I've Been reading this forum, and wondered what you all thought about this new MI unit I've come up with. It's based on the Axon SPMA from Unreal Tournament 3. I have the stats that I've come up with below, but haven't found a suitable model for it yet. anyway, tell me what you think, and I can probably tweak it to make it more balanced, etc.
Paladin SPMA
(Self Propelled Mobile Artillery)
Type Value Size Move Close Combat Target Save Kill Traits
SPMA 350 4 4” D6 7+ 3+ 12+ Hits/6, Half-Track/10”, Retaliate
Half-Track/10” – This unit counts difficult terrain as clear, but will flinch D6”.
Special Rules
Cumbersome – The SPMA may only react using its Twin 50 autocannon, and only if enemies are within its forward 180o arc.
Autoloaders – All weapons (other than One-Shot!) mounted on this vehicle count as infinite.
Deploy – The SPMA must take a ready action to deploy the artillery cannon, allowing it to be fired. While in its deployed state, the vehicle cannot move, and must take a ready action to pack up in order to do so.
Sloped Armor – Sloping armor provides additional protection, allowing this unit to ignore piercing effects.
Target recognition – Specially designed shells detect friendly units’ transponders, deactivating if friendlies would fall within the blast radius. The player may ignore minimum range for artillery fire but may not fire if a friendly model would fall within the lethal zone.
Weapons
Name Range Damage Type Traits
Twin Fifty Autocannon 30” 4xD6+1 Crew AA, Auto, Piercing/1, Fire Arc: F
DFA 200mm Artillery Cannon -- -- -- --
~Splinter Shell 72” 3xD6+1 Pack LZ(3”)
~Penetrator Shell 72” D10 Pack Accurate, LZ(1”),Piercing/2
~Eagle AA Missile 72” D10 Pack AA, LZ(1”)
~Tanker Buster Shell 72” D10+1 Pack Accurate, Killshot, LZ(1”)
Options
Plasma Wall – 20pts
For +20pts the SPMA unit may be given a Plasma Wall Shell
Name Range Damage Type Traits
Plasma Wall 72” 2xD10 One-Shot! Flame, Killshot, LZ(3”), Persistant
Eye In The Sky – 50pts
For +50pts the SPMA unit may be given a shell containing an antigravity camera. The camera is launched using a ready action and remains above the battlefield for the remainder of the game. After the camera has been deployed, all artillery attacks made by the Paladin strike without deviation.