Hmm, not sure which forum to post in but came to choose this one. So, yeah. Here's a link to the PDF version if that's an easier format.
https://drive.google.com/file/d/1yuOOncBVOf9lHZU0hG8sDSlB60eHQY8d/view Enjoy!
INTRODUCTION
Hi all! This is my 1st, and hopefully not only, The Angaran Chronicles: The Skirmish Game Battle Report.
And no, I’m not playing against myself because I have no friends. I’m not! I’m playing against my...friend? Badrassil he’s taking control of the Jaroaite (which one Jaroaian) Extremists because he loves extreme things. If you insult him, he’ll kill your chickens! See! Look at him! He’s insane!
Unlike me, the real Adrassil, I’m totally sane, comparatively speaking, anyway. I’m controlling Anargrin and company, and I’m an enlightened centrist who would never kill your chickens!
It was also Badrassil who left the table we’re playing on in the mess it is. Not at all, because I was too lazy and forgetful to tidy up before beginning to play the game!
I...I mean, we also have an umpire to watch over the game to ensure I...I mean, we don’t cheat..
My flatmate’s dog Pepe is here with me; I mean us, yeah! Isn’t she so cute?
Anyway, now, onto the game.
Deep in the lost depths of the tunnels under the mountains of the realm of Hamar, in the ruins of an ancient destroyed dwarven city, a small group of religious extremists, led by a rogue Priest of Jaroai, play out their insane, dangerous plan.
A Jaroai lurking within the Dimension Between Dimensions has been speaking to a few of the most zealous followers of the religion created by its species in their dreams, teaching them how to aid its ambition to tear through the wall separating its home from the Continent of Angara. The zealots believe they are bringing a new Avatar of their god to lead humanity into a new golden age. But the Jaroai has no intention to aid mankind in anything just to slake its worst sadistic desires upon the people of Angara. But the zealots of the Jaroaite cult will follow it in whatever it does.
Due to their low number, the Cult hired a local gang to protect their ritual from interference, and that was a good idea as, after days of investigation and fighting their way through the Hamarian Underworld, Anargrin and his elite Black Ops team arrive in the last second in a desperate bid to prevent the ritual from unleashing an unspeakable horror upon the planet.
STORY
Anargrin materialises from the shadows and, keeping low, looks into the lighted cavern the enemy had taken as their base of operations. It’s an ancient dwarven city broken by time as much as the battle that’d surely waged through it, but still quite intact even after millennia of breakdown, a testament to dwarven architecture. High above, the Dwarven lights had long ago died, but the new tenants had replaced them with their own. Anargrin could hear the chugging of diesel generators echoing through the close-knit streets. It wasn’t hard for Anargrin to locate where the enemy was due to the highest concentration of light. Not surprising as they didn’t know Anargrin and his team had caught wind of their plan, so subtlety wasn’t a high priority for them; this didn’t prevent them from hiring the aid of a gang to protect them.
Their plan, their damned plan. Anargrin couldn’t believe it; they were trying to summon a Jaroai. Bring one of those terrifying creatures into this world. And even if it wasn’t true, they still had to look into it. Anargrin had encountered one of those horrid things three years ago and fought one three years ago. It and its disgusting peons the Shalazquai, only briefly, but if he’d fought it, he’d have died alongside the six Hunters and the vampires he’d fought alongside. Only Anargrin, Emilia and Raleas had survived.
The thought of Raleas made Anargrin start; she’d lost her mind just by looking at the Jaroai before fainting away into sweet darkness as she laughed with insane glee. She hadn’t joined them then. She was a prisoner Anargrin had captured, a strong-willed soldier who was not mentally prepared for such a sight. Raleas knew their mission and insisted she was ready to face that horror again. But Anargrin couldn't help but doubt it, and he hoped, he almost prayed, they would be able to stop the ritual before its completion.
But he doubts it.
Swallowing, Anargrin pushes away such thoughts and slips into the shadows again. He had an enemy base to scout.
Raleas sighs as she sits on a rock and looks at her prized sniper rifle, fighting the urge to dissemble and reassemble it again. She shakes, and no matter how hard she fights to control it, she just can’t. Then her foot starts tapping on the floor.
‘Quit it, Raleas,’ says Jelcine; she sits with her back against the cave wall, even barely lit by the electric light, but her red dress and hat stand out. ‘You’re such a pain in the arse. You shouldn’t have come on this mission.’
Usually, Raleas would tell the Hunter to shut up but finds her throat almost clamped shut; she just looks at Wilom and Emilia. Both of them are uncharacteristically silent, their eyes fixed on the ground. Emilia wears her beautiful white dress and purple beret, both of that will soon be torn to shreds when she inevitably transforms into her werewolf form. Her golden hair is plaited and gorgeous; if Raleas cared about such things, she might be jealous.
Wilom, in his brown trench coat, seemed to shake even more than Raleas, his close-cropped red hair was usually impeccably combed and lacquered was messy, and from what little Raleas could see of his eyes, they were wide and dilated. Despite the Hunter-apprentice never encountering a Jaroai before, Raleas supposed that with all the propaganda about the Jaroai, the Hunters had told him he was bound to be terrified.
