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[[File:Misc SF Autorifle.jpg|thumb|270x270px|Advanced combat rifle in a bullpup configuration, with a non-metallic plastic casing. |link=https://starfrontiers.fandom.com/wiki/File:Misc_SF_Autorifle.jpg]]{{Weapon Stats|name = Advanced Combat Rifle|skill = Projectile (+0) (single shot) /
[[File:XM-8.jpeg|thumb|220x220px|XM-2208 ACR]]
 
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Projectile (+20) (burst)|damage = 2d10 (single shot) /
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7d10 + 1d10 per additional target, distributed evenly between targets (burst)|ammo = 20 / 30 / 40 rounds;
 
burst uses up 10 rounds.|RoF = 3 single shots or 1 burst|defense = Inertia, skeinsuit|range = 12 / 50 / 120 / 180 / 350|cost = 500 Cr (7 Cr)|Kg = |kg = 4}}The '''Advanced Combat Rifle''' is an updated version of the [[Automatic Weapons|automatic rifle]] which fires a more powerful cartridge with greater range and damage potential.
   
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An ACR can be set to fire single shots or bursts. Up to three single shots or one burst can be fired in a turn. A single shot causes 2d10 points of damage. A burst fires 10 bullets, and has a +20 modifier to hit. It can be aimed at up to five adjacent targets in a 10-meter wide area. Only one roll is needed to hit all the targets, but any negative modifiers that could apply to one target apply to the entire group. For example, if one target has soft cover, all of them are considered to have soft cover.
The '''Advanced Combat Rifle''' is an updated version of the [[Automatic Weapons|automatic rifle]] which fires a more powerful cartridge with greater range and damage potential.
 
   
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A burst causes 7d10 points of damage, plus 1d10 for every additional target after the first. The damage from a burst is divided as evenly as possible between all the targets. [[Skeinsuit|Skeinsuits]] and [[Defensive Screens and Suits|inertia screens]] reduce bullet damage by half. If a skeinsuit and an inertia screen are used together, damage is reduced to one-fourth the amount rolled.
   
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== Ammunition compatibility ==
{{Weapon Stats|name = Advanced Combat Rifle|skill = Projectile|damage = 2d10/7d10|ammo = 20/30/40|RoF = 3 or 1 burst|defense = Inertia|range = 12/50/120/180/350|cost = 500 Cr|Kg = 3}}
 
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The ACR uses the same cartridge as the [[Machine Gun|vehicle-mounted machinegun]]. Its rounds are not interchangeable with those of the [[Automatic Pistol|automatic pistol]], [[Automatic Rifle|automatic rifle]] or [[Machine Gun|man-portable machine gun]].
 
   
 
[[File:XM-8.jpeg|thumb|270x270px|XM-2208 ACR]]
   
 
''(Name taken from the Traveller weapon)''
 
''(Name taken from the Traveller weapon)''
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[[Category:Equipment]]
 
[[Category:Equipment]]
 
[[Category:Weapons]]
 
[[Category:Weapons]]

Latest revision as of 12:34, 6 July 2019

Misc SF Autorifle

Advanced combat rifle in a bullpup configuration, with a non-metallic plastic casing.

The Advanced Combat Rifle is an updated version of the automatic rifle which fires a more powerful cartridge with greater range and damage potential.

An ACR can be set to fire single shots or bursts. Up to three single shots or one burst can be fired in a turn. A single shot causes 2d10 points of damage. A burst fires 10 bullets, and has a +20 modifier to hit. It can be aimed at up to five adjacent targets in a 10-meter wide area. Only one roll is needed to hit all the targets, but any negative modifiers that could apply to one target apply to the entire group. For example, if one target has soft cover, all of them are considered to have soft cover.

A burst causes 7d10 points of damage, plus 1d10 for every additional target after the first. The damage from a burst is divided as evenly as possible between all the targets. Skeinsuits and inertia screens reduce bullet damage by half. If a skeinsuit and an inertia screen are used together, damage is reduced to one-fourth the amount rolled.

Ammunition compatibility[]

The ACR uses the same cartridge as the vehicle-mounted machinegun. Its rounds are not interchangeable with those of the automatic pistol, automatic rifle or man-portable machine gun.

XM-8

XM-2208 ACR

(Name taken from the Traveller weapon)