Something that's been floating around at the back of my mind regarding how unsatisfactory special ammo handling is done with the current rules - especially regarding Marksmanship plus Breaker, where the effect of Marksmanship is an order of magnitude higher than what other units get for the same price. Here's a different take on it. What it's all about. With this alternate handling, each special ammo has an effect. This effect is simply stacked onto all other effects, making it possible to have Explosive + Double Action ammo for a total of 4 ARM rolls. Any saves will be conducted by the ARM/BTS attribute corresponding to the attack's Affinity. Critical hits. By default, Critical Hits are treated as the base rule as per the rule book. With only some exceptions, ammunitions themselves do not have a clause for critical hits and an attack's Effect is applied in addition to the Critical Hit. Affinity. One of two cores of this suggestion. Each ammo has an Affinity, as expressed by None, ARM, or BTS. Saves against the attack will be taken using the attribute with the lowest value Effect. This is exactly how the attack is altered or affected. This effect is applied to the entirety of the attack and all damage dealt. Example ammunitions Shock Affinity: None Effect: Prevents troopers with wound attribute from activating any Unconscious states, other than Unconscious due to failed saves against this special ammunition. Troopers with 1 wound on their troop profile may not activate any Unconscious states due to failed saves against this special ammunition. Cascading Affinity: BTS Effect: For each failed save, the affected trooper must attempt another save E/M Affinity: BTS Effect: E/M Special Ammunition reduces the BTS value of its target to half of its original value, rounding up. Failing a BTS Roll against E/M Special Ammunition causes the target to enter the Isolated state, preventing it from receiving Orders from the Order Pool. In that case, place an Isolated Marker next to the affected figure. If the target fails the BTS and has one or more pieces of Equipment with the Comms Equipment Trait, then that equipment enters the Disabled state (in addition to the Isolated and Immobilized states, if applicable). In that case, place a Disabled Marker (DISABLED), in base to base contact with it. If the target fails the BTS Roll and is Heavy Infantry (HI), a TAG, a Remote (REM) or a Vehicle, then it is rendered Immobilized-2 in addition to Isolated. In that case, place an Immobilized-2 Marker (IMM-2) next to it in addition to the Isolated Marker. Critical hits with only E/M Special Ammunition applies its effects with no BTS save instead of causing a wound directly. The automatic wound will Explosive Affinity: ARM Effect: Causes the target to suffer two additional hits. Viral Affinity: BTS Effect: This special ammo combines the effects of Shock and Double Trouble special ammunitions. Plasma Affinity: ARM and BTS Effect: This special ammo combines the effects of Normal and Nanotech special ammunitions. Flash Affinity: BTS Effect: This special ammo causes the target to enter the Stunned state. This is a non-lethal special ammo, hits and critical hits can not cause the target to take damage. Example: E/M CCW and critical hits Isobel McGregor has the bad fortune of being on the receiving end of a melee with a Morlock carrying an E/M CCW. The Morlock scores a critical hit while Isobel does not. Due to that E/M special ammunition altering the critical hit effect of the attack, the attack will not automatically cause a wound, but it will automatically Disable Isobel's hacking device and put her in Isolated state without Isobel being allowed a saving throw. Since CCWs also carry a normal component, Isobel will also take a wound, bypassing the BTS save, and also enter Unconscious state. Example: E/M CCW and normal hits Isobel McGregor has the bad fortune of being on the receiving end of a melee with a Morlock carrying an E/M CCW. The Morlock win the altercation, doing so with a normal hit. Isobel must now take make a single save at half BTS in order to avoid entering Isolated, Disabled and Unconscious states. Example: Plasma and Marksmanship L1 Asura Diana suffers a normal hit from a Q-Drone's Plasma Rifle. Since the Q-Drone has supportware running, it also has Marksmanship L2. Given Diana's 5 ARM and BTS 6 and Plasma's dual-Affinity, Diana would have to make a save using his lower ARM value and should this cause her to be reduced to 0 wounds it would prevent her from activating Valor: No Wound Incapacitation, forcing her to go Unconscious, due to the Shock effect. Example: Flash Pulse and Marksmanship L1 Fusilier Angus suffers a normal hit from a Weibing's Flash Pulse. Since the Weibing has supportware running, it also has Marksmanship L2 which gives it Flash+Shock special ammo. Because Flash has BTS Affinity, Angus must use his BTS of 0 to save against the attack. Failing his save, Angus automatically suffers the effects of the special ammunition and enters the stunned state, however, because Flash is a non-lethal ammunition, the effects of Shock effect can not cause any wounds and Angus does not die from this attack, even if he has only 1 wound. Example: Extreme ammunitions Should a trooper be hit by the hypothetical Double Trouble Fire+AP ammunition, the trooper would have to make two saves using the lowest of BTS or half their ARM, being Burnt and for each failed save another have to be rolled until a save is successful. No special ammo. Attacks made without any specified special ammo will default to ARM Affinity for Attacks using CC or BS attributes and BTS Affinity for Attacks using WIP attribute. Note: This is somewhat incomplete and probably has a bunch of typos and stuff. Naturally the Biotech, Common and Exotic nature of ammo is still there, so that immunities can function. But you know, proof of concept.