Paralysis (PARA) 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
This ammunition has been specially designed not to cause any real harm, but it is powerful enough to immobilize any adversary.
PARALYSIS (PARA) AMMUNITION |
Roll
- After a successful attack using Paralysis (PARA) Ammunition, the target must make a PH-6 Roll per impact suffered.
Effects
- If the target fails the PH-6 Roll, it enters the 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 a case the target will not roll and will ignore the effects of this Ammunition.
NOTE
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.