These are just ideas on how to flesh out your gear with quirks and effects - something I found lacking since we have mods that improve our weapons but nothing that equals the opposite.
You can have a maximum amount of negative qualities equal to Mod Slots. The total points gives an equal price reduction X10 in percentage (ie, 3 points equal 30% reduction to the BASE cost of the weapon).
Innacurate -2
Regardless of how good your aim is one of your successes is always considered a 1.
Gremlins -1 (Max 5)
As gremlins quality
Complex Reloading -1
Reloading your weapon takes twice the normal time
Close Combat Weapon -1
Your weapon tends to be innacurate at longer ranges
All range modifiers have an additional -1 dicepool modifier
Unfamiliar Grip -2
This gun was tailored for someone else. Close combat weapons have a -1D6 dicepool and ranged weapons have a +1 recoil modifier.
Jamming -1
Every time the character shoots the weapon roll a dice, on a roll of 1 a complex action is needed to clear the jam.
Reduced Ammunition -2
The weapon have a -25% ammunition supply due to being an earlier suboptimal design.
Grandfathers Gun -1
The gun is of such an old design cannot have any electronical upgrades or accessories
Excessive Recoil -2
The gun is terribly imbalanced and suffer double uncompensated recoil.
Lost Accessory Slot -1 to -3
The weapon model lacks a usually available accessory slot (top, under or barrel). This quality can be taken up to 3 times.
Custom Ammunition -1
All ammunition for this weapon must either be imported or custom built, all availability for ammunition is +4.
Slow Firing -4
The weapons fire rate is significantly reduced. SA weapons are now SS weapons. FA weapons are now reduced to SA/BF and BF weapons are now reduced to SA. SS weapons now need a ready action before firing.
Any additional ideas?