A target hit with a weapon with this tag suffers a -2 penalty to DE for the purposes of determining if the damage causes wounds, if the target has a higher DE scaler than the weapon's damage scaler. Apply the DE penalty before the DE scaler.
If the target has the same or lower DE scaler then the weapon's damage scaler, the target suffers only a -1 penalty to DE for the purposes of determining if the damage causes wounds.
Example: Shooter A hits Target B with a weapon that does 2D6 damage and has AP rounds. The weapon has no damage scaler. However target B's DE is 6 X2. Since the DE scaler is higher than the damage scaler, target B now has a DE of 8 for the purposes of determining damage. That's 6 minus 2 equals 4, then multiplied by 2, equals 8.
A weapon with this tag does not need to cooldown in the turn following automatic fire or rapid fire.
A weapon with this tag has a blast that will bounce back from any cover it fails to penetrate. An enemy unit behind the opposite side of cover from the target point of a blast with backblast, is unaffected by a such a blast that does not penetrate or destroy the cover.
A melee weapon or shield with this tag provides a bonus to any attempts to block or parry close combat attacks equal to the rating (X) of the tag.
Blunt Force (X)
EMP Blast (X)
Same as the Blast tag, except EMP damage is done instead of lethal damage. See Wounds and Injuries.
A weapon with this tag can fire without having a line-of-sight to a target. See Indirect Fire.
A target hit with a weapon with this tag suffers a -2 penalty to DE for the damage roll, unless they have the Reflective Armour tag.
A melee weapon with this tag provides a +1 bonus to hit in close combat with that weapon, unless the opponent also has a melee weapon with this tag.
Neuro Blast (X)
Same as the Blast tag, except neuro damage is done instead of lethal damage. See Wounds and Injuries.
A melee weapon with this tag only has to be held in one hand to be used effectively. If the weapon is used by a unit when charging in a turn the unit has also fired or thrown a ranged weapon, the charge bonus to hit is still received.
A weapon with this tag can only be fired once per game.
If damage with a weapon with this tag does enough damage to beat the target's DE, a re-roll of the damage can be made with a penalty to the target's DE equal to the rating (X) of this tag.
A unit with a weapon with this tag can elect to fire scatter rounds when they fire it, but only at point blank or short range. Scatter rounds have a cone of effect of 12" long and 1" wide and do 1D6+1 damage.
A separate roll to hit is made for each target in the cone. Targets may dodge/parry or dive to prone as normal.
Scatter Rounds Cone of Effect
In the example above, target A and B lie within the cone of effect and a roll to hit is made on each. Target C is outside of the cone and can't be hit. Target D is beyond the range of the cone and can't be hit.
An aimed shot at long or extreme range with a scoped weapon receives a +2 bonus to hit, rather than a +1 bonus. Further, any to hit penalty normally applied by the weapon at long or extreme range is ignored for aimed shots with that weapon.
A weapon with this tag cannot be used semi-automatically in two consecutive turns (it needs a cooldown to be reloaded).
A weapon with this tag can be fired two times with an action, at up to two different targets within 2" of each other.
A successful hit with a weapon with this tag does additional neuro-damage equal to the rating of this tag.
A melee weapon with this tag is more effective in close quarters against an unarmed opponent, giving the opponent a -1 penalty to any attempts to dodge or block close combat attacks made with the weapon.
Damage from this weapon is always stun damage, not lethal damage.
Making an attack with a weapon with this tag one-handed is with a -2 penalty to hit. If used when charging into close combat in the same turn as firing or throwing a ranged weapon, the weapon has to be used one-handed for that turn.
A weapon with this tag cannot be carried or used by a unit on foot and must be mounted, either to a vehicle or emplacement in order to fire.
A weapon with this tag always causes one additional wound to a target that is wounded by it. See Wounds and Injuries.
MORE SHOOTING RULES!
TARGETS IN DIFFERENT RANGE BRACKETS
If a unit's targets for multiple shots (from semi-automatic, automatic or rapid fire) are in different range brackets, the most distant range bracket applies for all shots.
RE-ARRANGING ROLLS TO HIT
When making multiple shots with a single weapon, after selecting targets, the player rolls all the dice together and then re-arranges the rolls.
Example: Unit A, with MA 6 (with modifiers already applied), fires an automatic rifle on full auto. The player rolls 6D6 to hit and gets 6, 5, 4, 3, 3 and 2.
The player re-arranges the rolls, putting the 4 and 2 together and the 3 and 3 together. That's two hits!
The player then allocates the hits evenly amongst the targets he selected. If there's more hits than targets, the player decides which targets get the additional hits.
Example: Unit A has hit two targets with three shots. Each target takes one hit and then the unit's player decides which target takes the third hit.
MULTIPLE HITS ON ONE TARGET
When a unit is hit multiple times in a turn from the same weapon, damage from all hits from that weapon is added together.
Example: Target A, with a DE of 7, is hit twice from automatic fire from Shooter B's automatic rifle. That inflicts 2D6+2 damage, not 1D6+1 twice.
Shooter B rolls 9 damage, greater than Target A's DE of 7, so Target A has been wounded.
TWO (OR MORE) HELD FIREARMS
A unit with more than one firearm held may fire each firearm in an action. However, the unit must split their MA between each weapon fired.
Example: Unit A has MA 8 and a machine pistol in each hand. The player chooses to have the unit fire both with its action, one with MA 5, the other with MA 3.
NUMBER OF VEHICLE MOUNTED WEAPONS THAT CAN FIRE
The number of vehicle mounted weapons that may be fired with an action is dependent on how fast the vehicle moves and whether there are dedicated gunners for a particular weapon.
If a vehicle does not move, all mounted weapons may be fired.
If a vehicle crawls or cruises it may fire two mounted weapons.
If a vehicle rushes it may fire one mounted weapon.
If a vehicle goes flat out, it may not fire any mounted weapons.
If a mounted weapon has a dedicated gunner, it can always fire, regardless of how fast a vehicle moves and how many other mounted weapons are fired.
Unlike with held firearms, regardless of how many are fired, MA is not split between the weapons.
Mounted weapons with a dedicated gunner use the gunner's MA, otherwise use the pilot's MA.
Weapons that are twinned must be fired at the same targets. To hit rolls are made separately for each weapon.
Twinned firearms that are held do not require the MA to be split but separate to hit rolls are still made for each weapon.
Vehicle mounted weapons that are twinned count as only one weapon, for the purposes of determing how many weapons may be fired dependent on the vehicle's speed.
MULTIPLE BLAST TAGS
If a weapon has more than one Blast tag, damage from each blast is determined separately, as is whether a unit partially in the blast is hit or not.
Example: Unit A is caught in the blast radius of an attack that does 2D6 damage, with a standard blast and a neuro blast. Unit B is only partically in the blast radius.
Unit A takes 2D6 lethal damage and then a separately determined 2D6 neuro damage.
Unit B takes 2D6 lethal damage on a roll of 4,5 or 6 on a D6. Unit B then takes a separately determined 2D6 neuro damage, on a roll of 4,5 or 6 on a separate D6.