Actually, I was looking at Plaxor's version the other day.
He had it at 550, but with 6 turrets, taking +1 dam for critical hits, and Skeleton Crew (never really got to grips with his rules set, enlighten me!)
If we kept it as is, would 600 be acceptable?
Yes, it's a beast, but given that it can't use special orders (LO most tellingly), it's utility questionable, given it's massive cost. Super-Mega-Death-Shot aside of course
Just a thought, how do people run crits for this beggar anyway?
You need 2-3 to knock out lances (run this to mean warp cannons), and from there you skip to reactors damaged. It can't loose orbit, so 8-9 skip straight to No shields! Get that again (baring in mind that's 3 out of 12 results, so highly likely) it's scales up to hull breaches! Please tell me if there's something I missed
On the other hand, Plaxor's rules didn't make it any more sturdy, hell if your fleet has ready access to H&R attacks you'll go through it in no time!
How about this for the ABF- Critical hits have no effect, H&R attacks cause 1 hit on a 6.