BR is going to take an interrupt action to fire on Jink as he sticks his head out the doorway to shoot. Take aim to reduce range penalties and fire wide long burst. 7d6.hits(5) → [2,2,1,5,6,3,4] = (2) should be -5 to dodge before cover modifiers.
For the glitch, lets go for another jam. You'll need to take a simple action to clear the jam or do it as part of switching your mag.
I'll roll a basic defense on the injured guy in cover. 4d6.hits(5) → [1,6,3,5] = (2) 1 net hit is 7P -1ap which is reduced to stun by armor. Soaking 12d6.hits(5) → [5,6,1,5,2,6,5,3,2,3,3,6] = (6) lucky bastard soaked it to 1S
TF will shoot at Switch again.
1st short wide burst 4d6.hits(5) → [1,2,5,1] = (1) one hit and a glitch. I'll make his buddy roll def too as the glitch.
2nd short wide burst 2d6.hits(5) → [3,4] = (0) total miss
Cato, remember that, in addition to the -2 from wide burst you've got a -3 to dodge since you're engaged in melee combat.
2d6.hits(5) → [5,1] = (1) Well, that's 1:1 and Glitch:Glitch. I'll say that's a contact hit on BF and he'll have to soak base damage.
5P soaking 13d6.hits(5) → [2,6,5,5,3,5,1,1,5,4,2,4,5] = (6) another lucky soak roll. BF is unharmed.
Going to pause for defensive rolls and in case anyone wants to use edge. BTW tim, getting an extra IP is one of the most efficient uses of edge around...
As soon as Jink popped his head out to lay down another burst, the gunner charging the door let rip a burst of his own, further shredding the doorway with the menacing *Tick*Tick*Tick*Tick* of these suppressed weapons.
Simultaneously, Jink fired at the injured attacker peaking his head around the wall, and he clipped him again, this time catching mostly armor. The man recoiled behind the wall and fought to get a signal out through Yuri's digital assault.
Meanwhile down the hall, the other man Jink had previously hit moved forward and began shooting at the area where he suspected Switch might be, but in doing so peppered this own man with the bullets. Luckily for him, the troubleshooter's armor held up to the grazing hits.
CT2 IP3: [BF 16; BR 15; Jink 13; Switch 12; TR 12; TF 12;]
Wounds: TR: {6P, 1S} TF: {5P}