USH'S MATRIX GAME 2006- Training Mission

Started by Ushgarak23 pages

Waiting on the Shez! They had better get a move on else I'll just proceed anyway.

Players win initiative again... handy.

Just to remind people, moving between areas here takes up your whole turn. Running into Melee guys is safe, but a melee person running towards ranged guys means they attack you that turn and you do not attack back.

Helios has run forwards, and attacks one of the statues. They can take five successes and have two points of armour. He rolls four successes, and so inflicts two.

Melis launches an attack also. She scores a neat seven successes... a kill!

Klez fires, rolls four successes, bypasses the armour and then promptly finds out that statues take half damage from gunfire. Sirin finds the same, causing but one hit.

Azrael, 'attack' is very vague for an all-rounder. I'll burn up your rxtra turn to have you shoot one.

Cloud kills one; wounds another. Bard kills the wounded one and wounds another in turn.

Heph dashes forwards towards Zuban A, who hefts up his enormous rounded mace that is as large as he is. Two Knights follow and attack Heph, but do not bypass Clever Fox.

Burn spins and fires at San as he moves. He has nine dice to fire with. he rolls three successes for four damage.

Firewall fires at Klez, but his three dice attack is a miss.

Balder has asked for an illegal swap. He opens fire on Zuban A, rolling three successes for five damage.

Ok, bad guys...

Two Knights on the midfloor have come now to the near-right corner, moving towards the Percys.

Four Knights attack three targets down below. Extra attack is on Sirin.

Two assault mooks fire higher up, hitting Cloud and Azrae.

Now, on the left...

Four assault Mooks and three statues are all attacking on the left there. Spared a statue attack is Balder.

This is because all four of the turrets by Zuban then activate, turn and fire at Balder. He takes haevy damage.

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TEA HOUSE TRAINING SCENARIO, Turn 18

Third Room

San 18, Mid/right/midfloor (11/30) PW CF ST BS HC AL PC SC SS HL VG IB
Knives
Katars

Cloud 18, Mid/right/midfloor (7/18) CF ST LA SS HL HT VG JE SP PM PW HC
Sword
Twinned Swords

Azrael 18, Mid/right/midfloor (9/7/24) CF KW LA BS HL HT DiM HC AL WW BB StS
Glock 19 x4 (3/3/3/3)
Glock 19 E z2 (1)
Walter P22s x2 (6) (6)

Barbarossa 18, Mid/right/midfloor (9/7/32) DM CF SP JE PM ST BS HL HC SE EE BT
Sword
Twinned Swords
Desert Eagle (3/4)

Melis 18, Mid/right/midfloor (11/14) CF DM ST SS BS HC HT HL SE LA LB IB
Staff (spear)
Knives

Helios 18, Mid/right/bottomfloor (6/5/18) ST KW HC VG SP LB LR BT 10B StS
Sword
Shotgun (6/2)

Klez 18, Mid/right/bottomfloor (4/9/14) KW HL BB EE LR BT StS
P99s x2 (6/8) (6/8)

Sirin 18, Mid/right/bottomfloor (6/5/16) CF DM ST LA BS HL HT PM BB EE BT
Dual Staves
MP-446 (4/0)
H&K MP5Ks x2 and PDWs x2 (4/0) (4/0) (3/0) (3/0)

Mors 18, Mid/left/bottomfloor (8/4/7) CF KW ST LA SS BS SE HC AL JE SP DM
Katana

Hephaestus 18, Far/left/bottomfloor (8/40) PW CF ST SS BS WW SC NO HL DiM VG DF
Nunchaku

Burn 18, Mid/left/bottomfloor (10/21) ST KW CC EE LR 10B StS
Ingrams (3/3)
Uzi (4/0)
Shotgun (8/1)

Falcon 17, Near/left/bottomfloor (10/15) HC NO 10B BT StS EE BB
Uzis x2 (1/0) (1/0)
SMGs (4/0) (4/0)

Balder 18, Mid/left/bottomfloor (6/7/30) DM CF ST SS VG HL EE LR StS 10B
Steyr TMP (2/3)
.44 Magnum (4/3)

Firewall 18, Mid/left/bottomfloor (6/6/33) ST KW LA AL HC HT DiM HL CF SS StS LR
Desert Eagle (2/4)
Shotgun (8/1)

Hawk 18, Near/left/bottomfloor (7/5/11) CF ST BS SE HC JE SP PM BB CC LR
Sword
Twinned Swords
Glocks 19s x2 (3/2) (3/2)