And Raleas knew that all of that propaganda was true.
She shuddered and glared at Jelcine; surely she could be more sympathetic? Surely-
Raleas’ train of thought is interrupted by Anargrin emerging from the darkness like he was being birthed by it. Raleas doesn’t flinch or raise her rifle; she just stands, she is used to his tendency for such an appearing act. His large, hazel almond-shaped eyes stared at her, and they watered with what seemed sympathy or, knowing him, empathy. His long brown hair is pulled into a ponytail allowing Raleas to admire his sharp, sculpted features easily. He seems even more pale than usual, even in the warm glow of the electric light. Like he saw a ghost or a-
‘Is it true?’ said Wilom asking the question they all needed to know. ‘Are they actually summoning a Jaroai?’
Anargrin doesn’t take his eyes off Raleas, but he answers. ‘Yes, I’m afraid so, Wilom.’
Raleas can’t help reel as a gasp escapes, but Raleas couldn’t know from whom. Maybe it was herself?
‘H-how?’ said Wilom. ‘How is that possible?’
Anargrin finally takes his gaze from Raleas, and it falls to the ground; he shrugs. ‘Who knows? With all the knowledge we’ve gathered over the centuries, there are still things we don’t know. Or will never know.’
‘How do you know it’s true, then?’ said Jelcine.
‘Because I saw the tentacles emerging from some sort of portal,’ sighs Anargrin. ‘We’ve seen those tentacles before.’
‘By Jaroai,’ gasps Emilia, unaware of the irony of using such a curse in this situation. ‘What are we going to do now?’
‘We stop it,’ says Jelcine.
‘B-but what if we can’t?’ says Wilom. ‘Y-you killed one, didn’t you, Anargrin? Five years ago? How did you kill it exactly?’
‘I didn’t kill it,’ says Anargrin. ‘There was no way I could. It died only after I manipulated the artillery barrage on its location, a barrage that lasted two hours. We were just lucky it was in a war zone.’
Raleas would've liked to tell him it wasn’t lucky because that war zone was in her country. The nation of Zathar, but she couldn't even think straight as her head was spinning too much.
Wilom hisses through clenched teeth and runs his hand through his hair. ‘So, if we fail-’
‘We won’t fail, Wilom,’ says Jelcine. ‘Now, we are wasting time! We have to attack now! What are the forces lined up against us, Anargrin.’
Anargrin nods. ‘For once, I agree with you, Jelcine. We’ve got ten Jaroaite Extremists with sub-machine guns, a Priest, and ten locally hired thugs, five with pistols and combat knives. Five with submachine guns.’
Anargrin looks at Wilom. ‘Will you be okay, Wilom?’
‘Yes, I think so,’ says the Hunter-apprentice with a rapid nod. ‘I can do this.’
Anargrin studies him for a few seconds before nodding back. ‘Alright, you three get moving. I will talk to Raleas.’
Wilom, Emilia and Jelcine all turn their attention to Raleas, much to Raleas’ annoyance.
‘Go, guys,’ says Anargrin, and the trio hesitantly moves. ‘Wait at the cavern entrance, and we’ll catch up soon.’
Anargrin approaches Raleas, locks his eyes with hers and places a palm on her shoulder.
‘Raleas, you must realise you will be looking at that thing through your rifle’s scope, and this time you won’t be able to faint away. Are you sure-’
Raleas grimaces as anger eclipses her anxiety, and she snatches up her rifle. ‘I am sure!’ she says. ‘I will be fine, and don’t you dare ask me that question ever again!’
Anargrin seems to become lost in her gaze as Raleas becomes lost in his; a few seconds pass, but it feels like hours before a small smile crosses his face. ‘I see you are, and I won’t. Let’s go, then.’
He turns to walk away, but Raleas calls out his name, making him halt and look back at her.
‘I never thanked you for saving me from the Jaroai back then,’ says Raleas. ‘You had no reason to save me and-’
‘Raleas, I had plenty of reasons to save you besides it being the right thing to do. You have proven that ten-fold since we started working together. And you have no need to thank me, now come on! Time is wasting away.’
THE FACTIONS.
ANARGRIN’S TEAM (POINTS: 1,017 due to the 25-point “leeway” above 1,000)
Anargrin’s team only comprises of five heavily elite Individual Units. From left to right, it’s Emilia in Werewolf form, Emilia, Anargrin, Raleas Effernetti, Wilom and Jelcine.
Anargrin is the leader and by far the most expensive of all the Individual Units in the Report. He’s the oldest and longest-serving, being around 200 years old, and due to this, he’s incredibly skilled and agile. Despite having Magical Potential, which you need to be able to go through the Ritual to become one of the enhanced Hunters, he cannot use magic because of the trauma he suffered in his youth. While this prevents him from aiding his friends to get across the board and may isolate him among a sea of enemies if things go, pear-shaped Anargrin is skilled enough (or expensive enough) to survive. The plan with him is to place him into Infiltration if I win the Deployment roll-off at the start of the game. By 3rd turn, unleash him like a whirlwind with his incredible 3(4) attacks with a Half-Action and 6(7) Attacks with a Full-Action—besides, the stakes of the mission call for such ruthless, pragmatic tactics.
