USH'S MATRIX GAME 2006 SECOND ASSIGNMENT- 'The Monastery'

Started by Fire105 pages

Ok after talking with Lana, she does kinda have a point that people can think for themselves. However that wasn't really the point here. The point here, as it usually (on and offline) is in these things, was that people failed to follow orders! (Looks over at Tpt 😛)

Now you don't have to take it from, altho I have atleast a few years experience in playing pretty high tactics RPGs, but following orders is generally a good idea. Yes sometimes they might mess up, but usually they will be right! Like now for example!

So I suggest that, unless people are wanting to die, WE ALL LISTEN TO ORDERS and learn to ACT LIKE a ****ing UNIT. Instead of a few individuals!

Berserker will continue to run behind Dallas

I'll have ST LA IB SS on

And yeah people need to learn to think on the fly and follow orders I mean just look at team Suicide we are on the same plan 😛

Ok, this took... forever.

One day for everyone to be happy their loadouts are correct (I'll add the guns... some time). Then we proceed.

Helios, you are due one more power, both a tall as a chartacter, and also loaded (no point loading HC).

Only waiting on Azrael for a loadout.

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Rock garden

Berserker (9/0) (Step 1) ST SS BS AL IB HT CF SE WW NO DM LA
Knives

Barbarossa (10/6/0) (Step 1) DM CF SP JE PM ST BS HL HC IB EE BT
Twinned Swords
Knives
Desert Eagle (3/6)

Cloud (8/0) (Step 1) CF ST LA SS HL HT VG JE SP PM PW HC
Sword
Twinned Swords

Dallas (Step 1)

Klez (9/4/0) (Top) KW HL BB CC EE LR BT
Machine Pistols x2 (5/4) (5/5)

Melkor (5/6/0) (Top) DM ST SS HT DiM HL CC LR BT EE
H&K (5/1)
Glock 19s x2 (3/1) (3/1)

Sirin (6/5/0) (Top) CF DM ST LA HL HT DiM VG BB CC EE
Light Machine Pistol x8 (3/3/3/3/3/3/3/3)

Marduk (Top)

SWAT x12 (Step 7)

Agent (Step 7)

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Meeting Room

Helios (6/5/0) ST KW BS HC VG HL HT LR BT SS SE
Glock 19s x2 (3/6) (3/6)

SWAT x4

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4-door Room

San (11/0) PW CF ST BS HC AL NO SC WW HL VG IB
Knives

Mors (8/4/0) CF KW DM ST LA SS BS HC HT JE SP PM
Katana
Sais
Glock 19 (3)

Hawk (6/5/0) CF ST BS SE HC JE SP PM BB CC LR
Twinned Swords
Sword
Glock 19 x2 (3/1) (3)

Burn (10/0) HL KW CC EE LR 10B StS
Shotgun (8/1)
Ingrams (5/8)

Fire (7/6/0) DM ST LA BS HC AL HL SS JE HT PW SE CC
Silver Katana
Glock 19s x2 (3/3)
Ingrams (5)

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

Azrael
4 Light Machine Pistols (3/3/3/3)
4 Light Pistols (6/6/6/6)

Mirage (9/7/0) PW CF ST SS HC HL HT JE SP PM CC LR
Sais
Machine Pistol (5/10)

Hephaestus (8/0) PW CF ST SE AL WW SC NO HL DiM VG HT

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Corridor

Ares (10/0) PW HL CC EE LR BT 10B
MAC 10 (5/12)

SWAT x2

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Barb will continue with the Charge, still carrying his KABAR Combat Knives.

Helios will add and load Swooping Eagle.

Down the stairs I go

Weapons are in, kick-off time is tonight...

Ok, I need you to visualise the situation. Those of you outside, you moved south to get out that way. The graden runs east (where you are) to west (where the landing point was), which means you guys are moving parallel with Team Coward. Well, actually, only Ares right now.

However, you guys will be moving downwards whilst Team Coward are keeping in more-or-less a straight line. If there was a window in Ares' corridor 9there is not), he could see those of you going with Dallas. As time goesd by, it will be more a case of him looking down on you. So the Monastery itself is kind of on a peak, but the garden leading up to it is parallel with it.

Also, those steps... I mean they are huge, they have room for all sorts on them. It's not like running down a flight of stairs; it would take a whole turn just to cross one. They are room-sized basically.

San made contact with the operator yet?

Azrael's dropping BS completely for Storm Turtle.

His loadout is:
BS LA BB StS KW

Azrael jumps through the door after Ares, away from the grenades.

I want people moving out of this room and to the west as soon as they get a chance to. The original three who were going to stay with San (that is Hawk, Burn, and Fire) I want to stay until San's ready to go, but everyone else get moving. NO WASTING TIME ALLOWED.

Everyone else will be moving with Mors, following Ares through Door 2.

Gotta admit being flummoxed by Trick specifically dumping BS from his character then trying to load it.

Those inside the 4-door room all make their relevant rolls, though the sound completely oblitterates anything Finn is saying.

