Click to Save all Weapons   Hit End Dmg Crit Rng Clips Ammo Load RoF Wgt Weapon Types Cost
Base Weapons
Pistol 1 3 3 4 4 +RoF x6 1 1 1 Gun 1 +
Small
Submachine Gun 1 4 3 3 3 +RoF x3 1 3 (+2d6) 1 Gun 2 +
Rifle   3 4 5 2 +RoF x4 2 1 2 Gun 2 +
Strong Hit +1 on RoF 1 Shots
Assault Rifle 2 4 4 4 3 +RoF x4 2 2 (+1d6) 2 Gun 3 +
Jam -1
Shotgun 2 6 3 2 5 +RoF x1 1 2 (+1d6) 3 Gun OR Shell 2 +
Strong Hit +1 in First Range Band
Heavy Pistol   4 4 3 4 +RoF x3 1 1 1 Gun 1 +
Small
Drum Assault Rifle   4 4 3 3 +RoF x6 2 2 (+1d6) 3 Gun 3 +
Grenade -2 6 5 1 2 +RoF x1 1 1 1 Shell, Thrown 1 +
Splash 2. Small. Slow. -2 to all Weapon Modification Spare Time Rolls
Disruptor Grenade -2 8 3 1 1 +RoF x1 1 1 1 Thrown, Disruptor 1 +
Splash 1. Small. Slow. Energy. Blunt. Strong Hit (5-6). +2 Crit Dmg vs Robots.. -2 to Weapon Modification Spare Time Rolls
Strong Hit: Mass Disrupt (Hit) Debuff ALL Damaged Targets, Active Non Low Tech/Bio Tech Weapons: Lose Ammunition equal to RoF
Satchel -4 10 4 -2 1 +RoF x1 2 1 2 Shell, Thrown 14t +
Splash 4. Slow. 1 Use. Pen 4 min 2. May make a Heavy Arms Skill Roll of 12 to place Satchel and time a delayed explosion
Puncture Rifle   4 4 6 3 +RoF x3 2 1 3 Gun 2 +
Slow. Pen 2 min 3. Maximum Range = Rng x 5 (normally Rng x 10)
Cannon -2 6 5 5 4 +RoF x3 2 1 5 Gun OR Shell 4 / 14t +
Splash 1. Slow. Maximum Range = Rng x 20 (normally Rng x 10). When fired at a spacecraft use: Hit +2, Shield Dmg 2, Crit 2 and Rng 2
Auto Cannon -4 6 4 2 3 +RoF x5 2 4 (+3d6) 4 Gun 4 / 14t +
Jam (1-3). Optional: (Set Up 1, Pull Down 1, +2 Rng and +2 End Dmg)
Chemical Thrower   4 4 1 3 +RoF x3 2 3 (+2d6) 3 Chemical 4 +
Slow. Jam (1-5). Low Tech. All Targets have -1 Cover Step. If you perform a Spread Fire with this Weapon: add +1d6 to each Attack Roll
Adhesive Grenade   6 4 2 3 +RoF x1 1 1 1 Shell, Thrown 1 +
Splash 1. Small. Slow. -2 to all Weapon Modification Spare Time Rolls. Attack sticks to surfaces and characters. Apply Damage and select Strong Hit Options at the start of your next Turn
Mortar -4 6 4 8 10 +RoF x1 1 1 4 Shell 2 +
Slow. Set Up 2. Pull Down 2. Indirect (Above). Arc of Fire 90. Maximum Range = Rng x20 (normally Rng x10). Minimum Range = 8. When fired at a spacecraft use: Hit -1, Shield Dmg 2, Crit 2 and Rng 4
Powerful Psionic   6 4 2 - -   1   Analytical, Gun, Psionic 4 +
Natural. Only Psionic Variations. No Modifications
Strong Hit: Gather Power (Hit, Once per Turn) This Weapon gains -2 Hit and Strong Hit +1 for the remainder of the Combat (Stacks)
Strong Hit: Unleash Power (Does not Req Hit) All other characters within 4 of you take 8 Endurance Damage, and you take 4 Endurance Damage
Targeting Laser -2 - - 4 - 1 1   Combat Computer 14t +
Small. Strong Hit (5-6). Hit +Int. Rng +Foc
Strong Hit: Target Lock (Hit) Target is Locked On
Tactical Computer         +RoF x10 2 1 1 Combat Computer 2 +
Lock On 2. Hit +Int. Rng +Foc
Strong Hit: Target Lock (Hit) Target is Locked On
Strong Hit: Weak Spot (Hit, Locked On) Until your next Turn, Boost all Attacks against Target: Endurance Damage +1
Strong Hit: Plot Trajectory (Hit, Locked On) Until your next Turn, Boost all Attacks against Target: Range +1
Strong Hit: Tactical Scan (Hit, Locked On) Until your next Turn, Debuff Target: -1 Cover Step (minimum Light Cover)
Turret -2     1 1       1 Drone 0 +
Lock On 6. Set Up 2. Pull Down 1. Weight. Defence. Armour. Slots. Bodies. Arc of Fire 180
Crawler   2 2 3 -   2 (+1d6) 1 Drone 1 +
Lock On 2. Energy. Weight. Defence. Armour. Movement. Slots. Bodies. May be Set Up as a single Thrown Action (Rng = Str). No Variations
Swarm Drone   -1   -1         1 Drone 2 +
Lock On 4. Weight. Defence. Armour. Movement. Slots. Bodies. May be Set Up as a single Thrown Action (Rng = Str)
Combat Drone 1               2 Drone 2 +
Lock On 4. Weight. Defence. Armour. Movement. Slots. Bodies
Assault Drone -2 2   1         2 Drone 3 / 12t +
