Stats, Concealment and Modifications
The Weapons chapter uses a lot of shorthand, and this is the key to all of it.
Concealment
#1: Easy. The weapon can be holstered in the open without raising suspicion, or is easily (SDM 1) hidden.
#2: Easy/Difficult. The weapon can be modified to be easily (SDM 1) hidden, or with certain Modifications the weapon becomes hard (SDM 4) to hide.
#3: Hard/Disguised. The weapon is hard (SDM 4) to hide if ready to use, but can be disguised to be easily (SDM 1) hidden.
#3.5: #3 + Setup. Same as #3, plus the weapon requires Setup, unless the user has Strength 2+.
#4: Impossible + Setup. The weapon is impossible to hide, and firearms almost always require Setup, unless the CarryFire Grip™ Modification is installed (when applicable).
#5: Impossible + Long Setup. The weapon is impossible to hide and cannot be fired unless mounted on a fixed mount requiring Long Setup, or a CarryFire Grip™ Modification is installed.
#6: Impossible + Vulgar. Artillery cannons require Strength 5 and the Ultra CarryFire Grip™ Modification installed, unless they are installed on a mount.
Vulgar
Vulgar is a trait certain weapons and objects have. It's the "Vulgar" in the #6: Impossible + Vulgar concealment rating. A Vulgar weapon is impossible to use without bending reality: each time the character unsheathes it, they must take 1 point of Warp (see the Magic chapter). A Vulgar weapon or object can only be used by Magic users as a result.
Stat Clarifications
* (Bird/Buckshot). This is the damage if you load the shotgun with Bird or Buckshot ammo.
Damage. How much damage the weapon deals on a successful attack roll (first to Armor, then to HP; see the Combat chapter).
Rate. The maximum number of targets that can be attacked in one Action. Attacking more than one target splits the attack dice equally between all targets before the roll.
Range. The maximum effective range of a weapon. Shots that exceed this range take +1 SDM for every 50% over the max range: a weapon with 50 ft range fired at a 75 ft target takes +1 SDM, and +2 SDM at 100 ft.
Explosion. The maximum range at which an explosive device does full damage. It does half damage up to twice the range, and no damage outside of twice the range.
Mag is how many rounds it holds (Vr. means a variable magazine).
PL Range. The weapon must be placed in a tile and triggered. Up to 5 devices can share a tile; each extra one adds half its damage and doubles the first device's explosion range. Directional devices only gain the damage increase from the first extra device, and the blast is no longer directional.
N/A Modifications. The weapon cannot attach Modifications.
Setup. Setup is an action, takes 1 turn to do, and takes 1 turn to undo.
Long Setup. Long Setup is an Extended action that takes 1 action and a hard (SDM 4) Technology roll, and a moderate (SDM 3) Technology roll to break back down.
Fire mode.
#1. Semi-auto, pump action, drawstrings.
#2. Full-auto, 3 round burst, full-auto burst, lever action.
#3. Single action, bolt action, break action.
#4. Thrown, placed, slingshot.
Bids. A Bid is a telepathic order given to a sapient Vectored weapon. For example, the user gives the order "go attack the guy in red" and the weapon goes to the target and starts attacking. The weapon continues to act until a new Bid is given, it completes the Bid, or, in the case of a Firearm, it runs out of ammo. A player cannot give a Bid as vague as "go kill the leader of these guys" or as complex as a full plan for a bank robbery.
Weapon Modifications
Sights. Red dot, holographic, night vision, and more. Any sight gives -1 difficulty on attack rolls; a night vision sight also negates penalties for darkness.
Scopes. Same as sights, plus a scope enables longer-range shots without penalties and gives an additional -1 difficulty on long-range attack rolls if the user has Firearms 3+.
Laser. Gives +1 dice on attack rolls when installed.
Flashlight. The light negates penalties for attack rolls in darkness, but stealth is impossible with the light on.
Suppressor. Allows shots in semi-auto without breaking stealth; full auto breaks stealth unless the attack kills the target.
Foregrips. Give +1 dice on attack rolls when installed.
Bipods. Need Setup; give -1 difficulty and +1 dice on attack rolls.
Stocks. Stock Mods can make weapons have a better concealment rating.
Mag. A bigger mag allows more shots before you need to reload.
MERD. Monomolecular Edge Retention Device (sometimes called King stones). A magic device the size of a grape, shaped like a gemstone, that keeps the edge of a weapon so sharp it can effortlessly cut through Light and Medium armor; Strong armor is only 50% effective against it.
Spikes. Change a weapon's damage from batter to lethal.
CarryFire Grip™. Allows large guns to be carried and fired if the user has Strength 3+.
Ultra CarryFire Grip™. A magically enhanced device that allows guns that should be impossible to carry and fire to be used. The user requires Strength 5+, and they must take 1 point of Warp (see the Magic chapter) upon firing the weapon.