Difference between revisions of "Double Action (DA) Ammunition"
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− | {{section-ammo-and-weaponry}} | + | {{n5-section-ammo-and-weaponry}} |
This Ammunition uses high-impact light caliber projectiles. | This Ammunition uses high-impact light caliber projectiles. | ||
− | {{ | + | {{css_skillbox |black| DOUBLE ACTION (DA) AMMUNITION | }} |
{{Roll}} | {{Roll}} | ||
− | *After a successful attack using DA Ammunition, the target must make | + | * After a successful attack using DA Ammunition, the target must make two [[Saving Roll]]s per hit suffered. |
{{effects}} | {{effects}} | ||
− | *Each | + | * Each Saving Roll failed against DA Ammunition inflicts 1 [[Wound]] on the target. |
− | *The second | + | * The second Saving Roll is mandatory, even if the target fails the first one or falls [[Unconscious]]. |
− | * | + | * [[Critical]] hits with Double Action (DA) Ammunition cause the target to make an additional Saving Roll. |
+ | {{css_skillbox-end}} | ||
− | {{ | + | {{advice-start}} |
− | For each Critical hit with DA Ammunition, the target must make 3 Saving Rolls: 2 due to the | + | For each Critical hit with DA Ammunition, the target must make 3 Saving Rolls: 2 due to the hit with DA Ammunition and 1 more due to the additional Saving Roll. |
− | {{ | + | {{advice-end}} |
[[Category: Ammunition and Weaponry]] | [[Category: Ammunition and Weaponry]] |
Latest revision as of 11:33, 28 March 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 uses high-impact light caliber projectiles.
DOUBLE ACTION (DA) AMMUNITION
ROLL
- After a successful attack using DA Ammunition, the target must make two Saving Rolls per hit suffered.
EFFECTS
- Each Saving Roll failed against DA Ammunition inflicts 1 Wound on the target.
- The second Saving Roll is mandatory, even if the target fails the first one or falls Unconscious.
- Critical hits with Double Action (DA) Ammunition cause the target to make an additional Saving Roll.

Sibylla's Advice
For each Critical hit with DA Ammunition, the target must make 3 Saving Rolls: 2 due to the hit with DA Ammunition and 1 more due to the additional Saving Roll.