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

Started by Trickster105 pages

You need to act as well, Fire.

Ugh. After the Agent Barb goes. Tapping IB.

Can't move? Why can't Ares move?

I'll run along with Azrael heading for the four door room. Screaming at him "C'mon man, don't let an old guy down!"

After passing along the information Mirage ends the phone call and tries to follow Azrael and Fire toward the four door room.

Wait, why is PW tapped?

And can Heph disengage that Agent since I knocked him to the floor or he going to do something Agenty like Rise?

Here we go then.

4 to 2 is your initiative.

Cloud dives for big cover! Eep!

Err, Burn, you can no more use a large weapon in close combat now than you could at any time before... no joy there. Then you try to bypass him northwards, giving him a free defenceless crack at you. he elbows into your back but it is not too bad.

And Balder... again, San is just as much in the way of your shot before as now...

Melis runs into the connecting corridor! Doors west and east! Uh-oh. Occupied.

Klez runs on, blasting at Agent C. Four successes gives it -4 pool.

Sirin is in a running gun fight with Agent E, who blurs slightly as she fires, whilst in return she is flipping like crazy to avoid for with ST. She rolls two successes for -3 pool, though as it can't hit her anyway this turn, with the ST tap, that didn't achieve much.

Berserker turns around again...

Azrael- unable to get a good shot off for a while- dashes back into the corridor after blasting a SWAT down, to find it hostile- with SWAT left over from San and Burn under attack earlier, and unable to crowd further into the N/S corridor. Fire joins you shortly after!

San raises into the air for a graceful but powerful attack on the Agent, managing three successes for eight damage, throwing him back bit, as before with Heph, he does not fly out the door. But San disengages safely.

Helios blasts at Agent B as he gets up, whilst Helios runs north; two successes causes a pool loss of two.

Barb charges into Agent C! a total of fifteen damage from the surious slashing!

Ares, because too many people were already moving through, of course. If no-one decides otherwise I do this on first come first served, as is the nature of panic.

No trick Heph; consider yourself disengaged.

Dallas is struggling with his Agent. Marduk taps 10000 Bullets into blasting at it, giving Dallas an opportunity to keep moving on.

Bad guys!

Of the covering team, only Melkor is vulnerable to gunfire this round, The Osprey gives him grief, as does a firing SWAT. And yet another SWAT squad of 12 appears at the top.

Cloud's cover is annihilated and the fragments cut into him as the Osprey gets a direct bearing on him. It then also rolls four successes on Barb, the only compensation being that the Agent blurs so much to avoid the same fire that it takes no action, combined with Klez's fire. Dallas gets stung by the Osprey too.

He then finds himself having run into another Agent, and being gunned at by a large amount of SWAT. He's way ahead of you guys! Dallas in turn also taps 10000 Bulelts, unloading at the Agent to prevent it mopving in his way. It means he cannot fire at the SWAT this turn though; he's taking hits.

Agent B, annoyed, runs after Helios and attacks him, getting a glancing kick. F likes the look of Mors, starting his fight with a blow to the chest...

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MONASTERY BATTLE: Turn 13

Rock garden

Barbarossa 13 (10/6/29) (Step 3, far side) DM CF SP JE PM ST BS HL HC IB EE BT
Twinned Swords
Knives
Desert Eagle (1/5)

Cloud 13 (8/34) (Step 3, far side) CF ST LA SS HL HT VG JE SP PM PW HC
Sword
Twinned Swords

Dallas 13 (Step 4, far side): 20

Klez 13 (4/9/16) (Step 2, Far Side) KW HL BB CC EE LR BT
Machine Pistols x2 (5/2) (1/3)

Melkor 12 (5/6/40) (Step 2, far side) DM ST SS HT DiM HL CC LR BT EE
H&K (5/1)

Sirin 13 (6/5/7) (Step 2, far side) CF DM ST LA HL HT DiM VG BB CC EE
Light Machine Pistol x2 (2/2)

Berserker 13 (9/36) (Step 2, Far Side) ST SS BS AL IB HT CF SE WW NO DM LA
Knives

