eliakon wrote:They don't have to roll a strike. ITS NOT A STRIKE!
You don't have to roll to strike people caught in your blast radius either.
If you hit your prime target (or if you miss them and your missile hits the ground, or a wall behind them) your blast radius is still going to affect everyone in it.
There are strike penalties to hit blind people or to hit fast-moving people. None of these matter when it's people caught in the blast radius, you're not rolling to strike them, the strike role is solely for the target you are aiming at.
Think of this: it is possible both to throw/shoot a grenade (strike rolls) or to wire one up as a trap. You could probably wire a missile as a trap too, or if you shoot a missile launcher sometimes the payload blows up (a couple vehicles in Mercs did that if I recall)
Does not being a strike mean a grenade-trap's radius can damage secondary locations, but being thrown or shot suddenly means it can't?
eliakon wrote:You cant 'parry' a pool of lava you stepped in, its not an attack. It is simply a 'this takes damage'
Same with a blast radius, you can't parry or dodge that either. You can only roll with impact, which can be done with non-attacks, like falls or explosions.
The two are only similar as 'things that do damage' they are not 'things that are making strikes'
eliakon wrote:each thing is, RAW, only damaged once. You damage each soldier hit once, not each hit location on each soldier.....
The same RAW would prohibit lava-damaging feet.
Also: isn't block-sacrifice a violation of this rule, since a called shot isn't being made to the arms?
If lava can hit non-main locations because it is not a 'strike' then I am arguing that area-effect damage is also not a strike to secondary targets. It is only a strike to the prime target.
eliakon wrote:each thing is, RAW, only damaged once. You damage each soldier hit once, not each hit location on each soldier.....
You keep saying RAW, but this relies on the interpretation that the 'must be called' text is referring to area effect damage, I'm saying it isn't.
Area effect damage isn't a strike because you don't make strike rolls against secondary targets.
eliakon wrote:Tor wrote:Missile Combat's "roll with impact" statement I believe is talking about the target of the direct hit making a roll vs the attacker's strike, because that's who the strike is aimed at. Rolling with the impact of a strike not aimed at you doesn't make sense to me, makes more sense to use the generic 14+ for "number not available".
If you want to make a house rule that is fine. But the RAW say that you roll with the strike roll.....
This isn't a house rule. Resisting a strike roll only applies when it is appropriate: when it is a strike roll made at you.
People to whom the strike was not made against (secondary targets made in the blast radius) are not targets of a strike so it would not make sense to have them resist that roll.
Since there is not any roll against them, they fall under 'when no roll is available, use 14+' guidelines.
eliakon wrote:The RAW may not be perfect....but they do have the advantage of being the actual, official rules. Thus with out implementing a house rule to change the written rules they are sort of the rules in use......
If you think on it, this isn't a house rule at all.
RUEp362 says 14+ when a 'strike roll is not available'. I present this: even though a strike roll was made against the primary target, it is NOT available for you to resist, because that strike roll is only in the context of, and thus only available to, the person against which the strike was made.
RUEp363 talks about the 'actual target'. Strikes need targets. If you are not a target, then the strike does not apply to you.
eliakon wrote:Not under your rule. Under your rule a person in any of the various armors that is not totally sealed would be killed by any AOE attack.
I'm not inventing any rule here.
Unless something (body armor, PA, bot) talks about the person wearing it being exposed (such is the case with the Flanker PA) then they wouldn't be.
Not being environmental doesn't mean you are exposed.
Exposed could simply mean 'in a direct line of fire'. Armor can completely block direct lines of fire (the inability to snipe through an unprotected portion of MDC armor) while still not being environmental. Overlapping plates are an example. Overlapping plates could protect from an explosion but not from drowning. Explosions could happen too quickly to seep-around the water water can. Lava might be an exception to that if you stood in it more than a moment and there was an exposed portion of the armor on the lower body. If it was just the upper body you'd be okay if you didn't sink too far.
eliakon wrote:If the armor does not totally cover every square millimeter of the body then by your standards it DOES have that seepy quality.
True, but we would be told if an armor doesn't do that because it would be possible to called-shot the wearer, like with the Flanker Robot.
A lot of the artwork done (Juicer armor) suggests non-coverage but the lack of an assigned AR disagrees with what the art suggests, it might well be that the guy wearing Juicer ARmor is only wearing a portion of the suit, kind of like how some other armor pics show people with the helmet off. It doesn't mean the full suit would not protect them entirely.
eliakon wrote:I concede there's a "only called shots hit non-main" rule but maintain that this is based on single-target aimed attacks, not area-effect stuff.
It makes sense to ignore this for stuff like explosions/lava.
Yes you can make a house rule to change the RAW if you like. That does not mean that the RAW is different, only that you choose to ignore it when it is not convenient for you to follow the RAW
Initially this was about ignoring something for lava/explosions because I didn't remember the particulars.
Now that you have helpfully pointed out that requiring a natural 20 or a called shot is only mandatory to STRIKE non-main locations, I am flip-flopping.
I am arguing that area-effect damage is not a strike against things besides the main target. So therefore, since you are not rolling strikes against those secondary locations, they are not subject to this rule.
They are simply damaged, not struck. Just like if you exist in the path of a lava flow, you exist in the path of an explosion.
For that reason, I think this would also mean that if you roll a critical, this would only apply to the target of the direct hit, and it would not multiply the damage for blast radius victims. If there anything to disagree with this?
Also: do we know for sure if we roll damage once (and apply an equal half to blast radius) or if you roll separately (div 2) for everything in the radius?Found the answer for this last bit on RUEp363
"a grenade or mini-missiles that does 5D6 MD inflicts the full 5D6 MD to the target it strikes (or lands at the feet of), and everything else within the rest of the blast area suffers half the MEga-Damage rolled for the explosion"
So definitely a single damage roll, divided by 2 for stuff in the blast area. I still think a critical modifier, since it is not actually 'rolled' (it's a multiplier) might just apply to the directly hit target.
Looking at this makes me more confident. "The target it strikes". It's talking about the Direct Hit. The indirect hits (things in the blast area) are not struck, no strike roll is made against them, so there is no roll to resist. Thus no necessity for called shot and roll a 14+