Because I find flipping about in the Big Black Book to be confusing I thought of another article that needs to be in the Gamemaster's Guide. Its not so useful for players, but Game Designers need to know how to make job lots of weapons.
In truth, Game Designers probably need a fifty page Book O' Weapons to be followed up by a sequel with more of the same.
How to Create a Weapon
By Eric R. Ashley
1. Name it.
2. Desribe its general effect. (Its a slashing sword or the gravity waves disrupt the balance of the at range target.)
3. Damage Category.
A. Annoying. Forex--caltrops. It hurts a lot.
B. Damaging. Forex--dagger. It can seriously injure a target.
C. Dangerous. Forex--longsword. It probably won't kill you, but it might with one shot.
E. Lethal. Forex--large shotgun. It might well kill you.
E. Fatal. Forex--C4 explosion. Hope your will is up to date.
F. Annihilating. Forex--Energy Pistol set on Maximum Disintegration.
G. Obliterative. Forex--"What happens when I press the red button on the nuclear bomb?"
4. Is it a ranged weapon? If so, choose the end-points measured in feet of each range category.
A. Point-blank.
B. Short.
C. Medium.
D. Long.
E. Extreme.
5. Repeat Factors or How Many Times in a Minute can an unskilled user use it?
6. Are there any Cabooses on the Damage, tagging along behind. If so, these are Damage Riders. One example is the explosion which does a certain amount of damage, and then the flames caused by the explosion.
7. Any sit-mods or situation modifiers or other dice roll modifiers can be put here.
That looks about it.
Eric