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Made in us
Blood Angel Terminator with Lightning Claws






New Zealand

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!

"The best way to lie is to tell the truth." Attelus Kaltos.
My story! Secret War
After his organisation is hired to hunt down an influential gang leader on the Hive world, Omnartus. Attelus Kaltos is embroiled deeper into the complex world of the Assassin. This is the job which will change him, for better or for worse. Forevermore. Chapter 1.

The Angaran Chronicles: Hamar Noir. After coming back from a dangerous mission which left his friend and partner, the werewolf: Emilia in a coma. Anargrin is sent on another mission: to hunt down a rogue vampire. A rogue vampire with no consistent modus operandi and who is exceedingly good at hiding its tracks. So much so even the veteran Anargrin is forced into desperate speculation. But worst of all: drive him into desperate measures. Measures which drives Anargrin to wonder; does the ends, justify the means?

 
   
Made in us
Battlefield Tourist




MN (Currently in WY)

Very cool.

It is great to see this come to life.

Support Blood and Spectacles Publishing:
https://www.patreon.com/Bloodandspectaclespublishing 
   
Made in us
Blood Angel Terminator with Lightning Claws






New Zealand

Thanks, Easy! Glad you like it!

ROUND TWO!

The Initiative roll is done, and Anargrin’s team loses with a 7 to the Extremist’s 9, so they have to choose their first Unit first.



Raleas is chosen, and in response, the Cultist Horde is selected.





Intiative is rolled off! Raleas with a +4 Mod against the Horde’s +1, and Raleas rolls a total of 21 to the Cultist’s piddling total of 4, so Raleas is going first. She aims with a Full-Action regular shot of her sniper rifle at the Cultist Horde, so her Firearms Skill is +10, and she chooses which Individual Unit she’s shooting at and opens fire. Her 1st shot roll is 11, so the total would generally be 21, but the Light Shield still protects the Horde, so with the -3, that total is reduced to 18. Even with the odds against him with an Agility Modifier reduced to +0, the Cultist still tries to evade, and he manages to roll the exact roll total as Raleas did! An 11, so not nearly high enough.





Not just the exact total but the same roll! This is the 2nd time this has happened in this game so far! What are the odds of that? So Raleas hits, no surprise about that, so now it’s the Dam roll Raleas’ Sniper Rifles Mod being +4 vs the Cultist’s Endurance Mod of +1. Raleas Rolls a 5...



To a total of 9, then the Cultist also rolls a 5! So a 6 so not nearly enough, but the Priest uses his ability Born Leader which allows the Cultist to try re-roll (maybe he’s best buds with that particular Cultist?) The Cultist re-rolls and gets...



A nine! So 10 total, so it’s a bounce! The Priest’s blessings from a false god seem good for something, after all!

Despite her stoicism, Raleas clenches her teeth in frustration, then turns her aim on another Cultist and pulls the trigger.

This time she gets a massive total of 25 (which is, indeed, funnier than 24). The Cultist tries to dodge despite the fact he needs a pair of natural 12/13s to manage it and, of course, fails, and he’s hit.

Raleas rolls for Dam and, ironically, rolls a natural 12/13; being unable to beat a total of 17, the Cultist just tries to negate the damage with a Cover Save of 10 to 12 and...

Gets a 10! So Raleas’ 2nd shot also proves to be useless. So, with a silent snarl, Raleas uses her Free-Action movement to slip out of Line of Sight.









Now the Cultist Horde Activates, and with Raleas out of sight, they aim with their submachine guns at Wilom. Who, because Adrassil is a dumbass, isn’t well enough behind the ruins, so he only receives half cover (-2 to enemy shots, but I also forgot they don’t get the 10-12 “Cover Save” as well). I also frigged up and made the Horde roll 8d12s (as there were 8 remaining in the Horde) and used four dice for two pairs when it should’ve been 16d12s and 8 dice paired into 4 pairs. Still, it didn’t matter, as because of terrible rolling for the End vs Weapon Strength, Wilom lost all four wounds and was removed from the game. A huge blow, as his magic was an intrinsic part of my plan for the game.





Cue the sad music from the meme mwamwamwa mwamwa! Mwamwamwa mwamwa! Or, “In the arms of the angels, fly away from here” lol. He’s the 3rd highest costed unit on the board, so Anargrin’s team have come off pretty severely this early into the game.
Now the Extremists have to choose 1st, and it’s the Melee Mercs, as they can move with a Full-Action far enough to get into close combat with Emilia even though they can’t attack, essentially bogging her down for a turn. Emilia is chosen in response. Realistically, the mercs would likely shoot at her with their pistols rather than charge a rampaging frothing at-the-mouth Werewolf. Still, tactics take priority over realism, and Badrassil, being the ruthless bastard he is, will send them into close combat without hesitation. But he has to be very lucky to manage that.



So Intiative is rolled the Melee Mercs having +3 and Emilia +8, so she should win the roll-off, right? Right? The Melee Mercs roll a 21 total +3 makes that 24. With the odds against her, Emilia rolls and gets an 8 total on the dice, so it’s 16. So the Melee Mercs win handily, much to Adrassil’s annoyance. So, they sprint with a 9-inch Full-Action move and conga-like with Emilia in close combat. Even though none of them attack, they are in preventing her from getting into the Cultists and tearing them apart, as she’ll need to use a Half-Action to escape combat, so she can charge the Cultist horde she can’t attack.





Instead of leaving combat with an Opposed CQCS roll, Emilia tries to attack the Mercs, hoping to kill the one in base-to-base contact with her to escape. Still, before she can attack, she needs to roll an opposed Intuition Test against the Horde, or else her attack and defence Mods are halved, and that includes a Half-Action mod but rounded up (so she’d attack with a +2 instead of a +4). So it’s Emilia’s Intuition Modifier is +8 vs the Mercs’ combined Mod of +10, so the odds are against Emilia.



Emilia gets a 16, not bad! The Mercs got 23, but Emilia can attack with her total Half-Action modifier. After declaring her attacks on the merc in base-to-base contact with her, she is able to re-roll the lowest die each time. Emilia attacks and gets...



