|Turn 1: Begin. Deep Ones have the Initiative.|
|Fish-eater Charges in and gets free Close Combat|
Attack. Also receives bonus for cornering target.
This will be a Concentrated attack.
|Fish-eater scores just a single Wound against the|
Agent and is done. Foolishly, did not use a Bonus
Action and so maintains position. Agent passes
Morale Test; therefore no Fear tokens assigned.
|Agent performs a Concentrated Attack with Pistol|
in Close Combat Hit Test (it has Melee trait) and
succeeds! It uses the Bonus Action "Disengage"
and moves back.
|Agent scores a Wound against the Deep One for the|
Damage Test and is done. Characters are typically
allowed at most a single Bonus Action for each AP.
|The second Deep One Charges the Mystic and|
receives a free Close Combat Action with the charge
bonuses. Note the position of the Deep One will not
provide the Cornered bonus against the Mystic.
|The Deep One uses the Bonus Action "Push" to move|
the Mystic towards the Agent. During its Damage
Test no Wounds were scored against the Mystic.
|Now it's the Mystic's activation and it does a|
Mind Blast which takes 2 AP. For the Hit Test it
succeeds and uses the Bonus Action "Reversal" to
switch positions with the Deep One. The Mystic fails
to score any Wounds for the Damage Test.
|Turn 2: The Investigators have the Initiative.|
|The remaining Deep One's activation. Another|
Concentrated Attack that succeeds! Deep One
employs the Bonus Action "Reversal" as well and gets
out of the potential Flanking situation.
Damage Test comes next ...
|The Deep One succeeds in causing a Wound against|
the Mystic. For the Morale Test, the Mystic fails by 1
and so receives a single Fear token.
|On the Mystic's activation, the player decides to|
give his Agent character a clear LOS to the Deep One
so that the Friendly Fire rules won't take effect.
Mystic is Done for the Turn.
|Turn 3: Things look grim for the Investigators. |
The Deep One player receives the Initiative.
|Surprise! The Deep One player goes after the Mystic!|
|Needless to say; the picture says it all.|
|The Agent scores 2 Wounds against the Deep One during|
the Damage Test and is done for the Round.
|Turn 4: A duel to the death! The Deep One player|
again receives the Initiative. It is Cornered and
will be penalized. No penalty dice are received for
being Wounded as both characters have
|The Deep One succeeds in the Hit Test and uses the ever|
popular Bonus Action "Reversal"; the Agent is again
put into the corner next to the wall.
|For the Damage Test, the Deep One scores an additional|
Wound upon the Agent character.
Time for a Morale Test!
|Agent fails the Morale Test by 2 misses and so it|
receives 2 Fear tokens. This makes the Agent
become disordered and it must immediately perform
a Disengage action and move away from its opponent.
|The Agent succeeds in passing the test for the|
Disengage action and moves off the board.
The Deep Ones win!