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Author Topic: Strange Aeons meets Shadows of Brimstone  (Read 82573 times)

Offline Litebrite

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Strange Aeons meets Shadows of Brimstone
« on: April 04, 2015, 09:06:35 PM »
I went in on the full KS for Shadows of Brimstone and eagerly await the 2nd Ed of SA (also fully investing in this KS).  I have been playing 1st ED SA for a couple of years.  The monsters that come with SoB can fit nicely into SA and I plan to work out some rules guidelines for Wild West SA once I get the 2nd Ed. SA. But I have started conversions of SoB monsters into Lurkers.  I am making these slightly customizable with the "Add-ons" with their attendant additional BP cost per model purchased.  Here are my first three conversions (We are still playtesting them here at home to see how balanced they are versus Threshold agent teams).

LURKERS

VOID SPIDER  BP: 1 -- Maximum of 12 models on the table

M   Dex   Con   A   W   Res
8    3+      3     1    1     6+

Note: You must purchase 3 Spiders together at one time (they work in groups).

Weapons: Bite (CCB +1)

Special: Beast, Void

Linked Minds: When activated, the three (or remaining number of the three) activate simultaneously together at the same time. They select one target to attack and all must attempt to contact that target. Perform their attacks individually when resolving attacks.

Dark Stone Rating: 1/figure that contacts.

Add Ons:

Venom (+2 BP/model): The agent that is not wounded from a successful attack from a Spider, he has his next turns movement halved and a -1 DRM for any dexterity roll made.

Hardened Shells (+1 BP/model):  The spiders have a Con of 3/4.

Poisonous Venom (+4 BP/Model): If a hero is not wounded immediately from the spiders attack, at the start of each of the character’s turns, the player must make a d6 roll. If the result is a 1, the character is now immune to Spider’s Poison. If the result is a 2-4, he suffers the effects as detailed in Venom above. If the result is a 5-6, the character must immediately roll on the Injury Table with a +4 DRM.

Hellbats  BP: 3 -- Maximum of 6 models on the table

M   Dex   Con   A   W   Res
10    2+    4     2    1     5+

Note: You must purchase 2 Hellbats together at a time.

Weapons: Bite and Tail Stab

Special: Beast, Fear (The shrieking wails of the Hellbats cause Fear)

Hovering: Hellbats ignore terrain costs when moving. Ranged Combat versus them suffer a -1 DRM to hit.

Add Ons:

Tough Skin (+2 BP/model): The hellbats have a Con of 4/5,

Barbed Tail (+2 BP/model): Each Hellbat has CCB+1 and AP1,

Spiked Wings (+1 BP/model): Each Hellbat has an Attack value of 3.

Stranglers  BP: 4  Maximum of 6 models on the table

M   Dex   Con   A   W   Res
5     4+     5     2    2    4+

Weapons: Bite, Tentacles (CCB +1)

Special: Hideous, Daemon.

Fury: When this Daemon is attacking a figure with an artifact, it gains +1 attack.

Add-ons

Tough Skin (+2 BP/model) Model has a Con of 5/6

Regeneration (+2 BP/model) During the Upkeep Phase of its turn, roll 1d6. If the result is odd, the figure regenerates one wound (reduce wounds suffered by one – even if face down)

Night Terror BP 8 -- Maximum of 3 on the Table
M   Dex   Con   A   W   Res
6    4+    6/7    2   3    4+

Weapons: Bite , Slash (CCB+2)

Special: Terror, Daemon

Add-ons

Brute (+ 2 BP) Night Terror has 4 wounds.

Regeneration (+3 BP) During the Upkeep Phase of its turn, roll 1d6. If the result is odd, the figure regenerates one wound (reduce wounds suffered by one – even if face down)

Hunter (+ 3BP) Night Terror has an Attack of 3.

Slasher BP 10 -- Maximum of 3 on the Table

M   Dex   Con   A   W   Res
4   3+    5/7    3     2   4+

Weapons: Bite , Slash (CCB +1)

Special: Fear, Beast

Add-ons:

Hateful Chtter (+ 2 BPs): Slasher now causes Terror.

Segmented Plating (+3 BPs): Slasher’s Con is now 6/8

Barbed Claws (+ 3 BPs): Damage Bonus +2 with AP 1.

