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Brazila
One of my big issues with SR3 was the huge power spirits had. The gigantic karma pool alone, mayed them god like to starting PCs. Now they are even worse. It is highly possible that a starting mage can summon up a F 12 with service or two. That is a big balance issue. Spirits attributes based on there force can go well beyond the scope of what a PC could have. Take a F12 earth elemental for instance. It could slaughter an entire team, and the only person who would stand a chace against it would be a spellcaster as it would have immunity to virtually any non magic offense. AND it would have a freaing Edge of 12. I plan to house rule them in a few ways. Here is what I am considering.
I plan to use some or all of these if my group allows.
The spirits edge is capped at the Summoner's
Taking the Max force you can summon down to 1.5xMagic.
Changing drain value to Spirits Force.
Kanada Ten
I must have missed something, and sorry for the slight off topic, but can anyone quote SR3 on summoned spirits getting karma pool?
Cochise
QUOTE (Kanada Ten)
I must have missed something, and sorry for the slight off topic, but can anyone quote SR3 on summoned spirits getting karma pool?

Should be somewhere page 189 SR3. It's in the last paragraph on Spirit combat right before Controlling and Banishing ... Karma Pool is Successes of Conjurer on Conjuring Test plus one and there's a quite hefty debate on whether or not this pool increases every time a hermetic prolongs an elemental's services for which he has to do a new Conjuring Test ...
Kanada Ten
QUOTE (Cochise)
QUOTE (Kanada Ten)
I must have missed something, and sorry for the slight off topic, but can anyone quote SR3 on summoned spirits getting karma pool?

Should be somewhere page 189 SR3. It's in the last paragraph on Spirit combat right before Controlling and Banishing ... Karma Pool is Successes of Conjurer on Conjuring Test plus one and there's a quite hefty debate on whether or not this pool increases every time a hermetic prolongs an elemental's services for which he has to do a new Conjuring Test ...

That's about the dumbest rule I ever - nevermind. Defiantly not in my game (maybe something like one point per service sacrificed).
blakkie
The Reaction on most of these Spirits seems insanely high for SR4 (it would have been so-so for SR3). They do only ever get 2 passes, thankfully, but as far as i can see a Force 6 is going to go ahead of the most tricked out PC.

BTW there isn't anything about Immunity from weapons in the Spirits section on page 294, but i thought someone said it was elsewhere?
FrankTrollman
I've been pretty happy with max force of Magic + 3. This keeps things from ever getting "all crazy".

And Limiting Immunity to Normal Weapons to Force instead of Forcex2.

And removing Spirit Edge altogether. Summoned creatures should have an Edge of zero.

-Frank
Cochise
QUOTE (blakkie)

BTW there isn't anything about Immunity from weapons in the Spirits section on page 294, but i thought someone said it was elsewhere?

p. 177:

Physical spirits have the power of Immunity to
Normal Weapons (see p. 288), giving them Armor equal to twice
their Force against all attacks.
blakkie
QUOTE (Cochise @ Sep 10 2005, 06:52 PM)
QUOTE (blakkie @ Sep 11 2005, 02:40 AM)

BTW there isn't anything about Immunity from weapons in the Spirits section on page 294, but i thought someone said it was elsewhere?

p. 177:

Physical spirits have the power of Immunity to
Normal Weapons (see p. 288), giving them Armor equal to twice
their Force against all attacks.

That needs errata in one of those two places then. Because that is a Power, and none of the spirits has that Power ther list.
Serbitar
its linked to materialization, the materialization power includes immunity to normal weapons when materialized
Cochise
QUOTE (blakkie)
That needs errata in one of those two places then. Because that is a Power, and none of the spirits has that Power ther list.

As Serbitar said, Immunity (normal weapons) linked to Materialization. All spirits do have that power. What actually misses is something that links the Dual Nature Power with Spirits, because p . 176 says:

Spirits in physical form are in fact dual natured,
interacting with the physical and astral planes simultaneously.
Spirits dislike taking physical form because it makes them vulnerable
to physical attacks.


