Difference between revisions of "Paralysis (PARA) Ammunition"
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This ammunition has been specially designed not to cause any real harm, but it is powerful enough to immobilize any adversary. | This ammunition has been specially designed not to cause any real harm, but it is powerful enough to immobilize any adversary. | ||
− | {{ | + | {{css_skillbox |black| PARALYSIS (PARA) AMMUNITION }} |
− | {{ | + | {{roll}} |
− | + | * After a successful attack using Paralysis (PARA) Ammunition, the target must make a [[Saving Roll]] ([[PH]]-6) per hit suffered. | |
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− | * After a successful attack using Paralysis (PARA) Ammunition, the target must make a | ||
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{{effects}} | {{effects}} | ||
− | *If the target fails the | + | * If the target fails the PH-6 Roll, it enters [[Immobilized-A State]]. Place an Immobilized-A Marker (IMM A) next to it. |
− | *[[Critical]] hits with Paralysis (PARA) Ammunition cause the target to make an additional | + | * [[Critical]] hits with Paralysis (PARA) Ammunition cause the target to make an additional PH-6 Roll. |
− | *This Ammunition has no effect on targets that have no PH [[Attribute]]. In | + | * This Ammunition has no effect on targets that have no PH [[Attribute]]. In that case, the target will not roll and will ignore the effects of this Ammunition. |
+ | {{css_skillbox-end}} | ||
==Example== | ==Example== | ||
{{greybox-start | PARA Ammunition}} | {{greybox-start | PARA Ammunition}} | ||
− | In the case of the Heavy Riotstopper, a Direct Template weapon that uses PARA ammunition, if it hits a target with a PH Attribute of 12, this Trooper will have to make a PH-6 Roll (12 – 6 = 6). Therefore, any result equal to or lower than 6 will mean that the target avoids entering Immobilized-A | + | In the case of the Heavy Riotstopper, a Direct Template weapon that uses PARA ammunition, if it hits a target with a PH Attribute of 12, this Trooper will have to make a PH-6 Roll (12 – 6 = 6). Therefore, any result equal to or lower than 6 will mean that the target avoids entering Immobilized-A State. Otherwise, an Immobilized-A State Token will have to be placed in contact with the target’s base. |
{{greybox-end}} | {{greybox-end}} | ||
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+ | [[Category: Ammunition and Weaponry]] | ||
− | + | <!-- Manually added categories. --> | |
− | [[Category: | + | [[Category:State]] |
Latest revision as of 13:22, 18 April 2025
Ammunition || Normal (N) Ammunition | Armor Piercing (AP) Ammunition | Double Action (DA) Ammunition | Eclipse Ammunition | Electromagnetic (E/M) Ammunition | Explosive (EXP) Ammunition | Paralysis (PARA) Ammunition | Shock Ammunition | Smoke Ammunition | Stun Ammunition | T2 Ammunition || Combined Ammunition | Combined Saving Roll || Ammunition Summary Chart
Weaponry | Mixed Weapons || Armed Turret | Chest Mines | D-Charges | Disco Baller | Drop Bears | Mine Dispenser | Mines | Perimeter Weapons | Pitcher | Sepsitor | SymbioBomb | WildParrot || Weapon Chart | Alternative Weapon Chart
This ammunition has been specially designed not to cause any real harm, but it is powerful enough to immobilize any adversary.
- After a successful attack using Paralysis (PARA) Ammunition, the target must make a Saving Roll (PH-6) per hit suffered.
- If the target fails the PH-6 Roll, it enters Immobilized-A State. Place an Immobilized-A Marker (IMM A) next to it.
- Critical hits with Paralysis (PARA) Ammunition cause the target to make an additional PH-6 Roll.
- This Ammunition has no effect on targets that have no PH Attribute. In that case, the target will not roll and will ignore the effects of this Ammunition.
Example
In the case of the Heavy Riotstopper, a Direct Template weapon that uses PARA ammunition, if it hits a target with a PH Attribute of 12, this Trooper will have to make a PH-6 Roll (12 – 6 = 6). Therefore, any result equal to or lower than 6 will mean that the target avoids entering Immobilized-A State. Otherwise, an Immobilized-A State Token will have to be placed in contact with the target’s base.