Ahoy, all.
I've been trying to find a good way to bring kroot mercenaries into the SW:A ruleset [since the Tau list essentially ignored them], and thanks to the similarities between SW:A and ORB Necromunda, may have found a way. I would ask those with an interest to have a look at the following, and then give me their thoughts here in this thread:
https://docs.google.com/document/d/1GMIRTNynUdc8bsIJZJpq9I3I1I5DvXoz8YZlrqJr3R8/edit?usp=sharing
The list in essence takes the Ratskins from ORB Necromunda, removes some advantages, adds +1 strength, increases credit/point cost slightly as a result, and SEEMS at first theorycraft to be able to carry the idea foreward. My own concerns are less about replacing shamans with krootox, and more with the Ratskin gang form gaining access to longer ranged firearms than Ratskins easily had access to in ORB.
Thoughts?
I've been trying to find a good way to bring kroot mercenaries into the SW:A ruleset [since the Tau list essentially ignored them], and thanks to the similarities between SW:A and ORB Necromunda, may have found a way. I would ask those with an interest to have a look at the following, and then give me their thoughts here in this thread:
https://docs.google.com/document/d/1GMIRTNynUdc8bsIJZJpq9I3I1I5DvXoz8YZlrqJr3R8/edit?usp=sharing
The list in essence takes the Ratskins from ORB Necromunda, removes some advantages, adds +1 strength, increases credit/point cost slightly as a result, and SEEMS at first theorycraft to be able to carry the idea foreward. My own concerns are less about replacing shamans with krootox, and more with the Ratskin gang form gaining access to longer ranged firearms than Ratskins easily had access to in ORB.
Thoughts?