Harbinger BP 15

M   Dex   Con   A   W   Res
10   4+    6/8    3     3   3+

Weapons: Bite , Slash (CCB +2, DMG +2)

Special: Terror, Beast

Bringer of Death: Roll a die and for one action, the Harbinger
can perform that action:

1-2: Tail Sweep: All enemy characters within 2” are melee attacked (2 dice).
3-4: Summon Hellbats Immediately have 2 Hellbats (if available but with no  add-ons) enter the board from a random edge (One Short board edge is assigned the value 1 and and go clockwise around from there with each long board edge divided in half. Roll a die and they enter anywhere along that board edge.
5-6 Regenerate: The Harbinger immediately gains back one wound if it has any.

Add-ons:

Shriek of Command (+ 3 BPs):All other Lurkers gain +1 Attack this turn (they have become frenzied).

Claws (+3 BPs): Harbinger gains +1 Attack,

Harvester of Souls (+3 BPs): When the Harbinger causes a Major Wound, it heals one wound.

Goliath BP 20

M   Dex   Con   A   W   Res
6   3+    7/9    3     6   3+

Weapons: Stomp (CCB +2, DMG +3), Tentecle Whip ( CCB +1, DMG +1)

Special: Unspeakable Horror (See Note below), Daemon

If the Goliath attacks, it must choose either:

* Stomp It may attack one enemy figure in base to base contact
Or
* Tentacle Whip  in which it attacks all enemy figures within 2” of its base.

Dark Stone Rating: 1/figure that is within 5" at any point.

Add-ons:

Entangle (+4 BP): A figure that is successfully hit by the Goliath’s Tentacle Whip attack and does not have to roll on the Major Injury table, is now held by that tentacle (ignore this result if two figures are already Entangled) and remains (or is placed) in base to base contact with the Goliath. The entangled figure can only melee the Goliath during his activation in an attempt to break free. If the entangled figure wins the melee, it does not wound the Goliath, but instead may immediately make a normal move away from the Goliath. If in a single attack by the Goliath’s Tentacle Whip, more than one enemy figure is successfully hit, the Lurker player can choose which of the hit figures are Entangled.  A Goliath figure that has two figures entangled may not perform a Tentacle Whip attack. If the Goliath begins its activation with figures Entangled, it can choose to “Throw” those figures as its attack action (See Throw skill in the Main SA book).

Screams of the Damned (+3 BPs): As an action, the Goliath can perform this action.  Each enemy model within 10” of the Goliath must make a Resolution Check with a -1 DRM. If they fail, roll on the Psychology Injury Table. Otherwise the enemy withstood the psychic shock of this horrendous howl of woe from the Goliath.

Note: Unspeakable Horror is a new reason for Resolve test with the following guidelines: 10" if not in Line of Sight, or 15" if in Line of Sight causes the reason for a test.

*******************************************************
Void Hound BP 14 -- Maximum of 3 on the Table
This is basically a Daemon Hound on Steroids (actual figure is about 3 times the size of the Daemon Hound figure).

M   Dex   Con   A   W   Res
6   4+     7/9    3    3    4+

NOTE Use the Weapons, Specials and Abilities from the Daemon Hound found in SA 2nd Ed.

Dark Stone Rating: 1/figure that contacts.

Add-ons:
Void shifting
(+ 2 BPs): The beast shifts in an out of the Void and thus has a 5+ Save against all Hits except from Magic or Artifact weapons.

Frenzie Attack (+ 3 BPs): CCB +3 Dam. 1D +3 and AP 2. This type of attack may only be performed after the Void Hound has been wounded.

Nightmare Howl (+2 BPs): A Void Hound can use an action to perform a Howl.  All Threshold members who are not immune to Psychology Tests within 10” must make a normal Resolve test.

Void Sorcerer BPs 12

M   Dex   Con   A   W   Res
5   4+      6      3    3   2+

Use the Skills,Weapons, Specials and Abilities from the High Priestess in SA

Dark Stone Rating: 1/figure that contacts.

Add-ons:

Void Shifting
(+2 BPs) The sorcerer shifts in and out of the Void and thus has a 5+ Save against all Hits except from Magic or Artifact weapons.

Void Bolt (+8 BPs): The Void Sorcerer as an Action casts a ranged Void Bolt (Range: 10", Dmg 1D+1, AP1)

Void Death (+ 3 BPs): Resolve a Major Injury immediately for a Void Sorcerer. If he dies, he explodes (Large Template) with Dmg 1D+4.

