ChromeZephyr
Mar 5 2013, 04:20 PM
Well, seeing as I'm tired of hanging on the wall like a frickin' piñata, here's your last vote for delicious fudge. Let's do this.
Severus Snape
Mar 5 2013, 04:22 PM
Unless someone thinks I'm going to be needed, I'll head downstairs and keep the bus warmed up. Of course, I'll grab the bag and whatever other gear is up here by me to minimize our tracks.
Kiirnodel
Mar 5 2013, 04:27 PM
We have no idea what sort of response we're going to be up against (if any). If you can handle things from down there, that's fine. But if you need to be closer, you might want to stay here. Slacker has let slip that an alarm is going to be going off, so my guess is that something is going to happen.
ChromeZephyr
Mar 5 2013, 04:33 PM
As an aside, the vomiting on the roof was a nice touch, Severus. Love the little details people put into their characters and their actions.
Severus Snape
Mar 5 2013, 04:43 PM
QUOTE (Kiirnodel @ Mar 5 2013, 08:27 AM)
We have no idea what sort of response we're going to be up against (if any). If you can handle things from down there, that's fine. But if you need to be closer, you might want to stay here. Slacker has let slip that an alarm is going to be going off, so my guess is that something is going to happen.
Well, you guys are about to crash a Horizon party. It's no big secret that Horizon might just sound an alarm of some kind. You know, to take care of those crazy shadowrunners who think they can bust in without an invitation to whisk their new employee off somewhere. At least you'll have the element of surprise. Somewhat.
The only problem I have is that if I am required to make a quick exit, I may not be able to. But if you think I should stay put for the time being, I will do so.
QUOTE (ChromeZephyr @ Mar 5 2013, 08:33 AM)
As an aside, the vomiting on the roof was a nice touch, Severus. Love the little details people put into their characters and their actions.
Thanks. I figured that with her being disoriented from being forced out of the Matrix, the vomiting made sense.
Slacker
Mar 5 2013, 04:45 PM
QUOTE (ChromeZephyr @ Mar 5 2013, 10:20 AM)
Well, seeing as I'm tired of hanging on the wall like a frickin' piñata, here's your last vote for delicious fudge. Let's do this.
Sounds good. I'll start working up an IC post then. You guys might as well go ahead and give me Initiative rolls, because once the alarm sounds we will be moving in initiative order.
For right now,
Needle has time to send out her warning about the sniper not being completely disable and a possible alarm being imminent. Then start to gather the bag and any other gear left on the Yojirushi building roof. I'll give you all one round of actions before the alarm goes off if you want.
Mach_Ten
Mar 5 2013, 04:56 PM
QUOTE (Slacker @ Mar 5 2013, 04:45 PM)
You guys might as well go ahead and give me Initiative rolls, because once the alarm sounds we will be moving in initiative order.
Here you go fella :
Initiative 12D6+12 (3*IP)
(12d6.hits(5)=3)
total 15 FREE: Simple Throw the drop rope over the edge
Simple Draw silenced pistol and make ready
ChromeZephyr
Mar 5 2013, 04:59 PM
Initiative 10 = 5 hits. Initiative 15, 3 IPs.
Free round of action:
Free: Speak through subvocal mic to Needle.
"Acknowledged."Simple: Drop to balcony
Simple: Ready Ingram Smartgun (smartlink already online, safety disengaged, switched to full auto)
Kiirnodel
Mar 5 2013, 05:15 PM
QUOTE (Severus Snape @ Mar 5 2013, 11:43 AM)
The only problem I have is that if I am required to make a quick exit, I may not be able to. But if you think I should stay put for the time being, I will do so.
My offer to protect you with a Spirit's Guard still stands. I have 3 spirits bound in addition to the more powerful one I summoned up. Nearly every one can use Guard.
For my action: I will cast Increase Reflexes (was hoping I wouldn't have to in case I needed to go inside, but if an alarm is going to be going off I want to be ready). Force 3
Spellcasting: 6 hits (and I only needed 3 >.<); gives +2 Initiative, +2 IP's; Sustained in Focus
Drain (DV 3): 4 hits
Complex Action: Spell
Free Action:
<<@White, get the target and move out.>>As for initiative: 9 + 3 hits = 12
O'Ryan
Mar 5 2013, 05:16 PM
I'm back! Sick as a dog, but I have computer access... and since I'm home eating chicken noodle soup, nothing to do but post on dumpshock.
