Weapons and targeting rules

Multiple Weapons
===Multiple Weapons=== Clarification and some expansion:
 * AP cost is taken from the higher AP weapon.
 * Penalty of 20 for every weapon after the first.
 * Penalty of 20 for every target after the first.
 * Each weapon is rolled independently
 * Saddle-mounted weapons cannot fire at separate targets.
 * Saddle-mounted weapons are counted as one for calculating penalties.

Example: These penalties may be lowered by perks. Some weapons carry additional penalties or simply cannot be multiple-wielded outside of a battle saddle.
 * 3 targets and 5 unmounted guns: -60 for weapons, -40 for targeting.
 * 2 targets, 1 unmounted and 2 mounted guns: 40 for targeting, 20 for guns
 * 1 target, 2 mounted guns: No penalty.

[Requires perk creation]

Battle Saddles
===Battle Saddles=== See Ranged Weapon Skills for skill relationships.
 * Weapons mounted on a battle saddle may use either their own local skill or the Battle Saddles skill at a -20 malus.
 * May mount one medium or heavy weapon on each side, although certain Enclave-designed saddles may incorporate 4 identical energy pistols.
 * An additional penalty of -10 is applied to all shots from a saddle mounted with guns of dissimilar weight or function.
 * Weapons take one hour to fit to a saddle, require 25 Mechanics skill and a successful Mechanics check. Mounting is a difficult task and must be done by a companion.

Headshots
===Headshots=== Consult the main article for an optional rule on mandatory limb targeting.
 * When connecting with a target’s head (whether by called shot or by luck) any critical does 3x damage.
 * Magical Energy Weapons retain the standard 3x crit no matter where they connect- they do not benefit from additional crit damage to the head.

Limb Targeting
This is an optional rule that mandates to determine which limb got hit by uncalled (regular) shots.

The Body interval shrinks to accomodate the Horn interval if the target is an hornhead.
 * All limb damage (for uncalled shots) is /2 health damage.
 * To determine where your shot lands, invert your roll result and consult the table below. For instance, if you rolled 43 your hit lands at 34.