Zuban A (far/left/bottomfloor): 5

Go-Yu A (far/left/midfloor): 0
Go-Ya A (far/left/midfloor): 0

General Lee A (far/left/topfloor): 0

Auto-turrets x4 (far/left/bottomfloor): 0

Auto-turrets x4 (far/left/midfloor): 0

Auto-turrets x4 (far/left/topfloor): 0

Assault Mooks x4 (mid/left/bottomfloor): 0

Assault Mooks x5 (mid/left/middlefloor): 0

Assault Mooks x5 (mid/left/topfloor): 0

Zuban B (far/right/bottomfloor): 0

Go-Yu B (far/right/midfloor): 0
Go-Ya B (far/right/midfloor): 0

General Lee B (far/right/topfloor): 0

Auto-turrets x4 (far/right/bottomfloor): 0

Auto-turrets x4: (far/right/midfloor): 0

Auto-turrets x4: (far/right/topfloor): 0

Assault Mooks x1 (mid/right/middlefloor): 0
Assault Mooks x1 (mid/right/middlefloor): 1

Assault Mooks x5 (mid/right/topfloor): 0

Knight statues x3 (mid/left/bottomfloor): 0
Knight statues x2 (far/left/bottomfloor): 0

Knight statues x1 (mid/right/bottomfloor): 0
Knight statues x1 (mid/right/bottomfloor): 1
Knight statues x1 (mid/right/bottomfloor): 2
Knight statues x1 (mid/right/bottomfloor): 2

Knight statues x2 (far/centre/midfloor): 0

Knight statues x2 (far/centre/topfloor): 0

Knight statues x2 (near/right/midfloor): 0

Knight statues x2 (near/centre/topfloor): 0

---

Left side, Second room

Ares 18, Third barrier (10/17) ST AL CC EE BT 10B StS
Uzi x3 (4/4/4)

-----

As hostilities have commenced, time for both sides to submit via their leaders! Keep it timely, folks.

9H

Now, we have a bot of a timing issue here, folks. If you want to tap a power defensively, it really should be done before you know the result of a roll. So you can't watch a player do thirty damage to you, and then say "Oh, I want to Storm Turtle that."

I know it is hard, but it might be well to leave contingencies for such things when yuo submit your moves. Like "Use Storm Turtle if that bastard Burn fires at me", or some such thing.

Meanwhile...

San's team wins initative!

Azrael blasts down an assault Mook.

Helios runs away from the statues, climbing up...

Cloud runs forwards to engage Go-Twins B! They flick away the cigarettes they were holding and adopt defensive styles.

Barb hacks down the final assault mook near him.

In a nice piece of symmetry, both Firewall and Sirin climb the stairs at the same time, with Sirin firing at him as he does so! Tricky shot, but Eagle Eye takes care of that. Two successes for two damage.

Klez is being a bastard and fires at Heph as he moves up. But Natural Order cancels out the one success he rolls. You were at -4 to your roll as well; Heph is very hard to shoot.

Melis and San both head to engage the statues on their floor. The Statues stand ready for their approach.

On the other side... As Ares moves in and Mors moves up, Heph makes a death-or-glory Hands of Light and VG tap, for the mother of all Kicks. Zuban has no defences so Heph gets 18 dice iwth a base damage of 5 and an tuo-throw.

He gets five successes for ten damage.

Zuban himself has a pool of 7; Passive Wings makes that a 4. But his base damage is five, and two successes makes that seven damage in return. Owwww... Maced! But Heph's luck is in, because six dice of attacks from the Knights and not a single success. He's up for another round!

Burn and Firewall (with bullets pinging all around Firewall) open fire on the Assault Mooks as they move up. Just two successes from Firewall is only one damage. Burn's high pool and Eagle Eye does him better; he gets a kill.

Incidentally, targetting for these attacks was imprecise, so you fired at the middle floor.

Balder fires at a turret. Two successes is good, but they are double armoured.

Bad guys, then, other than Zuban and the Knights for Heph I already did.

Those auto-turrets all fire at Balder again. Not looking good for him!

And it is worse, because I seem to have Assault Mooks everywhere on the left. And statues! For mooks fire at Hawk, three statues attack Balder. Hawk is beat up a little, but Balder is felled by his foes. His digital form fades out from the scene.

The ones at the midfloor fire as well, causing some damage.

Meanwhile, the right side Knights on the bottom floor move back to the centre.

