"Immunity (Total): the Trooper is immune to any Ammunition, cancelling its Special Effects and Traits, considering it Normal Ammunition." Total Immunity cancels traits Templates of all types are listed under weapon Traits. Does Total Immunity cause the attack to no longer use a Template. What happens with Direct Template Weapons?
While it would indeed make Sun Tze to be quite a bit more potent if he couldn't be affected by e.g. Guided Missiles, I have to point out that Total Immunity will only have an effect if you are actually affected by the attack, so you will already have determined that the trooper is hit by the missile/flamer/etc before you activate Total Immunity. FAQ: Can a Non-Lethal Attack against a target with Immunity (Total) be a Face to Face Roll? For example if using a Flash Pulse against a Dog Warrior. Yes. It is a Face to Face Roll - Immunity (Total) doesn't take effect until you've been hit, which is after you've made the Face to Face Roll.
Requirements for Immunity are: This Special Skill is activated when one of the following Requirements is met: The Trooper must make a Saving Roll. The Trooper is affected by the State indicated in their Immunity. This means it won't activate until after the unit has already been affected by the template, I don't see anything that would cause it to apply retroactively.
That's fair and it's me thinking about Sun. I've been considering both Sun and Qiang a bunch and what it'd take to make them worthwhile and like Immunity (AP) has been done, but what if Qiang were immune to templates is my current line of thinking so that's where I'm at at the moment. That said, I think if you're templating bears you're in a bad place regardless of what :)
Repeat with me "Immunity (Total): the Trooper is immune to any Ammunition, cancelling its Special Effects and Traits, considering it Normal Ammunition." Impact / Direct template ARE NOT traits of the Ammos
They are, they're literally listed under the column called traits along with everything else like Non-lethal and Continuous damage. If you're right Fire and Flashpulses work against TI models again.
They are not traits of the ammo. Normal ammo doesn't give you an Impact Template when firing a Heavy Rocket Launcher. The weapon does. TI Models are immune to Flash and Fire because TI calls those things out seperately as not part of the ammo.
These are the Traits in the game Anti-Materiel ARM = 0 ARO BioWeapon Boost BTS = 0 Burst (B) Burst: Single Target CC Concealed Continuous Damage Deployable Direct Template Disposable Double Shot Impact Template Indiscriminate Intuitive Attack Non-Lethal Perimeter Prior Deployment Reflective Silent Speculative Attack State Suppressive Fire (SF) Targetless Technical Weapon Throwing Weapon Zone of Control (ZC) The ones in red are not cancelled by Immunity (Total), An infinite-ammo-Panzerfaust (as long as you target a Karakuri) would be hilarious
I think that reading is more confusing than it is offering a solution. 1. Ammo doesn't have traits. None of them do. Some have "labels", that have the names only found in the "traits" list which is all sorts of funny. 2. No, a Panzerfaust would not have infinite ammo if it shot at a Karakuri as the ammo is deducted before you even make rolls so the Total Immunity skill won't be in use by then. 3. The reading is not complete and you still need to explain what happens to the dodge-like effects of Smoke/Eclipseammo. 3b. It also needs to explain a what happens to the circular template effects of Smoke/Eclipse ammo if a Total Immune trooper is directly attacked by it. But it is all completely unnecessary, of course, since Total Immunity won't have any effects at any of the stages where this is relevant.
Just a general question: Why do people insist on applying during declaration effects of things that are not checked until resolution? (Edit to make the question even more clear.)
There's a difference between the Trait of the Weapon, and the Trait of the Ammo. Trait of a weapon is like templates, burst, range, etc. Trait of the Ammo is DA, AP, BTS, E/M, etc. So a Bear hit by a nanopulsar still looses cover and auto hit, but the ammo vs. BTS can be changed to normal and goes against ARM. Edit: pointed out to me, new rules it would be against BTS. Just a side thing I wanted to say before I forgot: what if they change Total Immunity to being able add an ARM die to each hit? Like taking one hit means you can make two ARM saves, If either one succeeds then they are fine, but if they both fail, they take a wound.
Ammunition types aren't linked to saving rolls any more, a Nanopulser is normal ammo vs BTS, a breaker pistol/rifle is AP vs BTS, and so on.
Yeah, just something they did to reduce the number of ammo types by ~half. Now you don't have Normal, AP, and Double Action vs. Nanotech, Breaker, and Double Trouble.
No such thing as breaker ammo. Breaker Rifle is a weapon that has AP ammo and the saving roll is BTS. Bearpode has Immunity (Total) so ignores the AP ammo, and makes an unmodified BTS roll (which happens to be 0) Viral Rifle has DA+Shock ammo and saving roll is BTS, usually Immunity (Total) would ignore the effects of DA+Shock, however the Bearpode has Vulnerability (Viral) so takes two unmodified BTS rolls and will die if he enters the Unconscious state. A Volkolak has no Vulnerability so against a Viral Rifle he makes one BTS roll and ignores the effects of Shock.