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