Fortress of Defiance II

Fortress of Defiance II

Common Abilities and Options

Gunnery Training:
Weapons with this rule are fired at a -1 to hit unless the crew member has the Gunnery Training ability.

Thermal Coveralls:
Issued by the Munitorum to vehicle crews, this flame retardant garb provides some protection from flames originating from their vehicle and, on odd occasion, hostile forces.

Reduce damage taken from flamer type weaponry by 1 per unsaved damage dice.

Move Stations (1AP):
You may move to any other station inside of the tank. You may also choose to mount or dismiunt the tank.

Jury Rigging (1AP):
You may repair a vehicle station by 2D3 once per turning point.

Cult Mechanicus:
Having a deep understanding and experience within the machine spirit of his vehicle, the Engineseer is able to move with speed and efficiency like no other. He may use the Move Stations ability for free.

Weapon Ready (2AP):
When on station with a Weapon Gunner, the weapon system may reroll 1 attack dice.

Operatives

1. Fortress of Defiance II
Rogal Dorn Battle Tank
A 0
M 8"
S 2+
W 50/50
Weapons
ATK
HIT
DMG
Oppressor Battle Cannon (Blast 3", AP2, Traverse 90°, Crew Weapon, Gunnery Training, Heavy)
4
User
5/6
Coaxial Autostubber (Ceaseless, Coax)
5
User
2/3
Pulverizer Bow Cannon (Blast 1", Saturate, Bow Mounted, Crew Weapon, Gunnery Training, Heavy)
4
User
3/4
2 Sponson Mounted Heavy Bolters (Gunnery Training, AP1, Torrent 1, Crew Weapon, Heavy)
4
User
4/5
Pintle Mounted Heavy Autostubber (AP1, Exposed)
5
User
2/3
Pintle Mounted Autostubber (Ceaseless, Exposed)
5
User
2/3
Adamantine Tracks (Lethal 4+, Brutal)
4
User
5/6
Abilities
Blind SpotsWreckGunnery TrainingBow MountedCrew Weapon1AP: TraverseTracked MovementVehicular ChassisConcussive BlastsExposedCoaxial Weapon

Blind Spots: If at any point a hostile operative mounts your vehicle, they will no longer be able to be spotted by on board weapons. You must dismount and engage them.

Wreck: If the Vehicle loses a total of 50 wounds, it is considered destroyed and the crew must attempt to flee. For each crewmen aboard the tank, they each take 2D6 hits before bailing out 1" from the wreckage. Armor saves may still be used to negate the damage.

Bow Mounted: Weapons with this rule may only fire in a 45° arc to the front of the vehicle.

Crew Weapon: Any vehicle mounted weapon with this rule may benefit from having a Weapon Loader on station.

Traverse (1AP): Weapons with this rule may only turn up to 90°. This action may NOT be performed multiple times per turning point.

Tracked Movement: High Gear 1AP- Move up the max movement distance straight forward.

Low Gear 1 AP- You may perform a Dash action just the same as infantry.

Pivot 1 AP- You may pivot in place up to 90°.

Vehicular Chassis: Each system on the vehcile is targeted and takes damage seperately as shown below. Once that system has hit its maximum wounds, it is considered destroyed and any weapons are lost. If one track is destroyed, halve your movement and if both become destroyed the vehicle may move no further. Note, the Engineseer's Jury Rigging ability is not able to be used on a system after it has been destroyed.

System's Health: Hull: 24 Turret: 18 Sponson: 12 Track: 6

Concussive Blasts: Any time the vehicle takes damage due to a weapon with the Blast rule, crew inside the vehicle reduce their APL by 1 if they fail an Armor Save. This DOES stack for multiple Blast results.

Exposed: Weapons with this rule are fired from an exposed pintle mounted position atop the vehicle as the crew must open their hatch to access it.

During a turning point in which this weapon is used, the crewman using the weapon may be targeted as normal.

Note: You may take up 2 weapons with the Exposed rule but only 1 type of each.

Coaxial Weapon: A weapon with this rule may not fire if your primary weapon is fired during this turning point.

2. Veteran Sergeant Reed
Tank Commander
A 2
M 6"
S 6+
W 8/8
Weapons
ATK
HIT
DMG
Las-Carbine
4
3+
2/3
Fists
3
3+
2/3
Las-Pistol (Range 6")
4
3+
2/3
Abilities
Jack of All TradesThermal Coveralls2AP: Coordinate1AP: Move Stations

Jack of All Trades: Being a seasoned tanker, the Tank Commander doesn't suffer any penalties to weapon stations and may also aid Weapon Gunners as an adhoc loader. He also may use the Relay Orders ability when at the Vox station.

