Fun fun, here we go!
2 to 4 makes it their initiative. Oops!
I cocked up my last report. Agent C has in fact stepped in front of Melkor. That was meant to be a close combat engagement; it now happens this turn instead. A turn's grace for you there from a mis-report (although the turn update should have been a hint seeing as that Agent was next to Melkor and nowhere near Marduk). Melkor, I will hold your action and you can take both at once.
Melis, you attempt to pull away for your next move but you can't. When you turn to see why, you see the Agent has grabbed one end of your spear. Smiling, he bring up his other hand towards its centre, with great momentum...
Agent activates: Break
There is a loud, harsh snap as your weapon splinters into uselessness.
T'other Agent kicks off his fight by giving Helios a punch.
Other than some SWATing elsewhere- you know if you are in the firing line, check your damage to see if you got hit- that is all!
You guys.
Mors gets going with the Sais. The agent activates Agent Defence, which means Mors' attacks are reduced to three dice and useless. You need more pool!
Heph has the same problem, though he manages to get a light hit in.
Hawk promptly abandons his friends and leaves. Whoa! There are a load of SWAT in here. And a Balder beiung pursued by them. Balder just reached the balcony and can see the battle going on outside.
At this point he also notices that he can't possibly make that drop; it's insane. Not without AL or enough remaining damage. He'll have to climb.
Helios goes crazy-go-nuts at Agent I. It's a damn close run thing- with the defence these Agents are generating and with that parry, even the SS tap only just squeezes through. One success sees the manoeuvre succeed; Helios can disengage in safety! Of course, he's an All-Rounder, so that's the easy part. Burn has more issues. Still, a KW tap does the job! Burn runs away from the Agent, using KW to avoid the hit.
Melis, half out of shock, you back away and manage to disengage.
Meanwhile, on the other side of the Monastery... Azrael slides his phone across the room for future use and blasts down another SWAT.
San and Ares, Agents close behind, burst out into the study room and are surprised to run inton their friends there, who have completed three-quarters of a circle.
Fire and Mirage cut through the SWAT as they move forwards; the way is now pretty much clear.
Outside... Klez's gun attack can have helped keep Melkor's Agent off his back, but I won't tap BB on it.
Sirin charges forwards; takes out a SWAT.
Cloud goes AHHHHHHHHHHHHH into heavy cover but can't find any because it was blown apart earlier on that step. So he has to go AHHHHHHHH into light cover instead, but he can at least move forwards.
Barb's fire, at half pool due to reloading and lacking Eagle Eye, is ineffectual.
Dallas has grabbed another gun on his way forwards. He's nearly there. He looks behind him to check the situation. "That's better..." he says. You still can't work out what his criteria are; he seemed unhappy last time he looked back.
Then the Osprey comes, destryoing Clopud's cover, and Barb's, and catching Klez a packet.
It would also cut Berserker in half, but the moment before the strike, Berserker makes the cut of his life and slices through his coat where the Agent is holding him, dropping him to the ground. You see a look of extreme irritation on the Agent's face before he is bowled over by the gunfure.
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MONASTERY BATTLE: Turn 23
Rock garden
Barbarossa 22 (10/6/57) (Step 6, far side) DM CF SP JE PM ST BS HL HC IB EE BT
Twinned Swords*
Knives
Desert Eagle (4/4)
Cloud 23 (8/48) (Step 5) CF ST LA SS HL HT VG JE SP PM PW HC
Sword*
Dallas 23 (Step 7, far side): 41
Klez 23 (4/9/37) (Step 6) KW[ HL BB CC EE LR BT
Machine Pistols x2 (5/1) (5/1)
Melkor 22 (5/6/42) (Step 4, far side) DM ST SS HT DiM HL CC LR BT EE
H&K (3/0)
Sirin 23 (6/5/45) (Step 7) CF DM ST LA HL HT DiM VG BB CC EE
H&K (2)
Marduk 23 (Step 3, Far side): 33
SWAT x6 (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
Agent F (5) (West): 8
Agent B (5) (West): 29
--
Study Room
Azrael 23 (9/7/21) (Mid) CF KW LA ST HL HT DiM HC AL WW BB StS
2 Light Machine Pistols (2/2)
4 Light Pistols (6/6/6/6)
Fire 23 (7/6/13) (Mid) DM ST LA BS HC AL HL SS JE HT PW SE CC
Silver Katana*
Mirage 23 (Mid) (9/7/15) PW CF ST SS HC HL HT JE SP PM CC LR
Sais
Machine Pistol (2/9)
Ares 23 (10/50) (West) PW HL CC EE LR BT 10B
MAC 10 (3/9)
San 23 (11/42) (West) PW CF ST BS HC AL NO SC WW HL VG IB 1
Knives
SWAT x3 (mid): 0
--
Balcony Room
Hawk 23 (6/5/15) (East) CF ST BS SE HC JE SP PM BB CC LR
Twinned Swords
Sword*
Balder 23 (6/6/44) (Balcony) DM CF SS LA ST DF BB LR EE SS
2x Beretta 93R (1/7) (1/7)
Nunchuks
SWAT x6 (Main room): 0
--
Clock room
Burn 23 (10/25) (West) HL KW CC EE LR 10B StS
Shotgun (3/1)
Ingrams (2/7)
Mors 23 (8/4/33) (West) CF KW DM ST LA SS BS HC HT JE SP PM 1
Sais
Helios 23 (6/5/25) (West) ST KW BS HC VG HL HT LR BT/b] [b]SS SE
Glock 19s x2 (1/5) (1/5)
Hephaestus 23 (8/21) (West) PW CF ST SE AL WW SC NO HL DiM VG HT
Melis 23 (11/30) (West) CF DM ST LA SS BS SE HC HL HT VG LB
Agent G (5) (West): 25
Agent I (5) (West): 6
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Card- 3H