ok here is the budget tank
Middle Eastern Alliance T-72 XL MBT
225 points
T-72 XL w/125mm Gun and 1 MG
Size 3
Move 8”
Close Combat 3xD10
Target 8+
Armour 2+
Kill 11+
T-72 XL 15 years of upgrades on a economy tank
125mm Gun
Range: 60” Damage: D10+3
MG
Range: 30” Damage: 3xD6
Maybe used as AA and may have a separate fire zone to main gun
Unit Type: Armour
Special Rules
125mm Gun: This weapon causes a –3 pen
Reactive plating: front hits on the T-72 XL that fail their armour save maybe re-rolled once each.
Tough: T-72 XL will ignore the first two failed Armour rolls. An attack that rolls its Kill score will destroy it as normal.
Armoured: The T-72 XL will ignore all terrain 1” high or less for the purposes of movement. It is also immune to Suppression but only has an Armour score of 3+ to the Side or Rear facings. The T-72 XL may never make any reactions except to shoot with its MG. It will also ignore the effects of smoke (see main rulebook).
notes nearly droped it to kill 10 but the T-72m could survive a frontal hit from a 105mm gun so a warrior being able to get a kill shot on it didnt seem right, but there is a small chance with 2 actions a warrior could kill it and a much greater chance from the side.
also used re-rollfor reactive armor instead of giving it a 1+ save or increasing its kill rating.
also note it ignores the first 2 failed saves so 3 rpgs from the side have a good chance of killing it in one go. ie its cheapness
basicly used cards i have for t-99 and warrior to work out its stats and points plus a bit of dice rolling.
any ideas of tweeks are welcome
this is the T-72 XL not a current modle and is done with game mechanics more in mind than reality but reality held it should maintain its 125mm main gun.
Middle Eastern Alliance T-72 XL MBT
225 points
T-72 XL w/125mm Gun and 1 MG
Size 3
Move 8”
Close Combat 3xD10
Target 8+
Armour 2+
Kill 11+
T-72 XL 15 years of upgrades on a economy tank
125mm Gun
Range: 60” Damage: D10+3
MG
Range: 30” Damage: 3xD6
Maybe used as AA and may have a separate fire zone to main gun
Unit Type: Armour
Special Rules
125mm Gun: This weapon causes a –3 pen
Reactive plating: front hits on the T-72 XL that fail their armour save maybe re-rolled once each.
Tough: T-72 XL will ignore the first two failed Armour rolls. An attack that rolls its Kill score will destroy it as normal.
Armoured: The T-72 XL will ignore all terrain 1” high or less for the purposes of movement. It is also immune to Suppression but only has an Armour score of 3+ to the Side or Rear facings. The T-72 XL may never make any reactions except to shoot with its MG. It will also ignore the effects of smoke (see main rulebook).
notes nearly droped it to kill 10 but the T-72m could survive a frontal hit from a 105mm gun so a warrior being able to get a kill shot on it didnt seem right, but there is a small chance with 2 actions a warrior could kill it and a much greater chance from the side.
also used re-rollfor reactive armor instead of giving it a 1+ save or increasing its kill rating.
also note it ignores the first 2 failed saves so 3 rpgs from the side have a good chance of killing it in one go. ie its cheapness
basicly used cards i have for t-99 and warrior to work out its stats and points plus a bit of dice rolling.
any ideas of tweeks are welcome
this is the T-72 XL not a current modle and is done with game mechanics more in mind than reality but reality held it should maintain its 125mm main gun.