So: The climbing test to resist ziplining to my doom:
11d6.hits(5)=4Concealment, once I'm there:
12d6.hits(5)=4And initiative for when fun starts:
11d6.hits(5)=4 Total: 15
(So many 4s!)
First round of action:
Simple: Drop to Balcony
Simple: Draw the Morrissey Elan from his jacket pocket and get ready to cap some foo's
ChromeZephyr
Mar 5 2013, 05:27 PM
I'm the shoot-n-stabber, and have the 3rd best initiative of the party
after the reflexes kick on. Apparently I'm not doing my character creation right.
Kiirnodel
Mar 5 2013, 05:40 PM
QUOTE (ChromeZephyr @ Mar 5 2013, 12:27 PM)
I'm the shoot-n-stabber, and have the 3rd best initiative of the party
after the reflexes kick on. Apparently I'm not doing my character creation right.
Well, technically, you're tied for first. You all got 15, and ties are broken (if necessary) by Edge, then Initiative, then Reaction. So you are only third if your Edge is lower than theirs
Severus Snape
Mar 5 2013, 05:44 PM
Initiative (and thank the gods I'm not by you guys right now):
10d6.hits(5) = 0 + 12 = 12
This would normally be 12d6, but I'm at -2 dice for disorientation. Although there are no successes in those 10 dice, that is not a glitch as less than half the dice came up 1s. Whew!
FREE: "Gardner, I'll take all the help you can give me."ALL ACTIONS: Scanning the balcony for any Matrix signals not already accounted for.
6D6E5 => 0 | ones: 1
You can't glitch an init test, right?
6 Init. 1 pass.
I'd like to say something to Acson, and do a social test.
Can I slip in under the wire, or do I need to wait for my initiative pass?
Kiirnodel
Mar 5 2013, 06:11 PM
QUOTE (Dak @ Mar 5 2013, 12:56 PM)
6D6E5 => 0 | ones: 1
You can't glitch an init test, right?
6 Init. 1 pass.
You can, it usually means you automatically lose ties (like I mentioned to Tundra Wolf) or on a crit glitch you automatically go last. I think we had this discussion during the last mission too... In any case, that isn't a glitch. A glitch is when you get half or more of your dice pool as 1's. You just "failed" your initiative, which for initiative isn't so much a failure as just going slowly.
QUOTE (Kiirnodel @ Mar 5 2013, 12:11 PM)
You can, it usually means you automatically lose ties (like I mentioned to Tundra Wolf) or on a crit glitch you automatically go last. I think we had this discussion during the last mission too... In any case, that isn't a glitch. A glitch is when you get half or more of your dice pool as 1's. You just "failed" your initiative, which for initiative isn't so much a failure as just going slowly.
Ohhh that's right. Whew, regardless
Slacker
Mar 5 2013, 06:58 PM
QUOTE (Dak @ Mar 5 2013, 12:06 PM)
I'd like to say something to Acson, and do a social test.
Can I slip in under the wire, or do I need to wait for my initiative pass?
Sure, you had the same warning about a possible alarm going off as the rest of the team. So you could have sped up your time table and said something to Acson as your single action before the clock hit 20:00:00.
Slacker
Mar 5 2013, 07:03 PM
QUOTE (Severus Snape @ Mar 5 2013, 11:44 AM)
Initiative (and thank the gods I'm not by you guys right now):
10d6.hits(5) = 0 + 12 = 12
This would normally be 12d6, but I'm at -2 dice for disorientation. Although there are no successes in those 10 dice, that is not a glitch as less than half the dice came up 1s. Whew!
FREE: "Gardner, I'll take all the help you can give me."ALL ACTIONS: Scanning the balcony for any Matrix signals not already accounted for.
You just scanning the balcony specifically? Or are you checking the roof too?
As far as the balcony goes, you don't notice any new nodes or the like, the maitre d' that had been watching the waitstaff put out the finishing touches does appear to be receiving a call on his commlink.
Severus Snape
Mar 5 2013, 07:49 PM
QUOTE (Slacker @ Mar 5 2013, 11:03 AM)
You just scanning the balcony specifically? Or are you checking the roof too?
As far as the balcony goes, you don't notice any new nodes or the like, the maitre d' that had been watching the waitstaff put out the finishing touches does appear to be receiving a call on his commlink.
