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Made in ca
Fresh-Faced New User




Hey! I've been looking through the Tau rules and it mentions Pulse Rifles under basic weaponry however there is no option or points to actually take them, and nothing has a PR in their wargear! Seems like a misprint/oversight to have something in the book that no unit has and no unit can buy. Or do you think they're interchangeable with the Pulse Carbines similar to the Tau books. Thanks!
   
Made in us
Primered White





The Cadre Fireblade special operative comes equipped with the Pulse Rifle, which is why its rules are included.
   
Made in ca
Fresh-Faced New User




Thanks! I had not seen that on there. It's too bad the rifles look way cooler than the combines for regular troops
   
Made in us
Regular Dakkanaut






My question would be, what is exactly a drone?
Is it defined in the main rulebook, that seems unlikely.
I'm assuming they can't gain advances just because their not on the skill table.
   
Made in ca
Water-Caste Negotiator




Ontario, Canada

Surprising. Why (and how) are Tau on Armageddon or Necromunda?
   
Made in us
Regular Dakkanaut






They're not?
Only kill teams mentioned in regards to Armaggedon in the rulebook will be I.G, Ork and Space Marines.
The other kill teams are just bonus for your own made up settings.
Eldar, Harlies and Tyranids duking it out in the ruins of a craftworld? Tau facing of against Genestealer infestation, etc
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

 Dravis wrote:
They're not?
Only kill teams mentioned in regards to Armaggedon in the rulebook will be I.G, Ork and Space Marines.


And the Sisters of Battle. But feth them.
   
Made in us
Flashy Flashgitz





Southern California

 Dravis wrote:
My question would be, what is exactly a drone?
Is it defined in the main rulebook, that seems unlikely.
I'm assuming they can't gain advances just because their not on the skill table.

Think they are Special Operatives. SO's are available for some scenarios. Or, for one fight for one "Promethium cache."
   
Made in ca
Fresh-Faced New User




For those who are unaware - GW released a PDF with 6 extra factions for Necromunda/SWA. Here it is:

https://www.games-workshop.com/resources/PDF/ShadowWar/SWA_Killteams_ENG.pdf
   
Made in us
Regular Dakkanaut






 Gobbla wrote:
 Dravis wrote:
My question would be, what is exactly a drone?
Is it defined in the main rulebook, that seems unlikely.
I'm assuming they can't gain advances just because their not on the skill table.

Think they are Special Operatives. SO's are available for some scenarios. Or, for one fight for one "Promethium cache."


They don't seem to be, they're listed as part of the kill team composition and have a points value.
Also they mention anti-grav in the description of drone carapace but no rules.
I'd probably house rule them as part of you're team but can't gain XP and have the same movement rules as the Hover Drone.
   
Made in ca
Fresh-Faced New User




 Dravis wrote:
 Gobbla wrote:
 Dravis wrote:
My question would be, what is exactly a drone?
Is it defined in the main rulebook, that seems unlikely.
I'm assuming they can't gain advances just because their not on the skill table.

Think they are Special Operatives. SO's are available for some scenarios. Or, for one fight for one "Promethium cache."


They don't seem to be, they're listed as part of the kill team composition and have a points value.
Also they mention anti-grav in the description of drone carapace but no rules.
I'd probably house rule them as part of you're team but can't gain XP and have the same movement rules as the Hover Drone.


I had the exact same question as well and I'd say you are right! I would use the Hover Drone rules from the Ethereal's drone as the rules for movement etc. for the normal drones. They didn't really clarify drone rules very well in this pdf, but it's a neat document nonetheless!
   
Made in us
Beautiful and Deadly Keeper of Secrets





 Fafnir wrote:
 Dravis wrote:
They're not?
Only kill teams mentioned in regards to Armaggedon in the rulebook will be I.G, Ork and Space Marines.


And the Sisters of Battle. But feth them.


Don't see daemon players complaining this much despite not being included either.
   
Made in us
Rotting Sorcerer of Nurgle






The Dog-house

 ZebioLizard2 wrote:
 Fafnir wrote:
 Dravis wrote:
They're not?
Only kill teams mentioned in regards to Armaggedon in the rulebook will be I.G, Ork and Space Marines.


And the Sisters of Battle. But feth them.


Don't see daemon players complaining this much despite not being included either.


That's probably because daemons would get curb stomped because they don't have any decent ranged units

H.B.M.C.- The end hath come! From now on armies will only consist of Astorath, Land Speeder Storms and Soul Grinders!
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Made in us
Longtime Dakkanaut




Ute nation

The wych cults are pretty melee focused, and I expect them to do ok. I'd like to think the real reason is daemons aren't really suitable for the fluff of a team of elite operatives, growing in experience because daemons aren't really continuous like that, with some notable exceptions they are more like waves on an ocean rather than ships on a sea. Plus you have to have reasons why they are continuously in the material plane. Sisters being missing is regrettable, because I think they would be a fun faction and plastic sisters would be a big seller.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in ca
Fresh-Faced New User




 Grimgold wrote:
The wych cults are pretty melee focused, and I expect them to do ok. I'd like to think the real reason is daemons aren't really suitable for the fluff of a team of elite operatives, growing in experience because daemons aren't really continuous like that, with some notable exceptions they are more like waves on an ocean rather than ships on a sea. Plus you have to have reasons why they are continuously in the material plane. Sisters being missing is regrettable, because I think they would be a fun faction and plastic sisters would be a big seller.


I think the only way Daemons would work is if they could deepstrike into battle turn one. That way they would be close to start!
   
Made in gb
Death-Dealing Ultramarine Devastator





MANCHESTER

I'm using Sisters of Battle in a mini campaign the local GW is running next week. I've agreed to use the Space marine rules and head cannoned that they have stripped down power armour for deep recon into the hive.

It's a shame they're not included as a faction but it's not the end of the world. You could always agree points costs if you wanted the 3+ save.

1st, 2nd & 10th Co. 13000 pts
Order of the Ashen Rose - 650 pts
The Undying - 1800 pts 
   
Made in au
Regular Dakkanaut






For the moment quick and dirty count-as for the sisters would be Chaos, choose MoT and count 5++ save as shield of faith.
Marines= sisters, cultists = militia/repentia, choose flamers and meltaguns for your specialists. Use the special boltgun ammo as holy rounds.
Raptor count as seraphim, spawn as penitent engine etc.
Not Ideal, but you can at least play with your faction.

I was thinking you could do something similar with the Inquisition, Using guard rules. Commissar as your Inquisitor, the sergeant as his pupil. I.G w/ Carapace and shotgun = Arbites, count the specialists as gun servitors.
   
Made in gb
Death-Dealing Ultramarine Devastator





MANCHESTER

Using Chaos rules to represent the most Holy of the God Emperors warriors is heretical.

Please report to your nearest convent for burning.

Thank you.

1st, 2nd & 10th Co. 13000 pts
Order of the Ashen Rose - 650 pts
The Undying - 1800 pts 
   
Made in us
Dakka Veteran





Those rules would totally fit for my sisters. But mostly because they are more renegades than sisters.

Sisters and Wolves 4000
~4000 points of Skaven
~2000 Kaptain Gitklaw's Grots
~2400 Kharadron Overlords
4x Imperial Knights
 
   
 
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