ABCDEF
1
Weapon Effect Table
2
TagsEffect NameCostPositive EffectNegative effectProc on
3
Dice Manipulation Weapon Effects (Shared between Melee and Ranged)
4
[CR]
[DICE]
[AA]
Dice Power ↑8NIncrease the Dice Power by NReduce the Dice Power by NAlways Active
5
[CR]
[DICE]
[AA]
Dice Max ↑4NIncrease the Dice Max By NReduce the Dice Max by N
If the Dice Max is 1, each reduction of Dice Max gives -1 Power instead.
Always Active
6
[CR]
[DICE]
[AA]
Enemy Power ↓8NDecrease the target’s Dice Power by NIncrease the target’s Dice Power by NOn Clash
7
[HB]
[DICE]
[UQ]
Power Chord6NOn Rhythm Resonance, Increase the Dice Power by N (Max 2)Cannot be negative.On [Condition]
8
[HB]
[DICE]
[UQ]
Reverberating Chord6NOn Rhythm Resonance, Decrease the Target’s Dice Power by N (Max 2)Cannot be negative.On [Condition]
9
Weapon Status Effects (Shared between Melee and Ranged)
10
[CR]
[HP]
[EOR]
Inflict Burn2NInflict N BurnGain N BurnOn Clash [Result]
11
[CR]
[ST]
[EOR]
Inflict Frostbite3NInflict N FrostbiteGain N FrostbiteOn Clash [Result]
12
[HB]
[SP]
[EOR]
Inflict Frenzy4NInflict N FrenzyGain N FrenzyOn Clash [Result]
13
[CR]
[HP]
[OU]
Inflict Bleed2NInflict N BleedGain N BleedOn Clash [Result]
14
[HB]
[ST]
[OU]
Inflict Shock3NInflict N ShockGain N ShockOn Clash [Result]
15
[HB]
[SP]
[OU]
Inflict Terror4NInflict N TerrorGain N TerrorOn Clash [Result]
16
[CR]
[HP]
[OH]
Inflict RuptureNInflict N Rupture next Round (Max 6)Gain N Rupture next Round (Max 6)On Clash [Result]
17
[CR]
[ST]
[OH]
Inflict Tremor2NInflict N Tremor next RoundGain N Tremor next RoundOn Clash [Result]
18
[CR]
[SP]
[OH]
Inflict Sinking2NInflict N Sinking next RoundGain N Sinking next RoundOn Clash [Result]
19
[CR]
[HP]
[OH]
Gain Poise2NGain N PoiseGive N PoiseOn Clash [Result]
20
[CR]
[HP]
[OH]
Inflict Ruin2NInflict N RuinGain N RuinOn Clash [Result]
21
[HB]
[HP]
[OU]
Inflict PoisonNInflict N PoisonGain N PoisonOn Clash [Result]
22
[CR]
[HP]
[AA]
Inflict Smoke2NInflict N SmokeGain N SmokeOn Clash [Result]
23
[CR]
[DICE]
[OU]
Inflict Paralysis4NInflict N Paralysis next RoundGain N Paralysis next RoundOn Either Clash [Result]
24
[HB]
[DICE]
[OU]
Gain Fortune4NGain N Fortune next RoundGive N Fortune next RoundOn Either Clash [Result]
25
[GB]
[DICE]
[OU]
Give Fortune4NGive N Fortune to an ally next RoundCannot be negative.On Either Clash [Result]
26
[HB]
[HP]
[AA]
Inflict Impair4NInflict N Impair next RoundGain N Impair next RoundOn Either Clash [Result]
27
[HB]
[ST]
[AA]
Inflict Stagger Impair4NInflict N Stagger Impair next RoundGain N Stagger Impair next RoundOn Either Clash [Result]
28
[CR]
[HP]
[AA]
Inflict Fragile3NInflict N Fragile next RoundGain N Fragile next RoundOn Either Clash [Result]
29
[CR]
[HP]
[AA]
Inflict Stagger Fragile4NInflict N Stagger Fragile next RoundGain N Stagger Fragile next RoundOn Either Clash [Result]
30
[CR]
[HP]
[AA]
Inflict [Type] Fragile4NInflict N [Type] Fragile next Round
([Type] is chosen between Slash, Pierce & Blunt on effect selection)
Cannot be negative.On Either Clash [Result]
31
[HB]
[HP]
[OC]
Combat Medic4Gain 2 Healing Efficiency.Cannot be negative.On Either Clash [Result]
32
[HB]
[HP]
[OC]]
Inflict Healing Inefficiency2NInflict N Healing Inefficiency.Gain N Healing Inefficiency.On Clash [Result]
33
34
Other Weapon Effects (Shared between Melee and Ranged)
35
[CR]
[DICE]
[AR]
Multi-hit8NThe Attack is replaced with N+1 Attacks with a -2 penalty to all Dice Power of the attacks.