Coordinate (2AP): If you are mounted aboard the tank you may spend both of your Actions to order two other crew who are also mounted on the tank to activate simultaneously as your activation ends.

28
3. Corporal Jonus
Engineseer
A 2
M 6"
S 6+
W 7/7
Weapons
ATK
HIT
DMG
Las-Carbine
4
4+
2/3
Las-Pistol (Range 6")
4
4+
2/3
Spanner Wrench (Stun)
3
4+
3/3
Fists
3
4+
2/3
Abilities
Thermal Coveralls1AP: Move Stations1AP: Jury RiggingCult Mechanicus
28
4. Guardsman Dobbs
Vox Operator
A 2
M 6"
S 6+
W 7/7
Weapons
ATK
HIT
DMG
Las-Carbine
4
4+
2/3
Las-Pistol (Range 6")
4
4+
2/3
Fists
3
4+
2/3
Abilities
1AP: Relay OrdersThermal Coveralls1AP: Morale Improvement1AP: Move Stations

Relay Orders (1AP): Once per turning point, the Vox Operator may CHOOSE the specific Order from Command for 1 CP. This may not be used during a turn in which you use the Morale Improvement ability.

Morale Improvement (1AP): Once per turn you may attempt to boost morale by playing a tune over the vox. Choose 1 crewman to have their APL increasd by 1. This may not be used during a turn in which you used the Relay Orders ability.

28
5. Guardsman Krieger
Weapon Gunner
A 2
M 6"
S 6+
W 7/7
Weapons
ATK
HIT
DMG
Las-Carbine
4
4+
2/3
Las-Pistol (Range 6")
4
4+
2/3
Fists
3
4+
2/3
Abilities
Gunnery Training1AP: Move StationsThermal Coveralls
28
6. Vet. Guardsman Hartmann
Weapon Loader
A 2
M 6"
S 6+
W 7/7
Weapons
ATK
HIT
DMG
Las-Carbine
4
4+
2/3
Las-Pistol (Range 6")
4
4+
2/3
Fists
3
4+
2/3
Abilities
1AP: Move Stations2AP: Weapon ReadyThermal Coveralls
28
7. Guardsman Richter
Weapon Gunner
A 2
M 6"
S 6+
W 7/7
Weapons
ATK
HIT
DMG
Las-Carbine
4
4+
2/3
Las-Pistol (Range 6")
4
4+
2/3
Fists
3
4+
2/3
Abilities
Gunnery Training1AP: Move StationsThermal Coveralls
28
8. Guardsman Halvek
Weapon Loader
A 2
M 6"
S 6+
W 7/7
Weapons
ATK
HIT
DMG
Las-Carbine
4
4+
2/3
Las-Pistol (Range 6")
4
4+
2/3
Fists
3
4+
2/3
Abilities
1AP: Move Stations2AP: Weapon ReadyThermal Coveralls
28
9. Guardsman Adler
Weapon Gunner
A 2
M 6"
S 6+
W 7/7
Weapons
ATK
HIT
DMG
Las-Carbine
4
4+
2/3
Las-Pistol (Range 6")
4
4+
2/3
Fists
3
4+
2/3
Abilities
Gunnery Training1AP: Move StationsThermal Coveralls
28
10. Guardsman Weiss
Weapon Gunner
A 2
M 6"
S 6+
W 7/7
Weapons
ATK
HIT
DMG
Las-Carbine
4
4+
2/3
Las-Pistol (Range 6")
4
4+
2/3
Fists
3
4+
2/3
Abilities
Gunnery Training1AP: Move StationsThermal Coveralls
28
11. Guardsman Falk
Driver
A 2
M 6"
S 6+
W 7/7
Weapons
ATK
HIT
DMG
Las-Carbine
4
4+
2/3
Las-Pistol (Range 6")
4
4+
2/3
Fists
3
4+
2/3
Abilities
Thermal Coveralls1AP: Move StationsExpert Driver

Expert Driver: You are able to push your tank just a little bit further than a brand new crewman. You may perfrom a free 90° pivot once per turning point.

