The Reivers won Priority and the leader moved along the path to close the distance for his handgun range. He took cover behind a boulder on the left side of the path. The remaining Raiders dispersed along the path so they could support each others shooting with their "Blast 'em" special ability. The Reiver behind the boulder on the far right had time for a shooting action at the Feudal leader but his attacks missed.
The Feudal soldiers followed their leader in a charge up the path intending to close with the Reivers to let their bayonets go to work. The Feudal leader was able to reach the surprised Reiver leader with two thrusts that stuck home. The first strike glanced off the raider's brigandine jacket. The second thrust was a partial hit (that shifts left one Effect Table column) and the Reiver's armor added to second left shift into the Very Low column, causing a level four effect (maxed because the target is a Henchman). The Reiver leader lost 4 hit points, going from 10 to 6 remaining.
The chart in the top right corner is a half-page version of the front of the Quick Reference Sheet / Index. This shows the general Protection and Resistance Modifiers and the two-part Effects Tables below them. These are used to rate all attacks and their effects from Stone Age clubs up to Future Age energy blasters and explosives. Modifiers to the Effects Table that appear on the Crew Cards of figures carrying those weapons allow for a broad range of individual effects.
The second turn saw the Reivers gain priority again, but they were not able to execute any better their second try. Although all their shots hit except for one, the Feudals made their armor saves. The most disappointing results (from the Reiver perspective) was two excellent hits on the Feudal leader that combined should have taken him out of action, but he pulled a 12 (there's only one Flood card) and a 10 out of the deck and the shots bounced off.
The Feudal charge continued up the path into the raiders front positions. Only one injury slowed the soldiers attacks (a 6-point hit). Then it was bayonet time.
The Feudal leader finished off the Reiver leader with a single bayonet thrust. The charge continued past him and into the first two raiders. They went down from two strikes apiece.
The third turn was anti-climatic. The Reivers lost the priority check and the Feudals caught the nearest raider, who quickly surrendered. The Reiver further back ran off.
Well, it's time to give the poor battered Reivers a rest. The Feudals need an opponent with the kind of melee skills they have. Although the Feudals and Grun are allies, a fallen out or misunderstanding could happen.
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