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
This N4 rule is not used in CodeOne.
A type of ammunition devised to incapacitate its target without killing it.
- After a successful attack with Stun Ammunition, the target must make two Saving Rolls per impact suffered.
- A failed Saving Roll against Stun Ammunition causes the target to enter Stunned State. Place a Stunned State Token (STUNNED) next to it.
- Additionally, failing the Saving Roll causes the target to automatically fail the subsequent Guts Roll for having survived an Attack, unless he has the Courage Special Skill or an equivalent.
- Critical hits with Stun Ammunition cause the target to make an additional Saving Roll.