Not a good roll, but it could be worse, so she re-rolls the 2, which is turned into a 7, so 12+4=16+4+20, so that’s a pretty good total, and the merc rolls his CQCS in defence and gets...



Mwa mwwaa, with that 12/13 and 7 on the dice alone, that’s 20, so he gets a 25 which in this case is NOT funnier than 24, in Adrassil’s case, anyway. Badrassil finds it hilarious.

With a howl, Emilia throws out her claws again in a barrage of blows. The mercs all have two wounds, so if she frigs this one up. Well, he’s still going to be all up in her snout, and she gets...

A 10 and a 2, so she re-rolls the 2, which becomes a frigging 3! So 17 altogether, and the Merc rolls a total of 22! Emilia’s luck seems on the same level as the poor departed Wilom. She can’t kill him now. Noooooooooooooo!

Emilia’s third and last attack goes better with an additive roll of 18, so 22 total, but the Merc rolls a frigging 12/13 and a 7, so AGAIN, another 25! Spongebob would be finding this hilarious now if he were here. This Merc is somehow going toe to toe with a Werewolf and dodging through its wild barrages as if it wasn’t there! What a badass!

With her attacks completely negated, Emilia chooses to disengage to use her Free-Action movement to leave combat and into a position where she can charge the Cultist Horde in her subsequent Activation. This is an opposed CQCS roll against the Melee Merc’s combined CQCS modifier, so Emilia is at +7 against the Merc Horde’s +10 (no Modifier can go above +10). So, again, the odds are stacked against her.



She rolls a total of 15, which is not bad at all! So that brings her to a 22.

The mercs then get a total of 9, so that's just a 19! They managed to fail to prevent Emilia from disengaging. She moves her free-action move of 2 inches away while keeping behind the ruined barricade and out of Line-of-Sight of the Cultist Horde (sorry, I forgot to take a photo of her new position. She’s just moved a couple of inches to the left of the last shot of her). At least Emilia managed a small victory from her earlier defeat. Hopefully, next turn, she’ll win Initiative and be able to begin ripping and tearing her way through the Cultists like Swiss cheese.

Now Anargrin’s team has to choose, and Anargrin is going.



Anargrin is still in Infiltration mode and is being activated now just in case any enemy models move into the mid-third of the battlefield, making it harder for him to keep hidden (the Melee Mercs are already there). In response, the Priest is chosen, so Opposed Initiative is rolled, Anargrin with a huge Intuition Mod of +9, the Priest with a pretty good +4, and roll-off is...

Anargrin gets a damned good 17 total on the dice. The Priest responds with an 8 and a 4, so a total of 13! (my lucky number) So Anargrin Activates first.

So straight away, he has to roll an Opposed Agility test of +10 (which he rolls 3d12 and discards the lowest dive because of having an Agility of 24) Against the Melee Merc combined Intuition of +10. If Anargrin fails, Badrassil can place Anargrin anywhere directly within the Melee Merc Horde’s Line-of-Sight, and they’ll get a free Full-Action reaction against him, so the stakes are pretty high!

Anargrin rolls 1st and gets...



So he discards the three, so the overall total is a damned strong 27.

The Melee Mercs try to find him, and they only get a pitiful 2 and a 1. So Anargrin is free to do as he pleases, either emerge on the mid-table where ever he wants as long as he’s 2 inches or more from an enemy Unit or move into the subsequent 3rd of the battlefield. Of course, he moves onwards into the last third without any problem and where most of the enemy is. Now he’s behind enemy lines, literally.





So the Priest stays where he is and tries to keep the Light Shield up, but he fails with a 14! So the shield sputters and dies, leaving the Cultists open to shooting until the Priest’s next turn.

With only Jelcine and the Gunner Mercs remaining to activate, so Initiative is rolled. The Gunner Merc’s Intuition Mod is +1, while Jelcine’s is +5.

The Gunner Mercs get 12 on the total roll, so 13.

Jelcine rolls a 9, but thanks to her +5, the total is 14, just winning. But either way, it doesn’t matter, as the Gunner Mercs will get a Full-Action Overwatch on her if she charges.



So Jelcine doesn’t charge them, instead using a Full-Action, she climbs up on the ruins...



She runs to the edge of the ruins...



Then jumps down and runs behind the ruins near the Cultist Horde and the Summoners, hoping to climb over the ruins and attack the Summoners from above or use the Hunter ability to Blink among them. Either way, her axe will likely be wet soon, and she’s smiling at the prospect, as you can see.



The taken off-guard Gunner Mercs, then Activate and move to flank Jelcine with a Half-Action. Then they open fire! Shooting with their 2nd Half-Action so an FS Modifier of +5 vs Jelcine’s Agility of 5+ (it should've been +7 as she has the Quality “Deflector” which allows a Unit to use their CQCS Modifier instead of Agility to resist shooting attacks).







The Merc Gunner mob being a horde, work differently for shooting attacks than Individual Units. They roll double their number in d12s (in this case, 10d12s) and pair up half the number of dice rounded down, in this case, four. They start with the highest dice. If any 1s rolled, they subtract 1 from each pair to a maximum of 1 per pair (although this has changed since this game was played). So, the top pair, a pretty damned sad roll, is 16-1=15, and the 2nd pair is 13-1=12. Each pair adds the FS Modifier, which is +5 because the shooting action is a Half-Action, so it’s 20 total for the top pair and 17 for the bottom pair.

Now Jelcine rolls an Opposed Agility test against each pair, starting with the top one, so...



Her 1st total blows the Mercs’ 1st one out of the water with a 21. The dice roll itself out does the merc’s total, so she dodges and weaves through the onslaught of bullets like they weren’t even there.

So with the 1st pair negated, it’s discarded, and then she rolls against the lower pair and gets a 17. Again, the dice total alone outdoes the overall total of the Merc Mob. Luck really is on Jelcine’s side, fitting, as she has a high Luck stat and, well, she has a lot of luck in the stories, especially her enhanced strength from the Ritual. Most wind up dead, but she manages to get through it alive and stronger than any other Hunter before or since. So, yeah.