This stacks with any effects of the same name, to a max of 2 overall.
Any User Dice Modification to these attacks is based on the conditions of the first Attack, regardless of effects present after the first clash (e.g. Bonus/Vigor activation)
Cannot be stacked with any other attack replacement.
Clash [Result] effects only activate on the main Target.
On Use and Clash [Result] effects only activate one time.
Cannot be negative.On Use
(You may choose to not use this effect when initiating an attack.)
36
[HB]
[DICE]
[AA]
Headhunter6NWhen attacking your Marked target, increase the Dice Power by N.(Max 3)Cannot be negative.Always Active
37
[HB]
[DICE]
[AA]
Exploit Distraction6NIncrease the dice power by N if the target has another Character's Taunted (Max 3)Cannot be negative.Always Active
38
[HB]
[DICE]
[AA]
Bloodied Amplifier6NFor every 20 Consumed Bloodfeast stacks you have, increase the dice power by 1, up to a maximum of N.(Max 3)Cannot be negative.Always Active
39
[HB]
[SP]
[OU]
Mentally Charged2NCannot be positive.On use, Consume N SP to be able to attack with this weapon.Always Active
40
[HB]
[DICE]
[UQ]
Jackpot2At 24+ Style when attacking with this weapon, upon rolling 7 on a dice, you may spend 6 Style to make a free attack.
(You cant use skills with the free attack)
(It does not count as a action)
This effect can proc up to 2 times per round.
Cannot be negative.Always Active
41
[HB]
[DICE]
[UQ]
Brace UpNAt 12+ Style when attacking with this weapon,
On [Clash Lose], you can decide to spend 6 Style and reduce N HP and ST DMG of the attack after resistances.
This effect can proc up to 3 times per round.
Cannot be negative.Always Active
42
[HB]
[DICE]
[UQ]
Whatever it Takes2NIf Style is insufficient for any effect, you may spend 3N ST to gain 2N Style for that effect.
This effect can proc once per round.
Cannot be negative.Always Active
43
[HB]
[ES]
[UQ]
Rising Symphony2During one Rhythm Movement this weapon applies additional stacks of a status effect, equal to the Movement.
(1st = 1, 2nd = 2, … Final = 5)
(must use a status that deals direct HP or ST damage)
(the triggering Movement and Status are chosen on effect acquisition)
Cannot be negative.On Clash [Result] with [Condition]
44
[HB]
[ES]
[UQ]
Melancholic Sound3During one Rhythm Movement this weapon applies additional stacks of a status effect equal to the Movement.
(1st = 1, 2nd = 2, … Final = 5)
(must use a status that deals direct SP damage)
(the triggering Movement and Status are chosen on effect acquisition)
Cannot be negative.On Clash [Result] with [Condition]
45
[HB]
[ES]
[UQ]
Final Choir4During one Rhythm Movement, on an attack with this weapon, any D10 you roll to check for [Critical/Devastating] rolled as a result of this weapon, become D8s, if those hits would deal D8 damage the damaging dice increase to D10.
