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.
This rule is from the annex to the Infinity N4 ruleset, containing a series of rules, special skills, weapons and pieces of equipment which have been adapted to the N4 system, but with a provisional nature. Rules included here are completely official, however they may be modified in further expansions of the N4 ruleset.
The SymbioBomb is a single use piece of equipment that allows its owner, in whose Trooper Profile the SymbioBomb is listed, to assign it to a Trooper in the same Army List, called the user, in order to provide additional attack and support advantages
|SYMBIOBOMB||SHORT SKILL / ARO|
|Assignable (W), Comms Attack, Optional.|
- By expending one Short Skill /ARO, the user can use one Pheroware Tactic: Endgame, Eraser or Mirrorball (see Weapon Chart).
- When using the Endgame or Eraser Pheroware Tactics with a SymbioBomb, a -3 MOD is applied to the targets in any Face to Face Rolls.
- The SymbioBomb will be removed from the game table at the end of the Order in which it was used.
SymbioBomb Game Example:
During the Deployment Phase, the Tohaa Player assigns its Kaeltar Specialist's SymbioBombs to a Sakiel, and to a Gorgos, which already has a SymbioMate.