Let’s see how long her luck lasts, as the Half-Action profile of the Submachine Gun allows for two shots, so the Gunner Merc Mod opens fire again.



This time the Mercs get a far better roll. The 1st pair is 27 on the complete total.



Jelcine isn’t even close; there’s no point in trying a re-roll, so she’s hit. Now we’re onto the 1st weapon strength vs Jelcine’s Endurance which is +3 vs +4, respectively.

The Horde’s overall total is 12, which is not bad at all, but Jelcine gets a 10 on the dice, so with a 15 total, it’s a bounce. Hunters do have reinforced skeletal structures, so maybe it bounced off a rib? So she tries to dodge the next pair, which is a 20 total.



With a 12/13 and a 5, then it’s a 23 total, efficiently managing to dodge that as well. It seems she’d absorbed all of poor Wilom’s luck.

Now we’re onto round 3!

"The best way to lie is to tell the truth." Attelus Kaltos.
My story! Secret War
After his organisation is hired to hunt down an influential gang leader on the Hive world, Omnartus. Attelus Kaltos is embroiled deeper into the complex world of the Assassin. This is the job which will change him, for better or for worse. Forevermore. Chapter 1.

The Angaran Chronicles: Hamar Noir. After coming back from a dangerous mission which left his friend and partner, the werewolf: Emilia in a coma. Anargrin is sent on another mission: to hunt down a rogue vampire. A rogue vampire with no consistent modus operandi and who is exceedingly good at hiding its tracks. So much so even the veteran Anargrin is forced into desperate speculation. But worst of all: drive him into desperate measures. Measures which drives Anargrin to wonder; does the ends, justify the means?

 
   
Made in us
Blood Angel Terminator with Lightning Claws






New Zealand

ROUND 3!



So Anargrin’s team chooses 2nd. The Extremists choose the Gunner Mercs hoping they can cut Jelcine down with Full-Action shooting at a total of +10 mod and three shots. Then Jelcine is selected in response, and Initiative is rolled off, Jelcine’s Intuition of +6 vs +1.



Even without her much higher Intuition Modifier, Jelcine still won, so she’s going first by a county mile.



So Jelcine climbs on top of the ruins with a Half-Action, then drops between two Summoners. The wall is about three inches high, so she has to pass an Agility of 6 or more not to take any damage, which also takes another Half-Action. If she rolls anything but a 1, she’s fine (I might have the height tripled instead of doubled from now on).

She passes with no problem, and even though she’s already used two Half-Actions, she can still attack as if she charged because falling is faster than running. She usually gets +2 to her Strength Modifier on the Charge due to having the quality “Berserk Charge”, but now she gains +3 bringing her total Str Mod to a colossal +8. So she’s very likely to wet her axe this turn!



She normally has 2 Attacks as a Half-Action but it’s 3 now, the Summoner has 3 wounds so with her +3 CQCS mod against the Summoner’s CQCS of +1 and an Endurance Modifier of +4 she’s likely to kill him.

Surprise, surprise she manages to kill him, but it’s not as one-sided as it seemed it should've. A few rolls to hit were ties, but the Attacker wins ties. Jelcine even used a Luck point to re-roll once. But she still manages to kill the 1st Summoner. One down, three to go and all four must be killed before the fifth turn ends. One dead on the third turn is a damned good start!



With Jelcine’s turn finished, the Gunner Mercs Activate.



With their hope of cutting down Jelcine in a hail of gunfire foiled, the mercs move in a desperate bid a Full-Action to intercept Emilia.



Now Anargrin’s team has to choose their next Unit first, and Emilia is selected, as are the Melee Mercs. Emilia’s Int is +8, the Mercs’ +3. The Merc Mob wish to charge Emilia to prevent her from getting into the fight with the Cultists and hopefully manage to kill her, which would be a big blow against Anargrin’s team.

Emilia gets a 13 on her dice, so 21 total.

The Mercs roll a 17! So they get 20! So close, so very close.

Immediately, with a blood-churning howl, Emilia charges the Cultist Horde (I forgot to have the Cultist Horde Overwatch Emilia. Sorry, I meant Badrassil failed to have them Overwatch. Let’s just blame Pepe as she is the umpire, after all. Bad Pepe! Bad!)



Emilia begins to rip and tear with her swiping claws and gnashing teeth. She has 4 attacks on the Charge and +7 on her Strength Modifier due to having the Berserk Charge Quality. She has 4 Attacks, and when in Melee with a Horde, an Individual Unit can attack any Individual Unit within a 1-inch radius. So Emilia chooses her targets and attacks.

Her first attack has a total roll of 15, so that’s a 19 altogether (her CQCS modifier being halved rounded up due to this being a Half-Action attack). The Cultist tries to defend and...



A 12, so 13 total (my lucky number). It’s an okay roll but not nearly enough, so the Cultist is hit!

They roll the Opposed Endurance test, and Emilia gets a 9, so 16 total. The Cultist can’t beat that, but he rolls anyway with a natural 12/13, which comes to 14. What a waste of such a good roll, but he tried and tried frigging hard, but then he died.



She attacks again, this time the Cultist on her right and...



So she gets a 20 total, not bad at all, but...



The Cultist gets a 22 on her roll, so a 23 total. Somehow the badass managed to dodge Emilia’s whirlwind of claws. But unlucky for him, she allocated two attacks on him, so she attacks him again.

And gets a 2 and 10 but chooses to re-roll the 2 with her ability. She gets an 8, making the attack 22 all up.



The Cultist emboldened by his skill tries to dodge again and...



He got an 11 and a 1, so -1 to the 11 and +1 for his CQCS ability. That’s a 12, so his luck has run out!



Oh no, it seems Pepe made a mistake again. She should've seen the maths was wrong, one less pat every third day for the next two days. Anyway, for some, apparently, 11 is more than 12 for this roll-off, anyway, so the Cultist is killed (In hindsight, I might’ve had her use a Luck point to re-roll and got a better result but forgot to note it down).

