BackgroundThis bad boy was engineered by the same Fio that designed the XV107 R'varna. While the XV107 acts like the Riptide version of a Broadside, the XV109 acts like an XV9 Hazard. The Hazard was designed as close assault suit, designed to operate independently and harass an enemy advance while the main Tau force got into position.
Like the XV9, the XV109 operates independently from the hunter cadre (nothing else can keep up with it!) bringing the fight to the enemy and wreaking havoc on its advance.
Here is the Forgeworld page with more pictures, and the fluff: XV109 Y'vahra
And here are the Experimental Rules. These are the first round and are likely to change before finalization.
|Dat Jetpack. Delicious|
- First let's look at the Ionic Discharge Cannon (right arm). It is a 12" S8 AP3 Heavy 3, Blind weapon with a Haywire Burst special rule. Haywire Burst grants a Haywire hit to the target in addition to any regular hit from the weapon. So, if you hit a tank twice it takes two S8 hits and it takes two Haywire hits, so you can even threaten AV14! This weapon is a premier tank hunting weapon, and it makes good use of the Y'vahra's BS4. The only downside is that it doesn't match up very well with the second weapon. Blind could be your saving grace when dealing with counterattacks, but since you'll be targeting MEQ with the Y'vahra, I wouldn't bank too much on it.
- The left-hand weapon is a Phased Plasma-Flamer. It is a 6" Torrent (14" total threat range), S6AP3 Heavy 1 weapon. Wow, what a marine killer! But wait, there's more. It can fire an alternative profile that makes it AP2, heavy 2, and Gets Hot! Oh my, if that doesn't toast every TEQ in range, I don't know what will... Gets Hot being the only downside, I can't see the regular profile being used very often. Note that when using Wall of Death for Overwatch, you will still only get d3 hits, not 2d3.
- 3+ invulnerable in close combat
- An extra D3 shots from the IDC
- Can jump into Ongoing Reserves, even if it was in close combat!
- Gains Jink and a 4+ cover save when Swooping/Thrusting as if it was moving Flat Out
- Stims are awesome (at least for now) and are just as great as on a regular Riptide. Just expensive
- Velocity Tracker could be handy. The higher BS and the swoop movement could let you drop even the heavier fliers with ease. Those Haywire hits add up, even if they Jink
- EWO would be fantastic if you are facing a Deep Strike army. It is shorter ranged, but that PPF will reliably roast more TEQ than the Ion Accelerator on a Riptide
- The positional relay could have a place here, since the high mobility can put the relay in range of your opponent's table edge on turn 1. Add in some reserve manipulation and bring those Kroot and Stealth Suits directly behind the enemy on turn 2!
- The CDS and ATS aren't that great, especially since they only affect the IDC and it only shoots 3 times.
- Target Lock and DC are worthless, since you'll likely not want to take any drones at all. If you did take drones, I expect you'd take a single shield drone to try and get that high initiative for Hit and Run.
- Most likely, they will want the PPF to be reduced to AP4/AP3 with a bigger penalty for using the second profile
- They will want there to be some sort of penalty for using the escape thrust (free attacks?)
- Stims may not work anymore on failed Nova rolls
- BS reduced to 3
- The shield generator could be changed back to a regular Riptide generator
I haven't playtested it, but I feel like it is probably actually pretty balanced as it is. I hope they don't nerf it very much, if at all. I'm going to email Forgeworld, imploring them to be gentle if they decide to nerf it. Maybe they'll listen if we make a good case for it.