Balder, if you can guarantee availability, you can be in with Helios.
You guys win initiative; always nice...
Ok, Azrael is through the door and down the corridor. Mirage is through the door but not down the corridor, as no-one went through in Turn one except Ares.
Fire and Burn burst back into the starting room and open fire. Not good rolling though; Burn and Fire only kill one apiece.
Helios hurls himself backwards from the attacking SWAT and with a remarkable roll kills one of them; nice backwards jump Bullet Time effect there. All the SWAT fire at him fruitlessly as he get away, just as another four enter.
Psychos in the 4-door room between them leave just one SWAT left...
Berserker goes for cover on his step as Cloud and Barb both move forwards. This is very much in synch with Dallas who moves forwards doing the same thing, but in the turn you move there is no cover. The steps are joined by fairly gentle slopes, but you have no time for that and leap down the drop!
Klez is annoyed that one is left standing, but Marduk takes care of it, repeating his action from before. "Get going!" says Marduk, urgently
Ares, they have two grenades each. The next room is a corridor but at right angles to your one, running North-South. it also has four exits, west and east in the south (where you are) and West and East in the North.
"SWAT are coming in from the North right now," says Ariadne. "less of them to the West."
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Three attacks each on our charging heroes, and an extra one which can go on Berserker in cover.
The SWAT to the rear advance. That Agent starts to stride forwards too.
SWAT that have landed on the roof start to turn their attention to the outside battle as well- six on thre rooftop are now looking downwards onto the filed of conflict.
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MONASTERY BATTLE: Turn 3
Rock garden
Berserker 3 (9/6) (Step 1, far side) ST SS BS AL IB HT CF SE WW NO DM LA
Knives
Barbarossa 3 (10/6/3) (Step 2) DM CF SP JE PM ST BS HL HC IB EE BT
Twinned Swords
Knives
Desert Eagle (3/6)
Cloud 3 (8/8) (Step 2) CF ST LA SS HL HT VG JE SP PM PW HC
Sword
Twinned Swords
Dallas 3 (Step 2): 4
Klez 3 (9/4/0) (Top) KW HL BB CC EE LR BT
Machine Pistols x2 (4/4) (5/4)
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 3 (6/5/0) (Top) CF DM ST LA HL HT DiM VG BB CC EE
Light Machine Pistol x7 (2/3/3/3/3/3/3)
Marduk 3 (Top)
SWAT x6 (Step 6): 0
SWAT x7 (Step 4): 0
Agent (Step 7, near side): 0
SWAT x6 (Monastery roof): 0
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Meeting Room
Helios 3 (6/5/12) ST KW BS HC VG HL HT 1 LR BT SS SE
Glock 19s x2 (3/6) (3/6)
Burn 3 (10/0) HL KW CC EE LR 10B StS
Shotgun (8/1)
Ingrams (1/8)
Fire 3 (7/6/0) DM ST LA BS HC AL HL SS JE HT PW SE CC
Silver Katana
Glock 19s x2 (1/1)
Ingrams (5)
SWAT x10: 0
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4-door Room
San 3 (11/0) PW CF ST BS HC AL NO SC WW HL VG IB
Knives
Hawk 3 (6/5/0) CF ST BS SE HC JE SP PM BB CC LR
Twinned Swords*
Sword
Glock 19 x2 (3/1) (3)
Melis 3 (11/0) CF DM ST LA SS BS SE HC HL HT VG LB
Spear
SWAT x1: 0
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Corridor
Ares 3 (10/0) PW HL CC EE LR BT 10B
MAC 10 (3/12)
Hephaestus 3 (8/0) PW CF ST SE AL WW SC NO HL DiM VG HT
Mors 3 (8/4/0) CF KW DM ST LA SS BS HC HT JE SP PM
Katana
Sais
Glock 19 (3)
Azrael 3 (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 3 (9/7/0) PW CF ST SS HC HL HT JE SP PM CC LR
Sais
Machine Pistol (5/10)
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Card- 8H