But the Materialization (and any other power) lacks a reference to the Dual Nature Power (which happens to lack a reference that says that dual natured entities do not suffer a modifier on mundane actions, but I already put the latter in the Errata Thread) ...
blakkie
Ah, that's how it gets linked in. I'll go removed my entry from the errata thread then.
Toshiaki
On the topic of powerful spirits, remember that casting a spell(Overcasting) or summoning a spirit(Oversummoning?) at a force higher than your Magic causes physical drain. Conjuring drain is twice the Spirit's hits from the opposed test. On average, a force 12 spirit would get 4 hits, causing 8 damage. Nothing is stopping it from scoring more. One of my players wrote up a Uber mage, to try just this stunt. He dropped dead from drain 5 minutes into the game.

Now, I know that this is the exception rather than the rule, but it can and will happen. Corps aren't going to be sending force 12's at the runners unless they have major cause. The corp could have sent two or three smaller spirits at the runners without risking one of their wage-mages falling dead. Paying death and dismemberment to the family is bad for the budget.

Similarly, runners should only be trying this trick when it's do or die. It is not something that I would encourage my players to try as part of thier on hand stable of spirits.
mintcar
A starting mage in my campain could reliably summon force 3 spirit with a couple of services at most. They are made with 300 BP. A default level starting character would maybe be able to summon a force 12 spirit with one service 50 % of the time, and get like 5 physical boxes every try. And thatīs only if the character is trinked out to the max.
blakkie
The real problem comes in if they can pull off the binding without dropping, and then heal up. A few days under good conditions, or apparently much faster if you have a second mage to heal you since it seems that P drain can be healed magically (nothing saying it can't be). You then have a bad ass on tap.

As far as i can see though there is enough variance in drain that is it very dangerous even for a high Bod troll.
mintcar
Come on blakkie. Nobody will ever pull of binding a force 12 spirit. Not a starting character. smile.gif


It would be so dangerous that you would have to make a new character a few times before you succeed, I think. Who in their right mind would try such a thing?

What if your knocked out or die? A free roaming force 12 spirit would propably kill you first if your not already, and then whipe out your family, your friends, your dog and your high school sweet heart.
Phoniex
Aww come on, you can always do it if you twink, and that is the only thing you do.

the MAX a starting character can have, doing nothing other than magic is:
magic attribute 6
summoning 7(9)-air elementals specialiation
mentor spirit with +2 air elementals
force 3 summoning focus (air elementals)
force 2 power focus
edge of 7.

I don't think i forgot anything. If I did someone just throw on the correction please smile.gif

Anyway you can roll 6+9+2+3+2+7 dice at character generation. That is 29 dice. Although depending on how you rule on what is a bonus verses augmentation die; and how specializations fit into the cap on dice of 1.5 x skill rating. You might be be rolling a lower number. With that you should be able to get a net hit on a force 12 spirit. But if the spirit rolls even a little higher than its average a body 4 or less mage would die. And a body 5 mage could still very easily die.

Finally do note that this is for summoning, binding it would be gambling with marginal odds in your favor of succeeding in the binding test. But certain death on the drain resistance test. If a force 12 spirit rolls twice its force and you take twice the number of hits in damage boxes. Well even the troll is going down there..

Althought if you only had points in willpower and the other drain resistance attribute.. and you rolled edge on the drain resistance test. It get much more possible, especially if your a troll with a high body.


just some thougths.
blakkie
No problem if you have your charater on computer. He dies 5 minutes into the first session? Go over to the computer, change the character name at the top, and print off a new sheet. Paper is almost as cheap as imaginary friends and families. silly.gif
fistandantilus4.0
you're families cheap? Man I'm sorry. Christmas must suck.

nyahnyah.gif
mintcar
<edit> nm, I wasnīt thinking.

(Good twinking Phoniex, are you sure thatīs not too expencive though?)
blakkie
QUOTE (fistandantilus3.0 @ Sep 11 2005, 04:15 AM)
you're families cheap? Man I'm sorry. Christmas must suck.

nyahnyah.gif

Well, yes they are. And no they don't. But that isn't what i was talking about. nyahnyah.gif

I meant the ones that the freed spirit ripped to shreds like so many dead PC character sheets.
Narmio
You can't just let players create dozens of identical clone copies of themselves! What is this, Paranoia?

