K1 Special Ammunition

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High-technology ordnance designed to penetrate even the densest armor plating currently in use.




After a successful attack using K1 Special Ammunition, the target must make an ARM Roll.


  • K1 Special Ammunition ignores the armor of the target, treating his ARM Attribute as 0.
  • K1 Special Ammunition has a fixed Damage value of 12, regardless of the weapon used to fire it. This Damage 12 can never be altered by bonuses or Modifiers (MODs) from Special Skills (such as Martial Arts L2), Equipment, scenario rules, etc., unless otherwise specified.
  • Each ARM Roll failed against K1 Special Ammunition causes the target to lose one point from his Wounds/STR Attribute.
  • Critical hits with K1 Special Ammunition cause the target to lose 1 point from his Wounds/STR Attribute directly, bypassing the usual ARM Roll.


K1 Special Ammunition has no effect on Cover Modifiers, which apply normally.


K1 Special Ammunition can affect structures and pieces of scenery that have a profile with Attributes and have been identified as possible targets by previous agreement or by the scenario rules.

K1 ammunition is the result of extensive parallel research into an armor-piercing projectile small enough to be fired from light, small-bore weapons, giving foot soldiers the capacity to eliminate fortified or heavy units without special-purpose supplies. The exact mechanism behind this ammunition is classified as Top Secret, Level Alpha-1. However, some say its development was made possible by reverse-engineering an alien munition classified as VoodooTech. Although K1 ammunition allows the arms industries of the Sphere to move away from Teseum as an anti-tank solution, the technology involved and the high cost of producing a single K1 round mean that it will remain a rare sight on the battlefields for the foreseeable future.