Difference between pages "Weapon Chart" and "Armor Piercing (AP) Ammunition"

From Infinity
(Difference between pages)
Jump to: navigation, search
 
(PDF 2.1, removed old FAQ/errata)
 
Line 1: Line 1:
==CC WEAPONS==
+
{{section-ammo-and-weaponry}}
{{weapon}}
 
{{weaponrow|AP CC Weapon| | | | | | | |PH|1|AP|ARM|[[CC]]}}
 
{{weaponrow|CC Weapon| | | | | | | |PH|1|N|ARM|[[CC]]}}
 
{{weaponrow|DA CC Weapon| | | | | | | |PH|1|DA|ARM|[[CC]]}}
 
{{weaponrow|Monofilament CC Weapon| | | | | | | |12|1|N|ARM|[[ARM=0]], [[CC]], [[State Trait | State:]] [[Dead]]}}
 
{{weaponrow|PARA CC Weapon| | | | | | | |--|1|PARA|PH-6|[[CC]], [[Non-Lethal]], [[State Trait | State:]] [[Immobilized-A]]}}
 
{{weaponrow|Viral CC Weapon| | | | | | | |PH|1|DA|BTS|[[CC]]}}
 
|}
 
  
  
==FLAMETHROWERS==
+
A type of ammunition designed to penetrate even the toughest armor plating.
{{weapon}}
 
{{weaponrow|Heavy Flamethrower| | | | | | | |14|1|N|ARM|[[Continous Damage]], [[Direct Template (Large Teardrop)]]}}
 
{{weaponrow|Light Flamethrower| | | | | | | |13|1|N|ARM|[[Continous Damage]], [[Direct Template (Small Teardrop)]]}}
 
|}
 
  
 +
{{skillbox |black| ARMOR PIERCING (AP) AMMUNITION | }}
 +
{{Roll}}
 +
*After a successful attack using AP Ammunition, the target must make a [[Saving Roll]] per impact suffered, using half his [[ARM]] or [[BTS]] value ([[ARM]]/2 or [[BTS]]/2) as specified by the weapon being used.
 +
{{effects}}
 +
*AP Ammunition reduces the [[ARM]] or [[BTS]] value of its target to half of its original value, rounding up. Consequently, any [[ARM]] or [[BTS]] above 0 cannot be reduced below 1.
 +
*Each [[Saving Roll]] failed against AP Ammunition causes the target to lose one point from his [[Wounds]]/[[STR]] Attribute.
 +
*[[Critical]] hits with AP Ammunition cause the targets to make an additional [[Saving Roll]], applying their halved [[ARM]] or [[BTS]] value.
  
==HEAVY MACHINE GUNS==
 
{{weapon}}
 
{{weaponrow|AP Heavy Machine Gun|-3|0|+3|+3|-3|-3|--|15|4|AP|ARM|}}
 
{{weaponrow|Heavy Machine Gun|-3|0|+3|+3|-3|-3|--|15|4|N|ARM|}}
 
{{weaponrow|MULTI Heavy Machine Gun (Burst Mode)|-3|0|+3|+3|-3|-3|--|15|4|AP|ARM|}}
 
{{weaponrow|MULTI Heavy Machine Gun (Anti-materiel Mode)|-3|0|+3|+3|-3|-3|--|15|1|EXP|ARM|}}
 
|}
 
  
 
+
[[Category: Ammunition and Weaponry]]
==MARKSMAN RIFLES==
 
{{weapon}}
 
{{weaponrow|AP Marksman Rifle|-3|+3|+3|-3|-3|-6|--|13|3|AP|ARM|}}
 
{{weaponrow|Marksman Rifle|-3|+3|+3|-3|-3|-6|--|13|3|N|ARM|}}
 
|}
 
 
 
 
 
==PISTOLS==
 
{{weapon}}
 
{{weaponrow|Heavy [[Pistol]] (Burst Mode)|+3|0|-6|--|--|--|--|14|2|N|ARM|[*]}}
 
{{weaponrow|Heavy [[Pistol]] (CC Mode)| | | | | | | |14|1|N|ARM|[[CC]], [*]}}
 
{{weaponrow|[[Pistol]] (Burst Mode)|+3|0|-6|--|--|--|--|11|2|N|ARM|[*]}}
 
{{weaponrow|[[Pistol]] (CC Mode)| | | | | | | |11|1|N|ARM|[[CC]], [*]}}
 
|}
 
 
 
 
 
==RIFLES==
 
{{weapon}}
 
{{weaponrow|AP Rifle|0|+3|-3|-3|-6|--|--|13|3|AP|ARM|}}
 
{{weaponrow|Breaker Combi Rifle|+3|+3|-3|-3|-6|--|--|13|3|AP|BTS|}}
 
{{weaponrow|Combi Rifle|+3|+3|-3|-3|-6|--|--|13|3|N|ARM|}}
 
{{weaponrow| MULTI Rifle (Burst Mode)|+3|+3|-3|-3|-6|--|--|13|3|AP|ARM|}}
 
{{weaponrow| MULTI Rifle (Anti-materiel Mode)|+3|+3|-3|-3|-6|--|--|13|1|DA|ARM|}}
 