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TEA HOUSE TRAINING SCENARIO, Turn 19

Third Room

San 19, Near/right/midfloor (11/30) PW CF ST BS HC AL PC SC SS HL VG IB
Knives
Katars

Cloud 19, Far/right/midfloor (7/18) CF ST LA SS HL HT VG JE SP PM PW HC
Sword
Twinned Swords

Azrael 19, Mid/right/midfloor (9/7/24) CF KW LA BS HL HT DiM HC AL WW BB StS
Glock 19 x4 (3/3/3/3)
Walter P22s x2 (6) (6)

Barbarossa 19, Mid/right/midfloor (9/7/32) DM CF SP JE PM ST BS HL HC SE EE BT
Sword
Twinned Swords
Desert Eagle (3/4)

Melis 19, Near/right/midfloor (11/14) CF DM ST SS BS HC HT HL SE LA LB IB
Staff (spear)
Knives

Helios 19, Mid/right/midfloor (6/5/18) ST KW HC VG SP LB LR BT 10B StS
Sword
Shotgun (6/2)

Klez 19, Mid/right/midfloor (4/9/14) KW HL BB EE LR BT StS
P99s x2 (5/8) (5/8)

Sirin 19, Mid/right/midfloor (6/5/16) CF DM ST LA BS HL HT PM BB EE BT
Dual Staves
MP-446 (3/0)
H&K MP5Ks x2 and PDWs x2 (4/0) (4/0) (3/0) (3/0)

Mors 19, Mid/left/midfloor (8/4/11) CF KW ST LA SS BS SE HC AL JE SP DM
Katana

Hephaestus 19, Far/left/bottomfloor (8/47) PW CF ST SS BS WW SC NO HL DiM VG DF
Nunchaku

Burn 19, Mid/left/midfloor (10/25) ST KW CC EE LR 10B StS
Ingrams (2/3)
Uzi (4/0)
Shotgun (8/1)

Firewall 19, Mid/left/midfloor (6/6/38) ST KW LA AL HC HT DiM HL CF SS StS LR
Desert Eagle (1/4)
Shotgun (8/1)

Hawk 18, Near/left/bottomfloor (7/5/19) CF ST BS SE HC JE SP PM BB CC LR
Sword
Twinned Swords
Glocks 19s x2 (3/2) (3/2)

Ares 19, Near/left/bottomfloor (10/17) ST AL CC EE BT 10B StS
Uzi x3 (4/4/4)

Zuban A (far/left/bottomfloor): 15

Go-Yu A (far/left/midfloor): 0
Go-Ya A (far/left/midfloor): 0

General Lee A (far/left/topfloor): 0

Auto-turrets x3 (far/left/bottomfloor): 0
Auto-turrets x1 (far/left/bottomfloor): 2

Auto-turrets x4 (far/left/midfloor): 0

Auto-turrets x4 (far/left/topfloor): 0

Assault Mooks x4 (mid/left/bottomfloor): 0

Assault Mooks x3 (mid/left/middlefloor): 0
Assault Mooks x1 (mid/left/bottomfloor): 0

Assault Mooks x5 (mid/left/topfloor): 0

Zuban B (far/right/bottomfloor): 0

Go-Yu B (far/right/midfloor): 0
Go-Ya B (far/right/midfloor): 0

General Lee B (far/right/topfloor): 0

Auto-turrets x4 (far/right/bottomfloor): 0

Auto-turrets x4: (far/right/midfloor): 0

Auto-turrets x4: (far/right/topfloor): 0

Assault Mooks x5 (mid/right/topfloor): 0

Knight statues x3 (mid/left/bottomfloor): 0
Knight statues x2 (far/left/bottomfloor): 0

Knight statues x1 (mid/centre/bottomfloor): 0
Knight statues x1 (mid/centre/bottomfloor): 1
Knight statues x2 (mid/centre/bottomfloor): 2

Knight statues x2 (far/centre/midfloor): 0

Knight statues x2 (far/centre/topfloor): 0

Knight statues x2 (near/right/midfloor): 0

Knight statues x2 (near/centre/topfloor): 0

-----

To quote Sealab 2021- 'Uh-oh!'.

Card is Ace of Spades.

Damn. Good luck everyone else.

(The way that the Knights are organized into the enemy listings has left me a little confused...do you think you could put them by side? Like, Knights left and right and center? If not, that's fine.)

Well, they keep moving, is the thing.

Sorry for the delay.