Seriously, apart from being so abusive it makes me cringe, that kind of behaviour is going to hold up the entire session, and make the mage's player no friends whatsoever.

Oh, also, I'm choosing to believe the "Fx4" etc in the spirit Reaction entries is in fact a legacy from the old format where that was running multiplier. It most certainly is NOT their Reaction. Someone Errata it, if it hasn't been done already.

FrankTrollman
QUOTE
A default level starting character would maybe be able to summon a force 12 spirit with one service 50 % of the time, and get like 5 physical boxes every try. And thatīs only if the character is trinked out to the max.


This is false.

Magic Attribute 6
Summoning 6
Specialization in Spirits of Man: 2
Dog Mentor Spirit: 2
Summoning Focus: 3

That's 19 dice. You summon a Force 12 pirit successfully almost all the time. In fact, the average number of services is 2.333 per summonng attempt. Meanwhile, you're averaging 5 physical wound levels in drain, which can be healed straight off by your own force 4 bound spirits of man (who roll 12 dice and get the rule of six when casting heal on you, averaging 4.67 wound levels healed).

A starting character can easily summon force 12 spirits and beat people with them. Not that it matters of course, because even a force 7 spirit is immune to Panther assault Cannons, because the power level of all weapons was dropped going in to SR4 and the power level of immunity to normal weapons was not. While you can crush people with your force 12 spirits as a starting character, there's no particular need for you to do that. A force 9 spirit is more than enough to crush absolutley any opposition other than another force 9+ spirit or a banishment specialist.

-Frank
Autarkis
But not as "true" as you are putting forth.
QUOTE
Characters can easily summon force 12 spirits and beat people with them.
Starting characters are not going to be throwing around Force 12 Spirits. There is a good chance they can die. We have a drain resistance test ranging from 2 (minimum) to 24 (maximum).

(And for those wondering how Frank got to 2.333 services.)
19 dice times 1/3 = 6.333
12 dice times 1/3 = 4
Average Net= 2.333

And here is the detail behind the "average" 12 dice the spirit will be rolling:
CODE
Hits        % DV
 0   0.77120% 2
 1   4.62649% 2
 2  12.72094% 4
 3  21.19838% 6
 4  23.84460% 8
 5  19.07282% 10
 6  11.12414% 12
 7   4.76677% 14
 8   1.48939% 16
 9   0.33093% 18
10   0.04963% 20
11   0.00451% 22
12   0.00019% 24


And the mage rolls...lets say 12 dice to resist the DV value? Maybe less if they aren't a "tricked out" conjuring mage. This doesn't look "easy" to me when it comes to resisting drain and not dieing or becoming incapacitated (in either case no matter how many successes you get for services, the spirit leaves.)

Legend:
Hits: The number of successes
%: The probability of getting the stated number of successes
DV: Drain Value mage will have to resist based on the number of successes earned by the summoning mage.
FrankTrollman
Autarkis, what did you do to generate those numbers? The simplest case of getting no hits at all on a 12 dice test is exactly 4096 times out of 531,441 rolls - which is to say 0.77073466292589%. That's very close to your reported value of 0.77120%, but it's not exactly the same. So what did you do, just have a computer run a 100,000 trials or something?

In any case, a character with a decent body who is willing to spend edge on the matter can and will survive a DV of 16, meaning that the chances of going down are very small indeed (although let's face it, you're going to take big damage and possibly have to spend edge to pull this off).

-Frank
Autarkis
I used binomial probability:

CODE

                        N!
P                  =  --------  (p^k)(q^[N-k])
 (k out of N)         k!(N-k)!



P = the probability that the desired outcome will occur
N = the number of opportunities for the event to occur
k = the number of times that the event occurs
p = the probability that the event will occur on any particular occasion
q = the probability that the event will not occur on any particular occasion

So, for the above, P is what we are attempting to solve for, N is the number of times 1 die 6 is being rolled or 12 (the dice pool of the Force 12 Spirit), k is the number of times a "hit" will occur, p is the probability that a "hit" will occur on 1 die 6 (.3333), and q is the probability that no "hit" will occur on 1 die 6 (.6667).

I didn't really attempt to do the calculations myself. biggrin.gif I ran it through a statistics program.

