Indeed.
4 to 5 means, finally, the bad guys won an initiative roll.
Btw, Burn, I didn't move you last turn as I was unsure exactly what you meant.
Anyway, bad guys!
The Ospreys fire after both sides have moved so you will get your chance to go for cover first, if you so asked.
Fact remains I have 29 SWAT firing at the guys outside though! Klez Bullet Times his way clear, which also protects him from the Osprey.
Melkor is surviving due to cover, but isn't getting anywhere. Sirin takes a lot of fire as well. Berserker is still 'healing' damage from earlier errors I keep noticing... but this turn got hit a bit as he has no standard defence running. Cloud is owed a little too.
Inide, a lot of SWAT shooting still... it's wearing you guys down!
Meanwhile, Agent B goes for the troublesome Heph. He doesnl't complicate, coming into the fight with a simple jab again. he rolls five dice for three successes and five damage.
Agent F suddenly finds himself clear of everyone except Ares who just ran into him. He goes for Ares, leading in the same way! Ares, your defence does not function. You are attacked with nine dice. Though as is the whim with dice, he also rolls three successes for the same effect.
Agent I fires at Melis. His bullets blast out but hit only the door frame to her side.
Agent A is chasing Dallas. Agent D is headed for Cloud. C steps in front of Klez. E goes for Sirin. Bear in mind some of them are in front, not behind. Those of you going for cover this turn are caught by them (what a shame, Brit! That addendum means one catches you...)
Ok, you guys.
Aided by the * rating on an H&K, Fire scores five kills in that catch-up! That's definitely cleared things for movement.
I shall combine Helios'a catch-up into one big gun attack on Agent B that denies him his next turn.
Ares- no can do, Agent in your face... you got the kill first though.
Melis launches a big punch attack, causing eight damage! Whap!
After being jabbed, Heph grabs the Agent's arm to go for a throw. This move is very successful! The Agent crashes heavily to the ground, and for a few moments does not move.
Balder, consider yourself very much in cover, behind a pedestal! And also very much alone.
Azrael runs through, guns blazing, as Mirage finishes off the rest in the corridor...
Hawk- all good!
On the bright side of things, this turn the Osprey only troubles Sirin. Oh, and Dallas and Marduk, who only went for minor cover to keep shooting. Marduk taps Carnival of Carnage, in fact, and then immediately swaps it out for Defensivew Master which he taps to bring Carnival back in.
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MONASTERY BATTLE: Turn 15
Rock garden
Berserker 14 (9/34) (Step 3) ST SS BS AL IB HT CF SE WW NO DM LA
Knives
Barbarossa 15 (10/6/35) (Step 4) DM CF SP JE PM ST BS HL HC IB EE BT
Twinned Swords
Knives
Desert Eagle (1/5)
Cloud 15 (8/34) (Step 4) CF ST LA SS HL HT VG JE SP PM PW HC
Sword
Twinned Swords
Dallas 15 (Step 5): 25
Klez 15 (4/9/20) (Step 3, far side) KW HL BB CC EE LR BT
Machine Pistols x2 (5/2) (5/2)
Melkor 14 (5/6/40) (Step 3) DM ST SS HT DiM HL CC LR BT EE
H&K (5/1)
Sirin 15 (6/23) (Step 3, far side) CF DM ST LA HL HT DiM VG BB CC EE
Marduk 15 (Step 3): 19
SWAT x11 (Top, far side): 0
SWAT x11 (Step 7, near side): 0
Agent A (3) (Step 5, near side): 0
Agent C (3) (Step 3): 15
Agent D (3) (Step 4, far side): 0
Agent E (3) (Step 3): 0
Agent H (3) (Step 1, far side): 0
--
Corridor
Azrael 15 (9/7/12) (East) CF KW LA ST HL HT DiM HC AL WW BB StS
2 Light Machine Pistols (3/3)
4 Light Pistols (6/6/6/6)
Fire 15 (7/6/7) (West) DM ST LA BS HC AL HL SS JE HT PW SE CC
Silver Katana
Ingrams (5)
Mirage 15 (West) (9/7/9) PW CF ST SS HC HL HT JE SP PM CC LR
Sais
Machine Pistol (1/10)
---
N/S Corridor
Hephaestus 15 (8/18) (North) PW CF ST SE AL WW SC NO HL DiM VG HT
Helios 15 (6/5/21) (North) ST KW BS HC VG HL HT LR BT SS SE
Glock 19s x2 (3/5) (2/5)
Ares 15 (10/12) (South) PW HL CC EE LR BT 10B
MAC 10 (5/10)
San 15 (11/6) (South) PW CF ST BS HC AL NO SC WW HL VG IB 1
Knives
SWAT x3 (North): 0
SWAT x4 (South): 0
Agent F (3) (South): 3
Agent B (3) (North): V
---
Balcony
Balder 15 (6/6/21) (Main room) DM CF SS LA ST DF BB LR EE SS
2x Beretta 93R (1/8) (1/8)
Nunchuks
SWAT x5: 0
-
Connecting Corridor
Melis 15 (11/28) (West) CF DM ST LA SS BS SE HC HL HT VG LB
Spear
Mors 15 (8/4/20) (East) CF KW DM ST LA SS BS HC HT JE SP PM
Katana
Sais*
Burn 15 (10/25) (East) HL KW CC EE LR 10B StS
Shotgun* (8/1)
Ingrams (2/7)
Hawk 15 (6/5/15) (East) CF ST BS SE HC JE SP PM BB CC LR
Twinned Swords
Sword*
Agent I (2) (West): 8
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Card- 7H