So, for those that want a simpler and more generic approach to differing weapons manufacturers produce, I have made this suggestion:
Weapons-manufacturers and some templates
So, based on feedback from the FFG forums I’ve been challenged by the idea of templates. Instead of simply adding some damage here, bumping some encumbrance there or the like. Whereas I’m no particular fan of this method, it is still a challenge and notion that I can appreciate – its easier and possibly better balanced than having to control all the different models that I have presented in the document.
As a general rule which is slightly more «narrative» than the material presented in the catalogue: when buying weapons normally, you could randomly decide what make it is (a Dx roll on a list of manufacturers or GM decides randomly). If a certain make is sought, or required, increase rarity at least by 1 and add at least 10% to the cost.
Make does not in any way change the base stats of the weapon – unless advantages or triumphs are rolled on the Negotiate/Streetwise check: 1 advantage can (with GM approval and oversight) be spent to increase a quality which is ranked and the weapon already possess, if no such quality exists, this result is ignored. 2 advantages can (with GM approval and oversight) be spent to add a new quality fitting for the weapon – the GM has final say and veto. 4 advantages (or perhaps 1 triumph) can be spent to add the advanced template (see below) – this is up to the GM of course, not an automatic result – alternately they can be spent on a combination of the previous options. 1 triumph (or 2, or with additional advantages) can be spent to add the prototype template (see below). Superior weapon quality cannot be added through expenditure of advantages or triumphs.
When buying an attachment from a known manufacturer, i.e. from the same manufacturer that made your weapon/armour, increase rarity by 1-2, cost by 10-20%, but reduce HP requirement by 1 (to a minimum of 1). Attachments that only cost 1 HP can have one of its modification options increased by 1 (either in value or number of times the mod can be applied). At GM’s discretion this option can also be applied to more HP expensive attachments, but this will replace the HP reduction suggested above.
I supply two templates to suggest technological improvement and progress. These are intentionally expensive, hard to come by and vague in effect. Basically these can be found through random roll of triumph or lots of advantages, but are perhaps easier to come by if sought specifically in the first place. The prototype can only be found on the black market usually. It is perhaps easier to rob some R&D department than trying to find prototypes for sale. The advanced template should be really hard to come by in the outer rim, mid rim should also be a pain. Core-wards on the other hand, this is more readily available – and the advantage requirement might be reduced by 1 or 2 in the suggested guidelines above.
The prototype template:
Cost: Multiply price by 5 or add 1,000 credits (whichever is higher).
Rarity: Double or add 5 to rarity (whichever is higher); this can of course further change the price.
Modification: Two characteristics of the weapon, armour or gear can be changed favourably, or a new quality can be added (except the superior weapon quality).
Notes: This weapon also produces 1 advantage automatically, unless netting more threats, at which point 1 more threat is produced – due to the unstable nature of prototype weaponry and gear.
The advanced template:
Cost: Double price or add 1,000 (whichever is lower).
Rarity: Double or add 5 to rarity (whichever is lower); this can of course further change the price.
Modification: One characteristic of the weapon, armour or gear can be changed favourably, or a new quality can be added (except the superior weapon quality).
The prototype template changes can increase or decrease one characteristics up to 50%, the other 25%.
The advanced template changes can increase or decrease one characteristics up to 33%.
Limitations: Range can only be increased one band for ranged weapons, melee weapons cannot increase its range. Critical cannot be decreased lower than 1.
Always round up reduced values, increased values always round down.
The suggestions above are intended to replace the weapons and armour presented in the Free-traders and Bootleggers’ Catalogue, with the exception of the attachments and gear.