***************************************************

RATS NEST BPs: 10

M      D      C     A     W      R
0       NA    7     0      5      NA

Skills: Command

Specials:
Spawning:
During the Lurker player's Upkeep portion of the turn, he rolls 1d6 for each Rats Nest on the table. If the result is a 1-4, nothing happens. If the result is a 5, one rat comes out of the Nest. If the result is a 6, 2 rats come out of the nest.

Pack Building: The Lurker player can hold the spawned rats in contact with the Rat's Nest. Once 5 Rats have been Spawned (or gathered in contact with the nest --see below), it becomes a Rat Pack (Mob) and functions from then on as one. Another method for forming a Pack (or help to form one with spawned Rats) is for Lurker Player to  move individual Rats back into contact with the Nest and then become part of a new Pack/Mob once the condition is met.

Immunity to Bullets Rats Nest cannot be wounded by handgun or rifle bullets. Shotguns, dynamite (explosive weapons), and large Melee Weapons (Axes, Hammer, Cleavers) are needed to damage this Lurker.

***********************************************************

Hell Vermin BP 7 -- Maximum of 3 on the Table.

M     Dex   Con   A   W   Res
6      4+    6/7    3    2   3+

Weapons: Teeth and Claws CCB +2 Dmg 1D+2 AP: 1
Skills Command, Duck
Specials Daemon, Terror

Add Ons:

Regeneration (+3 BP) During the Upkeep Phase of the Lurker turn, roll 1d6. If the result is odd, the figure regenerates one wound (reduce wounds suffered by one – even if face down)

Debilitating Saliva (+2 BP/model) If the target figure is hit (wounded or not) from a successful attack from a Hell Vermin, the figure has its next turn’s movement halved and a -1 DRM for any dexterity roll made.

Poisonous Saliva (+4 BP/model): If a figure is hit from the Hell Vermin’s attack (wounded or not), during the Upkeep Phase of each of the figure’s following turns, the owning player must make a d6 roll. If the result is a 1, the character is now immune to this Saliva. If the result is a 2-4, he suffers the effects as detailed in Debilitating Saliva above. If the result is a 5-6, the character must immediately roll on the Injury Table with a +4 DRM.
*************************************************************

DARK STONE BRUTE  BP Cost: 8 - Maximum of 3 on the Table.

M      D       C     A     W      R
4       5+    6/8   2      2      3+
Weapons: Stone Punch CCB +2 Dmg 1D+3
Skills: None
Dark Stone Rating: 1/figure that contacts. This is for my new Corruption/Mutation rule

Specials:
Whirling Arm Sweep Smash:
If there is more than one enemy figure in contact with the Dark Stone Brute, the Lurker player selects the primary target for the attack. Then rolls a die for each other enemy figure in contact. If the result is a 5 or 6, that figure is attacked as well (with a normal number of attack dice).

Add Ons:
Rock Hand Spikes
(+2 BP) The fused dark stone is spiked on his stone fist. Add +1 to DMG and he acquires AP 1.

Dark Stone Rage (+2 BP) Before each melee attack, roll a die. If the result is a 5 or 6, the figure gains an additional attack die for the attack.

Heavy Stone (+4 BP) The figure gets +1 wound.
*************************************************************
DARK STONE HYDRA  BP: 18

M   Dex   Con   A   W   Res
10    5+   6/7   3    3     5+

Weapons: Bite (CCB +2, DMG: +2, Poison)

Special: Beast, Void, Fear

Dark Stone Rating: 1 if within 5" of the Hydra. An additional 1 if figure that comes into contact.

Add Ons:

Dark Stone Tail Whip (+2 BP): The Hydra gains +1 Attack.

Void Shift (+2 BP):  The Hydra gains a save of 6+ because it is shifting into the Void.

Dark Stone Venom (+4 BP): When rolling for Poison Effects, the poison causes 2 wounds instead of 1.
*************************************************************
I would appreciate any feedback that others would care to provide so that I can better develop these and the other new Lurkers from SoB into SA.

Lembit
« Last Edit: July 17, 2016, 03:29:48 PM by Litebrite »

Offline Litebrite

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Re: Strange Aeons meets Shadows of Brimstone
« Reply #1 on: April 14, 2015, 07:15:20 AM »
Beginnings

April 12, 1881 His 34th birthday, but he felt as if he was just a young man with eyes wide open now in a new world. Former detective Clive Saunders jumped when he heard the knock and looked over to see that a note was being slipped under his door. Arriving at the door, he recognized that It had the circled "T" on its top and he knew that the time had come.  He was being summoned to begin his new career and a mission into the unknown.

