Weaponry framework - Fire Weapons

Nice! Modular too. Perfect for my First Person Modular Fire Weapon System:
[TABLE]

Chamber: The Weapon Core Component in which other components connect into. It is the mechanism loads ammunitions from the ammunition storage into the weapon, applies motivational force, directs ammunition through the barrel, and ejects ammunition byproducts. Chambers effect the amount, type and speed of loading ammunitions.
Barrel: Projects the ammunition. Barrels effect ammunition range and dispersion. Long Barrels produce long range/ narrow dispersion; Shorter Barrel produces short range/wide dispersion. Barrels also provide a ‘heat sinking’ for the weapon.
Loader: Can be attached to the barrel or magazine. Loads ammunition with Hand2.
Trigger: Control mechnism that activates Firing Unit/Mechanism. The Trigger determines how the user can fire the weapon. A weapon can posses multiple triggers.
Firing Unit/Mechanism: This component provides motivational force to a ammunition. High Quality Firing Units can project ammunition a great speeds long distances.
StockGrip: Absorbs Recoil. Recoil can effect weapon handling and accuracy. High Quality Stocks can absorbs greater amounts of recoil. Handgrip attaches to player.
Magazine: Magazine/PowerCell/Canister are storage components. These components effect Ammunition Refill/Recharge speed and Storage Quantity
AmmoMeter: A 3D HUD Display for Ammo Count associated with the magazine.
Scope: A HUD accessory component that assist in visibility of the target (ie: Zoom, Infrared, Thermovision)
TargetReticle: A HUD accessory component that assists in targeting and locking.
Distorter: This accessory attaches to the Barrel of the weapon to muffle sound of Solid Ammunitions or change the visual characteristics of Energy Ammunitions.
Bayonet: This Blade Weapon accessory attaches to the barrel of the weapon and used as melee weapon.
**Deflector **(not shown): This accessory attaches to the Chamber or Barrel providing defense shield capability.