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

Started by Ushgarak105 pages

Originally posted by Captain REX
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?

The maximum you can do is cost him his next action, which will be his free action if you run. Then he simply uses his actual next action to chase and re-engage. Same problem Klez has. Unless you have an escape power or render an Agent Vulnerable, they are near impossible to shake. Gun work is meant to stop them closing in in the first place.

I'm working on a plan for that one, actually...

I am also curious as to the possibility of us jamming the door shut once we're through it in order to slow them down a bit.

Er, Alana. Agent+Door/Wall=No more Door/Wall.

for the last turn, I'll untap LR and LA, and shoot at the SWAT and get to cover.

For this turn, I'll fire on Agent B to cover the others.

Originally posted by Barbarossa
Er, Alana. Agent+Door/Wall=No more Door/Wall.

It's not meant as a permanent measure. Just to slow them down a bit so we can run like hell.

I have PW and it's not working against the Agents, does the tap still work, though?

Yes.

Originally posted by Captain REX
I have PW and it's not working against the Agents, does the tap still work, though?

Well, there's your method to get the Agent off of you...aren't you glad you still have HL? 😛

That was actually what I was thinking of, but for me to tap PW to toss the other Agent...but hey, you wanna do it, that works too.

Well!

Ares will swap LR for HL and perform a stylish grab with his free hand, taking hold of the Agent's wrist and spinning him to the ground.

(tap HL, tap PW)

"C'mon guys lets go, through the door, no point in waiting for the agents to catch us!"

I will be updating tomorrow morning, to get us back into the regulsr synch...

Helios will wait for a chance to get through the door.

It might be helpful if Helios and Hawk lend a hand in beating up the Agent, actually. He'll probably waste his System Resources pool faster if he's having to put up with five people attacking him.

Can I drop my sword and tap PW against the agent, then swap out PM for ST (and if it's not too late tap that against the osprey attack)

I forgot to move Dallas and Marduk! Let's sort that out. Marduk taps CC to wipe out the rear SWAT. Dallas moved on, scooping up an H&K.

1 - 2 says it is their initiative again!

Six SWAT on Barb and six on Dallas. That's a whole lot of gunfire and it does not go well for Barb, caught before he reaches cover. Definitely the kind of situation to bring in ST for, that!

Agent H catches Berserker this turn. Agent E kicks at him, viciously. Berserker has no Defence up and this is not at all pretty.

Agent C's Agent Attack misses Klez because Klez taps the ever useful King on the Water.

Making up from Balder's last turn, he blew down one of the SWAT. This still leaves six SWAT firing at him. Balder has gone for cover but only a bookcase is available in this corridor which has had ten types of shite blown out of it. The rolls go Balder's way- the SWAT fail to hit him, but they do annihilate the bookcase.

The much-bullet hassled Agent F performs another Agent Attack as his heel catches Ares on the rise. Despite Ares' best effort, this Agent is still slowly killing him. San's agent uses an Attack as well, and rolling well shows it was worth it. The Agent makes a normal forearm jab which you interpose, but then it reverses the blow and brings the back of its fist into your face.

Agent I drops into the clock room for a visit.

Agent G carries on its vendetta against Mors, Agent Attacking him on the ground with the +3 Throw bonus as well. His foot certainly hurts.

That makes it time for you guys!

Berserker- afraid using AL to move is no different from normal moving; it does not lead to a safe combat exit.

Barb goes for cover, though as noted above he didn't make it in time.

A desperate San finally is in a position to pull off the big kick again. The Agent uses a Defence against it. Final damage to the Agent is six; it is knocked over, though not back, giving San a chance to disengage.

Mors- this guy is sticking. You get your instant swap but... I cannot work out your logic at all. Quite aside from all technical points, you are not currently armed with a twin weapon.

You can make your attack, which the Agent will use a Defence against, as a result of which he avoids your blow entirely!

Heph, now lacking an MA booster, finds himself reduced to five dice; he rolls a success but the Agent twists away from Mors again and directly blocks your blow with his arm.

Melis moves in, just as her old friend turns up.

Sirin- short answer is no, you can't. Five powers in total, but it is three inactive and two active. All your nominated powers were inactive. You move on, bringing yourself into sight and range of the helicopter SWAT. Klez runs on too, using King on the Water to avoid trouble, and notably moving out of any hope of helping Berserker, for sure.

