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

Started by Lord Melkor105 pages

Melkor will move alongiside Marduk, cowering with fire at the closest Swat.

Sirin will move into cover on the Far side of Step 1, turning and firing on two SWAT at the Top, far side.

Melkor, you've got Turn 5, 6, 7, and 8 to make up. Make sure you make them up, we need those kills!

Actually, it was Hawk using the guns that was dodgy; his Twin Swords were clearly asterisked.

Okay, I will follow Brit`s advice:

Turn 5: Fire at two closest SWAT with a GLOCK19.

Turn 6: Fire at one SWAT, emptying that GLOCK19, then pull out my next GLOCK19.

Turn 7: Fire at two SWAT with the GLOCK19.

Turn 8: Empty that GLOCk19 on another SWAT, then pull out MP5.

Helios will swap SE out for SS, tap LR, firing at the nearest SWAT, making his way for the west exit.

Berserker will try to find some kind of cover on step 2

I'll follow Ares through the door on the west side. (Sorry Guys, damn exams are preventing me from reading everything as carefully as I should!)

(Swap PM for EE.)

Barb, Dodging enemy Fire, will Empty another clip at the closest-ranged SWATs.

You guys keep rolling sixes for initiative! Boo!

San, as you run into this nightmare room of firing and panic, it is hard to hear anything again. But you think Finn uses the words "clock tower."

Ares, afraid all the people that ran forwards are out of strangling range. Frustrated in your evil plan, you burst through the door to the west, Balder and Fire alongside you (all doors have a capacity of three unless I specify otherwise)

This leads out to a large and rather pleasant room with a balcony on the southern end. The balcony gives a magnificent view of the rock garden and can be used as a nice place to relax and recuperate. Well, not NOW, obviously. Right now it is giving a view of all the crap that is going on out there! The peace and harmony is somewhat spoilt.

Your personal peace and harmony is more spoiled by the Agent in there. He smiles and raises his gun...

I somehow doubt Mors wants to drop his sword, so this turn will be sheathing it.

People outside- you cannot boih advance AND go for cover, you might have noticed. The use of Bullet Time invalidates cover, the whole point of it meant to be being something you use to get between bits of cover.

That being the case, Klez is Bullet it timing it down that Step at this point, blowing away two SWAT as he does so.

Hawk pulls himself out the combat, enough other people being there for that to be safe.

Melkor can blasts off six shots as he makes up his time.. He bullseyes every one, which certainly helps out you guys.

Helios- you neither have a clear shot nor room to move. He[h is frustrated by door capacity also

Berserker gets to cover...

Barb fires off some rounds but not quite a kill there.

Dallas blasts off his shotgun again as he dives forwards. Marduk is blasting away at the SWAT behind.

Bad guys!

Not many SWAT left firing at the advancing theam. But the Agents are firing now. The SWAT blast through Berserker's cover, whilst Barb's cover holds out. Cloud is getting hassle from Agent bullet fire!

The six SWAT that just arrived at the top are from the crowd that attacked San and Burn earlier.

Agent C clambers up to Step 3, close to Dallas, with some satisfaction on his face.

The sound of rotors and engines... the Ospreys habe gone into formation a little way away, and now one of them peels off and heads towards the Rock garden... it is on a firing run!

Melis is facing the music in the N/S corridor. All the SWAT fire at Melis, and they roll damn well... the Agent draws his gun and elbows his through through the SWAT to get to a firing position next turn.

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MONASTERY BATTLE: Turn 9

Rock garden

Berserker 9 (9/33) (Step 2, far side) ST SS BS AL IB HT CF SE WW NO DM LA
Knives

Barbarossa 9 (10/6/24) (Step 2, far side) DM CF SP JE PM ST BS HL HC IB EE BT
Twinned Swords
Knives
Desert Eagle (1/5)

Cloud 8 (8/24) (Step 3) CF ST LA SS HL HT VG JE SP PM PW HC
Sword
Twinned Swords

Dallas 9 (Step 3, far side): 8

Klez 9 (4/9/9) (Step 2) KW HL BB CC EE LR BT
Machine Pistols x2 (4/3) (5/3)

Melkor 9 (5/6/15) (Step 1, far side) DM ST SS HT DiM HL CC LR BT EE
H&K (5/1)