Six months ago, mysterious disappearances of children in his hometown of New York city had brought him into the terrifying world of horror and the macabre through his investigations. Thus Clive came to know the truthful sanity shaking knowledge that his mind still tried to disbelieve even though he had experienced evidence to the contrary. As Field Director O'Shea had said to him at their first meeting: "Well laddie, as you now likely realize, the Occult is real and there are monsters, deamons and slumbering Alien Gods that normal men can not really concieve of, plus their human cults that worship them".
 
During his pursuit of the case, he had met up with Agent Thomas from a organization called "Threshold" and the two of them had solved the case by erradicated the Evil Cult that worshiped a deity called Shoggoth , that had been located in the sewers of the city. It was these evil doers who had perpetrated the hideous murders of the children by using them as sacrifices to their deity. Since then, Clive had been training with Thomas and Threshold to prepare him for his new career as one of their agents.

The note indicate a location in Central Park to meet at 8PM. Arriving there a few minites early, Clive savoured the early Spring evening sights, sounds and amells while he could because he realized this may be the last time, for a long while, that he would be here.

Promptly at 8, Director O'Shea showed up and after a quick greeting he stated: "Clive, me-laddie. You've demonstrated to us your fine qualities and now we must wisk you off on a mission. We have been receiving reports from out west of livestock mutalation, and some homesteaders disappearing.  Our Agent that was out there, was sent to investigate but is now overdue on reporting for a number of weeks. We fear the worst. I need you to head out to the Area of the town of Brimstone and look into this matter.  You have authorization to enlist the local sheriff, his deputies and any other individuals you feel may aid in the resolution of this matter quickly. Do us proud and may God be with you."

At this point he gave Clive the train ticket to head out west for the next day. Clive's journey was beginning.
« Last Edit: August 18, 2015, 03:46:40 AM by Litebrite »

Offline Mason

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Re: Strange Aeons meets Shadows of Brimstone
« Reply #2 on: April 15, 2015, 06:04:23 AM »
Love the background.
A great way to introduce yourself.
 8) 8)

Welcome to the Cult.
 :D

Offline EndTransmission

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Re: Strange Aeons meets Shadows of Brimstone
« Reply #3 on: April 28, 2015, 09:16:13 PM »
Very useful, thank you! :)

Offline Litebrite

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Re: Strange Aeons meets Shadows of Brimstone
« Reply #4 on: May 03, 2015, 02:22:18 PM »
The train ride out west took 2 days in which Clive enjoyed the views of the Spring countryside outside of the train windows.  Many conversations around him on the train were by people heading to Brimstone talking about the new ore that had been found in Brimstone's area and the riches that could be gained by finding some.
Clive found these thoughts expressed by the other passengers both foreboding and expected (normal for man's usual greed).

Upon arriving at Brimstone, Clive sensed an almost palatable evil in the air and he realized that this mission he was on would likely test his resolve and abilities beyond anything that he had encountered yet.

Since it was late afternoon, he went to the hotel and got settled in his room (which Threshold had reserved for him). He would begin his investigation in the morning.

************************************************

The following morning he was up early and ate a hearty breakfast in the hotel's diner. At 9:00 AM he was at the Town Sheriff's office. There were 4 men sitting around a table discussing things as Clive entered. One man rose and introduced himself as Sheriff Taylor and that he had been expecting Clive. Sheriff Taylor introduces Clive to the other men with him.  US Marshall Gus Harper, Deputy Sheriff Clem Connor and Joseph Stormcrow an Indian Scout. These three men would be part of Clive's team and help Clive with his investigations.

--------------------------------------------

Game Prep Notes

Clive had participated in missions while in NYC, so he had some development already. Thus I rolled a d6 to determine the number of additional Skills/Upgrades that he already had (rolled a 3) so that meant he had a BP of 8. That also meant that the Threshold force would have a total starting BP of 18.  Here are their stats for the first scenario:

Team BP Total: 18

Clive Saunders (Character) 8 BP
M   Dex   Con   A   W   Res
5    3+      6     3    2    3+
Weapons: Colt 45, Bowie Knife
Skills: Command, Ambush, Fearless,
 
Clem Connor (Deputy) 3 BP
M   Dex   Con   A   W   Res
5    4+     5      2   1    4+
Weapons: Colt .45, Bowie Knife
Skills: Accurate

Gus Harper (US Marshal) 5 BP
M   Dex   Con   A   W   Res
5    3+      5     2   1     4+
Weapons: Colt .45, Shotgun, Bowie Knife
Skills: Crack Shot

