Rapid Shot
XP Cost: 15
Max Pilot Skill: 5
Prerequisites: None
Ability Description:
Each round, you may fire one weapon twice as if it was an ultra autocannon. Use twice the ammo (if applicable) and generate twice as much heat. If the attack roll hits, roll on the cluster table in the 2 column to see how many shots hit the target, rolling separate locations for each. Doing this on consecutive rounds is dangerous, however. On the first turn, if the attack roll is a 2, then the weapon jams/burns out/etc., and is useless for the rest of the scenario. On the second consecutive turn, if the attack roll is a 2, 3 or 4, the weapon jams. On the third turn, it’s anything less than a 7. Treat the progression (and cool-down) as the same as for MASC. When used with missile weapons, first roll on the 2 column of the cluster table, and then roll either once or twice (depending on the first cluster roll) on the regular cluster table to see how many missiles hit.