Initiative roll is a draw- it goes to the bad guys!
Ok, I make that eighteen shooters on those making the run. Four each, and extras on Cloud and Dallas, who are in cover.
Then, the eight SWAT behind the cover-giving team open fire on them; two a-piece.
Agent C jumps off the roof. He lands heavily down on Step 4 below, cracking it open.
Three attacks each on San and Burn. Then three more SWAT come in from those doors.
And this turn, that Agent DOES turn up...
Heph takes the brunt of the punishment from the SWAT in the N/S corridor, or would do were he not stacked so well against guns. They still roll well though, and he takes a little damage.
Whilst outside, another group of SWAT have come around from the east side of the Monastery this time, behind you all. Oh! They're led as well.
Ok, your turn! Firing not as good from Sirin this time, but fine from Klez.
"You heard what Dallas said!" says Marduk, jumping down, spinning around in mid-air and gunning down two of the SWAT coming from behind. Sirin, you are virtually surrounded!
Mors messes his roll and gets no kill! Unworried by armour, Heph brings his opponent down. Another three have come in though.
At this point, there is only room fort two people to fire at the SWAT in there, else you would hit Heph or Mors.
Helios rushges in and fires but does not do as well as he was earlier. Hawk's attack might have been great! Except his loadout is illegal so the attack auto-misses. Careful guys! You really needed those kills. This is how I will tend to deal with illegal loadouts; things go wriong as soon as you try and make use of them.
San- if you engage you won't get out because you will be stuck in melee. You'll just have to run, which makes having stayed the pointless. Not to mention several turns doing nothing there when the phone could have been used?
Burn gets his kills as you withdraw.
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MONASTERY BATTLE: Turn 7
Rock garden
Berserker 5 (9/25) (Step 2, far side) ST SS BS AL IB HT CF SE WW NO DM LA
Knives
Barbarossa 4 (10/6/24) (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 (8/21) (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): 8
Klez 7 (4/9/3) (Step 1) KW HL BB CC EE LR BT
Machine Pistols x2 (1/4) (2/4)
Melkor 5 (5/6/3) (Step 1) DM ST SS HT DiM HL CC LR BT EE
H&K (5/1)
Glock 19s x2 (3/0) (3/0)
Sirin 7 (6/5/0) (Top, far side) CF DM ST LA HL HT DiM VG BB CC EE
Light Machine Pistol x6 (1/3/3/3/3/3)
Marduk 7 (Step 1): 4
SWAT x12 (Top): 0
SWAT x6 (Top, far side): 0
SWAT x3 (Monastery roof): 0
SWAT x12 (Step 7, near side): 0
Agent A (Step 5): 0
Agent C (Step 4): 0
Agent D (Step 7, near side): 0
Agent E (Top): 0
---
4-door Room
SWAT x10: 0
Agent B: 0
---
Corridor
Balder 6 (6/6/18) DM CF SS LA ST DF BB LR EE SS
2x Beretta 93R (3/9) (3/9)
Nunchuks
San 7 (11/2) PW CF ST BS HC AL NO SC WW HL VG IB
Knives
Burn 7 (10/7) HL KW CC EE LR 10B StS
Shotgun (8/1)
Ingrams (2/7)
---
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 7 (10/0) (South) PW HL CC EE LR BT 10B
MAC 10 (1/12)
Hephaestus 7 (8/6) (North) PW CF ST SE AL WW SC NO HL DiM VG HT
Mors 7 (8/4/3) (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)
Melis 7 (11/0) (South) CF DM ST LA SS BS SE HC HL HT VG LB
Spear
Helios 7 (6/5/12) ST KW BS HC VG HL HT LR BT SS SE
Glock 19s x2 (2/6) (2/6)
Hawk 7 (6/5/12) CF ST BS SE HC JE SP PM BB CC LR
Twinned Swords*
Sword
Fire 7 (7/6/0) DM ST LA BS HC AL HL SS JE HT PW SE CC
Silver Katana
Ingrams (5)
H&K (5)
SWAT x6 (North): 0
SWAT x2 (North): 2
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Card is Joker. Refresh!