But he’s far from the hardest-hitting. That’d go to Emilia in werewolf form or Jelcine. Emilia, due to her werewolf form’s strength and Jelcine, due to being mutated during her Ritual to become a Hunter giving her superhuman strength beyond even the already enhanced strength of the Hunters. Jelcine will likely do what she always does, rush up the board as fast as possible to get her axe into the enemy summoners as soon as possible and woe and betide anyone who gets in her way. Emilia, I’ll do the same, but with her incredible toughness, I plan on using her to draw attention away from the rest of the team.
Raleas is a normal human, but even though she’s 25, she’s already a master sniper due to practising obsessively from childhood. She’ll do what all good snipers do, stay back in as much cover as possible and take out enemy Individual Units from afar. She can even kill two wound Units (the Gunner Mercs and the Melee Mercs) with her rifle's “Head Shot!” ability. That reduces her Firearms Skill mod to +5, but that hardly matters when the Ballistic trait reduces Agility Mod to avoid it by half).
Wilom is a Hunter, but he’s one of the few who have specialised to become a mage, and despite being the same age as Raleas, he’s a true prodigy in the art of magic. Like Raleas, I plan on keeping him back and constantly lobbing fireballs into the enemy ranks to open up a corridor for the melee monsters of Jelcine and Emilia to get in.
INDIVIDUAL UNITS
ANARGRIN (POINTS 271):
CQCS (Close Quarters Combat Skill): 24 (+10)
FS (Firearms Skill): 6 (+3)
MS (Magic Skill): N/A
Strength: 8 (+4)
Endurance: 8 (+4)
Agility: 24 (+10 or +12 for movement modifier)
Willpower: 16 (+8)
Intuition: 18 (+9)
Luck: 4 (1)
Secondary Stats:
Close Combat Attacks: Full Action: 6 (7), Half Action: 3 (4) (+1 due to Long Sword.)
Movement: Half Max: 11, Full Max: 16.
Wounds: 5.
Qualities:
Agile: Use agility for climb and jumping tests instead of strength.
Charger: May make one attack at half CQCS modifier if getting into base-to-base contact with an enemy after making a full action move they also gain the +1 to strength modifier.
Dodger: May use agility in close combat instead of CQCS.
Magical Inability: Despite having magical potential, Anargrin cannot use magic and never will be able to.
Weapon Specialisation: Long Sword (negates critical failures when attacking with weapon so 1’s are no longer -1’s just 1’s).
Super Skilled (CQCS and Agility): Maximum stats are increased by 4.
Traits:
Blink (Enhanced): May use a half action to move up to ten inches through walls and obstacles cannot go upwards or downwards.
Hunter Base Movement: 5.
Inhuman Reflexes: Does not half his agility when opposing against enemy shooting attacks.
Low-Light Vision: Increases visual range in darkness from 12 inches to 18 inches.
Magical Potential.
Skills:
Blink: Test Intuition to Blink successfully (2d10 must be beneath stat 16, if they fail they just cannot blink and count as using their Blink of the game)
Infiltrator: For opposed test against enemy detection based on agility.
Weapons:
Long Sword: Attack Mod: Full-Action: +10, Half-Action: +5. Attacks: Full Action: 6+1(7). Half-Action 3+1(4) from sword, Dam: 1d10+4.
Pistol: Attack Full Action Mod: +3, Half-Action Mod: +1 Attacks: 2, Dam: 1d10+2, Range: 6.
• Weapon Trait: Ballistic, Enemies making opposed agility tests against the shooter half their agility modifier against it rounded down unless they have the Inhuman Reflexes Trait or they are behind 50% or more cover.
Frag Grenade: Dam: +2, Attacks 1, Range: 6 (Base) +
str bonus=10 inches, AoE of three inches.
RALEAS EFFERNETTI (POINTS 114):
CQCS (Close Quarters Combat Skill): 12 (+6)
FS (Firearms Skill): 20 (+10) (Max 20)
Strength: 4 (+2)
Endurance: 6 (+3)
Agility: 8 (+4)
Willpower: 9 (+4)
Intuition: 9 (+4)
Luck: 4 (1)
Secondary Stats:
Close Combat Attacks: 1
Movement: Half Max: 6, Full Max: 10.
Wounds: 2
Qualities:
Agile: Use agility for climb and jumping tests instead of strength.
Dodger: May use agility in close combat instead of CQCS.
Weapon Specialisation: Sniper Rifle (negates critical failures when attacking with weapon so 1’s are no longer -1’s just 1’s)
Super Skilled (FS): Maximum stat is increased by 4.
Traits:
Human Adaptability
Human Base Movement: 4.
Enhanced Stat: Maximum Agility Stat +2.
Skills:
Sneak: For opposed test against enemy detection based on agility.
Weapons:
Sniper Rifle: Attack Mod: Full-Action: +10, Half-Action: +5, Attacks: Full Action: 2, Half Action: 1, Dam: 1d12+4, Range: 24.
