Quoted By:
AGENT MAMMOTH MOVE YOU'RE IN THE KILLZONE---!!!
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[Agent Vennsfield, mask safely preventing the pathogens from entering his system, busts through the doors to the SnakeSnaxx in a cloud of release flies and ants crawling on the floor and gunky seepage slowly rolling out. One health and safety inspector scoffs and manages to remark that this hardly seems sanitary, and then a high calibre bullet punches through plastic, glass, window-frame, his clipboard and his sternum and he drops like a ragdoll as the NodeTurrets in the SnakeSnaxx activate, spin up and go full Kinetic Dispute Resolution on the local environment.
Hearing gunfire, marketgoers scream, flee, run, while others have.. other... reactions.
Agent Vennsfield rolls through the doors, ducking low, warned by Mammoth shout, and comes to a rest in a better position near some bit of cover. Old empty shelving units. Then bullets from OUTSIDE start pinging off of the walls as various flavours of local actor return fire on a sudden ambush.]
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Agents!! NodeTurrets class in the high ammo range and these have been modified with full ammobins! They'll keep FIRING for a WHILE!!
SHUT THEM DOWN!!!
Manually! Or remote over-ride!! They're running ACTIVE FEEDBACK DEFENSES, you can see it on your HUD! You need 4 Compromise to breach their system before they start accepting commands!
Otherwise just get them to STOP FIRING somehow!!
But you're in a SUPPRESSIVE KILLZONE, if you *move out of cover*, you risk getting shot! Incoming bullets have the right of way!!
The *risk factor* of a given problem is a value of d10 it rolls when you enter a tile it's relevant, and SUPPRESSION is a RISK FACTOR, here it's 7d10, PER TILE, holy hell, you dash through, so maybe don't MOVE too MUCH until you've got those turrets HANDLED. But you can obviously still do something heroic, like charge them directly, or dodge through the killzone, or move around it!
But if you DO move a lot, do something to mitigate the risk!
Agents! Stop those turrets! They're chewing up the STREET! People are getting hurt!!!
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>Agent Vennsfield takes 6, 5 and 7 shock. TS Liren reminds your suit comes with armor 1 (lucky) and you can either Accept Injury or Resist with 1 AL, getting your Resist to deal with the shock.
>Agent Mammoth takes 4 and 4 shock. TS Liren reminds your suit comes with armor 1 (lucky) and you can either Accept Injury or Resist with 1 AL, getting your Resist to deal with the shock.
>And that injury, all in all, can be handled with first aid once you're not in terrible danger...
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>MOVE AGENTS
>Agent Mammoth and Vennsfield can act again
>Focus Mode, though: No free movement for *you*
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Any un-acted Agents may assist