Fortress of Defiance II

Operatives

Equipment

Ploys

Orders from Command
Strategy Ploy

1 CP

Once per turning point a crewman in the Vox Station may recive randomized aid from mission command via D6:

  1. Aerial Surveillance. 1 enemy operative has No Cover.
  2. Combat Engineers. 1 terrain feture becomes impassable.
  3. Infantry Support. Enemies cannot mount you this turn.
  4. Artillery Support. A6, H 5+, D 2/3, Blast 2, Barrage
  5. Air Support. 1 enemy within LoS . A4, H 4+, D 3/4, Blast 3
  6. Field Maintenance Team. Repair 2D6 wounds, or bring 1 system back up to D3 wounds.
Bail Out!
Strategy Ploy

1 CP

In the event of your tank nearing destruction, the Tank Commander may order the scuttling and disembarkation of the vehicle. Used at the start of the turning point, you may immediately perform the following actions: Each crewman on board may immediately execute a dash action away from the vehicle, taking with them any gear that is allowed via other rules.

At the end of the turning point, the vehicle will explode crom the scuttling charge witht the following rules taking effect from the edge of the chassis: A4, 4+, 2/3, Blast 3, Lethal 5+.

This is My Home
Strategy Ploy

1 CP

When fighting atop the tank you my retain 1 dice as an automatic hit.

Mobile Gun Platform
Strategy Ploy

3 CP

During a turning point in which the vehicle doesn't move, dash or pivot, you may reduce each active Weapon Gunner and Loader's APL by 1 to fire ALL on board weapon systems (obeying the Traverse rule).

Scratch My Back
Firefight Ploy

1 CP

Once per turning point, you may call an allied vehicle to supoort you by raining lead or laser upon enemy infantry foolish enough to mount your vehicle. Choose 1 weapon system without the Blast X, or APx weapon rules and enage any infantry actively on your vehicle.

Smoke Launchers
Firefight Ploy

1 CP

Once per mission you may have a crewman who is occupying the Commander's station spend 1 of their actions to employ smoke grenade launchers to obscure your vehicle. Though the smoke is deployed, a tank is not a small target and thusly, this action prevents hostiles from targeting specific points on the vehicle and instead applies the damage directly to the hull.

Tac Ops

Sweep & Clear
Seek And Destroy

Reveal: 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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

You cannot score more than 2VP from this op per turning point.

Dominate
Seek And Destroy

Reveal: 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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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 Destroy

Reveal: 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
Security

Reveal: 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
Security

Reveal: 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
Security

Reveal: 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.