Topic: Dual Mode Questions:
Let us assume a dual mode weapon, with modes A and B.
In Mode A, the weapon requires ammunition, is slow firing, and has reduced penetration. (and likely does damage in buckets)
In Mode B, none of the above are the case.
1.) May the weapon fire in Mode B, if there is no ammunition remaining? (We assume that Mode A was costed for ammo, and mode B was not)
2.) If the weapon fires on turn 1 in Mode A, may it fire on turn 2 in Mode B?
3.) If the answer to #1 or #2 above is 'no', then why does the weapon not suffer from reduced penetration in Mode B?
Next Question:
Assuming the answer to question #1 above is 'Yes', may a weapon be designed such that it has modes A and B, and requires (seperate) ammunition for both? May a weapon be designed such that it has modes A and B and shares ammunition for a common pool for both?
Next Question:
It was noted that Dual-Mode weapons must have the same range. Does this still allow Dual Mode Weapons wherein Mode A suffers from "minmum Range" and Mode B has the carronade limitation? (As this would, I assume, subvert the designers intent in limiting dual-mode weapons such that both modes must have the same range, while remaining true to the text of the rules)
Final Question:
Why do Dual-Mode weapons have to have the same range in both modes? A hypothetical 12 gauge shotgun carrying both bird-shot and slug ammunition would have widely varying ranges (and, incidentally, 2 supplies of ammunition, relying on ammunition for each).
Such a 12-Gauge Shotgun, in a suitably up-teched descendant, would make a pretty neat, pretty 'realistic', and currently difficult-to-impossible to duplicate under the rules, weapon.