By the time you get up the SWAT are jumping into the room. They are 1-point armoured and carry SMGs. Just to be clear, these are not the 'SWAT' from the Museum; these are from the authorities.

Team Suicide-Cover open fire. An intense barrage of Eagle-Eyed fire cuts down seven SWAT! The remainign SWAT start to advcance, firing, and as more get off the Ospreys, they start to reinforce where the Agent is. The Agent is standing and firing himself; Marduk opens fire on the Agent and keeps it pinned down in a Bullet Swerve. The targets for the bad guys are those doing the running.

Dallas comes to a halt at the far side of the first step and crouches behind a marble statue. At this point, enemy fire is largely ineffectual

Sirin, you spot that more SWAT are coming up the mountainside from the south, to flank the steps.

Helios charges his SWAT foes down. by a miracle, they all miss. You have closed to Melee range; another four SWAT enter at this point.

That leaves Ares, who blows his two foes down and continued down the corridor. He can hear a lot of shouting nearby.

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MONASTERY BATTLE: Turn 1

Rock garden

Berserker 1 (9/2) (Step 1, far side) ST SS BS AL IB HT CF SE WW NO DM LA
Knives

Barbarossa 1 (10/6/0) (Step 1, far side) DM CF SP JE PM ST BS HL HC IB EE BT
Twinned Swords
Knives
Desert Eagle (3/6)

Cloud 1 (8/0) (Step 1 far side) CF ST LA SS HL HT VG JE SP PM PW HC
Sword
Twinned Swords

Dallas 1 (Step 1, far side)

Klez 1 (9/4/0) (Top) KW HL BB CC EE LR BT
Machine Pistols x2 (4/4) (4/5)

Melkor 1 (5/6/0) (Top) DM ST SS HT DiM HL CC LR BT EE
H&K (5/1)
Glock 19s x2 (1/1) (1/1)

Sirin 1 (6/5/0) (Top) CF DM ST LA HL HT DiM VG BB CC EE
Light Machine Pistol x8 (3/3/3/3/3/3/3/3)

Marduk 1 (Top)

SWAT x6 (Step 7): 0

SWAT x5 (Step 7, near side): 0

SWAT x12 (Southern slope): 0

Agent (Step 7): 0

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Meeting Room

Helios 1 (6/5/0) ST KW BS HC VG HL HT LR BT SS SE
Glock 19s x2 (3/6) (3/6)

SWAT x8: 0

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4-door Room

San 1 (11/0) PW CF ST BS HC AL NO SC WW HL VG IB
Knives

Mors, 1 (8/4/0) CF KW DM ST LA SS BS HC HT JE SP PM
Katana
Sais
Glock 19 (3)

Hawk 1 (6/5/0) CF ST BS SE HC JE SP PM BB CC LR
Twinned Swords
Sword
Glock 19 x2 (3/1) (3)

Burn 1 (10/0) HL KW CC EE LR 10B StS
Shotgun (8/1)
Ingrams (5/8)

Fire 1 (7/6/0) DM ST LA BS HC AL HL SS JE HT PW SE CC
Silver Katana
Glock 19s x2 (3/3)
Ingrams (5)

Melis 1 (11/0) CF DM ST LA SS BS SE HC HL HT VG LB
Spear

Azrael 1 (9/7/0) CF KW LA ST HL HT DiM HC AL WW BB StS
4 Light Machine Pistols (3/3/3/3)
4 Light Pistols (6/6/6/6)

Mirage 1 (9/7/0) PW CF ST SS HC HL HT JE SP PM CC LR
Sais
Machine Pistol (5/10)

Hephaestus 1 (8/0) PW CF ST SE AL WW SC NO HL DiM VG HT

SWAT x6: 0

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Corridor

Ares 1 (10/0) PW HL CC EE LR BT 10B
MAC 10 (3/12)

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Okay, this is completely useless, I'll try calling at some point when we're not being blown up...

In which case San is going to go stabby on a SWAT, tapping IB.

My point about people needing to move still stands. GET OUT OF HERE AS SOON AS YOU CAN. Preferably one of the other fighters - Melis or Heph - I want you out of the room and after Ares this turn if at all possible. But in general, people need to get moving, though at the same time I do not want anyone left by themselves.

Is there any cover proceeding across the steps? If so, I'd like to take cover, near the edge of the step. Ready to proceed to the next.

Hawk will go slashy with his swords, using PM.

Shoots at 2 swats with Ingrams

Mors will usher everyone out of the room with the exception of San, Burn, Fire, and Hawk, heading after Ares ASAP, preferably with the rest of his team in tow.

How many people can fit through the door at once?

Ares, stay put.

Helios, get out of there, baaad situation.

On that subject, I'll leave getting Helios out of there up to San.

Okay thanks...

Well fine then, I'll work out how I want to do that once this turn is over.

I'll shoot at two SWAT officers using one of my Glock19's

Heph will move to join Ares through Door 2.