Accurate - 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.
Auto-fire - Attacking with a weapon on Auto-fire is generally less accurate, and the attacker must increase the difficulty of the attack check by 1 purple die. The user may choose to not use the Auto-fire quality on a weapon; in this case, he cannot trigger the quality but also does not suffer the aforementioned penalty. If the attack hits, the attacker can trigger Auto-fire by spending 2 Advantages. Auto-fire can be triggered multiple times. Each time the attacker triggers Autofire, it deals an additional hit to the target. Each of these counts as an additional hit from that weapon, and each hit deals base damage plus the number of uncanceled success on the check. These additional hits can be allocated to the target, or to other targets within range of the weapon. If the attacker wishes to hit multiple targets, he must deci to do so before making the check. Furthermore, if h wishes to hit multiple targets, his initial target must always be the target with the highest difficulty and highest defense (if this is two separate targets, the GM chooses which target is the initial target). The initial hit must always be against the initial target. Subsequent hits generated can be allocated to any of the other designated targets. Auto-fire weapons can also activate one Critical Injury for each hit generated on the attack per the normal cost; the Critical must target the target of the specific hit.
Stun Setting - A weapon with Stun deals strain to the target. When the Stun quality is activated, it inflicts strain equal to the weapon's Stun rating.
Cumbersome - A Cumbersome weapon is large, unwieldy, awkward, or heavy. To wield a Cumbersome weapon properly, the character needs a Brawn characteristic equal to or greater than the weapon's Cumbersome rating. For each point of Brawn by which the character is deficient, he must increase the difficulty of all checks made while using the weapon by one.
Pierce - An attack made with this weapon ignores one point of soak for each rank of Pierce. If the weapon has more ranks of Pierce than the target's total soak, it completely ignores the target's soak. For example. Pierce 3 against a soak of 2 ignores 2 points of soak, but the extra "point" of Pierce has no further effect.
Slow Firing - Slow-Firing weapons tend to be large, heavy, emplacement-mounted weapons like the turbolasers found on capital ships or planetary defense ion cannons. While they deal incredible damage, they need time to recharge or cool down between shots. A weapon's Slow-Firing rating dictates how quickly the weapon can be fired after an attack. For example, a heavy turbolaser with Slow-Firing 2 must wait two rounds after being fired before it can be fired again.
Defensive - 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.
Vicious - When this weapon scores a Critical Injury or Hit, the character adds ten times the Vicious rating to the Critical roll. With Vicious 3, for example, the victim adds + 30 to his Critical Hit result.
Costosis - Cortosis is an ore principally found in the Outer Rim. It is extremely rare and valuable, and was used primarily during the Clone Wars against the Jedi Knights. There are two varieties of Cortosis ore. The rarest versions can actually short out a lightsaber's blade, causing it to fail temporarily. The far more common Cortosis ore is still a miraculous substance, because when molded into armor, it forms an interlocking molecular bond that is extremely resistant to energy weapons. Weapons with the Cortosis quality are immune to the Sunder quality. Armor with the Cortosis quality makes the wearer's soak immune to the Pierce and Breach qualities.