Ok, bad guy firing time! 13 bad guys and five of you. Three attacks on each, but only two on Barbarossa and San.
Ooh, unlucky San! An Assault rifle guy clips your arm for six damage.
Ok, there is a LOT of firepower coming at you guys... Burn is hit for 6 also.
And Cloud, one of the shotgunners discharges into you at close range. The scattershot hits your chest; that is eight damage and a death check.
-4! Sorry, Cloud, you are down, He falls from the shot...
Which is, of course,a good time for Agent 1 to turn up at the entry to the car park. Which he has.
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STATE OF PLAY AT: Tenth Round, Second action
Underground Car Park
Burn: 8/20/0
Cloud: Down and out
Barbarossa: 9/0/1
Ares: 7/6/-1
San: 9/18/1
2 SWAT armed with shotguns 0/0
1 likewise 4/2
9 SWAT armed with assault rifles 0/0
1 likewise 4/2
Agent 1: ?/0/0
CURRENTLY OWED ACTIONS: Burn (1)
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Not looking good.
Not looking good? THAT'S gotta be the understatement of the century, Ush.
Hmm...seeing as I'm down to my last 4 bursts, I'm heading towards the armory...so I want to fire 4 bursts at the shotgun guy hit for 4 while running to the armory (use Gathering of the Clouds). Shell of the Turtle against their reflex attack, Willow Step against their regular attack.
No reflex attack if you do not enter combat with them, San!
You roll evens on your shot, for a 17. Another Hit for $, and he is Out!
Ok, Barb, you advance. He rolls +1 on his shot but you are flipping forwards and dodge it easily. You roll -1 on your diarm aroll but that is good enough- you take his weapon, reverse it, and smash it into him for a Hit of 3...
Sorry, Cloud. You did damn well earlier though.
Agent 1 fires at Burn- three bullets