• Weapon Trait: Boom! Head Shot!, the wielder may use a Full-Action to shoot at half profile modifier, but it deals 2 wounds instead of 1 as well as rolling 2d12 and discarding the lower dice for Damage and can shoot twice as their Full-Action profile allows.
• Weapon Trait: Ballistic, Enemies making opposed agility tests against the shooter half their agility modifier against it rounded down unless they have the Inhuman Reflexes Trait or they are behind 50% or more cover.
Pistol (Pistol Can Be Used in Close Combat): Attack Mod: Full-Action: +10 Half-Action: +5, Attacks: Full-Action: 2, Half-Action: 1, Dam: 1d10+2, Range: 6.
• Weapon Trait: Ballistic, Enemies making opposed agility tests against the shooter half their agility modifier against it, rounded down. Unless they have the Inhuman Reflexes Trait or they are behind 50% or more cover.
Frag Grenade: Attack Mod: Full-Action: +10, Half-Action: +5, Dam: +2, Attacks 1, Range: 6 (Base) +
str bonus= 7 AoE of three inches the thrower gets 1 roll of their attack and damage while the defenders all get an evasive roll against it each. If a model is caught in the blast others within the AoE of the blast are not affected in front or behind them.
WILOM (215 POINTS):
CQCS (Close Quarters Combat Skill): 4 (+2) (Maximum 20)
FS (Firearms Skill): 4 (+2) (Maximum of 20)
MS (Magic Skill): 20 (+10) (Maximum of 20)
Strength: 4 (+2)
Endurance: 7 (+3)
Agility: 10 (+5) (Maximum 20) (6)
Willpower: 14 (+7)
Intuition: 13 (+7)
Luck: 10 (2)
Secondary Stats:
Close Combat Attacks: 1
Movement: Half Max: 8, Full Max: 13.
Wounds: 4.
Qualities:
Weapon Specialisation: Light Shield
Traits:
Blink: May use a half action to move up to 5 inches through walls and obstacles cannot go upwards or downwards.
Hunter Base Movement: 5.
Inhuman Reflexes: Does not half his agility when opposing enemy shooting attacks.
Low-Light Vision.
Magical Potential.
Qualities:
Dodger: Use Agility in Close combat instead of CQC.
Weapon Specialisation (Light Shield).
Skills:
Blink: Test Intuition to Blink successfully (2d10 must be beneath stat 9, if they fail they just cannot blink and count as using their Blink of the game)
Infiltrator: For opposed test against enemy detection based on agility.
Weapons:
Pistol: Pistol (Pistol Can Be Used in Close Combat): Attack Mod: Full-Action: +2 Half-Action +1, Attacks: Full-Action: 2, Dam: 1d10+2, Range: 6 (can be used to Attack in Close Combat)
• Weapon Trait: Ballistic, Enemies making opposed agility tests against the shooter half their agility modifier against it, rounded down. Unless they have the Inhuman Reflexes Trait or they are behind 50% or more cover.
Magic Spells:
Fireball: Attack Mod: Full Action +10, Half-Action +5, Dam: +3, Attacks: 1, Range: 6+ Willpower Bonus (12), AoE of four inches, friendly fire will hurt any friendly model within the blast radius, enemies blocked from the blast by one nearer are unaffected by the attack allies too.
Fire Volley: Attack Mod: Full Action +10, Half-Action +5, Dam: +2, Attacks: 3, Range: 24.
Light Blast: Attack Mod: Full Action +10, Half-Action +5, Dam: +4, Attacks: 1, Range: 36.
Light Shield: Counts caster and any model within WP Bonuis in inches around him/her as being in 50% cover (-3 to hit and they get their full agility bonus in opposing hitting ballistic weapons as well as a Cover Save of 10 or more on a
d12) even if not. If in cover, the enemy’s attack takes an addiction -1 to their shot. Full action spell, must roll for it by rolling 2d10 and the result must be beneath Half Magic Skill Stat (Rounded Up) + Half Modifier Bonus (10+5=15) (1’s are -1, 10’s are 11 so rolling a 1 is wanted more than 10) The Caster cannot do anything, but free action-moves or half-action moves if they keep up the shield. They need to keep passing the casting test on their turn to keep up the shield unless the caster elects to stop it.
JELCINE (191 POINTS):
CQCS (Close Quarters Combat Skill): 14 (+7) (14)
FS (Firearms Skill): 4 (+2)
MS (Magic Skill): 4 (+2)
Strength: 10 (+5)
Endurance: 8 (+4)
Agility: 10 (+5)
Willpower: 16 (+8)
Intuition: 12 (+6)
Luck: 10 (2)
Secondary Stats:
Close Combat Attacks: Full Action: 4, Half Action: 2.
Movement: Half Max: 8, Full Max: 14.
Wounds: 5.
Qualities:
Charger: May make two attacks at half CQCS modifier if getting into base-to-base contact with an enemy after making a full action-move.
Magical Inability: Despite having magical potential, Anargrin cannot use magic and never will be able to.
