SELECT Component.[Component Name], [Technology Type].[Tecnology Name], Component.[Power Required], Component.[Build Points Required], Component.Weight, Component.[Hit Points], Component.[System Points], Component.[Body Points], Component.[Graphics filename0], Weapons.[Mount Graphic], Weapons.[Muzzle Graphic], Weapons.[In Flight Graphic], Weapons.[Target Hit Graphic], Weapons.[Target Miss Graphic], Weapons.[Water Hit Graphic], Weapons.[Trail Graphic], Weapons.[Short Range], Weapons.[Long Range], Weapons.[Short Range Accuracy], Weapons.[Long Range Accuracy], Weapons.[Rate of Fire], Weapons.[Number Explosions/Shot], Weapons.[Number of Rounds/Salvo], Weapons.[Reload Time/Salvo], Weapons.Damage, Weapons.[Explosive Radius], Weapons.[Explosive Hit Chance], Weapons.[Explosive Damage], Weapons.[Incendiary Burn Time], Weapons.[Incendiary Damage], Weapons.[Incendiary Burn Radius], Weapons.[Direct Fire Life], Weapons.[Radius Life], Weapons.[Flight Speed], Weapons.[Indirect fire trajectory], Weapons.FireOnMove, Weapons.[Weapon Class], WeaponSubClass.[Weapon SubClass Name], bulletMovement.[bullet movement], bulletEffect.[bullet effect], Weapons.Rotate, Weapons.[max Elevation], Weapons.minElevation, Weapons.facePlayer, Weapons.facePlayerInFlight, Weapons.[Recoil Value], Weapons.[Min Range], Weapons.lightWorld, Weapons.effectSize, Weapons.SurfaceToAir, Weapons.numVtolAttacks, Weapons.design FROM bulletEffect INNER JOIN (bulletMovement INNER JOIN (WeaponSubClass INNER JOIN ([Technology Type] INNER JOIN (Component INNER JOIN Weapons ON Component.[Component ID] = Weapons.[Component ID]) ON [Technology Type].[TechnologyType ID] = Component.[TechnologyType ID]) ON WeaponSubClass.id = Weapons.[Weapon SubClass]) ON bulletMovement.id = Weapons.bulletMovement) ON bulletEffect.id = Weapons.bulletEffect ORDER BY Component.[Component Name] DESC;