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Mako Super-heavy Skimmer

Mako.................................................................................................................................................................................................POINTS COST: 1250 BS Mako Super Heavy Structure Points: 3 Tau Fields: 3 Unit Type: Wargear: Landing Gear Targeting Array Gravitic Field Generator Photon Casters Vehicle (Super Heavy, Skimmer) 3(4) F 14 S 13 R 13 Unit Composition: 1 Mako Super Heavy

Access Points: One rear ramp

Fire Points: None

Special Rules: Acute Senses Earth Caste Engineer Options: A Mako may be upgraded with any of the following: Flechette Dischargers +10 points Sensor Spines. +10 points Blacksun Filter.. +5 points

Transport: 24 (see Special Rules) Range 108 108 90 10-72 27 36 18 STR 10 7 7 6 4 6 5 AP D 3 3 4 4 2 5

Weapons
Heavy Railgun Submunition Heavy Ion Cannon Photon Torpedo Array 2x Phased Ion Guns 2x Plasma Guns Burst Cannon

Special Ordnance, Titan-Killer Apocalypse Blast Heavy 3, Co-axial Heavy 6, Multiple Blast Assault 4, AA Mount, Rending Assault 2 Assault 3, Twin Linked, Gatling

Gravitic Field Generator: The upgraded engines that keep this behemoth afloat are so powerful that infantry would find it nigh impossible to come close enough to attack the hull directly. When being assaulted, infantry models are only able to strike on a roll of 6. Tau Fields: Developed in response to the Imperial designed Void Shields, the Tau Field is a powerful defensive field that surrounds the entire vehicle. When the vehicle suffers a glancing/penetrating hit, the hit and field dissipate in a burst of energy. The fields regenerate slowly; at the beginning of the players turn, roll 1d6 and on a result of 6, one field will regenerate. Transport: The Mako may carry 24 Tau warriors* In addition it can carry up to 24 Tau warriors or Gun Drones. Or up to 6 Crisis battlesuits (each battlesuit counts as 4 Tau warriors). Or up to 3 Broadside battlesuits (each battlesuit counts as 8 Tau warriors). Or up to 4 Hazard Close Support Armor (each battlesuit counts as 4 Tau warriors). Or up to 12 Kroot Hounds (each Kroot Hound counts as 2 Tau warriors). *Tau warrior includes Fire Warriors, Stealthsuits, Pathfinders, or Kroot.

Photon Casters: Adopted from the newer XV-9 battlesuits, these count as having defensive grenades. Earth Caste Engineer: One of the crew members on board the Mako is an Earth Caste Engineer whose expertise allows the crew to divert power from one system to another for varying effect. At the beginning of the players turn, they may declare that they are diverting power from a system. The player must declare which action they are taking and roll 2d6 against the army commanders leadership. If the roll is passed, the power diversion succeeds, however if the roll fails, the diverted power is lost whatever negative effect would have been suffered from a successful action still applies for that turn. Weapon Power to Engines The Mako forgoes firing the main gun and the coaxial gun for that turn, diverting the power to the engines in order to allow the Mako to move 12 instead of 6. All other defensive weapons may still be fired. Full Power to Shields The Mako diverts ALL power from weapons to the Tau Fields, allowing a Field to regenerate on a 4+ instead of a 6. No weapons may be fired this turn.

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