NOTICE: Infinity N5.2 and FAQ 5.0.0
The wiki currently uses the N5.1.1 rules. Until it has been updated, please download the N5.2 rules PDF and v5.0.0 FAQ from the Rules section of https://infinityuniverse.com/resources/infinity.
Explosive (EXP) Ammunition
From Infinity
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 ordnance designed to cause massive damage to the target by detonating on impact.
EXPLOSIVE (EXP) AMMUNITION |
ROLL
- After a successful attack using Explosive (EXP) Ammunition, the target must make three Saving Rolls per impact suffered.
EFFECTS
- Each Saving Roll failed against EXP Ammunition causes the target to lose one point from his Wounds/STR Attribute.
- The three Saving Rolls are mandatory, even if the target fails one of them or falls Unconscious.
- Critical hits with Explosive Ammunition cause the target to make an additional Saving Roll.

Sibylla's Advice
For each Critical hit with EXP Ammunition, the target must make 4 Saving Rolls: 3 due to the impact with EXP Ammunition and 1 more due to the additional Saving Roll.