Glad he did his job then.
Regarding Weapon Jinx: the ability by itself is somewhat overpowered in this context. While it works when heretics are fighting scattered thugs with possibly primitive weapons and can jam those, I don't agree with it being massively crippling against highly advanced suits full of technology, AI and secondary systems. I would perhaps state that due to superior engineering or it being Xenos technology that it is a little exempt from the confusing ways of the warp or slightly resistant (maybe a D10 roll to shrug it off). Anyway, jam the weapons all you want, it's a battle suit the same size as a dreadnought. It can do just as much damage kicking you across the base back and forth.
Your counter though, is that the while the Tau don't have any psykers and have limited understanding of psykers and the like, they do have allied races who are psykers. The select Kroot who eat Eldar or Tyranids, the Nicassar. A good argument that I read on the Tau forums (spelling errors and all):
At the end of the day other races in 40K can save against psychic powers using inv saves, and technology helps fight psychers (psyche out grenades etc) so why would the Tau not be able to develop a force field generator that dispupts psychic energy, (because thats all it is a form of energy). The Tau would have no trouble analysing and adapting other races solutions to the problems of countering psychics with techno.
Tau could in theory develop something somewhere which can start to work against Psykers using knowledge gained from allies. They likely also get hold of the odd bits of human technology and while perhaps not able to reverse engineer, may still be able to bolt a null rod onto their armour.
Might I ask why you have made the damage for when a Riptide goes wrong toughness damage? Surely this should be physical damage as the suit overloads. I understand that when a Riptide fails its reactor, its the radiation and exhaust venting therefore heat and such damage key components. Was this a mistype? Additionally I made my variant a straight damage roll, no toughness check to shrug it off. This is arguably the trade off for the immense power one of these suits has.
Also don't get me started on that AV20 for a R'Varna...pain. I would consider reducing that a little. I used a Carnifex as a basis for when I generated my variant of the Riptide since (AFAIK, not seeing new Nid 6th ed), Fexes are roughly the same armour and toughness as a Riptide and are both monstrous creatures hence should have similar stats in that department. These should be able to go toe to toe with a fex and make for a semi ok punch up but the problem is, your AV 20 and total toughness bonus of 18, this means that the 1D10+23, Pen 3 of Scything Talons cannot break through. Also without Touched by Fates, the fex cannot RF to even remotely crack that armour. Technically this is a blow to monstrous creatures in general that they cannot crack these even though they can smash vehicles up on table top. I made my riptide variants around 12-16 each.
May want to bump their sizes up from Enormous to "Massive". If Enormous is a standard XV-8 and riptides are roughly double their height it could put them into that size bracket.
Love the XV-22 by the way. Might have to augment it a little though. Their Armour 8 is also a little low. Since you're using DoW as a basis for that, DoW did have an armour type of "Commander" which was higher than Infantry_Heavy (Terminator type). At your discretion you may want to raise that a little. Also DoW allowed an option for Iridium Armour. I might make that to be an Equipment upgrade (add X to armour, reduce movement slightly or something). Will definitely need to use that.
Overall though I love much of the sheet. Might redo a few of those for my own ends because a few things just don't sit right with me but thats just me
Edited by Calgor Grim, 27 January 2014 - 07:56 AM.