50% chance of destroying an AC2 in one round for 5XP to get MA4, Dual Wield, Mono+EXP CCW 25% chance of destroying an AC2 in one round for 4XP to get MA4, D-Charges 1.7% chance of destroying an AC2 in one round for 5XP to get MA4, +2 CC, EXP CCW The AC2 is a bit extreme due to the high ARM, for more regular stuff like the boxes in Supremacy (I think), then it evens out a bit more
Don’t even try to use effectiveness in exchange for XP cost as an argument, when dealing with spec ops. Not unless you’ve abandoned the rules question for a tactics discussion...
The question was answered on first reply. Everything past that has been people worrying about the effectiveness of the weapon basically
What about normal hits with EXP + Monofilament against a troop? 3 monofilament saves? 3 EXP saves + 1 monofil save?
From the Combining Special Ammo rule : EXP is as follow Mono is as follow Since they both go against ARM, they are combined : forces its target to make three ARM Rolls per impact suffered. The three ARM Rolls are mandatory, even if the target fails one of them or falls Unconscious. ignores the armor of the target, treating his ARM Attribute as 0. has a fixed Damage value of 12, regardless of the weapon used to fire it. This Damage12 can never be altered by bonus or Modifiers (MODs) from Special Skills (such as Martial Arts L2), Equipment, scenario rules, etc., unless otherwise specified. Each ARM Roll failed against this ammo causes the target to lose one point from his Wounds/STR Attribute. This ammo kills directly, so a failed ARM Roll against it causes the target to enter the Dead state and be removed from the game, regardless of his remaining Wounds, Structure points or Special Skills (SpawnEmbryo, G: Remote Presence...). Critical hits cause the target to lose 1 point directly from his Wounds/STR Attribute, bypassing the first ARM Roll (the target must still make the remaining two Rolls). Critical hits cause the target to Die and be removed from the game, bypassing the usual ARM Roll. So 3 saves at ARM 0 vs Damage 12. Each fail cause a W; and then kills the target for having failed an ARM roll. A critical will cause 1 W loss, force you to make two more saves, then kills you (no matter the result of your other 2 saves).