By getting past any way I could I meant, just try and run past him while he's swerving. I could attack him - but I'd like to stay alive, and I want to keep my option for attacking a load of opponents open til later, it would take too long to put away one sword change powers and attack, so I'll just run by him while he's distracted
Update has been delayed by my life, but I think giving people a bit of time to think and catch up worked well anyway.
Three to one keeps it as your initiative...
San attacks the Agent again. Four, four and six is 14 damage. Stabby! Ooh, he's not happy...
Mors rolls three successes, taking three pool off of that Agent.
Err, could I remind people that your number is your most recently completed turn? After turn 1, everyone's number was 1, yup? Heph was close to losing an action there as in turn 9 those targets were not there. He meant acting in turns 10, 11 and 12.
Heph has smashed down a SWAT and then rolls two successes in his first attack against the Agent, for five damage. he then goes for the VG superkick, this time rolling five successes for ten damage and propelling the Agent back! But the Agent grabs the door frame as he goes back, tearing out a huge chunk of it but staying in the room.
Melis pole-vaults ONTO the Agent on the ground, rather meanly. Five successes is nine damage as she escapes northwards, sailing over everyone's heads!
A big no-no on Ares' action I am afraid, he an neither fire nor move.
Klez spins and fires upon the Agent bearing down on Sirin. He only rolls three successes, but it takes four off the Agent's pool and as you won initiative that is enough to see Sirin scrambles away this turn.
Sirin fires like crazy as she moves, downing three bad guys.
Hawk gets caught up in the rush out the room and loses his action- REALLY not your day, GK! Do check what others post though. Btw, when you type that you get a message that says "Dallas is already busy."
"Hello lass," says Finn. He's going to take a guess about what you mean. "Door north-west in the adjacent corridor gets you on a linking corridor parallel to the balcony, leading to the clock room."
Barbarossa goes screaming in to attack Agent C, but he's not close enough yet... Cloud will have to hold out for a turn as that Agent blocks his way, though it does not land a blow yet. Berserker has abandoned the charge and pulls back to Klez.
Balder has no chance to fire. Marduk blows away two SWAT that Dallas is heading towards, as the big Dalmeister runs into an Agent.
Bad guys!
Second Osprey has begun its firing run. Will hit people next turn!
SWAT have good rolls firing at their frontal targets, which no longer include Berserker. Sirin remains the one they have the hardest time hitting. But that Agent is right behind her...
And another SWAT squad of 12 just turned up at the front. "Oh, gimme a break..." says Dallas. No more SWAT coming from the top... but someone is showing an interest...
Melis gets a bit shot up by those northern SWAT. The Agent atttacking Burn is on form, rolling 6, 5, 5, 5, 5. Seven damage to Burn! The one on the ground also does well with a vicious kick at Heph's shins. SWAT fire also causes some harm.
San blocks against a hard Agent punch; he does four damage.
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MONASTERY BATTLE: Turn 12
Rock garden
Barbarossa 12 (10/6/22) (Step 3) DM CF SP JE PM ST BS HL HC IB EE BT
Twinned Swords
Knives
Desert Eagle (1/5)
Cloud 12 (8/31) (Step 3, far side) CF ST LA SS HL HT VG JE SP PM PW HC
Sword
Twinned Swords
Dallas 12 (Step 4, far side): 10
Klez 12 (4/9/16) (Step 2) KW HL BB CC EE LR BT
Machine Pistols x2 (1/3) (2/3)
Melkor 12 (5/6/32) (Step 2, far side) DM ST SS HT DiM HL CC LR BT EE
H&K (5/1)
Sirin 12 (6/5/7) (Step 2) CF DM ST LA HL HT DiM VG BB CC EE
Light Machine Pistol x2 (3/3)
Berserker 12 (9/36) (Step 2) ST SS BS AL IB HT CF SE WW NO DM LA
Knives
Marduk 12 (Step 2, far side): 10
SWAT x7 (Step 1): 0
SWAT x4 (Step 5, near side): 0
SWAT x12 (Step 7): 0
Agent A (Step 4, near side): 0
Agent C (Step 3): 0
Agent D (Step 5, near side): 0
Agent E (Step 2): 0
Agent H (Top): 0
---
N/S Corridor
Hephaestus 12 (8/13) (South) PW CF ST SE AL WW SC NO HL DiM VG HT
Mors 12 (8/4/9) (South) CF KW DM ST LA SS BS HC HT JE SP PM
Katana
Sais
Melis 12 (11/28) (North) CF DM ST LA SS BS SE HC HL HT VG LB
Spear
Burn 11 (10/17) (South) HL KW CC EE LR 10B StS
Shotgun* (8/1)
Ingrams (2/7)
Fire 12 (7/6/5) (South) DM ST LA BS HC AL HL SS JE HT PW SE CC
Silver Katana
Ingrams (5)
H&K (5)*
Azrael 12 (9/7/6) (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)
Helios 12 (6/5/12) (South) ST KW BS HC VG HL HT LR BT SS SE
Glock 19s x2 (1/6) (2/6)
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): 23
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Balcony
Ares 12 (10/4) (Main room) PW HL CC EE LR BT 10B
MAC 10 (1/11)
Balder 12 (6/6/18) (Main room) DM CF SS LA ST DF BB LR EE SS
2x Beretta 93R (2/8) (2/8)
Nunchuks
San 12 (11/6) (Main room) PW CF ST BS HC AL NO SC WW HL VG IB 1
Knives
Hawk 12 (6/5/12) (South) CF ST BS SE HC JE SP PM BB CC LR
Twinned Swords
Sword*
Mirage 12 (South) (9/7/0) PW CF ST SS HC HL HT JE SP PM CC LR
Sais
Machine Pistol (3/10)
Agent G (Main room): 27
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Card- 9H
Originally posted by Ushgarak
Oooh, I was going to update, but it looks like I should leave it a bit... Lana, did you intend to do anything?
Uh, yes. Was hoping to have a couple people say they're moving out of the balcony, though, so I'd be sure to actually have an escape route and not be blocked in with an Agent I've annoyed.
Anyway, going to tap VG on the Agent, hopefully kicking him through the door and allowing myself to get away...