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.