She then turns her gaze on the 3rd Cultist within her reach and tears him asunder, this time with the maths not defying all natural law. Now with the Horde being reduced to less than half (or when they were reduced to half), They have the remaining Units to roll an opposed Willpower test against Emilia. If they lose, they are demoralised and can only use a Half-Action and/or a Free-Action in their subsequent Activation (something Wilom hoped he could do with his ill-fated fireball attempt). One thing Pepe forgot should’ve happened was that Raleas should've done this test earlier because Wilom was torn to shreds by mass gunfire so close to her. Dammit, Pepe!

Anyway, back on the topic, Opposed Willpower Tests are rolled—Emilia’s Mod of +4 vs the Horde’s +1.



A 14 total, but the Priest with his Born Leader Quality makes them re-roll the 4, but into a 2! So it winds up even worse!

Emilia then gets a 14, so she didn’t even need the +4 WP mod to win, and the Cultist Horde are demoralised during their subsequent Activation, but now none of the Cultist Horde is in base-to-base contact with Emilia. She is no longer counted as being in close combat so the other Units can shoot her.

Now it’s the Melee Merc Mob’s turn, and they move a Free-Action but are not within 6 inches of her, so they cannot use their full combined +5 FS Mod, so it’s +3 instead, but they can shoot the 2 shots of the one-handed pistol’s Full-Action Profile.





Despite being an unnatural creatures, werewolves do not have the Inhuman Reflexes Trait. She is not behind Cover, so she halves her Agility Modifier to +4 to try to dodge it.

So they shoot...



Ohh, jeez, Badrassil is dancing a dorky dance right now, I assure you and Emilia rolls...



Not even close, not even slightly close, a 4 on the roll total, so 8 all together. It’s pointless to try re-rolling one of the dice with a Luck point, so she’s hit.

The Mercs roll Damage and get a 4, so 6 total, Emilia with her +5 Endurance Mod should beat this easily.



And she does with an 11 total. Werewolves are tough. They are immune to all weaponry besides silver ones that would break the game. I thought of making it so that a Unit has to use points to give the Unit Silver bullets or Silversword, but I thought better of the minutiae with List building.
The next roll’s overall total is a very good 26. So the 1st pair is discarded, and Emilia rolls against the next one.



16 is a pretty good roll, but not enough. Emilia could use a Luck Point to re-roll the 6, but she’s saving it for Endurance rolls. Dam is rolled…



A 10 makes the overall total a 12. Not bad at all, and Emilia gets a 3, so with her total of 8, it’s a wound, but with the Gunner Merc Mob about to go after Emilia and hoping her werewolf hide save of 10-12 will prevent the wound, Adrassil does not re-roll it with a point of Luck.



But luckily, she gets a 10, so the wound is negated.

The Melee Mercs shoot again, rolling 10 d12s and...



Well, funnily enough, the top pair is a 12/13 and 11 again. This game has had a lot of identical rolls for some reason, and Emilia attempts to evade the shots, but both pairs hitting both bounce off her Endurance, and then the Melee Mercs’ activation ends.

Now the Extremists have to choose first, and the Cultist Horde is chosen, and Anargrin’s team choose Raleas.





The initiative is rolled off! The Cultists get an overall total of 15. Raleas also gets an overall total of 15, so they must re-roll!

The Cultists only get a 7 as an overall total, but Raleas’ roll alone is 14, so doubling the Cultists’ whole total.

Raleas uses a Free-Action move to gain line of Sight on the Cultist Horde again.



And she makes a Full-Action shot on the Horde's two attacks with her Full Modifier of +10, and now the Horde lack the Light Shield to protect them! And with a +4 mod on her Dam roll, she’s pretty much guaranteed to pick off a pair.

And she does. Her shooting fells two.





So the Cultist Horde now activate with just three remaining men and cannot do a Full-Action due do being de-moralised. But they are still fanatics, so first, they move to try to prevent Emilia from falling upon the Summoners...



Then they desperately shoot into Emilia’s face, and despite there being only three of them and the odds, they knock a wound off her! Even Adrassil was pretty happy about them managing that!



And the “Cultists who can” finish their turn.

There is only one Unit on each side left to Activate Anargrin and the Priest, so they roll Opposed Initiative Anargrin’s +9 and the Priest’s +4.



Anargrin gets a 17, so an overall total is 26, so the Priest’s total of 15 is completely outdone.
So with him Activated in Infiltration inside a 3rd of the Battlefield with so many enemies (The Cultist Horde, The Priest, Gunner Horde), Anargrin must win an Agility vs each Unit’s Intuition. He gets a +10 Agility Modifier and rolls 3d12, and discards to the lowest die because of his stat of 24 (which isn’t...I’m sorry, I will stop that now, lol)

Anargrin rolls and gets an 11, 9, and 6. So the 6 is discarded, bringing Anargrin’s total to 30.



Needless to say, the other Units within the sector do not succeed, so the only one that actually stands a chance, even if it’s a tiny chance, are the Gunner Mercs with a Combined Mod of +5 (luckily, the Melee Mercs aren’t in that section of the Board having a Combined Mod of +10) But they need two 12/13s to win. So they roll...



An 11 and a 10 is a damned good roll, better than Anargrin’s, but it isn’t two 12/13s, so the Gunner Merc Mob do not spot Anargrin, but by Jaroai, did they try to find him. Anargrin can now be placed anywhere in the section as long as it’s more than 2 inches from an enemy Unit, and he may make a Full Turn. So, where does he choose to reveal himself?









Never to be outdone by Jelcine, and that charging from the high ground will give him an extra +2 to his Strength Modifier, bringing it to a +6, making it much more likely to wound them. So, with the nearest two Summoners within his Half-Action Movement Stat of 11 inches, he can reach them, so he lunges. To attack them, he has to beat a target number of 10 inches, twice the containers' height. So with 1d12 with his Agility stat of +10, he can only fail if he rolls a 1/-1.
So he gets a 10, five times what he needed to make it.