Joseph Stormcrow (Indian Scout) 2 BP
M   Dex   Con   A   W   Res
5    4+      5     2   1     4+
Weapons: Rifle, Hatchet
Skills: Tracking

Comming up Next: What Webs Decieve (Scenario 1)
« Last Edit: October 13, 2015, 06:43:28 AM by Litebrite »

Offline Litebrite

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Re: Strange Aeons meets Shadows of Brimstone
« Reply #5 on: May 03, 2015, 02:50:09 PM »
Lurker Update:

After having played some one of Scenarios with my son, I have determined that the base BP cost for the Hellbats was too much. Thus I have lowered it to 3 (already updated in the initial post).

I moved the stats up to the first post.


« Last Edit: May 27, 2015, 06:55:11 PM by Litebrite »

Offline Litebrite

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Re: Strange Aeons meets Shadows of Brimstone
« Reply #6 on: May 21, 2015, 06:16:04 AM »
The following morning, the party left Brimstone to head out to the area where the earlier Threshold Agent (James Perdue) was last reported to be.  The journey via horseback took close to 10 hours to cover.  The area was thinly populated and upon inquiry from the first homestead they encountered, they found out that James had traveled onwards to the Dalton's Homestead (where a number of livestock mutilations had occured recently).  While enroute there, Joseph Stormcrow noted recent blood on the road with blood trails leading off into the woods along a barely decernable trail in the dense bush off to the side.  Clive, the Marshall and Deputy Connor agree that they should investigate this.  THey dismount their horses and tie them up to the trees near the road and proceed into the woods. They are following the trail for about 10 minutes when Joseph (in the lead) indicates they should halt and he listens. From both their right and left skittering noises are heard approaching them quickly... They look and behold a sight none have seen before.  Black Spiders almost as big as men in groups of three rushing towards them.... The fight is on.....

There are 3 groups of 3 spiders. All spiders have hardened skins (2BP each x 9 = 18BP)

Turn 1
Spiders have Initiative and first group of 3 Soiders arrive to the left of the party on the trail and rush towards them. SInce 3 of the party are on Reaction, they fire at the rapidly approaching Spiders, dispatching one to the Void it came from. The second Spider charges into contact with the US Marshall and in the ensuing melee, the Marshall is victorious taking out the spider. The third spider charges into contact with Clive and Clive manages to stun and knock down the Spider.
Picture 1.

The US Marshall acitvates and takes 2 blasts with his shotgun at the prone Spider next to Clive, but misses with both shots (probably a little shaken from this unbelievable encounter)

The next 3 spiders rush towards the party and all reaction shots miss them as they approach. The 3 Spider contact the Marshall, Deputy and Scout. In the ensuing melee, the US Marshall is taken down while the Scout and Depty dispatch their attackers.
Picture 2

Next the Indian Scout activates and charges the knocked down spider, but in the ensuing melee does not manage to take it out (Draw result).

The final three Spiders charge in from the party's right and manage to make contact with the three remaining members of the party. Fate favours the party as they quickly dispatch the new attacking SPiders.
Picture 3.

Clive now uses his command ability and he and the deputy fire at prone Spider dispatching it to whence it came.

A very quick battle (only one turn).  For the most part the die rolling of the party could not be beat.  
« Last Edit: May 21, 2015, 06:23:52 AM by Litebrite »

Offline Litebrite

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Re: Strange Aeons meets Shadows of Brimstone
« Reply #7 on: May 27, 2015, 06:50:17 AM »
I realized, that I am using my term "reaction" for the SA game mechanic of "Alert" and want to make sure that people are aware of this.

I am starting the AAR for the 2nd scenario of our intrepid group of Investigators which is titled "Flutters and Screeching in the Night". I am attaching one snapshot of the scenario played.

Lem

Offline Litebrite

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Re: Strange Aeons meets Shadows of Brimstone
« Reply #8 on: May 30, 2015, 02:16:06 AM »
Gameplay Note Since Gus (US Marshall) suffered a major wound from the battle, a roll was made: resulting in Agoraphobia, but we decided that Arachnophobia was more appropriate and changed it to that.  The party received a map piece (a sheet of James Purdue's log journal) for their success.

********************************************

The group helped Gus back to the horses by the trail and the party continued on its way to the Dalton homestead.

