USH'S MATRIX GAME 2006 FIRST ASSIGNMENT- 'The Museum'

Started by Fire52 pages

Ooh Refresh I didn't notice. I'll type in my action final once and for all (Sorry Ush!)
First of Tap LA!
Then I will make a barehanded attack on the vamp in front of me if it hits I'd like to tap PW to turn it into a throw. I hope this gives me the chance to get behind the lorries, for cover.
at the end of my turn I'd like to swap PW for HT.

BTW Burn and Melis maybe it's better if Burn comes to help us and Melis stays behind with the vamp. Melis being the one with the high melee pool and 0 wounds. While Burn has a high gun pool and is already wounded. Since guns are better for taking down tons of mooks (which we have a sh*tload of) I think this would work better.

Azrael will tap CF, BS and HL. Switching out CF for HT.

Yeesh, I hope I get another turn.

On a side note, somebody get that key! I don't know what it is, but it's obviously important. Get it, then get out.

Melis, stay and keep the Vamp under control.

Burn, you go to the museum.

San will tap IB again on her target.

I'l swap BGB for CF, take out my nunchuks and attack the Hunter.

Bloody hell, they never stop, do they?

"Awww sh*t!" Barb exclaims, hopping into the driver's seat whilst swiping at the vamp with a KaBar."

Hawk is continuing down, with Mors...

Fine.
I'll go find a car then...
Anything cool around? And fast?

Not in the alleyways, no.

I think Berserker is working on that, Trick.

Anyways, Melis will hang back.

Helios will hack away at another SWAT. (SP, KW, BS, ST)

well then I will just hike it...

Initiative roll is a draw, so play switches back to you guys! So, let's see how everyone does.

Highlights... well... a nice solid blow from Fire sends the guy flying across the roadside into poarked cars on the far side.

The untap did indeed come at a good time for Berserker. He meses up the second of his three Knife attacks, but gets a bonus on the first. Seven, one and four successes is fifteen damage.

Cloud manages to hack his vamp down again.

Melis, Hands of Light was not an option.

Ares jumps over the car to use the other door as cover but that's a really bad idea because he lands right next to the Vamp who just got up there, who then surprises him, scothing Ares' attack that turn.

Heph still being a bit of a girl up top; I am sure Azrael has no sympathy.

Sirin charges down the Hunter! He taps ST against that attack though.

Mirage- didn't roll great again, and it took both your turns to kill a target. You impale one at pointblank range, face to face.. and... well, either those eyeholes are surprisingly well shaded, or the wearers have no eyes.

Ok, bad guys. Well... you guys are still completely overwhelmed in and just out of the Museum. Mirage and Helios and Klez are now taking all the weight of Mook fire.

The Hunter whirls to confront his new targets, and crosses his arms as his machetes fly out at you both. He REALLY gets a good one on Balder; more glances Sirin.

"Man, stop DOING that!" says your opponent, Berserker. He gets you for another eight damage.

And... something is very much wrong with this fight, Berserker, because you are pretty sure you just stabbed him in the chest and he doesn't care one bit.

Dallas crashes to the ground next to you.

"This guy is cheating!!" he exclaims.

-----

CURRENT SITUATION: TURN 11

---

Museum

Extinction Exhibit

Azrael 11 (9/7/49) CF KW LA BS HL HT DiM HC AL WW BB StS
Glock 17s (5/6/6)

Hephaestus 11, Balcony (7/43) PW CF ST SE AL WW SC NO HL DiM VG DF
Nunchaku

Sirin 11 (6/5/16) CF DM ST LA BS HL HT PC BB CC EE
Katar
H&K PDWs x2 (1/1)

Mirage 11 (9/7/43) PW CF ST SS HC HL HT JE SP PM CC LR
Sais
Sword

Balder 11 (6/6/28) DM CF SS LA ST DF BB LR EE StS
Nunchuk
2 CZ-Scorpions x2 (5/3) (5/3)

Berserker 11 (9/44) ST SS BS AL IB PM CF SE WW NO DiM LA
Knives

Helios 11 (6/5/34) ST KW BS HC VG SP LR BT 10B StS
Sword*
Desert Eagle (3/3)

Klez 11 (4/9/48) KW HL BB ]EE LR BT StS
PP9s x2 (3/5) (3/5)

Italian Suits x10: 0

Maintenance Men x11: 0

SWAT x10: 0
SWAT x1: 1

Werewolf A: 0

Werewolf B: 0

The Hunter: 39

---

Streets

Outside Museum

Fire 11, By cars (7/6/38) DM ST LA BS HC AL HL SS JE HT PW SE StS
Silver Katana*
Machine Pistol (3/4)