I do internal consulting for my firm, so I am part finacial analyst/part accountant/part statistician/mediator/probability analyst, so I use an Excel add-on tool (Business Statistics in Practice 2nd Edition by McGraw-Hill Irwin) for my more cumbersome work. There probably is a more recent version but I purchased the program myself and wrote it off on my taxes back in 2001. nuyen.gif

There are also probably several web pages that have calculators you can use (most universities have one or two statisticians working on their PHd and using these on-line models as part of their thesis.)

I almost convinced myself to take my hand at gaming design (MMORPG's,Turn Based and Paper) but since I have several friends in those areas, I know the pay to hours isn't that great and I have yet to hear of any "old" designers. cool.gif You should see the probability models that they have to use and the comparitive models to understand the dynamic impact to other events.
Autarkis
Ooops. Didn't answer your last point. I think there is a difference between the magic power level in SR3 to SR4 (with SR4 magic seeming to be stronger than SR3.) I haven't gotten the chance to look completely at the Spirit section of the pdf yet or even played it out in a meaningful way, so I can't really speak to it with utmost confidence. I guess what we have here, on the surface, is a creature that can't be effected by mundanes but is more effected by magically active characters (i.e. killing hands, weapon foci, banishing, etc..)

I'll really have to defer to other posters until I have had a time to be comforable with it (I am still a little hardcoded with SR2 rules and sometimes miss the impact of changes.)
Autarkis
I did do some quick reading, and Summoning and Binding are two different things.

Summoning a spirit, the spirit resists with Force and you can only have one unbound at any time. This is the spirit that will hang out with you for a certain time period (until sunrise or sunset) or until its services are used up. It takes a Complex Action to summon an Unbound.

Binding a spirit, the spirit resists with ForceX2 and you can have as many bound spirits as you have points in Charisma. It takes the Force in hours to summun a Bound.

The examples given earlier are for Unbound Spirits? Just want to make sure I am reading this correctly (sorry for the quick machine gun posts.)
mintcar
I donīt understand this discussion. A mage that is entirely twinked towards summoning and binding can appearently summon very powerful spirits that can beat anything in the game. Only most of the time they die when they do it. Thatīs the equivelent of having a instakill ability that has somewere in the vicinity of 50% (Iīm guessing) chance of killing you instead. Itīs stupid. Real shadowrunners do not willingly shoot themselves in the chest and hope to live, even if it would kill their enemy if they did. You should keep to summoning spirits with a force of half your summoning dice pool, I think.

(The examples are, as far as I know, for unbound spirits unless stated otherwise. You are reading it right. Summoning is an opposed test cha+summoning:force, drain 2xthe spiritīs hits (ouch). Binding is opposed test cha+binding:forcex2, drain 2xthe spiritīs hits (double ouch).
FrankTrollman
QUOTE
I used binomial probability:


That looks reasonable enough.

QUOTE
So, for the above, P is what we are attempting to solve for, N is the number of times 1 die 6 is being rolled or 12 (the dice pool of the Force 12 Spirit), k is the number of times a "hit" will occur, p is the probability that a "hit" will occur on 1 die 6 (.3333), and q is the probability that no "hit" will occur on 1 die 6 (.6667).


Gotcha, here's I think where the error comes in. A die hits 1/3 of the time, not .3333 of the time. That's pretty insignificant most of the time, but it does cause round-off errors to become statistically significant when you are talking about vanishingly unlikely scenarios (like the Spirit rolling enough successes on 12 dice to kill you with drain).

QUOTE
A mage that is entirely twinked towards summoning and binding can appearently summon very powerful spirits that can beat anything in the game. Only most of the time they die when they do it.


No. A twinked out conjurer can summon something that will beat everything in the game and usually hospitalize themselves doing it. They can also summon up something capable of smiting almost everything in the game and not really care about the drain.

The chances of actually dying are extremely low - less than 1% of the time are they going to run a serious risk of death when the drain comes up. Their chances of having to spend edge are actually pretty high - almost 1.5%. But spending an Edge or two to kill anything in the game is still pretty severe for a starting character.

