Armor Piercing (AP) Ammunition
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A type of ammunition designed to penetrate even the toughest armor plating.
ARMOR PIERCING (AP) AMMUNITION |
Roll
- After a successful attack using AP Ammunition, the target must make a Saving Roll per impact suffered, using half his ARM or BTS value (ARM/2 or BTS/2) as specified by the weapon being used.
Effects
- AP Ammunition reduces the ARM or BTS value of its target to half of its original value, rounding up. Consequently, any ARM or BTS above 0 cannot be reduced below 1.
- Each Saving Roll failed against AP Ammunition causes the target to lose one point from his Wounds/STR Attribute.
- Critical hits with AP Ammunition cause the targets to make an additional Saving Roll, applying their halved ARM or BTS value.
FAQs & Errata
N4 FAQ
Version: 1.0, Jan 2021
Q: How does Bioimmunity interact with Ammunition and Traits that reduce the Saving Roll Attribute, for example AP or E/M Ammunition, or ARM=0?
A: AP Ammunition is tied to the Saving Roll Attribute listed in a weapon’s profile. If Bioimmunity is used to make the Saving Roll against a different Attribute, that Attribute will not be halved. In the same way, if Bioimmunity is used against a hit by E/M Ammunition to make the Saving Rolls against ARM, the ARM value will not be halved. The ARM=0 Trait only applies if the Saving Roll is made against the ARM Attribute, and vice-versa for the BTS=0 Trait.
Related Pages: Armor Piercing (AP) Ammunition, Bioimmunity, Electromagnetic (E/M) Ammunition, Traits