"Son of a *****!" Cloud shouts seein gthe agent heading towards him.
I'd like to try and get to step 5, that agent can't cover the wholoe of these steps if they're as big as I think they are. I'll tap LA against any attack he might throw at me, and swap out ST for VG. (That way a refresh will untap both ST and LA)
6-5, your initiative...
Berserker launches an unxpected attack on Agent E. He rolls four, three and eight successes for a rather impressive fifteen damage. Nice rolling there!
Klez, you take four pool off the Agent... but that doesn't stop his action, and he's in front of you, so he still interposes to engage you up close.
Sirin can run from the Agent as Berserker has 'distracted' him...
Ares, you take five pool off your Agent up close, but that again is not enough to stop him. Hence, when you move on, he still gets his free blow, which will be the one at -5. You try and run and fire, but he swerves quite quickly and still clips you for four damage.
Melis is luring the Agent away from the door by backing away as she fights, which is fair. She scores just one success on her attack, for four damage, but she does indeed lure him on. And before his subsequent attack, she taps Healthy Tiger for another blow, this time for five damage.
Helios gets no useful effect from his gunfire, sadly.
"What was that, Barb?" calls out Dallas. "You'll take the Agent? Great!"
Cloud has ended up in a fight with Agent D. I am assuming he is using Twinned Swords with his SS tap. He whirls his blades around and rolls an impressive seven successes and bonus, for eleven damage!
Melkor, you are moving in absolute cover and high safety. But ultimately that's only going to be way more dangerous for you. And everyone else, because the foes there because you are in the situation aren't holding their fire on the other players, for sure.
Balder blasts down another SWAT... but he's entirely iolsated now and it's a bad time to need a re-load.
San, unusually seeing as what we have just been talking about, is taking the North option. It's already very difficult; there is a crowd of untouched SWAT in there and by now they have blocked the north/west door.
Dallas keeps on running forwards; tapping CC on the mooks ahead. Marduk is facing the top and setpping backwards, firing at the topside SWAT.
Bad guys!
Berserker, Agent E spins and aims a roundhouse at your head.
Agent E activates- Agent Attack
He gets +2 pool to his attack against which you have no defence. Still, the attack only clips your head.
Agent A has pretty much caught Dallas, who throws away his shotgun.
Agent C bashes Klez as he tries to run past, catching him with an elbow.
D does a clever upwards reverse-hand blow at Cloud, activating Agent Attack, but summoning up his focus reserves, a tap of LA from Cloud prevents anything coming from it.
SWAT are firing at Sirin, Melkor, Dallas and Barb. Sirin is badly feeling the SWAT pressure.
Inside, Agent B pulls himself to his feet. he's not happy. Seven SWAT open fire on San. Whilst a contemptuous Agent F simply runs after Ares, catches him again, and makes another blow, catching him for five damage.
Balder, your cover is shot away, as the last of that SWAT team enters the room.
Just a normal attack on Melis, not for much. The others can get by.
Outside- osprey making a firing run this coming turn!
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MONASTERY BATTLE: Turn 16
Rock garden
Berserker 16 (9/39) (Step 3) ST SS BS AL IB HT CF SE WW NO DiM LA
Knives
Barbarossa 16 (10/6/38) (Step 4, far side) DM CF SP JE PM ST BS HL HC IB EE BT
Twinned Swords
Knives
Desert Eagle (1/5)
Cloud 16 (8/34) (Step 4) CF ST LA SS HL HT VG JE SP PM PW HC
Sword
Twinned Swords*
Dallas 16 (Step 5, far side): 29
Klez 16 (4/9/24) (Step 3, far side) KW HL BB CC EE LR BT
Machine Pistols x2 (4/2) (4/2)
Melkor 16 (5/6/40) (Step 4) DM ST SS HT DiM HL CC LR BT EE
H&K (5/1)
Sirin 16 (6/5/30) (Step 4) CF DM ST LA HL HT DiM VG BB CC EE
Marduk 16 (Step 3, far side): 25
SWAT x9 (Top, far side): 0
SWAT x7 (Step 7, near side): 0
Agent A (3) (Step 5): 0
Agent C (3) (Step 3): 15
Agent D (3) (Step 4): 11
Agent E (3) (Step 3): 15
Agent H (3) (Step 2): 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 16 (7/6/7) (East) DM ST LA BS HC AL HL SS JE HT PW SE CC
Silver Katana
Ingrams (5)
Mirage 16 (East) (9/7/9) PW CF ST SS HC HL HT JE SP PM CC LR
Sais
Machine Pistol (1/10)
---
N/S Corridor
Ares 16 (10/21) (North) PW HL CC EE LR BT 10B
MAC 10 (4/10)
San 16 (11/9) (North) PW CF ST BS HC AL NO SC WW HL VG IB 1
Knives
SWAT x7 (North): 0
Agent F (3) (North): 3
Agent B (4) (North): 0
---
Balcony
Balder 16 (6/6/21) (Main room) DM CF SS LA ST DF BB LR EE SS
2x Beretta 93R (0/8) (0/8)
Nunchuks
SWAT x7: 0
-
Connecting Corridor
Melis 16 (11/30) (West) CF DM ST LA SS BS SE HC HL HT 1 VG LB
Spear
Mors 16 (8/4/20) (West) CF KW DM ST LA SS BS HC HT JE SP PM
Katana
Sais*
Burn 16 (10/25) (West) HL KW CC EE LR 10B StS
Shotgun* (8/1)
Ingrams (2/7)
Hawk 16 (6/5/15) (West) CF ST BS SE HC JE SP PM BB CC LR
Twinned Swords
Sword*
Hephaestus 16 (8/18) (East) PW CF ST SE AL WW SC NO HL DiM VG HT
Helios 16 (6/5/21) (East) ST KW BS HC VG HL HT LR BT SS SE
Glock 19s x2 (2/5) (2/5)
Agent I (3) (West): 17
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Card- 3H