Improved Vehicular Shotgun [DSumner]: Area Effect, To Hit 6, 2 hits damage, 2 DP, $750, 100lbs., 1 space, 25 shots, CPS 10, WPS 2, Loaded Cost $1,000, Loaded Weight 150 lbs, loaded extra magazine costs $300 and weighs 65.
Improved Tracer Ammo [DSumner]: CPS 2x normal cost, WPS normal. +2 to hit for second consecutive shot, +3 for third consecutive shot. Fire modifier 1; Burn modifier 1. (real life tracer ammo starts fires as it burns, I also don't see why it would do less damage than regular ammo).
Improved Light Machine Gun [DSumner]: $850, 100 lbs., 1 space, 2 DP. To Hit 7, 1d3 damage, 20 shots ($20 and 2.5 lbs. each). Loaded cost $1,250, loaded weight 150 lbs.; loaded magazine cost $450 and weighs 65 lbs. Area effect. Can use HD, tracer, anti-personnel and explosive ammo.
Improved Autocannon [DSumner]: $3,500, 500 lbs., 3 spaces, 4 DP. To Hit 6, 3d damage, 10 shots ($75 and 10 lbs. each). Loaded cost $4,250, loaded weight 600 lbs.; loaded magazine cost $800 and weighs 115 lbs. Area effect. Can use HD, Proximity, Incendiary, Tracer, Explosive (modern day AC use Tracer and Explosive rounds, so why not the CW version?), and Depleted Uranium ammo.
Improved Grenade Launcher [DSumner]: $1,000, 175 lbs., 2 spaces, 2 DP. To Hit 7, damage by grenade type, 20 shots CPS by grenade type, WPS 2.5; loaded weight 225 lbs.; loaded magazine weighs 65 lbs. Area effect. May use any type of grenade ammo. Ammo from vehicle mounted GL detonate on impact and do full damage to vehicles.
Light Grenade Launcher [DSumner]: $750, 150 lbs., 1 spaces, 2 DP. To Hit 7, damage by grenade type, 10 shots CPS by grenade type, WPS 2.5; loaded weight 175 lbs.; loaded magazine weighs 40 lbs. Area effect. May use any type of grenade ammo. Ammo from vehicle mounted GL detonate on impact and do full damage to vehicles.
Improved Autocannon 2.2 [DSumner]: $6,000, 550 lbs., 3 spaces, 4 DP. To Hit 6, 3d damage, 20 shots ($50 and 7.5 lbs. each). Loaded cost $7,000, loaded weight 700 lbs.; loaded magazine costs $1,050 and weighs 165 lbs. Burst effect. Can use HD, Proximity, Incendiary, Anti-Personnel, and Depleted Uranium ammo.
Caseless Ammo: 3x cost, ½ weight of normal ammo. Available for MG, VMG, and AC.
Magnetic Pulse Mines: Only available for Spear 1000 Mine Droppers. 1d-1 damage, CPS 150, WPS 10. If an electric power plant is damaged by this weapon (even a single point), the vehicle’s electrical system short-circuits and the power plant immediately looses all power and shuts down. It does not affect internal combustion (IC) engines or independently-powered devices, such as lasers with laser batteries. A short-circuited power plant can be recharged normally.
Smart Mines: 1.5 x the normal CPS, normal weight. Smart Mines are equipped with an IFF system that prevents them from being detonated by the vehicle that dropped them. They are also equipped with safety feature that prevents them from detonating, while the vehicle that dropped them is within the weapon's blast radius. For 2 x the normal cost they can be set to ignore multiple vehicles (i.e. ignore all "Team Foxfire" vehicles, ignore all motorcyles), or set to only detonate for certain types of vehicles.
Mini-Grenades: $20, ½ grenade equivalent, 2 hits damage, ¼ blast radius. No damage to vehicles.
Monofilament Grenade - $35. Does 1d+2 damage to all pedestrians and exposed cyclists in a 2” burst radius. No damage to tires or vehicle components.
Flame Cloud Grenade - $75. Creates a 1” X 1/2” counter that acts like a standard Flame Cloud.
Sleep Gas Grenade - $100, Creates a colorless, odorless 1” X 1/2” cloud that lasts for 30 seconds. Unprotected pedestrians and cyclists must roll once per turn every turn they are in the cloud. Multiple rolls don’t produce cumulative results – Just apply the worst results rolled so far.
1-2 Character is unconscious for 10 minutes.
3-5 Character is unconscious for 5 minutes, and can do nothing for the next 3 minutes.
6 Character is -6 to hit with any weapon and can only crawl 3 spaces per turn.
Pepper Spray - $35, 1/2 Grenade Equivalent, 5 to hit, $35, shots 5. Pepper Spray is only usable at point blank range.
1-3 Character is -2 to hit with any weapon for 1 minute.
4-5 Character is -6 to hit with any weapon and can make no HTH attacks for 1 minute.
6 Character -6 to hit with any weapon and can only crawl 3 spaces per turn for 30 seconds.
Auto Shotgun - 2 Grenade Equivalent, 3 hits damage, 6 to hit, $175, shots 10, CPS 5, Loaded Cost $225.