(the triggering Movement is chosen on effect acquisition)
Cannot be negative.On Clash [Result] with [Condition]
46
47
Melee-only
48
[HB]
[ES]
[AA]
[M] Overheated2On Clash Win, inflict 2 Burn to the target.
On Clash Lose, the character takes 2 Burn.
Cannot be negative.Always Active
49
[HB]
[ES]
[AA]
[M] Overheated (Variant)4On Use, gain 2 Burn
On Clash Win, Inflict Burn equal to half of the burn stacks present on yourself (Max 3)
Cannot be negative.Always Active
50
[HB]
[ES]
[AA]
[M] Chilling3On Clash Win, inflict 2 Frostbite to the target.
On Clash Lose, the character takes 2 Frostbite.
Cannot be negative.Always Active
51
[HB]
[ES]
[AA]
[M] Chilling (Variant)4On Use, take 3 stagger damage.
On Clash Win, Inflict 3 Frostbite
Cannot be negative.Always Active
52
[CR]
[ES]
[AA]
[M] Double-Edged2On Clash Win, inflict 2 Bleed to the target.
On Clash Lose, the character takes 2 Bleed.
Cannot be negative.Always Active
53
[HB]
[ES]
[AA]
[M] Addictive Spite1On Clash Win inflict 2 Poison. On Clash Lose Gain 2 poison Cannot be negative.Always Active
54
[HB]
[ES]
[AA]
[M] Aftershock3On Clash Win, inflict 2 Shock to the target.
On Clash Lose, the character takes 2 Shock.
Cannot be negative.Always Active
55
[HB]
[ES]
[AA]
[M] Aftershock (Variant)6On Clash Win, inflict 3 Shock to the target.
One Use, if the target triggered Shock, you and the target take additional Stagger damage equal to half of the Stagger damage that occurred(rounded down).
Cannot be negative.Always Active
56
[HB]
[ES]
[OC]
[M] Keening1On Clash Win, inflict 2 Rupture to the target next round. On Clash Lose, the character takes 2 Rupture next round.Cannot be negative.Always Active
57
[HB]
[ES]
[AA]
[M] Keening (Variant)2On Clash Win, Inflict same turn rupture equal to half of this weapon's rupture (rounded down). This does not include Skill or augment infliction.Cannot be negative.Always Active
58
[HB]
[ES]
[AA]
[M] Vibrating2On Clash Win, inflict 2 Tremor to the target next round.
On Clash Lose, the character gains 2 Tremor next round.
Cannot be negative.Always Active
59
[HB]
[ES]
[AA]
[M] Vibrating (Variant)4On Clash Win, Inflict additional tremor equal to (Roll value/3, rounded down, min 1, max 4). Cannot be negative.Always Active
60
[HB]
[ES]
[AA]
[M] Pitiful6On Clash Lose, when Sinking is Burst on self, inflict Sinking on enemy equal to half the Sinking stack burst on self next round.Cannot be negative.Always Active
61
[CR]
[MOVE]
[OC]
[M] Haste3NGain N Haste next RoundGain N Bind next RoundOn Clash [Result]
62
[CR]
[MOVE]
[OC]
[M] Inflict Bind3NInflict N Bind next RoundCannot be negative.On Clash [Result]
63
[HB]
[DICE]
[OC]
[M] Endurance8Gain 1 Endurance next RoundGain 1 Disarm next RoundOn Clash [Result]
64
[CR]
[UQ]
[AA]
[M] Increase Range4Increase the Range of this weapon by 1sq.Cannot be negative.Always Active
65
[CR]
[UQ]
[AA]
[M] Retracting Cable4This weapon can be retrieved from range with a reaction, given you have the hands for it.Cannot be negative.Always Active
66
[CR]
[UQ]
[AA]
[M] Throwing Weapon4This weapon does not suffer Disadvantage or -2 Penalty from Throwing.Cannot be negative.Always Active
67
[CR]
[UQ]
[AA]
