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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