| Abrv | Number | Name | Affects | Type | Brief Description | Ammo | Damage |
| ABC | 10121 | Ablative Coat | Protection | Always | Coat takes 3 damage from any direction and any source (then discarded) | ||
| 10122 | Abort Switch | Cards | Program | Instead of revealing a program card, replace with a random one from the deck | |||
| 10123 | Brakes | Movement | Turn | Can choose to move 0 on a Move 1 card | |||
| 10124 | Circuit Breaker | Protection | Optional | If more than 3 damage takes automatic power down | |||
| CND | 10125 | Conditional | Cards | Program | After filling all 5 registers, can retain 1 card to replace a played card before revealing. If the program card is unused at the end of the turn, it is discarded. | ||
| 10126 | Double Barrel Laser | Weapon | Upgrade | Fires two shots | |||
| 10127 | Extra Memory | Cards | Program | Receive one extra program card per turn | |||
| FCN | 10128 | Fire Control | Weapon | Optional | When causing 1 damage may lock a chosen register or destroy a chosen option | ||
| 10129 | Flywheel | Movement | Program | Can keep 1 move card as an extra for next turn | |||
| 10130 | Fourth Gear | Movement | Turn | Can choose to move forward 4 on a Move 3 card | |||
| GYS | 10131 | Gyroscopic Stabiliser | Movement | Turn | Ignores rotation on gears or conveyors | ||
| 10132 | High Power Laser | Weapon | Upgrade | Shoots through 1 wall or robot to reach target, Damages robots in the way | |||
| 10133 | Mechanical Arm | Scope | 5th Turn | Tags/touches a checkpoint if adjacent | |||
| MHO | 10134 | Mini Howitzer | Weapon | Optional | Causes 1 damage plus a push of 1 square (discard after 5 shots) | 5 | 1 |
| 10135 | Power Down Shield | Protection | Optional | Shield protects from 1 damage when powered down | |||
| 10136 | Pressor Beam | Weapon | Optional | Beam pushes targeted robot 1 space away | |||
| 10137 | Radio Control | Weapon | Optional | Replaces a targeted robot program cards with a copy of yours - range 6 | |||
| RMG | 10138 | Ramming Gear | Weapon | Additional | When pushing, that robot receives 1 damage also even if it doesn't move. | ||
| 10139 | Rear Laser | Weapon | Additional | Has a rear laser in addition to normal forward laser | |||
| RCM | 10140 | Recompile | Cards | Program | Receive a new hand once per turn before programming, but + 1 damage | ||
| 10141 | Reverse Gears | Movement | Turn | Can back-up 2 squares on a Back-Up card | |||
| 10142 | Scrambler | Weapon | Optional | Replaces next program card of targeted robot with a random one | |||
| 10143 | Shield | Protection | Optional | Shield takes 1 damage per register phase in specified direction only | |||
| 10144 | Superior Archive Copy | Protection | Optional | When re-entering no damage is taken | |||
| 10145 | Tractor Beam | Weapon | Optional | Pulls a targeted robot towards you | |||
| 10146 | Turret | Weapon | Optional | Laser etc can point in a specified direction | |||
| BZZ | 20156 | Buzz Bomb | Weapon | Turn, Flying, Launcher | When activated, and each turn thereafter it gets 5 program cards. It explodes on hitting a wall or robot. | 3 | *4* |
| GOO | 20162 | Goo Dropper | Gadget | Phase, Flat, Launcher | When activated, place a goo token in the robot's square. If a robot passes over or stops in a goo square, it cannot leave that square until it attempts to move a total of four squares in any direction. | 3 | |
| MNL | 20165 | Mine Layer | Gadget | Phase, Flat, Launcher | When activated, place mine counter in robot's square. If a robot moves over or stops on the square, it explodes. | 3 | *4* |
| MSL | 20166 | Missile Launcher | Weapon | Flying, Launcher, Optional | When launched, place missile in robot's square. Each subsequent phase it moves 2 squares forward. | 3 | *4* |
| ODF | 20167 | Option Damping Field | Gadget | Turn | When activated, all options other than this one within a 3 square radius are deactivated or cannot be used. Devices already reased by options continue to function normally. | ||
| OVO | 20168 | Overload Overide | Movement | Phase | You may place two program cards in a register and both get executed. Or you may leave a register empty. 1 damage point whenever used. | ||
| TLP | 20169 | Portable Teleporter | Gadget | Phase, Flat, Launcher | When activated, place a portable teleporter token in the robot's square. Treat as normal teleporter board element. | ||
| PRX | 20170 | Proximity Mine | Gadget | Phase, Flat, Launcher | When activated, place mine counter in robot's square. If a robot moves over or stops on the square, or passes within 1 square of the mine, it explodes. | 3 | *4* |
| SCB | 20175 | Scrambler Bomb | Gadget | Phase | When activated, place a scrambler bomb token in the robot's square. At the beginning of the next turn, all robots within 6 squares of the bomb execute program cards at random for the entire turn. | 1 |
Types
Additional - Occurs in addition to normal weapon fire.
Always -
Constantly on.
Flat - The dropped device is not affected by
weapons.
Flying - Only affected by wall and crusher board
elements.
Launcher -
Optional - May chose to use instead of normal
weapon fire.
Phase - Used for one or more Phases and programmed in the
Program phase.
Program - Used in the Program phase.
Turn - Used for an
entire Turn and programmed in the Program phase.
Upgrade - Changes the
normal weapon fire.