And Anargrin allocates three of his five Attacks on the male summoner and two on the female one. He has a CQCS of Half-Action mod of +5, and him rolling 3d12 and discarding the lowest roll against the Summoner’s CQCS mod of +1 Anargrin is guaranteed to hit, pretty much, and he rolls a...



So with the 2 discarded, Anargrin’s roll total is 9+4=13+5=18, not as good as he can get, but still good. Anargrin chooses not to re-roll the 2 as he only has 1 Luck Point and is saving it for a wound roll. Anargrin, unlike Jelcine, makes his own luck, or at least he tries to.



The Summoner’s dodge is a failure, no surprise there, but he rolls well, getting an overall of 16, only two less than Anargrin’s.

The wound roll-off begins Anargrin’s str of +6 vs the Summoner’s end of +4.



That’s an overall total of 14, a challenging total to top for the Summoner. Especially when he rolls a 4 so he’s wounded! One down, two to go!





Then Anargrin slices his sword again! And with the 3d12s, he gets a 12/13, 6, and 2. Discarding the 2 brings the overall total to 24 (which is almost as funny as 25). If the Summoner rolls two 12s, he can dodge the attack, but he doesn’t, of course, with a decent Overall total of 15, but that’s almost 10 less, so, again, it’s a hit.

Dam is rolled and...



Anargrin gets an overall total of 15, the Summoner 10 he takes his 2nd wound.



There is one more to go, and Anargrin’s team is halfway toward victory with two Summoners slain. Anargrin stabs for the injured Summoner’s heart and gets...



Not the best of rolls, but when your opponent rolls an overall total of 5, he’s hit. Even with the pathetic Modifier, the dice just aren’t working for the Jaroaite (and one Jaroaian) Extremists lately.

Anargrin then rolls a Dam die, and...



4, not too good. Too much is on the line to fail, so Anargrin uses his first and only Luck point to re-roll into...



A 5!? Only very marginally better, literally. Oh well, so that’s an 11 total. It should do.



Oh no, oh noooo. Anargrin has already used his singular Luck point, so the attack bounced against an overall total of 13! This was my fault. I should've sunk 4 attacks against that Summoner and only one into the female one! Got cocky. Dammit! And Badrassil is laughing his arse off. So Anargrin turns his attention to the female Summoner, deciding to take his anger out on her. Taking a wound off her with no problem (Hmm, it seems I forgot Anargrin got a 5th attack with his charge. I still think he only allocated 3 attacks into the male and 2 into the female, so he still wouldn’t have killed the Summoner).



Anargrin still has as a Half-Action and/or a Free-Action as the jumping charge makes the attack a part of the Half-Action. So, forgetting and forgetting, he can use his pistol in close combat. The rules I wrote didn’t say one cannot use a Close Combat and a Ranged Attack in the same Activation, and I forgot that he already used a Movement Action. I made Anargrin use a Free-Action Movement to slip away from close combat (without having to use a Half-Action to get out, as the Summoners are not trying to fight them). I might make a Quality which might allow that. I’d have to give it to Anargrin, so, yeah, lol, and in desperation, try to shoot the single wound off the Summoner.





He shoots! Anargrin is much, much, much better at Close Quarters Combat with an FS Mod of +2 for a Half-Action shot. But the Defending Summoner gets a Mod of +0, so he’s unlikely to miss.



Anargrin’s overall total is 14, which is not the best, the Summoner does try hard to dodge, but an 11 isn’t nearly there.



The One-Handed Pistol only has a Dam Mod of +2. That’s an 8 total. It could've been worse, could've been better, but either way, with Anargrin’s Luck Point, spent this round.

The Summoner rolls his Endurance, and...it’s a 9. Anargrin has failed at many things in his long, bloody lifetime, but killing a shmuck who isn’t fighting back isn’t one of them until now. Oh well. Anargrin’s cool, badass moment ends in all the glory of a wet fart. Jelcine would be howling with laughter at him now if the situation wasn’t so dire.

Now the Priest activates, and an evil grin spreads across his ugly, bearded face, and he raises his staff and pours all of his power into a point-blank Fire Volley.



But the odds are against him, his Magic Skill Mod is only +6 vs Anargrin’s Agility of +10, and Anargrin is rolling 3d12 discarding the lowest die, but the Priest can try! He rolls and gets a 16 on the dice plus five which makes it 22.

Anargrin’s dice are 12/13, 10, and 1. The 1 is gone, so that is a 23 total, so the overall total is 33, a beautiful dodge more than ten over Priest’s shots. Anargrin is a complete blur as he weaves and sidesteps through the volley.

But the Full-Action attack allows the Priest to shoot 3 times like the SMGs wielded by the Cultists and Gunner mercs, so he shoots again!

The Priest gets a 4 and a 6, so 16 all together. But Anargrin dodges with just his roll total alone of 17.
The Priest shoots his last barrage and gets a terrible roll of 2 and 6, so the Priest spends his Luck Point to re-roll the 2.



Into a 1! Unsurprisingly, Anargrin easily dodges.

Then the Priest uses his Free-Action to move into base-to-base contact with Anargrin in the hop to bog him down in Close Combat for the next round.







So, with the Jaroaite Priest’s Activation done, that is the end of the third round. As I said, that was a strange turn. The Extremists seemed to defy the odds here as well. Taking a wound off Emilia and Anargrin failing to kill the Summoner was pretty big and, actually, kinda funny if I’m being honest. But he wounded both of them, so they’ve been weakened for Emilia or Jelcine to finish them.

Despite this, Anargrin’s team is in an excellent position. Anargrin and Jelcine are close to the Summoners by the end of the third turn, with Emilia not far behind. It helped Anargrin’s team win the deployment roll allowing Anargrin to go into Infiltration and Emilia to transform without using a turn. I thought losing Wilom would be a big problem, but it seemed they were working well without him.

Anyway! Onto the 4th Round!

Edit: Woops accidentally pasted it in twice from the Google Doc I'm using as a backup. It's fixed now, sorry about that, dear reader!

