One of the players in my online Privateers game pointed out an oddity: the rules on rapid fire are really vague, and I can't find any sort of benefit for the life of me.
To be specific, you have the following options for attacks with a firearm or energy weapon:
- Single Shot (30-60% activity): Expends one unit of power, does normal damage and criticals.
- Extended/Double Shot (50-90% activity): Expends two shots from semi-automatics, three from continuous-fire; make one normal attack, then a second at –15 (–30 for firearms).
- Tracking/Spread Burst (30-60%): Spray an area, expending 5 shots (10 for continuous fire); make an attack at half your OB, but with a +30 bonus, and reduce criticals by one level.
- Continuous Fire/Aimed Burst (50-90%): Expends 5 shots (10 for continuous fire); make an attack at –10 (–20 for firearms), but use Raking or Burst criticals.
Now, the next section in both the core book and
Blaster Law get a little confusing.
First, they mention Rapid Fire. As far as I can tell in the description, all this maneuver does is empty a weapon. No attack rolls are made. A successful skill check just drains a power cell or empties a clip. Where's the benefit in this?
The next thing they have is "Aimed Rapid Fire". First, you have to spend a full round (100%) doing nothing but aiming. After that, you make a Rapid Fire maneuver; success lets you get a single Continuous Fire or Aimed Burst attack, otherwise it's a Single Shot. As far as I can tell, you still empty your weapon's ammo. Who would bother with this? An Aimed Burst just uses 5 shots and is a single attack. This one takes two full rounds, and every bit of ammo, and you might blow it and just get a single anyway.
These options for the Rapid Fire skill seem pretty useless. It doesn't help that the actual skill description just says to refer to the options in the combat chapter.