Anyone tried this? It's something that could happen during any game: let's say that Braun picks a handgun from a fallen foe (he had a gun back in 1st edition)... how do you stat this "temporary" weapon?
I don't know if this was asked before, I was thinking to use "temporary weapons": since weapons are part of the Attack ability, I'd use them as a "detachable skill". This doesn't mean that Attack cannot be bought, for a "realistic" game setting characters can take it to simulate martial arts training or even steel fists.
Of course the "temporary weapon" replaces your attack, being a separated ability (so, in the example above, Braun will benefit from this... well barely, since he has no Combat Skill at all

Handgun (+1 Attack: ranged, ammunition, effective)
Revolver (+1 Attack: ranged, ammunition x2, effective x2)
Machinegun (+1 Attack: ranged, area effect, ammunition, inaccurate)
Mortar (+1 Attack: ranged, area effect x2, assisted, ammunition x2, activation, effective x3)
I did not use the "weapon" flaw since... well all of them would have it! (it's balanced by the +1 attack, that it's equivalent to Effective).
I'd like to know if someone tried something similar.