3 to 2 keeps it as your initiative.
Hold your horses there, Fire, I'd not done an update since he asked!
"You're in luck, sonny," says Finn. "They've pulled so many SWAT around to deal with Dallas out front that you can get out of there, so long as you are feeling athletic. Get north, through the library." I am moving you, Fire and Mirage on.
Cloud is in a desperate Agent fight. His tap does not roll well; two successes is five damage. He then drops hos shorter sword...
Berserker carries on his fight with Agent E. He scores 2, 4 and 5 (the last roll being the one with the tap) for eleven damage.
Melkor, in cover from the Osprey, blasts away at SWAT. He gets two kills.
Balder dashes out the door!
Burn bursts out into the clock room, a room filled with myriad timepieces around the walls.
"Right on time..." says Agent G, waiting for you in there. There are two doors in from the east, and an archway leads out west. Hawk and Mors are with you a moment later.
Ares desperately blasts away at the SWAT whilst he is under attack. he gets his four kills.
However, how many times do I have to tell people that it is not safe to simply walk out of a Melee combat? Too many, so this turn Ares and San both feel the consequences as your foes activate Straight Punch[ as you guys try to simply walk away. And as it is an attack as you are fleeing, you get no defences. In tandem, the Agents draw their firsts back in the opportunity given by you people bugging oujht the fight, and then drive them forwards with all the power of a steam locomotive.
Straight Punch has a base damage of seven. Nine damage to Ares and ten to San. Also, both of you are immediately Throw as you smash into the far end of the corridor. They will still get their full actions later.
I don't believe some of you guys have become so casual about getting away from Agents- vets from the last game as well. You should know that unless you do something to the Agent you cannot just walk away. If you two are killed its your own lookout, and if either of you think you don't have the capacity to get away then that is a team issue in leaving the wrong people to face the Agents, or in San's case, running toward where the Agents are when she could have gone out east.
Melis fights on, and in fact stuns the Agent briefly with a blow to his midriff with the HT tap, preventing his attack (you may decide what happens with your swap when you next post, that being the case).
Klez, as I said, the Agent is in front of you, so this is not a chase but a close combat. Your roll is very good and costs the Agent his action- but only the free attack he gets for you running on. He will take his standard action as normal and continue to chase.
Barb, as you moved as well, that's only light cover you are getting there.
Marduk is tapping Storm Turtle and Carnival of Carnage (again). He splits his CC fire two ways, helping at both ends. He does this with his signature move- looking sideways from his targets, arms outstretched either side of him firing at his targets, eyes closed.
"Stay down, Melkor!" orders Marduk. "We need to stay far enough ahead to keep giving covering fire, and no more!"
Dallas, meanwhile, opens up his fight on the Agent with a Dim-Mak tap, dirivng his fist almost through the Agent's stomach.
Bad guys!
Berserker, Agent E activates an Agent Attack on you. He strikes damn well- seven damage.
Agent A tries to attack Dallas, but with a base attack this turn of only two, and Dallas with a defence up, it achieves little. But having still tried to make an attack, Dallas still gets an HT tap against it, which he also taps Hands of Light and Sharpened Scales into.
Stunned by Dallas' original attack, the Agent makes a clumsy return blow, which Dallas sidesteps; he then brings around both fists clasped together across the Agent's face for eleven damage.
Agent D activates Throat Grab. His fist shoots straight forwards and grasps around your throat, hauling you off the ground. The attack does five damage and all your powers stop functioning.
Agent C is right on Klez's tail; catches him again returning the situation to close combat.
Inside, the Agents get their follow-up attacks on Ares and San, at +3 pool. Ares can take some comfort in that his defence wasn't working anyway.
The SWAT in there fire at Balder, doing a little hassle.
And that's it!
-----
MONASTERY BATTLE: Turn 17
Rock garden
Berserker 17 (9/46) (Step 3) ST SS BS AL IB 1 HT CF SE WW NO DiM LA
Knives
Barbarossa 17 (10/6/38) (Step 5) DM CF SP JE PM ST BS HL HC IB EE BT
Twinned Swords
Knives
Desert Eagle (1/5)
Cloud 17 (8/39) (Step 4) CF ST LA SS HL HT VG JE SP PM PW HC
Sword*
Dallas 17 (Step 5, far side): 29
Klez 17 (4/9/24) (Step 4) KW HL BB CC EE LR BT
Machine Pistols x2 (3/2) (3/2)
Melkor 17 (5/6/40) (Step 4) DM ST SS HT DiM HL CC LR BT EE
H&K (3/1)
Sirin 17 (6/5/30) (Step 4, far side) CF DM ST LA HL HT DiM VG BB CC EE
Marduk 17 (Step 4): 27
SWAT x5 (Step 1): 0
SWAT x5 (Step 6): 0
Agent A (3) (Step 5): 17
Agent C (3) (Step 4): 15
Agent D (3) (Step 4): 16
Agent E (3) (Step 3): 26
Agent H (3) (Step 2, far side): 0
--
4-Door room
Azrael 17 (9/7/12) (West) 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 17 (7/6/7) (West) DM ST LA BS HC AL HL SS JE HT PW SE CC
Silver Katana
Ingrams (5)
Mirage 17 (West) (9/7/9) PW CF ST SS HC HL HT JE SP PM CC LR
Sais
Machine Pistol (1/10)
--
N/S Corridor
Ares 17 (10/36) (North) PW HL CC EE LR BT 10B
MAC 10 (4/10)
San 17 (11/25) (North) PW CF ST BS HC AL NO SC WW HL VG IB 1
Knives
Balder 17 (6/6/24) (South) DM CF SS LA ST DF BB LR EE SS
2x Beretta 93R (3/7) (3/7)
Nunchuks
SWAT x3 (North): 0
Agent F (3) (North): 3
Agent B (4) (North): 0
---
Balcony
SWAT x7: 0
-
Connecting Corridor
Melis 17 (11/30) (West) CF DM ST LA SS BS SE HC HL HT 2 VG LB
Spear
Hephaestus 17 (8/18) (West) PW CF ST SE AL WW SC NO HL DiM VG HT
Helios 17 (6/5/21) (West) ST KW BS HC VG HL HT LR BT SS SE
Glock 19s x2 (2/5) (2/5)
Agent I (3) (West): V
--
Clock room
Burn 17 (10/25) (East) HL KW CC EE LR 10B StS
Shotgun* (8/1)
Ingrams (2/7)
Mors 17 (8/4/20) (East) CF KW DM ST LA SS BS HC HT JE SP PM
Katana
Sais*
Hawk 17 (6/5/15) (East) CF ST BS SE HC JE SP PM BB CC LR
Twinned Swords
Sword*
Agent G (4) (West): 0
-----
Card- 10H
Well, Marduk's a bit of a show-off 😛
And I'd like to note that I put together San's loadout specifically for being able to fight Agents well...hence all the auxillaries and everything. Also that I could easily have escaped but do not want to tap PW and be out my main defense. So I'm not terribly worried about myself yet.
Ares, just shoot the hell out of the Agents. Balder, if you could put down some fire on the Agents as you head east, that'd be greatly helpful as well. In other words, do it.
As for San...tap IB on Agent B and swap ST for HL.
(PW will still be in effect against any attempts at shooting me the SWATs make, right?)