DEFENSIVE (PASSIVE) KNOCKDOWN (ACTIVE)
Defensive weapons are particularly good at fending
off incoming melee attacks. A character wielding a
weapon with the Defensive quality increases his me-
lee defense by the weapon's Defensive rating.
DEFLECTION (PASSIVE)
An item with the Deflection quality increases the
wearer's ranged defense equal to its Deflection rating.
DISORIENT (ACTIVE)
A weapon with Disorient can daze an opponent.
When Disorient is triggered, the target is disoriented
(see page 218) for a number of rounds equal to the
weapon's Disorient rating. A disoriented target adds
- to all skill checks he performs.
ENSNARE (ACTIVE)
A weapon with Ensnare binds a foe and restricts
his movements. When Ensnare is triggered, the tar-
get is immobilized (see page 218) for a number
of rounds equal to the weapon's Ensnare rating.
An Ensnared target may attempt a Hard
Athletics check as his action on his turn to break
free from the effect. An immobilized target cannot
perform maneuvers.
GUIDED (ACTIVE)
Certain types of projectiles may benefit from
course alterations after being fired—such as guid-
ed missiles. If a character misses while firing a
Guided weapon and if Guided activates, 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 235), and the check's Abil-
ity dice equal the weapon's Guided rating. If the
test is successful, the weapon strikes the target
and damage is dealt normally.
Guided requires O O O to activate, unless other-
wise specified in the weapon's description. Remem-
ber, the Guided effect can activate on its subsequent
attacks, representing the projectile continuing to
track the target.
"Spoofing" is a countermeasure designed to work
against the particular projectile—such as flares de-
signed to draw off an infrared missile. Spoofing direct-
ly increases the defense of the target against attacks
with the Guided quality.
GEAR AND EQUIPMENT
EDCE OF THE EMPIRE
When knockdown triggers, the target is knocked prone.
Unless specified otherwise, Knockdown requires O
O to trigger, plus one additional O per silhouette
beyond one.
INACCURATE (PASSIVE)
Inaccurate weapons are weapons of a shoddy or infe-
rior construction which means they are less likely to be
accurate or precise. Alternatively, the weapon's nature
may inhibit accuracy. Inaccurate weapons add • to the
attacker's dice pool equal to their Inaccurate rating.
INFERIOR (PASSIVE)
An Inferior item is a lackluster example of its kind,
representing shoddy and poor craftsmanship. An In-
ferior weapon generates automatic <§> on all checks
related to its use, and has its base damage decreased
by one. Inferior armor has its encumbrance increased
by one and its defense decreased by one. If it does
not have defense, decrease its soak value by one to a
minimum of zero.
ION (PASSIVE)
Ion weapons are designed to affect electrical systems as
opposed to dealing raw damage. They are fitted to ships
to knock out opponents' shields, sensors, and engines.
They are shorter range than laser weapons, and deal
larger amounts of damage, but their damage is dealt to
the target as system strain (usually on vehicles). It is still
reduced by armor and soak. Droids are affected by ion
weapons, taking damage to their strain threshold.
LIMITED AMMO (PASSIVE)
Some weapons fire particularly large or complex pro-
jectiles that cost significant amounts of credits, or are
themselves a complete weapon that once launched is
expended. A weapon with the Limited Ammo quality
may be used to make a number of attacks equal to its
Limited Ammo rating before it must be reloaded with
a maneuver. In addition, each shot expends one of a
limited number of rounds of ammo, which must be pur-
chased or otherwise obtained before the weapon can be
used. This also applies to grenades and other "one use"
weapons which have the Limited Ammo 1 quality (here,
the user is not "reloading" the grenade, but drawing an-
other to use—but mechanically they are equivalent).
LINKED (ACTIVE)
Some weapons, like the laser cannons fitted to the
Z-95 Headhunter, are designed to fire together at the
same target. This increases the possibility of a hit as
well as the damage dealt. When firing a linked weap-