1) Does the AP from weapons/ammo reduce the spirits Immunity to Normal Weapons armor for purposes of determining whether or not the spirit takes damage?
I ruled 'no' on this during the game, after looking up the critter power, but was still not quite sure. Here is the relevant quote from SR4A p295 on Immunity:
QUOTE
The critter gains an “Armor rating” equal to
twice its Magic against that damage. This Immunity Armor is treated
as “hardened” protection (see Hardened Armor above), meaning that
if the Damage Value does not exceed the Armor, then the attack automatically
does no damage. Additionally, this “armor rating” is added
to the damage resistance test as normal armor.
(emphasis mine)twice its Magic against that damage. This Immunity Armor is treated
as “hardened” protection (see Hardened Armor above), meaning that
if the Damage Value does not exceed the Armor, then the attack automatically
does no damage. Additionally, this “armor rating” is added
to the damage resistance test as normal armor.
And the quote from the same page on Hardened Armor:
QUOTE
Hardened Armor is even tougher than normal armor. If the
modified Damage Value of an attack does not exceed the Armor rating
(modified by Armor Penetration), then it bounces harmlessly
off the critter; don’t even bother to make a Damage Resistance Test.
Otherwise, Hardened Armor provides both Ballistic and Impact armor
equal to its rating.
modified Damage Value of an attack does not exceed the Armor rating
(modified by Armor Penetration), then it bounces harmlessly
off the critter; don’t even bother to make a Damage Resistance Test.
Otherwise, Hardened Armor provides both Ballistic and Impact armor
equal to its rating.
My reasoning comes from the portion of the Immunity quote that I bolded, had the devs intended that the armor should be reduced before comparing, I think they would have spelled it out here, as they did for Hardened Armor. As a result, I would not apply the AP until the damage resistance test is taken.
2) How do weapons such as Tasers, and SnS ammo effect spirits when it comes to extra successes on the attack roll?
I know that for a normal character, you take the straight unmodified stun damage, and then the character would be incapacitated for 1 turn for every 2 net successes on the attack roll. Nothing is said about spirits, though, can they be incapacitated? For me, it did not make sense that a spirit could be incapacitated, it would rather be disrupted, but that would quickly send it back to the metaplane from whence it came if it worked like disruption from banishing (net hits v. Edge). I opted to add 1 stun damage to be resisted for every 2 net successes on the attack roll. I doubt this was correct, but I wanted to keep the game moving, and the PCs certainly did not complain when a taser took down a Force 9 Free Spirit when nothing else could (possibly as a result of my interpretation of question 1).