Small Arms
- Light Pulser: Range:12/24/48 Damage:2d6, RoF 4, AP 4, Auto
- Sabot Pistol: Range:16/32/64 Damage:2d6, RoF 3, AP 6
Long Arms
- Assault Blaster: Range:12/24/48, Damage:2d8, RoF 3, AP 2, Auto
- Chaingun: Range:50/100/200 Damage:3d6 Rof:4 AP 2, Auto, Snapfire
- Pulser: Range:12/24/48 Damage:2d8, RoF 4, AP 4, Auto
- Sabot Rifle: Range:28/56/112 RoF:3 Damage:2d8, AP 6; Scope
- Steyr Fantom: Range:30/60/120, Damage:2d8, RoF 3, Shots 30, AP 5, Auto, 3RB, Scoped, Silenced
- Strelitz Rifle: Range:50/100/150 Damage:2d8+1, RoF:1, AP 8, Scope, No Move and Fire, Heavy Weapon
Psychotronic Weapons
- Neural Disruptor: Range:15/30/60, Damage:2d8, RoF 2, Shots 10, AP4, Semi-Auto, Does Fatigue instead of Wounds, Unconsciousness for 1d6 hours on Incapacitation, User may take an action and spend 1 Power Point to reload shots equal to a Psionics roll.
- Psi Amp: Doubles Range and Duration of Psionic Powers
Support Weapons
- Chaingun: Range:50/100/200 Damage:3d6 RoF:4, AP 2, Auto, Snapfire
- Incinerator: Range:Cone, Damage:2d10, RoF:1, Ignores Armor, Heavy Weapon, Starts Fires
- Vulcan HMG: Range:50/100/200 Damage:2d8, RoF: 6, AP 6, Snapfire, Heavy Weapon
Explosives
- Demo Charge: When properly placed against the target with the shaped charge facing the target, a Demo charge is a Heavy Weapon doing Damage:4d6 AP12 to the target and Damage:3d6 AP2 to everything within a Small burst.
- Plasma Grenades: Throwing, Range:5/10/20 RoF 1 Damage:4d6 Medium Burst, Grenade
- Proximity Grenade: Throwing, Range 5/10/20, Damage:3d8, Medium Burst Template, Grenade, Motion sensor starts the next turn after being thrown, placed or remotely activated. Explodes when anything larger than size -4 comes within 4 meters of it.
- Underbarrel RPG launcher: Damage:3d8, Range:24/48/96, RoF 1, AP 20, Heavy weapon, 4 shots
Melee Weapons
- Powerfist: Str+2d6, AP4
- Vibroknife: Str+d6+1, AP2, can't be thrown
Special Abilities
• Lockdown: Requires a raise on a lockpicking test to open without the security code.
"What's in this Toybox?"