Weapon Quirk

Weapon Damage Falloff Table
The table has the info you need to properly calculate the arctan fall off function with the factor in the descriptions [Link TBA]
== Recoil ==
A negative value added to the to-hit roll, and is for subsequent shots with a weapon without taking a rest. If not listed, the recoil penalty is 0, which means no penalty for additional shots. This penalty does not stack.  A recoil penalty of 2 stays at 2 no matter how many consecutive shots are taken. 
[This info is probably old. Go to Recoil in the Accuracy Guide for up-to-date info. "Not firing a weapon for a turn will remove the Recoil penalty for the next shot. Is based on a d12 roll to-hit, so each point of recoil is about a 5% penalty, but can vary between 2-7%. Contributes to the base to-hit roll."]
== Accuracy (Acc.) ==
A positive or negative value that is added to the base to-hit roll.
Contributes to the base to-hit roll.
== Damage +/- ==
This weapon does more or less damage than is typical for the base model
This increased damage -IS- already shown on the weapon card and battle HUD!
== Weight +/- ==
This weapon weighs more or less than the standard version
This increase or decrease -IS- already shown on the weapon card
== Critical +/- ==
The base critical value is 1
An increase or decrease in Critical will modify that value.  +50% critical will make the Crit value 1.5
Most bonuses will be a percentage, not a +1, etc.
This will NOT be reflected on the base stats, as no Critical stat is shown.  It WILL be noted on the weapon card, but not in the battle HUD.
== Range +/- ==
Damaged
-2 acc per crit accumulated
Range Split
Heat Damage
Damage Variance
Damage Falloff
Starting Ammo Capacity
Evasive Pips Ignored
Indirecte Fire Capable
Shots when Fired
Projectiles per shot
Instability
Overheat damage multiplier