QUOTE
Resolving Rocket and Missile Fire
Rocket fire is resolved in the same manner as for grenade launchers.
See Grenades, p. 155.
Rocket fire is resolved in the same manner as for grenade launchers.
See Grenades, p. 155.
For grenade launchers it only has rules in the main book regarding a minimum firing range (5m for grenade launchers) and an extended test for the removal of that safety feature.
Now, on page 139 of War! we have a second rule regarding grenade launchers.
QUOTE
Grenade Launchers and Targeting
Minigrenades can be set to explode when they hit their target
(or whatever they hit instead of the target). This allows a grenade
Launcher to be used more like direct-fire weapons. A wireless capable
minigrenade (the default manufacturing mode) can be
set to contact detonation with a Change Linked Device Mode (p.
288, SR4A) at any point up to the time it is fired, even while it is in
the grenade launcher. A minigrenade without wireless capability
must be set manually with an Armorer + Logic (8, Complex
Action) Extended Test.
When using a grenade launcher with contact-triggered
minigrenades, you can fire directly at a target. You must declare
that your character is doing so before the attack. Make a Heavy
Weapons + Agility Opposed Test against the target, using the
normal rules for ranged combat (p. 150, SR4A), using net hits to
add to the base Damage Value of the grenade for only the target
that was attacked. The grenade also damages those within its blast
radius normally, using its base Damage Value and ignoring the net
hits from the attack. If the attack misses, roll for scatter (with a
reduction for net hits) to determine where the grenade detonates,
resolving the blast as normal.
The ability to increase damage with net hits only works for
exploding grenades; grenades that attack a target indirectly (e.g.,
gas or splash grenades) have their normal effect. Note that grenade
launchers are heavy weapons, and as such any dice pool penalty
due to uncompensated recoil is doubled.
Minigrenades can be set to explode when they hit their target
(or whatever they hit instead of the target). This allows a grenade
Launcher to be used more like direct-fire weapons. A wireless capable
minigrenade (the default manufacturing mode) can be
set to contact detonation with a Change Linked Device Mode (p.
288, SR4A) at any point up to the time it is fired, even while it is in
the grenade launcher. A minigrenade without wireless capability
must be set manually with an Armorer + Logic (8, Complex
Action) Extended Test.
When using a grenade launcher with contact-triggered
minigrenades, you can fire directly at a target. You must declare
that your character is doing so before the attack. Make a Heavy
Weapons + Agility Opposed Test against the target, using the
normal rules for ranged combat (p. 150, SR4A), using net hits to
add to the base Damage Value of the grenade for only the target
that was attacked. The grenade also damages those within its blast
radius normally, using its base Damage Value and ignoring the net
hits from the attack. If the attack misses, roll for scatter (with a
reduction for net hits) to determine where the grenade detonates,
resolving the blast as normal.
The ability to increase damage with net hits only works for
exploding grenades; grenades that attack a target indirectly (e.g.,
gas or splash grenades) have their normal effect. Note that grenade
launchers are heavy weapons, and as such any dice pool penalty
due to uncompensated recoil is doubled.
My question is: How do these two rules interact?
One of the people in the group I run with (the GM... and the one who first brought up the rule) think that since the rule in War! is referring to minigrenades it only applies to minigrenades.
I believe that since the title of the rule is regarding grenade launchers it also can be used for rockets due to the rule in the main book.
The group has decided not to use the rule in War! regardless of how the rule is supposed to be handled but I am curious what everyone else thinks.