Weapon Specialisation: Two-handed axe (negates critical failures when attacking with weapon so 1’s are no longer -1’s just 1’s)
Deflector: May use CQCS modifier instead of Agility to defend against gunfire (Must have inhuman reflexes as a prerequisite)
Traits:
Hunter Base Movement: 5.
Inhuman Reflexes: Does not half her agility modifier when opposing against enemy shooting. attacks.
Low-Light Vision: Negates penalties for darkness for vision-based tests.
Magical Potential.
Skills:
Blink: Test Intuition to Blink successfully (2d12 must be beneath stat 16, if they fail they just cannot blink and count as using their Blink of the game)
Infiltrator: For opposed test against enemy detection based on agility.
Weapons:
Two-Handed, double-bladed battle axe (-1 to hit but roll 2d10 and take highest roll for damage)
EMILIA (WEREWOLF FORM) (226 POINTS):
CQCS (Close Quarters Combat Skill): 14 (+7) (Max: 12)
Strength: 10 (+5)
Endurance: 10 (+5)
Agility: 16 (+8)
Willpower: 9 (+4)
Intuition: 16 (+8)
Luck: 10 (2)
Secondary Stats:
Close Combat Attacks: Half-Action 3/Full-Action 6
Base Movement: 9 half-action. 14 full-action.
Base Wounds: 3 now 5.
Initiative: +8.
Qualities:
Enhanced Stat (4) (for CQCS and Intuition)
Dodger (2)
Traits:
Charger: The werewolf counts as having the Charger Quality naturally. (May make a single half-action attack after making it into close combat with an enemy from a Full-Action movement)
Lowlight Vision.
Murderous Instinct: Always Rolls 2d10 then may re-roll the lower roll as if the Werewolf has a CQCS stat of 22 but cannot raise their CQCS stat above 12 unless Enhanced Stat is bought which increases the maximum by 2, as per the norm.
Teeth and Claws: Always count as wielding dual knives but without the -1 to damage.
Werewolf Hide: Every time their werewolf takes a wound roll a
d10 on a 7 or more that wound is negated.
Non-Sapient: The werewolf cannot use support qualities such as Zealot, and Born Leader in battle, and cannot benefit from another with “Born Leader” even if the human version knows those qualities. Bodyguard may be used, though.
Reckless Attacker: When a werewolf attacks, if it rolls a 12 or 1 it doesn’t count as an “13” or “-1” but roll another 1d12 and adds or subtracts that number to the combined number.
Werewolf Base Movement: 5.
Skills:
Infiltrate
THE JAROAITE (AND ONE JAROAIAN) EXTREMISTS AND MERCENARY ALLIES (THEY GET A FREE LEADER IN THE JAROAITE PRIEST) (POINTS TOTAL: 1,005)
From left to right, it’s the Melee Merc Horde, the Gunner Merc Horde, and the Jaroaite Extremist Horde. In the foreground is the Extremist Priest of Jaroai.
The Jaraoites are on the cusp of fulfilling their goal to summon god (“summon” really isn’t the right word as they’re more helping the Jaroai to tear its way through the dimensional barrier). The fanatics of the priest and his cultist minions will not hesitate to put themselves in harm’s way and martyr themselves for the goal. But by contrast, the gang members in orange are only in this for the money and have no real clue about the true intent of the Extremists; because of this, if the Jaroai is summoned, the mercs with switch sides and fight alongside Anargrin’s team (if they aren’t driven insane and off the table at the sight of it!)
The Summoners are represented with Wiz Kids D&D minis, and the token of the Jaroai ripping itself through the barrier is the Reaper Shoggoth shown below.
EXTREMIST PRIEST OF JAROAI (HUMAN) (POINTS: 151)
CQCS (Close Quarters Combat Skill): 8 (+4)
FS (Firearms Skill): 3 (+1)
MS (Magic Skill): 12 (+6)
Strength: 6 (+3)
Endurance: 6 (+3)
Agility: 5 (+2)
Willpower: 11 (+5)
Intuition: 9 (+4)
Luck: 10 (2)
Secondary Stats:
Close Combat Attacks: 1
Movement: Half Max: 5, Full Max: 9.
Initiative: +4
Wounds: 2.
Qualities:
Enhanced Stat (Willpower)
Magical Potential
Quantity Over Quality: One extra model may attack and add their CQCS modifier if they are in base-to-base contact with an ally with this same quality that is in base-to-base contact with an enemy.
Born Leader: The leader may use his luck points to add up to 1 to an allies’ modifier (Even hordes, but cannot push past +10) or allow them a re-roll a single
d10 if the ally or horde is within 3 inches of him. He may do this in a round however many times equal to his Luck modifier. Cannot make re-rolls for himself.
Zealot: May re-roll WP morale tests and make allies within 3 of him re-roll WP tests as well if he passes a WP test (Roll equal or underneath Willpower stat so 11) Once per round.
