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Was a lore reason given for why Tactical Squads lost the ability to take two special weapons?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in nz
Regular Dakkanaut




Unless my memory is off, Tactical Squads could take 2 special weapons back in 4th edition (I believe there was a chapter tactic that allowed this). However, come fifth edition, this option was lost. And then come 10th edition (i think. or 9th), Tactical squads can now take 2 special weapons again.

Was a lore reason ever given for this?

This message was edited 1 time. Last update was at 2025/07/27 11:53:00


 
   
Made in gb
Ridin' on a Snotling Pump Wagon






Technically the Codex Astartes.

In the days of Legions, with vastly greater numbers under a single command, you saw really specialised squads, with pretty much dedicated combat roles.

But once you’re down to 1,000 or so Battle Brothers? You’ve got to get flexible.

It turned the Bloody Big Hammer of the Legions to the Precise Scalpel of the Chapters. And so basic squad was mixed arms, giving them greater capacity to successfully engage a wider range of foes with the fewest Astartes.

Hence Sarge, Special, Heavy. A single squad with fairly rounded options.

Now, not every Chapter follows it to the letter, but adherence (Codex Space Marines derived armies) are assumed to do so. There will be Chapters out there more flexible in that specific approach. But the game is settled on stereotypical armaments and that.

This message was edited 1 time. Last update was at 2025/07/27 10:42:20


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Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Classically it was always a heavy and a special. There were a few exceptions. The big one being SW. I think in 8th? a lot of the special cases got rolled back into the main codex as they were consolidating and going back to supplements.

That’s from a game mechanic PoV.

I can’t think of the lore ever being 2x special, but individual authors can write whatever the plot needs.

   
Made in ca
Stealthy Kroot Stalker





I remember back in 3rd, you could take a special and a heavy weapon even if the squad size was only 5 marines. Maybe that's where you're thinking of 2 specials per 10?

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Made in fi
Posts with Authority






Are you confusing things with 2 5-man tac squads perhaps? That's how you'd get 2 special weapons for 10 tacticals

"The larger point though, is that as players, we have more control over what the game looks and feels like than most of us are willing to use in order to solve our own problems" 
   
Made in nz
Regular Dakkanaut




Nah. On page 43 of the 4th Edition Space Marine rulebook, it says "Cleanse and Purify - One member of a tactical squad may replace his missile launcher with a flamer or his lascannon with a plasma gun or melta gun."

So what was the lore reason for this not being a thing anymore?

This message was edited 1 time. Last update was at 2025/07/29 03:10:26


 
   
Made in de
Veteran Knight Baron in a Crusader




Bamberg / Erlangen

There was none. It is just crunch that changes for the edition. Just like there is no fluff as to why Primaris HQ can't ride bikes unless there is a model for it.

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Designer's Note: Hardened Veterans can be represented by any Imperial Guard models, but we've really included them to allow players to practise their skills at making a really unique and individual unit. Because of this we won't be making models to represent many of the options allowed to a Veteran squad - it's up to you to convert the models. (Imperial Guard, 3rd Edition) 
   
Made in gb
Longtime Dakkanaut






You couldn't take double specials from 5th onwards for the same reason you couldn't take Apothecary sergeants - the rules weren't aiming to represent such Codex divergence.
You can take double specials now because the kit comes with four.
   
Made in gb
Posts with Authority






Indeed. There's no such thing as codexes being lore-accurate. Its churn for the sake of churn, all weapon loadouts need to get removed and then get added back in at a later edition.. for flock knows what reason..

"The larger point though, is that as players, we have more control over what the game looks and feels like than most of us are willing to use in order to solve our own problems" 
   
 
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