Semi-automatic bursts are Complex actions, not Simple. However, you can Drop Prone as a Free Action (either to a knee or flat on the floor), which accomplishes the same thing.
Standing, Shadow has Partial Cover due to the counter. Kneeling, she has Good Cover. Flat on the floor, should would have Full Cover (i.e. they would be blind firing at her).
Acknowledging that this is a turn-based game, we will be blending in elements of real-time. The goons will still be able to shoot at Shadow this round, given the small fractions of a second between her actions and theirs. This also helps prevent the "I pop out and shoot and then fall back" combo which results in long standoffs where nobody can shoot anything for lack of a target.
Goon #1 dodge:
Reaction + Intuition:
6d6t5 1 hit. I forgot to subtract the -2 for the semi-automatic burst but the last two dice aren't hits so we'll keep the result.
Shadow connects with
6 net hits. Ouch! Base damage is 8P + 6 net hits =
14P, -1 AP.
Goon #1 soaking:
Body + Armor - AP:
16d6t5 5 hitsGoon #1 takes
9P. Improbably, this does not exceed his Physical limit so he does not suffer knockdown. He does, however, have a major major injury. Using the Damage Progression rules from
Bullets & Bandages, the damage will continue to progress, adding 1 box every (Body) combat turns in a manner similar to Overflow until he's dead or he is stabilized by medical care.
Goon #1's initiative order drops to 18 due to his wound. Goon #2 acts next @ 19 Seeing blood spurting from his partner, he hammers on the trigger and lays down full auto fire.
Goon #2 shooting:
Agility + Automatics + Laser Sight - Recoil:
6d6t5 1 hitShadow needs to dodge 1 hit. She has a -9 dodge penalty but she can take +4 from Good Cover. Don't forget Combat Sense.
Goon #1 will be trying a 6-round long burst.
Goon #1 shooting:
Agility + Automatics + Laser Sight - Recoil - Wound:
4d6t5 2 hits, glitch! His gun will jam.
Shadow needs to dodge 2 hits. She has a -5 modifier from the burst and a -1 modifier from dodging a second attack. She can use the +4 Good Cover modifier again.
If either shot hits, Shadow is looking at 11P (0 AP) + net hits.
NextIC post from Tecumseh
CT1 IP2Shadow @ 16
Goon #2 @ 9
Goon #1 @ 8
?? @ ??
?? @ ??