Sniper scouts are there for a couple of reasons 1) They score 2) They have stealth 3) They are a cheap troop so you can min/max. Sniper scouts are cheap, durable, and scoring. Your opponent will want to deal with them to clear them off on an objective. With the 3+ cover save (or 2+ is you are in a bolstered ruin), they can take a lot of firepower before dying. They are a distraction, any damage they deal is simply Gravy. the Land Speeder Storm does not help them do any of these jobs better. As an AV 10, opened top skimmer, it will be trivial for the speeder to be taken down (There are a lot of weapons that can hurt it with 36+" range). It does not really make sniper scouts better at their job (being cheap and scoring, and if you are not taking stealth they are less durable after the speeder goes down). A single BS 3 heavy bolter is not really a great addition in terms of damage. The jamming beacon is a nice addition as it is harder for deep strikers to get near your shooting unit and take it out either in combat or with flamers, but that is only if the speeder lives. Where the Land Speeder Storm really shines is in a Salamanders army. 5x CCW scouts, Sargent with PF and a Combi Weapon, and the Speeder has a multi-melta. If you have the first turn, you can put a multi-melta (TL at BS3) and a multi-assault with a PF against the enemies parking lot. If you are going second, you have a Fast skimmer that outflanks and is Scoring, that can also be an effective tank hunter. The cerberus Launcher is great, especially if you have the scout join a second unit in combat.
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