I assume by cooldown you mean the recharge time and not the weapon cooldown.
With every shot made you reset the recharge timer on the charges. The recharge timer on the weapon restores all 12 charges. As a result it will be able to fire 12 times rapidly but then must wait the full recharge time of the weapon all charges to be refunded. This also has the benefit that if the unit only partly depletes its weapon charges and then leaves combat for the recharge period it will enter combat again with full weapon charge.
If it cannot be done with a modify unit effect or buff of sorts then it can certainly be done with triggers. The triggered solution would be that every time the weapon fires it sets the unit's weapon charge link recharge time back to initial recharge time.
Ok I figured out that Charge - TimeUse is how long it takes to add a charge.(thank you Wiki :D and ImperialGood for pointing me in the right direction)
I now have it so it swift bursts through 12 shots then slowly regains 1 shot every second.
The problem is that the unit continues to attack while it is "recharging" each shot, which basically just results in a new attack rate of 1 shot per second. Is there some way to prevent the unit from attacking once the charge count hits 0? And then allowing the unit to attack again once it hits max?
---Result 2 - 6: Cooldown - TimeUse again has no noticeable affect, but unlike without e_chargeFlagRestoreAllChargesOnCooldown the weapon never enters a slower rate of fire. It appears that e_chargeFlagRestoreAllChargesOnCooldown simply restores all charges at the end of a (Basic) Stats: Period cycle/ Stat: Reload Duration cycle. It does not appear to be tied to the Cooldown - TimeUse setting.
I also did not see any noticable difference when using Cooldown - TimeStart.
Im going to try something involving a Behavior that disables/endables the weapon and a chain of Validators that check the Weapons charges.
Im not sure if charges will recharge while the weapon is disabled, but the only other way I can think of is disabling Attack which I'd rather not do.
If you look in the editor they are not with the other cost fields for some reason being classified as (None): so could you please move those fields back to where they were. Also I was hoping you could fill in the function/hints part more so it is clearer how to make a charge based reloading weapon.