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Difference between revisions of "Armor Piercing (AP) Ammunition"
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*[[Critical]] hits with AP Ammunition cause the targets to make an additional [[Saving Roll]], applying their halved [[ARM]] or [[BTS]] value. | *[[Critical]] hits with AP Ammunition cause the targets to make an additional [[Saving Roll]], applying their halved [[ARM]] or [[BTS]] value. | ||
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[[Category: Ammunition and Weaponry]] | [[Category: Ammunition and Weaponry]] | ||
Revision as of 09:18, 22 August 2023
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
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.