Because the rules differentiate between the B value of the attack and the B value of the weapon. By default: A BS Attack has the B of the weapon. In ARO, the BS Attack has a B of 1. By default, a MULTI Rifle has a B of 3. When firing Stun, a MULTI Rifle has a B of 1. Total Reaction grants you the full B of the weapon in ARO.
Hecaton, as you're well aware, this has been answered. You're not bringing any new arguments against Enhanced Reaction/Overclock being a bonus, so please stop derailing threads by trying to argue the same thing over and over again.
to be fair I dont think this was so much derailment as it was the same question as last time and thats just his stance on the matter. But thanks for pointing out that it has been answered
Once more, here's what the rules say: 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. Please note! It says the B value of the weapon is reduced. The B value of the attack is derived from the weapon's B along with other relevant rules.
Yeah, exactly. So a model with Total Reaction can use the full value of, say, a MULTI Rifle (3) with DA or Stun ammo during the reactive turn.
How can they do that, when using Stun ammo makes the weapon have a B of 1 and Total Reaction gives them the full B value of the weapon (which is now 1)?
Real helpful. And I suppose you have some private insight into the inner workings of CB that means that they meant a specific thing by their wording here instead of just winging it like usual?
I think I've said this before, but my favored one is the simplest reading that produces a good outcome. No, I don't have special insight into what CB means, but I think in the case of, for example, a MULTI weapon + Total Reaction, there is a clear "good" interpretation of the rule. Sometimes I don't think the rules are well written and I'm happy to discuss those. But I think you seem to frequently be willing to die on any/all hills, with no consideration to what sort of outcomes you are arguing in favor of.
I definitely wasn't addressing you. What do you do when there are conflicting "good" interpretations that different players have?
The Grid: I have a Designated Antenna, I am in my reactive turn #2 and my opponent is in his Active turn #2. My opponent moves an enemy specialist, touching my antenna. I declare ARO with my linked Missile Launcher (burst 1+1). The Specialist declares "Designate Antenna", so we both make Normal rolls. We both suceed, and placing the template I obviously affect the antenna and the enemy specialist, inflicting 6 wounds of which 3 are unsaved by the specialist, and 4 are unsaved by the antenna; however the specialist has Designated my antenna. One player argues the antenna is my score, since I blow it and it was Designated by me, another argues that the antenna can't have been blown up since the enemy specialist captured it. Resolution is not "broken down" into steps, and Conclusion is for the effects after the damage has been applied (Guts roll is explicitly placed there). Both have good interpretations of the situation, but both collide directly. One camp states that the Antenna designation happens in the Resolution step, at the same time as the ARM rolls and the damage application, while the other camp says it happens in the Conclusion step...
I think reading it your way creates a potentially huge number of un-handled cases where the burst rules break down. Could you for instance explain the compatibility of your interpretation with Saturation and how it interacts with Suppression Fire? Not treating a weapons different fire modes as different, distinct, weapons (with the explicit exceptions of Scavenging and Twin Weapons) - you create problems for yourself elsewhere in the rules that's not just limited to Overclock.
I acknowledge that it's an open issue and ask CB for clarification. In the meanwhile, I try to pick an interpretation and apply it consistently so that our local group can at least all be on the same page.
Hi first and foremost language, please jeep it civil. Secondly the B of the weapon is reduced to 1 and it is 1, total reaction allows the model to use full burst of the weapon that is 1, so the total reaction model will fire with its full B of 1. Use another mode when you have total reaction models?
That would be why each of the different modes a listed distinctly, for example Light MULTI listing Burst Mode once, then Anti-Materiel Mode, and then Stun Mode, since each is separate.
That's not what the actual rules for MULTI imply - the table is merely shorthand for changes to the burst of the weapon depending on which ammo type you pick.
Apart from the obvious trolling, it's not going to work anyway because Anti-Material Mode and Stun Mode don't have the Suppressive Fire Trait so using them would instantly kick the trooper out of Suppressive Fire.