Lock On 4. Weight. Defence. Armour. Movement. Slots. Bodies. Characters can not move through Assault Drone
Assistant 2               1 Companion 1 / 8t +
Weight. Defence. Armour. Movement. Slots. Bodies. Controller may make Skill Rolls via this Companion at +0 (Companion can not Attack this Turn, Controller needs to take an Action with Minor Effect: Skill Roll)
Strong Hit: Helpful (Does not Req Hit) A single Ally gains Hit +2 on their next Attack (must be taken within 1 Turn)
Body Guard 3     1 1       2 Companion 4 / 8t +
Weight. Defence. Armour. Movement. Slots. Bodies. Controller may make Skill Rolls via this Companion at +0 (Companion can not Attack this Turn, Controller needs to take an Action with Minor Effect: Skill Roll)
Electro Grav Gauntlet 2 3 3 2 3 +RoF x6 2 1   Melee, Impairment 3 / 14t +
Gauntlet. Electro-gravity. Blunt. Armour vs Slow +1. No Variations
Strong Hit: Float Target (Hit) Debuff Target: -1 Cover Step, reduce all Movement by 2 (minimum 0) and Push moves Target 1 additional space until your next Turn
Disruptor Rifle -2 5 2 3 3 +RoF x4 1 1 2 Disruptor 3 +
Lock On 6. Jam (1-5). Energy. Blunt. +2 Crit Dmg vs Robots
Strong Hit: Disrupt (Hit) Debuff Targets Active Non Low Tech/Bio Tech Weapons: Lose Ammunition equal to RoF
Hacking Computer         +RoF x4 1 1 1 Combat Computer 2 +
Lock On 2. Strong Hit (5-6). Hit +Foc. Rng +Int. If you have a Programming Toolbox you may perform Programming Skill Rolls on any Computer within 20 spaces of you
Strong Hit: Reverse Targeting System (Hit) Target with an Active Weapon with Lock On is Locked On
Strong Hit: Immobilise Bot (Hit, only vs Robot) Target is Locked On and may not Move until your next Turn
Strong Hit: System Surge (Hit, Locked On) Target with an Active Weapon with Lock On or who is a Robot: takes 1d6 Endurance Damage
Strong Hit: In the Zone (Does not Req Hit) All of your non-Low Tech Weapons gain Lock On (+2 End Dmg) for the remainder of the Combat (Stacks)
Fire Support Computer         +RoF x8 2 1 1 Combat Computer 3 +
Rng +Int+Foc. Lock On (Strong Hit (5-6)). While this Weapon is Active: all of your other Weapons gain Lock On +4
Strong Hit: Target Lock (Hit) Target is Locked On
Strong Hit: Fire Support (Hit, Locked On) Until your next Turn, all allies gain: Lock On (+2 End Dmg) (Does not Stack)
Strong Hit: Combat Superiority (Hit, Locked On) Until your next Turn, all allies gain: Lock On +2 (+2 Rng) (Does not Stack)
Cunning Psionic 1 4 3 4 - -   1   Analytical, Gun, Impairment, Psionic 4 +
Natural. Only Psionic Variations. No Modifications. Hit +Int for the Impair Action not +Str +Ref
Strong Hit: Cloud Mind (Does not Req Hit, Once per Turn) You Gain Light Cover, and may perform a Free Stealth Action
Strong Hit: Nudge Time (Hit) Your next Attack taken within 1 Turn gains +2 RoF (does not increase Ammunition) (Stacks)
Baton 1 4 2 - - - 1 1 1 Melee 0 +
Blunt. If you have 4 or more Strength: you deal +1 End Dmg and have -2 Hit
Wrist Blade   3 3 - - -   1 1 Melee 12t +
Small. Gauntlet. If you have 4 or more Strength: +1 End Dmg
Strong Hit: Stealth Strike (Hit) Attack does not break Stealth
Thrown Weapon (Melee) -2 3 3 - - - 1 2 (+1d6) 1 Melee, Thrown 12t +
Small. -2 to all Weapon Modification Spare Time Rolls. If you have 4 or more Strength: +1 End Dmg. Optional Weapon Type: Thrown (Rng 1, Clips 3, Ammo 6. Rof 1)
Strong Hit: Stealth Strike (Hit) Attack does not break Stealth
Thrown Weapon (Thrown) -2 3 3 1 3 +RoF x6 1 1 1 Melee, Thrown 12t +
Small. -2 to all Weapon Modification Spare Time Rolls. If you have 4 or more Strength: +1 End Dmg. May be used as Weapon Type: Melee
Strong Hit: Stealth Strike (Hit) Attack does not break Stealth
Balanced Weapon   4 4 - - - 1 1 2 Melee 1 +
If you have 5 or more Strength: +2 End Dmg and -2 Hit. Only ever requires 1 Hand (unless you have the Dual Wield Modification)