Marduk 13 (Step 2, far side): 10

SWAT x12 (Top): 0

SWAT x7 (Step 1, far side): 0

SWAT x4 (Step 5, near side): 0

SWAT x12 (Step 7): 0

Agent A (Step 4): 0

Agent C (Step 3): 15

Agent D (Step 4, far side): 0

Agent E (Step 2, far side): 0

Agent H (Top, far side): 0

--

Corridor

Azrael 13 (9/7/6) (West) CF KW LA ST HL HT DiM HC AL WW BB StS
4 Light Machine Pistols (2/2/3/3)
4 Light Pistols (6/6/6/6)

Fire 13 (7/6/5) (South) DM ST LA BS HC AL HL SS JE HT PW SE CC
Silver Katana
Ingrams (5)
H&K (5)*

SWAT x9 (West): 0

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N/S Corridor

Hephaestus 13 (8/13) (South) PW CF ST SE AL WW SC NO HL DiM VG HT

Mors 12 (8/4/12) (South) CF KW DM ST LA SS BS HC HT JE SP PM
Katana
Sais

Burn 13 (10/21) (North) HL KW CC EE LR 10B StS
Shotgun* (8/1)
Ingrams (2/7)

Mirage 13 (South) (9/7/0) PW CF ST SS HC HL HT JE SP PM CC LR
Sais
Machine Pistol (3/10)

Helios 13 (6/5/15) (North) ST KW BS HC VG HL HT LR BT SS SE
Glock 19s x2 (1/6) (1/6)

SWAT x3 (North): 0

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

Agent B (North): 23

---

Balcony

Ares 12 (10/4) (Main room) PW HL CC EE LR BT 10B
MAC 10 (1/11)

Balder 13 (6/6/18) (Main room) DM CF SS LA ST DF BB LR EE SS
2x Beretta 93R (2/8) (2/8)
Nunchuks

San 13 (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*

Agent G (Main room): 35

-

Connecting Corridor

Melis 13 (11/28) (East) CF DM ST LA SS BS SE HC HL HT VG LB
Spear

Agent I (West): 0

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Card- 8H

Dallas glances behind him. "HEY!" he yells. "Not YOU guys!" He points towards Klez, far behind. "Get your ass over here!"

Osprey number III is lining up; cannot be long until it fires. with five of them out there they can keep this up once every two turns.

Originally posted by Ushgarak
Berserker turns around again...
😆

Yep that sounds about right

Anyways Berserker will kepp on running to step 3

9? Are you havin' a laugh?

Ah well, Azrael makes progress as best he can, shooting down a SWAT guy.

Just a thought here, but nobody try to get dropped. It'd be bad if we had to start saving people...

And I must have missed someone's post, Ush, my bad.

Well, for Turn 13 Ares will have had to just...wait?

Turn 14 he'll move through that door for sure.

Heh, that Agent is going to kill me if it gets the chance to, I'll bet...

Anyway, crap. Forgot to say in my post before to swap VG for IB. Suppose I'll do that at the end of this turn, then.

Anyway...San's running. Quickly. Back to the N/S corridor.

9 Agents? Melis will just impale herself on her spear now...

Are there any doors in this room, or just the one that Agent I is probably standing in front of?

Mors will draw his sais and swap JE for PM on Turn 13 and attack the Agent that attacks him.

This turn, Mors will move to disengage! Mors doesn't want an Agent fight...yet.

Question: Are the Ospreys viable targets for shooting? Would that do anything? Probaby not.

Klez will make his way down to the 3rd Step, making his way towards Dallas while firing at a SWAT on Step 4.

Heph heads North!

Sirin keeps moving for Step 3 while firing at a SWAT that has appeared at the top.

Swap ST for DM.

Melkor goes for step 3, trying to find more cover this time.

Keep shooting while you go, we've got SWAT problems.

Originally posted by Vera21
9 Agents? Melis will just impale herself on her spear now...

Are there any doors in this room, or just the one that Agent I is probably standing in front of?

Just that one and your one.

Klez- nope...

You'll be taking the free hit then, Mors...

Barb hopes someone takes some shots at this Agent....

If anyone can, please do.

Ush: If Barb gets some cover from the gunners, He'll take the oppertunity to dash past the Agent...

If not, He'll tap IB again.

Swapping EE for DM.