Explosive (EXP) Ammunition
From Infinity
Ammunition | Normal (N) Ammunition | Armor Piercing (AP) Ammunition | Double Action (DA) Ammunition | Eclipse Ammunition | Electromagnetic (E/M) Ammunition & Isolated State | Explosive (EXP) Ammunition | Paralysis (PARA) Ammunition & Immobilized-A State | Shock Ammunition | Smoke Ammunition | Stun Ammunition & Stunned State | T2 Ammunition || Combined Ammunition | Combined Saving Roll | Ammunition Summary Chart || Weaponry | Mixed Weapons | D-Charges| Mines | Perimeter Weapons| Pistols | Pitcher | Sepsitor & Sepsitorized State | SymbioBomb
A type of ordnance designed to cause massive damage to the target by detonating on impact.
EXPLOSIVE (EXP) AMMUNITION |
Roll
- After a successful attack using Explosive (EXP) Ammunition, the target must make three Saving Rolls per impact suffered.
Effects
- Each Saving Roll failed against EXP Ammunition causes the target to lose one point from his Wounds/STR Attribute.
- The three Saving Rolls are mandatory, even if the target fails one of them or falls Unconscious.
- Critical hits with Explosive Ammunition cause the target to make an additional Saving Roll.
Sibylla Explains:
For each Critical hit with EXP Ammunition, the target must make 4 Saving Rolls: 3 due to the impact with EXP Ammunition and 1 more due to the additional Saving Roll.