Ok, Cloud is going nutso with a PM tap, attacking all targets in range. As luck has it, Cloud has a good mental set-up against them, and they get no defence against his attack. He socores five successes and a bonus against Yu for nine damage, and two successes against Ya for five.

The turrets are armoured; three successes reduces to one on the first, two reduces to none on the second, likewise for the third, and likewise again for the fourth.

Barb is opening fire on Burn; he has just four dice there. He rolls one success for three damage.

Klez blazes away with both guns at Firewall. That goes nowhere due to Firewall's Storm Turtle tap this turn.

Melis goes for a statue! Once more, she rolls an impressive seven successes and destroys it! San only rolls five, but as she is ignoring armour, that destroys it as well!

Azrael opens fire on a Go-Twin, but I am really not sure which one; please watch for that. I also don't seem to have BB loaded, despite a request to fire with two guns. I'll fire a single light pistol shot. On four dice, he rolls one success for two damage.

Helios fires at a turret, but lacking Eagle Eye or burst fire does not have the dice for any good chance of success there. Sirin has the Eagle Eye but not the luck; she gets just one success.

On the other side...

Mors goes for one of those darn Mooks. He gets a kill.

Last turn, Hawk raced forwards and fired at a statue, He actually rolls five successes, but without Eagle Eye that doesn't do much; one success.

Turn after he goes nuts with a Carnival of Carnage and Lightning Reload tap. This gives him five attacks. First gets an assault Mook kill, as does the second, and the third, and the fourth. Darn good rolling without Eagle Eye!

The fifth goes on the statue again, but is wasted.

Ares' movement instructions made no sense- be careful there! Concentrating two attacks on one statue destroys it!

Burn blows a Mook away. Firewall does as well, after doing some neat Storm Turtle avoidance.

Heph is going out the Defiant way, though sadly he only asked for one tap. he could have done more there.

He attacks Zuban with +3 to his pool from Zuban's fall. He rolls a VERY impressive eight successes for ten damage, and gets the bonus! Sadly no good to him. But then when Zuban attacks Heph, Heph taps for another attack. Five successes and another bonus which that time DID count... sadly not going to be useful due to the issued orders. Another seven damage to Zuban though.

And sadly, Zuban's single success against Heph is enough to drop the poor guy. The Knights near him return to the stairs.

Ok, the Go-Twins are going for Cloud, who is not defended against their eight dice attacks. He has two successes and three successes inflicted on him, for seven damage. They are attacking in a very grappling/holdy sense, trying to work as a team.

Ares is attacked by two statues. He has no defence but is darn fortunate they roll badly; he takes one hit of two successes, for six damage.

Turrets fire on the right- one at Cloud, one at Helios, one at Azrael and one at Sirin. They actually all hit!

Knights that attacked lower down on the right before have actually now headed to the door, whilst the two others on the midfloor animate and move towards the mid left corner.

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TEA HOUSE TRAINING SCENARIO, Turn 20

Third Room

San 20, Near/right/midfloor (11/30) PW CF ST BS HC AL PC SC SS HL VG IB
Knives
Katars

Cloud 20, Far/right/midfloor (7/30) CF ST LA SS HL HT VG JE SP PM PW HC
Sword
Twinned Swords

Azrael 20, Mid/right/midfloor (9/7/27) CF KW LA BS HL HT DiM HC AL WW BB StS
Glock 19 x4 (3/3/3/3)
Walter P22s x2 (5) (6)

Barbarossa 20, Mid/right/midfloor (9/7/32) DM CF SP JE PM ST BS HL HC SE EE BT
Sword
Twinned Swords
Desert Eagle (2/4)

Melis 20, Near/right/midfloor (11/18) CF DM ST SS BS HC HT HL SE LA LB IB
Staff (spear)
Knives

Helios 20, Mid/right/midfloor (6/5/18) ST KW HC VG SP LB LR BT 10B StS
Sword
Shotgun (5/2)

Klez 20, Mid/right/midfloor (4/9/14) KW HL BB EE LR BT StS
P99s x2 (4/8) (4/8)

Sirin 20, Mid/right/midfloor (6/5/20) CF DM ST LA BS HL HT PM BB EE BT
Dual Staves
MP-446 (2/0)
H&K MP5Ks x2 and PDWs x2 (4/0) (4/0) (3/0) (3/0)

