Assault Rifle

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.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
BURP!!!
10''
30''
+1
-1
3
-
1
4+

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.