[M] Extra DMG Type4NAdd an additional Damage type to your weapon. You can select the Damage type you are using before rolling the Attack. (Max 2)Cannot be negative.Always Active
68
[HB]
[UQ]
[AA]
[M] Ballistic6Cannot be positive.Attacks with this weapon expends 1 Ammo. You can apply any effects that modify how ammo is consumed as if it were a Ranged weapon (such as Charge Ammo). (Apply any effects from specialty ammo if used)Always Active
69
[HB]
[UQ]
[OC]
Gain Aggro2NGain N stacks of AggroCannot be negative.On Clash [Result]
70
[HB]
[UQ]
[OC]
Locked Target2NGain N stacks of Taunted [Target].Cannot be negative.On Clash [Result]
71
[HB]
[UQ]
[AA]
[M] Coagulated Blade4NFor every 30 Consumed Bloodfeast stacks you have, increase range by 1 SQR, up to a maximum of N. (Max 2)Cannot be negative.Always Active
72
[HB]
[HP,ST]
[OC]
[M] Blade of Thorns3Deal extra 1 HP and ST [After Resistance] Damage to the Target for every 5 Thorns on the Character.Cannot be negative.On Clash Win
73
[HB]
[MOVE]
[OC]
[M] Barbed Snare6Apply 1 Bind to the Target for every 5 Thorns on the Character.Cannot be negative.On Clash [Result]
74
[HB]
[ES]
[AA]
[M] A Tempo6On Rhythm Resonance, all allies within the character's range gain Haste equal to the Character's Current Movement.
(1st = 1, 2nd = 2, ... Final = 5)
Cannot be negative.Always Active
75
76
Ranged-only
77
[CR]
[UQ]
[AA]
[R] Extra RangeNIncrease the Maximum Range by N2Reduce Maximum Range by N2
(Max 4)
Always Active
78
[HB]
[UQ]
[AA]
[R] Cheap Ammo2Reduce the Dice Max by 2. When attacking with this weapon, ammo is reduced by .5 instead of 1. (You cannot use .5 of an ammo to attack with a weapon without Cheap Ammo. This is incompatible with Charge Ammo, Smoke Cartridges, and Skewering Burst)Cannot be negative.Always Active
79
[HB]
[DICE]
[AA]
[R] Scattershot2NThe Attack is replaced with 2 Attacks with a -(3-N) penalty to all Dice Power of the attacks. One of the attacks must target a character adjacent to the first target.
Clash [Result] effects only activate once based on the outcome of the First Clash. On Use effects only activate one time.(Max 3)
Cannot be negative.Always Active
80
[HB]
[ES]
[AA]
[R] Smoke Cartridges6On Use, consume half the Smoke on self to be able to fire this weapon (Rounded down, you need at least 2), also applying that much Smoke to the Target.
This weapon can’t use regular bullets and has a fixed Type of DMG, like a Melee weapon.
Cannot be negative.Always Active
81
[HB]
[ES]
[AA]
[R] Coagulated Bullets4NTo use, you must consume 12-(2N) Bloodfeast.
This weapon can’t use regular bullets and has a fixed Type of DMG, like a Melee weapon.
Cannot be negative.Always Active
82
[HB]
[ES]
[AA]
[R] Focus Fire4On use, Consume 1 Poise to be able to shoot this weapon.

This weapon can’t use regular bullets.
This weapon has a fixed Type of DMG, like a Melee weapon.
Cannot be negative.Always Active
83
[HB]
[ES]
[AA]
[R] Focus Fire (Variant)2On use, Roll for critical before hitting, on critical hit fire this weapon and deal the critical DMG, deal additinal HP DMG (after resistance) equal to poise on character before the poise check.

This weapon can’t use regular bullets.
