Invocation rules - did I get them right?
Posted: Sun Jun 10, 2018 9:44 pm
Sunday afternoon solo playthrough - How does invocation work? Did I make any mistakes? Did I miss a reaction?
If anyone can spare the time and has the inclination to do so, I'd really appreciate a review of my first attempt at performing the invocation rules. Any feedback will be taken on board and received with thanks.
This weekend finds Kernuor and Brugg further afield from Carn Dhu, relaxing on a sunny hilltop doing things that boys do before the Sunday roast; dissecting deer and eating trees. Carrowek wants his Augery before a new week begins so Annik is again sent to return them to the Black Fortress, accompanied by her usual retinue of Veteran Ax-Drunes.
Anniks' Unit enters the table from the right. Kernuor and Brugg are on the left.
For the purposes of this playthrough Brugg is under Kernuors' Command (though begins maybe a little too far away - Kernuor has told him anyone stepping into the circle of Menhirs other than a Seer Drune will be instantly reduced to ash).
HOUR ONE.
Initiative: Kernuor = 64, Annik = 23.
1) Anniks' Unit runs 10" towards the enemy. Passes the initiative.
2) Brugg runs 12"towards Annik's Unit.
3) Kernuor (K) walks 2" to get clear line of sight of Anniks' Unit and invokes The Blades of Kernunnos, a Sight invocation.
Price is 6 and he augments that by +2 = 8
Annik's Unit (AU) is 17" away and has no E, A or C reactions.
K's Temper = 84 vs AU Skill of 58 **Though Anniks Skill is greater, the Majority Skill of the Unit is used**
So the Invoke test is a 3 but due to him walking beforehand this is increased to 4.
Kernuor rolls 8 Invoke Dice and gets 9,9,9,8,7,7,6,1 Looks good! He gets 3 fated rolls and gets 9,9,8, so a further 2 fated rolls nets him 8 and 4.
His Invoke Score is 13 as 13 invoke dice were successful.
Annik's Unit must now AVOID as best they can!
Annik is a Different Mark so gets to roll separately.
Power = 54 (invocation power 46 + total price 8)
Power 54 vs Drunes Combined Constitution of 23 = 7+ to avoid.
Power 54 vs Anniks Combined Constitution of 60 = 5+ to avoid.
Five rolls are made succesfully, meaning there are 8 wound dice!
Wound dice results - 9,9,8,7,6,5,2,0 + 8, 1, + 9x wound+ 1D10; 9,9,8,5,4,4,3,2,1 **unsure whether these wound+ are also fated rolls so do not roll additional dice**
Anyway, thats 101 INVOKE DAMAGE, plus 4 vicious wounds that equal Corruption Damage!
Kernour becomes EXULTED and gains 10 (!) Blood Tokens.
6 Ax-Drunes are instantly sliced and diced, with a seventh taking serious damage.
INVOKE RESULTS
Score to Str = 13 vs 5
Anniks' Unit becomes Shocked and Heavily Damaged.
They are Broken.
They Flee 7" (pace 5 + 1D10 roll of 2) backwards, away from Kernour. One exits the field.
Kernuor now pays the price of the invocation, a mere 8 health lost. (oops, looks like I lost him an extra health here due to tiny tiny profile sheet and bad math!)
Kernuor laughs as he sees he can cast it again if he wishes - he certainly does!
The procedure is repeated as above but this time only 8 damage is taken by the fleeing units, whom must flee again! Though already weary due to first Flee reaction, it is a Compulsory Reaction, and they run 14" off the field.
Kernuor gives 'em the bird and, grumbling to himself, returns to removing the heart from a Fallow Deer. Brugg looks confused, sighs, and goes back to squashing daisies.
If anyone can spare the time and has the inclination to do so, I'd really appreciate a review of my first attempt at performing the invocation rules. Any feedback will be taken on board and received with thanks.
This weekend finds Kernuor and Brugg further afield from Carn Dhu, relaxing on a sunny hilltop doing things that boys do before the Sunday roast; dissecting deer and eating trees. Carrowek wants his Augery before a new week begins so Annik is again sent to return them to the Black Fortress, accompanied by her usual retinue of Veteran Ax-Drunes.
Anniks' Unit enters the table from the right. Kernuor and Brugg are on the left.
For the purposes of this playthrough Brugg is under Kernuors' Command (though begins maybe a little too far away - Kernuor has told him anyone stepping into the circle of Menhirs other than a Seer Drune will be instantly reduced to ash).
HOUR ONE.
Initiative: Kernuor = 64, Annik = 23.
1) Anniks' Unit runs 10" towards the enemy. Passes the initiative.
2) Brugg runs 12"towards Annik's Unit.
3) Kernuor (K) walks 2" to get clear line of sight of Anniks' Unit and invokes The Blades of Kernunnos, a Sight invocation.
Price is 6 and he augments that by +2 = 8
Annik's Unit (AU) is 17" away and has no E, A or C reactions.
K's Temper = 84 vs AU Skill of 58 **Though Anniks Skill is greater, the Majority Skill of the Unit is used**
So the Invoke test is a 3 but due to him walking beforehand this is increased to 4.
Kernuor rolls 8 Invoke Dice and gets 9,9,9,8,7,7,6,1 Looks good! He gets 3 fated rolls and gets 9,9,8, so a further 2 fated rolls nets him 8 and 4.
His Invoke Score is 13 as 13 invoke dice were successful.
Annik's Unit must now AVOID as best they can!
Annik is a Different Mark so gets to roll separately.
Power = 54 (invocation power 46 + total price 8)
Power 54 vs Drunes Combined Constitution of 23 = 7+ to avoid.
Power 54 vs Anniks Combined Constitution of 60 = 5+ to avoid.
Five rolls are made succesfully, meaning there are 8 wound dice!
Wound dice results - 9,9,8,7,6,5,2,0 + 8, 1, + 9x wound+ 1D10; 9,9,8,5,4,4,3,2,1 **unsure whether these wound+ are also fated rolls so do not roll additional dice**
Anyway, thats 101 INVOKE DAMAGE, plus 4 vicious wounds that equal Corruption Damage!
Kernour becomes EXULTED and gains 10 (!) Blood Tokens.
6 Ax-Drunes are instantly sliced and diced, with a seventh taking serious damage.
INVOKE RESULTS
Score to Str = 13 vs 5
Anniks' Unit becomes Shocked and Heavily Damaged.
They are Broken.
They Flee 7" (pace 5 + 1D10 roll of 2) backwards, away from Kernour. One exits the field.
Kernuor now pays the price of the invocation, a mere 8 health lost. (oops, looks like I lost him an extra health here due to tiny tiny profile sheet and bad math!)
Kernuor laughs as he sees he can cast it again if he wishes - he certainly does!
The procedure is repeated as above but this time only 8 damage is taken by the fleeing units, whom must flee again! Though already weary due to first Flee reaction, it is a Compulsory Reaction, and they run 14" off the field.
Kernuor gives 'em the bird and, grumbling to himself, returns to removing the heart from a Fallow Deer. Brugg looks confused, sighs, and goes back to squashing daisies.