Weapon Notes Explained

AP (Armor Piercing): The weapon or round ignores this many points of Armor. A weapon with an AP value of 4, for instance, ignores 4 points of Armor. Excess AP is simply lost.
Auto: This full-auto weapon may fire in automatic (single shot) mode
Double Tap: The weapon can rapidly fire two rounds. Rather than rolling twice, add +1 to the Shooting and damage rolls.
HW (Heavy Weapon): The weapon can affect vehicles or other devices with Heavy Armor.
HE (High Explosive): High explosive rounds use a burst template, the size of which is noted in the weapon or ammunition’s notes. See the rules for Area of Effect attacks in Chapter Three.
Parry +X: The weapon adds the bonus to the character’s Parry score when used.
Range: This lists the weapon’s Short, Medium, and Long range.
Rate of Fire: This is the maximum number of shots that may be taken by this weapon per action. Two or more shots with such weapons always incurs the –2 autofire penalty.
Reach: Weapons with “reach” allow their user to make Fighting attacks at the listed range.
Semi-Auto: The weapon fires on semi-auto and can take advantage of the double-tap rules (page 72).
Snapfire Penalty: Certain weapons, such as sniper rifles, are very inaccurate if fired “from the hip” rather than using
their excellent sights or scopes. If the character moves in the action he fires, he suffers a –2 penalty.
Three Round Burst: The weapon can fire 3 rounds with one pull of the trigger. This adds +2 to the Shooting and damage rolls at the cost of the extra ammunition.

Weapon Notes Explained

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