Mors 20, Mid/left/midfloor (8/4/11) CF KW ST LA SS BS SE HC AL JE SP DM
Katana

Burn 20, Mid/left/midfloor (10/28) ST KW CC EE LR 10B StS
Ingrams (1/3)
Uzi (4/0)
Shotgun (8/1)

Firewall 20, Mid/left/midfloor (6/6/38) ST KW LA AL HC HT DiM HL CF SS StS LR
Desert Eagle (1/4)
Shotgun (7/1)

Hawk 20, Mid/left/midfloor (7/5/19) CF ST BS SE HC JE SP PM BB CC LR
Sword
Twinned Swords
Glocks 19s x2 (3/1) (3/1)

Ares 20, Mid/left/bottomfloor (10/23) ST AL CC EE BT 10B StS
Uzi x3 (2/4/4)

Zuban A (far/left/bottomfloor): 32

Go-Yu A (far/left/midfloor): 0
Go-Ya A (far/left/midfloor): 0

General Lee A (far/left/topfloor): 0

Auto-turrets x2 (far/left/bottomfloor): 0
Auto-turrets x1 (far/left/bottomfloor): 1
Auto-turrets x1 (far/left/bottomfloor): 2

Auto-turrets x4 (far/left/midfloor): 0

Auto-turrets x4 (far/left/topfloor): 0

Assault Mooks x1 (mid/left/middlefloor): 1

Assault Mooks x5 (mid/left/topfloor): 0

Zuban B (far/right/bottomfloor): 0

Go-Yu B (far/right/midfloor): 11
Go-Ya B (far/right/midfloor): 5

General Lee B (far/right/topfloor): 0

Auto-turrets x4 (far/right/bottomfloor): 0

Auto-turrets x3: (far/right/midfloor): 0
Auto-turrets x1: (far/right/midfloor): 1

Auto-turrets x4: (far/right/topfloor): 0

Assault Mooks x5 (mid/right/topfloor): 0

Knight statues x3 (mid/left/bottomfloor): 0
Knight statues x1 (mid/left/bottomfloor): 1

Knight statues x1 (far/centre/bottomfloor): 0
Knight statues x1 (far/centre/bottomfloor): 1
Knight statues x2 (far/centre/bottomfloor): 2

Knight statues x2 (far/left/midfloor): 0

Knight statues x2 (far/centre/topfloor): 0

Knight statues x2 (near/centre/topfloor): 0

-----

10H

Ariadne's Comments

... I dunno what is up with the Gunners today. You all seem to be acting like Fighters?

And how many people actually spotted that the turrets are inactive?

If they're inactive then how the hell are they firing on us?

Unless I'm like totally missing something here...

Woah, those turrets are nasty!

Maybe inactive as in they attack when attacked...

There is a logic to them.

The turrets fire as assault rifles, which is indeed nasty, but they probably look worse because they are double armoured so hard to casually kill.

On we go...

Ares pulls off some impressive fire splitting whilst on the move. Despite having successes on his Knight target halved, he fires well enough (seven successes) to blow it away! The assault Mook he then kills is laughable in comparison.

Burn opens fire on San, using Ten Thousand bullets to score one roll of two successes and one of one, for a total of nine damage. San dumping her old Natural Order and Willow Step has done her no favours. However, that's very long range for a shotgun, so I'll reduce its base damage to two, meaning a final damage of seven. Firewall them promptly blasts at San as well, but doesn't get past her cover.

Cloud asked about dropping weapons and what-not. The necessity for him to do that won't come in until after the training mission is done; he can attack with whatever weapon he wishes right now. Cloud taps Jade Emperor and Sharpened Scales in a furious attack on Go-Yu B! Well, he only rolls three successes, but that is still a nifty eleven damage.

Azrael taps Straight Shooter at Firewall! Well, that ignores his armour. Azrael rolls a decent five successes for seven damage.

Barbarossa opens fire on Ares. He hits, as Ares has no defence. Ares is undefended right now and Barb rolls well; four successes nets him six damage.

Firewall is taking even more heat as both Klez and Helios fire at him. Klez rolls two successes; Helios blows away against cover. Another six damage to Firewall... is too much. He's out.

Sirin fires at Go-Ya, scoring one success for two damage. Your move did not make it clear how you were attacking him.

Yu and Ya B both attack Cloud again. I was overolling for them before; they have seven dice each to Zuban's six. Three and teo successes is five damage to Cloud.

The four turrets then fire at Sirin. Bullet Time saves her a little, but not much; they roll well.