This message was edited 1 time. Last update was at 2023/03/22 02:51:10


"The best way to lie is to tell the truth." Attelus Kaltos.
My story! Secret War
After his organisation is hired to hunt down an influential gang leader on the Hive world, Omnartus. Attelus Kaltos is embroiled deeper into the complex world of the Assassin. This is the job which will change him, for better or for worse. Forevermore. Chapter 1.

The Angaran Chronicles: Hamar Noir. After coming back from a dangerous mission which left his friend and partner, the werewolf: Emilia in a coma. Anargrin is sent on another mission: to hunt down a rogue vampire. A rogue vampire with no consistent modus operandi and who is exceedingly good at hiding its tracks. So much so even the veteran Anargrin is forced into desperate speculation. But worst of all: drive him into desperate measures. Measures which drives Anargrin to wonder; does the ends, justify the means?

 
   
Made in us
Blood Angel Terminator with Lightning Claws






New Zealand

ROUND 4!

The sides roll-off to see who chooses first.



Anargrin’s team win by 1, so the Jaroaite Extremists must choose their first Unit 1st.
The Extremists first choose the Gunner Mercs, hoping to finally unleash a hail of gunfire into Emilia at close range before she can get into melee. In response, Anargrin’s team chooses Emilia.



Initiative is rolled!



Emilia wins! Even though her dice total is 7, her +8 Int Mod brings it to 15 against the Gunner Mercs’ overall total being only 12. I bet Badrassil regrets not upping their Intuition stat instead of the Melee Mobs’!

With her win, Emilia, inspired by Jelcine and/or Anargrin, decides to bypass the remnants of the Cultist horde by climbing up the wall and howling, then jumps down to attack the Summoners Anargrin wounded. She does it with no problem because of Berserk Charge. She gets a +3 to her Str Mod.





Snarling, Emilia tears into the Summoners with a CQCS mod of 4+ and a Str of +8 and 4 attacks, and she wipes them out even after rolling badly and the Priest lending a re-roll to the female Summoner.









With Emilia finished with her turn and now out of melee, the Gunner Mercs use a Free-Action Move to get Emilia in Line of Sight, and the Cultists hit the dirt to allow the Gunner Mercs to shoot her as you can shoot through allies if they aren’t in melee with the Target.



The roaring of machine guns echoes throughout the cavern and dozens of metres further into the Hamarian caves. The bellowing cacophony causes everyone but Emilia to flinch, making agony bash throughout their ears. The Gunner Mercs have an FS mod of +10. The Dam Mod is +4 with three shots. But when I said Emilia doesn’t even flinch. I mean, she literally didn’t flinch as she took no damage at all! Wilom could've used even half her luck, it seems. I was pretty afraid she might die, in all honesty. It’s not just Anargrin who can whiff when they finally have time to shine.

Now it’s Anargrin’s team’s turn to choose first, and Raleas is chosen.

In response, the Cultists are chosen, and Initiative is rolled. Raleas gets a 9 on the roll total. The Cultists also get a 9. But Raleas wins with a 13 to the Cultists’ 10, so she goes first. The Gunner Merc mob blocks her Line of Sight on the Cultists.





Raleas chooses two different Individual Units in the horde. She uses the weapon trait ‘Boom! Headshot!’ which takes a Full-Action, but the shooter’s Modifier is halved. They get the full two shots of the weapon profile, but the weapon deals two wounds instead of one, allowing her the potential to kill a two-wound Gunner with a single shot. It also rolls 2d12 and discards the lower dice for Damage, but I think I will get rid of that part as what’s the point of not using it all the time then? Raleas then aims and opens fire.

With the Gunners having no cover and the Damage being so powerful, two of the Gunner Mercs are ruthlessly cut down. Their skulls popped open like overripe tomatoes.



Then Raleas uses her Free-Action to slip out of sight.





The Cultists Activate then, use their Free-Action to stand, then turn and charge Anargrin, oaths to their god exploding from their throats!







Now Anargrin is surrounded, so his CQCS is halved in both Defence and Attack. The Cultists also gain +1 to their Strength Modifier and gain +1 Attack. But their CQCS is only +2. But Anargrin still manages to dart and weave through their stabbing bayonets, but a few attacks are close calls.

Now two new Units are chosen, the Jaroaite Priest is selected, and Anargrin goes in response.
This is quite important, as Badrassil and I agreed the Mercs would surrender if the Jaroai isn’t summoned and if all the Cultists are killed, as no one is left to pay them. Bit of fun RP, I suppose.

The initiative is rolled...



And Anargrin wins, but it’s closer than I first thought. But he’s outnumbered so, again, his attack Mod is halved. So Anargrin does a Full-Action Attack which gives him a whopping 7 attacks!
Anargrin learning his lesson declares 4 attacks against the Priest even though he only has 2 wounds and 1 each into the Cultists at his back. Despite being Surrounded Anargrin still rolls 3d12 and discards the lowest die, might make it that is negated if he’s surrounded.
The 1st attack against the Priest is rolled!



It’s a damned good roll! An overall total of 23. The Priest definitely has the odds against him, even with Anargrin only getting +1 to his Modifier over him. The Priest receives a 9 and a 3, so 16 is the Overall total, and he is hit.

Anargrin rolls for Dam and gets...a Natural 1 (which I would’ve gotten him to re-roll, but he already used His Luck Point on a superfluous re-roll of an Opposed Intuition Test against the Cultist Horde. The Priest tried to negate the modifier to being Outnumbered, which he lost due to some bad rolls, but he didn’t need to roll that anyway as it automatically happened). The only way the Priest can fail is if he rolls a 1 as well, and having used all his Luck Points this Round, he cannot re-roll.

And...



Another 1? What are the odds of that? By all the gods of fiction, it seems they’re all against this Priest surviving Anargrin’s attack! So the Jaroaite Priest takes his 1st wound. Just one left!

So Anargrin takes his second attack.



The 5 is discarded making the overall total become 23. The Priest attempts to evade.



