I'm inclined to say no - probably not much shorter than that, though, around 20 or 25m. I'll prepare a combat map today or tomorrow, although I'm afraid I'm going to be a little busy over the next couple of days.
Castus Sebastian Enemy A Gareth Enemy B Jim Gallus Enemy C
I will put up an IC post later today or early tomorrow but before combat starts properly, want you guys to okay these positions on the map:
Spoiler
since I reckon you have ample time to prepare and position yourselves where you want.
The seats/tables provide 4 points of cover, and to simplify the process of dodging enemy fire, etc., I'm going to say you won't block each others' line of sight if you're at least five metres apart.
We're now in combat time; as mentioned in the original post in this thread, feel free to post your actions for the first round independent of initiative order, with any conditional actions or caveats you want depending on how actions before you in the order resolve.
EDIT: Oh yes, and before I forget - in two weeks I will have to take a break from GMing as I will be in Uganda from the 25th to the 7th. Nexus might take over for that time, I haven't mentioned it to him yet, but just thought I'd mention it in advance.
I have to agree. Okay, time to resolve this, with the aid of the Emperor's Holy Wall of Text. This will take a few posts because of conditional targeting and the like, so please forgive a few consecutive posts from me.
Castus:
First shot does 0 damage.
Second shot does 5 damage.
Third shot does 7 damage, which is an Impact 2 crit to the arm: 1 level of Fatigue.
Fourth shot does no damage but does fully erode the cover of the seat just before the Heavy.
Fifth shot does 8 damage to the Heavy, killing him and dealing (1d10-8)[1] damage to the bandit beside him nope, toughness bonus takes care of that.
Sixth shot does 3 points of damage to the second bandit.
Sebastian:
The whopping 16 damage translates to an Impact 7 crit to the right arm, possibly up to a 9 depending on the Heavy's exploding arm damage. Extra rolls if necessary: (1d10)[4], (1d5)[3] giving him two levels of Fatigue and breaking his right arm.
The Heavy's dead, so he doesn't come here.
The results of Gareth's test will be disclosed in my next IC post.
The two that came in the door have unimpressive-looking pistols. The pair that made the more impressive entrance are noticeably better armed; one has a hand cannon and the other a sawn-off shotgun. They're also actually wearing armour - it's only flak, and not of all that good quality by the looks of it, but better than anything the others had, including the initial two.
You'd definitely be able to get them all with one bout of suppressing fire, I think.
That's correct, Gallus didn't fire - sorry, I ought to have said that explicitly. The broken glass is across the aisle in the squares around and between the rearmost tables - the guys at the sides came in through the windows right beside their current positions.
If I understand correctly, they are all at the opposite end of the train from me.
Yes, that's correct. Sorry if the map wasn't clear by itself - the new arrivals are the four dark red circles, and you guys are lettered.
Doc Kraken: I'm just about to edit my last IC post, I realise looking back on it that I probably didn't answer your Tech Use test in the way you wanted. I was trying to avoid outright telling you what to do next, but since that's the sort of question you were asking I guess I could have been a little more specific. If I do this again (i.e. any of you guys want info on what to do next but my response isn't very helpful), it probably means that I'm trying a little too hard not to be railroady and feel free to either clarify out of character or improvise in character.