Huntsman Spider TankAlright, time for the beast.

Now since this is a much larger kit than the others I decided that it needed to have some suitably Apocalyptic rules to make it powerful enough. Luckily, GW has published the wonderfully anarchic supplement of 40k Apocalypse so yay.
As a size comparison, I've used the photo from Tabletop Gaming News' review of the kit (
http://www.tabletopgamingnews.com/2008/04/07/13630)

Now this suggests to me that the model is of the same sort of size as the Baneblade kit (something testified to by Curtis) and so deserves a comparable level of beastiness. I'm not sure exactly how much I'm allowed to post of GW rules on here so I will keep it general and say that any specific general rules should be looked up in the Apocalypse book.
Name: Huntsman Spider Tank
Points: 350
Type: Super-heavy walker
Structure Points: 3
Armour (Front/side/rear): 13/13/10
Ballistic Skill: 3
Weapons:
- Turret Mounted Demolisher cannon (R:24", S:10, AP:2, Ordnance 1, Barrage)
- 2x chin mounted Rail rifles (R:36", S:6, AP:3, Heavy 2, twin-linked)
For those who do not know the apocalypse rules, the essential parts for a SH walker are:
= Moves 12". Moves through difficult terrain as per monstrous creatures (i.e. may re roll dice) but doubles the result.
= Has 3 'wounds' and a different damage chart (see apoc rulebook).
= May fire all weapons regardless of movement and each may fire at a different target (though individual guns may be shaken and unable to shoot, the others may still fire.)
= May assault a different unit than it fired at. May not be pinned in combat except by another super heavy walker or a gargantuan creature.
= Stomp. Makes one attack at each model in contact with it during assault phase. This is resolved at Weapon Skill and Initiative of 1, and is a strenth 10 power weapon attack that rolls 2D6 for armour penetration.
***May have missed out a couple of details. Check the apoc book***
ThoughtsI wanted to keep this model relatively simple to use and not have a bevy of special rules for it. The demolisher cannon seems the most appropriate weapon for the turret bell cannon and it fits with my fluff where this (and the boneyard truck from an earlier post) have parts scavenged from space marines. The chin mounted rail rifles are part fluff where the tank will ally to a Tau force (who else would befriend them?) and part homage to the Rail gun technology used in the Nuclear Renaissance game from Ramshackle.
The points value is based around the Brass Scorpion of Khorne in the Apoc book. That is a similar super heavy walker. The armour is the same, 1 structure pointe fewer, it is more heavily armed (demolisher, 2 flamer weapons, a 10 shot rail rifle equivalent) and it hits harder in assault. In addition the Scorpion has a tendency to go nuclear when it is killed, wiping out a large chunk of (hopefully) the enemy. I figured that the HST was a little less outright killy but this way it will still be tough enough to give a solid challenge to the foe. Playtesting should help this out.
As usual, any thoughts, comments or criticism are welcome.
