Mechanicus Codex Weapons

For some of those weapons you may consider raising Availability by one step for Mechanicus related characters

General Weapons
Taser - First successful hit each turn inflicts additional 1d10 damage

* Transuranic Arquebus- Always requires Full action instead of Half for bracing

** Flechette Blaster- After hitting the target darts start emitting homing signal for subsequent shots. As long as any darts remain in your target you get +20BS modifier when shooting at it. While this effect is active you can exceed 100BS limit for purpose of counting Degrees of Success after applying all modifiers. Additionally this weapon is almost completely silent due to its ammunition and build in Silencer

*** Taser Lance- It deals additional 1d10 on a turn during witch wielder has charged (or performed similar action such as Hit and Run) but Swift Attack action may not be used with this weapon

**** Chordclaw- Is bionic replacing users hand, able to to even grab power weapons unharmed. If Chordclaw makes contact with weapon not protected by Power Field this weapon is automatically destroyed without rolling the 1d100

Arc Weapons
Arc - When the target is a Vehicle or other piece of technology (or even a character with high enough amount of bionics) and the Melee attack action scores more than one Degree of Success, then each subsequent hit after the first adds another hit resolved at weapons Damage profile (not adding the SB modifier to the roll). When Ranged attack action scores more than one DoS, then weapon's Storm Quality adds two additional hits instead of one for every hit gained by the attack.

Radium Weapons
Radium (X)- Each time living creature loses at least 1 wound from weapon with this quality it suffers (X) temporary Toughness damage.

Hazardous- Radiation, chemical agents or other dangers. Some weapons are as dangerous to their wielder as to their target. Prolong use of such weapons damages even the best protected wielders. Be it Fatigue, Toughness loss or even death. Exact effects and time needed for those effects to manifest are left to GM discretion

Phosphor Weapons
Phosphex- This effect works like Flame Special Quality with following changes: Is deals 2d10 damage that can cause righteous fury (instead of standard 1d10). Initial Agility Test for not catching of fire is Hard (-20) instead of Challenging (0).