Large Weapon -2 6 5 - - - 2 1 5 Melee 2 +
Slow. If you have 5 or more Strength: +2 End Dmg and -1 Hit
Strong Hit: Massive Bash (Hit, Target has less Strength than you) Target is knocked Prone and Pushed 1
Combat Bow -2 3 3 3 10 +RoF x1 1 1 3 Shell 1 / 14t +
Slow. Analyse Action Grants +2 Damage and Range (Max +2). Maximum Range = Rng x5 (normally Rng x10)
Combat Flesh       -1         1 Drone 1 +
Bio Tech. Weight. Defence. Armour. Movement. Slots. Bodies
Legion Hound 2 4 3 - - - - 1 2 Companion, Melee 1 / 10t +
Weight. Defence. Armour. Movement. Slots. Bodies. No Variations or Modifications
Infestor Whip 2 4 3 1 - - 1 1 1 Melee, Impairment 2 / 14t +
Bio Tech. Strong Hit (5-6). No Variations. If you have 4 or more Strength: +1 End Dmg. Max range 5
Field Prototype 1 3 3 3     2 1 2 Gun, Prototype 14t +
Beta Prototype -1 3 4 3     2 2 (+1d6) 3 Gun, Prototype 3 +
Lab Prototype -2 5 5 4     2 1 4 Gun, Prototype 5 +
Splash 1. Slow. Set Up 1
Nephilim Beast   5 4 - - - - 1 2 Companion, Melee 2 / 12t +
Bio Tech. Weight. Defence. Armour. Movement. Slots. Bodies. You may spend 1 Fate Point to rebuild this destroyed Companion outside of combat without Downtime
Metal Chair 1 4 2 - - - 1 1 3 Melee 0 +
Blunt. If you have 5 or more Strength: +1 End Dmg
Plasma Torch (Mechanical Toolbox) -4 2 4 - - - 2 1 2 Melee 0 +

Strong Hit: Melt Armour (Hit) Reduce Targets Armour by 1 (minimum 2)
Sedative (Medicine Toolbox) -2 6   - 1 +RoF x4 1 1   Melee 0 +
Blunt
Exposed Wires -2 5 4 - - - 1 1 1 Melee 0 +

Strong Hit: System Shock (Hit) Target is Supressed
Combat Knife   3 3 - - - 1 2 (+1d6) 1 Melee 8t +
Small. If you have 4 or more Strength: +2 End Dmg. Attacks from this Weapon don't break Stealth
Precise Trap 2 8 4 1   +RoF x1   1 2 Melee OR Shell OR Chemical 14t +
Set Up 2. 1 Use: No Shape Variations. Make a Skill Roll (eg: Mechanics or Survival) of 12 to define trigger
Large Trap -1 6 4 2   +RoF x1 2 1 4 Melee OR Shell OR Chemical 14t +
Splash 6. Set Up 12. 1 Use: No Shape Variations. Make a Skill Roll (eg: Mechanics or Survival) of 12 to define trigger. Roll Attack Roll vs each individual character within Splash Area. Each Attack counts as a Direct Attack (not Attack the Ground)
Wild Psionic -2 1d6 1d6-1 1 - -   1   Gun, Impairment, Psionic 4 +
Natural. Strong Hit (5-6). Only Psionic Variations. No Modifications. Hit +Int for the Impair Action not +Str +Ref
Strong Hit: Overload Mind (Hit) Target takes 1d6 Endurance Damage, and all of your Weapons gain +1 End Dmg for the remainder of the Combat (Stacks)
Strong Hit: Alter Time (Does not Hit) You take 1d6 Endurance Damage and this Weapon gains +1 RoF for the remainder of the Combat (Stacks)
Arc Fire Bow -2 4 4 4 - - 2 1 3 Gun 3 / 18t +
Slow. Energy. Burn. Jam (1-3). Stealth -2. Analyse Action Grants +2 End Dmhg and Range (Max +2). Maximum Range = Rng x2 (normally Rng x10). No Gun Variations (counts as Arc Fire)
Variations Hit End Dmg Crit Rng Clips Ammo Load RoF Wgt Weapon Types Cost
Burst Spores (Splash) -2     +1           Chemical 1 / 10t +
Bio Tech. Splash 1
Burst Spores (End) -2 +1   +1           Chemical 1 / 10t +
Bio Tech
Gauss               +1 (+1d6)   1 +
Jam (1-3)
Ion         +2         +
Energy
Irradiated -2 +1 +1             1 / 14t +
Low Tech. Take 5 Endurance Damage every Action you spend Reloading or Un-Jamming this Weapon. May not be taken by characters without Endurance
Particle     -1   -RoF x-1       -1 +
Jam (1-5). Energy. Does not Work in Void
Rail     +1 +1   -RoF x-1 +1     1 / 14t +
Lock On 2. Jam (1-5)
Self Propelled       +1           +
Low Tech. Works in Liquid
Spine Launcher   +1 -1     -RoF x-1 -1 +2 (+2d6)   1 +
Bio Tech
Self Guided -2     -1           14t +
Lock On 2. Slow. Lock On (Indirect Fire (Front, Side))
Plasma   +2   -1   -RoF x-1       2 +
Burn. Energy. Jam (1-3). Strong Hit +1 (when not used by Drones, Companions or Henchmen). Maximum of one Attack per Turn
