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Difference between revisions of "Electromagnetic (E/M) Ammunition"

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{{css_skillbox |black| ELECTROMAGNETIC (E/M) AMMUNITION | }}
{{n4list}}
 
This ammunition emits a high-energy electromagnetic pulse upon activation or upon impact, with the intent of disabling the target's electronics.
 
 
 
{{skillbox |black| ELECTROMAGNETIC (E/M) AMMUNITION | }}
 
{{skill-label | Non-Lethal }}
 
 
{{Roll}}
 
{{Roll}}
* After a successful attack using E/M Ammunition, the target must make '''two''' [[Saving Roll]]s per impact suffered, using half his BTS value (2 x BTS/2).
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* After a successful attack using E/M Ammunition, the target must make two [[Saving Roll]]s per hit suffered, using half his [[BTS]] value (BTS/2 x 2).
 
{{effects}}
 
{{effects}}
* E/M Ammunition reduces the [[BTS]] value of its target to half of its original value, rounding up.
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* 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]], '''preventing it from receiving Orders from the Order Pool'''. In that case, place an Isolated Token next to the affected figure.
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* 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 it does not add his [[Order]] to that Turns [[Order Pool]].
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* 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, then it also enters [[Immobilized-B State]]. Place an Immobilized-B Token (IMM-B) next to it in addition to the Isolated Token.
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* 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 an impact from E/M Ammunition and fails the Saving Roll must make the usual [[Guts Roll]], if applicable.
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* A Trooper who receives a hit from E/M Ammunition and fails the Saving Roll must make the usual [[Guts Roll]], if applicable.
* The exception 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.
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** 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.
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* [[Critical]] hits with E/M Ammunition cause the target to make an additional Saving Roll, applying their halved BTS value.
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{{css_skillbox-end}}
  
  
== FAQs & Errata ==
 
 
{{faqbox |
 
type = faq |
 
title = N4 FAQ |
 
version = 1.0, Jan 2021 |
 
q = Q: How does Bioimmunity interact with Ammunition and Traits that reduce the Saving Roll Attribute, for example AP or E/M Ammunition, or ARM=0? |
 
a = A: AP Ammunition is tied to the Saving Roll Attribute listed in a weapon’s profile. If Bioimmunity is used to make the Saving Roll against a different Attribute, that Attribute will not be halved.
 
In the same way, if Bioimmunity is used against a hit by E/M Ammunition to make the Saving Rolls against ARM, the ARM value will not be halved.
 
The ARM=0 Trait only applies if the Saving Roll is made against the ARM Attribute, and vice-versa for the BTS=0 Trait. |
 
related = [[Armor Piercing (AP) Ammunition]], [[Bioimmunity]], [[Electromagnetic (E/M) Ammunition]], [[Traits]] }}
 
 
{{n4end}}
 
  
  
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[[Category: Ammunition and Weaponry]]
  
 
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[[Category: Ammunition and Weaponry]]
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[[Category:State]]

Latest revision as of 13:21, 18 April 2025


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.