(TTRPGO) Battle Tank "Yamato"
Common Abilities and Options
Vehicle:*
All Operatives with the Vehicle Keyword roll 6 Defense Dice as the default, cannot Climb and cannot retain Cover Saves.
Alternative Light Engine -1R%:
Alternative Light Engine, Improves Overall Tank Performance at the Cost of Durability.
Subtract 2 Maximum Wounds and Add 4 inches to Move. If this Modification Option is Chosen also Activate the Modification with the Same Name on the Tank Hull and Engine Operative at no additional Research Point(R) Cost.
Operatives
1. "Yamato"
A 4
M 17"
S 3+
W 25
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Oppressor Cannon (Blast 2", Dev 2, Prc 1, Brutal, Lethal 4+, Lim 1, Sat) | 3 | 2+ | 3/4 |
| Coaxial Autocannon (Blast 1", Dev 1, Lethal 5+, Lim 4) | 4 | 3+ | 3/3 |
| Castigator Gatling Cannon (Lethal 5+, Brutal, Tor 2", 180° Line of Sight*) | 5 | 2+ | 2/3 |
| 2 Front Mounted Heavy Stubbers (Rng 8", Dev 1, Prc 1, 180° Line of Sight*) | 5 | 3+ | 3/4 |
| Hull Ram (Prc 2, Run Them Down!*) | 3 | 3+ | 4/4 |
Abilities
Vehicle*Run Them Down!*Deadly Demise 1D6180° Line of Sight*3AP: ReloadMounted Turret Operative*Manned Weaponry*1AP: Differential SteeringOptions
Light Armor -1RPariscope -1RRefined Drive Sprocket -1RAlternative Light Engine -1R%Light Firepower +4R2. Tank Commander
A 3
M 0"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade (Rng 8", Prc1, Sat, Lim 2) | 4 | 3+ | 4/5 |
| Fist (Bal) | 1 | 5+ | 1 |
Abilities
3AP: Back in the SaddleR&D Resource Allocation2AP: Load Order!3AP: Proximity Scan3AP: Run Them Down!2AP: Repair Order!Incoming!Options
1 AP: Experienced Mechanic -2R3 AP: Artillery Target Designation -6R3. Tank Hull and Engine
A 1
M 0"
S 2+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Exhaust (Prc3, 180° Line of Sight) | 2 | 6+ | 1 |
Abilities
Compromised Hull180° Line of SightVehicle*Options
Alternative Light Engine -1R%Equipment
Ploys
Tac Ops
Sweep & Clear
Seek And DestroyReveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Dominate
Seek And DestroyReveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Rout
Seek And DestroyReveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Plant Banner
SecurityReveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Martyrs
SecurityReveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Envoy
SecurityReveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.