QUOTE (Falconer @ Jan 18 2010, 10:39 PM)
Thanks for the answer hahnso. It doesn't fully answer my question though.
The chemical itself is fairly straightforward... even down to it's speed... immediate. (which doesn't mean right away, but at the end of that combat turn, after all the IP's).
One thing to keep in mind, is even the fastest acting chemicals aren't all that fast, and generally against spirits... you need the damage now... not after 2 passes have gone by.
The capsule rounds themselves do stun damage on impact... since they're delivering a toxin... do they count to bypass ItNW. Or are we reliant on the +4DV from the insecticide and a good hit to penetrate the.
IE: I have a SMG, DR5. I fire it at bug spirit... 1 net hit. Is it DR6... or DR10 (gel round.. .breaks on impact). If you get the +dam, then you've by the same margin also bypassed the ItNW. Also obviously, first round hits... bug takes a -4 penalty on all it's actions (including dodging the second shot). And obviously at the end of the combat turn... the chemical damage takes place.
Though flipside... another thought is how much does acid cost! Gel rounds loaded w/ acid would also be an interesting idea for general use just for raw damage.
Acid is hellaciously expensive, for whatever reason. Something like Rating times 500 per dose. Not cost effective by any means. I won't get the Pestilent Defiler from Borderlands, I guess. At least, not against non-Insect targets.
There are arguments that you don't get additional allergy damage from the Chemical. If you want allergy damage from the chemical, you would have to use a specialized round that is made with an Insecticide compound, just like the rules for silver bullets.
In either case, you'd get the -4 to all actions as soon as you hit the insect (since it's immediate upon exposure, per the Allergy rules). All of the other effects are part of the chemical's effects.
By RAW, they are just Gel Rounds, so deal damage as Gel Rounds without the increased knockdown of Gel Rounds, I guess. *shrugs* In our games, similar to the rule used for Shock Gloves versus Unarmed, you don't get the stun damage from the round, only the compound within. There is precedent for this, if you look at the rules for the Slingshot in Arsenal:
"A slingshot uses shuriken ranges. If firing hard projectiles, use the damage code listed, while capsule rounds usually do no damage but can provide other effects depending on the possible payload." It cuts down on the bookkeeping, at least.