Just the balcony. I'm assuming (probably wrongfully so) that there is no other activity on the roof. Considering I was dealing with the sniper, and that there were no other signals in range at the time, I have no reason to believe the roof is going to be a problem. Yet.
Is the commlink from the waiter one of the public nodes I was able to find previously? Or is this a new node that I have, as of yet, not detected?
O'Ryan
Mar 5 2013, 07:53 PM
QUOTE (Kiirnodel @ Mar 5 2013, 09:40 AM)
Well, technically, you're tied for first. You all got 15, and ties are broken (if necessary) by Edge, then Initiative, then Reaction. So you are only third if your Edge is lower than theirs
What's edge?
Slacker
Mar 5 2013, 08:00 PM
Initiative Order:
Jansen - Maitre D'/Company Man = 18
Silas=15
Eclipse=15
TundraWolf=15
Needle=12
Gardner=12
Mr. White=6
I'll be adding additional NPCs to the Init Order as their turn comes up. In this instance the Maitre D' out on the balcony is faster than all of you.
------------
As the internal alarm is sounded, the balcony is flooded with bright lights illuminating every inch. Similarly, those team members on the balcony can hear a soft click as the doors connecting the balcony to the banquet hall lock themselves.
Jansen mentally throws off his maitre d' act as he whips out Super Warhawk pistol starts looking around for trouble. Rolling 5d6 for Perception (his normal 13 -7 for Gardner's spirit's conceal power) he scores 2 hits and spots Gardner hanging from the zip line (I assume he didn't drop down like the others since you didn't mention that. I'm let everybody else use their previous infiltration roll to remain hidden from his notice until they move.
Cursing loudly "Where the fuck did those guys come from?, he moves to crouch behind the bar and takes a shot at Gardner as he makes a call "I've got a trog on the damn balcony. I need back up now, now, now!"
He got 2 hits on his firearms test. Gardner needs to roll Reaction to defend against it. If it hits, you are looking at 6P +net hits and with -6AP.
------------------
Silas, Eclipse, TundraWolf all go simultaneously on 15. So post away on your actions.
Gardner please roll Initiative for your Spirit if you plan on have it do anything more than try to Conceal
Slacker
Mar 5 2013, 08:02 PM
QUOTE (O'Ryan @ Mar 5 2013, 01:53 PM)
What's edge?
Edge is one of the special attributes. Everybody starts with at least one point (humans start with 2). You can use it for adding dice to your roll, rerolling failed dice, avoiding the penalties of a glitch, etc. You can also permanently burn a point to save yourself in the case you'd actually die otherwise.
Slacker
Mar 5 2013, 08:04 PM
QUOTE (Severus Snape @ Mar 5 2013, 01:49 PM)
Just the balcony. I'm assuming (probably wrongfully so) that there is no other activity on the roof. Considering I was dealing with the sniper, and that there were no other signals in range at the time, I have no reason to believe the roof is going to be a problem. Yet.
Is the commlink from the waiter one of the public nodes I was able to find previously? Or is this a new node that I have, as of yet, not detected?
The maitre d's commlink was one you had seen before. His and the blue dragon's were the two commlinks you had detected on the balcony. There are no new nodes appearing.
ChromeZephyr
Mar 5 2013, 08:08 PM
A .44 Magnum shooting APDS. That is hard core.
What kind of doors are these, Slacker? Glass, plasteel, etc?
Severus Snape
Mar 5 2013, 08:14 PM
QUOTE (Slacker @ Mar 5 2013, 12:04 PM)
The maitre d's commlink was one you had seen before. His and the blue dragon's were the two commlinks you had detected on the balcony. There are no new nodes appearing.
Cool. My actions this round don't change - I'm scanning for new nodes. Let me know when it's initiative time again.
Slacker
Mar 5 2013, 08:30 PM
QUOTE (ChromeZephyr @ Mar 5 2013, 02:08 PM)
A .44 Magnum shooting APDS. That is hard core.
What kind of doors are these, Slacker? Glass, plasteel, etc?
They look like glass doors. Though, you can assume that they are made of something stronger than regular glass from a security standpoint.
Slacker
Mar 5 2013, 08:32 PM
Btw, how many Initiative passes does everybody have?