Traits:
Human Adaptability: May take up to 2 from 2 stats and add 1 to up to two stats (EG: Remove 2 from FS and add 1 to CQCS making FS 2 (+0) and CQCS to 4 (+2)) This also decreases the maximum stat of the detracted one by 2 as well and does not increase the maximum stat of the increased one (Eg: The FS maximum is now 19 and the CQCS is still maximum 20, this also is effected when buying “super skilled)
Human Base Movement: Half Action Max: 5. Full Action Max: 9
Skills:
Weapons:
Two-Handed Weapon (Staff): Full-Action +4, Half-Action +2, Two-handed -1 to attacks (to a minimum of 1) but roll 2d10 for damage and take a higher roll.
Magic:
Fireball: Attack Mod: Full Action +6, Half-Action +3, Dam: +3, Attacks: 1, Range: 6+ Willpower Bonus (11), AoE of four inches, friendly fire will hurt any friendly model within the blast radius, enemies blocked from the blast by one nearer are unaffected by the attack allies too.
Fire Volley: Attack Mod: Full Action +6, Half-Action +3, Dam: +2, Attacks: 3, Range: 24.
Light Blast: Attack Mod: Full Action +6, Half-Action +3, Dam: +4, Attacks: 1, Range: 36.
Light Shield: Counts caster and any model within WP Bonuis in inches around him/her as being in 50% cover (-3 to hit and they get their full agility bonus in opposing hitting ballistic weapons as well as a Cover Save of 10 or more on a
d12) even if not. If in cover, the enemy’s attack takes an addiction -1 to their shot. Full action spell, must roll for it by rolling 2d10 and the result must be beneath Half Magic Skill Stat (Rounded Up) + Half Modifier Bonus (10+5=15) (1’s are -1, 10’s are 11 so rolling a 1 is wanted more than 10) The Caster cannot do anything, but free action-moves or half-action moves if they keep up the shield. They need to keep passing the casting test on their turn to keep up the shield unless the caster elects to stop it.
JAROAITE CULT EXTREMISTSx10 (AND ONE JAROAIAN EXTREMIST) (POINTS: 400)
CQCS (Close Quarters Combat Skill): 3/4 (+1/+2) Upgraded due to Human Adaptability Quality
FS (Firearms Skill): 3 (+1)
Strength: 3/1 (+1/+0) Downgraded due to Human Adaptability Quality)
Endurance: 3 (+1)
Agility: 3 (+1)
Willpower: 3 (+1)
Intuition: 3/4 (+1/+2)
Luck: 3/1 (0) Downgraded due to Human Adaptability.
Secondary Stats:
Close Combat Attacks: 1
Movement: Half Max: 5, Full Max: 9.
Wounds: 1.
Qualities:
Quantity Over Quality: One extra model may attack and add their CQCS modifier if they are in base-to-base contact with an ally with this same quality that is in base-to-base contact with an enemy.
Traits:
Human Adaptability: May take up to 2 from 2 stats and add 1 to up to two stats (EG: Remove 2 from FS and add 1 to CQCS making FS 2 (+0) and CQCS to 4 (+2)) This also decreases the maximum stat of the detracted one by 2 as well and does not increase the maximum stat of the increased one (EG: The FS maximum is now 19 and the CQCS is still maximum 20, this also is effected when buying “super skilled)
Skills:
Weapons:
Sub-Machine Gun: Dam: +3, Attacks: Half Action: 2, Full Action: 3, Range: 12.
MERC GUNNER HORDEx5 (POINTS: 330)
CQCS (Close Quarters Combat Skill): 3 (+1)
FS (Firearms Skill): 10 (+5)
Strength: 3 (+1)
Endurance: 6 (+3)
Agility: 6 (+3)
Willpower: 9 (+4)
Intuition: 3 (+1)
Luck: 3 (1)
Secondary Stats:
Close Combat Attacks: 1
Base Movement: 4 (5)
Wounds: 1 (2).
Base Initiative: +1
Qualities:
Quantity Over Quality (1)
Traits:
Human Adaptability: May take up to 2 from 2 stats and add 1 to up to two stats (EG: Remove 2 from FS and add 1 to CQCS making FS 2 (+0) and CQCS to 4 (+2)) This also decreases the maximum stat of the detracted one by 2 as well and does not increase the maximum stat of the increased one (EG: The FS maximum is now 19 and the CQCS is still maximum 20, this also is effected when buying “super skilled) This cannot add another wound.
Human Base Movement: 4 (6).
Skills:
Equipment:
Submachine Gun:
Attacks: Full Action: 3, Half Action: 2, Dam: 1d10+2, Range 12.
• Weapon Trait: Ballistic, Enemies making opposed agility tests against the shooter half their agility modifier against it rounded down, unless they have the Inhuman Reflexes Trait or they are behind 50% or more cover.
Pistol:
Attacks: Full Action: 2, Half Action: 1, Dam: 1d10+2, Range: 6 (Can be used in Close Combat).
• Weapon Trait: Ballistic, Enemies making opposed agility tests against the shooter half their agility modifier against it, rounded down. Unless they have the Inhuman Reflexes Trait or they are behind 50% or more cover.
