Weapons are listed in the following sections:
Pistols - one or two handed, potentially conceilable, short range
Rifles - two handed, not conceilable, used by sharp shooters, long range
Edged - used in hand to hand combat
Grenades - thrown explosives
Ammunition - missiles and bullets
Miscellanous - everything else
The weapons and equipment listed are those that can be found in most modern AIF societies (and are most likely produced by NastiDyne).
Damage
The number of dice plus modifiers to roll for damage on a successful hit. It should be noted that weapons capable of inflicting 18 points of damage or greater in one attack are considered "assault" and most likely will not be allowed in bars. If a weapon's damage differs depending on if the target is a droid or a biological being, both damages will be shown seperated by a |. The first damage is against biological beings, the second is against droids.
Cost
The cost in credits to buy this weapon.
Force
The force in Newtons that is inflicted to the target on every hit. The person using the weapon must be able to produce force equal to or greater than the force of the weapon to use it without bracing themselves. If the target is against a solid surface, then each 1000 Newtons of force inflicts an extra 1 point of damage.
Range
The distance from weapon to target. Accurate range is the range between target and weapon where there is no negative to hit. Effective range is the absolute range of the weapon. If the range is beyond accurate range but within effective range, there is -10 to hit.
Stamina
The amount of damage the weapon can withstand. Below zero, the weapon is non functional. At a negative greater than it's stamina, the weapon is irreparable. Robotic patches can repair weapon damage.
Armour
The amount of armour protecting the weapon. Weapon armour is not repairable by robotic patches.
Armour Rating
How this weapon effects armour. Possible values (with example weapons) are:
Normal - weapon has to destroy the armour before inflicting harm on the target
underneath (429 Blaster)
Penetrating - weapon does full damage to the armour, and half damage to the target
underneath (360 Blaster)
Piercing - weapon does full damage to armour and target underneath. If target is
unarmoured, weapon does half damage (AP Bullets)
Eating - weapon does full damage to armour and target; full damage to unarmoured targets.
(Plasma Blaster)
Ignoring - weapon does no damage to armour and full damage to target underneath. (Moisture
Disruptor)
Stopped - weapon is completely ineffectual against armoured targets. (Filament Rifle)
Multiplier
For rapid-fire weapons, the multiplier value signifies how fast the weapon fires. With these types of weapons, the multiplier can be used for either increased damage or a bonus to hit. The decision to convert the damage to a bonus to hit can be made during the attack once the attacker knows how much he needs for a successful hit. This is because the attacker can see where the first weapon discharges land and adjust accordingly during the spray of fire to land the remaining shots.
For example, an attacker using a 1Dx5 weapon misses his target by 2. He uses 3 of the multiplier to increase his attack roll to beat the target by 1, leaving the damage inflicted to be 1Dx2.
Additionally, a rapid fire weapon can be spread amongst multiple targets. The attacker can choose how much multiplier is used on each target.
Area of Effect
Used in explosives only. Area of effect defines how much volume an explosive device will effect. Primary area of effect causes full damage, while secondary area of effect causes half damage. Each meter of the primary area of effect gives +1 to hit. If multiple targets are attacked within the same area, the bonus to hit must be divided amongst them.
Stun
Weapons designated as stun will inflict virtual damage. These weapons are intended to incapacitate a target without killing them. The target will regain lost stamina after about an hour has passed.