DEACTIVATOR SHORT SKILL BS Attack, Non-Lootable. REQUIREMENTS The user of this piece of Equipment must have LoFto the target. Deactivator may be used only against enemy weapons deployed on the game table, and never against Camouflage Markers. EFFECTS Deactivator allows the user, by passing a Normal WIP Roll, to deactivate enemy D-Charges or Deployable Weapons (Mines, E/Maulers...) within LoF. The WIP Roll is only Modified by Range, never by Special Skills (CH: Mimetism, for example), Equipment (such as ODD: Optical Disruptor) or Cover. If the user passes the WIP Roll, the enemy weapon is removed from play. Is there any situation where within the + 6 Range Band of 0-8 you don't set off the mine? Rarely do I complain about rules in this game very rarely... so rarely in fact this might be the first time I've complained about anything. but in this situation unless somebody tells me that if you beat the WIP role needed the mine doesn't go off... I'm going to have to call bullshit... If 0-8 will always trigger the Mine or whatever deployable then what is the use of having a + 6 0-8 Range man... Can anybody clarify this for me
If you have something like a Cybermine that only goes off on hackable targets a non-hackable engineer can use that on one of those within 8".
At this point me either... At 9" +3 fine but it's pretty much useless on anything that drops a Small template at 0-8 that make that one part of the gears profile kinda goofy... Thanks for the input guys... +6 vs never mind it went off anyway
I think that for a bs 11 shooter they're slightly better than just using your combi for targets within 8-16".
I haven’t checked, but does anything actually have Deactivator by itself, rather than as a result of being an Engineer? Because I’m assuming that being a secondary ability of Engineers is what excuses a lot of weirdness. :) That, and I’m going to guess that the range bands were set to match up with Minesweeper (although I don’t know the development timeline).
So I guess the same happens with madtraps and crazy koalas. If i move into their ZoC and they declare boost, I cannot declare deactivator attack even if I have LoF to then and they will explode on me. So the only option is dodge... Στάλθηκε από το Mi A2 Lite μου χρησιμοποιώντας Tapatalk
Also a small reminder that Deactivator can sometimes be used in custom scenarios and it's probably only a matter of time before we get deployable autonomous non-REM turrets. You can declare Deactivator, technically, but it won't prevent the Boost from taking full effect.
You're thinking of Minesweeper. Deactivator only works on D-Charges and Deployable Weapons, and AI Beacons are not Deployable Weapons
You need to play mines as intended and not as they are wrongly played, the activation area is a 2D plane parallel to the surface the mine is on, not a DTW, which makes deactivating a mine in the short range posible as long as you are higher than it, or behind partial cover that blocks the activation area.
Yeah, an area is a 2D surface, you are suppossed to extend the template parallel to the surface the mine is on, that's why this graphic doesn't care about the height of the intervining terrain. PS: again i confused activation area with trigger area .
No, the graphic is limited by being a 2d representation of 3d space. The activation area is the range of the template.
The Trigger Area is intended to be a 3D volume that volume the Mine’s template can affect, and is correctly played that way by the vast majority of players. If it were 2D, it would be impossible for a Mine to ever hit a trooper who wasn’t on the same level as the Mine. Also, by definition, Partial Cover does not block the Trigger Area - only Total Cover blocks it.