Author Topic: (Answered) Magpulse, IMP-ATM and TSEMP  (Read 1088 times)

Brakiel

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(Answered) Magpulse, IMP-ATM and TSEMP
« on: 02 July 2018, 09:38:13 »
Hi,

I was noodling around in Solaris Skunk Werks, and decided to make a specialist capture unit. The armament would consist of a TSEMP and missiles loaded with Magnetic Pulse Warheads to lock down a unit while infantry try to disable the operator(s). A quick check of TacOps and IO, as well as a search on the forums didn't reveal how those two weapon systems would interact. 

1. Supposing that three Magnetic Pulse SRMs hit (TO, page 370) to give the target +1 to-hit, and is also hit by a TSEMP the same turn, rolling a 7 to cause to the TSEMP interference effect (IO, page 90). Do the two effects stack for a total of +3 to-hit, or is replaced by the TSEMP's +2?

2. IO says that for every three Improved Magnetic Pulse Warheads that hit, the target gains +1 to hit, up to a maximum of +2 to-hit for six iMPs (IO, page 67). Does the TSEMP interference effect stack on top of that, for a maximum of +4 to-hit, or does it cap at +2?

3. Supposing that the opponent is successfully shut down by the TSEMP (IO, page 90 again) on turn 1. During turn 2, the opponent is hit by a sufficient number of MP or iMP to usually trigger their respective effects. Since the target was shut down, does it still suffer from the disruption when it powers back up on turn 3?

Thanks.
« Last Edit: 15 November 2018, 13:42:23 by Xotl »

Xotl

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Re: (Research) Magnetic Pulse Warheads/iMP and TSEMP Interference
« Reply #1 on: 15 November 2018, 13:42:02 »
Yes to all questions.

4: What if you use Magpulse SRMs, IMP-ATMs and TSEMP on the same target?
A: All three stack.  In the above examples, +1 for Magpulse, +2 for IMP, +2 for TSEMP.
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