It was night now and there were no lights on at the Dalton house. The party approached carefully but found the house deserted and the barn empty with no livestock in the pens. There was evidence of a fight occuring here recently (blood and spend rifle and pistol shell casings). All members agreed that they would spend the night in the house (setting watches between the 3 still healthy members and allowing Gus to get a full night's rest). They would proceed with the search in the morning.  

About 2 AM, Just as Clive was starting his watch, faint un-natural shreiking sounds were heard approaching from the west. Clive quickly woke the rest of the party and they went out by the animal pen (beside the barn) so they could protect their horses who were stabled in the farm.  

Joseph spotted some wierd winged creatures silhouetted in the moon flying in from the West and pointed them out to the rest of the party. Visablity varied as the 1/2 moon appeared and disappeared behind the clouds.

********************************************

Gameplay Note We made up a Variable Night Visability Rule for this scenaio:

At the start of the scenario, the THreshold player rolls 2d6 and adds them together. This value is the minimum visability Range for the entire scenario. At the start of each turn the Lurker player rolls 3d6. If the total of these dice is equal to or under the Minimum value determined at start, the LOS visability range in inches is the Minimum value. If the total of the 3d6 is greater than the minimum value, the LOS range for the turn is this Total in inches. If it is raining, halve the minimum value when determined and each turn's Total rolled value (round down).

See the Picture below for the scenario gameboard setup.

I will continue the AAR in my next post.
  
« Last Edit: December 11, 2015, 05:17:36 PM by Litebrite »

Offline cuchulain23

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Re: Strange Aeons meets Shadows of Brimstone
« Reply #9 on: June 03, 2015, 11:21:44 PM »
Great looking setup. I have recently purchased a Shadows of Brimstone game with the intentions of using the models for SA as well. 

Offline Litebrite

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Re: Strange Aeons meets Shadows of Brimstone
« Reply #10 on: June 07, 2015, 02:13:03 PM »
We have been playtesting further with the Void Spiders and it was found that they are too easily taken out.  I did not want to increase their stats, but have decided to add a special ability for them (I have added this to the listing in the first post as well:

Linked Minds: When activated, the three (or remaining number of the three) activate simultaneously together at the same time. They select one target to attack and all must attempt to contact that target. Perform their attacks individually when resolving attacks.

If others are trying these Lurkers out on their gaming table, I would appreciate any feedback on your experience with these. Thanks.

Lembit  :)
« Last Edit: June 07, 2015, 02:34:41 PM by Litebrite »

Offline Litebrite

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Re: Strange Aeons meets Shadows of Brimstone
« Reply #11 on: June 12, 2015, 09:35:56 PM »
Scenario 2 Gameplay Notes

Since the Treshold team won the first scenario, they gained a BP as well.  My opponent chose to add the skill Inspire to Clive.

My selection of the Lurker force would have 4 Hellbats (2 groups of 2 with a base cost of 12BP). Group 1 I added "Tought skin" )+2BP/model) and Group 2 I added "Spiked Wings" (+1BP/model). This brought the Lurker BP total to 18 BP (couldn't use the 1 BP available because of the pairing restriction).

*****************************************************

The party deployed around the stone wall coral.

Turn 1: Both pairs of Hellbats flew in from the west, but were not within visibility range (8") of the party being able to shoot at them. The members of the team moved forward to the west side of the coral to be in position to shoot at the approaching flying beasts from hell. (See Picture 1 and 2)

Turn 2: Visibility decreased slightly as the moon went behind the clouds (5"). The Lurkers won initialtive and moved Group 1
first. As they came within 5" they let loose a ear-deafening screech of terror, but all members of the party passed their Resolve tests (using Clive's value now).  Clive (having the Ambush ability) fired off at the first approaching winged horror and winged it so that it came crashing down onto the ground, but not out of the fight (face up).
 
As the second of the pair approached, its screeches of terror were ineffective as well. Clive fired again and it also was winged by Clive but crash landed (face up again) just in front of Clem (see picture 3). The rest of the team members shot at these two downed horrors, but they either missed or didn't penetrate the beast's tougher skin. The other pair of Hellbats moved up, but stayed out of the visability range of the humans looking for opportunity.

Turn 3 Visiability increased to 7". Lurkers won the initiative again and the hellbat next to Clem, rose up and screeched its horrid sound (all team members passed their resolve test) and then charged Clem. Clive missed his alert shot. Clem pulled out his knife and began the melee with Hellbat. Neither could bring a decisive blow to other (tied result).

