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

Started by Bespin Bart105 pages

Okay...

Melis was pretty successful with luring that Agent away from the door, so I want Mors and Heph to try doing that with Agent G.

I want Hawk, Helios, and Burn to get through the first chance they get, whether we've lured him away or made him vulnerable or whatever.

We'll follow likewise, hopefully with Melis.

And hopefully Agent I doesn't decide to join.

Sirin's going to run down to Step 5 and into cover.

Swap VG for EE.

Klez will risk it with the Osprey this time. He doesn't want to let that Agent catch him again, after all. He'll run for Step 5.

Oh, I'm moving forwards, by the way.

Oh joy...

Likewise, charging down Agent G.

Originally posted by Bespin Bart
Okay...

Melis was pretty successful with luring that Agent away from the door, so I want Mors and Heph to try doing that with Agent G.

I want Hawk, Helios, and Burn to get through the first chance they get, whether we've lured him away or made him vulnerable or whatever.

We'll follow likewise, hopefully with Melis.

And hopefully Agent I doesn't decide to join.

Better that he decides to join you guys than us...ermm

Damnit, forgot to swap powers... Ah well.

Barb heads towards the next step, going for the pesky SWATs. Tapping ST.

Swap DM for PM.

I'd swap out ST instead, after you tap it...that way you can get it to refresh. Plus you'll need DM as a general defense.

Oh, almost forgot!

Klez will shoot down one of the SWAT on Step 6.

"Azrael lead the way"

Why couldn't the agent have thrown me in a good direction? Like down the stairs? Can I crawl to some cover? Or will I need to spend the turn standing up?

Azrael spins about, heading out the other door.
"This way!"

(Refreshing BB, which I switched out two turns ago for StS - sorry, I forgot to check.)

Unless specified by plot, Cloud, there is never a turn needed to recover from Stun, Stagger or Throw results; they are more relevant to attacker than defender.

Ok, in that case I'll go for the biggest strongest bit of cover around.

That Agent is following up. You aren't out of close combat with him.

Bugger....ok, I'll tap JE against him, then swap it out for SP.

Barb has asked me to relay that he will indeed follow my advice and swap ST for PM.

Lana;

Do you want me back in the room? That's all I need to know.

If you can get back in here without wasting a turn then yes, I'd like that very much. Ares and I could really use your help, as I can't take 2 Agents at once by myself and he has no way of escaping beyond depleting their pool.

5 - 2 makes it your initiative once more.

San goes hand to hand with the Agent. Six successes, reduce to five, and also the bonus for eight damage!

Berserker has gone entirely insane, as he runs off towards another Agent, though it will take him a little longer than that.

Burn opens fire on the intruding SWAT. He shotguns them away with ease. Tpt- I can't accept a swap if I don't know what with!

Helios, as I am sure you have been, told Paths do not work with Guns. Also, as with Burn, I need something to swap with! One success from you... is a miss!

Melkor blasts away one of the last SWAT ahead.

Ares- yes. 10B ends when the clip does, reload or not. Your attacks take five pool away from the Agent.

Heph- depends on the situation. Here, three.

Sirin just a reminder that if you move, you canot find heavy cover.

Klez is dashing like crazy out in the open... and also blasting down a SWAT, which leads to some synch issues, as Barb was already tooling up to handle them. Fire would have been better directed to the rear.

Balder is back in the room.

Ares, that agent you are blasting away at... doesn't look happy...

Cloud goes for an all-or-nothing sword megaslash. I think in the situation an SP tap would have done you better in protecting you- or a PW tap throw to escape the combat. You do nine damage, but that's not enough; it's a shame you missed whilst gripped.

Agent A goes for Dallas on the ground. Dallas, tapping HT and VG, is making a killer kick, with a Brillitant Scales tap behind it. As the Agent strikes, Dallas' right leg hurls into its midriff again, stunning it. Dallas follows this up with a PW tap throw. Having used one leg to kick the Agent, he uses the other to propel himself to his feet, and then both arms wrap around the Agent and, in a move more reminiscent of wrestling than graceful martial arts, he basically dumps the Agent over the balcony looking out over the mountainside.

It's far from a sheer drop- the slope is entirely climbable. But with the momentum of the throw, the Agent is sent tumbling down, rolling over and over before dragging itself to an irritated half with its hands. Growling, it starts to pick its way back up, but it will be a while.

Marduk, calls a warning to Melkor that the Agents are coming! he then unloads at Agent D with 10000 Bullets, cancelling its action.

(btw, as for Marduk being a show-off... you are all meant to be that stylish!)

Bad guys!

Berserker is being SWATed. He's taking a lot of heat.

Then the Osprey attacks! Berserker and Klez are under pressure there.

Inside, San takes a light blow again, and Ares and Balder are somewhat SWATed.

Agent G is happy for you to come and take him on...

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MONASTERY BATTLE: Turn 19

Rock garden

Berserker 19 (9/63) (Step 3, far side) ST SS BS AL IB 1 HT CF SE WW NO DiM LA
Knives

Barbarossa 19 (10/6/41) (Step 6) DM CF SP JE PM ST BS HL HC IB EE BT
Twinned Swords*
Knives
Desert Eagle (1/5)

Cloud 19 (8/48) (Step 4) CF ST LA SS HL HT VG JE SP PM PW HC
Sword*

Dallas 19 (Step 5, far side): 37

Klez 19 (4/9/32) (Step 4, far side) KW HL BB CC EE LR BT
Machine Pistols x2 (2/2) (3/2)

Melkor 19 (5/6/42) (Step 4) DM ST SS HT DiM HL CC LR BT EE
H&K (3/0)

Sirin 19 (6/5/37) (Step 5) CF DM ST LA HL HT DiM VG BB CC EE

Marduk 19 (Step 4): 29

SWAT x4 (Step 1): 0

Agent C (4) (Step 4): 0

Agent D (3) (Step 4): 25

Agent E (4) (Step 3): 0

Agent H (3) (Step 3, far side): 0

--

4-Door room

Azrael 19 (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 19 (7/6/7) (West) DM ST LA BS HC AL HL SS JE HT PW SE CC
Silver Katana
Ingrams (5)

Mirage 19 (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 19 (10/39) (North) PW HL CC EE LR BT 10B
MAC 10 (5/9)

San 19 (11/31) (North) PW CF ST BS HC AL NO SC WW HL VG IB 2
Knives

Balder 19 (6/6/27) (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 (4) (North): 3

Agent B (4) (North): 14

SWAT x3 (South): 0

---

Balcony

SWAT x1: 0

-

Connecting Corridor

Agent I (4) (East): 0

--

Clock room

Burn 19 (10/25) (East) HL KW CC EE LR 10B StS
Shotgun* (4/1)
Ingrams (2/7)

Mors 19 (8/4/20) (West) 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*

Helios 19 (6/5/21) (East) ST KW BS HC VG HL HT LR BT SS SE
Glock 19s x2 (1/5) (2/5)

Hephaestus 19 (8/18) (West) PW CF ST SE AL WW SC NO HL DiM VG HT

Melis 19 (11/30) (East) CF DM ST LA SS BS SE HC HL HT 2 VG LB
Spear

Agent G (4) (West): 0

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Refresh! So much stuff has been tapped I shall assume nothing, so please just lemme know your untap instructions.