If the weapon is listed with Smartlink as a standard option, no mod slots required
If the weapon uses an external smartlink, no mod slots required
If the weapon is bought, and requires an after-market internal smartlink, then it costs a mod slot.
As for the facility, there is a fluff description somewhere in that a Facility modification requires redesigning the weapon from the ground up (like making an Assault cannon Full-Auto with a large firing mod...)
A facility is more than a Gun cage at the local weaponsmith. It's a 100,000 nuyen room with machining tools, spare parts, ballistics chamber testing etc etc etc)
I'm not saying it's impossible, but it needs to be explained, as custom improvements on that scale are not common....
1) Internal smartgun systems are available as accessories, per the table in Sr4A, and the one in all three printings of Arsenal. Accessories, by definition, do not require modification slots. Arsenal is quite explicit about there being modifications that duplicate accessories.
2) Missions entirely circumvents the issue of required tools for modifications gained in game, and SR ignores them entirely when it comes to character generation, falling back on Availability and Rating instead.
Point 1: - Smartgun System, Internal = Modification = 1 mod slot, costs same as weapon
- Smartgun System, External = Accessory = no slots, 400 nuyen, top/under barrel
Why would someone then try to say:
PC - No, I'm getting an Internal Smartgun system as an Accessory that costs no slots
GM - But there's ALREADY a Smartgun accessory, which is External, and costs no slots.
PC - But I want an Internal one!
GM - Err, so pay for it.
PC - I don't wanna....
GM - Tough.
I find it difficult to believe that
A) For a weapon with Internal Smart gun as standard, there's no mod slot cost
B) A weapon with Internal Smart gun added later, there's no slot cost (Just buy the accessory!)
C) If you want to build a gun with Smartgun, you have a mod cost (?!)
Either B) or C) is conflicting. I choose B). Others are free to disagree *shrugs*
On Point 2: I am corrected
Missions does away with such things quite simply. We play a more detailed game (with Facility mods especially requiring partcular attention).
Note: Maxxed out attributes or Skills at 6/7 also require some explanation. That's just how we roll