Laser +1 +1   +1           1 +
Energy. May fire through transparent objects (eg: glass). Limited Vision that is not Low Light (eg: dust or smoke) grants your Targets +2 Cover Steps
Metal Slug -2 -1   -1   +RoF x1       -1 +
Low Tech. Jam (1-3)
Variations Hit End Dmg Crit Rng Clips Ammo Load RoF Wgt Weapon Types Cost
Dispersion   -1 -1             Chemical +
Splash 1. Low Tech
Dummy   -3 -3             -1 +
Low Tech. Blunt
Strong Hit: Fake Shock (Hit) Target is Surpressed
Electro Gravity   -2 -2   -1         14t +
Electro Gravity. Blunt
Strong Hit: Float Targets (Hit) Debuff All Targets: -1 Cover Step, reduce all Movement by 2 (minimum 0) and Push moves Targets 1 additional space until your next Turn
Kinetic +2                 +
Low Tech
Shrapnel   +2 -1             +
Splash 1. Low Tech
Smoke   - - +1 +1         -1 +
Splash 1. Low Tech. Creates an Area of Limited Vision (Light Cover (+2)) for 3 minutes. Does not Work in Void
Snare +2 -2 -2 +1           Impairment +
Low Tech. Never add Str to your Hit. Any Escape vs Grab is done vs Defence 12+Crit Dmg. You never count as Grabbing Target
Self Guided       +1 -1         1 / 14t +
Lock On 2. Slow. Lock On (Indirect Fire (Front, Side))
Plasma   +2 +1 -1           2 +
Splash -1. Burn. Energy
Antimatter   +2 -1   -1         2 +
Player characters require Secret Knowledge: Antimatter to use this Variation
Strong Hit: Annihilate Matter (Damage, Hit, Once per RoF) Target takes 1 Attribute Damage (no Armour) to 2 random (2d6) Attributes
Variations Hit End Dmg Crit Rng Clips Ammo Load RoF Wgt Weapon Types Cost
Antimonic Acid -2   +1             1 +
Burn
Cryo Gel +1                 10t +
Bio Tech
Strong Hit: Freeze (Hit) Debuff Target: Reduce all Movement by 1 (minimum 0) until they receive a First Aid Healing Roll
Napalm   +1               +
Burn. Does not Work in Void
Neurotoxin   +1 -1             1 / 14t +
Bio Tech. Critical Hit Attribute Damage Location 1d3+3 (normally 1d6)
Strong Hit: Neurotoxin (Hit, 1 use per RoF) Non Robot Target takes 1 Attribute Damage (no Armour) to a random (1d3+3) Attribute
Synthetic Poison     -2             +
Bio Tech. +2 Damage vs Targets at 0 Endurance. Does not Work in Void
Strong Hit: Synthetic Poison (Hit) Non Robot Target takes 3 Endurance Damage at the Start of the Turn until they receive Paramedics or Extended Care (Synthetic Poison Effect can Stack up to 4 times)
Death Spores                   +
Bio Tech. Once per Action: If a character dies to this Weapon: this Weapon gains Splash +1 for that Attack
Vile Cloud   1d6-3               12t +
Bio Tech. If damaged characters do not end their Turn at least 2 spaces away from their current Location they take 5 End Dmg (does not Stack)
Infectious                   +
Bio Tech
Strong Hit: Infect (Hit) Until your target receives First Aid: all characters that end their Action adjacent to them take 4 End Dmg (does not Stack)
Bloated Toxin Sacs   +2   -1           1 +
Bio Tech. Slow. Splash 1. -1 Crit Dmg vs Robots
Zhou Contagion -2         -RoF x-1       4 +
Bio Tech. Burn. Gain a single free Strong Hit with each Attack Roll. +2 End Dmg vs Zhou. -1 Crit Dmg vs Zhou. If you are a Zhou: this Weapon may gain the Natural Keyword and -2 Hit
Strong Hit: Spread (Hit, Not Splash Damage) Make a free Attack Roll (costs no Ammo, at Range 0) against all adjacent characters to your Target
Variations Hit End Dmg Crit Rng Clips Ammo Load RoF Wgt Weapon Types Cost
Body Mounted       -1     +1     1 +
Gauntlet. -2 Draw time. Immune to Strong Hit: Disarm
Mounted Weapon (Mount) -1               +1 +
Attached Weapon drawn at same time as this weapon. Base Weapon must be Weight 2 or more
Mounted Weapon (Mounted)   -1 -1 -1 -1   +1   - -1 +
Drawn with Attached Weapon (0 Hands for this Weapon). Weight 0-3 Weapons only. Not Thrown Weapons without Launcher Modification
