Notes
Guided (If a character misses while firing a Guided weapon and if Guided is activated, he may make an attack check at the end of the round. The difficulty of the check is calculated by comparing the weapon's silhouette of 0 to the silhouette of the target (see page 249 Age of Rebellion), and the check's die equal the weapon's Guided rating. If the test is successful, the weapon strikes the target, and damage is dealt normally. Guided requires three advantages to activate, unless otherwise specified in the weapon's description. Remember, the Guided effect can activate on its subsequent attacks, representing the projectile continuing to track the target.
Linked (When firing a linked weapon, on a successful attack, the weapon deals one hit. The wielder may spend two advantages to gain an additional hit, and may do so a number of times equal to the weapon's Linked rating. Additional hits from the Linked weapon being used may only be applied against the original target. Each hit deals the weapon's base damage plus the total uncancelled successes scored on the check).
Slow-Firing 1 (Weapon must must wait after being fired 1 turn per to rank).
Limited Ammo 6 ( weapon must be reloaded after being fired equal to rank).
Blast 6 (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 any additional wound per success as usual).
Breach 6 (Ignores one point of armor and 10 points of soak per rank).