chrisrawr wrote:Definitely not worth 280 points;
My suggestions for this -
Side Armour 12. Rear armour 11. Keep the Siege Plates at 4+ for the Hull Point for Penetrating hits, as when not moving, Skimmers lose Jink; alternatively, make Penetrating hits lose a hullpoint, but negate the damage roll on a 4+. The inability to move is worth a lot more in 6e.
Anti-Air Mode: At least 48" range.
With all that, you're looking at about 200 points.
You're probably right about it being overcosted. I was being extremely conservative with pricing it. Improving the armour seems reasonable, as does upping the
AA range. I'll try your change of making it so that glancing hits still negate the hull point on a 4+, and pen it cancels the damage roll on 4+. I'll also drop the points.
Buttons wrote:Siege Plates sound like too much, a hammerhead is already pretty well armour, is a skimmer, and can take disruption pods. Adding the ability to ignore a special rule designed to nerf tanks (TBH transports are buffed if anything because glancing hits don't roll on the damage chart and need 3 glancing or penetrating hits to die) for just 10 points is too much. If you do want it I suggest you double the price and make it so penetrating hits still take a hull point.
Also TBH I would like to see hammerheads be able to take an upgrade that gives them the interceptor special rule since shooting a plane out of the sky with a single railgun hit sounds awesome.
Just in case you didn't notice, in order to use Siege Plates, you have to not only take landing gear (I don't have my codex on me, but I think its an additional 10 points) but you have to be using them, which means remaining stationary and not counting as a skimmer (meaning you don't get your jink save). I'm also not sold on giving Hammerheads interceptor through an upgrade, but I can think of a couple of possible
AA munitions.
Lamprey Airmines- 15 pts. Hammerhead with Railgun only.
S-
AP- Range 108" Rules: Lamprey Airmines
The Hammerhead has been upgraded to be able to fire Lamprey Airmines, special microdrones which hover in place and serve as deterents for aircraft passing through an area on the battlefield, in addition to solid-state and submunition rounds. Place the Large Blast Template anywhere within range that the Hammerhead has a line of sight to, then roll to scatter. Leave a marker in place representing this position. It is now a minefield, and any flier passing through it must roll a
d6. On the roll of a 2+, the flier takes an automatic glancing hit with no saves allowed of any type. On the roll of a 6. The flier suffers a penetrating hit with no saves allowed, as the microdrones get into a crucial system. Additionally, any non-vehicle unit deepstriking within 6" of the center of the blast template automatically take
D6 S5 AP5 hits with no cover saves allowed, and any vehicle deepstriking within 6" of the center of the blast template receives an automatic glancing hit. This represents the difficulty avoiding the mines as you make entry from orbit. The Lamprey Airmines have no effect on non-flying, non-deepstriking units.
White Shark Air Superiority Drones - 25 points per drone. Up to 6 Drones. Hammerhead with Railgun only.
Before the Hammerhead moves during the movement phase, you may elect to have the Hammerhead deploy one White Shark Air Superiority Drone. If you do, the Hammerhead can not move or fire weapons that turn. The drone immediately makes a full speed move from the hammerheads turret as if it were a fast flier. It uses the following profile
White Shark Drone
WS2 BS2 S4 T4 I2 W1 A1
Ld 8
Sv 4+
Wargear: Airfighter Cannon
Special Rules: Supersonic Drone, Air Only, Small Target, Limited Fuel, Explosive Detonation, Fearless
Airfighter Cannon: Range 24" S6 AP5 Assault 5
Supersonic Drone: This drone is designed for supersonic speed combat. It moves as a Flyer with the Supersonic rule.
Air Only: The drone is designed specifically to target air units, and thus has no algorithms for ground based attacks. The drone can not fire upon non-flyer units.
Small Target: Due to the drones small size compared to other aircraft, whenever a enemy firing at it from the ground would hit it, roll a
d6 for each hit. On a roll of a 4+, ignore the hit.
Limited Fuel: At the start of each movement phase that the Drone has been on the board, roll a
D6, on a roll of a 4+, the drone continues to function. If you rolled less than a 4, the drone runs out of fuel and crashes. Remove the drone as a casualty.
Explosive Detonation: The drone may not assault. However, if it would come into contact with an enemy flier, or whenever it would be removed as a casualty, it does a suicide attack. Immediately remove the drone as a casualty and replace it with the small blast template. Each flyer hit by the blast template takes a S8 AP1 hit.
I'm not sure how good or balanced the second drone is, but I think it's a neat little concept.