Mach_Ten
Mar 5 2013, 08:38 PM
Hoping to have the drop on the Maitre D,
Silas raises the savalette guardian and puts a round at point blank from behind him across the bar
Called shot, let me know the modifiers please chap
Slacker
Mar 5 2013, 08:51 PM
QUOTE (Mach_Ten @ Mar 5 2013, 02:38 PM)
Hoping to have the drop on the Maitre D,
Silas raises the savalette guardian and puts a round at point blank from behind him across the bar
Called shot, let me know the modifiers please chap
What are you trying to do with your called shot? Avoid his armor (-12 for his ballistic armor)? Increase the damage(-1 to -4 depending on how much you want to increase the damage)? Knock the gun out of his hand (-4 and it's only knocked out of his hand if the damage beats his strength)?
Slacker
Mar 5 2013, 08:54 PM
Oh and for clarification, he will get to defend against your shot.
QUOTE
SR4A: pg159
Defender Unaware of Attack
If the defender is unaware of an incoming attack (he does not see the
attacker, the attacker is behind him, or he is surprised), then no defense
is possible. Treat the attack as a Success Test instead. This does not
apply to defenders who are already engaged in combat.
Severus Snape
Mar 5 2013, 08:55 PM
QUOTE (Slacker @ Mar 5 2013, 12:32 PM)
Btw, how many Initiative passes does everybody have?
3, both in and out of the matrix
Mach_Ten
Mar 5 2013, 08:56 PM
QUOTE (Slacker @ Mar 5 2013, 08:51 PM)
What are you trying to do with your called shot? Avoid his armor (-12 for his ballistic armor)? Increase the damage(-1 to -4 depending on how much you want to increase the damage)? Knock the gun out of his hand (-4 and it's only knocked out of his hand if the damage beats his strength)?
Sorry, headshot boom, presume unarmored so increase damage,
if that is how it works ...
If armor is considered whole body then ill reduce it. .. Make sense ?
Edit clarification... Gel rounds
Slacker
Mar 5 2013, 08:59 PM
QUOTE (Mach_Ten @ Mar 5 2013, 02:56 PM)
Sorry, headshot boom, presume unarmored so increase damage,
if that is how it works ...
If armor is considered whole body then ill reduce it. .. Make sense ?
Headshot would be the -12 to avoid his armor.
QUOTE (SR4A page 161)
Target an area not protected by armor. The attacking character receives
a negative dice pool modifier equal to the target’s armor (better
armor is more difficult to bypass). If the attack hits, the target’s armor
is ignored for the damage resistance test; the target rolls only Body.
O'Ryan
Mar 5 2013, 09:07 PM
QUOTE (Slacker @ Mar 5 2013, 12:02 PM)
Edge is one of the special attributes. Everybody starts with at least one point (humans start with 2). You can use it for adding dice to your roll, rerolling failed dice, avoiding the penalties of a glitch, etc. You can also permanently burn a point to save yourself in the case you'd actually die otherwise.
I was being facetious!
As for the "headshot" thing, the other option is -4 to hit to add +4 damage... the "Aiming for critical areas" IIRC
Slacker
Mar 5 2013, 09:10 PM
Here is the exact text on all of the options for a called shot.
QUOTE (SR4A Page 161)
• Target an area not protected by armor. The attacking character receives
a negative dice pool modifier equal to the target’s armor (better
armor is more difficult to bypass). If the attack hits, the target’s armor
is ignored for the damage resistance test; the target rolls only Body.
• Target a vital area in order to increase damage. The attacking character
can choose to increase the DV of his attack by +1 to +4, but
receives an equivalent negative dice pool modifier to the attack.
So a character that opts to increase his attack by the maximum +4
DV suffers a –4 dice pool modifier on the attack.
• Knock something out of the target’s grasp. The attacking character
receives a –4 dice pool modifier on the attack. If the modified
Damage Value of the attack exceeds the target’s Strength, the target
loses his grip on the object. The gamemaster determines whether
or not the object is damaged and how far away it is knocked.
• The gamemaster may also allow other specific effects for called
shots if he chooses. For example, you could use called shots to
knock an opponent over a ledge, shoot out a tire, temporarily
blind an opponent, etc.
Mach_Ten
Mar 5 2013, 09:12 PM
QUOTE (Slacker @ Mar 5 2013, 08:59 PM)
Headshot would be the -12 to avoid his armor.
