier 3)
Weapons: Bow;
When you make a Quickdraw attack with this Bow, it cannot trigger its Linked quality. Instead, each time you cause Damage with this weapon youy may immediately make another Attack against the same target or another target within 3 Hexes of them. This Perk can trigger up to 5 times per initial Action.
Area Denial Frame (Tier 3)(frame)(ammo)
Weapons: Breech Grenade Launcher;
Special: Any weapon with the Blast Quality may add this Perk, but if they are not one of the weapons listed this is treated as a Tier 4 Perk instead.
Special: This Perk also counts as an 'Ammo' Weapon Attachment, this weapon cannot have another Ammo type.
When this weapon's Blast quality is triggered, mark the area. Until the end of your next Activation, whenever an enemy begins an Action or Manouevre inside, or when they enter that area, they take 1 stack of Area Denial, then 2 stacks the second time it triggers on the same enemy, and so on. At the end of that enemy's activation they a hit with Damage equal to twice the number of stacks of Area Denial. This damage is considered to be dealt by this weapon for the purposes of determining element and triggering other Perks, Talents and Subclass Verbs. When you trigger the Blast Quality on a Miss randomly determine an adjacent Hex to the target to be the centre of the effect.
Firing Line (Tier 3)
Weapons: Any;
When you make an Attack with this weapon, if you have one or more Allies in Engaged Range, lower the Critical value of this weapon by 1. This weapon also gains Vicious(x) where x is the number of Allies within Short Range.
Vicious (x)(passive): Add +10(x) to Critical Hits made by this weapon.
Incandescent (Tier 3)(mechanism)
Weapons: Any;
Special: This Perk also counts as a 'Mechanism' Weapon Attachment, this weapon cannot have another Mechanism.
Whenever you land a Final Blow with this weapon, it gains Ignite(x) with (x) equal to the base Damage of this weapon.
Solar Ignite (x)(aaa)(active): When this Subclass Verb is triggered, it functions the same as the Blast quality, except that the splash damage also inflicts half as many stacks of Scorch to each affected target.
When this Subclass Verb is triggered by a target taking enough stacks of Scorch, its (x) value is equal to half those Scorch stacks.
If an Unstoppable Champion Ignites or is caught in the Blast of an Ignition, they also become Champion Stunned.
Jolting Feedback (Tier 3)(verb)(arc)
Weapons: Any;
Special: This Perk can only be applied to an Arc elemental weapon, or as a Tier 4 Perk to a Kinetic weapon. A Weapon cannot have more than one Verb Perk applied to it.
Whenever you cause damage to the same enemy twice with this weapon in a single attack, damage two or more enemies with this weapon in a single attack, or perform a Rapid Kill with this weapon, each of those enemies becomes Jolted.
Arc Jolt (aa)(active): When this Subclass Verb is triggered, until the end of its next Activation, the target becomes Jolted.
The first time each Activation a Jolted character is hit by an attack, each character Engaged with it takes 1 Arc Damage (not reduced by Soak).
If an Overload Champion becomes Jolted, each time the Jolt splash damage is triggered it also becomes Champion Stunned.
Outlaw (Tier 3)
Weapons: Any;
After completing an Attack in which this weapon lands one or more Critical Hits and one or more Final Blows, you may perform one free Manouevre with this weapon.
Rampage (Tier 3)
Weapons: Any;
When you complete an Attack with this weapon that lands one or more Final Blows you gain a stack of Rampage, to a maximum of 3 stacks. When you make an Attack while you have Rampage, increase the base damage of that Attack by 1 for each stack of Rampage. Whenever you end an Activation without gaining a stack of Rampage, remove one stack of Rampage.
Strategist (Tier 3)
Weapons: Any;
Whenever you kill one or more enemies with an attack from this weapon, until the end of your Activation, you may perform your Class Ability as a manouevre, and you may add one effect to your next Class Ability without increasing its difficulty.
Whenever you perform you Class Ability, until the end of your Activation you may make up to one attack with this weapon as a Manouevre and that attack adds +b.
Support Frame (Tier 3)(frame)(ammo)
Weapons: Any;
Special: This Perk also counts as an 'Ammo' Weapon Attachment, this weapon cannot have another Ammo type.
