I'll help ya out buddy.
Here are some rules I had develop a long time ago.
Energy Weapons
This covers laser weapons, ion weapons, particle beam projectors, etc. This does NOT cover plasma weapons, projectile weapons, or exotic beam weapons such as Tri-Beam weaponry.
Improved focusing crystals These can upgrade the damage by one dice type, but cost 15% of the weapon. This involves replacing the standard manufactured crystals with carefully designed focusing lenses adapted for that particalur weapons frequency and wattage. This can only be done once. In the case of cannons or other heavy energy weapons that have a x5 or x10 multiplier, the improved focusing crystals only add a +5 or +10 to the damage, respectively.
The base skill for this is Weapons Engineer, however Electrical Engineer can be used at -20%.
Purchase Cost: 20% of weapons initial cost
Engineer Cost: 10% of weapons initial cost
Time: 20 hours to create the crystals/focusing arrays, 20 minutes to install.
For example: A pistol that does 2d4 has improved focusing crystals added, it now does 2d6 damage. A laser cannon aboard a Shrike II combat jet does 3d4x5 damage, with the crystals it does 3d4x5+5 damage.
Improved Energy Output
By bypassing safeties and manufacturer limits, the weapon is able to put out more energy than normal. However, this rapidly degrades the hardware, and any time a 1 is rolled, the weapon breaks down and will require replacement parts (10% of the weapon's cost) and repair (1d4+1 hours). Once this is done, it adds another die to the damage.
Skill needed is Weapons Engineer at -10% or electronics engineer at -20%
Purchase Cost: 25% of weapon's base
Engineer Cost: 5% of weapon's base.
Time: 2 hours to locate and override specific hardware and firmware regulators.
Bust Mode
This allows the weapon to fire bursts. Recently (102PA) this has been the hottest weapon modification available. However, weapon not designed to use this suffer from heat expansion normally not seen, so the damage is lower for weapons modified for this post-manufacture than those designed to be burst fire weapons.
Benefit: The weaponis improved as follows:
2d6 to 5d4
3d6 to 5d6
5d6 to 3d4x10
(As you can see, there is diminishing returns on this)
Manufacture Cost: 50% of base weapon
Engineer Cost: 25% of base weapon
Time: This requires massive work, usually 2 weeks of design, 5 hours of refitting.
Extended Range
By increasing the wavelength/frequency to a tighter one, the weapon's range is increased.
Benifit: Range is increased to 150%
Manufacture Cost: 20% of base weapon
Engineer Cost: 5% of base weapon
Time: This one requires multiple shots at a target to measure frequency and wavelength scatter at various distances. The time to modify is 5 days of testing, 2 hours of work.
Full Auto
Some people insist on full auto, despite the fact that it really lowers the amount of damage done. Full auto either fires steady bursts, or just one long beam.
Benefit: The weapon does one die lower times seven, but uses up THREE of the character's attacks and drains the e-clip.
Example: A laser rifle that does 5d6 normally will do 5d4x7.
Base Cost: 10% of the weapon's base cost
Engineer Cost: 0%
Time: 20 minutes to bypass the safety interlocks.
If you need more than energy weapons, just let me know.