Civilian Control Firearm
Range 2, Weapon 4. A "civilian" version of the standard Control Lawbringer pistol, meaning that they removed all the FUN features like variant ammo and rapid fire. Costs 10 Armory Flux points.
"Cobra" Heavy Sniper Rifle
Weapon 6, Accurate +1, Range 3(1km), Penetrating 2. Costs 18 Armory Flux points.
Control Armor
Armor 6, Features(Radio system, lights, limited nightvision), Resistance 2(+2 to Body and Soul rolls to avoid negative attack effects), Tough 2(+10 Health). Marked -3(It's fucking Control armor). Costs 19 Armory Flux points.
Control Modular Rifle, Standard Issue
Weapon 5, Accurate +1, Range 2(100m), Autofire. Costs 16 Armory Flux points.
Control Modular SMG, Standard Issue
Weapon 4, Range 2(100m), Autofire, Penetrating 2. Costs 14 Armory Flux points.
Control-Issue Medpack
Healing +4(Heals 40 points of damage), Alpha Injection.
OR
Healing +1(Heals 10 points of damage), first aid and painkillers.
Costs 20 Armory Flux points.
Control-Issue Stun Ammo
Adds the Stun variable to any weapon. Costs 1 Armory Flux point.
Control-Issue High-Explosive Ammo
Adds +2 Weapon when used with a firearm, also adds Area 2(3-meter radius), but can only be used twice(Ammo -2). Costs 4 Armory Flux points.
HyperSlam! Jetpack
Flight 4(100 kph), Recovery -2(Two hours of flight between refuelling/recharging). Costs 18 Armory Flux points.
MAGMA Corp Sonic Lance
Weapon 5, Stun, Insidious(Ignores armor). Targeted: Alpha Beasts(Does double damage to targeted type). Costs 17 Amory Flux points
MAGMA Corp Shock Lance
Weapon 5, Penetrating 4(Ignores 8 ranks of armor, or in other words, damage reduction affects it by 16 points less). Targeted: Alpha Beasts(Does double damage to targeted type). Costs 15 Armory Flux points.
MAGMA Corp Cryo-Sprayer
Range 1(10 meters), Weapon 2, Insidious(Ignores armor), Spreading 1(-1 penalty to defender's roll to dodge), Tangle 3(Encases target partially in ice which must be dealt 15 points of damage to free the target, target suffers a -3 to all rolls while trapped). Targeted: Alpha Beasts(Does double damage to targeted type). Costs 15 Armory Flux points.
TaG-A ammo
Unique Benefits, Accurate +1, Ammo -2(Can be fired twice). Costs 10 Armory Flux points.
TaG-B ammo
Accurate +5 vs any target that has been hit by a Tag-A shot in the same round or the previous round, Ammo -2(Can be fired twice). Costs 10 Armory Flux points.