Alrighty, first off: no major changes to the standard weapons presented. This was their idea, lets keep it that way.
Second: Try to keep it the points cost in line with similarly costed items in the various IA and Apoc books
Third (and what I forgot to say): chime in! Lets... what's the term... 'crowdsource' for the average statline of the SAW.
...and with that let's get this ball rolling?
SXV-141 Super-Heavy Assault Walker SAW
Points 750
Structure points: 2
Void shields: 2 (not three, as I think there has traditionally been a small trade off of survivability for firepower... just not a 'lacking void shields' trade off)
AV: 13/13/13
Weapons and Equipment
Twin heavy railgun
Heavy missile rack (6x penetrator, 6x cluster)
2x Heavy burst cannons
Targeting array (included), multi tracker, upgraded disruption pod, networked marker lights x 5, black sun filter, positional relay, Tachyon marker, target locks
Special rules
Agile: as per codex: Apocalypse (its a walker, Tau are a mobile-ish faction, but this still might not belong - just a thought from me)
Reactor containment: Given the Tau propensity for safety the SAWs reactor has a series of containment fields and fail-safe measures. While it is still capable of going critical, the damage resulting from such a waste of the Greater Good's power would be significantly lessened. Subtract 1D6 from the measurement roll of 'apocalyptic explosion'.
Weapons
Rail Cannon (solid) 120" 10 1 destroyer, each cannon may fire independently
(submunition) 120" 7 3 Apoc blast template
(shell type and target nominated before rolling)
(Didn't mess with their work here; pretty much equivalent to a turbolaser without the blast, hence the ability to KO two targets)
LB Burst cannon 36" 5 5 Assault 6
(Pretty standard stuff from IA, looking good)
Heavy missile rack (penatrator) 48" 8 3 No LOS needed- treat as Smart missile
(Only two missiles of either type may be fired from the HVR per turn)
Heavy missile rack (cluster) 48" 5 4 assault 8, pinning, No LOS needed- treat as Smart missile
(Only two missiles of either type may be fired from the HVR per turn)
(Added the restriction to keep people from just hosing down half the field on turn one... :p)
There we have it folks, my stab at some rules tweaks. Compare it to things of a similiar price range and you'll see it has one big primary gun with MASSIVE damage output, one smaller primary gun with a damage output rather less than those of standard scout titans (for Orks, Imperials, or Eldar), and a few small shooters/enablers tossed in for good measure. Take away one void shield (from the norm), add one containment field, and that's about all I thought was necessary.
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