The Riptide is known to have something called a Nova Engine. Apparently it is dangerous to activate, as it overcharges the weapon or other types of results..... like taking a wound. Here is the latest on the Riptides Noava Engine.


Please remember that this is a rumor, salt is always required.

via The Dude over on Warseer
Just heard the following:

Activating the Riptide's Nova Engine is risky. It only works on a 3+. If it fails to activate (roll of 1-2) the Riptide suffers a wound.

The weapon buff result for the Nova Engine supposedly buffs the large blast of the Ion Accelerator to S9 AP1, so there's your anti tank gun

Also, apparently Broadsides with missiles get 4 shots each at S7 AP4.



Of course I'm not sure the mechanics of the Nova Engine, but it appears to me to be a simple random table with1-2 being take a wound and 3-4 being one of the four rumoured buffs. If this is the case, you wouldn't be able to rely on it happening.

Also, if the charged profile does have a drawback like Gets Hot, you are twice risking self harm to get that one mega shot off.

34 Comments:

  1. well the broadside looks to have 4 missile pods so that's either 8 twinlinked shots or 16 none twinlinked shots.

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    1. Or....the four missiles are only representitive of what the model can fire. 85 points to fire 8tl or 16 s7 shots is nothing short of OP.

      I think with the railgun plus something allowing it to fire two weapons per turn that would be sufficent.

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    2. The Broadside, as it always has, looks to have 2 Smart Missile System pods; 4 shots twin-linked.

      That's not new but it may be that the stats of the SMS have been adjusted.

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    3. Missile pods = 2 shots each, if its 4 missile pods, that's 8 shots, not twin-linked, 4 shots twin-linked. Smart Missile system = 4 shots, not twin linked, so adding twin-linked would be new. The is how it is with our current codex. Cheesh guys, get it right. :P

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    4. Bah, that's right! :E 4 shots, not TL for SMS. *doffs hat*

      I don't think that Broadsides will be getting missile pods though, just the normal options they currently have...

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  2. A 1/3 chance for Gets Hots and a random effect? Either they are all ridiculously overpowered and useful or something smells off with this rumor.

    I think I'll go with the latter.

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    1. Jeremy Vetock aka "let me just take best units in the dex and make them sad" designer ?

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  3. Strength 7 is the new anti-tank. Seeing as how AV14 is rarely seen, and GW finally decided to make battle tanks tougher than transports, S7 is the new anti-tank. Notice every army is getting a plethora of S7 firing options? Deals with AV10-11 just fine, which is the most prevalent form of armor in the game.

    We don't need loads of S8-10. Not even fliers require that sort of firepower.

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    1. I'm gonna call you out on this.

      S7 is most definitely not the new anti tank, it needs 5's just to glance AV12, that's seriously poor. It was much better in 5th, when that glance meant that you essentially disabled a vehicle for a turn - now vehicles couldn't really care less.

      Tau & Guard (both pretty popular armies - Tau will be with the new book) both have AV12 transports for their basic troops, so you definitely still need to be able to do this!

      The Detta and the Stormraven are also AV12, and you definitely need to be able to kill them, and again, S7 won't do it. Fliers DO require that sort of firepower.

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    2. I'd be ecstatic if my opponents ditched anything over S7, but I haven't seen it yet!

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    3. Except, because the mete changed away from vehicles, people stopped taking gear to take down AV13-14 and now the meta is changing back towards things like land raiders,
      At least here.

      These days, how often do you see the kind of weapons that can reliably take down a land raider before it lands on you?

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    4. @Lars - there's a reason I own three units of fire dragons haha.

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    5. @Lars- And there's a reason why my grey knights never leave the vindicare at home....

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    6. Don't forget it's easier to glance a vehicle to death than just outright destroy it.

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    7. Fluff-wise, AV14 SHOULD be hard to kill. The Landraider supposedly damn near invincible: it didn't really make a lot of sense to have one blowing up to what essentially was anti-personnel weapons.

