Qualities
  | Name | Active | Ranked | Effect | 
|---|---|---|---|
| Name | Active | Ranked | Effect | 
| Accurate | Passive | true | For each rank of this trait, the attacker adds [BOOST] to his attack dice pools while using this weapon. | 
| Auto-Fire | Active | false | 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. | 
| Auto-Fire (Only) | Passive | false | 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. | 
| Blast | Active | true | 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. | 
| Breach | Passive | true | Ignore one point of Armor for every rank of Breach | 
| Burn | Active | true | 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. | 
| Concussive | Active | true | The target is staggered for a number of rounds equal to the weapon's Concussive rating. | 
| Cortosis | Passive | false | Weapons with the Cortosis quality are immune to the Sunder quality. | 
| Cumbersome | Passive | true | The character needs a Brawn characteristic equal to or greater than the weapon's Cumbersome rating. | 
| Defensive | Passive | true | A character wielding a weapon with the Defensive quality increases his melee defense by the weapons's Defensive rating. | 
| Deflection | Passive | true | An item with the Deflection quality increases the wearer's ranged defense equal to its Deflection rating. | 
| Disorient | Active | true | The target is disoriented for a number of rounds equal to the weapon's Disorient rating. | 
| Ensnare | Active | true | The target is immobilized for a number of rounds equal to the weapon's Ensnare rating. | 
| Guided | Active | true | 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. | 
| Inaccurate | Passive | true | Add [SETBACK] to the attacker's dice pool equal to their Inaccurate rating. | 
| Inferior | Passive | false | Generates automatic [THREAT] on all checks. | 
| Ion | Passive | false | Damage is dealt as System Strain (Vehicles) or Strain Threshold (Droids) | 
| Knockdown | Active | false | The target is knocked prone. | 
| Limited Ammo | Passive | true | May be used to make a number of attacks equal to it's Limited Ammo rating before it must be reloaded. | 
| Linked | Active | true | 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. | 
| Pierce | Passive | true | Ignores one point of Soak for each rank of Pierce | 
| Prepare | Passive | true | The user must perform a number of Prepare maneuvers equal to the weapon's Prepare rating before making attacks. | 
| Slow-Firing | Passive | true | Weapon must waith a number of rounds equal to its Slow-Firing rating before firing again. | 
| Stun | Active | true | Weapon causes Strain to the target | 
| Stun Damage | Passive | false | Weapon deals damage as strain instead of wounds. | 
| Stun Setting | Passive | false | Can switch weapon to Stun Damage | 
| Sunder | Active | false | Damages opposing weapon one step. | 
| Superior | Passive | false | Generates automatic [ADVANTAGE] on all checks | 
| Tractor | Passive | false | Target may not move unless it makes a successful Piloting check with a difficulty based on the tractor beam's rating. | 
| Unwieldy | Passive | true | To wield correctly, character needs Agility characteristic equal or greater than rating. | 
| Vicious | Passive | true | Add 10 times the Vicious rating to the critical roll. |