QUOTE (Fatum @ Jun 22 2011, 02:33 PM)

What I really dislike is that there is nothing special about them. But that's pretty much my problem with Shadowrun weapons - in my opinion, reading the description of a well-designed item should make you go "WOW WANT NOW". The monowhip would be a prime example of the stuff working like that.
As it is, Shadowrun, both in Arsenal, War! and Gun Heaven, has a bunch of weapons which are basically the same, with slight alterations to this and that stat, and this and that mods already made for you. I think Dark Heresy Core dealt with that right - "what we have here are generic versions, there's a million more models, each of those alters the stats a bit, feel free to write those up yourself". It's not all that bad, of course - say, there's the Executive Protector and the Clappistol in Arsenal, - but generally, nothing really catches the eye.
I made all weapons generic, with an added Weapon Feature each. Most weapons come in 1 or 2 variants, so weapons really are different. I generally let players get a certain weapon with a certain Feature if they want it though.
Weapon Features House Rule
Each weapon gets 1 Weapon Feature. Many weapons are available in different versions, letting players pick a Feature for their weapon. The GM may rule that certain weapons require a certain Feature, or that some Features are not available for certain weapons.
Low recoil: 1 point of recoil compensation
Accurate: Reduce modifiers for long and extreme range by 1
Variable gas vent: This weapon has internal gas vents on this weapon allows for the mounting of a silencer or suppressor. The weapon is only silenced if the gas vents are closed, which negates the recoil compensation. Opening or closing the gas vents takes a Simple Action (Free Action for smartlinked weapons).
Penetrator: -1 AP. Ammo only interchangable with other weapons of same class and Feature.
Massive: This weapon fires larger bullets at lower velocity. +1 DV, +1 AP, -33% clip size (suppression fire with a full clip is still possible even if it holds <20 rounds). Ammo only interchangable with other weapons of same class and Feature.
High Velocity: Per existing rules, apply qualities of Low Recoil, Extended Magazines, Gas Vent, no underbarrel accessories. Only available for High Velocity weapons.
Extended magazines: +66% magazine capacity.
Reliable: The weapon needs one more die roll of 1 than normal to glitch or critically glitch. It receives +/-3 dice when testing for maintenance or reliability.
Cheap: -50% cost.
Compact: Reduce Cumbersome Weapon Rating by 1. Only available for bullpup weapons.
Concealable: -1 die to Perception tests to notice the weapon. –25% magazine capacity.
Silent: When a silencer or suppressor is mounted, apply an additional –2 to Perception Tests to hear the weapon
Heavy Weapon: Heavy Weapons require the Heavy Weapon feature and fo not get additional features.
Sniper Rifle: Sniper Rifles require the Sniper Rifle feature and do no get additional features.
Special effect: Weapons with special effects (ceramic components, underwater firing, inconspicuous dissassembly, Burst Fire for Pistols of Shotguns, etc.) require the Special Effect and do not get additional features.