(note: standard minifig AV is 7)

Light CC Weapons
Rng CC, Dmg 1D6+3, UR 2, CP 2

Heavy CC Weapons
Heavy CC weapons are usually either very large, like the war hammer on the right, or power-assisted, like the chainsword and beamsaber on the center and left.
Rng CC, Dmg 2D6+2, UR 3, CP 4

Pistols
Rng 6", Dmg 1D6+3, UR 3, CP 3
Note: For an additional 2 cp, pistols may be equipped with a silencer. A minifig attacking with a silenced pistol on his turn automatically wins all response rolls made against him.

SMG
The SMG may switch between single-shot and autofire mode at will. Costs 5 CP.
Single shot mode:
Rng 6", Dmg 1D6+3, UR 3
Autofire mode:
Rng 6" (2-finger cone), Dmg 1D6+3, UR 4

Rifles
Rifles are the mainstay of most modern infantry forces. They are best used by large squads.
Rng 12", Dmg 1D6+3, UR 3, CP 5

Shotguns
Shotguns' stats when firing standard ammunition are relatively mediocre, but their greatest strength is their ability to fire anything a minifig can throw, with range 8" and UR 4. There are several specialized shotgun rounds which capitalize on this ability, such as explosive, incendiary, and tazer rounds.
Firing standard ammo (infinite ammo):
Rng 8" (2-finger cone), Dmg 1D6+3, UR 4, CP 6

Heavy Machine Guns
Heavy MGs are larger cousins of the basic rifle. When used by large squads they pose a serious threat even to vehicles.
Rng 12", Dmg 2D6+2, UR 4, CP 7

Bazookas
Bazookas are extremely powerful anti-vehicle weapons. Even against vehicles with armor too thick for a bazooka round to penetrate directly, the bazookas' 2" blast radius makes it easy to eliminate individual components such as weapons or engines.
Rng 12", Dmg 2D10 exp, UR 4, CP 10
Note: A minifig must take an action to reload the bazooka after each shot. This can either be the minifig who fired the bazooka (in which case he will only be able to fire once every other turn) or a second minifig who assists with reloading (so the bazooka can fire every turn but requires two minifigs to operate). However, you can purchase an autoloader for 2cp. A bazooka with an autoloader still takes a full turn to reload, but it leaves its owner free to do something else. Santa's bazooka has an autoloader attached, allowing him to use the combat knife in his off-hand on the turns when the bazooka is reloading. If a minifig carrying a bazooka is killed, the bazooka must be reloaded before it can be used again.

Miniguns
Rng 8" (2-finger cone), Dmg 1D6+3, UR 3, CP 8

Flamethrowers
Rng 8" (4-finger cone), Dmg 2D6 fire, UR 4, CP 12

Heavy bolter
Rng 8" (2-finger cone), Dmg 2D6+2, UR 4, CP 10

Burst Cannon
The Burst Cannon is an anti-infantry version of the bazooka. It fires every turn and has a longer range, but sometimes does less damage.
Rng 18", Dmg 1D20, UR 5, CP 14

Sniper Rifle
Rng 24", Dmg 3D6, UR 5, CP 14
Notes: If a minifig carrying a sniper rifle uses less than 1/2 its normal movement, the rifle's UR for that turn drops to 3, and the minifig automatically wins response rolls when attacking with the rifle on its turn. If the minifig remains absolutely stationary, it can ignore all negative skill modifiers for target movement or cover. But be careful, a stationary sniper is vulnerable to attack and the enemy will consider it an important target...

Grenade launcher
Rng 12", dmg 1D10+3 per shot, UR 3+ number of shots taken that turn, CP 16
Note: The grenade launcher has a "clip" of 3 rounds and may fire anywhere between 1 and 3 each turn, allowing the attacker to lay down a deadly scatter pattern of explosive shells. When determining the impact point of a missed grenade, the attacking player decides where it lands, although it still has to land as far from the aimpoint as the difference between its UR and the Skill roll. After firing 3 rounds, the launcher must be reloaded in the same manner as a bazooka. If a minifig carrying a grenade launcher is killed, the launcher must be reloaded before it can be used again. The grenade launcher can fire over obstacles but needs a spotter to do so without taking a Firing Blind skill penalty.
Vehicle Weaponry

Mk. I gun
A vehicle mounted rifle. Not very useful, but there for when you have exactly one inch of weapon space left.
Rng 12", Dmg 1D6+3, UR 3, CP 5, Size 1

Mk. II gun
The basic anti-vehicle weapon, with well-balanced stats. Usually mounted in fire-linked groups of 2, 3, or 4.
Rng 18", Dmg 2D6+2, UR 4, CP 8, Size 2
Note: sometimes you may run across references to "Mk. IV guns" or Mk. VI guns" or suchlike. These act exactly like an equivalently sized cluster of Mk. II guns. All it means is that for some aesthetic or structural reason I didn't put multiple guns on the model.