Okay only have 12 dice so its 4 more damage if he doesn't avoid,
Called shot to maitre D, add 4 to damage Ap -1 (8d6.hits(5)=2)"Tables for one plizz mon sewer!"Second simple action (8d6.hits(5)=3)
O'Ryan
Mar 5 2013, 09:13 PM
QUOTE (Slacker @ Mar 5 2013, 12:32 PM)
Btw, how many Initiative passes does everybody have?
Missed this post! 3 IP, all while looking like a Val-U Mart Shopper in his "cool kid" costume waving around a ceramic pistol the size of a credit card.
Slacker
Mar 5 2013, 09:21 PM
QUOTE (Mach_Ten @ Mar 5 2013, 03:12 PM)
Okay only have 12 dice so its 4 more damage if he doesn't avoid,
Called shot to maitre D, add 4 to damage Ap -1 (8d6.hits(5)=2)"Tables for one plizz mon sewer!"Second simple action (8d6.hits(5)=3)He rolled 2 hits to dodge the first shot (and barely avoided a glitch). So, no damage from the first shot.
And he rolled 4 hits to dodge the second shot despite the -1 from already defending one attack.
Slacker
Mar 5 2013, 09:22 PM
QUOTE (O'Ryan @ Mar 5 2013, 03:13 PM)
Missed this post! 3 IP, all while looking like a Val-U Mart Shopper in his "cool kid" costume waving around a ceramic pistol the size of a credit card.
You doing anything other than waiving it around on your turn?
O'Ryan
Mar 5 2013, 09:25 PM
Seeing Silus open up, Eclipse follows suit while ducking down behind a table for cover. Pew pew!
11d6.hits(5)=2For the second shot he refines his aim a little, timing the shot with recoil to try and put one through his heart.
6d6.hits(5)=2 +4 damage
4P, AP -
Slacker
Mar 5 2013, 09:34 PM
QUOTE (O'Ryan @ Mar 5 2013, 03:25 PM)
Seeing Silus open up, Eclipse follows suit while ducking down behind a table for cover. Pew pew!
11d6.hits(5)=2For the second shot he refines his aim a little, timing the shot with recoil to try and put one through his heart.
6d6.hits(5)=2 +4 damage
4P, AP -
Keep in mind firing from cover actually gives you a -2 penalty. So you would be rolling fewer dice, but I'll keep the rolls as is if you're cool with not being behind cover from him until the start of your next pass.
He rolled 3 hits to dodge the first shot and then 0 to dodge the second shot. So, he has to resist 8P damage. He got 6 hits. So you did 2 boxes of damage to him.
O'Ryan
Mar 5 2013, 09:36 PM
Good point! He thought about cover then, but decided it was more important to drop the guy with the massive revolver.
ChromeZephyr
Mar 5 2013, 09:48 PM
3 IPs.
Since we're all going at the same time, Mr. Company Man is getting some Stick 'n Shock for his troubles from TW.
Simple Action: Long narrow burst -
Agility 7 + Automatics 5 + Smartlink 2 = 3 hits. 9P(s) damage before net hits, if any. 5 recoil absorbed by the gas vent and stock of the SMG and the cyberarm gyromount in his cyberarm. 6 rounds expended from this magazine.
Simple Action: Short narrow burst -
Agility 7 + Automatics 5 + Smartlink 2 - Recoil 2 = 4 hits. 10P(s) damage before net hits, if any. 6 of the 8 recoil absorbed, as above. 9 rounds expended from this magazine.
Kiirnodel
Mar 5 2013, 10:32 PM
QUOTE (Dak @ Mar 5 2013, 03:11 PM)
sigh.
It's not my fault, I swear!
Spirit's Initiative: 14 + 8 hits = 22
to bad it delays until it has a reason to do something (like a command).
Dodge: 1 hit.
DV: 7P, -6 AP
Damage Resistance: 5 hits
Final Damage: 2 Physical.
When my action comes up: I drop down, moving up to the guy with the Ruger, threatening him with my staff. I also give my summoned spirit a mental command to defend our group from attack.
The spirit, stops delaying and materializes. On the next Pass it will move up to the nearest threat (most likely that guy with the Ruger) and attempt to Engulf him.
4 hits.
Oh, and I have 3 IP's, and the spirit has 2 while materialized.
Did I miss anything?
