| 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. | 
| Turn 2: The Investigators have the Initiative. | 
| 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. | 
| 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! | 
 
 
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