MELEE MERC HORDEx5 (POINTS: 275)
CQCS (Close Quarters Combat Skill): 10 (+5) (7)
FS (Firearms Skill): 3 (+1)
Strength: 6 (+3)
Endurance: 6 (+3)
Agility: 6 (+6)
Willpower: 3 (+1)
Intuition: 6 (+3)
Luck: 3 (1)
Secondary Stats:
Close Combat Attacks: 1 (2)
Base Movement: 4 (5)
Wounds: 1 (2)
Base Initiative: 1 (+3)
Qualities:
Quantity Over Quality
Traits:
Human Adaptability: May take up to 2 from 2 stats and add 1 to up to two stats (EG: Remove 2 from FS and add 1 to CQCS making FS 2 (+0) and CQCS to 4 (+2)) This also decreases the maximum stat of the detracted one by 2 as well and does not increase the maximum stat of the increased one (EG: The FS maximum is now 19 and the CQCS is still maximum 20, this also is effected when buying “super skilled) This cannot add another wound.
Human Base Movement: 4 (5).
Skills:
Equipment:
One-Handed Close Combat Weapon:
• +1 Attack in Melee which cannot be negated by a half-action.
Pistol:
• Attacks: Full Action: 2, Half Action: 1, Dam: 1d10+2, Range: 6 (Can be used in Close Combat). Weapon Trait: Ballistic, Enemies making opposed agility tests against the shooter half their agility modifier against it, rounded down. Unless they have the Inhuman Reflexes Trait or they are behind 50% or more cover.
THE SCENARIO
The side that is summoning the Jaroai is the “Defenders”. The side trying to stop it are “Attackers”.
A token is placed in the middle of the length of the summoner's deployment side of the table, three inches from the edge. Four models represent the summoners; each is placed on each corner of the token. They are priests of Jaroai and count as having the maximum Endurance stat of +4 (toughness upgraded to 8 because of it being upgraded with “enhanced stat”) and have 3 wounds, a CQCS of 3(+1), and an Agility of 3(+1). These four do not count toward the point cost of the Defender's units they cannot attack. The Summoners cannot attack or cast spells, nor do they roll for Initiative.
Attacking the Summoners at the range is challenging due to a light-shield protective vortex from the portal swirling around them. They have over 50% cover (-3 to hit with ranged attacks and a Cover Save of 10-12). Close Combat attacks are normally rolled out, so it’s just an opponent’s Strength vs Defender’s Endurance test.
The Attackers must kill all four Summoners by the end of the 5th turn.
The Jaroai must be killed by the last turn (The 6th turn), and then it’s the Defender’s victory. Attackers lose if they are killed before or after the Jaraoi is summoned and survives the 6th turn. Once the Jaroai summoning is stopped, or the Jaroai is slain, the Attackers may retreat off the battlefield if all who are alive manage to, they win. Or they may wipe out the Defenders and then win. But if the Attackers are all killed after the Jaroai’s summoning is prevented or it is killed, the game is counted as a tie (sure, the Attackers prevented the Jaroai from being summoned, but the Defenders still managed to kill them).
Battlefield Layout:
Each side deploys inside a 3-inch area on the widths of the battlefield, the Cult being the Defenders choosing the top, so Anargrin’s team has to select the bottom.
DEPLOYMENT PHASE:
Being the Defender, the Jaroaite Extremists get to choose the side of the board to deploy, but both sides still roll the Deployment roll. Anargrin’s team have over 50% of the team have the Infiltrate Quality, so they receive +2 to the roll of 1d12 (the red dice are Anargrin’s team and the blue the Extremist’s).
Anargrin’s team wins with a total roll of 10 against the Extremist’s roll of 2, and Adrassil makes Badrassil deploy his first Unit First.
Badrassil places his Cultist Horde in the middle of the field beside the Summoners, hoping to be able to move them forward in their Activation to protect the Summoners with their bodies.
Adrassil chooses to deploy Anargrin in Infiltration.
Badrassil places his Jaroaite Priest beside the Cultist Horde and the Summoners.
Adrassil deploys Emilia near the centre in Werewolf form as he’d won the deployment roll, so she doesn’t have to use a Full-Action to transform.
In reply, Badrassil puts the Melee Mercs on the right flank (going from the side Anargrin’s team is deploying on) Behind the Containers for cover.
Raleas is also deployed on the right flank, hoping to advance to take cover behind some ruins to bring her sniper rifle to bear.
The Gunner Mercs are deployed far onto the left flank.
Jelcine is deployed on the left flank in reaction to the deployment of the Gunner Mercs.
With all of the Extremist’s Units deployed, Wilom is placed behind cover near the centre of the Deployment Zone.
With the Deployment Phase finished, the 1st round begins!
ROUND 1...FIGHT!
Because they lost the Deployment Phase, roll the Extremists choose a Unit to activate first. Badrassil chooses the Cultist Horde, and Anargrin’s side chooses Raleas, hoping she can let off a potshot at the Summoners before they are lost behind a wall of enemy bodies.
They roll Intiative, which is an opposed 2d12+Intuition roll. The Cultists’ Int mod is +2 vs Raleas’ +4 but despite her higher Int mod, Raleas losses! So the Cultist Horde goes first!
With no one in the Extremist Horde’s Line of Sight, the Cultists move forwards with a Full-Action and walk in front of the Summoners. They are such fanatics they don’t hesitate to sacrifice themselves for their perceived god!
