There are two problems with the Ryuken: 1) no Mimetism, what would help after poping out of the limited Camo. If you don't use him in aktive turn, his limited Chamo will be wasted. 2) the submachine gun Ryuken. For one point more and one swc less you get a phenomenal midfield controller. Thats the same point for symbio mates vs. symbio bombs. It is the logical better choice.
They don't fight "Der Morlock Gruppe" and their profiles as we see them in-game. They fight the things that end up in DMG. For myself, 3 units I'd change? -Blackjacks. Add Sapper and/or Engineer to them. Also secondary sculpts in a single box for 'Battle Ravaged' variants that can swap arms with the standard boxes. Not really a rule change but still. Hell, you could make them have an (Engineer) option period that comes with a Traktor Mul Control Device built in. Blackjacks are supposed to be our 'TAG' equivalent, let's turn into the skid! -Grunts, Airborne Rangers, and Marauders get Marksman Rifle profiles added. I'm counting this as one. -Foxtrots get an E/M Mines and Rifle or BSG profile. Might sound weird, but they're supposed to be ambushers and dirty tricksters. E/M Mines sourced from the Nomads sounds like a great fit.
Which is hilarious as they do perform Comms Attack ^^ Oh Jammers you beautiful abomination of a rules.
Just one profile though, I mean when was the last time you saw a sniper Spetsnaz that wasn't a proxy?
This might be good. Option to Reset still gives some hope (to IMM unit), but doing it against yet another Jammer attack from WIP15 Ghazi, makes it really not very likely.
Just putting this one out there; the Raiden is the Ryuken. Ryuken costs 2 points more than the Raiden, but on the other hand the Ryuken has a Heavy Pistol and has traded one ARM-plate for faster MOV. Functionally they are the same. The Raiden was always a fire-and-forget kind of deal, you either shot it at a target in active turn and had great chances of burning something significantly better, or you managed to catch a fireteam in an ARO. In short, it was few times it didn't burn you a significant advantage in either opportunity or points - usually both. Raiden was held up as a great profile in JSA and in Yu Jing. The problem here might not be the HRL profile, the problem might be that the SMG profile is too efficient.
Yes, but the solution isn't to make a decent profile overpowered, but rather to nerf the overpowered profile into "just" being good.
I really like the idea. Can't speak for Intuitive Attack tho, for I have never used it. Either forgot there is such an option, or decided to go straight for Discover / provoking a Camo Marker to Decloak, and go after it with a Direct Template. Also, to keep it consistent with Hacking rules, ISO-1 should wear off after 2 turns, just like IMM-1 does. A temporary jamming of one's comms / comupterized command & control - either give your equipment a good slap to get it working again (Reset) or wait till the jamming is over (this turn and next turn).
And? Pheroware Tactics are Comms Attacks but that doesn't somehow make SymbioBombs Comms Equipment. You're conflating two things just because they share a word.
Oh a wish list change thread Sectorials I play: MAF: Suryats: Phys 14+ Suryats now. (plase notice the '+' I am open to phy 15 like the soggy) Kurgats: Autocannon with either Haris or Sapper, Give the operative group versions the ability to join vanguards Raktoraks: should be able to join the LT's link, but not wildcard (so not in Hungries or datz links), would also consider NCO Onyx: Maakrep: more trackerish profiles (sensor, biometric, Mad traps) and fire team triad Suryats: PHYS 14+ SURYATS NOW! Umbra: Mixed or pure Fire team haris and duo option not involving Xeodrons Shas: Where do you even begin? Probably the shas rule itself and a couple of new units (still want a shikami/micro sphinx/ predator equivalent) USARF: Minutemen: I've just always been undewhelmed, maybe Arm 4? maybe NW:I? they're basically a runner up prize to vet Kaz but not good enough to really justify themselves next to marauders. Foxtrot, Minelayer option USARF only. Blackjack: Duo or haris. ISS Shang Ji: something to differentiate them as elite troops, veteran, 6th sense, +1BS, NCO Imperial agent posh chicken rank: Multi sniper option > Markmanship L1 and marksman rifle Su Jian: HI > TAG with hyperdynamics 1 for kill mode and 2 for tiger time
Yes I know why one should think that to perform Ballistic Attack one uses Ballistic Weapon. Infinity is a strange game.
That people don't hugely rate the Ryuken HRL tells you how overrated the Raiden HRL kind of was. It was good but you'd have thought it's loss was a personal insult to some YJ players.
What if Ghazi would rid off the chain rifle? Then they could be easily killed by stealthy infiltrators, not risking to get killed the infiltrator in the process I think that would fit in the ARO pieces purpose of forcing order expenditure, and the overall game design of making your pieces work together. Plus they would become weak to other cheap warbands
I think Yu Jing was enamored of the Raiden HRL. It was a token MI offering, a category that Yu Jing has always had few of. It was a DZ minelayer, which is perfectly pleasant. But in a setting where some armies generate staggeringly powerful Camo gunfighters, both active and reactive, the Raiden was just not good. It taxed your opponent an order to maybe lay smoke to avoid it. The mine was one more defending template among your Shaolin and Kuang Shi. Moved over to JSA, the Ryuken-9 SMG is just a well designed unit while the HRL isn't quite as happy. JSA is structured in such a way that they can't really dump 1.5 SWC on a mediocre unlinked gunfighter who is (being extremely generous here) a one-hit wonder as a gunfighter. Vanilla Yu Jing can often spare the SWC because they're concentrating it in a few choices. Having 1.5 SWC to put into a Raiden wasn't unreasonable. But I never see a well-built JSA list that has 1.5 SWC just sitting around waiting to be used. The hate on the Ryuken-9 SMG is interesting to me. Nerf-worthy? Really? I see it as one of the few worthwhile non-Camo midfield troops in the game. That's a rare category. It' something that should be rewarded and encouraged in terms of gameplay design. Finally, a unit that does well in the midfield that doesn't crutch on Camo. You look at the amount of whining that the Kanren generates (one of the other midfield non-camo units out there) and I think it's nice that there's a Forward Deploying unit that actually pulls some weight and is perceived as a legitimate threat. JSA also relies on that SMG to solve problems. JSA players can't reasonably CC things to death every turn. You can't always buy a Heavy Infantry link team slinging missiles. Paying 2 SWC and ~60-80 points just to field a reasonably well-supported Rui Shi is ridiculous. Not every JSA player wants to weib it up with space ninja and samurai either. The SMG helps address all of those factors. But I think HRL needs help.
Ratnik HRL svhould really have 2, I mean.. c'mon.. just look at it AlFasid svhould really be available inside DBS, why should Ikary get all the cool and evil mercs, gimme some S5 love
I would love to replace the twin Combi Rifles of the Gecko with Spitfires, willing to pay the extra SWC and points. The Spetsnaz Sniper should have MSV1. I know that it would make the trooper more expensive. It would be awesome to have a parachuting Spetsnaz profile with either rifle, D-Charges and Specialist Operative or with a Molotok; preferably both options.
Odd is for FTF rolls like TO-Chamo (with SF and Cover - 12), so I think it's not that exceptional. So he get's the best midfield weapon in exchange for the normally not used Surprise Shot. Edit: @barakiel And you are missing the Moran for non Chamo midfield control.
I rate Morans, Locusts and Ryuken. They're all really cool troops. But it's always worth remembering that a simple Croc Man, Tuareg or Spektr is heinously dangerous.