Strong Hit: Combo Strike (Hit) Make a free Attack with Main Weapon at the same Target with Hit -2
Tiny   -1 -1 -2 -1   -1   -1 -1 +
If Weight is under 2 it is 'Small'. +4 to hide Weapon
Mounted -2                 1 +
+3 Rng and -2 Weight when you are riding a Mount. 0 Equipment Slots if stored on a Mount. If this Weapon has Set Up X: you may move with it while riding a Mount but it has -X Hit
Variations Hit End Dmg Crit Rng Clips Ammo Load RoF Wgt Weapon Types Cost
Anti Grav -2                 14t +
Armour. May be Robot. Drone may Fly (may only Hover with a passenger if it has 4 or more Slots)
Armoured       -1         +1 1 +
Weight. Defence. Armour. Movement. May be Robot. Grants Heavy Cover (+4) to any adjacent characters behind it
Holographic -2 -2 -2   +2         -1 +
Energy. Holographic. Armour. Robot. May be Set Up as a Prep Action (Rng = Int). Requires 0 extra Equipment Slots to carry
Strong Hit: Distraction (Attack, Hit) Debuff Target: Strong Hit -1 on their next Attack if they do not Attack you or include you within a Splash area
Horror   +1   -1           1 +
Bio Tech. Defence. Lose Robot
Security System -4     +2 +2       -1 14t +
Lock On 8. Set Up 20. Pull Down 20. Cost Influence not Resources
Synth Steel                 +1 14t +
Armour. Robot. You may spend 1 Fate Point to rebuild all of this Drones destroyed bodies outside of combat without a Workbench or Downtime. May be Set Up as a Thrown Action (Rng = Str 1). Requires 0 extra Equipment Slots to carry
Utility -2     -1           +
Slots. May be Robot. Counts as a Toolkit for all your Trained Professional Skills. Equipped with all Toolboxes that its Controller has. Controller may make Skill Rolls via this Drone (Drone cannot Attack this Turn, Controller needs to take an Action with Minor Effect: Skill Roll
Echo   +1             Psionic 1 +
Armour. Slots. May be Set Up as an Analyse Action (Rng = Int -1). Requires 0 extra Equipment Slots to carry
Mech                   +
Lock On 2. Robot
Piece Of Your Faren -1 +2               2 +
Energy. Burn. Weight. Defence. Twi-Far Only. May be Set Up as a Prep Action (Rng = Foc). Requires 0 extra Equipment Slots to carry. You may spend 1 Fate Point to rebuild all of this Drones destroyed bodies outside of combat without a Workbench or Downtime
Variations Hit End Dmg Crit Rng Clips Ammo Load RoF Wgt Weapon Types Cost
Arc Fire   +1               1 +
Energy. Burn. Stealth -2. Pen 2 min 3
Claw -1 +1               +
Composite +1                 +
Hammer +1   -1             +
Blunt. Deal +2 Endurance Damage vs Targets with Armour 4 or greater
Injector -2           +1   -1 Chemical +
Slow. Gain Strong Hit +1 if you are behind your Target. Chemical Variations that do not work in the Void can work in the Void
Nano Bone -1 -1               14t +
Bio Tech. Lose Blunt. Pen 1 min 3
Shock Stick   +2 -2   +10 +RoF x3       Disruptor 1 +
Energy. Blunt. +2 Crit Dmg vs Robots
Strong Hit: Disrupt (Hit) Debuff Targets Active Non Low Tech/Bio Tech Weapons: Lose Ammunition equal to RoF
Variations Hit End Dmg Crit Rng Clips Ammo Load RoF Wgt Weapon Types Cost
Body Mounted -2           -1     1 +
Gauntlet. Immune to Strong Hit: Disarm
Bayonet (Mount) -1               +1 +
Must be Weight 2 or more to have Attachment
Bayonet (Mounted) -2 -1 -1           - -1 +
Choose a Weapon of Weight 2 or more for this Weapon to be Attached to. Drawn with Attached Weapon (0 Hands for this Weapon). Weight 0-3 Weapons only. Not Thrown Weapon
Long       +2     +1     +
Max range 2. +2 Hit with Overwatch
Variations Hit End Dmg Crit Rng Clips Ammo Load RoF Wgt Weapon Types Cost
Arc Beam -2             +1 (+1d6)   1 +
Energy. Set Up 1. Requires: Secret Knowledge (Electronics: Fusion). If you perform a Spread Fire with this Weapon: add +2d6 to each Attack Roll
Archon Gene Shredder -1 +2 -2 -1 -1       +1 3 +