Slacker
Mar 5 2013, 11:34 PM
QUOTE (ChromeZephyr @ Mar 5 2013, 03:48 PM)
3 IPs.
Since we're all going at the same time, Mr. Company Man is getting some Stick 'n Shock for his troubles from TW.
Simple Action: Long narrow burst -
Agility 7 + Automatics 5 + Smartlink 2 = 3 hits. 9P(s) damage before net hits, if any. 5 recoil absorbed by the gas vent and stock of the SMG and the cyberarm gyromount in his cyberarm. 6 rounds expended from this magazine.
Simple Action: Short narrow burst -
Agility 7 + Automatics 5 + Smartlink 2 - Recoil 2 = 4 hits. 10P(s) damage before net hits, if any. 6 of the 8 recoil absorbed, as above. 9 rounds expended from this magazine.
Considering how many attacks this guy is defending against, he finally gets smart and goes on full defense. Against the long burst he gets 4 hits and it misses. Against the short burst though he only gets 3 hits and has to resist 7S(e) damage with Body + 1/2 Impact armor. Wow. That sucked for him. He rolled 11 dice and got 2 hits, used a point of edge to reroll failed dice and only got 1 more hit out of 9.
Anyway, that means he takes 4 boxes of damage and has to make a Body + Willpower (3) Test not to be incapacitated completely....There are all his hits! He got 7 hits on that roll. So he doesn't get incapacitated, but he will be suffering -2 to all actions.
Slacker
Mar 5 2013, 11:48 PM
QUOTE (Kiirnodel @ Mar 5 2013, 04:32 PM)
It's not my fault, I swear!
Spirit's Initiative: 14 + 8 hits = 22
to bad it delays until it has a reason to do something (like a command).
Dodge: 1 hit.
DV: 7P, -6 AP
Damage Resistance: 5 hits
Final Damage: 2 Physical.
When my action comes up: I drop down, moving up to the guy with the Ruger, threatening him with my staff. I also give my summoned spirit a mental command to defend our group from attack.
The spirit, stops delaying and materializes. On the next Pass it will move up to the nearest threat (most likely that guy with the Ruger) and attempt to Engulf him.
4 hits.
Oh, and I have 3 IP's, and the spirit has 2 while materialized.
Did I miss anything?
Looks like you got everything. And we'll take care of your actions in just a moment,
-----------
Inside the banquet hall, the guns shots on the balcony were partially muffled, but they were still loud enough to attract the attention of the security guards at the balcony doors as well as nearby guests, a couple of which screamed halting the proceedings on stage.
"Ok everybody were are going to have to ask that you all proceed this way. There appears to be an incident outside and we need to make sure you are all safe," calls the commanding voice of one of the suited guards. All four suited guards have drawn their pistols and are trying to guide the attendees toward the exits. The two that had been stationed by the balcony doors have their weapons pointed in that direction as they back away to provide cover for the guests.
------------
Next up are
Needle and
Gardner.
Gardner drops down and moves around the bar to stand next to Jansen and threaten him with his staff. And gives the command to his spirit.
Severus Snape
Mar 6 2013, 12:01 AM
QUOTE (Slacker @ Mar 5 2013, 03:48 PM)
Looks like you got everything. And we'll take care of your actions in just a moment,
-----------
Inside the banquet hall, the guns shots on the balcony were partially muffled, but they were still loud enough to attract the attention of the security guards at the balcony doors as well as nearby guests, a couple of which screamed halting the proceedings on stage.
"Ok everybody were are going to have to ask that you all proceed this way. There appears to be an incident outside and we need to make sure you are all safe," calls the commanding voice of one of the suited guards. All four suited guards have drawn their pistols and are trying to guide the attendees toward the exits. The two that had been stationed by the balcony doors have their weapons pointed in that direction as they back away to provide cover for the guests.
------------
Next up are Needle and Gardner.
Gardner drops down and moves around the bar to stand next to Jansen and threaten him with his staff. And gives the command to his spirit.
Is Needle aware that the action has started, other than knowing it's zero hour?
ChromeZephyr
Mar 6 2013, 12:17 AM
Even if you can't hear it (it's gunfire, that's should still be likely at 50m) you should be able to see the muzzle flashes (especially from that hand cannon our opposition is firing and the sustained firing from TW's submachine gun)...
edit: However, I'm not the GM so I should probably quit trying to hijack his game. Sorry, Slacker.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please
click here.