-Frank
mintcar
So what? Still:
QUOTE
Real shadowrunners do not willingly shoot themselves in the chest and hope to live, even if it would kill their enemy if they did.

Itīs still worse than shooting yourself in the chest, aint it? People who do stuff like that eccept once in their career for dramatical effect as a last resort, have to be dealt with by the GM anyway.
Autarkis
Well...so lets say we made the twinked out character (we will use Human for now) that would survive this (or has a high chance.)

Attributes: 195 BP
Body 1
Agility 1
Reaction 1
Strength 1
Charisma 6
Intuition 1
Logic 6
Willpower 6

Edge: 65 BP
Edge 7

Magic (65 BP)
Magic 6

Active Skills: (26 BP)
Binding 6 (+2 Spirits of Man)

Positive Qualities (20 BP)
Mage (15 BP)
Mentor Sprit (5 BP) -Dog

Gear: (Resources 45,000 nuyen.gif 9 BP)
Summon Focus 3 (3*15,000 nuyen.gif =45,000 nuyen.gif )

Notes:
Binding Summoning Focus 3 (3 BP)

20 BP remaining for additional skills, resources, contacts, spells, etc.

So far we are at 380 BP, with 20 BP to "flesh" out "Duke Nuke'em." Actually more if you take some negative qualities. If we made him an Elf, we would need to come up with 10 more BP (this would increase Charisma to 8 but reduce Edge to 6). Maybe Uncouth, Infirm, or something else?

I think someone "could" do it, but would they want to? Would a GM even allow the above in?
hahnsoo
You can only "Max Out" one attribute at character creation, p73, 1st column, last paragraph.
Dashifen
Here's a question. If a spirit's "immunity" armor is 2x Force, how does this effect the physical to stun damage changeover if the DV of a weapon is less than the modified armor rating. For example, if I shoot a spirit with a Predator 4 for a modified DV of 7 (2 net hits for my roll). There's a -1 AP for the pred, so a force 6 spirit would have 12 armor to normal weapons -1 for the AP = 11.

Thus, would my weapon go into the spirit's stun damage track? Do spirits even have a stun damage track? I imagine they do since you can choose to do one or the other in Astral Combat which has, in my experienced, focused more on dealing with spirits in their home turf than with other projected mages.

Granted a spirit rolling 17 (+/- body modifications due to spirit types) to resist that 7 DV is probably going to get 6 hits or so, thus taking only one damage, but even in SR3 if you were shooting or fighting a spirit with mundane weaponry you were generally just chipping away at it and hoping that your friends in melee bonuses helped you out over time.

Also, don't forget that weapons foci are now only Force x 5 in availability and Force x 10,000 nuyen.gif to purchase and you can bond them at character generation with points equal to force. Thus, for 2 build points to bond plus 4 build points for the necessary 20,000 nuyen.gif you can have a nice force 2 weapons focus at character generation which makes spirit combat a little more balanced.
hahnsoo
QUOTE (Dashifen @ Sep 11 2005, 06:14 PM)
Here's a question.  If a spirit's "immunity" armor is 2x Force, how does this effect the physical to stun damage changeover if the DV of a weapon is less than the modified armor rating.

Immunity to Normal Weapons is Hardened Armor (p288), thus if an attack doesn't exceed this power in DV, then it does nothing. Spirits have a stun track.

Using default combat rules against a Spirit is practically moot unless you catch them unaware or fight them in Astral combat, as their Reaction attribute is through the roof.
Serbitar
Immunity to normal weapons works like hardened armor

but you can always shoot with SticknShock, thats elementary attack.

StickNShock is way overpowered and broken btw. No reason to use anything else.
hahnsoo
QUOTE (Serbitar)
StickNShock is way overpowered and broken btw. No reason to use anything else.

Unless you are facing folks with non-conductive armor (not that it completely negates the effect). nyahnyah.gif Although I will admit, Stick N Shock is the main reason my SR4 ork character is currently investing in non-conductive armor.

It's also being developed in Real Life ™:
http://www.jaycor.com/web-content/eme_ltl_sticky.html
Serbitar
Sure, but "6S(e) / -half Impact" is better than standard assault rifle shooting against every armor. And you can have it in your heavy or light or holdout pistol. AND you get the electricity effects, which is at least -2 dice and a good chance of a crippled enemy.

broken just like gel, flechette eXplosive, eXexplosive.
APDS and regular Ammo are completely useless. SR4 turned ammo usage upside down. But StickNShock is the absolute King of the Hill.

