NOTICE: Infinity N5.2 and FAQ 5.0.0
The wiki currently uses the N5.1.1 rules. Until it has been updated, please download the N5.2 rules PDF and v5.0.0 FAQ from the Rules section of https://infinityuniverse.com/resources/infinity.
Double Action (DA) Ammunition
Ammunition || Normal (N) Ammunition | Armor Piercing (AP) Ammunition | Double Action (DA) Ammunition | Eclipse Ammunition | Electromagnetic (E/M) Ammunition | Explosive (EXP) Ammunition | Paralysis (PARA) Ammunition | Shock Ammunition | Smoke Ammunition | Stun Ammunition | T2 Ammunition || Combined Ammunition | Combined Saving Roll || Ammunition Summary Chart
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This Ammunition uses high-impact light caliber projectiles.
- After a successful attack using DA Ammunition, the target must make two Saving Rolls per hit suffered.
- Each Saving Roll failed against DA Ammunition inflicts 1 Wound on the target.
- The second Saving Roll is mandatory, even if the target fails the first one or falls Unconscious.
- Critical hits with Double Action (DA) Ammunition cause the target to make an additional Saving Roll.

For each Critical hit with DA Ammunition, the target must make 3 Saving Rolls: 2 due to the hit with DA Ammunition and 1 more due to the additional Saving Roll.