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

Started by Captain REX52 pages

Originally posted by Captain REX
Ares will tap LR on the Vampire at 40, firing a burst, reloading his gun with a trained hand, and firing another burst.

Swap LR for BT.

Actually, changing this a bit.

Ares will fire on the Vampire at 40 with his two 10B attacks, then taps LR to fire on the downed Vampire next to him to keep him down with another two 10B attacks.

Then swap LR for BT.

OK, I'm gonna drop one blade and return to just my katana, swap out PM for JE and attack the now awake vamp.

Mirage drops the gun, picks up a - hopefully more loaded - SMG from a dead SWAT and tries to find cover behind the mammoth reconstruction.

I swap JE for PM.

(My intention is to tap Carnival of Carnage next turn.)

Sorry, Lana, my error with the turn number.

Initiative is yours!

Klez opens fire on the Agent, but let's just say he's lacking two things that would make such fire effective.

Agent activates- Bullet Swerve

Agent loses two dice from all actions this turn.

With blurring motions, the Agent jerks its head out of the way of Klez's fire.

Ares fires like a maniac, rolling huge numbers of successes, to put his target down again. I am afraid 10B only works once in the turn regardless, Ares, so I kept your attack as originally planned to guarantee the downing.

Heph is going for the key, but his side of the room there are too many suits and maintenance guys up to get a clear run through! I'll hold that action.

4, 4 and 2 is not San's best, but she does get the bonus.

Like the Avenging Angel of Death, Burn arrives on scene and prompty machine guns down four of the SWAT.

Hawk blasts away at the Vamp up top, which does indeed fall off and land by him, which takes him out for longer.

Fire- best you can find at this point is UNDER the lorries, and it ain't perfect.

Mors charges in and cuts down Mr. Maintenance!

Mors- "Sorry, Mors, nothing."

Cloud drops a sword, hacks at the Vamp with his larger one... just one success, but that is even damage, brings it down!

Mirage- same again with the gun, unless you can think of somewhere where more loaded ones might be. You join Klez behind the Mammoth (disturbingly close to the Agent, btw).

"You think this is going to hold me?" says the werewolf to Dallas. Indeed, he is pretty strong, and is breaking free of the ropes.

Dallas hoists up his captive by the bracing post. Dallas then sprints for the nearest broken window, the Werewolf beginning to call out all the way, and simply chucks post, rope and Werewolf outside.

The Werewolf lands in the middle of the SWAT group out there, where he sprawls, still tied, in the middle of them.

"Uh-oh..." he says, a moment before they all fire.

Marduk smirks. He taps Defensive Master and swaps Ten Thousand Bullets back in.

He then charges down the Vampire, tapping Ten Thousand Bullets and Eagle Eye on a foe he just derpived of Storm Turtle.

He rolls six successes on his first attack, which doubles to twelve. He rolls four on his second. He rolls a rather impressive six successes on eight dice for his third. He rolls one for his fourth, and manages to get another one with his fifth.

In all, Marduk inflicts 39 damage. As he arrives at this targets, he drops his SMG and pulls out a long shamshir-style knife.

Bad guys!

The Agent is firing at Azrael, of course, but I'll wait for Trick to post.

Tapping BT to keep Helios up.

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CURRENT SITUATION: TURN 14

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Museum

Extinction Exhibit

Azrael 13 (9/7/49) CF KW LA BS HL HT DiM HC AL WW BB StS
Glock 17s (5/6/6)

Hephaestus 13 (7/43) PW CF ST SE AL WW SC NO HL DiM VG DF
Nunchaku

Sirin 14 (6/5/27) CF DM ST LA BS HL HT 1 PC BB CC EE
Katar
H&K PDW (1)

Mirage 14 (9/7/49) PW CF ST SS HC HL HT JE SP PM CC LR
Sais
SMG (3)*

Balder 13 (6/6/44) DM CF SS LA ST DF BB LR EE StS
Nunchuk
2 CZ-Scorpions x2 (5/3) (5/3)

Berserker 14 (9/51) ST SS BS AL IB PM CF SE WW NO DiM LA
Knives

Helios 13 (6/5/47) ST KW BS HC VG SP LR BT 10B StS
Sword*
Desert Eagle (3/3)

Klez 14 (4/9/49) KW HL BB EE LR BT StS
PP9s x2 (1/5) (2/5)

Italian Suits x9: 0

Maintenance Men x10: 0

SWAT x6: 0
SWAT x1: 2

Werewolf A: 0

Agent: 0

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Streets

Outside Museum

Fire 14, Under lorry, (7/6/38) DM ST LA BS HC AL HL SS JE HT PW SE StS
Silver Katana
Machine Pistol (2/4)

