# Interface Zero 3 Weapon Notes
##### Handedness for Weapons
All shotguns, rifles, assault rifles, machineguns, assault cannons, artillery, and rocket / missile launchers are two handed weapons, unless noted otherwise.
##### Biometric Safety
The weapon will not fire unless the correct person is holding the grip and the right TAP is connected to the weapon. A Hacking roll can disable this feature.
##### Collapsible
Increase Notice penalty to spot the weapon by −2 when collapsed. Requires one action to collapse or expand the weapon.
##### Conceal
Conceal is a modifier to the Notice roll for others to spot and locate. A negative number means the weapon is more difficult to locate.
##### CQB
May be used on foes in adjacent squares like a pistol.
##### Disorientation
Victims make a Smarts roll (−2 with a raise on the attack) to resist becoming both Distracted and Vulnerable until the end of their next turn.
##### Flash
An intense burst of light that blinds anyone in a Small Blast Template. Victims in that area must make an immediate Vigor roll. Failure inflicts −4 to all rolls requiring sight. Success reduces the penalty to −2. A raise negates the penalty. Victims get a free action Vigor roll and the end of their turns to recover.
##### Flash Suppressor
A Notice roll is required to see where the shot came from.
##### MAW (Magnetic Accelerator Weapon)
Coilguns, rail guns, and Gauss weapons, they all fire tungsten spikes at extraordinary speeds, capable of penetrating thick armor at very long ranges.
##### Indirect
The weapon can be fired vertically in an arc over obstructions. Firing indirect applies a −2 to the shooting roll but it may be assisted by another player that has line of sight on the target using a Notice or Shooting roll.
##### Knockout Gas
As knockout poison (see Savage Worlds: Hazards). Gas will linger in enclosed spaces for 1d4 rounds.
##### Military
These weapons are strictly controlled. Possession of one of these weapons will incur significant legal proceedings. Black market purchases are 20× the listed price.
##### Non-Ferrous Construction
−4 penalty to detect the weapon with magnetic detectors.
##### Recoil Compensation
Reduce the Recoil Penalty by one point.
##### Requires Battery
This weapon requires a battery to function.
##### Smoke
Smoke grenades fill an area with a thick smoke which obstructs vision (−4). Smoke lasts for d6 rounds, plus 5 additional rounds in enclosed spaces. Smoke grenades do no damage.
##### Sound Suppressor
When beyond 4” (8 yards) from shooter, subtract two from Notice rolls to hear firing.
##### Stun
Targets must make a Vigor roll (at −2 with a raise) or be Stunned (see Savage Worlds). TACTICAL RAILS: A latch system to quickly and securely mount weapon accessories. Removing or attaching an accessory is an action.
##### Tactical Rails
A latch system to quickly and securely mount weapon accessories. Removing or attaching an accessory is an action.