Electromagnetic (E/M) Ammunition

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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.