Okay, so here's the deal.
Balder, Hawk...we really can't afford the time or anything to send back anyone more to help. So get out of there quickly. Go all out, tap shit, whatever, just move it. Hawk, stay at a distance and shoot at SWATs. And for the love of god, guys, don't get caught by that Agent. Neither of you are skilled enough to be able to reasonably fight one. So try to not die and get back with the rest of us ASAP, k?
I want three people in the 4-room door to move on. Helios and Melis will be two of them, then either Fire or Burn. The other will wait with San. Frankly I'd rather it be Burn who stays, because if SWATs or the Agent decide to follow the other two, we'll be more efficient in killing things. Between the two of you decide, though do so quickly or I will.
Originally posted by Ushgarak
[B]Your initiative again!Balder- need your loadout, both programmes and guns!
I'll be taking
Nunchaku
2 Berretta 93R (Light machine pistols)
x18 clips
DM, SS, BB, LR, and EE.
Balder glances over at Helios, then starts to run for the nearest exit. He taps LA and BB while targeting the Agent with his guns.
Bad guys get initiative. Bad news for those caught out in the open outside. I have sixteen shooters on those guys. Doing best is Dallas, with a combination of Storm Turtle and Bullet Time and Life's Armour. The shooters on the roof are joined by a new figure...
SWAT give Balder and Hawk a bad time. Balder's LA tap would have protected him if he had remembered to load it. Azrael does better when under fire,then two more SWAT come in. Now they have seen you there, lmore will come to cut you off.
I did indeed say there were SWAT in the corridor, Area- the one you were looking into. Apparent tactical confusion seems to have led to a lot of non-firers this turn.
Dallas has gone for cover. "You call that covering fire?" he yells behind him.
Balder's attack on the Agent causes it to activate a Bullet Swerve. He rolls five successes, and takesseven dice off the Agent's pool that turn.
No guns this side of the corridor, Fire...
Sirin is shooting well, must be said. Those SWAT, who had reached step 3, are all downed.
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MONASTERY BATTLE: Turn 5
Rock garden
Berserker 5 (9/16) (Step 2, far side) ST SS BS AL IB HT CF SE WW NO DM LA
Knives
Barbarossa 4 (10/6/12) (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 (8/18) (Step 2, far side) CF ST LA SS HL HT VG JE SP PM PW HC
Sword
Twinned Swords
Dallas 5 (Step 2, far side): 6
Klez 4 (9/4/0) (Top, far side) KW HL BB CC EE LR BT
Machine Pistols x2 (2/4) (3/4)
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 5 (6/5/0) (Top, far side) CF DM ST LA HL HT DiM VG BB CC EE
Light Machine Pistol x6 (3/3/3/3/3/3)
Marduk 4 (Top, far side)
SWAT x6 (Step 5): 0
Agent A (Step 6, near side): 0
SWAT x10 (Monastery roof): 0
Agent C (Monastery roof): 0
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Meeting Room
SWAT x8: 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
Burn 4 (10/0) HL KW CC EE LR 10B StS
Shotgun (8/1)
Ingrams (4/7)
Hawk 5 (6/5/12) CF ST BS SE HC JE SP PM BB CC LR
Twinned Swords*
Sword
Glock 19 x2 (1/1) (1)
Balder 5 (6/6/18) DM CF SS LA ST DF BB LR EE SS
2x Beretta 93R (3/9) (3/9)
Nunchuks
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Corridor
Melis 5 (11/0) CF DM ST LA SS BS SE HC HL HT VG LB
Spear
Mirage 3 (9/7/0) PW CF ST SS HC HL HT JE SP PM CC LR
Sais
Machine Pistol (5/10)
Helios 5 (6/5/12) ST KW BS HC VG HL HT 1 LR BT SS SE
Glock 19s x2 (2/6) (3/6)
Fire 5 (7/6/0) DM ST LA BS HC AL HL SS JE HT PW SE CC
Silver Katana
Ingrams (5)
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N/S Corridor
Azrael 4 (9/7/4) (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)
Ares 5 (10/0) PW HL CC EE LR BT 10B
MAC 10 (3/12)
Hephaestus 5 (8/0) PW CF ST SE AL WW SC NO HL DiM VG HT
Mors 5 (8/4/0) CF KW DM ST LA SS BS HC HT JE SP PM
Katana
Sais
Glock 19 (3)
SWAT x6: 0
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Card- 10H