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Metachemistry Symbiomate

Discussion in '[Archived]: N3 Rules' started by RobertShepherd, Mar 30, 2019.

  1. RobertShepherd

    RobertShepherd Antipodean midwit

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    Oy vey.
     
  2. Azza

    Azza New Member

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    Always fun going down other rabbit holes of rules to find the answer to something else
     
    #22 Azza, Apr 1, 2019
    Last edited: Apr 1, 2019
  3. GrantC

    GrantC Active Member

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    MetaChem doesn't alter the profile, it's explicitly described as a MOD:
    • Immediately after placing each of your troopers with MetaChemistry on the table for deployment, you may roll on the MetaChemistry Table once to determine that trooper's extra MOD or Special Skill.
    So the only question really as @RobertShepherd pointed out is why you get the MODs from Cover when using a 'Mate - but given that it's explicitly in the examples I see it as an exception to the general Attribute value/MOD rule.
     
    ChoTimberwolf likes this.
  4. Alphz

    Alphz Kuang Shi Vet. Retired.

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    You need to learn the difference between explicit and implicit.

    It's certainly implied that arm is a mod because nothing else is specified. But let's not oversell how clear it is.
     
    A Mão Esquerda likes this.
  5. Robock

    Robock Well-Known Member

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    "to determine that trooper's extra MOD or Special Skill."
    to me, it is also implied that it is not a MOD but a special skills, named Natural Armor, which has an automatic effect of +1 ARM. MetaChem gives Natural Armor.
     
    #25 Robock, Apr 8, 2019
    Last edited: Apr 8, 2019
    MindwormGames likes this.
  6. ChoTimberwolf

    ChoTimberwolf Artichoken Friend

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    Super Jump is a special skill but +1 armor sounds like a mod to me
     
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