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.

Electromagnetic (E/M) Ammunition

From Infinity
(Redirected from E/M Ammunition)
Jump to: navigation, search


ELECTROMAGNETIC (E/M) AMMUNITION
ROLL
  • After a successful attack using E/M Ammunition, the target must make two Saving Rolls per hit suffered, using half his BTS value (BTS/2 x 2).
EFFECTS
  • E/M Ammunition reduces the BTS value of its target to half of its original value, rounding up.
  • A failed Saving Roll against E/M Ammunition causes the target to enter Isolated State, placing an Isolated Token next to it, preventing it from receiving Orders from the Order Pool.
  • If, at the start of his following Active Turns, the Trooper is still Isolated, then he is considered to be Irregular and does not add his Order to that Turns Order Pool.
  • If the target fails a Saving Roll and is Heavy Infantry (HI), a TAG, a Remote (REM), or a Vehicle (VH), then it also enters Immobilized-B State. Place an Immobilized-B Token (IMM-B) next to it in addition to the Isolated Token.
  • A Trooper who receives a hit from E/M Ammunition and fails the Saving Roll must make the usual Guts Roll, if applicable.
    • The exceptions to this are HIs, TAGs, Remotes, and Vehicles that, having failed the Saving Roll, are now Immobilized-B and cannot make Guts Rolls. Also, Troopers possessing the Courage Special Skill, or an equivalent, can ignore this rule.
  • Critical hits with E/M Ammunition cause the target to make an additional Saving Roll, applying their halved BTS value.