One of the things I'm kinda disappointed with SWA is that only a few factions have rules, and among those factions that do, the unit choices are quite limited. Two kill teams I really wanted to do was Kroot and Termagants.
Now the idea for the Termagants was that one of the Termagants was given the "hive node" mutation (so a warrior head on a termagant body), giving him limited synapse control over the beasts under him. listwise, I think the IG do a good job of representing the fleshborer and the weediness of the termagants, while special weapons could be, i dunno, a scaled down barbed strangler (grenade launcher), the Pyrovore's flamespurt cannon (flamer) and a hand-held bio-plasma projector (plasma gun). The other idea would be to use the Genestealer cult (which would make more sense, considering they're actually part-tyranid) but I have a hard time trying to justify the mining laser or exploding demo charges. Still though, their Lying in Wait rule does represent termagants a bit better (as stalking beasts).
The other one I wanted to do is Kroot. Being mercenaries I would imagine that races outside of the Tau would hire them for covert operations, and these Kroot would have wargear from all different cultures as they barter their services. This makes who representing them a tossup. Statwise, I think Orks come the closest bare-bones and still come with some interesting weapons. However with their ability to guide their own evolution, I could basically justify anything from Dark Eldar to Harlequins to Genestealer Cult for them, as they can conceivably get a bunch of unique weapons (so either the actual weapons in question or something that's a good approximation). Space Marine scouts could theoretically work but I don't like the idea of them having heavy armor in the form of scout armor.
So thoughts?
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