{{weaponrow|Rifle|0|+3|-3|-3|-6|--|--|13|3|N|ARM|}}
 
|}
 
 
 
 
 
==RIOTSTOPPERS==
 
{{weapon}}
 
{{weaponrow|Heavy Riotstopper| | | | | | | |--|1|PARA|PH-6|[[Direct Template (Large Teardrop)]], [[Non-Lethal]], [[State Trait | State:]] [[Immobilized-A]]}}
 
{{weaponrow|Light Riotstopper| | | | | | | |--|1|PARA|PH-6|[[Direct Template (Small Teardrop)]], [[Non-Lethal]], [[State Trait | State:]] [[Immobilized-A]]}}
 
|}
 
 
 
 
 
==SHOTGUNS==
 
{{weapon}}
 
{{weaponrow|Boarding Shotgun (Hit Mode)|+6|0|-3|--|--|--|--|14|2|AP|ARM|}}
 
{{weaponrow|Boarding Shotgun (Blast Mode)| | | | | | | |14|2|N|ARM|[[Direct Template (Small Teardrop)]]}}
 
{{weaponrow|Light Shotgun (Hit Mode)|+6|0|-3|--|--|--|--|13|2|N|ARM|}}
 
{{weaponrow|Light Shotgun (Blast Mode)| | | | | | | |13|2|N|ARM|[[Direct Template (Small Teardrop)]]}}
 
|}
 
 
 
 
 
==SNIPER RIFLES==
 
{{weapon}}
 
{{weaponrow|AP Sniper Rifle|-3|0|+3|+3|+3|+3|-3|15|2|AP|ARM|}}
 
{{weaponrow|MULTI Sniper Rifle (Burst Mode)|-3|0|+3|+3|+3|+3|-3|15|2|AP|ARM|}}
 
{{weaponrow| MULTI Sniper Rifle (Anti-materiel Mode)|-3|0|+3|+3|+3|+3|-3|15|1|DA|ARM|}}
 
{{weaponrow|Sniper Rifle|-3|0|+3|+3|+3|+3|-3|15|2|N|ARM|}}
 
|}
 
 
 
 
 
==SPITFIRES==
 
{{weapon}}
 
{{weaponrow|AP Spitfire|0|+3|+3|-3|-6|-6|--|14|4|AP|ARM|}}
 
{{weaponrow|Spitfire|0|+3|+3|-3|-6|-6|--|14|4|N|ARM|}}
 
|}
 
 
 
 
 
==UNCATEGORIZED==
 
{{weapon}}
 
{{weaponrow|[[Mines | Anti-personnel Mine]]| | | | | | | |13|1|N|ARM|[[Concealed]], [[Deployable]], [[Direct Template (Small Teardrop)]], [[Disposable (3)]], [*]}}
 
{{weaponrow|Chain Colt| | | | | | | |13|1|N|ARM|[[Direct Template (Small Teardrop)]]}}
 
{{weaponrow|Chain Rifle| | | | | | | |13|1|N|ARM|[[Direct Template (Large Teardrop)]]}}
 
{{weaponrow|[[Discover]]|+3|0|0|0|-3|-3|-6| | | | |[*]}}
 
{{weaponrow|Feuerbach|-3|0|+3|+3|0|0|--|14|2|AP+DA|ARM|}}
 
{{weaponrow|Hyper Rapid Magnetic Cannon|-3|0|+3|+3|0|0|--|15|5|AP|ARM|}}
 
{{weaponrow|[[MediKit]]|+3|0|-6|--|--|--|--|--|1|--|--|[[Non-Lethal]], [*]}}
 
{{weaponrow|Missile Launcher|-3|0|0|+3|+3|-3|-3|14|1|AP+EXP|ARM|}}
 
{{weaponrow|Mk12|0|+3|+3|-3|-6|-6|--|15|3|N|ARM|}}
 
{{weaponrow|Nanopulser| | | | | | | |13|1|N|BTS|[[Direct Template (Small Teardrop)]]}}
 
{{weaponrow|Red Fury|0|+3|+3|-3|-3|-6|--|13|4|N|ARM|}}
 
{{weaponrow|Submachine Gun|+3|0|-3|-6|--|--|--|13|3|AP|ARM|}}
 
|}
 
 
 
'''NOTE: [*] Additional explanation in the item's rules, click the item name for more information.'''
 
 
 
 
 
{{section-reference-charts}}
 
 
 
 
 
 
 
[[Category: Reference Charts]]
 

Revision as of 09:18, 22 August 2023


A type of ammunition designed to penetrate even the toughest armor plating.

ARMOR PIERCING (AP) AMMUNITION
ROLL
  • After a successful attack using AP Ammunition, the target must make a Saving Roll per impact suffered, using half his ARM or BTS value (ARM/2 or BTS/2) as specified by the weapon being used.
EFFECTS
  • AP Ammunition reduces the ARM or BTS value of its target to half of its original value, rounding up. Consequently, any ARM or BTS above 0 cannot be reduced below 1.
  • Each Saving Roll failed against AP Ammunition causes the target to lose one point from his Wounds/STR Attribute.
  • Critical hits with AP Ammunition cause the targets to make an additional Saving Roll, applying their halved ARM or BTS value.