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Diferencia entre revisiones de «Munición Explosiva (EXP)»
De Infinity
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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.  | 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.  | ||
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[[Category: Ammunition and Weaponry]]  | [[Category: Ammunition and Weaponry]]  | ||
Revisión del 10:09 13 may 2020
Munición | Munición Normal (N) | Munición Aturdidora y Aturdido | Munición Doble Acción (DA) | Munición Eclipse | Munición Electromagnética (E/M) y Aislado | Munición Explosiva (EXP) | Munición Humo | Munición Paralizante (PARA) y Inmovilizado-A | Munición Perforante (AP) | Munición Shock | Munición T2 || Munición Combinada | Tirada de Salvación Combinada | Tabla de Municiones || Armamento | Armas Mixtas | Armas Perimetrales | Cargas-D | Minas | Pistolas | Pitcher | Sepsitor y Sepsitorizado | 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.
 
EFECTOS
- 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 explica:
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.