ROF 2 Weapons

There are several different approaches to handling ROF 2 weapons, as unfortunately the rules are not to clear on how to handle them.

The easiest approach involves a standard 'to hit' roll with no additional bonuses due to the rate of fire. If the roll (with all appropriate bonuses and penalties) is 11 or higher, one round hits. If the roll is 20 or higher both rounds hit. The additional damage from scoring over twenty is not applied.

The second approach uses the Auto/Support skill. The book states that only weapons that have a ROF 3 should use this approach so it is the least preferred. The normal roll is undertaken including penalties and modifiers as normal. If the target is hit, the weapon skill is substituted with the Auto/Support skill. If the substitued value is below 20, one round hits (even if lower than eleven). For every point above twenty an extra round up to the ROF value hits. In this case anything over 21 causes the second round to hit.

A third approach is that two separate to hit rolls are made, one for each bullet. The first round includes all appropriate modifiers and penalties, whereas the second shot is counted as a Wild Shot. It is possible on this method for the first shot to miss and the second shot to hit.

One final approach would be to only make one roll to hit and if this is a success to apply damage as normal for each round.