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

Started by Ushgarak105 pages

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."

-

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

Melkor will shoot at the Swat at step 4.

I've got time now, so sign me up.

Melkor, you've got quite a few turns to make up for. For your first two turns, fire at the SWAT on step 6, since they were there...

Klez will fire on two SWAT on Step 4 as he starts to move forwards, assuming that Marduk wants him to start running after Dallas and company.

Ares will grab two grenades off of one of the SWAT.

"Someone want the rest?" he asks. He puts the phone back up to his ear. "Alright, so we want to be heading west. Gotcha. Thanks doll, call me." Ares hangs up.

I guess Heph will grab the other two grenades.

Sirin follows after Klez, making a short jump in midair to spin around and firing at two SWAT on the roof before resuming her dash.

Mors will continue down the hallway, katana at the ready.

San will tap IB on the remaining SWAT...

Hawk will head back to the meeting room, and if he can fire on some of the SWAT there with BB.

Swap HT for SS.

Melis will stay with San, preparing to smack down more SWAT should they decide to jump down into the room with them.

I guess there is nowhere but foreward.

Barb continues toward the Swats.

I'll use CC again to fire at two SWAT officers. "C'mon guys we can't hang around here forever"

Onwards and Downwards it is

Azrael keeps heading west.

"No time to wait! We'll clear a path for the others."

Fire...
Less shooting, more moving..
Helios is no longer surrounded, lets get the hell out of the room...
Burn runs out hte door and into the 4 door room,
If he can fire at 2 swats while he's doing that, then do it.

Since the number of swat stayed the same I figured that he can't escape yet. But if he can ofc I'll be the heck out of there.

Helios will swap out HL for LR and, if possible, try to leave the room while firing at the SWAT.

Your initiative again!

Balder- need your loadout, both programmes and guns!

Ares, a lot of time passing here- SWAT have now entered that corridor.

Err, so, there is lots of shooting and dying and what-not... Klez and Fire don;t shoot as well as they would have liked. Helios is indeed clear after that Bullet Time move, and manages another damn good shot as he gets out.

Azrael bursts into the next room, where there are four SWAT at the north part already. You surprise them, but that will be the only time the SWAT are surprised that people are breaking out.

Dallas is tapping King on the Water this turn as he goes forwards. Marduk, advancing, turns his fire on the roof.

Bad guys! 14 shooters on our intrepid heroes, four on Dallas (all miss), four on Berserker. That's a lot of shooters now, dangerous out of cover! Newly in-gamed balder takes some fire, only covered now by Hawk. More SWAT turn up their and they seem to have a leader with them...

More SWAT on the rooftop, too.

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MONASTERY BATTLE: Turn 4

Rock garden

Berserker 3 (9/12) (Step 1, far side) ST SS BS AL IB HT CF SE WW NO DM LA
Knives

Barbarossa 4 (10/6/9) (Step 2, far side) DM CF SP JE PM ST BS HL HC IB EE BT
Twinned Swords
Knives
Desert Eagle (3/6)

Cloud 4 (8/12) (Step 2, far side) CF ST LA SS HL HT VG JE SP PM PW HC
Sword
Twinned Swords

Dallas 4 (Step 2, far side): 4

Klez 4 (9/4/0) (Top, far side) KW HL BB CC EE LR BT
Machine Pistols x2 (3/4) (4/4)

Melkor 4 (5/6/0) (Top, far side) DM ST SS HT DiM HL CC LR BT EE
H&K (5/1)
Glock 19s x2 (3/0) (3/0)

Sirin 4 (6/5/0) (Top, far side) CF DM ST LA HL HT DiM VG BB CC EE
Light Machine Pistol x7 (2/3/3/3/3/3/3)

Marduk 4 (Top, far side)

SWAT x6 (Step 6, near side): 0

SWAT x4 (Step 4, near side): 0

Agent A (Step 6): 0

SWAT x10 (Monastery roof): 0

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Meeting Room

Balder 4 (6/6/9) DM CF SS LA ST DF BB LR EE SS

Hawk 4 (6/5/3) CF ST BS SE HC JE SP PM BB CC LR
Twinned Swords*
Sword
Glock 19 x2 (2/1) (2)

SWAT x9: 0

Agent B

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4-door Room

San 4 (11/0) PW CF ST BS HC AL NO SC WW HL VG IB 1
Knives

Melis 4 (11/0) CF DM ST LA SS BS SE HC HL HT VG LB
Spear

Burn 4 (10/0) HL KW CC EE LR 10B StS
Shotgun (8/1)
Ingrams (4/7)

Helios 4 (6/5/12) ST KW BS HC VG HL HT 1 LR BT SS SE
Glock 19s x2 (2/6) (3/6)

Fire 4 (7/6/0) DM ST LA BS HC AL HL SS JE HT PW SE CC
Silver Katana
Ingrams (5)

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Corridor

Ares 4 (10/0) PW HL CC EE LR BT 10B
MAC 10 (3/12)

Hephaestus 4 (8/0) PW CF ST SE AL WW SC NO HL DiM VG HT

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

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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N/S Corridor

Azrael 4 (9/7/0) (South) 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)

SWAT x4: 0

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Card- 7H

Berserker will rush to catch up with Dallas and the rest of the group