Initiative rolls are drawn... so it swaps to you!
Eagle Eye tap won't help you, Ares. But you roll damn well in your desperation, crying out just as Captain Mifune did when overwhelmed, and drop all four of your targets.
The Marduk group steps forwards. Except for gunners, this means you do NOT get to choose your targets; you have to take whoever attacka you, and when you win initiative this will more likely be from the zone you move into. When you don't move, it means the spiders get to move into your location first. It takes two turns to move one space at this speed.
San- a kill on your first stab with one of the best rolls I have ever seen; ten successes.
Still too many to move forward against, Fire! Your slash is almost entirely ineffective.
As noted, Melkor, you tapped out CC long ago and it is not functioning. You claim another kill though.
Just the one kill from Burn.
Just to remind people again, attack boosters tapped when making multiple attacks only apply to the first one you make. You score two kills, one serious wound and three minors.
Barb managed to wound lots but kill none with his PM tap.
He then kills one and recovers twenty damage from the SP tap. he then knives down another before getting the heck out of Dodge.
Mors- there have to be no more than 8 when you move. I believe you will never move again, as is, without the roll. You don't get a kill, either- and nor does Klez (nko burst fire option this time out, Klez? Shame)
Heph charges west, kills a foe, wonders what the fuss is about... Sirin charges after, managing three kills.
Melis- you just can't get a darn handle on these things; they aren't dying!
Spider time!
Mors is more or less safe due to SP.
It is now Centre Column middle that is in trouble. Burn's distraction appears to have been somewhat fatal; overwhelmed, now he is in trouble, and without his firepower no path onwards has been cleared. In comparison, Fire seems to have a real knack, like Dallas, with avoiding these things.
Well... could not have cut it closer for Ares.
We now test the Zulu mentality on the Marduk group. I determined that Cloud, Berserker, Melis and San are facing the music from nineteen attackers. Only four can attack at once, though, so three of those attackers are wasted.
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FORTRESS BATTLE, Turn 5
Mors 5 (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 5 (11/12) (Throne Middle) PW CF ST BS HC AL NO SC WW HL VG IB
Knives
Melis 5 (11/17) (Throne Middle) CF DM ST LA SS BS SE HC HL HT VG LB
Spear
Staff
Azrael 5 (9/7/8) (Throne Middle) CF KW LA ST HL HT DiM HC AL WW BB StS
4 Light Machine Pistols (1/1/3/3)
4 Light Pistols (4/4/6/6)
Balder 5 (6/6/11) (Throne Middle) DM CF SS LA ST DF BB LR EE SS
2 H&K MP5Ks (4/6) (4/6)
1 Nunchaku
Berserker 5 (9/17) (Throne Middle) ST SS BS AL IB HT CF SE WW NO DM LA
Knives
Helios 5 (6/5/0) (Throne Middle) ST KW BS HC VG HL HT LR BT SS SE
Shotgun (2/5)
Cloud 5 (8/15) (Throne Middle) CF ST LA SS HL HT VG JE SP PM PW HC
Sword*
Twinned Swords
Klez 5 (4/9/5) (Throne Middle) KW HL BB CC EE LR BT
Goncz GA-9 x2 (2/10) (3/10)
Hawk 5 (6/5/46) (Throne Middle) CF ST BS SE HC JE SP PM BB CC LR
Twinned Swords*
Sword
Glock 19 x2 (3/4) (3/5)
Barbarossa 5 (10/6/29) (Throne Middle) DM CF SP JE PM ST BS HL HC IB EE BT
Knives
Desert Eagle (3/6)
Marduk 5 (Throne Middle)
Ares 5 (10/58) (North Columns West) PW HL CC EE LR BT 10B
MAC 10 (1/19)
Sirin 5 (6/5/17) (North Columns West) CF DM ST LA HL HT DiM VG BB CC EE
Interdynamic KG-9s x8 (3/3/3/3/3)
HK UMP (5/0)
Hephaestus 5 (8/17) (North Columns West) PW CF ST SE AL WW SC NO HL DiM VG HT
Burn 5 (10/38) (Centre Columns Middle) HL KW CC EE LR 10B StS
Shotgun (8/1)
Ingrams (5/6)
Fire 5 (7/6/11) (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 5 (5/6/25) (Centre Columns Middle) DM ST SS HT DiM HL CC LR BT EE
H&K (5/1)
Glock 19s x3 (1/3)
Dallas 5 (Centre Columns Middle): 12
Sentinels x12 (Throne West): 0 (one at one, two at three)
Sentinels x20 (Throne Middle): (three at zero, three at one, eleven at two, three at three)
Sentinels x1 (Throne East):
Sentinels x9 (North Colums West): (one at one)
Sentinels x2 (North Columns Middle):
Sentinels x1 (North Columns East): 0
Sentinels x3 (Centre Columns West): 0
Sentinels x21 (Centre Columns Middle): 0 (two 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- Joker! Refresh!
Now, who forgot to swap out their tapped powers, eh? Whoops. You REALLY needed those.