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Automatic Rifle

Automatic rifle, shortened carbine version.

Yazirian with automatic rifle

Yazirian with automatic rifle.

An automatic rifle is similar to the automatic rifles being used today. It is basically a heavier, longer version of the automatic pistol.

An automatic rifle 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 1d10 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.[1] 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 5d10 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 Edit

The automatic rifle uses its own round that is interchangeable with that of the man-portable machine gun, although for use with the machine gun the rounds must be taken out of the clip and inserted into an ammunition belt. The automatic pistol, although it does the same damage, is chambered for a shorter round, and the vehicle-mounted machine gun and the advanced combat rifle share a different caliber.

There is a semi-automatic variant of the automatic rifle for the civilian market that is identical in all respects but lacks the ability to fire bursts. This semi-automatic rifle uses the same round as its fully automatic cousin.

Notes & ReferencesEdit

  1. Star Frontiers Alpha Dawn Expanded Rulebook
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