Iain McGhee said:
The mini-nuke does 3xD10+4 and ignores armour saves right ?
I'd take that to mean that a kill score on a Tanker would actually kill it outright as the weapon would ignore any armour save, negating the 5 kills you would normally need with a Javelin or something. Even if I'm misinterpreting the rule you could still get 3 kill scores with one shot which would destroy it outright.
I interpreted ignoring armour saves as ignoring armour saves. Meaning you automatically fail that armour save. Otherwise some pretty wimpy weapons can wipe out a Tanker. The Erstiites Triple Blaster, for example, rolls 3xD6+1 and ignores all Armour rolls; I don't think a single 6 should do more than a single point of damage to the Tanker. I'm wondering if Mongoose should just go ahead and add a "Hits" to the stat-line for SST:Evo. I know it will cause some people GW flashbacks, but it makes some rules much easier to write.
I went ahead and ran the numbers for a Pee-Wee Nuke, as I read the rules anyway:
Fenirs survival rate: 6.4% with old Killshot, Multihit; 35.2% with old Killshot alone; 46% with Wave 1 preview
Tanker survival rate: 10.4% with old Killshot and Multihit; 48.8% with old Killshot alone; 97.3% (!!!) with Wave 1 preview.
I estimated about a 25% chance that a Tanker would survive two nukes, although I didn't do all the math on that one. I realize it's an area weapon, and it should be able to target more than one thing, but it seems a little too wimpy for a nuke at this point. Bringing the old Killshot back would at least help, and since the Eapt Blaster Cannon still has that language we know the option hasn't gone away.