And doesn’t do well. It’s 1...a 1. I can tell you it’s rare that a 1 is rolled in this game so far. With his CQCS modifier of +4, that’s a 5. There is no point in spending a Luck point to re-roll one of the dice even if he could, so the Extremist Priest is hit and hit hard. If Karma is a thing, he must’ve done something horrible earlier. Or Anargrin hates him beyond mortal comprehension.

Dam is rolled...



Anargrin gets a 12/13! That’s an overall total of 17! The Priest has an Endurance of +3, so even if he could re-roll, there would be no point, and he is dead! So very dead. Did Anargrin slice him into nought but ribbons? Could've; it’s up to your imagination, reader.

There’s the Priest and his two wounds!



And there he’s not, so Anargrin turns his attention on the shaking, scared but still mindlessly fanatical Cultists.







And well...







(^This is my favourite photo of all of the photos taken for this game)









Unsurprisingly, Anargrin slaughters them, even though I still considered him surrounded despite killing the Priest would stop that, but oh well. I might have to write into the rule whether that would change him being surrounded or not. He did “fail” his outnumbering roll, so him still attacking with a +5 makes sense. I’m tempted to keep the outnumbering minus even after the outnumbering Unit kills enough Units to prevent them from being Surrounded. This is for a few reasons. 1st being that it punishes the outnumbered Unit further for being in a position to get them Surrounded in the first place.
2nd is it’s simpler.
3rd, it makes melee hordes more viable, as shooty hordes are much better.

Anyway, Anargrin, surrounded by the bodies of his enemies, uses a Free-Action move to heroically slip away into cover behind the containers out of Line-of-Sight of the Melee Merc Horde and Gunner Merc Horde.



Now, both teams only has one Unit left to Activate Jelcine and the Melee Merc Horde. The latter has no real way to get to her on time to stop her from attacking the last Summoner, so they will try to move to get Line-of-Sight on Raleas with their pistols to avenge their dead colleagues because Anargrin decided to slip away (although, logically, they probably wouldn't shoot at him anyway as they’ve seen him dodging everything as a blur)

So, Initiative is rolled!



It’s close, but Jelcine’s +5 pushes her overall total to 17 while the Gunner Mercs’ is 15, so Jelcine wins, but by a small margin.





So, Jelcine, with a roar that almost rivals Emilia’s, lays into the Summoner with all four of her Full-Action attack stat. The only thing that might save the Summoner is his +4 Endurance Mod against Jelcine’s +5 Str. But the fact that she rolls 2d12 and discards the lowest dice for Dam is a huge advantage.



Jelcine’s first roll isn’t too bad because of her +6 CQCS Modifier, which was +7, but it’s decreased to +6 due to her wielding a two-handed weapon. So that’s an 18 overall total.

The Summoner tries to dodge…



It’s not nearly enough and he’s hit, then it’s Dam and...



The six of Jelcine’s pair is discarded, so with the 11, her overall total is 16. The overall total of the Summoner is 9, so not nearly enough, and he takes his 1st wound. Just two to go. A good start, especially when Jelcine still has three attacks to go!



So here comes her 2nd attack.

[img]

This is an almost impossible roll to defeat, with a 12/13 and 7, bringing it to 26. The only way the Summoner could beat that total would be with 2 12/13s which would bring the total to 27. He rolls but doesn’t get there even though the roll was excellent with an 11 and 8, so 19 altogether.

The Dam roll is done, and to no one’s surprise, Jelcine wins again with a 12/13 and 7. The Overall total becomes an 18, which the poor Summoner has no hope of beating, so he takes his second wound.





Jelcine cuts out her axe with her third attack...



It’s an easy hit, the roll alone is higher to Jelcine, and she rolls for Dam.

And it’s an 8 and a 2, so a 13 total, the Summoner could beat it. But no, it’s just a 4, an 8 isn’t nearly enough, and he is killed. The poor Summoner, his miniature, is a D&D Dark Elf sorcerer I thought up a backstory for. Elves and dwarves with magical potential are used as slaves. Only humans can become Priests as the Church wishes to push the lie that Jaroai had taken away the magical ability of elves and dwarves after they were conquered and enslaved by mankind 2,500 years before the current timeline. So the Summoner was a slave whom the Priest that led this group took aside and “saved” the elf from enslavement, taught him magic, and slowly brainwashed the Summoner into becoming a pawn to summon the Jaroai, fully knowing the Jaroai would consume him. So yeah, tragic and sad.

I would like to also post the Endgame sum-up (because there is too much to explain, please post if you got that reference because if you did, you're awesome) But I'm tired and had to upload a frig-ton of photos I forgot to upload earlier so that was frustrating especially with my crappy ADSL internet here) So I'll post that later.

I hope you enjoyed my battle report!






"The best way to lie is to tell the truth." Attelus Kaltos.
My story! Secret War
After his organisation is hired to hunt down an influential gang leader on the Hive world, Omnartus. Attelus Kaltos is embroiled deeper into the complex world of the Assassin. This is the job which will change him, for better or for worse. Forevermore. Chapter 1.

The Angaran Chronicles: Hamar Noir. After coming back from a dangerous mission which left his friend and partner, the werewolf: Emilia in a coma. Anargrin is sent on another mission: to hunt down a rogue vampire. A rogue vampire with no consistent modus operandi and who is exceedingly good at hiding its tracks. So much so even the veteran Anargrin is forced into desperate speculation. But worst of all: drive him into desperate measures. Measures which drives Anargrin to wonder; does the ends, justify the means?

 
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

Love the hero models, where are they from?

Nice job on the cultists too.

 
   
Made in us
Blood Angel Terminator with Lightning Claws






New Zealand

Hey, thanks! The models of Anargrin and company and the Jaroaite Priest I made them all on Hero Forge then had them 3d printed here by a local outfit (except Emilia in werewolf form who's a plastic mini from HF itself)

"The best way to lie is to tell the truth." Attelus Kaltos.
My story! Secret War
After his organisation is hired to hunt down an influential gang leader on the Hive world, Omnartus. Attelus Kaltos is embroiled deeper into the complex world of the Assassin. This is the job which will change him, for better or for worse. Forevermore. Chapter 1.

