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									I've acquired 4 of these, finally going to indulge in the joys of seige warfare, got Stronghold Assault, but looking at these turret jobbys, they're a bit boring.
Sure, they can use the tried-and-true Punisher and Battlecannon, but they don't really grab my attention.
 
 What I want to do is come up with is a balanced addition to the options for these, in the form of giving them fitting synergy with the Taghmata, and in tweaking the balance, seek the feedback from your goodselves.
 
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 In a basic sense, these batteries are just Russ weapons on an immovable platform, so ideal candidates to get weapon options from seem to be the Krios, Thanatar, and Knights:
 
 Weapons:
 [+10 pts] Lightning Cannon
 [+35 pts] Volkite Chieorovile
 [+60 pts] Hellex mortar - unlikely
 [+65 pts] Sollex Lascannon - unlikely
 [+0 pts] TL'd Darkfire Cannon (doesn't get hot)
 
 Options:
 [+20 pts] Emergency Grav Field:
 "Should an enemy approach the battery (gets within 3"), the battery will route all power to a Grav Field generator, immediately sending out a wave (3") away from its base, but disabling the gun for the next shooting phase."
 - Any model hit, friend or foe, must resolve a single Graviton Pulse hit against it, at AP4. (Haywyre and all that, but without the lingering field).
 [+10 pts] Anbaric Claw
 - Should an opponent attempt to contest the battery, whilst a friendly model is in base contact, the Claw can be triggered by the friendly "operator".
 [+40 pts] Advanced Console (This one I'm a bit touch-and-go about; iffy to balance, might be better split up)
 - Basically allows a Magos to, for all intents and purposes, interact with the battery as if it were a Robot.
 (Battlesmithing, Cyberthurgy, but with the ability to control the battery's firing from Cortex Controller range)
 - [Dropped from +60 to +40, for the sake of not making this pointless to use when there are Krios and Russes trundling about for 125 pts]
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