Sorry for the delay- was away this weekend.
Initiative roll is 5 to 5... play swaps! Bad guys win initiative.
There is yet another set of SWAT moving on on the far side to team suicide. They are at the very bottom of the route by the shot-up copters. But Barb, furthest ahead, can see that the SWAT numbers are not limitless, and that indeed that once through these guys, there is no-one else left to block escape on that side.
A combination of Slver Prince and a Life's Armour tap keeps Cloud sfae from harm.
Berserker- you tapped ST a long time ago. Probably would have been better to untap that! So you are vulnerable to gunfire this turn. Luvcky that NO keeps you safe!
Berserker is then caught by Agent H, who opens up, as ever, with a standard attack. Trouble here... 'cos Agent E is adjacent as well..
... and then a pissed-off Agent C just engaged Klez in close combat again.
Agent F uses a simple Agent Attack to stamp on Ares. This can't go on much longer; Ares is suffering badly here.
San's Agent continues its slow and steady approach. Meanwhile, all the SWAT in the corridor have turned their attention on Balder. He must have made himself vulnerable because they get a direct line on him.
Agent G kicks off by engaging the apparent leader, Mors. He introduces him to Straight Punch land. Mors does well to defend but finds himself floored on the spot.
So... you guys!
Cloud's desperate slash cuts open the Agent's jacket and finally gives it cause for pause, as it steps back.
Berserker has found himself fighting the wrong Agent, but he may as well make his attack anyway. As with against San, this Agent starts interposing your forearms to slow your flurry of knife effects, using Agent Defence. Berserker manages nine damage.
Heph goes in for a mighty attack on Agent G. G, spinnging around having just Straight Punched Mors, activates Intercept Punch, smashing Heph's blow out in mid flow as Heph tried to focus his efforts, and then catching Heph with a blow to the stomach to completely sink the attack. You cannot reflex a reflex, and I was somewhat confused by heph asking for an HT tap anyway seeing as there was no guarantee he would be attacked. Please be careful with things like that.
A floored Mors still manages a sword slash; the high damage Jade Emperor is still highly effective, for seven damage.
Melis- doesn't take a turn to draw a weapon, you know!
I'll say Klez manages his shot before that Agent catches him in a reminder of my "think about what might happen if the bad guys go first" point I warned people about a while back.
Sirin- can't do CC; only three untapped powers. Still, you run on.
Melkor... seems to be a wasted turn there. I'll let you store that but do be careful, I won't always!
San attacks her Agent who activates Agent Defence again. She does better this time, for nine. The smaller amount of dice seems to be preventing you getting bonuses though.
Barb has reached the far side of the sixth step before the big load of new foes becomes apparent.
Helios, keeping to the periphery of the fight, sidles over to the west.
Azrael and his hangers-on dash into the next corridor- one with three doors, one west, one east, and one in the middle to the north. "Door on your right!" says Finn, meaning the North door.
Sounds like a heck of a fight through the door to the west.
Ares, apparently desperate, blasts away to take seven pool from the Agent this time.
Seem to be lacking an action from you, Burn? Actually, people are in your way for firing now anyway.
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MONASTERY BATTLE: Turn 20
Rock garden
Berserker 20 (9/66) (Step 3, far side) ST SS BS AL IB 1 HT CF SE WW NO DiM LA
Knives
Barbarossa 20 (10/6/41) (Step 6, far side) DM CF SP JE PM ST BS HL HC IB EE BT
Twinned Swords*
Knives
Desert Eagle (1/5)
Cloud 20 (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 20 (4/9/32) (Step 4, far side) KW HL BB CC EE LR BT
Machine Pistols x2 (2/2) (2/2)
Melkor 20 (5/6/42) (Step 4) DM ST SS HT DiM HL CC LR BT EE
H&K (3/0)
Sirin 20 (6/5/37) (Step 5, far side) CF DM ST LA HL HT DiM VG BB CC EE
Marduk 19 (Step 4): 29
SWAT x3 (Step 1): 0
SWAT x12 (Helicopters): 0
Agent C (5) (Step 4, Far Side): 0
Agent D (4) (Step 4): V
Agent E (5) (Step 3, far side): 0
Agent H (4) (Step 3, far side): 9
--
Three-door corridor
Azrael 20 (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 20 (7/6/7) (West) DM ST LA BS HC AL HL SS JE HT PW SE CC
Silver Katana
Ingrams (5)
Mirage 20 (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 20 (10/45) (North) PW HL CC EE LR BT 10B
MAC 10 (3/9)
San 20 (11/35) (North) PW CF ST BS HC AL NO SC WW HL VG IB 1
Knives
Balder 19 (6/6/44) (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 (5) (North): 3
Agent B (5) (North): 23
SWAT x4 (South): 0
--
Connecting Corridor
Agent I (5) (West): 0
--
Clock room
Burn 19 (10/25) (East) HL KW CC EE LR 10B StS
Shotgun* (4/1)
Ingrams (2/7)
Mors 20 (8/4/28) (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 20 (6/5/21) (West) ST KW BS HC VG HL HT LR BT SS SE
Glock 19s x2 (1/5) (2/5)
Hephaestus 20 (8/21) (West) PW CF ST SE AL WW SC NO HL DiM VG HT
Melis 20 (11/30) (East) CF DM ST LA SS BS SE HC HL HT 2 VG LB
Spear
Agent G (5) (West): 7
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Card- Ace of Spades
The various Agents crack their knukcles and straighten their ties as they move in for the kill... gosh darn, that refreshes their SR too, which means G, who just spent like crazy in his fight, judged that very well!
Yeah, you're in quite a pickle, Berserker...should have just run when you got the chance.
Before I put my move in...
I just took 7 dice off of his next attack, right? The one that will happen this turn? If I just fire again with the average two attacks with 10B and roll well, will that keep him from coming after me? Or do I need to tap 10B to pin him and get away?
Hmm...
Can we push him backwards onto the archway with our fighting, or will the luring work, Ush?
Mors will swap JE for PM real quick, before anything happens...I love being a vet...
As Mors gets knocked down by the Agent's powerful punch, he propels himself back to his feet and swings at the Agent, parrying his fist as it comes in (because it likely will!) and cutting him across the sleeve.
For those of you dealing with Agent G, I suggest getting out of the East end quite soon! Agent I will be joining you...
And Cloud, see if you can kick him off the side of the stairs! That'd solve your problem, at least for awhile! If not, just run for it.
Klez, meanwhile, turns to fire on his attacker.
"You have a thing for following people, don't you?"
Swap EE for BT before anyone fires!
When's the Osprey coming?
Well! Since the Agent is in close combat with me, it has to dodge as well, right? That changes things a bit...
If Klez gets initiative, he will fire at Agent C as he approaches, then tap KW to render the Agent's attack and the Osprey's run useless against him.
If enemies get initiative, Klez will tap KW to render the Agent's attack and the Osprey's run useless against him, then run for it while firing at a SWAT, or the Agent if he doesn't get pinned by the Osprey's gunfire.