Stanadard Weapons:
Gauss Rifle  {Heat 1 ~ Damage 15 ~ (min2) Range 7/15/22  ~ Weight 15.0tn ~ Critical 7 ~ 8 Shots per ton}
Available 14+
Cost     300,000cb


AC/20  {Heat 7 ~ Damage 20 ~ Range 3/6/9  ~ Weight 14.0tn ~ Critical 10 ~ 5 Shots per ton}
Available 10+
Cost     300,000cb


AC/10  {Heat 3 ~ Damage 10 ~ Range 5/10/15  ~ Weight 12.0tn ~ Critical 7 ~ 10 Shots per ton}
Available  9+
Cost     200,000cb


AC/5  {Heat 1 ~ Damage 5 ~ (min3) Range 6/12/18  ~ Weight  8.0tn ~ Critical 4 ~ 20 Shots per ton}
Available  8+
Cost     125,000cb


AC/2  {Heat 1 ~ Damage 2 ~ (min4) Range 8/16/24  ~ Weight  6.0tn ~ Critical 1 ~ 45 Shots per ton}
Available  7+
Cost      75,000cb




Machine Gun  {Heat 0 ~ Damage 2 ~ Range 1/2/3  ~ Weight 0.5tn ~ Critical 1 ~ 200 Shots per ton}
Available  7+ {Up to 2 MGs per roll}
Cost       5,000cb


Anti Missile System  {Heat 1 ~ Damage 2 ~ Range 0/1/2  ~ Weight 0.5tn ~ Critical 1 ~ 200 Shots per ton}
Avaialble 10+
Cost     100,000cb
{(EXPERIMENTAL Footnote)  AMS may be used as a Machine Gun. }
{(EXPERIMENTAL Footnote)  Ammo for AMS increased to 200 per ton.  Ammo usage increased from 2d6 to 10d6 against missiles. }



LBX Weapons:
AC/20  {Heat 6 ~ Damage 20 ~ Range 4/8/12  ~ Weight 14.0tn ~ Critical 11 ~ 5 Shots per ton}
Available 16+
Cost     600,000cb


AC/10  {Heat 2 ~ Damage 10 ~ Range 6/12/18  ~ Weight 11.0tn ~ Critical 6 ~ 10 Shots per ton}
Available 13+
Cost     400,000cb


AC/5   {Heat 1 ~ Damage 5 ~ (min 3) Range 7/14/21  ~ Weight 8.0tn ~ Critical 5 ~ 20 Shots per ton}
Available 12+
Cost     250,000cb


AC/2   {Heat 1 ~ Damage 2 ~ (min 4) Range 9/18/27  ~ Weight 6.0tn ~ Critical 4 ~ 45 Shots per ton}
Available 11+
Cost     150,000cb



Ultra Weapons:
AC/20  {Heat 7 ~ Damage 20 ~ Range 3/7/10  ~ Weight 15.0tn ~ Critical 10 ~ 5 Shots per ton}
Available 15+
Cost     480,000cb


AC/10  {Heat 3 ~ Damage 10 ~ Range 6/12/18  ~ Weight 13.0tn ~ Critical 7 ~ 10 Shots per ton}
Available 13+
Cost     320,000cb


AC/5  {Heat 1 ~ Damage 5 ~ (min 2) Range 6/13/20  ~ Weight 9.0tn ~ Critical 5 ~ 20 Shots per ton}
Available 11+
Cost     200,000cb


AC/2  {Heat 1 ~ Damage 2 ~ (min 3) Range 8/17/25  ~ Weight 7.0tn ~ Critical 3 ~ 45 Shots per ton}
Available 11+
Cost     120,000cb



Rifles:
Heavy     {Heat 2 ~ Damage 6 ~ Range 6/12/18  ~ Weight 8.0tn ~ Critical 3 ~ 6 Shots per ton}
Available 13+
Cost     300,000cb


Medium    {Heat 1 ~ Damage 3 ~ Range 5/10/15 ~ Weight 5.0tn ~ Critical 2 ~ 9 Shots per ton}
Available 12+
Cost     150,000cb


Light     {Heat  0 ~ Damage 1 ~ Range 6/12/18 ~ Weight 3.0tn ~ Critical 1 ~ 18 Shots per ton}
Available 11+
Cost      60,000cb



Omni Tech Corporation Weapons:
Light Gauss Rifle  {Heat 1 ~ Damage 8 ~ (min 3) Range 8/17/25 ~ Weight  12tn ~ Critical 5 ~ 16 Shots per ton}
Available 13+
Cost     275,000cb


AC/12              {Heat 4 ~ Damage 12 ~ Range 3/6/9 ~ Weight 8tn ~ Critical 6 ~ 8 Shots per ton}
Available 13+
Cost     240,000cb


AC/6        {Heat  1 ~ Damage 6 ~ Range 4/8/12 ~ Weight 3.5tn ~ Critical 2 ~ 16 Shots per ton}
Available  9+
Cost      65,000cb


AC/5 Rapid {Heat  1*~ Damage 5 ~ Range 3/6/9 ~ Weight 3.0tn ~ Critical 2 ~ 20 Shots per ton} {Uses Ultra ROF options}
Available 10+
Cost     100,000cb


AC/2 Rapid {Heat  1*~ Damage 2 ~ Range 3/6/9 ~ Weight 1.0tn ~ Critical 1 ~ 50 Shots per ton} {Uses Ultra ROF options}
Available  9+
Cost      60,000cb


AC/2 Light {Heat  1 ~ Damage 2 ~ Range 3/6/9 ~ Weight 0.5tn ~ Critical 1 ~ 32 Shots per ton}
Available  9+
Cost      30,000cb



Ammo:
Standard
Available  6+  {Up to 3 tons per roll}
Cost      10,000cb per Ton


LBX Ammo
Available 8+   {Up to 1 ton per roll}
Cost     20,000cb per Ton   {1/2 repair pool recovery}
{May only be used with LBX Auto Canon}


Cluster
Available  9+  {Up to 1 ton per roll}
Cost      30,000cb per Ton  {1/3 repair pool recovery}
{-1 hit modifier all ranges / Roll on missile chart for locations hit for one point of damage.  Adjust this roll by +2 at short range and -2 at long range.}


Armor Piercing
Availble  10+  {Up to 1 ton per roll}
Cost      40,000cb per Ton  {1/4 repair pool recovery}
{Each Hit has a chance to do a critical.  Roll for chance and modify as follows, AC/20 -0, AC/10 -1, AC/5 -2, AC/2 -3.   Ammo reduced from 100 dam per tn to 60 dam per tn.}


Precision
Available 12+  {Up to 0.5 ton per roll}
Cost      60,000cb per Ton   {1/6 repair pool recovery}
Reduce Target Movement Modifier by 2, to a minimum of zero.  Negated by Guardian


White Phosphorous
Avaialble  9+  {Up to 1 ton per roll}
Cost      30,000cb per Ton   {1/3 repair pool recovery}
vs Mech ~ for each point of damage, inflict one point of heat instead of normal damage.
vs Vech ~ for each hit, roll for possible critical -2 adjustment for Combat Vehicles
vs Inf. ~ for each point of Damage, eliminate one trooper.
Volatile ammo ~ Roll twice to check for ammo explosions.

Fractional Tonnage
1.00 ton = 100 Damage
0.50 ton =  40 Damage
0.25 ton =  16 Damage