This weapon has a fixed Type of DMG, like a Melee weapon.
Cannot be negative.Always Active
84
[HB]
[HP]
[AA]
[R] A Capriccio6On Rhythm Resonance, push the Target of this Clash a number of SQRs away from the character equal to the Character's current Movement
(1st = 1, 2nd = 2, ... Final = 5)
If the Target were to collide with an obstacle before exhausting the SQRs of movement, they are dealt 1d8 Force dmg per SQR of movement remaining.
this counts as forced movement and cannot trigger any attacks of opportunity.
Cannot be negative.Always Active
85
[HB]
[QU]
[AA]
[R] Trailblazer6This attack does not deal damage and is incompatible with any attack replacements, after rolling your weapon's die, divide the resulting number by 3, create that many SQRs of a Hazard in a line, the Hazard depends on the bullet that was used in this attack.
(ex. Quake = Unstable Ground, Flame = Exposed Fire, Corrosive = Wild Thicket etc...)
Cannot be negative.Always Active
86
87
-Fighting Styles-
[A weapon can only have one.]
[You can get 12 Style per round with a Fighting Style. The max is separate for each Fighting Style.]
88
[HB]
[UQ]
[OH]
Aggressive4[On Hit] with ATTACK action (Not Reaction), gain 2 Style.
This counts for every die/hit on ANY attack replacement.
Cannot be negative.Always Active
89
[HB]
[UQ]
[OH]
Reactive4[On Hit] with offensive REACTION, gain 2 Style.
This counts for every die/hit on ANY attack replacement.
Cannot be negative.Always Active
90
[HB]
[UQ]
[OH]
Focused4[On Hit] agains a marked target, gain 4 Style.
This counts for every die/hit on ANY attack replacement.
Cannot be negative.Always Active
91
[HB]
[ES]
[OC]
Opportunistic4[On Clash Win] gain 2 Style per [Bind, Feeble, Disarm]
on the target
Cannot be negative.Always Active
92
[HB]
[ES]
[OC]
Leveraging4[On Clash Win] gain 2 Style per [Haste, Boost, Stagger Boost]
on self
Cannot be negative.Always Active
93
[HB]
[MOVE]
[OC]
Blitzkrieg4[On Clash Win] for every SQR moved before the attack, gain 2 Style.Cannot be negative.Always Active
94
[HB]
[UQ]
[OC]
Advantageous4[Dual Wielding On Hit], gain 4 Style.
This counts for every die/hit on ANY attack replacement.
Cannot be negative.Always Active
95
96
Psionic-only
97
[HB]
[ES]
[OC]
[P] Break Concentration4Remove up to [Prudence/2] (rounded down) stacks of positive statuses on the target.Cannot be negative.On Clash Win
98
[HB]
[SP]
[OC]
[P] Sadistic Joy6Deal SP DMG equal to your [Prudence/2].
Then recover SP equal to half of the SP DMG done.
(rounded down)
Cannot be negative.On Clash Win
99
[HB]
[ES]
[OC]
[P] Migrane4Deal ST DMG equal to your [Prudence/2].Cannot be negative.On Clash Win
100
[HB]
[ES]
[OC]
[P] Singular Focus8Increase the infliction of one of your weapon effects of your choice by [Prudence/3]. (rounded down)
[The effect is selected at combat start]
Cannot be negative.Always Active
101
[HB]
[DICE]
[AA]
[P] Mental Focus8Increase the Dice Power by [Prudence/3].
(rounded down, min 1)
Reduce the Dice Power by [Prudence/3].
(rounded down, min 1)
Always Active
102
[HB]
[HP]
[OU]
[P] Physically Taxing2NCannot be positive.On use, Consume 3N HP to be able to attack with this weapon.On Use
103
[HB]
[SP]
[OU]
[P] Mentally Taxing2NCannot be negative.On use, Consume N SP to be able to attack with this weapon.On Use
104
[HB]
[ES]
[OU]
[P] Brain Hemorrhage4NCannot be positive.On use, gain 1 Hemorrhage and 2N Bleed.On Use
105
[HB]
[MOVE]
[OC]
[P-M] Snow6Spend 1 reaction to teleport to an adjacent sqr next to the target.
