Remember to keep a tab on your turn number, folks...
A kill for Firewall.
Barb's first target does not quite drop!
A kill for Helios, and two very classy kills for Sirin!
Mors makes up his time and his kills.
Ares- yes, but it takes a turn and there won't be much ammo there. Two kills for you.
Klez skips a beat this time. His first attack is not on target; I shall use the second for the kill. No beat-skipping from Melis, though- both her attacks hit home.
Heph is on target, and Stabby Sanny is good too. Cloud messes up his first attack, but the second bites home. I'll kill a wounded mook with the first.
Hawk also not as good as he wanted on his first attack!
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TEA HOUSE TRAINING SCENARIO
Left side, First room
Mors 6 (8/4/1) CF KW ST LA SS BS SE HC AL JE SP DM
Katana
Ares 6 (10/4) ST AL CC EE BB 10B StS
Thompson SMG (5/0)
Glock 19 E (5/0)
Burn 5 (10/6) ST KW CC EE LR 10B StS
Ingrams (2/6)
Shotgun (8/1)
Hephaestus 6 (8/2) PW CF ST SS BS WW SC NO HL DiM VG DF
Nunchaku
Falcon 3 (10/4) HC NO 10B BT StS EE BB
Uzis x2 (4/0) (4/0)
SMGs (5/0) (4/0)
Firewall 5 (6/6/5) ST KW LA AL HC HT DiM HL CF SS StS LR
Desert Eagle (3/4)
Shotgun (3/2)
Balder 5 (6/7/8) DM CF ST SS VG HL EE LR StS 10B
Steyr TMP (3/3)
.44 Magnum (3/4)
Hawk 6 (7/5/5) CF ST BS SE HC JE SP PM BB CC LR
Sword
Twinned Swords
Glocks 19s x2 (3/2) (3/2)
Gun-wielding maniacs x2: 0
GWM x2: 2
-
Right side, First room
San 6 (11/2) PW CF ST BS HC AL PC SC SS HL VG IB
Knives
Katars
Helios 6 (6/5/2) ST KW HC VG SP LB LR BT 10B StS
Sword
Shotgun (8/2)
Cloud 5 (7/2) CF ST LA SS HL HT VG JE SP PM PW HC
Sword
Twinned Swords
Melis 6 (11/2) CF DM ST SS BS HC HT HL SE LA LB IB
Staff (spear)
Knives
Klez 6 (4/9/2) KW HL BB EE LR BT StS
P99s x2 (6/9) (6/9)
Barbarossa 6 (9/7/6) DM CF SP JE PM ST BS HL HC SE EE BT
Sword
Twinned Swords
Desert Eagle (3/4)
Azrael 5 (9/7/6) CF KW LA BS HL SS DiM HC AL WW BB StS
Glock 19s E z2 (4/0) (4/0)
Walter P22s x2 (6/0) (6/0)
Sirin 6 (6/5/0) CF DM ST LA BS HL HT PM BB EE BT
Dual Staves
MP-446 (5/0)
H&K MP5Ks x2 and PDWs x2 (4/0) (4/0) (3/0) (3/0)
Gun-wielding maniacs x5: 0
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People are reasonably close to the door. It can accomodate four at a time.
With all this admin to do, there has not been much time to describe the scene. I am sure you can imagine it yourselves- hundreds of bullets flying all over, the gloom of the room now lit up by light straming through bullet holes from ther outside Gunners, often with two guns, blazing away with hundreds more bullets; those with Storm Turtle and the like making acrobatic moves forwards, those with Natural Order doing things like wall running to completely throw off the aim of the bad guys, and those with Bullet Time firing and leaping at the same time...
Ok, Cloud gets two catch-up kills... then gets one kill and a wound on his actual turn.
Aliies spasguns a mook.
Hawk destroys his targets with ease...
... oh, and it all gets pretty slaughtery from there. I am updating everyone's turn to the latest as any untaken actions are used to mop up survivors or move.
Burn... Azrael? You made a treacherous deal here I don't know about? Well, all time and mook-killing factors considered, the Shez crew gets one more person through the door this turn.
Through the door is a scenario that players of the last training mission may be familiar with. There are three large barriers in this long, rectangular room, full of spikes and what-not. Take a turn to climb over them, or try and jump them with an acrobatics rolls (MA or Dex, -3 to your pool to represent difficulty) and be able to take a normal action as well. The barriers count as three points of cover if you are on the wrong side of them, but only the way you are going; firing ports allow those behind to fire at you without trouble.
2H
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TEA HOUSE TRAINING SCENARIO
Left side, First room
Mors 7 (8/4/1) CF KW ST LA SS BS SE HC AL JE SP DM
Katana
Hephaestus 7 (8/2) PW CF ST SS BS WW SC NO HL DiM VG DF
Nunchaku
Firewall 7 (6/6/5) ST KW LA AL HC HT DiM HL CF SS StS LR
Desert Eagle (3/4)
Shotgun (2/2)
Hawk 7 (7/5/5) CF ST BS SE HC JE SP PM BB CC LR
Sword
Twinned Swords
Glocks 19s x2 (3/2) (3/2)
-
Left Side, Second room
Ares 7, Entrance (10/4) ST AL CC EE BB 10B StS
Thompson SMG (5/0)
Glock 19 E (5/0)
Burn 7, Entrance (10/6) ST KW CC EE LR 10B StS
Ingrams (2/6)
Shotgun (8/1)
Falcon 7, Entrance (10/4) HC NO 10B BT StS EE BB
Uzis x2 (4/0) (4/0)
SMGs (4/0) (4/0)
Balder 7, Entrance (6/7/8) DM CF ST SS VG HL EE LR StS 10B
Steyr TMP (3/3)
.44 Magnum (3/4)
Uzi-wielding maniacs x5 (First barrier): 0
Uzi-wielding maniacs x5 (Second barrier): 0
Uzi-wielding maniacs x5 (Third barrier): 0
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Right side, First room
San 7 (11/2) PW CF ST BS HC AL PC SC SS HL VG IB
Knives
Katars
Cloud 7 (7/2) CF ST LA SS HL HT VG JE SP PM PW HC
Sword
Twinned Swords
Melis 7 (11/2) CF DM ST SS BS HC HT HL SE LA LB IB
Staff (spear)
Knives
Klez 7 (4/9/2) KW HL BB EE LR BT StS
P99s x2 (6/9) (6/9)
Sirin 7 (6/5/0) CF DM ST LA BS HL HT PM BB EE BT
Dual Staves
MP-446 (5/0)
H&K MP5Ks x2 and PDWs x2 (4/0) (4/0) (3/0) (3/0)
-
Right Side, Second room
Barbarossa 7, Entrance (9/7/6) DM CF SP JE PM ST BS HL HC SE EE BT
Sword
Twinned Swords
Desert Eagle (3/4)
Azrael 7, Entrance (9/7/6) CF KW LA BS HL SS DiM HC AL WW BB StS
Glock 19s E z2 (4/0) (4/0)
Walter P22s x2 (6/0) (6/0)
Helios 7, Entrance (6/5/2) ST KW HC VG SP LB LR BT 10B StS
Sword
Shotgun (8/2)
Uzi-wielding maniacs x5 (First barrier): 0
Uzi-wielding maniacs x5 (Second barrier): 0
Uzi-wielding maniacs x5 (Third barrier): 0
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