I'll note this fight down in a more cold, mechanics demo fashion to show what is rolled, but in future I'll be more narrative in the fight summary.
Turn 1: Dice Pool: Secutor(20),Retiarus(15), Init Retiarus
- All Move towards each other full move
- Retiarus move to max net range (6")
- Secutor closes in to 3"
- Secutor moves in to engage Retiarus in HtH.
- Dice Allocation (DA): Secutor(4), Retiarus(2)
- Secutor Pass 2, Retiarus 0
- Hit scored on chest with a wound (and burn 3 DA) and Retiarus knocked down (burn 1 DA)
- Secutor immediate follow-up attack for a knockdown.
- DA: Secutor(4), Retiarus(2) (Retiarius on ground so burns double, DA = 4)
- Secutor Pass 1, Retiarus 0
- Hit scored on left arm for a wound (and burn 2 DA) and Retiarus rolls 1" to the left (burn 1 DA)
- Retiarus stands (Cost 2" movemnet) and retreats 3"
- Secutor advances 3"
- Retiarus - Catch Breath roll Fail, Net Attack roll Fail, Move away 5"
- Secutor advances 3"
- Retiarus Catch Breath
- Retiarius Catch Breath
- Secutor advance and engage
- DA: Secutor(4), Retiarus(2)
- Secutor Pass 0, Retiarus 1
- Hit scored on Belly but no wound and Secutor gives ground by 1"
- Retiarus Net attack
- DA: Secutor(3), Retiarus(2)
- Secutor pass 3, Retiarus 1
- Secutor cuts net rope tether & Retiarus surrenders spent
Looking back at the action notes I can see that I may have messed up the NPC movement in turns 3 & 4 as he would have been retreating at double movement allocation or would have left himself facing away from his opponent in turn 6. Also I don't think the NPC should have caught his breath on Turn 6. Don't think it made any difference to the outcome after the brutal Turn 3 combat which wounded the NPC and burned nearly all his Dice.
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