Ok, well, as you may have guessed, we are about to go into Combat Time here!
Before I go on, here are some important points to remember:
1. Numbers! You are simply smaller as a group than you were; ad just your tactics accordingly
2. Version change. Rounds are now FOUR actions again. However, it ie easier to gain a fifth via exertion. Exertion now loses you an action at 3 and gains you one at -3 for EVERYONE. Your speed now dictates your starting exertion each round. Speed 10 characters start at 0 exertion but get a bonus action straight away.
3. Synchronisation. Bane of my SW game, the fights will sometimes have to wait for the OTHER thread to catch up. I try to avoid that when I can but some events are important, timing wise. Sorry!
Everybody ready?
Ok! Let's kick this off! Again, as you have had warning of this fight, you can begin with weapons drawn.
For your orientation, you are currently in a corridor that the lifts lead out onto. There is little cover here- maybe the water cooler or the odd trolley, worth only one point. There is an exit to the toilets (dead end), to the lifts (full of SWAT), to the stairway (now system changed so it is blocked off), and into the open plan office.
Three of the six lifts are opening and disgorging SWAT. They are armed with either assault rifles or shotguns. They are skill 9, with two points of body armour.
Incidentally, SOMEONE needs to stay on the phone to Dallas. That person will be impeded if trying to use a melee weapon and, obviously, cannot wield a two-handed weapon or two pistols!
Note the numbers attached to Mundanes now. The first number is their suffered Hits, the second their exertion.
Also remember that, in an action, people with the lowest exertion go first.
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STATE OF PLAY AT: First Round, first action
Lift corridor
6 SWAT with shotguns 0/0
12 SWAT with assault rifles 0/0
Mors: 11/0/-1
Burn: 8/0/0
Ares: 8/0/0
Cloud: 15/0/-1
San: 11/0/0
Barbarossa: 10/0/0
Hammurabi: 11/0/-1
CURRENTLY OWED ACTIONS: Burn (1), Ares (1), San (1), Barbarossa (1)
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Those four are owed actions because their high speed meant they actually started on -3 exertion which translates into an extra action.
Everyone goes before the SWAT guys- either because you are on lower exertion, or because you are on the same exertion and get player privilege.
As you guys should know, you want to hit these guys as hard as possible. Don't forget to post defensive actions if you want them, and don;t forget to post extera ones if you charge into combat! They will get their bonus attacks on you, probably a couple at a time.
Auto-defence=willow step, unless otherwise stated
3 burst on Shotgun guy
3 bursts on another shotgun guy
(end of one very fast action)
4 bursts on a assault rifle guy
(end of another very fast action)
reload- I think I have to- 10 bursts per clip right..
(end of main action)
3 burst on another assault rifle guy
3 bursts on another assault guy
(end of very fast)
4 on another assault guy
(end of another very fast)
Reload
(end of main turn)
Wowsa! Which reminds me, Burn. I have you an MP5K Machine pistol instead of the MP5... beause you STILL wouldn't have any clips with the MP5! it is the exact same bulk/weight as the shotgun! As it is, you have one.
Ok, you open fire. Your opening shot is an... evens! How dull. That is a final total of 15, his dodge took him to 11. Ugh! Just short. He is Hit for 4 (your Killing Power with that gun is +3)
Your second burst from your first atack is much better- a +3 blows that guy away!
Your next attack rolls -2, but that is still a 16! And that is a dead on kill, nice shooting!
Ok, then for your main action you re-load... gaianing you two exertion as you put a main with two Very Fasts... but losing you one due to Lightning Reload!
A-ha! But now things become clever. Because now your exertion is ahead of theirs, they now get to act first. Your second turn will come AFTER they fire, and I shall do it when I update.
Alright, let's take these guys out!
For my banked action:
3 bursts on a shotgun guy.
For my main action:
If the shotgun guy I fired at last turn isn't dead, 3 more bursts on him. If so, 3 bursts on an assault rifle guy.
Shell of the Turtle against any attacks coming my way.
(okay guys, here's some notes here. Main one: WATCH YOUR AMMO. If you run low, steal a gun from a bad guy or something, but ammo runs out fast. And pay attention to who attacks who. Gunners provide cover fire for whoever will run in and fight close combat, which will probably be Cloud and possibly myself.
Oh, and apparently I'm coming down with the flu, so if I just randomly disappear...that's why.)