Mors 14, Halfway to Alleyways (8/4/21) CF KW DM ST LA SS BS HC HT JE SP PM
Katana*
Sais
Hookswords

Burn 14, Halfway to alleyway (10/21) HL KW CC[/] EE LR 10B [i]StS
Ingrams (4/11)

Vampire: 0

Vampire: 0

Vampire: 57 (downed)

Vampire: 0

Maintenance Men x9 (front): 0

SWAT x 8 (front)

Werewolf B (front, somewhat inconvenienced): 0

Back Streets

Hawk 14, Alleyway, (6/5/0) CF ST BS SE HC JE SP PM BB CC LR
Sword*
Twinned Swords
Glocks 19s x2 (2/3) (2/2)

Vampire, Alleyway: 70

Road

Cloud 14 (8/31) CF ST LA SS HL HT VG JE SP PM PW HC
Sword*

Barbarossa 12 (10/6/23) DM CF SP JE PM ST BS HL HC IB EE BT
Sword
Knives
Desert Eagle (3/4)

Vampire: 54 (downed)

Vampire: 52 (downed)

Apartment Exit

Melis 13 (11/0) CF DM ST LA SS BS SE HC HL HT VG LB
Staff

Vampire: 60 (downed)

Plaza Exit

San 14 (11/40) PW CF ST BS HC AL NO SC WW HL VG IB 1
Knives

Ares 14 (3/10/53) PW HL CC EE LR BT 10B
Machine Pistol (4/17)

Vampire: 13

Vampire: 57 (downed)

Vampire: 53 (downed)

Vampire: 52 (downed)

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I shoot at the maintenance men. swap LA for HL

I tap Carnival of Carnage, fire at the SWAT and run to the skeleton of the tyrannosaurus if it offers more cover away from the Agent, otherwise I' m temporary staying where I am.

I want to try locking the Vamp into any cars or dumpsters in the area.

I'll also be gone the next couple of days, guys. In Houston over Thanksgiving.

Ush, I also have CF in my cache.

I'll take out EE for DM and run at the nearest SWAT member, trying to break his shoulder with a strike from my nunchuk.

San will tap VG on her target to throw him and move back to where Ares is, swapping VG back for IB.

(btw guys, if you haven't already, take a look at this. It might be helpful)

"Barb, open the boot!" Cloud yells, I'll throw the one with 52 damage in first.

Ares will fire his machine pistol into the Vamp at 52 while grabbing him to stuff inside the trunk of a car.

Not using 10B effects for this.

(Best of luck, Az)

Klez sees Heph making his bid for the Key.

He then fires on a Maintenance man in Heph's way with the nigh empty pistol, then taps LR, firing his other pistol into a Suit while reloading the other one-handed.

Mors swipes down another Maintenance man as he moves through them.

Turn 13-

Heph lashes his nunchaku across the face of a Maintenance man in his way, then taps DF to reverse the strike and break the gun-arm of a Suit firing at him, still trying to work his way through that crowd towards the key.

Turn 14-

He repeats this action, smashing down another Maintenance man and tapping DF in retaliation against a Suit as he runs.

Sirin fires her PWD on a Maintenance man while moving towards the SWAT.

She then drops the PDW as she runs and pulls out her Katar.

Swap HT for PC, and use BS for dice.

"Thanks, Finn, you're a doll."

Melis grabs her Vampire opponent and tries to lock him up inside a dumpster, striking him barehanded to prevent his healing.

I guess I'll try doing this for the two turns I have.

Berserker will call up Ariadne yeah I don't care if I'm going to get hurt "Yeah I need you tell me if there is anyway to hurt this Wolf man I'm fighting and possibly see if the dead hunter guy had anything on him to hurt the thing?"

Berserker will actively dodge any incoming attack a well.

(I wish to note from a chat with Ush...remember how the Hunter shot the Key out of the Werewolf's hand and not the hand itself? He knew his assault rifle wouldn't do anything, so he may not have anything...)

Originally posted by Newjak
Berserker will call up Ariadne yeah I don't care if I'm going to get hurt "Yeah I need you tell me if there is anyway to hurt this Wolf man I'm fighting and possibly see if the dead hunter guy had anything on him to hurt the thing?"

Berserker will actively dodge any incoming attack a well.

Actively dodge is a classic! Doesn't happen any more I am afraid. Defence is automatic and constant; boosted if tapped.

Originally posted by Ushgarak
Actively dodge is a classic! Doesn't happen any more I am afraid. Defence is automatic and constant; boosted if tapped.
(Sorry I had a brain fart back to the PT RPG USH)