USH'S MATRIX GAME 2006 THIRD ASSIGNMENT- 'The Fortress'
The distance between the Monastery and the Fortress is not huge. Certainly not by helicopter. On foot, it is more awkward. With people injured, more awkward still, and when trying to keep out of sight of any reconaissance form the system, progress is more that of the sloth than the wolf.
No pursuit seems to come, though.
It is morning. You have spent the night 'camping' out on the mountainside. Whilst many of you are still bad battered and beaten, the night's rest effectively removes all damage; nothing is permanently harmed.
The wall of the Fortress, merging seamlessly with that of the mountains around it, are in sight. You will be there by noon.
This gives you one chance to re-arm, with the equipment salvaged from the helicopters. For simplicity's sake, everyone can now be fully armed, and then the stock taken is exhausted. You'll have to choose now; there will be no more time.
Other than that, all there is to do is talk about what might be coming.
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Encumbrance sizes work as follows:
Tiny: 0, but two Tinies count as a Small.
Small: 1
Medium: 2
Large: 4
Very Large: 8
Barehanded: Damage 1, Type- Barehanded
Knife/knives: Damage 2, Small, Type- Knife
Katars: Damage 2, Small, Type- Katar
Nunchaku: Damage 2, Small, Type- Nunchaku
Dual Staves: Damage 2, Small, Type- Twinned
Sais: Damage 2, Medium, Type- Twinned
Hook Swords: Damage 3, Large, Type- Twinned
Twinned Swords: Damage 3, Large, Type- Twinned
Staff- Damage 3, Large, Type- Spear
Sword- Damage 4, Large, Type- Sword
Spear- Damage 4, Very Large, Type- Spear
Light pistol (e.g. Glock 17)- Damage 1, Small, Ammo 6 (tiny clips)
Light Machine Pistol (e.g. Glock 19)- Damage 1, Small, Ammo 3 (tiny clips), Burst Fire
Machine Pistol (e.g. Uzi, Ingrams, Extended Glock)- Damage 1, Medium, Ammo 5 (tiny clips), Burst Fire
Large Pistol (e.g. Desert Eagle)- Damage 2, Medium, Ammo 3 (tiny clips)
Sub-machine gun (e.g. H&K MP5)- Damage 2, Large, Ammo 5 (small clips), Burst Fire
Shotgun- Damage 3*, Large, Ammo 8 (medium clips), bonus die pool at close range
Assault Rifle (e.g. M16)- Damage 3*, Very Large, Ammo 5 (small clips), Burst fire
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Like last time, try and get this right first time, else you may find yourself with the wrong loadout and be stuck with it.