Okay, I don't think that squads of techy scouts fits with fluff especially but it's not a bad idea. Squads of carapace-wearing techies would be interesting in an IG army (see Kreig engineers for something kinda similar). Or, techy scouts would make an interesting alternative for servitors for a chapter that has an abundance of neophytes and a techy-savy population (by imperial standards, maybe a highly industrial non-forge-world. Chimera's, for example, are allowed to be manufactured outside of forge worlds. A world that was devoted to produce low-level military equipment (chimeras, lasguns, etc) would have lots of people and a decent number of them might have passable technical skills - especially if their schools are setup to educate people for factory work) Solon - some of your ideas are good but you need to set yourself objectives: what is the tactical hole I'm trying to fill or what is the fluff I'm trying to create rules for. Then you have to do it whilst making the smallest changes possible (the less changes the easier to balance). For example, allowing a tech-marine to take scouts instead of servitors (one or the other, not mixed) is a single change that represents your idea and is fairly balanced - no need for a new unit, changed stat-lines, special rules, etc.
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