Sirin 9 (6/5/3) (Step 1, Far Side) CF DM ST LA HL HT DiM VG BB CC EE
Light Machine Pistol x4 (3/3/3/3)

Marduk 9 (Step 1, far side): 6

SWAT x6 (Top): 0

SWAT x3 (Step 1): 0

SWAT x6 (Step 6, near side): 0
SWAT x1 (Step 6, near side): 2

Agent A (Step 4): 0

Agent C (Step 3): 0

Agent D (Step 6, near side): 0

Agent E (Step 1): 0

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Corridor

Agent B: 0

SWAT x2: 0

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N/S Corridor

Azrael 8 (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)

Hephaestus 9 (8/6) (South) PW CF ST SE AL WW SC NO HL DiM VG HT

Mors 9 (8/4/5) (South) CF KW DM ST LA SS BS HC HT JE SP PM
Katana
Sais
Glock 19 (3)

Mirage 8 (South) (9/7/0) PW CF ST SS HC HL HT JE SP PM CC LR
Sais
Machine Pistol (3/10)

Melis 8 (11/12) (North) CF DM ST LA SS BS SE HC HL HT VG LB
Spear

Hawk 9 (6/5/12) (South) CF ST BS SE HC JE SP PM BB CC LR
Twinned Swords
Sword*

San 9 (11/2) (South) PW CF ST BS HC AL NO SC WW HL VG IB
Knives

Burn 9 (10/7) (South) HL KW CC EE LR 10B StS
Shotgun* (8/1)
Ingrams (2/7)

Helios 9 (6/5/12) (South) ST KW BS HC VG HL HT LR BT SS SE
Glock 19s x2 (2/6) (2/6)

SWAT x5 (North): 0
SWAT x1 (North): 2
Agent F (North): 0

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Balcony

Ares 9 (10/0) (Main room) PW HL CC EE LR BT 10B
MAC 10 (4/11)

Balder 9 (6/6/18) DM CF SS LA ST DF BB LR EE SS
2x Beretta 93R (2/9) (2/9)
Nunchuks

Fire 9 (7/6/0) DM ST LA BS HC AL HL SS JE HT PW SE CC
Silver Katana*
Ingrams (5)
H&K (5)

Agent G (Main room): 0

SWAT x2 (Main room): 0

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Card- 2H

Iep! different room? or stay here, and try not to get our ass handed to us by that agent?

Anyone any suggestions?

If we decide to stay here I'll look for some cover for the moment. I'll tap ST if the agent decides to shoot at me.

Originally posted by Fire
Iep! different room? or stay here, and try not to get our ass handed to us by that agent?

Anyone any suggestions?

If we decide to stay here I'll look for some cover for the moment. I'll tap ST if the agent decides to shoot at me.

Well, it seems the only way out is down the balcony, or back the way we came. Ush, is there another exit other than the one we came through and the balcony?

I'd say we take the SWAT out for now. I'll go for cover while firing at the nearest SWAT.

Azrael will spend turn eight running up the corridor and turn nine also entering the room with the balcony.

Don't suppose it'd be possible to get onto the roof at all, would it? From the balcony, perhaps?

That climb would be impossible under fire.

Balcony room- door on the west side.

San's going to just dash straight through the corridor and out the door to the west.

"MOVE!" she shouts at everyone as she runs by...

Helios will try to move through the door in the west.

I'll stay in cover (or move to some cover if I'm not behind any) and tap HC - may as well us it now.

I'll try and get through that door on the west side of the room. trying to avoid the agent.

Scratch my other post above^

I'll tap LA will going for the door on the west side of the room, trying my best to avoid the Agent.

Okay, I need to regulate who goes through the door and who doesn't, so that we don't have a pile up of people not shooting back at the door.

San, Helios, Azrael, go for it.

Everyone else, if you're a Fighter, pull back and get to the door but don't try to get through.

Everyone else, if you've got a gun, keep firing.

Burn, covering fire on that Agent F.

Okay...

Balder, I want you to lay down fire on Agent G while you tap LA and go for the door. It will pin him down and make him lose dice on his shots.

Fire, move for the door. If you could, putting away the katana and whipping out a gun to lay down fire on the Agent would be helpful. Completely up to you.

Ares will handle the two SWAT, firing off his shots with CC while moving for the door. Swap LR for PW.