Hey! Some small wording changes have the NZ meta freaking out about unstoppable Hackers. The suggestion is that Stealth never works on repeaters, so Hackers can always target any unit in their Hacking Area but out of their ZoC regardless of Stealth. This interaction required an FAQ in N3 and I suspect we need one again. But can anyone see a clear statement in N4 one way or the other?
For what its worth. Since most sectorials can invest in a hacker and just slap it into some wild card link to get sixth sense and ARO anyone moving through repeaters. Its only vanilla that misses out. So the effect on the general game of hackers clogging up midfield is pretty mild. But its big to have stealth work on repeaters as it re-introduces the bullshit that is coordinated or even just linked stealthy hacker getting free attacks. Which I was excited to see fixed by having stealth not work on repeaters. So hoping it doesn't get re-written as stated by IJW.
Oh man, are we adding stealth hacker shenanigans to the list of shit that is back in the game? Along with smoke/visor/ZoC and "zigzag Impetuous" I am starting to get a little depressed....
And ARO baiting is also still here, because apparently we can declare Shoot that goes to Idle for Move + Shoot of a Camo reveal, but can't for an Idle + Move within ZOC but out of LoF.
Isn't Sixth Sense a lot more limited now? The requirement it's that "[t]he user is the target of an Attack." RAW I believe you're only ignoring stealth when attacked, e.g., a move-CC stealth guy can be BS'd at.
Hm, interesting. That's not in the stealth rule itself though, just the "important" box after. Is that also defining rules and not just providing interpretation? Shouldn't the "effects" bullet include a clause stating so?
IMPORTANT boxes contain rules, it’s literally part of Stealth. You’re thinking of REMEMBER boxes, which are just reminders of actual rules text.
Did you miss the last bullet point of Sixth Sense (page 112)? ► Stealth is not effective against Troopers with the Sixth Sense Special Skill.
IJW answered it definitively, but, nope, I didn't miss it. However, that clause is listed as an effect under the requirements to use the skill ("the user is the target of an Attack"). "Requirements" are addressed as follows in the rulebook: Hence RAW Sixth Sense does not grant the ability to ignore stealth unless the user is the target of an attack. Looking at Stealth, nothing gives this either except for the "Important" box that follows the rules box. It also makes the clause in Sixth Sense pointless To be clear I am perfectly fine with Sixth Sense ignoring Stealth, but I feel there are needless templating issues. Why not just move the last bullet in Sixth Sense to Stealth instead (adding the part about deployables)? Much cleaner that way.
Or, as I've previously suggested, use nested bullets when there are specific triggers for certain parts of the skill effects: SIXTH SENSE (automatic, optional) Requirements: None Effects: Stealth is not effective against a trooper with the Sixth Sense Special Skill. If the user is the target of an attack Allows the user to respond to attacks (and only attacks)... Other bullet points that are specifically about responding to attacks.
RAW, no. But I think we are waiting on on word for whether that's intended or not it getting rewritten to allow stealth to work through repeaters.
We aren't waiting on word. They have stated that it isn't intended. We are only waiting on the errata.
stealth don't work against 6th sense troopers, it doesn't matter range... that has been like that also in n3. On the other side, repeaters will not be useful by themselves against stealthed hackable units, just wait a bit to see how they errata it
So reading the rules again, a mine will trigger when a unit with stealth passes it's zoc but the repeater by it self does nothing than expanding the zoc of the hacker who can use his sixth sense through the repeater. During the process of writing it I got it[emoji854] Thank you! Gesendet von meinem ASUS_I01WD mit Tapatalk
Small point of clarification... Mines don't trigger in their ZoC, they trigger in their "trigger area", which is actually slightly larger than a ZoC would be, since the small teardrop is longer than 8", but also blocked by total cover.