Burn. Requires: Secret Knowledge (Medicine: Archon Weaponry). Deals no Damage to Robots. Pen 4 min 1
Grav Render   +1 -1     -RoF x-1       +
Electro Gravity. Set Up 1. Requires: Secret Knowledge (Programming: Electro-Gravity). All Successful Attack Rolls Push all Targets 1 or 2 spaces
Nephilim Borer Beetle       -1     +1     1 +
Bio Tech. Slow. Requires: Secret Knowledge (Bio Tech: Xion Weaponry)
Strong Hit: Bore (Hit) Target takes 1 Attribute Damage (no Armour) at the start of your Turn until they receive First Aid
Orbital Bombardment Array -16 +3 +4 +4   -RoF x-1     +2 -1 +
Lock On 10. Splash 3. Slow. Set Up 2. Requires: Secret Knowledge (Planetoids: Atmosphere). Limited inside use. Attack Dmg delayed by 1d6 Turns
Psi Reaper     -1 +1   -RoF x-1   +2 (+2d6) -1 Psionic 2 +
Requires: Secret Knowledge (Psychology: Psionics). All Successful Attack Rolls Debuff Target: Strong Hit -1 on next Attack (within 1 Turn)
Trash Launcher +2 +1 -1 -1 +4       +2 -1 +
Slow. Requires: Secret Knowledge (Mechanics: Loading Systems). You may loot Clips from any Weapon and use them with this Weapon
Void Cannon -2 +1               Disruptor 1 +
Slow. Splash 2. Requires: Secret Knowledge (Astronomy: Ley Lines). +1 Crit Dmg vs (Robots, Psionics or Targets with the Shield Keyword)
Strong Hit: Disrupt (Hit) Debuff Targets Active Non Low Tech/Bio Tech Weapons: Lose Ammunition equal to RoF
Variations Hit End Dmg Crit Rng Clips Ammo Load RoF Wgt Weapon Types Cost
Cut Down +2     -1         -1 12t +
Small if Weight 1
Multi -2 +2   -1   -RoF x-1   +1 (+1d6)   14t +
Jam (1-5)
Oversized -4 +2 +1     -RoF x-1 +1     16t +
Jam (1-5)
Well Made       +1           10t +
Variations Hit End Dmg Crit Rng Clips Ammo Load RoF Wgt Weapon Types Cost
Auto Targeter -2                 14t +
Lock On 4. Lose Low Tech
Gyro Stabiliser       +2         +1 16t +
Iron Sight                   10t +
Spray   +2 -1 -1           12t +
Splash 1
Variations Hit End Dmg Crit Rng Clips Ammo Load RoF Wgt Weapon Types Cost
Backpacker Feeder -2 +2   -1 +6 +RoF x3 -1 +2 (+2d6) +2 16t +
Jam (1-5). Set Up 1. +1 Full Draw Time
Balanced Magazine +1     +1 +2 +RoF x4       10t +
Large Manual Feed -2 +1 +1 -2 +6 +RoF x1     +1 Gun OR Shell 14t +
Slow
Small Rounds   -2     +4 +RoF x4       12t +
Variations Hit End Dmg Crit Rng Clips Ammo Load RoF Wgt Weapon Types Cost
Refined +1                 +
Spectral Zoom -1     +1           +
Orbital Targeter -2               +1 14t +
If you have an allied spacecraft in orbit or a Robotic Drone above your Target this Weapon may gain: Indirect (Above) and +4 Rng
Multi Targeter       -1       +1 (+1d6)   1 +
Macro Drone Sync -2               +1 1 +

Strong Hit: Drone Sync (Hit, Locked On) Until the end of the Combat, all of your Drones gain +1 Hit and End Dmg (Stacks)
Strong Hit: Drone Coordination (Hit, Once per Turn) All of your Drones may immediately make a free Move
Micro Drone Sync       -1     +1   +1 2 +

Strong Hit: Micromanage Drone (Hit) One of your Drones that has not performed an Action this Turn gains 'Hit +Per' and 'Rng +Foc' for all non-Melee Attacks until the start of your next Turn (does not Stack)
Spacecraft Sync -2     +2         +2 2 +

Strong Hit: Call It In (Combat Computer, Once per Combat) If you have access to Fighters or a nearby Battery: Mark the ground under your Target, in 1d6 Turns: all characters not in Entrenched Cover, and within 3 spaces of the marked ground will take 10 Endurance Damage, and 4 Attribute Damage (-Armour) to two random (2d6) Attributes)
Strong Hit: Retarget (Combat Computer, Hit, Locked On) Shift your Call It In marked ground: to under your current Target and Increase the Turns until damage is applied by 1
Variations Hit End Dmg Crit Rng Clips Ammo Load RoF Wgt Weapon Types Cost
Well Made                   12t +
Jam -1
Advanced                   +
Lock On 1