Doing this does not provoke an opportunity attack from adjacent enemies and does not count as movement.
Cannot be negative.On Clash Win
106
[HB]
[AR]
[AA]
[P-M] Impale12This is an attack replacement.
On Clash Win, impale the target with the weapon and lose control of it.
You can spend an action and a reaction to remove the weapon from the target and get a unopposed attack on the target, the attack does not inflict any clash win or clash lose effects.
Cannot be negative.Always Active
107
[HB]
[UQ]
[AA]
[P-R] Plan B4To fire this weapon you have to spend 10k ahn.
Before rolling for attack you can spend 100k ahn to add on 1 dice max onto the attack. (max 10)

When attacking with this weapon, ammo is reduced by .5 instead of 1.
Cannot be negative.Always Active
108
[HB]
[UQ]
[OH]
[P-R] Run'n'Gun6On hit with this weapon you can move one square regardless of your movement.Cannot be negative.Always Active
109
110
Weapon Charge Effects
111
[CR]
[UQ]
[OC]
[M] Gain ChargeNGain N Charge. (Max 6)Cannot be negative.On Use
112
[HB]
[UQ]
[AA]
Charge Blade2NCannot be positive.On use, Consume [1+N] Charge to be able to attack with this weapon.Always Active
113
[CR]
[DICE]
[OU]
Power Engine4You can choose to increase the weapon's Dice Power by 1, consuming 8 Charge per attack made this way. If you spend 1 Overcharge instead, this effect is doubled.Cannot be negative.On [Condition]
114
[CR]
[ER]
[OC]
Barrier Ionization2You can choose to consume 3 Charge to apply 1 Charge Barrier to the character. If you spend 1 Overcharge instead, this effect is tripled.Cannot be negative.On Clash [Result]
115
[CR]
[ES]
[OC]
Refractor2You can choose to consume 4 Charge to gain all applicable [Status]+ 1 for this attack. If you spend 1 Overcharge instead, this effect is tripled.Cannot be negative.On [Condition]
116
[CR]
[ES]
[OC]
Galvanic Pulse4You can choose to consume 10 Charge to inflict 1 Feeble or Disarm, chosen on use.If you spend 1 Overcharge instead, apply both.Cannot be negative.On Clash [Result]
117
[CR]
[ES]
[OC]
Countercurrent2You can choose to consume 4 Charge to inflict 1 Paralysis. If you spend 1 Overcharge instead, this effect is doubled. If this weapon already has Inflict Paralysis, both it and this effect must be set on the same Clash [Result]. Cannot be negative.On Either Clash [Result]
118
[CR]
[ES]
[OC]
[M] Magnetic Drive4You can choose to push the target by 1 SQR. This forced movement can deal Force Damage per unspent SQR. Consume 6 Charge per attack made this way. If you spend 1 Overcharge instead, this effect is doubled.Cannot be negative.On Clash Win
119
[HB]
[UQ]
[AA]
[M] Extension Grip2While above 4 Charge, increase the Range of the weapon by 1 SQR. Lose 4 Charge after every attack done at the increased Range.Cannot be negative.On [Condition]
120
[CR]
[UQ]
[AA]
[R] Charge Ammo4On use, Consume 2 Charge to be able to shoot this weapon.

This weapon can’t use regular bullets.
This weapon has a fixed Type of DMG, like a Melee weapon.
Cannot be negative.Always Active
121
[CR]
[UQ]
[AA]
[R] Loaded Magnet2NIf the character has N+ Charge Barrier, pull the target up to N squares towards you.
This counts as forced movement and does not trigger Opportunity Attacks.
Cannot be negative.On [Condition]
122