EXPLOSIVES
- Acid Grenade: Damage: 13 over a 6 yard radius. Special: Armour -1, the cloud occupies the area for d6+1 turns.
- Acid Mine: Damage: 30 over a 15 yard radius. Special: Armour -1, the cloud occupies the area for d6+2 turns.
- Boom Bug: Damage: 4, -2 per yard radius. Special: Targets hit by boom bug damage must make a Resilience check at -1 or take an extra level of lethal damage.
- Bottlecap Mine: Damage: 36 -2 per yard radius. Special: Armour +1, Crude -1 to deploy.
- C4: Damage: 65, -2 per yard radius. Special: None.
- Cryo Grenade/Mine: Damage: 1, 1 yard radius. Special: Freezes target for one turn, non-lethal damage.
- Dynamite: Damage: 21, -2 per yard radius. Special: None.
- Flash Grenade: Damage: 4, -2 per yard radius. Special: +1 stun/Ko.
- Frag Grenade/Mine: Damage: 21, -2 per yard radius. Special: None.
- Incendiary Grenade: Damage: 17 over a three yard radius, Special: Set on Fire.
- Molotov Cocktail: Damage: 4, over a one yard radius. Special: Set on Fire.
- Nuka Grenade: Damage: 21, over a three yard radius. Special: Set on fire, do damage as Rads.
- Plasma Grenade/Mine: Damage: 32, -4 per yard radius, Special: 2/6 Goo-Kill.
- Puffer: Damage: 0 over a three yard radius, Special: Breathing in the spores requires a Resilience check at -3 or the taking of 4 lethal damage, which cannot be reduced.
- Pulse Grenade/Mine: Damage: 17, -2 per yard radius, Special: Robots do not get armour or resilience against pulse grenades.
MODS & AMMUNITION
- Armour Piercing Bullets: -1 Armour, -1 damage (minimum 1).
- Beam Splitter: Single shots from laser weapons become short bursts at -1 damage.
- Brass Plating: Roll an extra dice for degradation, all three must hit the target.
- Carbon Fibre Parts: As per brass plating and much lighter.
- Custom Action: Faster reloading – RP only.
- Drum Magazine: +30 clip size.
- Extended Magazine: +50% clip size.
- Focus Optics: Laser weapon gains +1 damage.
- Heavy Duty Cylinder: Roll an extra dice for degradation.
- Heavy Frame: Roll an extra dice for degradation.
- Hollow Point Bullets: +1 damage, +1 Armour.
- Laser Sight: Bonus dice to hit.
- Long Barrel: +1 damage.
- Nightsight: Offset darkness penalties by 1 dice.
- Overcharge Energy: +1 damage, roll for degradation after gunfight.
- Recoil Compensator: Bonus dice to hit.
- Scope: Bonus dice to hit.
- Shotgun Choke: +1 damage.
- Silencer: -1 damage, offset stealth penalties for shooting by one.
- Suppressor: -1 damage, offset stealth penalties for shooting by two.