Buster   -1 -1 -1           2 +
Strong Hit (5-6)
Ripple                   14t +
+2 Endurance Damage vs Targets that have 4+ Armour
Mass Charge 2d6 +1   -2         +1 2 +
Slow
Riot Control -1   -2             1 +
Splash 1
Strong Hit: Concussive Bolt (Does not Req Hit) All non-Nemesis Targets within Splash area are Suppressed or pushed back 3 (their choice)
Variations Hit End Dmg Crit Rng Clips Ammo Load RoF Wgt Weapon Types Cost
Flow +1                 +
Ethereal -2 -1             +1 1 +
Targets gain no benefits to their Defence from Cover vs this Weapon (but they still gain all other benefits such as Immunity to Critical Hits)
Mind To Mind -2               +1 1 +
Targets gain no benefits to their Defence from their Reflexes vs this Weapon. -2 Crit Dmg vs Robots
Storm -1d6     +1           1 +
Splash 1
Modifications Hit End Dmg Crit Rng Clips Ammo Load RoF Wgt Weapon Types Cost
Advanced Ammo +1     +1           1 +
May be taken by Melee Weapons that can be Thrown
Advanced Modification (Bio Tech)                   1 +
Bio Tech
Advanced Modification (Blunt)                   1 +
Blunt
Advanced Modification (Burn)                   1 +
Burn
Advanced Modification (Energy)                   1 +
Energy
Advanced Modification (Low Tech)                   1 +
Low Tech
Advanced Modification (Psionic)                   Psionic 1 +
Archon Round       +1           18t +
Optional (1 Use: For a single RoF 1 Attack, Strong Hit +1, Pen 1 min 4)
Archon Tech   -1   +1 -1         5 +
Archon Tech. Lose Low Tech. Strong Hit (5-6). Requires Secret Knowledge to build if not found
Dual Wield -2 +2     -1   +1 +1 (+1d6) +1 1 +
Optional: (Dual Wield, Hit -2, End +2, Clips -1, Load 1, RoF +1 (+1d6)). 1 Handed Weapons only (usually Weight 1). If Gauntlet: takes 2 Gauntlet Slots. Not Thrown
Extended Barrel -2     +1           10t +
Extended Clip -2       -1 +RoF x1       12t +
not Thrown Weapons
Flash Light Attachment -1                 8t +
Optional: (Create Light: Reduce Low Light Cover penalties by 2 Steps in Splash 3 of your Target and against you)
Laser Sight +1                 14t +
Launcher -1     +2 +2       +1 1 +
Thrown Only. May use Snap Shot or Sighted Shot (Can not use Throw Action). May have a single Gun Size Variation
Low Quality -2     -1           -1 +
Requires a Spare Time Roll of 8t to remove this modification. Requires a Wealth Spare Time Roll 6t to regain Resources if you sell or trade this Weapon
Modular -1                 1 +
May Change Weapon Variations (paying any additional Cost) once per session during Downtime and don't lose spent Spare Time Points. +2 to all Weapon Modification Spare Time Rolls
One Spare Clip                   14t +
Optional (+1 Clips, For one session only)
Personalised +1                 12t +
Hit -4 when used by others
Retractable -1     -1           16t +
Jam (1-5). +2 to hide Weapon. Two less Equipment Slots (minimum 1)
Shortened Clip +2       +1 -RoF x-1       +
Spare Clip         +1         1 +
May acquire multiple times. +1 Slot for every 2 Spare Clips
Suppressor System                   14t +
Optional (-2 Range, Attacks from this Weapon (Crit 4 or less and RoF 1) do not break Stealth)
Strong Hit: Suppressed Shot (Attack, Does not Req Hit) This Attack cannot be seen by any character
Tactical Sight                   12t +
Analyse Action grants this Weapon +Int Hit Boost along with other benefits
Targeting Matrix                   14t +
Lose Low Tech. Lock On 2
Telescopic Lens                   14t +
Not Thrown. Your Mind gains +4 Range while this Weapon is Drawn
Temporary Advanced Ammo                   14t +
Optional (+1 Hit, +1 Rng, For one session only)
Tripod                 +1 10t +
Not Thrown. Optional: (Set Up 2, Pull Down 1, Arc of Fire 45, Half Range Penalties while Prone with Sighted Shot Action)
Xion Round                   18t +
