Bad guys win initiative! Eeep! I think that may seal things for Ares, especially with no rescue attempt made. Still, it was an unwise move. Ares is half torn to pieces and they will do the other half next turn. He's totally closed in.
Ok, people are closing in around Marduk. This gives the gunners a free field of fire and, as ther formation is (roughly) circular, it means you cannot be swarmed. It DOES mean the melee guys are facing the music with attacks, but gunners are free to use whatever arms they like.
Fire is in a zero-sum game; lacking Eagle Eye he finds his firing almost completely ineffective, but he also managed to avoid all attackers earlier, which is nice.
Cloud is now having armour problems too.
Hawk- no clear instructions about dropping weapons or elsewise, hence, you miss a turn changing weapons.
I can't give barb any more time, so let's catch up the sentinels with Throne East. From last turn, six attacks on Barb and five on hawk. This turn, eight each and you are hemmed in. Not looking good there either; you'll both be out and likely dead next turn. Still, you can be appreciative of the supporting gunfire coming your way- three players and Marduk make survival slightly more of a possibility. If Barb kills some in his make-up turns, then if you win initiative for turn 5 you can move out.
I'll assume Melkor means to attack those closest, but really, any further unclear firing instructions will result in no action.
Incidentally- glad to see those who cannot penetrate armour atttacking already hurt Sentinels. Good move for those doing it; others, take note, but don't all hit the same thing! Anyway. Mors gets a kill this way. Your loadout has saved you but your situation for escaping has not improved, though if Ares has done one thing he's stopped it getting worse for you as well.
Ares- not a hope of a move. Not even a hope if you had won initiative- your area was already choked with sentinels. This may be your last stand. You blast down two but you are totally overwhelmed.
And so heph, all you do is watch Ares get pulled under by a mass of sentinels. An expert blow to the underside kills your target, but without moving you can't save him.
Burn- no deal. Too many sentinels to move, and you cannot see Mors through the mass. In firing in that direction you can clock two of Ares' though. Lord knows he needs it.
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FORTRESS BATTLE, Turn 4
Mors 4 (8/4/9) (Throne West) CF KW DM ST LA SS BS HC HT JE SP PM
Katana
Sais
XM-26 Shotgun (8/1)
San 4 (11/4) (Throne Middle) PW CF ST BS HC AL NO SC WW HL VG IB
Knives
Melis 4 (11/4) (Throne Middle) CF DM ST LA SS BS SE HC HL HT VG LB
Spear
Staff
Azrael 3 (9/7/8) (Throne Middle) CF KW LA ST HL HT DiM HC AL WW BB StS
4 Light Machine Pistols (3/3/3/3)
4 Light Pistols (4/4/6/6)
Balder 4 (6/6/11) (Throne Middle) DM CF SS LA ST DF BB LR EE SS
2 H&K MP5Ks (2/7) (2/7)
1 Nunchaku
Berserker 4 (9/10) (Throne Middle) ST SS BS AL IB HT CF SE WW NO DM LA
Knives
Helios 4 (6/5/0) (Throne Middle) ST KW BS HC VG HL HT LR BT SS SE
Shotgun (2/4)
Cloud 4 (8/9) (Throne Middle) CF ST LA SS HL HT VG JE SP PM PW HC
Sword
Twinned Swords
Klez 4 (4/9/5) (Throne Middle) KW HL BB CC EE LR BT
Goncz GA-9 x2 (3/10) (3/10)
Marduk 4 (Throne Middle)
Hawk 4 (6/5/46) (Throne East) CF ST BS SE HC JE SP PM BB CC LR
Twinned Swords*
Sword
Glock 19 x2 (3/4) (3/5)
Barbarossa 2 (10/6/49) (Throne East) DM CF SP JE PM ST BS HL HC IB EE BT
Twinned Swords
Knives
Desert Eagle (3/6)
Ares 4 (10/50) (North Columns West) PW HL CC EE LR BT 10B
MAC 10 (5/19)
Sirin 4 (6/5/14) (North Columns Middle) CF DM ST LA HL HT DiM VG BB CC EE
Interdynamic KG-9s x8 (1/3/3/3/3/3/3)
HK UMP (5/0)
Hephaestus 4 (8/12) (North Columns Middle) PW CF ST SE AL WW SC NO HL DiM VG HT
Burn 4 (10/22) (Centre Columns Middle) HL KW CC EE LR 10B StS
Shotgun (8/1)
Ingrams (2/7)
Fire 4 (7/6/5) (Centre Columns Middle) DM ST LA BS HC AL HL SS JE HT PW SE CC
Silver Katana
Ingrams (5/5)
Glock 19s (1/3/3)
Melkor 4 (5/6/17) (Centre Columns Middle) DM ST SS HT DiM HL CC LR BT EE
H&K (5/1)
Glock 19s x3 (2/3)
Dallas 4 (Centre Columns Middle): 3
Sentinels x11 (Throne West): 0 (one at one)
Sentinels x1 (Throne Middle):
Sentinels x17 (Throne East): 0 (six at one)
Sentinels x14 (North Colums West): 0
Sentinels x12 (North Columns Middle): 0 (two at two)
Sentinels x1 (North Columns East): 0
Sentinels x3 (Centre Columns West): 0
Sentinels x17 (Centre Columns Middle): 0 (one at one)
Sentinels x3 (Centre Columns East): 0
Sentinels x2 (South Columns West): 0
Sentinels x2 (South Columns Middle): 0
Sentinels x2 (South Columns East): 0
Sentinels x1 (Doorway West): 0
Sentinels x1 (Doorway Middle): 0
Sentinels x1 (Doorway East): 0
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Card- 6H
"Now. One step at a time towards the exit. Slowly. No-one runs," says Marduk.