morkaphene
Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
When a Yakuza becomes Bloodied but survives, it may immediately make one attack against the creature that Bloodied it.
WIL++, DEX+.
When the Oyabun is hit by an attack, an adjacent Yakuza ally may Interpose for free.
When the Oyabun triggers Blood Debt, one Yakuza ally within Range 8 may also attack the creature that Bloodied him.
- • Quiet Command.
1/round, one Yakuza ally within Range 8 may immediately make one attack or move up to 6 spaces.
- • Cane Sword.
2d12+14. On crit: target is Dazed.
- • Engraved Hand Cannon.
1d10+20. Range 8.
Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
When a Yakuza becomes Bloodied but survives, it may immediately make one attack against the creature that Bloodied it.
INT+, WIL+.
1/round, when a Yakuza ally within Range 8 misses an attack, it may reroll its Primary Die.
- • Settle This.
1/round, one Yakuza ally within Range 8 may immediately make one attack. If the target is Bloodied, the attack has Advantage.
- • Smart Pistol.
2d10+10. Range 10.
- • Monoblade Knife.
2d8+8
When a Yakuza becomes Bloodied but survives, it may immediately make one attack against the creature that Bloodied it.
DEX+.
When this creature makes a Blood Debt attack, it deals +1d8 damage on hit.
In addition to its normal movement, it may move up to 3 spaces before or after making a melee attack.
- • Monokatana.
2d8+11
- • Throwing Blades (x2).
1d8+5. Range 6.
Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
When a Yakuza becomes Bloodied but survives, it may immediately make one attack against the creature that Bloodied it.
When this creature hits a Dazed, Grappled, or Bloodied target, it deals +1d8 damage.
- • Knuckle Blades.
2d8+7
- • Heavy Pistol.
2d8+5. Range 8.
- • Body Check.
Move up to 3 spaces, then make a Knuckle Blades attack. On hit: Knockback 2.
Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
When a Yakuza becomes Bloodied but survives, it may immediately make one attack against the creature that Bloodied it.
When this creature’s attack causes a creature to become Bloodied, that creature is Dazed.
- • Shock Baton.
2d8+5. On crit: target is Dazed.
- • Heavy Pistol.
2d6+5. Range 8.
- • Grab Collar.
Target is Grappled. DC 12 STR save to escape.
Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
When a Yakuza becomes Bloodied but survives, it may immediately make one attack against the creature that Bloodied it.
Does not suffer Disadvantage on ranged attacks adjacent to an enemy if attacking with a pistol.
- • Tanto.
2d6+4
- • Suppressed Pistol.
2d6+4. Range 8.
Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
When a Nomad vehicle is crit, it may immediately move 4 spaces before damage is applied. The crit still hits.
DEX-.
If Bloodied and crit, this vehicle is disabled.
Can move forward, diagonally forward, or sideways, but not backward. At end of turn, may face any direction.
May move through Large or smaller creatures. Each takes 2d8+5 damage, DC 13 DEX save for half, then suffers Knockback 2 in a direction of its choice. Larger creatures stop its movement, take full damage, and ignore the Knockback.
When this drops to 0 HP, replace it with 2 Nomad Raiders with 10 HP each.
- Roof Cannon.
4d8+10. Range 14.
Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
When a Nomad vehicle is crit, it may immediately move 4 spaces before damage is applied. The crit still hits.
DEX-.
If Bloodied and crit, this vehicle is disabled.
Can move forward, diagonally forward, or sideways, but not backward. At end of turn, may face any direction.
May move through Medium or smaller creatures. Each takes 1d8+8 damage, DC 13 DEX save for half, then suffers Knockback 2 in a direction of its choice. Larger creatures stop its movement, take full damage, and ignore the Knockback.
When this drops to 0 HP, replace it with a Nomad Raider with 10 HP.
- Mounted Cannon.
1d8+20. Range 14.
Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
When a Nomad vehicle is crit, it may immediately move 4 spaces before damage is applied. The crit still hits.
STR+, DEX+.
The first time it would be Dazed, Frightened, or knocked Prone, ignore it.
- • Heavy Revolver.
2d10+10. Range 8.
- • Chain Blade.
2d12+8
Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
When a Nomad vehicle is crit, it may immediately move 4 spaces before damage is applied. The crit still hits.
When a Nomad vehicle starts its turn within Range 8, it may move 2 spaces before acting.
- • Combat Shotgun.
2d8+7. Range 8.
- • Road Axe.
2d8+5
Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
When a Nomad vehicle is crit, it may immediately move 4 spaces before damage is applied. The crit still hits.
When this creature takes a crit and survives, the bike is destroyed. Replace it with a Nomad Raider with HP equal to its remaining HP, maximum 10.
When this drops to 0 HP, replace it with a Nomad Raider with 10 HP.
- SMG.
2d8+5. Range 8.
- • Machete.
2d6+4
- • Heavy Revolver.
2d6+4. Range 8.