Two Weapon Fighting: Increase Difficulty of combat check by 1, a successful hit applies damage as normal from primary weapon, may spend 2 Advantage to hit with the second weapon.
Defensive (Passive): Defensive weapons are particularly good at fending off incoming melee attacks. A character wielding a weapon with the Defensive quality increases his melee defense by the weapon's Defensive rating.
Accurate (Passive): Accurate weapons are easier to aim or wield, whether through design or technology. For each level of this trait, the attacker adds 1 blue to his attack dice pools while using this weapon.
Sunder (Active): When activated, the attacker chooses one item openly wielded by the target (such as a weapon, shield, or item on a belt). That item is damaged one step: to minor if undamaged, from minor to moderate, or from moderate to major. If a weapon already suffering major damage is the target of a successful Sunder, it is destroyed.
Sunder requires 1 advantage to activate. If activated multiple times in the same attack, each activation can be applied against the same weapon, potentially taking a weapon from undamaged to destroyed in a single attack.
Unarmed Combat: Always comes with the Disorient 1 and Knockdown qualities. Brawl weapons count as unarmed combat.
Knockdown: When knockdown triggers, the target is knocked prone. Unless specified otherwise, Knockdown requires 2 advantages to trigger, plus one additional advantage per silhouette of the target beyond one.
Disorient : A weapon with Disorient can daze an opponent. When Disorient is triggered, the target is disoriented for a number of rounds equal to the weapon's Disorient rating. (A disoriented target adds 1 black die to all skill checks he performs.)
Disoriented: A disoriented character adds 1 black die to all checks he makes. Most effects that disorient a character last for a set duration. If a set duration is not specified, disorientation lasts until the end of the character's next turn. If a character is disoriented multiple times, each instance increases the total duration of the effect by the instance's specified duration, but may not increase the total duration beyond the scope of the present encounter.
In-Helmet Scanner: Adds a general purpose scanner to the user’s helmet. The scanner allows the user to remove ■ imposed on any checks due to darkness or environmental conditions such as smoke or fog. It also allows the user to detect heat sources and motion within medium range.
Threat Monitor: Add 1 automatic advantage to Initiative checks.
Emergency Repair Patch: May apply up to 5 patches to droids per day to heal 3 wounds each.