      As a 'nid player, in addition to Tau, I feel your pain, but I play 40k over other (much more refined, balanced) systems because I love the fluff.

      Making the indestructible tanks harder to kill is okay by me, as long as an opponent isn't able to spam the board with them.

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  4. Whether the wound allows saves is a big factor in how serious of a drawback this might be, and we're still to early to know that.

    I do hope the buffs aren't random though. That would be a bit disappointing.

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    1. if it's basically due to a reactor overload, i'd be disappointed if it did allow an armour save, given that the reactor is likely to be inside the armour!

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    2. Ok, sure, its within the armor. Whats to stop someone from making the reactor compartment extra armored to help protect the pilot though, thus allowing an armor save.

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  5. This comment has been removed by the author.

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  6. I thought Tau were only fielding units that were tested, approved, reliable, and so on... Not "prototypes" with erratic systems either firing on enemies or damaging themselves...

    Still waiting for a true Codex copy before judging... I'll take that one with a ton of salt.

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    1. And this is just one more reason why the Riptide suit is horrifically unfluffy. -_-

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    2. Except theres a lot of experimental wargear in the last codex.... like shadowsun's suit or irriduim armour

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    3. Yeah, the whole idea of incorporating new technologies and rapidly advancing is very much in line with the tau fluff. Now, if it was all duct tape a superglue- a unstable, chaotic advancement- that wouldn't fit. That'd be orks. New, high tech equipment that needs a little in-field testing works for tau. Also, as long as the riptide can JSJ, I think it works for tau fluff.

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    4. @Mattieu: The irony of this is that you're posting in an entry headered by a picture of an experimental XV-9 FW battlesuit :D

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    5. I think that all the new equipment can be introduced in a very fluffy way ... something along the lines:

      the Nova engines are normally installed on the Barracuda. But the Riptide needs so much power that it got adapted. Since Barracuda's Nova engines are capable of using an after burner for a limited time, the Riptide may attempt to super charge it's reactors as well, to enhence it's defensive or offensive capabilities. To do so is normally restriced by Tau supreme command. But in these dire times Tau commander's tend to approve the use of the super charged nova engine, even with its risks, as long as it is for the greater good ...

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    6. It's nothing new; once upon a time, Pathfinder Rail Rifles had Gets Hot because the target locks would occasionally send a feedback charge into the helmet and kill the shooter. In the last codex, they removed it because they'd worked out that bug. If there's one army that makes sense to introduce mostly reliable yet experimental tech, it's the Tau. :)

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  7. While random tables are becoming more prelevant, i call bogus on this rumour. I imagine it will be a matter of roll a d6 to activate, on a 1 take a wound, on a 2 plus choose an effect from the following table, bit cannot choose the same effect two turns in a row

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    1. I agree. 2+ seems pretty standard nowadays and the second part about not being able to use same shot twice seems pretty popular too....

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  8. Neko has provided some clarification to this in response to me saying that the 1/3 wound chance feel right but the random effects are likely a misunderstanding over on Warseer & ATT:

    "I didn't get any impression of the Nova reactor giving random effects (other than the chance to kill yourself of course). As always though, I could be wrong." - Neko

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    1. Must have meant 3-6 instead of 3-4 then

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  9. I'm all for the gets hot idea , but seriously even if they go the extra mile and deny us an armor save against the nova reactor overheating, I'd expect my invuln save at the very least

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  10. What I think would be a possible idea woul be,
    The Nova Reactor is linked to every major system in a Riptide. During a battle the pilot may choose to divert power from one system to another i.e. divert the power from its shields (if equiped, or they might be mandatory now who knows) to a weapon of the players choice. The suit then forfits its sheild until its next turn. Or, The player may choose to divert power from a (or the equiped I'm not sure) weapon to its sheilds to give it a 2+ invunerable save but may not shoot for that turn (if there is more than on then it will give it a 3+ and not be able to fire that weapon and may choose the second for a 2+). Though of course these are just speculation on my part.

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