Total Immunity against Sepsitor

Discussion in '[Archived]: N4 Rules' started by emperorsaistone, Sep 28, 2020.

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  1. Sabin76

    Sabin76 Well-Known Member

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    I just want to make sure I'm understanding the logic here...
    So, because the Traits section of the weapon has an [*] instead of "STATE:SEPSITORIZED" Immunity(total) will not work? So any * in a weapon's traits section cannot be considered when checking for Immunity(total)?
     
  2. Mahtamori

    Mahtamori Well-Known Member

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    I think the best argument against this line of reasoning is that it's convoluted and doesn't work like anything else in the game.
     
  3. solkan

    solkan Well-Known Member

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    The statement is that [*] and the corresponding
    [*] Additional explanation in the Weaponry section of the rulebook.​
    doesn't turn all of the rules text in the Weaponry section of the rulebook into a trait.

    To be more thorough, the discussion should probably consider Immunity(Total) vs. Cybermine compared to Immunity(Total) vs. E/M mine (or Mono-filament, etc.)
     
  4. Hiereth

    Hiereth AI Artichoke

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    To add on to potential TI jank.
    Medikits/gizokits are non-lethal.
    Common sense says no buuuuut, any chance Total immunity model are immune to friendly medikits/gizmokits?
     
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  5. Zhukov2

    Zhukov2 Active Member
    Warcor

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    I was thinking the exact same thing.
     
  6. Stampysaur

    Stampysaur Wallace is my LT

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    Haha no, they aren’t. They can only be used on unconscious troops. Automatic special skills (total immunty) are not active while unconscious. If there is a tag or remote that has total immunity then technically they are immune to the gizmokits while they are still alive, gizmo doesn’t have that clause if I remember correctly.
     
  7. Hiereth

    Hiereth AI Artichoke

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    huh, didn't even realize, fuck Sun Tze in particular then, Namur too I guess.
     
  8. Sabin76

    Sabin76 Well-Known Member

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    Both of those troopers have NWI which means that their automatic skills and equipment continue to function in the (modified) unconscious state. Seem to me, neither of them can be healed with medikits. Gotta get into base contact.
     
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  9. Hecaton

    Hecaton EI Anger Translator

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    Total Immunity has gotten to be really, really dumb. You can't Forward Observe something with Total Immunity? How is that a good gameplay outcome?
     
  10. Hiereth

    Hiereth AI Artichoke

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    They've tried to make it really simple, but it's never simple in a game with so many moving parts, ends up being simply dumb.
     
    #30 Hiereth, Oct 1, 2020
    Last edited: Oct 1, 2020
  11. Hecaton

    Hecaton EI Anger Translator

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    I think someone wants it to be really powerful. It wasn't a big problem before it was changed in late N3.
     
  12. Mahtamori

    Mahtamori Well-Known Member

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    This is in line with how Mimetism works for Medikits and it kind of makes sense both from game consistency and simplicity.
    It also wasn't very total.
     
  13. Hecaton

    Hecaton EI Anger Translator

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    If they still had a bug up their ass about it they should have changed it to Immunity (lethal).
     
    #33 Hecaton, Oct 1, 2020
    Last edited: Oct 1, 2020
  14. Mahtamori

    Mahtamori Well-Known Member

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    More like how they've altered how ammo and guns behave and separated traits out of ammo so making a "Immunity (ammo)" is now possible, but won't cover all the effects they want. It seems to me that they want us to whittle these units down with regular fire, like a boss monster that's immune to your crowd control shenanigans.
     
  15. Hecaton

    Hecaton EI Anger Translator

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    Fine, but it shouldn't have been Dogfaces, then - they're supposed to be explicitly vulnerable to non-lethal ammo like Flash, Stun, and Adhesive. There's a reason Loup-Garous have them. And there's no reason a dog-warrior should be immune to having their comms blown out with E/M. It's bad fluff and gameplay IMO.
     
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