Minigun
A vehicle mounted minigun. Larger miniguns act like fire-linked clusters of smaller ones.
Rng 8" (2-finger cone), Dmg 1D6+3, UR 3, CP 8, Size 2

Flamethrower
A vehicle mounted flamethrower... yeah.
Rng 8" (4-finger cone), Dmg 2D6 fire, UR 4, CP 12, Size 4

Burst Cannon
Rng 18", Dmg 1D20 Exp, UR 5, CP 14, Size 3

Siege Cannon
Rng 24", Dmg 3D10 exp, UR 6, CP 20, Size 6

Mk. I rockets
Mk. I rocket launchers can fire as many shots per turn as the player wants, creating a scattered pattern of explosions with the potential to utterly decimate enemy infantry. When determining the impact point of a missed rocket, the attacking player decides where it lands, although it still has to land as far from the aimpoint as the difference between its UR and the Skill roll.
Rng 12", Dmg 1D10+3 exp (per rocket), UR 3+ number of rockets fired, CP 1 (per rocket), Size 1 (per rocket)

Mk. II missile
Rng 36", Dmg 2D10 exp, UR 5, CP 4, Size 2
Note: Mk. II missiles not mounted on a turret have a fire arc of 90 degrees forward. If an enemy aircraft is within range and within the fire arc of a missile launcher, the launcher may lock on instead of firing. If the aircraft remains in the launcher's fire arc until your next turn, you may fire the missiles with a UR of 3 rather than 5.

Bombardment Cannon
Rng 36", Dmg 2D10 Exp, UR 5, CP 20, Size 6
Notes: May fire over obstacles to hit targets on the far side, but requires a spotter to do so without a Firing Blind skill penalty.
Railgun
I have not yet built a vehicle with a railgun, so no picture, sorry.
Rng 36", Dmg 4D10, UR 6, CP 24, Size 10
Space Weapons
(Warning: no more pics after this point)
Gun type weapons: May take response shots, but cannot fire while the ship is using special abilities.
Light Laser Cannon
A versatile weapon which can defend against fighters or torpedoes, or destroy components on larger spacecraft. Multiple light lasers can also penetrate ship armor.
Rng 8", Dmg 2D6, Accuracy 2D6+1, CP 2
Heavy Laser Cannon
A larger version of the light laser.
Rng 10", Dmg 4D6, Accuracy 1D6 + 2, CP 5
EMP
Rng 6" (2-finger cone), Dmg 4D6 (EMP), Accuracy 2D6+1, CP 5
If an EMP's damage overpowers the target's armor, it renders the target unable to move, fire, or use special abilities for 1 round. If the EMP can score "overkill" damage (i.e. it is several times the strength of the target's armor) then it takes the ship out of action for multiple turns. EMP cannot be fired at a ship that's already EMP'd.
Rail gun
Rng unlimited (minimum 6"), Dmg (Class number + 5)D6, Accuracy 1D6+3, CP 10, must be mounted fixed forward, limit 1 per ship.
Plasma bomb
Designed for use by fighters against capships, but occasionally mounted on other vessels as well.
Rng 6", Dmg 6D6, Accuracy 1D6+3, CP 5, must be fixed forward.
Plasma turret
Rng 6", dmg 6D6, Accuracy 1D6 + 2, CP 6.
Missile type weapons: cannot be used for response actions and have limited ammo, but can be fired while using special abilities. Missile launchers have a 90 degree fire arc in the direction they are pointed.
Light missile
Rng 18", Dmg 3D6, Accuracy 2D6, ammo 8X(class number) per launcher, CP 4.
Heavy missile
Rng 24", Dmg 5D6, Accuracy 2D6-1, ammo 4X(class number) per launcher, CP 10.
Torpedoes
After launch, torpedoes act like unarmed fighters, with the same stats. After accelerating for 4 turns, they are out of fuel and can only coast along the same vector. When detonated, torpedoes do 6D6 damage across a 2" blast radius. Ammo is 4X class number per launcher. Each ship may only have 2 torpedoes on the field at any given time. Torpedo launchers cost 10 cp, and have a limit of 2 per ship.