Btw: Why is electricity damage resisted with half impact armor ? I would say that the electricity barely does any damage if the metal contacts cant get to your skin, so impact armour should be very very effective. Same wiht Tasers. Why is impact halved ? I dont think that a sheet of plastic (impact armor) between you and the source of electricity should be that ineffective.
Autarkis
QUOTE (hahnsoo @ Sep 11 2005, 07:08 PM)
You can only "Max Out" one attribute at character creation, p73, 1st column, last paragraph.

Good catch (I will have to update my Character Generator to catch that.) So it frees up an additional 50 BP and reduces two stats to 5. The point was to show that you could make that character, he would just be a one trick pony.
mintcar
Hmm. It does seem spirits have become a great deal more powerful after all. Before you could at least count on being much faster in astral combat if you projected. How about the willpower attack? In SR3, spirits were always dead in the water because all characters had 6 in willpower. Thatīs not the case anymore, but is there even a way for mundanes to fight spirits? It sais the "truely crazy or brave have enough force of personality" so I guess itīs charisma now. But the rules for astral combat states that you can not attack an astral form if it has a physical form unless you astraly project. Thereīs got to be a way for mundanes to fight spirits still, right?
Dashifen
Wasn't it a charisma attack? That's besides the point because it's still a valid question. Mundanes fighting spirits probably go with Stick-n-Shocks as was mentioned above.
Rotbart van Dainig
Or, well, ADPS or ExEx - in SR4, Immunity to normal Weapons does not negate their boni in DV and AP.

The much greater problem is to hit the spirit, though... so perhaps, use grenades instead.
apple
Ares Alpha ... your spirit busting friend in all situations. biggrin.gif

SYL
FrankTrollman
QUOTE (apple)
Ares Alpha ... your spirit busting friend in all situations. biggrin.gif

Good luck with that if the Spirit has a force of 6 or more.

The Stick-n-shock has a DV of 6, halves the spirit's 12 hardened armor... and bounces off with no effect whatsoever. The grenade launcher has a quite meaty DV of 10, but it has no AP, so the whole 12 points of hardened armor applies... and you still bounce off with no effect.

If you have a force 6 spirit in your sights, nothing short of a heavy weapon is going to make it blink. A force 7 spirit laughs at most of those even, as an Ultimax HMG with ExEx ammo bounces off (9 DV, 5 AP, just barely inadiquate to scratch the paint on the 14 hardened armor on a force 7 spirit). The only thing that can hurt a force 7 spirit is an AWP with APDS or a Panther Assault Canon (either 8DV -7AP or 10DV -5AP will penetrate), but neither of those will do jack to a force 8 spirit.

And the answer to the question "Can a dedicated summoner loft a force 8 spirit every day?" is yes. You won't even get hospitalized if you tweak yourself out for drain resistance. And since you're overcasting anyway, you don't even need a magic of 6 to pull this off. You can do just fine with a Magic, Logic, and Willpower of 5.

-Frank
apple
Grenades could be seen as an elemental effect (force, explosion, fire, whatever).

SYL
FrankTrollman
QUOTE (apple)
Grenades could be seen as an elemental effect (force, explosion, fire, whatever).

They sure could. And that doesn't matter in the slightest, because immunity to normal weapons no longer makes the distinction in SR4.

QUOTE (SR4 @ page 288)
Immunity to Normal Weapons: This immunity applies
to all weapons that are not magical (weapon foci, spells, adept
or critter powers). If the critter has the Allergy weakness, then
the Immunity does not apply against non-magical attacks
made using the allergen.


So regardless of whether you can convince your GM that there is an "Elemental Handgrenade Metaplane", you still can't do jack against a Force 6 Spirit with one.

-Frank
apple
Elemental Effects are resisted with half amor. Wouldnīt that count? After all, the rules regardings hard amor speak of "modified DV/AP" IIRC.

