Engines of War - BoaL
The second wave is here, the hellfire engines are rolling through the streets and will soon be upon the second wall. Rubble still fills the streets from collapsed buildings giving a crunch as the wheels roll over. If they are not stopped here then the city is most likely going to fall completely.
Hope is currently surging, if the enemy is stopped here the morale of the devils will likely plummet. Due to the high morale, there is no member of the 101st who would even consider giving up or cowering.
Battle against the devils war engines
There are more of the devils than of the 101st, no surprise but there is more than just one place where the siege engines will need to be stopped. Splitting the 101st is scary but required for the great Wall to remain safe.
Soldiers of 101stThe soldiers of the 101st is spread across 3 battlefields commanded by Kadrix, Heirol and Torch. Each is joined by a support squad of 4 and two assault squads of 5.
101st assault squad
STR
19 +4
DEX
16 +3
CON
14 +2
INT
11 +0
WIS
14 +2
CHA
10 +0
Actions
Multiattack: Make 10 attacks reduced by 1 for each 20hp lost .
Spear: Melee Weapon Attack: +6 to hit, range 10 ft., one target. Hit: 8 (1d8 + 3) piercing damage.
Shortbow (no multiattack): Ranged Weapon Attack: +6 to hit, range (60/320) ft., one target. Hit: 7 (1d6 + 3) piercing damage.
101st support squad
STR
18 +4
DEX
16 +3
CON
14 +2
INT
11 +0
WIS
14 +2
CHA
10 +0
Support equipment: While moving with support equipment, movement is halved. While enemies are adjacent, the support equipment cannot be used. For each two units in the support squad a support equipment can be equipped (can have multiple of the same).
(SE) Arcane cannons: A small movable cannon that required two to operate properly
(SE) Sacred Ward: A monolith that is a fusion of holy and arcane abjuration, capable of generating protective shields.
Actions
Multiattack: Make 8 attacks reduced by 1 for each 20hp lost .
Short sword: Melee Weapon Attack: +6 to hit, range 10 ft., one target. Hit: 7 (1d6 + 3) piercing damage.
Arcane Cannon: Ranged Weapon Attack: +7 to hit, range 600/2400 ft., one target. Hit: 6 (6d10 ) force damage.
Sacred Ward: Give all creatures within 10ft. 2d8+4 temp hp (multiplied on hordes based on creatures in radius) and increase their AC by 2 until the end of next turn.
The devils will be rattled by the first attack, unprepared and not know how to respond. Roll 1d10 to descide their action.
- The devils were not ready but expected something, they all move 10ft.
- Ready of not, they swiftly move about. The devils gain the dodge condition until the end of their turn.
- No effect
- No effect
- Shields held by their sides, all enemies lose 2 AC from shields
- Shields held by their sides, all enemies lose 2 AC from shields
- Shields held by their sides, all enemies lose 2 AC from shields
- Stumbling foolishly, all attacks against infantry have advantage
- Stumbling foolishly, all attacks against infantry have advantage
- Shocked and stunned, the devils skip their next action
Realising what is happening, the devils hold nothing back and unleashes their power. Roll 1d10 to decide their action.
- Mark of bloodlust is activated, all devils have advantage on melee attacks.
- Mark of bloodlust is activated, all devils have advantage on melee attacks.
- Mark of frenzy is activated, all devils speed is increased by 15ft.
- Mark of frenzy is activated, all devils speed is increased by 15ft.
- Curse of Insanity, 20ft. radius DC 14 Cha Save. Force all creatures to move their movement towards the closest enemy. Repeat save at end of turn.
- Hail cambion. Add 1 Cambion next to a Hellfire engine.
- Signal Chaos Furies, add 2 1d4 groups of Chaos Furies scattered on an enemy position.
- Direction: 1d8
- Distance*10: 2d10
- Signal Chaos Furies Horde. As above but 3 groups.
- Summon Hounds: Add 3 groups of 1d6 Fleshhounds of Tharkul surrounding the first hellfire engine.
- Roll twice and take both results (re rolling 10s)
The battle has begun and insanity flies across the battlefield. Devil High Command is still not aware of the disruption. Roll 1d10 to decide their action.
- The devils are able to get another ritual going. Re-roll the round 2 table.
- 1d4 Chaos Furies flies in scattered on an enemy position.
- Direction: 1d8
- Distance*10: 2d10
- A squadron of 2d4+2 Chaos Warriors enter the battle from any edge moving 2d10 *10 ft.
- A surge of fiendish energy fills a 30ft. radius giving all fiends inside an extra action.
- A surge of fiendish energy fills a 15ft. radius giving all fiends inside an extra action.
- A explosion of a cannon strikes the battlefield dead center and scatters dealing 5d10 bludgeoning damage to all creatures within 20ft.
- Direction: 1d8
- Distance*10: 2d10
- Devilish firebolts strikes down on the 101st. Make 1d4+1 cambion attacks.
- Devilish firebolts rains down on the 101st. Make 2d4+2 cambion attacks.
- The 101st always pushes past their limits, one squad/unit gains an additional action (cannot use support equipment with this action)
- A Kirnborg wizard flies above and strikes the battlefield. They send down a bolt of lightning: 15ft. radius, 8d6 lightning damage.
The devils are now fully aware of your plans and will not hold back in getting you killed. Roll 1d10 to decide their action.
- (Reroll first time this is rolled) The enemy general Bloodthirster descends on a unit and attacks.
- Activate the curse of Insanity
- Activate the frenzy or bloodthirst ritual.
- 2d4+1 Chaos Furies flies in scattered on an enemy position.
- Direction: 1d8
- Distance*10: 1d10
- 2 squadron of 2d4+2 Chaos Warriors enter the battle from any edge moving 2d10 *10 ft.
- A surge of fiendish energy fills a 30ft. radius giving all fiends inside an extra turn.
- A surge of fiendish energy fills a 60ft. radius giving all fiends inside an extra turn.
- The sky above is filling up with cambions shooting firebolts. Make 2d4+4 cambion attacks.
- The sky above is filling up with cambions shooting firebolts. Make 4d4+6 cambion attacks.
- An escape path is seen in the closest remaining building that can be used to immediately leave the battlefield.
A sacrificial Chaos Warrior is used a fuel for ritual magic. All devils have 15ft. more movement speed.
- HP: 27
- AC: 16
A sacrificial Chaos Warrior is used a fuel for ritual magic. All devils have advantage on melee attacks.
- HP: 27
- AC: 16
A sacrificial Chaos Warrior is used a fuel for ritual magic. A curse affects certain CL causing them to spend all their movement towards the closest enemy. Save on turn end DC 14 Cha.
- HP: 27
- AC: 16
A sacrificial Chaos Warrior is used a fuel for ritual magic. The summoned Fleshhounds will partially disappear with the death of the Chaos Warrior 1d4 Each time he takes damage and remove that many Fleshhounds. When he dies remove 1d6
- HP: 27
- AC: 16