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> Immunity to Normal Weapons, Eratta?
Stormdrake
post Jan 16 2008, 04:58 PM
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In the Game level thread some one mentioned that the critter power "Immunity to Normal Weapons" had been updated. Can any one confirm this as I have not found any errata on the power. As it appears in the original hard copy SR4 main book it simply says that the power grants an immunity equal to twice its magic rating. That weapon DV's that come in below this do no harm. It says nothing about adding in extra successes or modifiers for burst or full auto. Any help would be appreciated.
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Moon-Hawk
post Jan 16 2008, 05:17 PM
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Well, the Immunity entry tells us that ItNW works like Hardened Armor, the entry for which tells us to use the modified DV. So really what we're looking for is the section where it says the modifications to DV from burst/auto fire don't count towards the modified DV. I'm looking for that part.
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Demerzel
post Jan 16 2008, 05:17 PM
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There appears to be no errata for the Immunity Power.

Errata 1.5 (the latest) is available here:
http://www.shadowrun4.com/wordpress/?p=157

Ther Immunity power appears on p.288 and spills over to p.289, and there is errata for Dual Natured on p287, then Psychokinesis on p290, so there appears to be no errata as of the most recent errata.

So the text in your book should be correct. Are you looking for a specific clarification? Can you give an example situation to interpret?
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FrankTrollman
post Jan 16 2008, 05:19 PM
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QUOTE (Moon-Hawk)
Well, the Immunity entry tells us that ItNW works like Hardened Armor, the entry for which tells us to use the modified DV. So really what we're looking for is the section where it says the modifications to DV from burst/auto fire don't count towards the modified DV. I'm looking for that part.

That would be on page 143 in the autofire rules.

QUOTE
Note that his DV modifier does not apply when comparing the DV to the armor rating.


-Frank
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Moon-Hawk
post Jan 16 2008, 05:21 PM
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Right. There it is. Thanks Frank!

Stormdrake: All sorted out?
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lunchbox311
post Jan 16 2008, 05:33 PM
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slight derail:

Our group found the hardened armor rules to be too wonky... the all or nothing approach did not do well.

We instead proposed this idea:

when something has hardened armor it gets a number of automatic hits applied to the damage resistance test equal to 1/2 its rating (round UP) the other half of the dice are rolled as normal

So far this has worked well for us, vehicles and the like are very tough but do not need rocket launchers (or gunslinger adepts) to scare. Spirits are still a little tough but then again a high force spirit is supposed to be scary.

Example:

[ Spoiler ]


This has led to a more consistent damage soak in our games and does not create those strange variables where when the hardened armor is just exceeded that the vehicle (or whatever) suddenly falls apart into a heap of crap.

Thoughts?

Edit: spelling
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Moon-Hawk
post Jan 16 2008, 05:44 PM
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QUOTE (lunchbox311)
Thoughts?

Hardened Armor is another thing that breaks at the high-end. I think your fix is more or less exactly how it should've worked in the first place.
It leaves the armor impervious to weak attacks. It makes the armor less impervious to moderate attacks. It makes the armor more effective against strong attacks. So it nicely smooths the destroyed-or-nothing effect which occurs for high hardened armor values.
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Stormdrake
post Jan 16 2008, 07:15 PM
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Just a follow up to this. I ask it because my players will, lol. If the DV + successes are greater than the critters hardened armor rating is the armor then negated or does the critter still get to add all the dice from the hardened armor into its damage resistance rolls? I can't see why it would be negated but figured I would ask.
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Moon-Hawk
post Jan 16 2008, 07:20 PM
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Yeah, if (base DV+net hits) is greater than the hardened armor rating, then the hardened armor is treated exactly like normal armor, and is rolled along with Body to resist (base DV+net hits+autofire modifiers)

edit: Unless you're doing it lunchbox311's way. I think his/her way is a good way and I'll probably start using it, but as with all house rules I recommend you do it "right" and see how it goes before you go fiddling with things.
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Demerzel
post Jan 16 2008, 07:20 PM
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They still get Body + Armor for resistance tests.
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Dashifen
post Jan 16 2008, 07:21 PM
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The critter still gets to roll its armor even if the DV is greater than it. In fact, if the armor is hardened, that's the only time that the critter needs to roll as the hardened armor will, otherwise, negate the attack!

@lunchbox311
I like that. My way was always to subtract the hardened armor rating from the DV and roll it all making vehicles and hardened critters very, very dangerous, but I think I might play around with your method for a bit and see if I like it better.
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lunchbox311
post Jan 16 2008, 07:34 PM
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QUOTE (Dashifen)

@lunchbox311
I like that.  My way was always to subtract the hardened armor rating from the DV and roll it all making vehicles and hardened critters very, very dangerous, but I think I might play around with your method for a bit and see if I like it better.