SYL
FrankTrollman
QUOTE (apple)
Elemental Effects are resisted with half amor. Wouldnīt that count? After all, the rules regardings hard amor speak of "modified DV/AP" IIRC.

rotfl.gif

You've got to be kidding. Elemental spell effects are resisted with half armor, and the critter power "elemental attack" is resisted with half armor. Of course, magical effects of any kind can't be resisted with immunity to normal weapons at all.

The only part of the rulesbook that says that elemental effects halve armor is on page 196:

QUOTE (SR4 @ page 196)
Elemental Effects: Many Indirect Combat spells utilize
damaging elemental energies such as Fire damage, Electrical damage,
etc (see Special Types of Damage, p. 154). These spells are resisted
by only half the Impact armor rating (round up), as noted.


Unless and until a handgrenade becomes a "spell", it has to deal with its own listed AP value of -2.

-Frank
Serbitar
Why should a fireball spell be a magic attack ?
Sure, the fire is created by magic, but the fire itself has nothing to do with magic.
apple
QUOTE (FrankTrollman)
You've got to be kidding. Elemental spell effects are resisted with half armor,


No, I am not kidding.

QUOTE ("SR4 155")

Fire Damage
Certain types of flame or heat-based attacks inflict Fire damage,
including (but not limited to): thermite, flares, Flamethrower
and Fireball spells, and the Energy Aura and Engulf critter powers.
Treat Fire damage as Physical damage, but Impact armor only
protects against it with half its value (round up).

or
QUOTE ("SR4 154")

Electricity Damage
A wide variety of nonlethal weapons are designed to incapacitate
targets with electrical shock attacks, including stun batons,
tasers, cyberware shock hands, and similar electrically-charged
weapons. Th ese weapons rely on a contact discharge of electricity
rather than kinetic energy. Spells and critter powers such as
Lightning Bolt and Energy Aura cause similar eff ects.
Electrical damage is treated as Stun damage and resisted
with half Impact armor


So, we have cold, fire, acid and electricity as defined elemental effects. Their source can be magical (indirekt combat spell) or technological (taser or flamethrower).

Now, can we define normal grenades as an additional elemental effect (like in SR3)? If yes, a normal Grenade would do something around 10 elemental damage and reducing the hard armor of a force 6 spirit to 6 (with some funny sideeffects for vehicle combat).
If an attack with a grenade is not an elemental attack (because it causes no fire damage or because the description of the proper elemental effect (I think in SR3 it was "Blast", could that be?)) is missing, then you are right and we have to wait for the Arsenal-Book to include special grenades (acid splash, phosphor, napalm etc) or better taser-rounds.

SYL
sapphire_wyvern
QUOTE (FrankTrollman)
QUOTE (apple @ Sep 12 2005, 05:44 PM)
Elemental Effects are resisted with half amor. Wouldnīt that count? After all, the rules regardings hard amor speak of "modified DV/AP" IIRC.

rotfl.gif

You've got to be kidding. Elemental spell effects are resisted with half armor, and the critter power "elemental attack" is resisted with half armor. Of course, magical effects of any kind can't be resisted with immunity to normal weapons at all.

The only part of the rulesbook that says that elemental effects halve armor is on page 196:

QUOTE (SR4 @ page 196)
Elemental Effects: Many Indirect Combat spells utilize
damaging elemental energies such as Fire damage, Electrical damage,
etc (see Special Types of Damage, p. 154). These spells are resisted
by only half the Impact armor rating (round up), as noted.


Unless and until a handgrenade becomes a "spell", it has to deal with its own listed AP value of -2.

-Frank

Wrong.

SR4 treats all electricity attacks in the same way; all fire attacks in the same way; all cold attacks in the same way; and all acid attacks in the same way. The "Special Types of Damage" rules on page 154 are in the Combat chapter, not the Magic chapter, and apply to all appropriate damage sources regardless of whether they are technological or magical in origin. If you read the rules presented there, you will notice that *all* these damage types are resisted by half Impact Armor.

StickNShok rounds would halve the spirit's Armor. So would a stun baton, or a flamethrower, or even a dunking in liquid nitrogen.

However, hand grenades don't do Fire damage. So you're correct about the hand grenade having to rely on its inadequate AP of 2.
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