Fokke wrote:Carbines in the main rules cause pinning due to shooting photon grenades along with the pulse when they fire. Might have changed in newer fluff.
Panzer wrote:It's nowhere said that the pinning comes from the photon grenades. Sure it's plausible but then again that's not how the fluff describes them. It says they shoot the grenades first and then follow up with pulse dakka while the enemy is disorientated and helpless...that's not how it works in the game obviously.
Some deductive reasoning marks out the pinning as being a result of the underslung flashbangs, being that there is no other marked difference between the rifle and the carbine to warrant it's addition. And, prior to 7th edition, the photon grenade had no thrown profile meaning pinning was, again, a means to represent the use of the grenade at range alongside pulse rounds.
Codex: Tau Empire 4th ed. pg 29 wrote:Pulse carbine
The pulse carbine sacrifices range for portability and the chance to mount an underslung photon grenade launcher. Any unit suffering at least one wound from pulse carbine fire must test for pinning.
Codex: Tau Empire 6th ed. pg 66 wrote:Pulse Weapons
...A pulse rifle or carbine is standard issue for Fire Warriors; the rifle has the longer range while the carbine utilizes an underslung photon grenade launcher to get more shots.
While none of these quotes explicitly say why a gun has the pinning special rule, you could also say that many weapons in the game lack a precise narrative-to-rule breakdown, and just trust the player to make these connections.
To be more on topic, since everything in Shadow Wars pins, adding in representation of the photon grenade via the pinning rule is not really possible. I think Sustained Fire 1
is our best solution to this problem as not only does it represent the increased rate of fire for the carbine (much like the ork shoota), but because it increases our chances to hit—regardless of wounding—it means we are more likely to pin. It should also be noted that this is a difficult situation for balance purposes too; because while we're focused on our inability to hit, pin, or close in we forget that our carbine shames even the mighty bolter in it's ability to kill and pierce armor.
I've heard some comparisons of Shadow Wars to Necromunda, and I think one issue may not be our lack of access to the miscellaneous wargear, but rather it's proliferation amongst the other factions. I get that, as these are military forces and not simply gangers, that they're more well equipped (I think this is why they changed to 2d6 for ammo instead of 1d6), but it's very evident that the rules framework for the game was not designed to support such ludicrously high ballistic skills. Not to mention that, in a campaign, the low cost of all these pieces of wargear mean that a player could outfit his whole team with these modifiers after one match. It's my understanding that in Necromunda, such pieces of wargear are fairly rare and hard to come by.
With this in mind, I think the solution is to decrease access to gear like camo cloaks, red dots, etc. by either increasing the points costs of these items, and/or somehow making them limited in lists. Some veterans of Necromunda will have a better feel for this than I do, but I think multiplying the points values of these items by 5 or 10 might help out considerably. At that point players will decrease the number of them found in base 1,000 point lists, and they won't be able to flood an entire team with them during the rearming/recruiting between matches. A player would then have to choose meaningfully between recruiting a trooper or gearing up his team.
Another issue, as Panzer
pointed out, is the fact that the large majority of factions available to play are all BS4. Again, I don't think Necromunda had many gangers that were BS4 right out of the gate. It takes time to develop a ganger to get those BS increases via skills or advancement. Because the standard is BS4: the easy access to red dots, photo-visors, and some characteristic increases all compound into a larger problem than any one piece of wargear. I don't think the ruleset can really support such consistently accurate teams.