We tried the whole hardened armor value as automatic hits during a session but it was crazy. It happened to be a higher end run with the runners dealing with multiple Citymasters. They had access to AV rockets but those still make very small dents in the vehicles (took 3-4 rockets per Citymaster)

After that session we decided to use half automatic and half rolled.

It is really nice and does not add much overhead to the table (especially if you buy your hits with the leftover dicepool.)


@Moon-Hawk: HIS way 8)
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deek
post Jan 16 2008, 07:55 PM
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I like it...I have spent way too much time scratching my head as my players shot up an armored vehicle. Thinking that 10 hardened armor was safe and then them turning it to swiss cheese in a single IP...the all or nothing aspect really does suck.
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FrankTrollman
post Jan 16 2008, 08:45 PM
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I've been doing it like lunchbox's for some time, but not rolling the other half. Made AP very very good, and seemed to work rather well.

But I do like lunchbox's suggestion, seems like it'll make spirits poof a bit less when exposed to high end weaponry.

-Frank
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Ryu
post Jan 16 2008, 08:49 PM
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I like it, too. Nice approch, though we shall wait for what Arsenal brings right now.
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Fortune
post Jan 16 2008, 08:55 PM
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So, for lunchbox's rules (or those who use a variant) ...

What figure do you use as a base to see if the attack actually bounced?

For example, assuming a Force 5 Spirit, would you use 10 (double Force, as in the rules), 5 (its Force, and the base use for 'auto-hits'), or 5 + net hits from the other 5 dice (which I think would be interesting, in that it inserts an unknown element into the equation)?
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Ryu
post Jan 16 2008, 08:57 PM
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I would have used the first, but the last is definitly more interesting.
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Dashifen
post Jan 16 2008, 09:14 PM
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I've always used the first option as well (double Force) mostly because it is indicated in the rules thusly.
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Glyph
post Jan 17 2008, 03:40 AM
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One thing to remember about spirits and their Immunity to Normal Weapons is that it works like hardened armor against normal attacks, but is negated by magical attacks. So an adept attacking an air spirit with a weapon focus, for example, will do normal damage, and in addition, the air spirit doesn't get any of that "armor" to roll to resist the attack with.
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Dashifen
post Jan 17 2008, 04:07 AM
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Are you sure? I always just assumed that by negating Hardened Armor, it became just "normal" armored.
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Glyph
post Jan 17 2008, 05:25 AM
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Yeah. Immunities are pretty strictly limited. Immunity to fire doesn't do a thing against electrical attacks, so immunity to normal weapons shouldn't do anything to stop magical attacks. Relevant quote from pg. 288, with emphasis:

QUOTE

this immunity applies to all weapons that are not magical (weapon foci, spells, adept or critter powers).
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Kyoto Kid
post Jan 17 2008, 08:01 AM
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...so this means if the Short One (#99) whacks at a spirit with her WF Katana, it only gets to roll it's effective Body to soak the damage?
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Cardul
post Jan 17 2008, 08:02 AM
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QUOTE (Glyph)
Yeah. Immunities are pretty strictly limited. Immunity to fire doesn't do a thing against electrical attacks, so immunity to normal weapons shouldn't do anything to stop magical attacks. Relevant quote from pg. 288, with emphasis:

QUOTE

this immunity applies to all weapons that are not magical (weapon foci, spells, adept or critter powers).

OOoooooo....Here is a neat little loophole with that: If I have bonelacing, and I punch something with immunity to normal weapons, then, it does not get its immunity, because my hand while, sure, is hitting harder because it has metal nt bone in there, is not a weapon!
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Fortune
post Jan 17 2008, 08:12 AM
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QUOTE (Cardul @ Jan 17 2008, 06:02 PM)
If I have bonelacing, and I punch something with immunity to normal weapons, then, it does not get its immunity, because my hand while, sure, is hitting harder because it has metal nt bone in there, is not a weapon!

Only if you also possess Killing Hands. A fist, even a fist lined with bone lacing, is still considered a normal weapon, just like it would be if it were a cyberlimb or packing brass knuckles.

I think you may have missed the part where it mentions that ItNW applies to pretty much everything non-magical.
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FrankTrollman
post Jan 17 2008, 10:36 AM
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QUOTE (Kyoto Kid)
...so this means if the Short One (#99) whacks at a spirit with her WF Katana, it only gets to roll it's effective Body to soak the damage?

Yes, exactly.

Now you get to ask: Why would people have Weapon Focus Katanas? And honestly I still can't answer that. Weapon Foci bypass Immunity to Normal Weapons and Regeneration and I still don't care.

-Frank
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