Ok, now, in this situation we are not tracking in the normal way. There will be no turns or card draws or refreshes or stuff like that. We'll be tracking how well the shooting group is driving back the horde of spiders, and how well the running ground is getting ahead and dealing wityh those spiders jumping out in front.
You will need to nominate your active powers as normal. Each power can be tapped just once in this fight and deactivates forever once done.
Covering Group
Klez KW HL BB CC EE LR BT
Goncz GA-9 x2 (2/8) (2/8)
Sirin CF DM ST LA HL HT 1 DiM VG BB CC EE
Interdynamic KG-9s x2 (2/3)
Azrael CF KW LA ST HL HT DiM HC AL WW BB StS
4 Light Pistols (1/1/6/6)
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Running Group
Helios ST KW BS HC VG HL HT LR BT SS SE
Shotgun (5/3)
Heph PW CF ST SE AL WW SC NO HL DiM VG HT
Berserker ST SS BS AL IB HT CF SE WW NO DiM LA
Knives
Melkor DM ST SS HT 1 DiM HL CC LR BT EE
H&K (5/1)
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Let's hear your set-ups.
Covering Group
Klez (0) KW HL BB CC EE LR BT
Goncz GA-9 x2 (2/8) (2/8)
Sirin (0) CF DM ST LA HL HT DiM VG BB CC EE
Interdynamic KG-9s x2 (2/3)
Azrael CF KW LA ST HL HT DiM HC AL WW BB StS
4 Light Pistols (1/1/6/6)
-
Running Group
Helios (0) ST KW BS HC VG HL HT LR BT SS SE
Shotgun (5/3)
Heph (0) PW CF ST SE AL WW SC NO HL DiM VG HT
Berserker (0) ST SS BS AL IB HT CF SE WW NO DiM LA
Knives
Melkor DM ST SS HT DiM HL CC LR BT EE
H&K (5/1)
Distance of spiders: 3 turns away
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We all good to go?
Ok.
The spiders will try and advance one space each turn.
If five combined succeses are scored against them they do not advance.
If ten are socred they are driven back by one.
The running group makes acrobatics rolls to see how they are doing in running through the complex. However, spiders will be jumping out of them as well. You may wish to very quickly consider who is more willing to stop and fight.
Going off soon!
Covering group has twenty seven dice, plus one for each CC involved is twenty nine, and they roll... six successes! The spiders are at bay...
Meanwhile the runners start running! Got to be said, Helios gets off to a damn good start.
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Covering Group
Klez (4/9/0) KW HL BB CC EE LR BT
Goncz GA-9 x2 (1/8) (2/8)
Sirin (6/50) CF DM ST LA HL HT DiM VG BB CC EE
Interdynamic KG-9s x2 (1/3)
Azrael (9/7/0) CF KW LA ST HL HT DiM HC AL WW BB StS
4 Light Pistols (1/6/6)
-
Running Group
Helios (6/5/0) Distance moved: 4 ST KW BS HC VG HL HT LR BT SS SE
Shotgun (5/3)
Heph (7/0) Distance moved: 3 PW CF ST SE AL WW SC NO HL DiM VG HT
Berserker (9/0) Distance moved: 2 ST SS BS AL IB HT CF SE WW NO DiM LA
Knives
Melkor Distance moved: 2 (5/6/0) DM ST SS HT DiM HL CC LR BT EE
H&K (5/1)
Distance of spiders: 3 turns away
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