Each time this weapon kills an enemy, you gain one stack of Restorative Charge. While you have one or more stacks of Restorative Charge you can make Attacks targetting Allies. When you do, as long as you hit, you deal no damage and you can remove up to 3 stacks of Restorative Charge to heal the same number of Wounds from that Ally, +1 Wound for each additional s or a.
Target Lock (Tier 3)(scope)
Weapons: Any;
Special: This Perk also counts as a 'Scope' Weapon Attachment, this weapon cannot have another Scope.
When this weapon performs the Manouevre granted by its Scope, it also gains +1 to its base Damage on its next Attack.
Scoped (x)(active)(manouevre): The attacker can spend a Manouevre to add +(x)b to their Attacks with this weapon and increase their Range by (x).
Wave Frame (Tier 3)(frame)(ammo)
Weapons: Breech Grenade Launcher;
Special: Any weapon with the Blast Quality may add this Perk, but if they are not one of the weapons listed this is treated as a Tier 4 Perk instead.
Special: This Perk also counts as an 'Ammo' Weapon Attachment, this weapon cannot have another Ammo type.
When you trigger the Blast Quality of this weapon, instead of dealing normal Blast damage, draw a cone extending to Short Range away from the target. Each enemy in the cone takes this weapon's listed Blast damage. If you trigger the Blast quality on a Miss, randomly determine a Hex adjacent to the target and then randomly determine the direction of the cone.
Withering Gaze (Tier 3)(verb)(void)
Weapons: Any;
Special: This Perk can only be applied to a Void elemental weapon, or as a Tier 4 Perk to a Kinetic weapon. A Weapon cannot have more than one Verb Perk applied to it.
Special: If this weapon does nto already have it, it gains the Scoped(1) Keyword.[/br] Whenever you perform a Scoped Manouevre as the last part of your Activation, until the end of your next Activation the next Attack you make with this weapon gains Weaken.
Void Weaken (aa)(active): When this Subclass Verb is triggered, until the end of its next Activation, the target becomes Weakened.
A Weakened character takes +25% damage from each hit it takes, with a minimum of +1 Damage.
Scoped (x)(active)(manouevre): The attacker can spend a Manouevre to add +(x)b to their Attacks with this weapon and increase their Range by (x).
 
Tier 4
Firefly (Tier 4)(ammo)(solar)
Weapons: Any;
Special: This Perk also counts as an 'Ammo' Weapon Attachment, this weapon cannot have another Ammo type.
Whenever you land a Critical Hit with this weapon resolve a Blast with (x) equal to this weapon's base Damage. The damage from this explosion is Solar.
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.
Killing Wind Enhanced (Tier 4)
Weapons: Any;
Whenever you land one or more Final Blows with this weapon, until the end of your next Activation, increase your base speed by one-half (usually 3 Hexes or 30 feet) and you may make one additional Manouevre without spending Strain (this does not increase the maximum number of Manouevres you can make in one Activation).
Masterwork: Blast (Tier 4)(masterwork)
Weapons: Any;
Special: This Perk can only be added to a weapon with Superior Construction.
Masterwork: When this weapon kills an enemy the nearest Ally to that enemy (or you) gain an additional Light.
This weapon's Blast(x) Quality is increased to the same as its base Damage value.
Masterwork: Handling (Tier 4)(masterwork)
Weapons: Any;
Special: This Perk can only be added to a weapon with Superior Construction.
Masterwork: When this weapon kills an enemy the nearest Ally to that enemy (or you) gain an additional Light.
Any manouevres related to this weapon, such as aiming, readying, reloading, etc may be performed as part of another manouevre.
Masterwork: Impact (Tier 4)(masterwork)
Weapons: Any;
Special: This Perk can only be added to a weapon with Superior Construction.
Masterwork: When this weapon kills an enemy the nearest Ally to that enemy (or you) gain an additional Light.
Increase the base Damage of this weapon by 2. If this is a Melee Weapon, instead increase its Base Damage by 3. This weapon gains Knockback(5) or increases its existing Knockback(x) by 3.
