The Expanded Armory Setting Rule allows for a lot of customization of weapons. To modify a weapon, simply buy the base weapon, then tack on any add-ons. Make sure to note any changes in the weapon description and price.
The order of operations when determining price for weapons with multiple price multipliers and addons is multiplication then addition (using PEMDAS). Take the most expensive multiplier first, determine the cost, and then do the next most expensive multiplier next, until there are no further multipliers. Finally, add anything that is a simple addition to the cost. Weapon price multipliers can get expensive really quickly.
Medieval Melee Weapons from the SWADE Core Rules all deal -4 damage and do not provide their AP bonus (if any) against the personal armor typically worn in the Sprawl. All of the drawbacks of encumbrance still apply to the character if they do not meet the Minimum STR requirements. Medieval Melee Weapons can still be manufactured in the current age and can provide their full damage and AP against Medieval & Ancient Armor listed in the SWADE Core Rules or against characters not wearing armor.
Because Black Powder Weapons bullets are made of antiquated materials, they deal -6 damage and do not provide their AP bonus against the types of personal armor typically worn in the Sprawl. Against Modern Body Armor, use the rules listed in the SWADE Core Rules. All of the drawbacks of encumbrance still apply to the character if they do not meet the Minimum STR requirements. Black Powder Weapons can still be manufactured in the current age and work as intended against characters not wearing armor.
Because of the material components of the bullet (or shotgun slug), these weapons deal -4 damage and do not provide their AP bonus against the types of personal armor typically worn in the Sprawl. All of the drawbacks of encumbrance still apply to the character if they do not meet the Minimum STR requirements. Against Modern Body Armor, use the rules listed in the SWADE Core Rules. Modern Firearms can still be manufactured in the current age and work as intended against characters not wearing armor.
Finesse Weapons do not rely on brute strength for their damage, but instead the agility of the user. Finesse Weapons use the higher of STR or AGI.
Disruptors use powerful focused short-range ultrasonics to cause massive trauma to the target.
Vicious: Wild Cards that are Incapacitated by damage caused by a disruptor roll Vigor to determine Injury at a -4 penalty.
The Gauss Weapons use magnetic accelerators to propel metal slugs at high rates of speed.
Overcharge: The gauss weapons can overcharge the magnetic accelerators to increase the Armor Penetration of a round by 6. If any of the Shooting dice are a 1, the weapon must cool down for a full round before it can be fired again. If the weapon is overcharged, the Recoil Penalty increases by -1.
No Specialty Ammo: The gauss rifle is unable to utilize specialty ammo.
Laser weapons fire intensely focused beams of light to penetrate and burn their targets.
Cauterize: Anyone Incapacitated by a laser blast adds a +2 bonus to their Vigor rolls to keep from Bleeding Out.
Overcharge: The lasers listed below can be overcharged to add an extra d6 damage, but if any of the Shooting dice are a 1, the weapon must cool down for a full round before it can be fired again. Overcharging uses two shots of ammo.
No Recoil: Laser weapons ignore the Recoil penalty.
No Specialty Ammo: Laser weapons are unable to utilize specialty ammo.
Ramjet weapons use cold compressed air to eject a small rocket whose propellant ignites once the projectile clears the barrel. The slug deals more damage the longer it travels.
Any ranged weapon can receive further modifications. Installing an accessory takes a successful Repair roll and 10 minutes for every $100 in cost for the accessory. A Raise reduces the time by half. On a Failure, you simply lose time and can try again later. A Critical Failure means the enhancement is irreparably damaged and must be bought again.
Ranged ammunition comes in boxes of 50. Laser batteries provide one full magazine for the listed weapon. No Laser, Disruptor, or Gauss weapons can be modified with specialty ammunition.
All of the ammo examples above can be modified with the following specialty types. Simply take the base ammo stats (and cost) and apply the modifiers.
Grenades activate when their safety pin is pulled or when they are fired out of a grenade launcher, then detonate a few seconds later. If they are thrown with the Athletics skill at the Ranges listed below, they cannot make use of Extreme Range (see SWADE page 93). If they are shot with a Grenade Launcher, Extreme Range applies as normal.
All grenades are Heavy Weapons and detonate in the listed blast template (see Area Effect Attacks, SWADE page 97).
Grenades may be Evaded (see Evasion, SWADE page 100).
When purchased, the cost is for a single grenade.
All of the grenade examples can be modified with the following specialty types. Simply take the base grenade stats and apply the modifiers below.
Flashbang, Smoke, Perfect Dark, and Web grenades deal no damage.
Concussion Grenades increase the Blast Template by one type. SBT becomes MBT, and MBT becomes LBT.
Flamethrowers propel incendiary liquid or gas to incinerate their targets. They are automatically Heavy Weapons, use the Cone Template (see Area Effect Attacks, SWADE pg 97), and may be Evaded (see SWADE pg 100). Armor protects normally, but flammable targets may catch fire (see Fire, SWADE pg 127).
The only Ranged Enhancement a flamethrower (not the handheld version) can use is the Vehicular enhancement. Instead of the listed ranges and damage profiles listed there, use this instead. The wielder can use the Cone Template or arc a blast the size of a MBT up to 18" (36 yards) distant. (Use the center of the template for the Range). This shot can Deviate (see Area Effect Attacks, SWADE pg 97).
Unless otherwise noted, missiles must "lock" onto their targets before they can be fired. This action is an opposed Electronics roll versus the target's maneuvering skill (Boating, Driving, or Piloting, as appropriate). Success gives the attacker a "short" lock and allows him to fire up to half the missiles his particular craft can fire at once. A raise is a more solid lock and allows him to fire all of them.
The enemy attempts to evade each missile separately by making a maneuvering roll at -4 (or -2 if the target has substantial cover to hide behind). A Critical Failure means the craft goes Out of Control (see SWADE pg 119).
All of the missile examples can be modified with the following specialty types. Simply take the base missile stats and apply the modifiers below.
Mines are explosives planted beneath shallow dirt that detonate in the listed blast template when a person (for anti-personnel mines) or vehicle (for anti-vehicle mines) passes over them.
Minefields: For dramatic purposes, a character who steps on a mine should get a Notice roll. Failure means she realizes it before stepping off and detonating it. Saving the victim requires a Demolitions roll at -2 or a Repair roll at -4, but a failure detonates the device immediately.
Detonator Types: There are multiple detonator types for mines, and the type of detonator can change the cost. When you buy a mine, choose a detonator type.
Pressure Sensitive (Cost x 1)
Proximity (Within the Blast Template; Cost x1)
Trip Wire (Cost x1)
Command Detonated (Range: 5km; Cost x 1)
Networked (As command detonated, but change range to anywhere with Net access; Cost x 1.25)
Smart (Responds to proximity or voice with IFF signaling; Cost x1.5)