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(UAC armory - current)

Automatic Rifles

* AK-47 (if it ain't broke...)

* Integrated Munitions Rifle (constantly prints ammo to reserve; CoD: AW)

* M18 Volt SMG (electroactive rounds hitstun and erode plasma shields; Titanfall 2)

* Saug 9 mm SMG (frequently dual-wielded; CoD)

* UAC-41 Carbine (Project Brutality)

* UAC-49 LMG (Project Brutality)

* UAC Compact SMG (Project Brutality)

* UAC Heavy Assault Rifle

Care Packages (dropped as Gambler "loot boxes")

* Charged Barricade (deployable, damages enemies in front; CoD)

* Combat Health Station (deployable)

* Combat Medic Backpack (contains medigel tank to heal allies or self; Project Brutality)

* Combat Shield (standard-issue plasma shield)

* Exo-Suit (used by UAC Exo Troopers)

* Kinetic Armor (used only by specialized Pilots; reflects ballistic projectiles but not plasma, melee attacks, or splash damage)

* Mega Armor (also known as "Medic Armor" or "Bio Armor" grants exceptional protection while also providing on-site medigel injection)

* Mega Health (provides surplus medigel injection via nanite capsules)

* Personal Teleporter (combat translocator)

* Reactive Armor (reduces all damage taken; used only by Elite Guards)

* Riot Shield (reinforced energized shield; reflects ballistic projectiles, harms/deflects melee combatants, more resistant against plasma, vulnerable only to Lightning Guns)

* Security Armor (standard-issue modular armor cuirass)

* Security Shield (standard-issue armored shield)

* Sentry Tripod (automated platform for any standard-issue UAC firearm)

* Shield Cover (deployable plasma shield)

* UAC-571 Automatic Sentry Gun (loaded with 500 rounds of 50 cal ammunition; Aliens)

Grenade Launchers

* EM-4 Cold War (sticky plasma grenades; single shot, 4-burst; Titanfall 2)

* H.I.V.E (power weapon; launches swarm pods; CoD)

* Mag Launcher (magnetic grenades home onto robots, vehicles, and mechs; Titanfall 2)

* R40 Skulltag (frag grenades, smoke grenades) - Banned weapon; removed from approved UAC operative catalogue

* Super Grenade Launcher (power weapon; sticky grenades, thermite grenades; Project Brutality)

Melee (power weapons)

* Arc Sword (weaker than plasma sword but hitstuns)

* Mixom Beavertooth Painsaw - Unapproved black-market chainsaw

* Neural Knife (used only by UAC Blackwatch operatives)

* Mixom Beavertooth Painsaw - Unapproved black-market chainsaw

* Plasma saw (mining tool enhanced with plasma-tipped teeth)

* Plasma Sword (metal/composite blade enhanced with burning plasma edge)

* Vorpal Sword (used only by Inquisitors) - Not listed in official UAC catalogue

Miniguns (power weapons)

* UAC BFG-2704 (explosive plasma minigun, explosive plasma shotgun)

* UAC HMG Auto-Cannon (can fire in belt feed or box magazine mode, the former of which can overheat but eliminates reloading; Project Brutality)

* UAC Mach 2 Minigun (full auto, prespins for reduced accuracy; Project Brutality)

* UAC Mach 3 Minigun (full auto, mobile turret; Project Brutality)

* UAC PC-XR LMG-P (plasma minigun; full auto, channeled beam)

Miscellaneous

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* 211-V Plasma Cutter (mining tool)

* Flamer Cannon (power weapon; used only by UAC Flamer Specialists)

* Lazarus Division Directed-Spiritual-Energy "Hellshot" Rifle - Soul rifle; incendiary semiauto fire, Blood Spirit that inflicts violent madness on target

Ordnance

* Arc grenades (more effective against robots, vehicles, and mechs; Titanfall 2)

* Electric pods (Project Brutality)

* Electric smoke grenades (Titanfall 2)

* Frag grenades

* Gravity mines (trap human-sized targets while doing damage with tidal forces)

* Kinetic mines (laser-tripped sticky mines, fly towards target when triggered)

* Midas grenades (cover victims in cursed gold, used only by Gambler Griefers)

* Proximity mines (sticky grenades)

* Psionic grenades (used only by Elite Guards)

* Satchel charge (remotely detonated explosive)

* Smoke grenades

* Stun bombs

* Swarm pods (nanite grenades; Project Brutality)

* Tactical knives (used only by Pilots; arc, frag, gravity, electric smoke, thermite)

* Thermite grenades (effective in vacuums)

Pistols

* SA-3 Mozambique (plasma shotgun pistol; Titanfall 2)

* Smart Pistol Mk 6 (smart rounds home onto marked targets; Titanfall 2)

* UAC .45 Standard Issue (Project Brutality)

* UAC .50 Hand Cannon (power weapon; Project Brutality)

* UAC .500 Magnum (power weapon; Project Brutality)

* UAC EMG Mk III (limitless plasma pistol; charged shot)

* UAC EMG Mk V (uses electroactive rounds; explosive charged shot)

Plasma Rifles

* L-Star LMG (automatically recharges ammo as long as generator doesn't overheat; Titanfall 2)

* Lightning Gun (power weapon)

* UAC-M1 Phase Rifle

* UAC-M2 Pulse Rifle

Railguns (power weapons)

* UAC Gauss Cannon

Rocket Launchers (power weapons)

* EPG-1 (fires weak but fast plasma rockets; Titanfall 2)

* LG-96 Thunderbolt (power weapon; fires lightning orbs that damage all enemies within range; Titanfall 2)

* UAC E-1 "BARL"

Semiauto Rifles

* Kraber-AP Sniper (for assholes that need to kill people with 50 cal rounds through the rectum from a mile away; Titanfall 2)

* UAC-30 Designated Marksman Rifle (Burst Rifle; Project Brutality)

* UAC Static Rifle (charges with user movement)

* UAC V-ORT.X Rifle (zero-point beams pass through enemies; activate x-ray mode to see/shoot through walls with reduced range)

Shotguns

* 12-Gauge Pump Shotgun (can be equipped with buckshot, slug, or Dragon's Breath shells; Project Brutality)

* Auto Shotgun

* M1901 Mastiff (plasma shotgun; Titanfall 2)

* Model 1887 (sabot slugs can one-shot operatives at unbelievably far distances; CoD)

* Super Shotgun - Removed from approved UAC operative catalogue

* UAC DS-117 Combat Shotgun