A light machine gun between an autogun and heavy stubber in size and firepower
that trades accuracy for volume of fire. There are many variants, but most
are gas-operated self-loading selective-fire rifles with the ability to switch
between full and semi automatic. Some are belt fed, others use large drums or high-capacity
clips. Some are fixed barrel, others rotary. One thing they have in common is
murderous efficiency.
Rapid Fire (Selective): A weapon with this trait is used as if it has the Rapid Fire (1) trait normally, but
optionally may be used as if it has the Rapid Fire (2) trait if the fighter using it treats the Shoot action
as a Double action.
Rapid Fire (X): When firing with a Rapid Fire weapon, a successful hit
roll scores a number of hits equal to the number of bullet
holes on the Firepower dice. In addition the controlling
player can roll more than one Firepower dice, up to the
number shown in brackets (for example, when firing a
Rapid Fire (2) weapon, up to two firepower dice can be
rolled). Make an Ammo check for each Ammo symbol
that is rolled. If any of them fail, the gun runs Out of
Ammo. If two or more of them fail, the gun has jammed
and cannot be used for the rest of the battle.
If a Rapid Fire weapon scores more than one hit, the hits
can be split between multiple targets. The first must be
allocated to the initial target, but the remainder can be
allocated to other fighters within 3" of the first who are
also within range and line of sight. These must not be any
harder to hit than the original target...for example if a target in the
open is hit, an obscured target cannot have hits allocated
to it. Allocate all of the hits before making any wound
rolls.
Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.