Optional: (1 Use: Bio Tech, Slow, -4 Hit, +4 End, +1 Crit, For a single RoF 1 Attack: Splash +2)
Xion Tech -2 +2 +2 -1 -1       +1 5 +
Bio Tech. Xion Tech. Slow. Can only cause a Strong Hit: Critical Hit on a Target with 0 Endurance. Requires Secret Knowledge to build if not found
Energy Regulator -1 -1               18t +
Not Thrown
Strong Hit: Regulate Energy (Energy, Does not Req Hit) This Attack uses 2 less Ammunition to a minimum of 1 (must have the required Ammunition to make this Attack)
Gyro-Mount Harness       +1         -2 1 +
Min Weight 2. +3 Slots
Master Crafted +1 +2   +1           22t +
Cost +1 Resource for NPCs (and should rarely be taken on a Weapon that does not have the Keyword: Natural
Overcharged Chamber       -1           10t +
Analyse Action boosts your next attack with this Weapon: +2 End Dmg. May only be applied to a Weapon with the Energy Keyword or Psionic Weapon Type
Oversized -2 +2             +2 12t +
Lose Small. -1 Defence while Equipped or Active
Modifications Hit End Dmg Crit Rng Clips Ammo Load RoF Wgt Weapon Types Cost
Advanced Modification (Bio Tech)                   1 +
Bio Tech
Advanced Modification (Blunt)                   1 +
Blunt
Advanced Modification (Burn)                   1 +
Burn
Advanced Modification (Energy)                   1 +
Energy
Advanced Modification (Low Tech)                   1 +
Low Tech
Advanced Modification (Psionic)                   Psionic 1 +
Aerodynamic Balance   -1               Thrown 16t +
Optional Weapon Type: Thrown (RoF 1, Ammo 1, +1 Ammo if you have the Dual Wield Modification)
Archon Tech +2 -1               5 +
Archon Tech. Strong Hit (5-6). Requires Secret Knowledge to build if not found
Dedicated Maintenance +2                 14t +
For one session only
Dual Wield -2 +1         +1 +1 (+1d6) +1 1 +
Optional: (Dual Wield, -2 Hit, +1 End, +1 Load, +1 RoF). 1 Handed Weapons only (usually Weight 1)
Guards             +1     10t +
Defence vs Impair +2
Low Quality -2               +1 -1 +
Requires a Spare Time Roll of 8t to remove. Requires a Wealth Spare Time Roll 6t to regain Resources if you sell or trade this Weapon
Master Crafted     +1             22t +
Costs +2 Resources for NPCs (and should rarely be taken on a Weapon that does not have the Keyword: Natural)
Retractable             -1     1 +
+2 to hide Weapon. Disruptor Strong Hits Jam this Weapon. Two less Equipment Slots (minimum 1)
Targeting Matrix                   14t +
Lock On 2. Lose Low Tech
Xion Tech -2 +2 +2           +1 5 +
Xion Tech. Slow. Bio Tech. Can only cause a Strong Hit: Critical Hit on a Target with 0 Endurance. Requires Secret Knowledge to build if not found
Grav Boomerang -1                 Thrown 1 +
Gauntlet. Slow. Can be thrown Once per Turn, at -1 Hit, 1 Range. Max Range = Rng x2 (normally Rng x10)
Strong Hit: On the Way Back (Attack, Thrown, Does not Hit) Make a Free Attack against the Target (at Range 0), Indirect (Rear)
Oversized -2 +2             +1 12t +
Lose Small. -1 Defence while Equipped or Active
Modifications Hit End Dmg Crit Rng Clips Ammo Load RoF Wgt Weapon Types Cost
Defence System -2                 1 +
Defence. Your single Utility Item may be carried by this Drone/Companion (takes up 0 Slots, Cost must be paid)
Enhanced Mobility                   1 +
Defence. Movement
Fine Tune +2                 14t +
This Modification is lost if Drone/Companion dies
Low Quality -1 -1   -1           -1 +
Requires a Spare Time Roll of 8t to Remove. Requires a Wealth Spare Time Roll 6t to regain Resources if you sell or trade this Drone/Companion
Multiply   +1           +1 (+1d6)   2 +
Bodies. -1 End Dmg and RoF per destroyed or non Attacking Body. Weight is multiplied by Bodies. May purchase multiple times
Multispectral Sensors                   2 +
Defence. Reduce ALL of YOUR Target's Limited Vision and Low Light Cover by 1 Step. YOUR Defence vs Stealth +1