Ares changes tack and after the last blow to the face gets his arm under the Agent's leg and twists it to send it to the floor! Two successes was enough to make it happen.

Burn heads out West but he can't wish the Agent away.

Melkor gets moving on and away as well, though at least by firing at Agent E he is helping Berserker out. That is four off Agent E's pool.

Balder cannot be accused of not helping his friends but this time the cost might be his own life. His attack on B probably makes no difference anyway, as San is disengaging. Co-ordination, guys! You tend to act as a mass of individuals rather than a team.

Helios isn't going to get that chance whilst the Agent is still there. A reminder that when asked earlier, I said the max on the Agent in the doorway is three.

Cloud- you can always attack barehanded, don't worry about your sword. You can't swap mid0turn- Vet's privilege- but you can have had ST ready, don;t worry.

Azrael, Fire and Mirage burst out north into a large and sparse study area, its nature betrayed by a few books and notes, but with only mats to sit on. There are doors in the four cardinal directions. "Straight on!" says Finn. But this room is occupied.

Marduk looks around, sees most people that could help have moved on, sees Cloud still here but struggling to breathe and not in a position to help others. Blasting at Agent H, he heads backwards.

Dallas just moves head on, tapping King on the Water and blowing away two SWAT as he runs.

"What kind of 'taking on the Agent' was that?" he cries out as he comes past Barb.

The Osprey then strafes everything in the general area. It destroys Barb's cover. I think everyone else is tapped against it.

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MONASTERY BATTLE: Turn 21

Rock garden

Berserker 20 (9/71) (Step 3, far side) ST SS BS AL IB 1 HT CF SE WW NO DiM LA
Knives

Barbarossa 21 (10/6/54) (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 21 (Step 6, far side): 41

Klez 21 (4/9/32) (Step 5) KW HL BB CC EE LR BT
Machine Pistols x2 (2/2) (2/2)

Melkor 21 (5/6/42) (Step 4) DM ST SS HT DiM HL CC LR BT EE
H&K (3/0)

Sirin 21 (6/5/41) (Step 6) CF DM ST LA HL HT DiM VG BB CC EE

Marduk 21 (Step 4): 33

SWAT x10 (Helicopters): 0

Agent C (5) (Step 4, Far Side): 0

Agent E (5) (Step 3, far side): 0

Agent H (4) (Step 3, far side): 9

--

Three-door corridor

--

Study Room

Azrael 21 (9/7/12) (South) 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 21 (7/6/7) (South) DM ST LA BS HC AL HL SS JE HT PW SE CC
Silver Katana
Ingrams (5)

Mirage 21 (South) (9/7/9) PW CF ST SS HC HL HT JE SP PM CC LR
Sais
Machine Pistol (1/10)

SWAT x12: 0

--

N/S Corridor

Ares 21 (10/50) (North) PW HL CC EE LR BT 10B
MAC 10 (3/9)

San 21 (11/42) (North) PW CF ST BS HC AL NO SC WW HL VG IB 1
Knives

Balder 21 (6/6/44) (South) DM CF SS LA ST DF BB LR EE SS
2x Beretta 93R (1/7) (1/7)
Nunchuks

SWAT x3 (North): 0

Agent F (5) (North): 8

Agent B (5) (North): 29

SWAT x3 (South): 0

--

Clock room

Burn 21 (10/25) (West) HL KW CC EE LR 10B StS
Shotgun* (4/1)
Ingrams (2/7)

Mors 21 (8/4/34) (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 21 (6/5/21) (West) ST KW BS HC VG HL HT LR BT SS SE
Glock 19s x2 (1/5) (2/5)

Hephaestus 21 (8/21) (West) PW CF ST SE AL WW SC NO HL DiM VG HT

Melis 21 (11/30) (West) CF DM ST LA SS BS SE HC HL HT VG LB
Spear

Agent G (5) (West): 7

Agent I (5) (East): 0

-----

Card- 2H

Melkor will continue as previously.

Actually, I thought we were escaping down the stairs? Or am I wrong?

Well, you are moving down the stairs, how that helps you escape is anyone's guess.

What is the situation down there? I thought guys in charge have a plan...

Did you note who the guy in charge was?

Balder - out, now!

San is going to take advantage of this to get through the door. I've a feeling that Ares will do the same and if he doesn't he's an idiot.