The Angaran Chronicles: Hamar Noir. After coming back from a dangerous mission which left his friend and partner, the werewolf: Emilia in a coma. Anargrin is sent on another mission: to hunt down a rogue vampire. A rogue vampire with no consistent modus operandi and who is exceedingly good at hiding its tracks. So much so even the veteran Anargrin is forced into desperate speculation. But worst of all: drive him into desperate measures. Measures which drives Anargrin to wonder; does the ends, justify the means?

 
   
Made in us
Blood Angel Terminator with Lightning Claws






New Zealand

Anargrin sniffs, whips the blood from his blade, and turns to the mercenaries.

'I know you have no horse in this race, so if you drop your weapons, you're free to go.'

The surviving mercs, from a local gang Anargrin, had already forgotten the name of, are big brutes to a man growl and glare at him in a way that many would find intimidating, but Anargrin found it anything but.

'Just go, damn you,' sighs Anargrin. 'You've seen what we're capable of. Do you want to find out first-hand?'

The mercs stare at him for a few seconds more before finally dropping their guns to the dirt with heavy thuds before they turn and stomp away.

'Should've killed them,' says Jelcine as she sneers at Anargrin from the shadows. 'The-

'Anargrin!' Raleas shrieks, and he's never heard her voice be so shrill before. Then Anargrin realises he can no longer sense Wilom's magical aura.

His heart bashing in his throat, Anargrin ignores Jelcine and explodes into a sprint, jumping and dodging through the scattered corpses of the Cultists in his way. On the way, he pats Emilia on the arm as she begins to transform into her human form.

Anargrin steps past the ruins and freezes; Raleas kneels over Wilom, pushing her palms to his chest. Blood soaked her to the shoulders and much of her blouse.

'Help me! He's dying, please!' Raleas cries; she stares at Anargrin, her beautiful blue eyes red with tears, her gorgeous face cracking with grief. The sight knocks Anargrin from his shocked state, and he rushes to Wilom's side.

'gak!' Anargrin hisses, knowing without a healing mage, there is no hope for the young apprentice, but even still, his hands join Raleas' in trying to pressurise Wilom's wound.

But it won't work.

It won't work.

FINAL THOUGHTS

On that depressing note, that's the end of my 1st Battle Report of a game of The Angaran Chronicles: The Skirmish Game (working title, maybe?) And I've got to say I had fun playing it! This is despite constantly having to stop and take notes and photos. It was also a different game than the three other times I play tested the scenario. 1st being it's usually Raleas who is killed, being only human and having two wounds. She's easy prey for the mass fire of the hordes, and she draws fire, being one of the characters who attack the earliest. Wilom died in another game once, but the Jaroai had killed him after it'd been summoned that time.
2nd, speaking of the devil, Jaroai is usually successfully summoned. What helped a lot this time, and I mentioned this, was Anargrin's team won the Deployment roll allowing Emilia to start the game transformed and Anargrin to slip away into the shadows to Infiltrate.
This game is a playtest, too, and it gave me some ideas for what to change, which I mentioned before.
One change I didn't mention was I do have a sort of facing system. E.g., a Unit can bypass Overwatch by charging from an angle the Unit (s) isn't facing, and if the Jaroai is summoned, Units facing it must take the Willpower check. One is that if a Unit is shooting another Unit with the Inhuman Reflexes Trait from behind, the defending Unit loses the Trait, so half their Agility Bonus like regular units.
I thought the early death of Wilom would've been more crippling for Anargrin's team, but some savvy tactics and bad positioning of the Extremist Units, as Emilia and Jelcine, led them on a merry chase. It also helped they began rolling exceptionally well, as if they had absorbed all of Wilom's luck and then some.

MVPS:

It was easy for me...I mean us to choose MVPs. First, for Anargrin’s team. Drum roll, please...



Jelcine! Give her a hand, people! Now, I would've given the MVP award to Anargrin if he hadn’t frigged up his big moment after he revealed himself. Jelcine managed actually to kill one of the Summoners on her first try, and she did some canny work, dodging the Gunner Mercs’ Overwatch before laying into the Summoners with her huge axe. Her last attack was what also ended the summoning.

The MVP or MVPs of the Extremist side are...another drum roll, please!



The Jaroaite (and one Jaroaian) Cultist Horde, give them a round of applause, people! *Making crowd noises*. Yeah, they killed Wilom, managed to take a wound off Emilia despite being only three left at the time, and performed very well in the early game as meat shields. The Jaroaian also managed to put aside his sectarian hatred for the Jaroaites to fight alongside them.

They died well for their cause, a cause that didn’t happen, but they died nonetheless, and that’s what most extremists want, isn’t it?

Uhh, neither Jelcine nor the cultist horde gets anything for their new MVP status (especially because the latter is dead). They don’t even get bragging rights as they don’t know they won. But Jelcine will definitely spend the rest of her days bragging at Anargrin for his frig up, anyway.

This game can’t be canon, anyway, as Wilom can’t die...yet... mwahaha hahaha! No, I just say that because everyone dies eventually, so there is no sinister foreshadowing.

With that done, I hope you enjoyed reading my 1st Battle Report and thank you for reading it to the end! Bye!

"The best way to lie is to tell the truth." Attelus Kaltos.
My story! Secret War
After his organisation is hired to hunt down an influential gang leader on the Hive world, Omnartus. Attelus Kaltos is embroiled deeper into the complex world of the Assassin. This is the job which will change him, for better or for worse. Forevermore. Chapter 1.

The Angaran Chronicles: Hamar Noir. After coming back from a dangerous mission which left his friend and partner, the werewolf: Emilia in a coma. Anargrin is sent on another mission: to hunt down a rogue vampire. A rogue vampire with no consistent modus operandi and who is exceedingly good at hiding its tracks. So much so even the veteran Anargrin is forced into desperate speculation. But worst of all: drive him into desperate measures. Measures which drives Anargrin to wonder; does the ends, justify the means?

 
   
 
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