I have a question regarding the special abilities of weapons in infantry platoons.
The note for the Special Feature section of the Infantry Weapon Classifications table (TM pp. 148) states: "*Unless otherwise stated, these effects apply for the full platoon’s attack, regardless of the number of weapons per squad."
The only "otherwise noted" special ability is "B" (Heavy Burst Weapon): :**Platoon to-hit and damage bonus only if assigned to a minimum of 2 troopers per squad."
TM pp. 149 (second paragraph, second sentence) states: "These letter codes indicate if the listed weapon has any special effects, which apply to the platoon's entire attack if the weapon is employed as either a Primary or Secondary Weapon (though in some cases, a minimum quantity per squad may be required)."
This wording seems to indicate that a "B" weapons are the only ones that require 2 per squad to "activate" the effect for the squad/platoon. This would mean that a squad of 7 troopers, six armed with Intek laser rifles and one with a flamer or light AA weapon will qualify as a "flamer" or "anti-aircraft" unit, respectively (meaning that it is AA all the way out to a range of 9 hexes).
I was under the impression that such special abilities only come into play if the special ability weapon determines the infantry unit's range.
Reviewing the AA, Flamer, Burst, and Non-penetrating infantry units in TRO: 3085, all units with said designations have at 2 special ability weapons per squad.
TM Errata (v 3.02) sheds no light on this issue.
So the question is this: Can a squad with only one "A" or "F" special ability weapon as a secondary/support weapon gain that weapon's special ability for its full attack?