Firewall 10, Front (6/6/34) ST KW LA AL HL HT DiM CF SS HC StS LR
Desert Eagle (2/7)
MP9 (3/4)

Vampire (behind car door): 1

Vampire (behind car door): 0

Vampire: 23

Vampire: 0

Maintenance Men x10 (front): 0

SWAT x 14 (front)

Back Streets

Mors 11, Alleyway (8/4/21) CF KW DM ST LA SS BS HC HT JE SP PM

Katana*
Sais
Hookswords

Hawk 11, Alleyway, (6/5/0) CF ST BS SE HC JE SP PM BB CC LR
Sword*
Twinned Swords
Glocks 19s x2 (3/4) (3/3)

Burn 11 (10/21) HL KW CC EE LR 10B StS
Ingrams (5/11)

Vampire, Rooftop: 49

Road

Cloud 11 (8/33) CF ST LA SS HL HT VG JE SP PM PW HC
Sword
Twinned Swords*

Barbarossa 11 (10/6/23) DM CF SP JE PM ST BS HL HC IB EE BT
Sword
Knives
Desert Eagle (3/4)

Vampire: 52 (downed)

Vampire: 51 (downed)

Apartment Exit

Melis 11 (11/0) CF DM ST LA SS BS SE HC HL HT VG LB
Staff

Vampire: 52 (downed)

Plaza Exit

San 11 (11/27) PW CF ST BS HC AL NO SC WW HL VG IB 1
Knives

Ares 11 (5/10/46) PW HL CC EE LR BT 10B
Machine Pistol (3/18)

Vampire (behind car door): 0

Vampire (behind car door): 35

Vampire: 46

Vampire: 47

-----

Ush can I swap powers before I make a move for instance I want to switch out SS for CF?

Okay, been talking with Ush...

Combat Team: Our objective is the KILL the Vampires. Not injure them. Not put them down and make sure they stay there for awhile. KILL. DEAD. NO LONGER LIVING...or, well, Unliving. We need to figure that out. Wooden stakes are a no go. Possibly fire, but we'd need to figure out where the hell we're getting fire from.

Philo Team: Get that key and get out. Heph, stop being a wimp.

...

Ares turns and fires a burst into the chest of the Vampire that surprised him at point-blank range.

"You've got to be joking..."

Melis stands over the Vampire as Burn takes off.

"What do I have to do to keep you down?"

She strikes the Vampire hard in the ribs with her staff.

"Hmm? You're blocking our exit, so if you could kindly move...or stop existing."

(HL not an option? *shrug* VG then, if I still can. And swap HL out for SS, to use for extra damage from my staff.)

Originally posted by Captain REX
Okay, been talking with Ush...

Combat Team: Our objective is the KILL the Vampires. Not injure them. Not put them down and make sure they stay there for awhile. KILL. DEAD. NO LONGER LIVING...or, well, Unliving. We need to figure that out. Wooden stakes are a no go. Possibly fire, but we'd need to figure out where the hell we're getting fire from.

Philo Team: Get that key and get out. Heph, stop being a wimp.

...

Ares turns and fires a burst into the chest of the Vampire that surprised him at point-blank range.

"You've got to be joking..."

I'm working on it Rex if I can switch out SS for CF I'm gonna make a dive for the key Tapping CF to avoid any of his attacks

The Werewolves are invincible. Great.

"Captain, what do we do?" Sirin shouts to Dallas, while aiming a nerve strike for the Hunter's upper arm.

Swap EE for CF.

(Jamie, he's not go a melee weapon, CF will be useless against the Wolves; try tapping WW instead, it's auxilary, you don't have to put it in)

Heph calls Finn.

"Hey Finn, any other maintenance hallways that could put me closer to that damned key without striding straight through a firefight?"

Swapping DiM for DF.

"Cloud, get into the damn car!" Barb yells, revving the engine.

Once Cloud is in, Barb will Run the vehicle over the Vamps. Then they will move towards San's location.

Originally posted by General Zink
(Jamie, he's not go a melee weapon, CF will be useless against the Wolves; try tapping WW instead, it's auxilary, you don't have to put it in)

Heph calls Finn.

"Hey Finn, any other maintenance hallways that could put me closer to that damned key without striding straight through a firefight?"

Swapping DiM for DF.

(Good Looking GZ)

Berserker will Tap WW and make dash for the key

"I think your right Dallas"