Ok, Melis goes for the Advisor. She has eleven dice to play with, rolling two successes for five damage.
Cover is available in the side alcoves that the Monks emerged from; gunners are going for that. Ares fires again, a single kill.
Klez turns to fire at the Combat Monks that have moved against Burn and Melkor, but his first roll is awful; no kill. Sirin's aim is not that great either.
Hawk makes a PM tap and goes for four nearby Monks! Good stuff. No kills but a lot of devastation. Hawk, if you want to fight with the single sword immediately next turn you have to drop rather than sheathe one of your twins.
Bererker goes for the Advisor. Like San before him, he gets nine dice. But he rolls like crazy, scoring 5, 3 and five successes including the bonus- ten damage!
Heph goes for a double with an HT tap; this combined effort kills a Combat Monk.
Azrael strikes at Jericho; another solid blow for five successes and seven damage. He's doing well there.
Burn fires at incoming Monks; kills one.
Melkor is JUST short of a kill with his HL tap, but makes sure of it on his Tiger counterattack.
Cloud is still rolling incredibly well on a small dice pool; five successes nets seven damage- or it would had Lo Qi not tapped Life's Armour this turn. Still two damage though. This tap also make's San's efforts irrelevant and was also partially done to make sure she didn't get her bonus.
Six successes from Mors on his tap; a driving blow into Jericho. Azrael and Mors have both noticed- Jericho is not really bothering to defend himself; he just stands there striking at you, a total contrast to Lo Qi's twirly nonsense.
Ok, what were the bad guys doing whilst you were killing them? Well not as much as last time as you guys won initiative this turn and got to kill them first. Handy! Can make a very big difference, that.
Two monks left a-piece on Burn and Melkor; they roll well on Melkor but Burn has been undr a lot of pressure already.
Hawk, Ares, Klez, Sirin and Heph are the others Mook fighting, and between Bow and Combat we now have twenty attackers on them. Four a-piece! They arrange themselves intelligently to best bypass your defences- Bow Monks try to fire at those without gun defence, for example, whilst Hawk gets beaten up by four combat monks he has no defence against (which is ture whether you drop a weapon or not as this turn you used Twin Swords and SP is not active). Hawk is getting VERY badly beaten, though to be fair he dished it out a lot this turn as well.
Sirin is being shot at, with cover to help her this time. They seem to shoot pretty lousy this turn anyway.
Heph is half shot and half beaten up, though they work out this time about Natural Order, which saves him some hassle, the combat monks hit him pretty hard.
Which leaves Klez and Ares being beaten up; Ares in particular finds he is in trouble there, though neither come out looking well. Klez paying the price for trying to help others, I think.
And the last set of Combat Monks move up.
Jericho taps Sharpened Scales at Mors; six successes is twelve damage. Although his moves are skilled, his tactic seems to just be to bludegon you into succession. This being the case, Jericho is forcefully driving Mors back and that fight is moving back across the room.
The Advisor taps Brilliant Scales with his attack on Melis. Re-rolling failed djice- of which there were many- gives him five successes and a bonus, which he uses to Throw you, immediately followed up by a Swooping Eagle strike with his spear. The Advisor catches your last spear stroke with his own, Melis, and twisats it in a way you would find impossible, sending you spinning in mid-air and landing on the groud; he then performs an overhead flip- also seemingly impossible for one of his age- and lands on you with the spear. The initial blow had +1 damage due to Swooping Eagle and came in at 12, reduced to eleven. he only rolls four successes on the follow-up blow, but this ignores your armour for nine damage.
Lo Qi has tapped Tiger against Cloud so as requsted he taps Life's Armour. As happened in reverse, he still scores enough successes to hit and damage you a little, but not enough for his bonus. Your Life's Armour in mind, he aims his second blow at San... which is the best roll and by guy has made, eleven successes and two bonuses. He powers in Hands of Light and Healthy Tiger for fours extra damage, for eighteen, which has to rank as the mosr vicious hand strike yet seen. Just to make it worse, he was not even looking at you; after his counterblow on Clohd and blocking your efforts with hsi right-hand elbow with his LA tap, he then back his hand around into myour face with a chi strike that seems to hit with the force of a lump hammer.
-----
PAGODA BATTLE, Turn 3
Mors 3 (8/4/22) (Decon) CF KW DM ST LA SS BS HC HT JE SP PM
Katana
Sais
Hook Swords*
Glock 18 (5)
San 3 (11/18) (1/3rd) PW CF ST BS HC AL NO SC WW HL VG IB 2
Knives
Melis 3 (11/27) (1/3rd) CF DM ST LA SS BS SE HC HL HT VG LB
Spear*
MP5 (5)
Azrael 3 (9/7/0) (Decon) CF KW LA ST HL HT DiM HC AL WW BB StS
4 Light Machine Pistols (3/3/3/3)
4 Light Pistols (5/5/6/6)
Berserker 3 (9/10) (1/3rd) ST SS BS AL IB HT CF SE WW NO DM LA
Knives
Cloud 3 (8/19) (1/3rd) CF ST LA SS HL HT VG JE SP PM PW HC
Sword
Twinned Swords*
Hawk 3 (6/5/28) (1/3rd) CF ST BS SE HC JE SP PM BB CC LR
Twinned Swords*
Sword
Glock 19 x2 (3/4) (3/5)
Ares 3 (10/47) (1/3rd) PW HL CC EE LR BT10B
Thompson SMG (5/2)
MAC 10 (4/7)
Klez 3 (4/9/32) (1/3rd) KW HL BB CC EE LR BT
HK MP5Ks x2 (2/6) (2/6)
Sirin 3 (6/5/35) (1/3rd) CF DM ST LA HL HT DiM VG BB CC EE
M16 (5)
Beretta 93R x2 (2/2)
Hephaestus 3 (8/18) (1/3rd) PW CF ST SE AL WW SC NO HL DiM VG HT 1
The Shield
Burn 3 (10/42) (Decon) HL KW CC EE LR 10B StS
Uzi (1/4)
Shotgun (8/1)
Melkor 3 (5/6/10) (Decon) DM ST SS HT DiM HL CC LR BT EE
Light Machine Pistols x3: (3/2) (3/1) (3/1)
SMG (4/2)
Lo Qi (11) (1/3rd across room)
Advsior (15) (1/3rd across room)
Jericho (27) (Decon)
Combat Monks x3: 0 (Decon)
Combat Monk: 4 (Decon)
Combat Monks x 15: 0 (1/3rd across room)
Combat Monk: 1 (1/3rd)
Combat Monk: 2 (1/3rd)
Combat Monk: 3 (1/3rd)
Combat Monk: 3 (1/3rd)
Combat Monk: 3 (1/3rd)
Combat Monk: 5 (1/3rd)
Combat Monk: 5 (1/3rd)
Bow Monks x 7: 0 (Far side of room)
Bow Monk: 3 (Far side)
-----
Card- 8H