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

Started by Johns Mannequin105 pages

For the last turn, Helios will have moved into the N/S corridor. This turn he will continue, shooting at the SWAT.

Ares opens fire on two of the SWAT as he enters the room.

Swap PW for LR.

Klez will begin moving down the massive stairs as he spots the Agent on the monastery roof.

As he moves forwards, he shoots at four SWAT on Step 5 (tap CC).

Swap CC for BGB.

(Klez should be on turn 5?)

Sirin will pick off the remaining two SWAT on Step 5, assuming that Klez mows those other four down.

"Agent on the roof!" Sirin alerts the others, though Klez has already spotted him.

Heph dash forwards and punch a SWAT across the room if there are any left standing by the time our gunslingers fire.

Mors will attack a SWAT with his katana, slashing him across the chest.

Melis moves down the corridor, looking back down at the others as they move in.

Oh great, Agents already...

Keep moving guys...
Lets get a system going.
Some guys fight, others move, and then switch.

Ok, so this turn, Everyone in the N/S room is firing at the Swats, so everyone else move up.
And then next turn we'll deal with some people moving up and then some others killing swats.

Six to three says it is your initiative.

Fire, you have found a fully loaded H&K.

Going as fast as you can I am afraid, Cloud. You skitter down behind a small wall enclosing a beautifully laid out patch of raked gravel, which you totally destroy.

Sirin kills two SWAT, whilst Dallas blasts down two from the roof, as does Melkor.

Making up Mirage's actions. Sadly she is denied getting into a firing position last turn as three people moved through thenm but she gets into place this turn and opens fire. Armour fruatrates her a little; her two attacxs get one kill.

Ares happily blasts away... and Klez has engineered a wipeout! Nice.

Mors is charging down the SWAT, Jedi style. Heph is with him.

Enemy fire! Nopt too bad.

SWAT are coming through the North-Easterly door into the N/S corridor

No Agent comes through to the four door rom. But the two unsued doors, one leading west and the other east, both fly open and SWAT start to come through both!

The SWAT that were in the starting room... actually head outside.

By this time, another SWAT squad has come around from the sides of thr Monastery, to the far side of the runners. They are led also.

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MONASTERY BATTLE: Turn 6

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 (10/6/15) (Step 2, far side) DM CF SP JE PM ST BS HL HC IB EE BT
Twinned Swords
Knives
Desert Eagle (3/6)

Cloud 6 (8/18) (Step 2, far side) CF ST LA SS HL HT VG JE SP PM PW HC
Sword
Twinned Swords

Dallas 6 (Step 2, far side): 6

Klez 6 (4/9/0) (Step 1) 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 6 (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 6 (Top, far side)

Agent A (Step 6, near side): 0

Agent D (Step 7)

SWAT x12 (Step 7): 0

SWAT x6 (Monastery roof): 0

Agent C (Monastery roof): 0

SWAT x8 (Top): 0

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4-door Room

San 6 (11/0) PW CF ST BS HC AL NO SC WW HL VG IB 1
Knives

Burn 6 (10/0) HL KW CC EE LR 10B StS
Shotgun (8/1)
Ingrams (4/7)

SWAT x6: 0

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Corridor

Melis 6 (11/0) CF DM ST LA SS BS SE HC HL HT VG LB
Spear

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

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

Hawk 6 (6/5/12) CF ST BS SE HC JE SP PM BB CC LR
Twinned Swords*
Sword
Glock 19 x2 (1/1) (1)

Balder 6 (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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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 6 (10/0) (South) PW HL CC EE LR BT 10B
MAC 10 (1/12)

Hephaestus 6 (8/6) (North) PW CF ST SE AL WW SC NO HL DiM VG HT

Mors 6 (8/4/0) (North) CF KW DM ST LA SS BS HC HT JE SP PM
Katana
Sais
Glock 19 (3)

Mirage 6 (South) (9/7/0) PW CF ST SS HC HL HT JE SP PM CC LR
Sais
Machine Pistol (3/10)

SWAT x6 (North): 0

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Card is 2H.

Shit.

Melis will keep moving.

Okay, I need some clarity here...

Klez should be on Step 1, shouldn't he?

And is Agent D and 12 SWAT also on his step?

Sirin fires on two SWAT on the roof.

"Captain, what are we doing?" Sirin asks. "We're going to get overwhelmed here!"

Corrected your Step.

Mors will hack down one of the SWAT with a spinning slash.

Charging forwards, Heph twists around the incoming gunfire and pushes aside the barrel of his target's gun, then smashes his fist into the SWAT's chest and sends him falling to the ground.

Oh, wow, okay. I thought I had just stepped right into a crowd of SWAT and Agent D.

Also, to Barb...you should really try gunning on the run, fellow. Get BT going and you'll take less damage, and be able to shoot back!

-

Klez brings his guns to bear on a SWAT on the roof, pumping both guns away at him.

Okie, let's kill those SWAT quickly and get the **** out...

San will tap IB on the closest SWAT.

(btw, just a warning - I may not be able to get on as often as usual for a while)

Helios will continue into the N/S corridor, shooting at a SWAT once he gets there.

Hawk continues into the N/S corridor as well, opening fire on the SWAT there, tapping BB.

Eh, I wouldn't tap...