28
12. Sergeant Jenna Kono
Engineseer
A 2
M 6"
S 6+
W 7/7
Weapons
ATK
HIT
DMG
Las-Carbine
4
4+
2/3
Las-Pistol (Range 6")
4
4+
2/3
Spanner Wrench (Stun)
3
4+
3/3
Fists
3
4+
2/3
Abilities
Thermal Coveralls1AP: Move Stations1AP: Jury RiggingCult Mechanicus
28
13. Infantry Weapons
Infantry Weapons
A 0
M
S
W 1/1
Weapons
ATK
HIT
DMG
Autostubber (Heavy, Ceaseless, Limit 2)
5
User
2/3
Long-Las (Dev 4, Heavy)
4
User
3/3
Meltagun (Range 6", Dev 4, AP2, Limit 2)
4
User
6/3
Krak Missile Launcher (Heavy, AP1, Limit 1)
4
User
5/7
Vox-Caster (Barrage, Blast 2", Heavy)
5
User
2/3
Med-Kit
1
Heal
2D3
Abilities
Weakness of the FleshVox ExpertWeapon FamiliarizationEquipment Option1AP: StowageDesignated Marksman

Weakness of the Flesh: Engineseers are no stranger to patching holes within their metal monstrosities but whenever one of thier crewmen are injured they are just as quick to patch them up as well.

If an Engineseer is using the Med-Kit, you may heal friendly crew by D3+3 wounds instead of 2D3 wounds.

Vox Expert: Though all Guardsmen have some training with the fickle machinery of a vox, it takes proper talent to use it to its fullest potential.

If a Vox-Caster is carried by the Vox Operator, improve your to hit by 1.

Weapon Familiarization: Some crew members have an inate talent with heavy weapons and can always be trusted to maintain said weapon beyond even their peers.

If a Weapon Loader is using the Meltagun, Missile Launcher or Autostubber, increase its Limit use by 1.

Equipment Option: The items in this list may only be used when they are sleected as an option from the Equipment list.

Stowage (1AP): When dismounting the tank, crew members may leave their Las-Carbine behind to grab an assortment of weapons and gear to aid them on foot.

Note that only one item may be taken per crewman. You may only use weapons from this list if you are dismounted. The only item from the list that is usable aboard the vehicle is the Med-Kit.

Designated Marksman: Though unconventional, some crews may have a designated sharpshooter amongst their ranks.

If the Long-Las is used by a Weapon Gunner, improve the to hit by 1.

Equipment

Thermal Optics (Tank)

Advanced thermal imaging systems attached to your primary and coaxial weapon and allow your gunner to cut through the fog of war and pickout heat signatures as opposed to straining to find targets with the naked eye.

You vehicle's primary and coaxial weapon system gains the No Cover rule.

Infantry Weapons (Crew)

When this option is taken, the crew requisitions, cons, relocates or outright steals additional gear to bring into battle. Anything not tied down can find use in a tank crew.

Note: Many weapons are limited in use. Tank crews simply do not carry the same level of gear as a dedicated infantry sqaud.

Allows the crew to take infantry weapons as equitable items.

Gyrostabilizer (Tank)

An ancient STC recovered by the Adeptus Mechanicus has gifted the creation of a stabilization tool that allows crews to fire much more accurately while moving at high speeds.

Your primary and coaxial weapon loses the Heavy rule.

Reactive Armor (Tank)

Reactive plates mounted to the exterior of the vehicle ensures that dangerous concussive forces don't travel through the tank which can lead to crewmen being stunned temporarily.

Crewmen don't lose APL when the vehicle is hit by weapons with the Blast rule.

Standard Issue Flak Armor (Crew)

Many crewman are issued clothing and overalls that reduce the effects of flames and other heated materials but do not provide proper protection from battlefield injuries. Veteran crews often find value in wearing the most modest of armors provided by the Imperium.

Note: Servitors may not benefit from this equipment as they arrive to the unit ready for combat.

Improve crew Armor Saves value by 1.

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 a 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.
This is My Home
Strategy Ploy

1 CP

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

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.

Bail Out!
Firefight 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.

If a crewman has already activated this turning point, they must instead follow the Wreck ability under the tanks datacard.

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

Mobile Gun Platform
Firefight Ploy

4 CP

During a turning point in which the vehicle doesn't move, dash or pivot, you may reduce each crewman's APL, who occupy a weapon station, by 1 to fire ALL on board weapon systems (obeying the Traverse rule) immediately at the start of a turning point.

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.