[
  {
    "name": "Anti-Aircraft Rocket Launcher",
    "tech_age": "Early Atomic",
    "range": "HeavyWeapon",
    "cost": 10000,
    "mag": 1,
    "ammo_cost": 500,
    "damage": "4d6",
    "aspects": ["AV 3d6"],
    "description": "This is a portable anti-air defense system designed to shoot down enemy aircraft with a self-guided rocket. It is not particularly effective against armored vehicles: reduce AV dice to 2d6."
  },
  {
    "name": "Disposable Anti-Vehicle Rocket",
    "tech_age": "Late Mechanical",
    "range": "Assault",
    "cost": 200,
    "mag": 1,
    "ammo_cost": null,
    "damage": "4d6",
    "aspects": ["Blast", "Bulky", "AV 4d6"],
    "description": "A cheap, single-use, portable rocket launcher. These are often the only anti-tank weapons available to infantry. Note that this weapon cannot make attacks at Close range, despite using the Assault weapon range modifiers."
  },
  {
    "name": "Flamer",
    "tech_age": "Late Mech.",
    "range": "Assault",
    "cost": 1000,
    "mag": 5,
    "ammo_cost": 25,
    "damage": "3d6",
    "aspects": ["Bulky", "Fire"],
    "description": "These terrifying weapons spew a stream of fire 3m wide at its far end. All targets within this cone suffer damage and catch fire (see the Environmental Hazards rules). The tank for the flamethrower itself holds enough fuel for five full attacks and counts as two items for encumbrance."
  },
  {
    "name": "General Purpose Machinegun",
    "tech_age": "Late Mechanical",
    "range": "Rifle",
    "cost": 1500,
    "mag": 100,
    "ammo_cost": 150,
    "damage": "3d6+3",
    "aspects": ["Auto", "Bulky", "AV 2d6"],
    "description": "A belt-fed medium machine gun. These are often mounted on vehicles but are also portable, although they are 3 items of encumbrance. Usually they are crew-served."
  },
  {
    "name": "Grav Launcher",
    "tech_age": "Late Interstellar",
    "range": "HeavyWeapon",
    "cost": 20000,
    "mag": 1,
    "ammo_cost": 100,
    "damage": "6d6",
    "aspects": ["Greater Blast", "Bulky", "Fire", "AV 5d6"],
    "description": "Advanced micro-gravitic technology allows this weapon to guide a floating plasma bomb to its target without having to account for ballistic trajectories or inertia. Once launched, the bomb travels 50m per combat round. Its operator can move it in any direction and can also stop it and have it hover in mid-air. Detonation is on command. The bomb's internal battery allows for 10 rounds of gravitic flight."
  },
  {
    "name": "Guided Anti-Tank Missile",
    "tech_age": "Early Atomic",
    "range": "HeavyWeapon",
    "cost": 4000,
    "mag": 1,
    "ammo_cost": 200,
    "damage": "5d6",
    "aspects": ["Blast", "AV 5d6"],
    "description": "This is a portable guided missile system, like the older AT-3 Sagger, or present-day Javelin and Eryx systems. These weapons must be fired from a fixed stationary position. However, the gunner need not be adjacent to the missile’s firing position."
  },
  {
    "name": "Heavy Machinegun",
    "tech_age": "Early Mechanical",
    "range": "HeavyWeapon",
    "cost": 2000,
    "mag": 100,
    "ammo_cost": 200,
    "damage": "5d6",
    "aspects": [],
    "description": "This is the largest portable support weapon in the Mechanical and Atomic ages. These weapons are usually mounted on vehicles but can be mounted on fixed tripods. If they are carried, they count as four items of encumbrance and each ammo pack is two items of encumbrance."
  },
  {
    "name": "Plasma Gun",
    "tech_age": "Late Interstellar",
    "range": "Rifle",
    "cost": 20000,
    "mag": 40,
    "ammo_cost": 2500,
    "damage": "6d6",
    "aspects": ["Bulky", "Fire", "AV 5d6"],
    "description": "A high-energy, anti-vehicular, portable weapon firing magnetically contained plasma bolts. It requires a backpack-mounted, rechargeable power pack that counts as two Items for encumbrance purposes."
  },
  {
    "name": "Rocket Launcher",
    "tech_age": "Early Atomic",
    "range": "HeavyWeapon",
    "cost": 2000,
    "mag": 1,
    "ammo_cost": 150,
    "damage": "4d6",
    "aspects": ["Greater Blast", "Bulky", "AV 3d6"],
    "description": "A portable rocket launcher utilizing unguided munitions. Rocket launchers are unsafe to fire in enclosed spaces. Rocket payloads are considered high explosive and are not particularly effective against armored vehicles. Armor piercing rockets cost 500 Credits per rocket: trade the Greater Blast for AV 4d6, Blast. Rocket launchers can also be mounted on vehicles, where they usually have 12 or even 24 shots before requiring reloading."
  },
  {
    "name": "Support Laser",
    "tech_age": "Early Space",
    "range": "HeavyWeapon",
    "cost": 5000,
    "mag": 20,
    "ammo_cost": 200,
    "damage": "5d6",
    "aspects": ["Bulky", "AV 3d6+1"],
    "description": "This is a heavy directed-energy portable weapon for fire support and light anti-vehicular duties. Its backpack mounted power pack counts as two Items for encumbrance purposes."
  },
  {
    "name": "Under-barrel Grenade Launcher",
    "tech_age": "Early Atomic",
    "range": "Rifle",
    "cost": 1000,
    "mag": 1,
    "ammo_cost": null,
    "damage": "By gren.",
    "aspects": [],
    "description": "This weapon greatly increases the firepower of an infantry team. The under-barrel grenade launcher can be mounted under most two-handed firearms in the Early Atomic Age or later. It is not Bulky and can fire a single grenade before reloading. In the Late Space Age, the weapon has a 3-shot magazine."
  }
]