PraetorDave wrote:The other one are sniper drone teams. They are relatively cheap, and you can take 3 individual teams in a single HS slot. Plus they can move and shoot, and you get a markerlight in there. The only problem is thats one less heavy support slot you have to fill with railheads. In this case I would say no to the sniper drones.
Also, you are correct in the pulse carbines on Firewarriors. While in this one instance it might be slightly beneficial to have some, Pulse rifles are still good here, and really aren't hurting you.
Sniper drone teams can't move and shoot. The unit type is infantry and that includes the drones. Considering what the unit does they've pretty much failed if a foot guard army ever gets close enough to make them move anyway.
To answer the previous question on multiple pinning weapons, it's one pinning check per firing unit no matter how many weapons they use. See
GW's main rulebook
FAQ.
A word of warning, if you make pinning a centerpiece of your tactics you should make it a priority to assassinate the company commander. "Get Back In The Fight" makes a mockery of all your hard work.