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@@ -8,25 +8,25 @@ A quality is either active or passive. A passive quality is always in effect, an
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\rowcolor[HTML]{F69337}
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{\color[HTML]{FFFFFF} \textbf{QUALITY}} & {\color[HTML]{FFFFFF} \textbf{EFFECT}} \\ \hline
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Accurate (passive) & Add \boost to all combat checks with this weapon. \\ \hline
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Accurate (passive) & Add \boost equal to the Accurate rating to all combat checks with this weapon. \\ \hline
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Auto-Fire (Active) & + \difficulty to check if using the quality. If used, you can use \advantage\advantage to hit an additional time. You can do this any amount of times. The additional hit functions exactly as a normal hit, dealing base damage + the number of \success on the check. \\ \hline
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Blast (Active) & Every character engaged with the user of the weapon takes damage equal to the weapon's blast rating, plus the \success from the combat check. Can also be activated if the weapon does not hit with \advantage\advantage\advantage. \\ \hline
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Breach (Passive) & Weapon ignores 1 vehicle defense or 10 soak per breach rating. \\ \hline
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Burn (Active) & When Burn is triggered, one target hit by the attack continues to suffer the weapon’s base damage at the start of each round for a number of rounds equal to the weapon’s Burn rating. This may be triggered multiple times, but not on the same target. The target succeeding on an Easy/Average (\difficulty/\difficulty\difficulty) Coordination check can stop the effect. \\ \hline
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Concussive (Active) & \\ \hline
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Cumbersome (Passive) & \\ \hline
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Cumbersome (Passive) & You must have a Brawn equal to or above the Cumbersome rating \\ \hline
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Defensive (Passive) & A weapon with Defensive increases user's melee defense by its Defensive rating. \\ \hline
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Deflection (Passive) & \\ \hline
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Deflection (Passive) & A weapon with Deflection increases user's ranged defense by its Deflection rating. \\ \hline
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Disorient (Active) & Disorients for a number of rounds equal to the weapon's disorient rating. \\ \hline
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Ensnare (Active) & When Ensnare is triggered, one target hit with the weapon becomes immobilized for a number of rounds equal to the weapon's Ensnare rating. This may be triggered multiple times, but not on the same target. A Hard (\difficulty\difficulty\difficulty) Athletics check can break the target free. \\ \hline
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Guided (Active) & Can only be triggered if the attack misses, and must be triggered with \advantage\advantage\advantage. Roll a new attack roll, where you add the weapon's Guided rating to the ability. \\ \hline
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Inaccurate (Passive) & \\ \hline
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Inaccurate (Passive) & Add \setback equal to the Inaccurate rating to all combat checks with this weapon.\\ \hline
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Inferior (Passive) & \\ \hline
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Knockdown (Active) & Knock the target prone. \\ \hline
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Limited Ammo (Passive) & Must be reloaded with a maneuver after being used an amount of times equal to the weapon's Limited Ammo rating. \\ \hline
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Linked (Active) & \\ \hline
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Linked (Active) & Spend \advantage\advantage to gain an additional hit, up to an amount of times equal to the weapon's Linked rating. \\ \hline
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Pierce (Passive) & Ignores soak equal to the weapon's Pierce rating. \\ \hline
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Prepare (Passive) & \\ \hline
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Prepare (Passive) & You must use a number of preparation maneuvers equal to the item's Prepare rating before using the item. \\ \hline
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Reinforced (Passive) & \\ \hline
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Slow-Firing (Passive) & Must wait an amount of rounds equal to the weapon's Slow-Firing rating until you can use it again. \\ \hline
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Stun (Active) & When activated, deals an amount of strain to the target equal to the weapon's stun ability. It ignores soak. \\ \hline
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@@ -34,7 +34,7 @@ A quality is either active or passive. A passive quality is always in effect, an
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Sunder (Active) & When activating Sunder, the attacker chooses one visible item wielded by the target. That item is damaged one step: to minor if undamaged, from minor to moderate, or from moderate to major. If the item is already suffering major damage, it is destroyed. Sunder requires \advantage to activate, and may be activated even if the attack is unsuccessful. Sunder may be activated multiple times in the same attack, but each activation must be applied to the same item. \\ \hline
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Superior (Passive) & \\ \hline
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Tractor (Passive) & \\ \hline
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Unwieldy (Passive) & \\ \hline
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Unwieldy (Passive) & You must have an Agility equal to or above the Unwieldy rating \\ \hline
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Vicious (Passive) & Adds 10 times the weapon's Vicious rating to all critical injury rolls it causes. \\ \hline
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\end{tabular}
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