Mecha!/Schtick/Close Combat Weapons

Close Combat Weapons
If you take this schtick, you have a weapon that does Damage of +3 times a multiplier that starts at 1. You must decide if the weapon is detachable or not and whether it is kinetic- or energy-based. You can also select if the Weapon should have any options:
 * Internal/External
 * Extra Damage: Add 3 to the Damage of the weapon. Raise the cost of the weapon by 1.
 * Burnout: Increase multiplier by X. Weapon works 4-X sequences.
 * Shock Damage: The weapon is electrified or stuns on impact. Impairment is incurred at a ratio of 1 per 5 Effect Value. This impairment wears off at a ratio of 1 point per sequence. Decrease the multiplier by 1.
 * Armor Crushing: Weapons with this option remove 1 p of hit location Armor per hit. Decrease the multiplier by 1. This may be increased at a ratio of 1 point/schtick.
 * Multi-Hit: This weapon divides its damage between several hit locations. Divide the final damage, after outcome, between any number of hit locations. Determine first hit location normally, then count downwards on the hit location table.
 * Heavy: Increase the multiplier by 1. The weapon is very heavy, and suffers from the same Strength rules as Weapon Systems.
 * Range: Decrease the multiplier by 1. Weapon can be swung up to 3 melee hex out from the mecha.
 * Throwable: Can be thrown Mecha Strength Melee Hexes with the Martial Arts skill. Raise schtick cost by one (1). Heavy Weapons cant be thrown.
 * Weapon System Transformation: For 1 schtick, the weapon can transform into another Close Combat weapon, or into a Weapon System if wished. Base schtick, true damage add schticks and Shock effect schticks are the only ones carried over if transformed into a Weapon System. When one of the weapons is out of rounds, all are. Ammo is calculated fractionally between weapons of the same type. Extra schticks can be added to any of the forms, but only the highest schtick cost of the weapons is applied against the Construction Limit. You can lower transformation time as per normal Transformation rules.