Stun Setting: Some weapons deal Stun damage instead of regular damage. In this case, the weapon deals damage as strain instead of wounds. This damage is still reduced by a target’s soak. A variant of this is a Stun setting. As an incidental, the wielder can choose to switch the setting of his weapon to “Stun.” In this case, it does Stun damage as described above. When weapons with a Stun setting are used to deal Stun damage, their range changes to short and cannot be increased.
Enhanced XCiter: Critical Rating -1 (to minimum of 1). The blaster explodes and inflicts a critical injury to user upon getting 2 despair results on a combat check.
Laser Sight: Add automatic advantage result on successful combat checks with the weapon.
Koromondain Half-Vest: When suffering a critical hit, damage the armor by one step.
Electrobinoculars: Electrobinoculars allow the user to see normally in low light or extremely bright conditions, and can magnify targets up to ten kilometers away. When using electrobinoculars, characters may also remove up to 1 setback imposed due to long range or poor light.
Stimpack: Using a stimpack heals 5 wounds for the first application, 4 on the next and so on. It takes 24 hours for stimpacks to perform at full effectiveness again, after the last application.