1) TI only ignores non lethal weapons that cause a BTS or ARM roll, glue does neither. 2) TI clearly states in the rules text under Special Cases that Glue still works
It's only immune to Non-Lethal weapons that force a ARM/BTS roll, Glue force a PH roll and are such not effected.
Brutal, this is a huge buff to JSA. Your going to see a whole lot more glue guns being taken. That tankhunter that no one used with ADHL is suddenly going to be A LOT more common. Poor Pano, we are boned. I suppose hacking is going to be our tool to deal with this. Amusingly Plasma isn't hurt that bad by this. Also, chain rifle/colts will be an important tool since Karaburi still have low PH and normal ammo will hit their lower ARM 3. Even then they have effectively 3 wounds.......brutal.
Plasma will become Normal ammo, forcing only one ARM/BTS roll. Total Immunity allows the user to choose to roll ARM or BTS against any attacks that force ARM or BTS rolls; Karakuri can use their BTS against Chain Rifles and all other weapons that load Normal ammo. They've effectively gained 3 ARM against all attacks.
Today I saw Karakuris just chew into HFT of Makauls and just kill everyone with Heavy Shotgun. This is serious.
But Plasma has two rolls involved. Normal and E/M so the E/M becomes normal damage so shouldn't that mean two ARM rolls or two BTS rolls depending on what your opponent choices?
If i’m understanding it correctly ‘plasma’ becomes ‘normal’ and only prompts one save. Just like explosive and double action both become normal and prompt one save.
plasma forces one BTS save and one ARM save. TI makes plasma ammo type N, which I can choose to take on my ARM or BTS.
Oh I see what you mean. Plasma is an ammo type itself so it gets turned to just normal damage. Wow, that really sucks. Did CB really playtest this rules change?
Pretty much all TI things across the board became a lot more deadly. They'll still die to an HMG all the same though, Karakuri are probably the biggest benefactors because of the big difference in ARM/BTS and the ability to take cover.
They still can do "pure" Harris, but it gets a bit more expensive now: Japanese Secessionist Army ────────────────────────────────────────────────── 3 KARAKURI (Fireteam: Haris) Combi Rifle, Chain Rifle, D.E.P. / Pistol, Knife. (0.5 | 39) KARAKURI Mk12, Chain Rifle, D.E.P. / Pistol, Knife. (0 | 43) KARAKURI Heavy Shotgun, Chain Rifle, D.E.P. / Pistol, Knife. (0 | 38) 0.5 SWC | 120 Points Open in Infinity Army One with Domaru may be a bit more points wise (12 points less) and threat-wise, as Domaru is there to scare off unith that may think about blocking Karakuris in CC
Domaru just makes the Haris more flexible. Bringing E/M grenades for spec fire, and CC capabilities fill a lot of gaps the Karakuri leave.
He sure does. Last minute tournament on Saturday. Domaru made sure the incoming Fiday wouldn't have his way, taking a wound for the team by using berserk to make sure Fiday was going down. Had a karakuri in plain sight holding a cross-road with building all around. Total immunity is super useful on a model that potentially could tank 3 damage (unconscious level 2). Having taken my usual go to Ryuken-9 to hold the middle, poor Ryuken didn't get many orders spent on it, Karakuri haris got them all. The added bonus to deliver a Domaru in range for a potential assault... or E/M grenades is not to be underestimated. Best moment was when Domaru spec threw grenade onto a Hulang, scored with a 4, but opponent dodged on a 4. Epic