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

Started by General Zink105 pages

Heph will move towards the door, but not through.

Mors, don't forget to act yourself.

Melis will pull back towards the door.

Oh, right. Thanks Heph.

Mors will fire on the injured SWAT.

Next people I want through the door will be- Hawk, Melis, Heph.

Klez will swap BT for HL, as I'm about to have an Agent in my face.

Klez will then tap CC and fire at the 3 SWAT on Step 1 and the hit SWAT on Step 6.

Can Klez find some heavier cover against that Osprey?

Klez will shout to Sirin and Melkor to keep working on those SWAT while Klez will turn his attention to the Agents (next turn).

Sirin nods to Klez, and fires on two SWAT at the Top.

I can't do that in one round. so won't be possible this turn Rex.

Hawk will head through the door on Mors' orders.

Originally posted by Captain REX
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.

Got it.

I'll tap LA will going for the door on the west side of the room, and I'll be gunning for the Agent.

(Alrighty then mors>😉
Burn cracks a crooked smile...
"I love this part..."
*He cocks the shotgun with one hand* and shoots at the agent..

That's fine, Fire, I'm sure Balder's got it.

Mirage will move towards the door and wait for her turn to enter.

Ok, let's see what misfortunes the Gods of Role-playing evil bring today!

Uh-oh. 3 to 5 says it is their initiative this time.

Berserker, Klez and Melkor take the worse of the gunfire outside. The Osprey is moving forwards now and will spray the area next turn. You can try and go for very solid cover but at the expense of any other action that turn.

Melis is in a heap of trouble here. Three SWAT attackers all hit her, and then the Agent, rolling three dice, rolls 666.

Balder has no defence up; but his LA tap saves him any damage.

And Agent B and two SWAT come into the southern part of the corridor fom the east side.

Ok, you guys...

Having had initiative, Agent G has moved to block the doorway. Balder advances, firing away, causing a Bullet Swerve. Balder rolls two successes, and the Agent loses three from his pool next turn. But Balder cannot get through, and so nor can Fire. The flip side of that is that the Agent is stopping any more SWAT coming in. Ares blasts down the other two.

Mors takes down his injured target.

Hawk isn't having a good day. He's wasted his action; the door is taken, Mors was talking about next turn.

A wipe-out from Klez! Nice shooting there. Sirin takes two attacks to down a target.

"Uh-oh," says Dallas, as his running path takes him almost straight into an Agent. But Marduk opens up on that Agent, causing it to swerve and giving Dallas the opportunity to get by. He dives for Step 4, and he is now rather out on his ownsome.

"Not going to be that simple, Klez," yells Marduk.

Melis, you have no-one to cover your retreat. You've been put in a trickyt situation there, but pulling back is something you can only do safely if done very slowly, so all that happens is that the bad guys advance with you.

This leaves the people in the N/S corridor in a VERY uncomfortable situation. It is now impossible for any of you to leave that corridor safely. It's WAY too slow, all trying to crowd through that door. You cannot pretend those turns of inaction never happened and proceed as if it was several turns ago. You still aren't trying to do things fast! That corridor is a deathtrap; everyone should have left immediately.

Burn fires at the Agent; he rolls four successes, causing it to lose two pool next turn. Then, he is crowded in.

-----

MONASTERY BATTLE: Turn 10

Rock garden

Berserker 9 (9/36) (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 10 (8/14) (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 10 (4/9/13) (Step 2) KW HL BB CC EE LR BT
Machine Pistols x2 (2/3) (3/3)

Melkor 9 (5/6/21) (Step 1, far side) DM ST SS HT DiM HL CC LR BT EE
H&K (5/1)

Sirin 10 (6/5/5) (Step 1, Far Side) CF DM ST LA HL HT DiM VG BB CC EE
Light Machine Pistol x4 (1/3/3/3)

Marduk 10 (Step 1, far side): 8

SWAT x10 (Top): 0

SWAT x6 (Step 5): 0

Agent A (Step 4, near side): 0

Agent C (Step 3): 0

Agent D (Step 5): 0

Agent E (Step 1, far side): 0

---

N/S Corridor

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

Mors 10 (8/4/5) (South) CF KW DM ST LA SS BS HC HT JE SP PM
Katana
Sais
Glock 19 (2)

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

Melis 10 (11/22) (South) CF DM ST LA SS BS SE HC HL HT VG LB
Spear

Hawk 10 (6/5/12) (South) CF ST BS SE HC JE SP PM BB CC LR
Twinned Swords
Sword*

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

SWAT x3 (North): 0

SWAT x5 (South, north of you guys): 0
Agent F (South, north of you guys): 0

Agent B (South, in the midst of you guys): 0
SWAT x2 (South, in the midst of you guys): 0

---

Balcony

Ares 10 (10/4) (Main room) PW HL CC EE LR BT 10B
MAC 10 (2/11)

Balder 10 (6/6/18) (Main room) DM CF SS LA ST DF BB LR EE SS
2x Beretta 93R (1/9) (1/9)
Nunchuks

Fire 10 (7/6/3) (Main room) DM ST LA BS HC AL HL SS JE HT PW SE CC
Silver Katana*
Ingrams (5)
H&K (5)

Azrael 10 (9/7/4) (Main room) 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)

Helios 10 (6/5/12) (Main room) ST KW BS HC VG HL HT LR BT SS SE
Glock 19s x2 (2/6) (2/6)

San 10 (11/2) (Main room) PW CF ST BS HC AL NO SC WW HL VG IB
Knives

Agent G (Main room): 0

-----

Card- Ace of Clubs

Sensing the way things are going, the Agents pause for a moment to smooth out their suits...

Klez will move for thicker cover against that Osprey this turn.

"Shit," Ares mutters under his breath. He looks for any other westward exit.

He turns his MAC10 on the Agent and fires off a burst.

Swap EE for PW.

-

Okay, we need to make him move. Gunfire should make it hard for him to fight back (and there's a hell of a lot of that in here) and of course San is the only one with a throwing power...

Would tapping Lone Bamboo help Melis's situation at all?

hey I have a throwing power as well, but seeing as San is the best fighter we have I think she should try it.

If everyone in the room except for San opens fire on the agent before San works her magic it might work -I think-

Ush how long would a swap to H&K cost me? I figure I won't be able to fire in the same turn as the swap right.

This is not going well...

Fire, yes, it's one turn, you wouldn't be able to fire. Then again, you're surrounded by people with guns...

I have to figure out what we're doing to get away from those Agents.

Agent B is more of a concern, as he is standing directly next to us, I will say that much.

Originally posted by Vera21
Would tapping Lone Bamboo help Melis's situation at all?

That would have been greatly useful last turn.

This turn it will certainly save you...

I'll get to the nearest cover and unload on the Agent, then tap LR and fire on him again.

Well if you guys all concentrate on shooting at the Agent, he'll have a damn hard time hitting me...though I still don't really feel like fighting it...meh, guess it was inevitable that it was going to happen.

So yeah, everyone on the balcony with guns, shoot the Agent. Just don't get close to him and get stuck in melee. Though at the same time you're going to need to be able to get at the door quickly so we have a chance of getting out.

(and actually, everyone but Balder and Ares have attacks that let you throw - PW and VG both do this on a tap, though with PW you have to be bare-handed I think).

Aaaaaaanyway. I want to try and pull the Agent away from the door a bit so we can get through it...so I'll start by tapping IB on it.

(and I feel I must add that if it's at all possible to kick the Agent off the balcony, I'm going to want to try it)