Masterwork: Range (Tier 4)(masterwork)
Weapons: Any;
Special: This Perk can only be added to a weapon with Superior Construction.
Masterwork: When this weapon kills an enemy the nearest Ally to that enemy (or you) gain an additional Light.
Treat all attacks with this weapon as being one range band shorter than they are.
Masterwork: Range (Tier 4)(masterwork)
Weapons: Any;
Special: This Perk can only be added to a weapon with Superior Construction.
Masterwork: When this weapon kills an enemy the nearest Ally to that enemy (or you) gain an additional Light.
If this weapon has Auto-Fire or Linked, reduce the number of a to trigger that Quality by 1, otherwise it gains Linked(1).
Multikill Clip Enhanced (Tier 4)(mechanism)
Weapons: Any;
Special: This Perk also counts as a 'Mechanism' Weapon Attachment, this weapon cannot have another Mechanism.
Whenever you land one or more Final Blows with this weapon you may perform the Reload Manouevre. If you do, until the end of your next Activation you gain D3 stacks of Multikill, plus one additional stack of Multikill for each Final Blow landed as part of the Attack.
When you make an Attack while you have one or more stacks of Multikill, increase the base Damage of that attack by 1 for each stack.
Perpetual Motion Enhanced (Tier 4)
Weapons: Any;
Whenever you make an Attack with this weapon, you gain +sa for each Range Band between your current position and where you began that Activation.
Physic (Tier 4)
Weapons: Any Support Frame;
Whenever you expend one or more stacks of Restorative Charge to heal an Ally, that Ally gains Solare Cure(x) where x is the number of stacks of Physic you have, then you gain one stack of Physic. Whenever you perform any Action other than an Attack with this weapon that targets an Ally, remove all stacks of Physic.
Quickdraw Enhanced (Tier 4)(frame)
Weapons: Hand Cannon; Sidearm; SMG; Bow;
Whenever you end your Activation without making any Actions, you can make an Attack with this weapon against a target within Medium Range.
 
Tier 5
Firefly Enhanced (Tier 5)(ammo)(solar)
Weapons: Any;
Special: This Perk also counts as an 'Ammo' Weapon Attachment, this weapon cannot have another Ammo type.
Whenever you land a Critical Hit with this weapon resolve a Blast with (x) equal to the Attack's Damage (including additional hits). The damage from this explosion is Solar.
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.
Incandescent Enhanced (Tier 5)(mechanism)
Weapons: Any;
Special: This Perk also counts as a 'Mechanism' Weapon Attachment, this weapon cannot have another Mechanism.
Whenever you land a Final Blow with this weapon, it gains Ignite(x) with (x) equal to the Damage inflicted by that Attack.
Solar Ignite (x)(aaa)(active): When this Subclass Verb is triggered, it functions the same as the Blast quality, except that the splash damage also inflicts half as many stacks of Scorch to each affected target.
When this Subclass Verb is triggered by a target taking enough stacks of Scorch, its (x) value is equal to half those Scorch stacks.
If an Unstoppable Champion Ignites or is caught in the Blast of an Ignition, they also become Champion Stunned.
Outlaw Enhanced (Tier 5)
Weapons: Any;
After completing an Attack in which this weapon lands one or more Critical Hits and one or more Final Blows, you may perform one free Manouevre.
Rampage Enhanced (Tier 3)
Weapons: Any;
When you complete an Attack with this weapon that lands one or more Final Blows you gain a stack of Rampage, to a maximum of 5 stacks. When you make an Attack while you have Rampage, increase the base damage of that Attack by 1 for each stack of Rampage. Whenever you end an Activation without gaining a stack of Rampage, remove one stack of Rampage.
Target Lock Enhanced (Tier 5)(scope)
Weapons: Any;
Special: This Perk also counts as a 'Scope' Weapon Attachment, this weapon cannot have another Scope.
When this weapon performs the Manouevre granted by its Scope, it also gains +1 to its base Damage on its next Attack. This weapon may perform the manouevre additional times to gain additional stacks of this effect (note that the other effects of the aim Manouevre do not increase.
Scoped (x)(active)(manouevre): The attacker can spend a Manouevre to add +(x)b to their Attacks with this weapon and increase their Range by (x).
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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