It's also be possible to append such an emission to the existing wounds via CopyOf, in a manner like this:
Code:
*EntryWound = AEmitter
**PresetName = darp durp new wound lol
**AddEmission = Emission
***EmittedParticle = MOSParticle
****CopyOf = Blood Burst Particle
***ParticlesPerMinute = 0
***BurstSize = 1
***Spread = 0.1
***MaxVelocity = 1
***MinVelocity = 1
Replace each asterisk with a tab. This would make the blood burst particle pop out on hit, but not at any time after that, since its emission rate (ParticlesPerMinute) is set to 0. Also, it is VERY IMPORTANT that you give it a new PresetName, because else it won't work. That said though, in some cases you'll want to create an entirely new emitter for it, since this method basically just appends some code to the end of the copied emitter/wound.