With the druze it's now possible to combine enhanced reactionwith fireteam. But can the two work together ? Let's take an example : I have a 5 druze fireteam includinff a clipper I also have a kameel evo hacker I use the kameel to activate the enhanced reaction evo program, granting burst 2 ARO to the clipper What will be the clipper ORA burst ? 2 with enhanced reaction + 1 due to fireteam, granting it burst 3 BS 15 missile launcher ARO ? PS : yes the thread name is wrong, i wrote it thinking of overclock instead of enhanced reaction missing the fact that the clipper doesn't have a repeater but I can't correct the thread name
This was always something you could do to Unidrons in a fireteam, and as @daboarder said, they don't stack.
You've said that before, but I really don't get your argument for how you can change/increase a stat without it being a bonus or modification.
MOD is defined explicitly in the rules and Enhanced Reaction isn't that. Certain things in the rules are described as "bonuses" (like "Fireteam Bonuses") and Enhanced Reaction *is not*. So there's no reason to suspect that Enhanced Reaction is a bonus, under the game rules, especially as it can actually lower the burst of the target (Total Reaction remote). Until CB re-writes that rule, or defines "bonus" or MOD in some more comprehensive manner, I'm not convinced.
Total Reaction has come up before, I'll give the same answer: default ARO value is 1, Enhanced Reaction and Total Reaction both increase it. If for some reason you decide to use that piece of supportware on a TR REM, you can probably still fire at full burst because you can choose in which order to apply the multiple positive, beneficial changes to your ability.
@toadchild If nothing in the rules were described with the word "bonus," I'd be more inclined to agree with you. But since some are, I don't think we can make that assumption, especially when the burst adjustment can increase *or* decrease the user's burst, depending.
If you fire your pistol, both adjustments do the same thing. Both are increases, they just increase it to different values. Neither one decreases your burst. Also, please stop using this piece of supportware on your TR HMG bots.
I'm not following you. fuckthepolice.jpg It's really just a hypothetical to illustrate how I think the term "bonus" doesn't apply to Enhanced Reaction as it can increase *or* decrease your Burst, depending.
A pistol has burst 2; both Total Reaction and Enhanced Reaction have the same effect. It is a case where putting both of them on the same model can't decrease anything, which seems to be a sticking point for you.
@toadchild By your interpretation, could a Total Reaction or Neurocinetics model that possessed a MULTI weapon ignore the restriction that it "reduces your burst to 1" on the DA and Stun modes by applying that ability afterwards?
No, because both of those skills tell you you can fire the full burst of the weapon; in that mode the weapon has burst 1. To wit - Enhanced Reaction and Total Reaction both change the model's properties, not the weapon's properties.
Have you read the rules for MULTI in the rulebook? They literally say they reduce the weapon's burst to 1.
Sorry, I got carried away and said inaccurate things. Normally your B is determined by the weapon, with the added restriction that ARO is limited to B 1, regardless of the weapon's stats. Fireteams give you a flat +1 B in the active and reactive turns, with the only restriction being that you cannot exceed the limited ammunition capacity of certain weapons. So these will allow you to fire Stun, DA, etc. at B 2. Total Reaction does not change your active turn Burst, but allows you to fire full burst in ARO. Since the weapon states that the B value for those firing modes is 1, you could fire them at B 1 in either case. Neurocinetics gives you full burst in ARO but limits your active turn B to 1. So a Sin-Eater can fire only 1 Stun round from his MULTI Sniper Rifle in active or reactive, since "full burst" is only 1 in the case of Stun ammo. Enhanced Reaction sets your burst to 2 in ARO. So in the case of Stun ammo, you could fire 2 shots in ARO, and 1 in active turn. ----- So if you had a hypothetical REM with a MULTI Rifle and Total Reaction, and you used the Enhanced Reaction supportware on it, it could fire Stun ammo at B2 in ARO. This would be an increase over its normal ability to fire it at B1, since Total Reaction is limited by the active turn B for the weapon.
No it doesn't. It states that it's "reduced to 1," explicitly. You're stating a lot of things that you *wish* were true as if they're actually true.
http://infinitythewiki.com/en/Rifle MULTI Rifles are variants of the Combi Rifle that give their user the ability to choose between three different Shooting Modes on the fly. This new Weapon Profile replaces the version previously shown in Infinity N3. Name Range (inches) DAM B Ammo Traits Short Medium Long Maximum MULTI Rifle (Burst Mode) 0-8" +3 8-16" +3 16-32" -3 32-48" -6 13 3 AP/Shock Light MULTI, Suppressive Fire MULTI Rifle (Anti-materiel Mode) 0-8" +3 8-16" +3 16-32" -3 32-48" -6 13 1 DA Anti-materiel, Light MULTI MULTI Rifle (Stun Mode) 0-8" +3 8-16" +3 16-32" -3 32-48" -6 13 1 Stun Light MULTI, Non-Lethal http://infinitythewiki.com/en/Traits Light MULTI. (Human Sphere N3) This is a multipurpose weapon capable of using different types of Light Special Ammunition. This enhanced rule replaces the version previously shown in Infinity N3. Light MULTI weapons have 3 Fire Modes: Burst Mode. AP or Shock Special Ammunition. The shooter chooses which of these types of Ammunition to use. The whole Burst must use the same type of Ammunition. This Mode allows the use of the Suppression Fire Trait. Anti-materiel Mode. DA Special Ammunition. Using this Fire Mode, the shooter fires DA Special Ammunition. The Burst value of the weapon is reduced to 1. This Mode possesses the Anti-materiel Trait. Stun Mode. Stun Special Ammunition. Using this Fire Mode, the shooter fires Stun Special Ammunition. The Burst value of the weapon is reduced to 1. This Mode possesses the Non-Lethal Trait. http://infinitythewiki.com/en/BS_Attack_Declaration Burst During Reactive Turn (ARO) In ARO, the B value is always reduced to 1; however some rules or Special Skills can modify this value. If the target declared Move plus any Short Skill or Short Movement Skill, the Reactive Player can make the attack at any point during the target's movement. http://infinitythewiki.com/en/Total_Reaction The user may use the full Burst (B) of his weapon against a single target in ARO. ----- A MULTI Rifle has burst 3 when firing normal ammunition. The burst of the weapon is reduced to 1 when firing Stun ammo. Total Reaction allows you to fire the full burst of the weapon in ARO. If you are firing Stun ammo, the full burst is 1.
You're blatantly contradicting yourself here in an attempt to force an interpretation that isn't supported by the rules. If the burst is reduced... how can it be the full burst? The language used for burst, in general, is: [/quote]During the Reactive Turn, the B value is reduced to 1.[/quote] That's from the page about weapon stats in general. Obviously Total Reaction trumps that, otherwise it'd be nonfunctional. I see no reason why Total Reaction wouldn't trump a "reduction" in burst as well from another source. In any case... since you're talking about applying game effects that affect Burst in a particular order, I see no reason why one couldn't apply Enhanced Reaction (not a bonus) to increase the reactive turn Burst to 2, then apply the Fireteam Bonus (a bonus, that doesn't stack with other bonuses) for +1. The Twin Weapons ability, for example, is described as a bonus in its rules enry. Enhanced Reaction is not... I can only conclude that it is not a bonus.