So, currently checking the Feuerbach Firemodes and it has two modes: One is the Burst mode, with Burst 2 and AP+DA ammo. The other is Explosive mode with Burst 1 and EXP ammo. So in essence, both would force 3 ARM rolls on hit, the Burst mode having one where the ARM value would be halved on the shot as well. My question is, why would you ever use the Explosive mode. It doesn't provide any added benefits. One could argue that the Explosive mode also affects Structures, as EXP ammunition specifically states that, but both firemodes also have Anti-Materiel in their profile. As it stands right now, I don't see an added benefit in differentiating here. Can someone clear up whether or not I'm missing something?
EXP mode is for AROs where your burst is reduced to 1 anyway, against most targets the extra damage roll is more useful than the AP.
I get that EXP is better than AP in a scenario with equal burst, but my issue is that the fire mode with AP ammo also has DA ammo, which would still result in 3 ARM rolls then anyways
No, AP+DA is two armour rolls at half ARM, the effects are combined as they both affect the same characteristic.
I stand corrected in general. I misread the effect of 'combined ammunition'. Instead of applying both types of ammunition separately (which would result in a AP roll and 2 DA rolls), you merge them together, meaning you have 2 Rolls (Because of DA) with the ARM value halved for both (Due to AP)
So in aro you get burst 1 anyway so you can get 1 shot da+ap so 2 saves if you win f2f or go explosive and force 3 saves if you win f2f. Depends what you are shooting at. So u select what's gonna be more useful depending on what you are shooting at. Armour Low armour you are better with exploding. Higher armour there will 've a decision Sent from my SM-G935F using Tapatalk
Exactly! In effect, DA gives you the number of Rolls, and AP says what happens to the ARM value for each Roll.
Alright, thanks guys. From a purely hypothetical point of view, a weapon that would have 'Shock+AP+E/M' in their ammo profile would then result in the enemy making 1 ARM roll with halved ARM value and, upon failure and only have 1 wound in their wound attribute, being killed immediately, but also to make 1 BTS roll where this latter effect is not applied. And if said enemy also has Shock Immunity, then only the Shock ammo will be negated and not the AP effect of the combined merge
Correct. In a realistic context the Zhayedan has a Breaker Rifle with Marksmanship 2 giving him Breaker and Shock, so the target makes a roll at half BTS for the breaker and an ARM roll that applies the effects of shock if failed. If the target has shock immunity they would make one half BTS roll and one normal ARM roll.
Awesome. Thank you, both of you @colbrook @ijw I have recently started playing again after a hiatus of 5 years. The rules are coming back to me, but as is the case with all wargames, the more in-depth rules are prone to be mixed up, especially after a hiatus. I have played tournaments before, but even that knowledge needs some time to return again ^^ So thank you for bearing with me through a relatively easy question
No worries, just be aware that the new edition is out in late September as well, so don't stress too much about the current rules.
Yeah, I've noticed. I'm still playing N3, rather than CodeOne, so I am very intrigued to see what the N4 rulebook holds. High hopes