Squad Automatic Weapon (SAW) - 4 GE (15 lbs.), 1d3 damage, 7 to hit, $500, shots 20, CPS 15, Loaded Cost $800. Extra magazines are 1 GE (3 lbs.) each. Full damage to vehicles.
Rocket Propelled Grenade (RPG): 3 GE, 1d damage, 8 to hit, $750, shots 1, CPS 35, Loaded Cost $785. Extra RPG rounds are 1 GE each, and take 2 seconds to reload. A character reloading can take no other action.
Anti-Personnel Mines (APM): $35. 2d damage to all pedestrians and exposed cyclists in a 2” radius and 1d damage in a 1" radius. 1/2 damage to tires, 1 grenade equivalent.
Bounding Anti-Personnel Mines: $60. 1D6+3 to all pedestrians and exposed cyclists in a 2” burst radius. No damage to vehicles. 1 grenade equivalent. When triggered, Bounding AP Mines fire a small canister of steel ball-bearings into the air. The canister detonates spraying the surrounding area with its contents.
“Toe Popper” Anti-Personnel Mines: $20. 2 hits damage to pedestrians. 1/4" blast radius. ½ grenade equivalent. “Toe Popper” AP mines are small explosive charges designed to wound or maim their targets.
Weapon Light: $50. Adds one grenade equivalent to any weapon it's attached to. Weapons Lights may be used at night, or in any un-lit area, to illuminate targets up to 4” away. When used, they eliminate all nighttime targeting modifiers. Weapon Lights may also be used to blind a target, following the same guidelines as vehicle searchlights. Weapon Lights may be attached to any pistol, rifle, shotgun, sub-machinegun, gyroslugger, or SAW.
MUNITIONSMicro Rockets: To hit 9, ¼ space, 2 hits damage, CPS 35, WPS 10.
High Velocity Grenade Launcher Ammo: 1d+2 damage, CPS 35, WPS 5, 1" Burst Radius. Available for GL and AGL.
“Mag Shot” Hi-Density Gauss Ammo: CPS 2x normal, WPS1.5 x normal, +1 point damage per die damage.
SPECIALTY MUNITIONSLaser Guided Bombs: $500 for electronics and laser tuning, plus $250 per guided bomb; no weight or space. LGL may be used with regular Bombs, Cluster Bombs, and Napalm. Laser Guided Bombs follow the same basic targeting rules as laser guided missiles.
DROPPED SOLIDSAcid Mines (AM): CPS 75, WPS 5. Any vehicle detonating an Acid Mine will have its tires and underbody coated with a caustic brew of highly corrosive chemicals, which inflicts 2 hits damage to both the tires and underbody for 1d6 turns.
DROPPED GASESAcid Cloud Ejector (ACE): 1 hit damage, $750, 50lbs, 1 DP, 2 spaces, 10 Shots, CPS 50, WPS 5, Loaded Cost $1,250 weight 100lbs. Magazine costs $550, weighs 65lbs. When fired an Acid Cloud Ejector creates what appears to be a normal 1" x ½" cloud of paint, that lasts for 3 turns. Any vehicle, or pedestrian, passing through the cloud is coated with a highly corrosive solvent, that will inflict 1 hit to every exposed vehicle component, and armor location, every turn they're in the cloud, and then for an additional 1d6 turns after passing through the cloud.
Special thanks to kjamma4, for letting me use the "ACE" name
DROPPED LIQUIDSCorrosive Oil: CPS 5x normal, WPS normal. Any standard Oil Jet, Fluid Gun, or Oil Discharger can drop Corrosive Oil. Corrosive Oil can not be mixed with other oil ammunition in the same magazine. A loaded magazine costs $675, weighs 65lbs. Creates what appears to be a standard ½”x1” oil counter. Any vehicle tire coming in contact with any part of the counter suffers 1d-1 damage each turn it’s in contact with the counter.
DEFENSIVELaser Inhibiting Aerosol - CPS 2.5x normal, WPS 2x normal weight. Looks and works like a normal smoke screen, but blocks all laser fire. Available for SS, HDSS, and GS.
Laser Safe Windshield - $250. Protects the vehicle's occupants from the effects of Blinding Lasers.
Misc...Thunderkit Power Plant: $4,000, Weight 275lbs, 3 Spaces, 7 DP, 1,500 Power Factors.
Exothermic Foam: Fire modifier 2, burn duration 2. CPS 3 x normal. WPS normal. ExoFoam looks and acts just like regular Sticky Foam and can be loaded into any standard Sticky Foam Sprayer or Discharger. Any vehicle coming into contact with the counter will have its tires coated with a chemical gel that causes its tires to heat up, and spontaneously combust. Each full turn a vehicle spends in contact with a Exothermic Foam counter, or each additional 1” of Exothermic Foam crossed, adds an additional burn modifier of 1 to the vehicle’s tires. The chemical's effects begin to dissipate after 10 seconds, with the gel’s burn modifier dropping by “1” for every 3 seconds of time elapsed, after the initial 10 second "burn" until it becomes inert. Pedestrians coming into contact with the foam suffer 1 hit per turn they are in contact with a counter.
Crystal Explosive Spikes: x5 normal cost, normal weight. Sighting rules as per Crystal Spikes. All other stats as per Explosive Spikes.