Knowing there were still up to three additional Hellbats to enter the fray, the Threshold player only activated Clem to try the melee again. Again neither opponent gained the edge over the other (another tie roll).

The other (face up) Hellbat rose up into the air and made its horrid screech. The sound was too much for Joseph Stormcrow, who fell down stupefied (face up). The Hellbat now dove (charged) towards Clem. Clive fired at it again, but it erratic flight made him miss. Now dealing with two creatures, Clem did his best, but was beat down (face down) and injured. (See Picture  4 - sorry not quite in focus)

Joseph (next to be activated) seeing his fellow team member wounded thus, returned to his senses and stood up and fired his rifle at the closer Hellbat and watched in satisfaction as its head burst into bloody pieces.

Now the closer of the Group 2 Hellbats began its flighty charge at Clive (somehow sensing that this human was the leader). Clive fired at it as it approached and also watched in satisfaction as the creature fell from the sky to the ground and no longer moved.

Gus figured it was time to deal with that other blasphemous beast attacking Clem and fired his shotgun at it when it pulled up for a second ready to dive on Clem again. One wing and the middle of the beasts sinuous body evaporated with his hit (critical hit) which brought a smile to Gus' face.

The last Hellbat made its mad flying charge at Clive. Its shriek had no effect while approaching. Clive fired again, but missed and the creature was upon him. Clive noticed at the last second that this one had very sharp wing talons (thus matching Clive's attacks). The melee was furious, and finally (during Clive's activation came to an end as Clive drove his knife up into its head. (See picture 5 - again blurry, sorry)

All the team members rushed over to Clem to see how he was. The wounds to his body were quite severe (Weakened result on the Injury table = -1 Attack). But he was fiesty and wanted to carry on as best he could. They examined these creatures of elsewhere and stuck on one creatures wings talon they found a ring with a wierd symbol on its face that noone recognized.

The team retired to the house and after bandaging up Clem, they all got some well deserved rest.

***********************************

Another win for the Threshold. They secured an artifact (as yet unknown atributes).  Another BP award, which was awarded to Clem (he keenly watched how Clive reacted to the incoming adversaries) who was given "Ambush" which will allow him to "Alert" fire at all enemies now.
Next report: "Tangling in the Krags"

Lembit
« Last Edit: October 13, 2015, 07:08:57 AM by Litebrite »

Offline Litebrite

  • Scientist
  • Posts: 273
Re: Strange Aeons meets Shadows of Brimstone
« Reply #12 on: June 18, 2015, 05:48:29 AM »
I have added 2 new SOB Lurkers to the list in the first post of this thread: 

The Night Terror
The Slasher

Again, I would appreciate any feedback from others who play with these new Lurkers.

Lembit  :)

Offline Litebrite

  • Scientist
  • Posts: 273
Re: Strange Aeons meets Shadows of Brimstone
« Reply #13 on: July 26, 2015, 03:24:40 AM »
It has been a while since I last posted due to my health issues. The battery on my camera died soon after we started the scenario so there are only a few pictures. Continuing the AAR now.

Clive decided that the next day would be one of rest and re-couperation. Joseph went out foraging/hunting and brought back dinner for them. The following day an early start had the group head out along a trail heading towards the hills about a couple of hour's walk away. They couldn't use the horses due to the closeness of the surrounding bush along the trail. They arrived at the hills and were
about a couple miles in along the trail when they noticed that there was no wildlife sounds. Something was not right.  They proceeded along the trail and as they were approaching a rock outcrop in which the trail cut through, they were suddenly set upon from their left....

**********************************************

Scenario 3 Setup (See Pic 1 for the table layout).

The Lurkers have 20 BPs with which I selected:

* 1 x Strangler (4 BPs) with Armored Skin (+2 BPs)
* 1 x Strangler (4 BPs)
* 1 x 3 Void Spiders with Hardened Shells (6 BPs)
* 1 x  3 Void Spiders (3 BPs)

A total of 19 BPs.

The scenario objective was to exit all party members off the opposite short board edge(4). The Lurkers would appear randomly. Each turn,
each group that had not entered would be rolled for. If the roll for the group was equal to or less than the current turn number, that group would enter on a board edge section rolled for (see setup pic for designated board edges).

**********************************************

Turn 1

The party entered from edge 1 (Easterm - See Pic 2) and moved down the trail to just before the the Krag trail pass. Lurkers did not get a roll result to enter any figures.

