No, Ares is up but only because no-one has paid attention to him. He is not built for close combat.
Cloud leaps through the door! Heph's turn for a free attack, I think- kick, I have decided.
Uh-oh. Heph rolls +3. And he is not even wounded. With the +2 to hit a fleeing opponent, -1 for a kick, that is a 19, to Cloud's 13.
Wow, that was a GOOD blow from Heph! Ten damage! As you move to go through the door, Cloud, Heph darts in with the most almighty roundhouse kick to your head!
36 damage in total and a death check for you, Cloud. +5. you pass, just about stumbling into the room!
You can pick up the flag next action, but you are not well! Double wounded.
I am going to take Virus' actions- she unloads the last of her ammo at Ares, who performs Natural Order to get out of the way. Then she closes for combat- though that still leaves her an action spare!
I'll therefore make Ares' attack on Virus legal, so he can fire... 2 bursts at Heph, and one each at Rade and Heph. But that only causes a spectacular cacophony of acrobatic dodging as you ALL perform Natural Order, as I believe you all asked for in advance!
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STATE OF PLAY AT START OF: Sixth round, fourth action
Room 2
South Side Lower:
Virus 7/21/4
Ares 3/24/0
Hephaestus 13/7/0
Rade 4/26/1
Room 3
Cloud 5/36/1
FLAG
CURRENTLY OWED ACTIONS: Virus (1), Heph (1)
CURRENTLY INVOLVED IN FIGHTS (and hence unable to take non-combat actions until they win or Flee): All except Cloud
Ok, this turn, Cloud picks up the flag. Ares has to reload!
Rade breaks off combat to run through the door- giving Ares a shot at him. Ares rolls +1 with a standard 3 burst attack. That's an 18, and a hit! Rade takes 8 damage, but that becomes 4 due to his order to Shielded in Life any damage he takes! Nonetheless, that is enough to wound you again Rade. You come into room 3 just as Cloud picks up the flag.
Virus and Heph, you both have two actions to take if you wish. Could be bad for Ares.
Virus, you are all out of ammo, so time to get handy with your limbs!