Equipment

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Offensive Equipment

 * Weapons
 * Weapon Mods
 * Grenades
 * Ammo

Defensive Equipment

 * Armors
 * Armor Mods

Integrated Equipment

 * Omni Tools
 * Biotic Amps
 * Tool Mods

Items

 * Cybernetic & Medical Tools
 * Security Tools
 * Communication and Survival Tools
 * Narcotics
 * Drinks

Positive Qualities

 * Pierce: Ignores 1 point of    soak per rating.
 * Breach: Ignore 1 point of    armor (or 10 Soak)
 * Accurate: For each level add    a boost dice to the attack
 * Superior (Weapon): Automatic    advantage, damage increased by 1,
 * Superior (Armor): Soak    increased by 1, encumbrance reduced by 1
 * Linked: Auto-fire up to the    linked rating.
 * Auto Fire: Add 2 difficulty,    Spend 3 advantages to trigger another hit.
 * Vicious: adds 10 to the    critical role per rating

Negative Qualities

 * Inaccurate: adds 1 setback    dice per rating.
 * Prepare: Must take rounds    equal to the rating before an attack
 * Slow Firing: must wait rounds    equal to rating before attacking again
 * Cumbersome: Must have brawn    equal to cumbersome to wield the weapon.
 * Limited Ammo: May make as    many attacks as the rating
 * Recoil: Suffer strain equal    to the recoil rating
 * Spread: Damage decreases by    rating per range band past engaged.

Activated Qualities

 * Stun: when triggered, does    strain damage equal to the rating
 * Ensnare: immobilized for    rounds equal to ensnare. May break it with a hard athletics check.
 * Disorient: Adds one setback    dice for rounds equal to disorient
 * Knockdown: May spend 1    advantage to make the target prone.
 * Guided: If you miss, may    spend 3 advantages to make a another attack. Guided rating vs a Average     check.
 * Burn: suffer base weapon    damage for rounds equal to the burn rating. May take an Easy or Average     coordination check to end the burn.
 * Blast: All characters within    engaged range of the target suffer wounds equal to the blast rating (in     addition to addition wounds per success).      May spend 3 advantages on a miss to trigger blast.
 * Concessive: Stagger target    for rounds equal to concussive rating
 * Sunder: lower the target's    soak by rating until a rest.