Turn 2

The group of Void Spiders (with hardened Shells) were the only successful entry roll this turn and rolled to enter from board edge
4 (Western). They moved into the eastern edge of the woods that were to the south of the trail (See Pic 3) waiting for their prey.

Joseph sensed something and told the rest of the party to wait. He then moved to the opening on the north side of the Krag trail outcropping.      

The rest of the party waited (getting Alert status).

Turn 3

The Lurkers got the jump on the Party this turn and successfully rolled for the Strangler (with Tough Skin) and the second group of 3
Void Spiders to arrive.

The Strangler entered from entry area 6 and moved in behind the Trail Krag but being visable and within 5" of Clem (See Pic 4).
Clem (with Ambush) first took a shot at this new and horrible thing when in it appeared in sight and range achieving a hit. But he watched in amazement as the bullet ricocheted off the things skin. He then felt the rage rise within him as it got closer (Frenzy result after failing Resolve test) and charged the unholy thing (holstering his gun and drawing his knife). In the ensueing melee he was able to knock the the creature (face) down.

It was then his turn. Wanting to  rid the world of this seemingly unconscious abomination. His resolve failed him as his mind froze him stunned in place.

At that point the the Void Spiders on the south side of the trail moved across the trail into the eastern edge of the woods on the
north side.
 
Clive along with Gus moved into position to see the monster that Clem had engaged and tried to shoot it, but Clive's bullets and the
Gus' shotgun loads just bounced off the skin of the creature. Gus blurted out "Hell and damnation. What does it take to kill that thing".

The other 3 Void Spiders entered the board and moved to where the first group of Void Spiders had been (Both sides of the trail now
blocked).

Joseph decided to be patient and waited (getting Alert status).

Turn 4

Lurkers got the imitative again.

The Strangler regained its senses (consciousness) and stood up.

Clive shouted out to Clem that help was coming as he charged forward to engage the Strangler. As Clive came within 5" his
determination failed and flight seemed the better decision than to fight (failed resolve) and he began instead moving back towards the
Homestead.

The 3 Void Spiders charged Joseph who being alert he was able to take a shot at each as they approached and killed the first one, but
missed the other two. In the ensuing melee, the spiders were only able to have a equal stand-off with Joseph.

Clem, heartened by Clive's earlier words was ready to end this fight, one way or another. So he stood his ground and attacked the Strangler. Fate was on his side (a roll of 6 followed by another 6 for a critical hit). He drove his knife upwards into the gaping mouth of the thing and it fell to the ground dead, ozing out its purplish blood.

The lurkers waited (a Pass) to see what the rest of the party embers would do.
 
Gus hearing the noises of a fight where Joseph  had gone, moved around the Krag to see what was going on. SPIDERS!!!  Oh God. not
Spiders!!  He overcame his fear (resolve test due to his Arachnaphobia) and raised his shotgun and fired at one of the spiders as it pulled back to attack Joseph and hit it squarely on bursting its central body and splatering its gory in'ards onto Joseph.

The Spiders on the south side of the trail sensing the dire straights of their fellow spiders charged across the Krag and dove down from its heights onto Gus. Gus' fear overcame him and he passed out. The 3 spiders made short work of him killing him and tearing him to pieces.

Turn 5


The party won this turn's initiative.

Clive having heard the scream of horror from Gus silenced rushed up to see what was happening but unfortunately his view only enabled him to see that Gus had been killed. Clive shot at one of the Spiders feeding on Gus with the minor satisfaction of killing it.

Joseph, becoming frenzied, shouted out his Indian battle cry and attacked the one remaining Spider he was in melee with. The spider fell dead to Joseph's furious onslaught.

Gus moved closer to the other two so he could provide firepower in case it was needed (which was a good thing).

Turn 6

Party got the initiative.

Clive was within shooting range of the remaining two spiders feasting on Gus, so he took aim and dispatched both to the hell of death they never should have come from.

The Lurker rolled and the final Strangler would enter via entry area 2 of the northern board edge. The Strangler was spotted immediately and both Clive and Clem took their ambush shots at it. This time the bullets penetrated the beast and it fell dead as it approached the party.

This ended the scenario.  I will post the post game information in a future post.  I will have the other three pictures I have in the  in the next post.

Lembit  :)
« Last Edit: July 26, 2015, 05:35:41 PM by Litebrite »

Offline Litebrite

  • Scientist
  • Posts: 273
Re: Strange Aeons meets Shadows of Brimstone
« Reply #14 on: July 26, 2015, 05:14:11 AM »
The other two pics.

 

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