With her planned shot frustrated, Raleas moves forward with a Half-Action to take cover behind a ruined wall and opens fire on the Extremist Horde.
They aren’t close enough to cover to receive the benefits, so Raleas shoots her Half-Action shot with the full +5 Modifier on her single shot.
She rolls a 12/13 and a 2, making her total a 20; the Cultist tries to dodge the bullet with a +0 modifier due to the Ballistic Trait and, funnily enough, rolls the same result!
But even still, it’s a hit, a good hit, it’s no surprise Raleas when is a master sniper after all.
Raleas rolls her Dam roll 1d12+4 against the Cultist’s Endurance of +1. Raleas gets a 10 making it a 14 total but the Cultist only gets a 5 total, so the shot hits him in the chest and he crashes over to the dirt, shrieking for deliverance from his Lord and Master, Jaroai before bleeding out! His blood soaks the dirt with a fast-expanding pool of crimson! First blood goes to Raleas and Anargrin’s team!
Now Anargrin’s team must choose their Unit first, and they choose Wilom. The Extremists choose the Jaroaite Priest with the plan to protect the Cultist Horde with a Light Shield from Wilom’s rain of fire! Hoping he can lob a magical fireball amid the Extremist Horde to allow room for another shot from Raleas next Round.
Despite having a much higher Int Modifier of +7, Wilom loses the roll-off against the Priest, who only has +4! Wilom gets a total of 19, the Priest 20! So it was so damned close, so damned close!
With the Initiative, the Priest moves closer to his peons with his 2-inch Free-Action Move and attempts to project the shield! His Willpower is +5, so the bubble will be that wide in its radius.
To use the shield, the Jaroaite Priest must pass roll 2d12 under double his Magic Skill Modifier, and he rolls a 7 and a 1. 1’s being -1 that comes to a 6. Which is an easy pass, and now he and the Cultist Horde benefit from 50% cover. Wilom must be spitting.
The Priest using all his Actions it’s now Wilom’s Activation, and he goes forwards with a Half-Action movement of an impressive 8 inches to take cover behind the same ruin as Raleas.
And from there, with an uncharacteristic roar of rage, he flings a Fireball at the Horde! But ironically, his rage does not aid him with a fiery inferno, and he does terribly, with a 7 and a 1 into a 6, so a total of 11! So he uses one of his two Luck Points to re-roll the 1, turning it into a 6! So he gets a much better total of 18! But with the -3 of the Light Shield, that’s down to 15. The placing of the Fireball allowed Wilom to hit four right amid the Horde. But the Priest’s shield protects the Cultists and all, but one survives the onslaught of exploding flame! Wilom, the Magical Prodigy he is, is not used to such failure that I assure you, and the sneering of the Cultists manages to rise above the din of battle, much to Wilom’s chagrin.
The Extremists now choose 1st, and it’s time for the Melee Mercs to Activate. In response, Jelcine is chosen. This is interesting as Jelcine is on the opposite side of the battlefield to them.
The initiative is rolled, Jelcine with an Intuition Mod of +5 against the Merc’s of +3, and Jelcine wins.
She explodes forward with her Full-Action movement of a massive 14 inches! Toward the Gunner Mercs lie in wait with their readied Sub-Machine guns.
Where Jelcine takes cover inside the most extensive ruins near the middle of the board, the Melee Mercs follow suit and move their full 9 inches forwards.
Emilia with an Int of +7, and the Gunners have +1. Now having to choose 1st, Anargrin’s team pick Emilia, and the Extremists have to select the Gunner Mercs as that is their only Unit yet to Activate, and the Initiative test is rolled off! Emilia wins her total of 23 to the Merc Gunner’s 14, so it’s not close.
Despite how dangerous the Merc Gunner Horde is and because of how far away they are, Emilia ignores them, instead turning her inhuman gaze upon the Extremist Horde, and she Full-Action moves for them. Even though she has a movement of 14 inches, she cannot get all the way, so she takes cover behind a barrier near the centre of the battlefield.
The Gunner Mercs do not move; instead, they hold their ground in the bid to be able to Overwatch with their Full-Action stats if Jelcine charges them in the next Round.
One might have forgotten, but there is one Individual Unit left to activate: Anargrin in, who’s in Infiltration Mode. He Activates and does not need to roll his Infiltration Test because no enemies are in that 3rd of the battlefield, so he’s free to move into the next without worry.
And that’s the end of the 1st round. Not much combat and only two casualties there could've easily been due to some horrendous dice rolling by someone not naming names (*Cough!* Me! *Cough!*) But Badrassil rolled well, and he’s pretty happy with the outcome of this Round as it could've been much worse for him. That, and he’s glad he has an eight-man wall of chaff between him and his enemy. I find it frustrating as in many of the games I’ve done to play tested so far, Wilom just seems to roll terribly, which is ironic as he has the Max Stat of 10 for Luck.
Anyway, without further adieu onto the 2nd round. This one...is pretty strange.
I was going to try to post this in one post but I think this is getting too large. So I'll post the next round later. I hope all of you enjoyed the Bat Rep so far!