-----

TEA HOUSE TRAINING SCENARIO, Turn 21

Third Room

San 21, Mid/right/midfloor (11/37) PW CF ST BS HC AL PC SC SS HL VG IB
Knives
Katars

Cloud 21, Far/right/midfloor (7/35) CF ST LA SS HL HT VG JE SP PM PW HC
Sword
Twinned Swords

Azrael 21, Mid/right/midfloor (9/7/27) CF KW LA BS HL HT DiM HC AL WW BB StS
Glock 19 x4 (2/3/3/3)
Walter P22s x2 (5) (6)

Barbarossa 21, Mid/right/midfloor (9/7/32) DM CF SP JE PM ST BS HL HC SE EE BT
Sword
Twinned Swords
Desert Eagle (1/4)

Melis 21, Mid/right/midfloor (11/18) CF DM ST SS BS HC HT HL SE LA LB IB
Staff (spear)
Knives

Helios 21, Mid/right/midfloor (6/5/18) ST KW HC VG SP LB LR BT 10B StS
Sword
Shotgun (4/2)

Klez 21, Mid/right/midfloor (4/9/14) KW HL BB EE LR BT StS
P99s x2 (3/8) (3/8)

Sirin 21, Mid/right/midfloor (6/5/32) CF DM ST LA BS HL HT PM BB EE BT
Dual Staves
MP-446 (1/0)
H&K MP5Ks x2 and PDWs x2 (4/0) (4/0) (3/0) (3/0)

Mors 21, Far/left/midfloor (8/4/11) CF KW ST LA SS BS SE HC AL JE SP DM
Katana

Burn 21, Mid/left/midfloor (10/28) ST KW CC EE LR 10B StS
Ingrams (1/3)
Uzi (4/0)
Shotgun (6/1)

Hawk 21, Far/left/midfloor (7/5/19) CF ST BS SE HC JE SP PM BB CC LR
Sword
Twinned Swords
Glocks 19s x2 (3/1) (3/1)

Ares 21, Mid/left/midfloor (10/29) ST AL CC EE BT 10B StS
Uzi x2 (4/4)

Zuban A (far/left/bottomfloor): 32

Go-Yu A (far/left/midfloor): 0
Go-Ya A (far/left/midfloor): 0

General Lee A (far/left/topfloor): 0

Auto-turrets x2 (far/left/bottomfloor): 0
Auto-turrets x1 (far/left/bottomfloor): 1
Auto-turrets x1 (far/left/bottomfloor): 2

Auto-turrets x4 (far/left/midfloor): 0

Auto-turrets x4 (far/left/topfloor): 0

Assault Mooks x5 (mid/left/topfloor): 0

Zuban B (far/right/bottomfloor): 0

Go-Yu B (far/right/midfloor): 22
Go-Ya B (far/right/midfloor): 7

General Lee B (far/right/topfloor): 0

Auto-turrets x4 (far/right/bottomfloor): 0

Auto-turrets x3: (far/right/midfloor): 0
Auto-turrets x1: (far/right/midfloor): 1

Auto-turrets x4: (far/right/topfloor): 0

Assault Mooks x5 (mid/right/topfloor): 0

Knight statues x3 (mid/left/bottomfloor): 0

Knight statues x1 (far/centre/bottomfloor): 0
Knight statues x1 (far/centre/bottomfloor): 1
Knight statues x2 (far/centre/bottomfloor): 2

Knight statues x2 (far/left/midfloor): 0

Knight statues x2 (far/centre/topfloor): 0

Knight statues x2 (near/centre/topfloor): 0

-----

AS

I was informed via PM that one of the players dropped, and I can join as the replacement. I will take the same cache as in the training mission.

Okidokey. You join at the left side entrance to the room.

Left entrance, bottom floor? Is he at 0 hits?

The only entrances are on the bottom floor, and yes.

Azrael lines his weapon, Using a clean straight shot that bypasses the Armor of Firewall, bleeding him terribly... The giant of a man loses his stregnth and the combined damage taken finallly drops the hulk...

(Im assuming that near-death players are jacked out...) As part of the programming, Firewall begins to disconnect from the simulation, the programm around his bleeding form turns pure white before he opens his eyes back on the simulations chair. Too exhasted to move, he turns his head to watch the others twitch and squim as they are digitally injured, either way; he was proud that he had lasted as long as he did in such a scenario...

(In the simulations, we're actually not hurting each other in the Real World...unlike the Matrix...)

I will shoot with Uzi at the injured Knight Statues on the bottom.