•BLAST (Active Item Quality)
If the attack is successful and Blast activates, each character (friend or foe) engaged with the original target suffers damage equal to the weapon's Blast rating (plus an additional wound per Success as usual).
In a relatively small and enclosed area, the Game Master might decide that everyone in the room suffers damage.
If the Blast quality doesn't activate, the ordnance still detonates, but bad luck or poor aim on the part of the firer (or quick reactions on the part of the victims) means the explosion may not catch anyone else in its radius. However, the user may also trigger Blast if the attack misses by spending Three Advantage. In this case, the original target and every target engaged with the original target suffers damage equal to the Blast rating of the weapon.
•STUN DAMAGE (Passive Item Quality)
Some weapons deal Stun damage instead of regular damage. In this case, the weapon deals damage as strain instead of wounds. This damage is still reduced by a target's soak.
A variant of this is a Stun setting. As an incidental, the wielder can choose to switch the setting of his weapon to "Stun." In this case, it does Stun damage as described above. When weapons with a Stun setting are used to deal Stun damage, their range changes to short and cannot be increased.
•VICIOUS (Passive Item Quality)
When this weapon scores a Critical Injury or Hit, the character adds ten times the Vicious rating to the Critical roll.