<br/>Joseph's dodge:+7<br/>Roll 1: 11. dodged<br/>I'll have Jacques dodge too:+9<br/>Roll 1: 1. dodged<br/>Roll 2: 20. dodged<br/><br/>**next turn**<br/><br/>Mizrel's bolts:+4<br/>Roll 1: 16.<br/>Roll 2: 4.<br/>Damage:Roll 1: 5, 4, 3, 2, 5, 2, 1, 3 = 25. The collar is fried.<br/><br/>Joseph shoots:+4<br/>Roll 1: 1.<br/>Roll 2: 7.<br/>Roll 3: 5.<br/>The DB chooses not to dodge!<br/>Damage:Roll 1: 3, 2, 2, 4, 1, 2 = 14.<br/>Shots at Joseph:+3<br/>Roll 1: 17.<br/>Dodge:+7<br/>Roll 1: 18. dodged<br/><br/>Drow attacks Muse:+6<br/>Roll 1: 10.<br/>Roll 2: 11.<br/>Roll 3: 15.<br/>Roll 4: 15.<br/>Roll 5: 10.<br/>Dodges:+8<br/>Roll 1: 4. got you!<br/>Roll 2: 6. got you!<br/>Roll 3: 18. dodged<br/>Roll 4: 5. got you!<br/>And one un-dodged.<br/>(next turn you can start parrying, so you won't be losing attacks)<br/>Damage:Roll 1: 3, 1, 1, 2, 1, 4, 1, 6, 1, 6, 4, 2 = 40.<br/>Your armour took 63MDC in total, your crusader armour is useless.<br/><br/>Jacques, do you want to shoot at the walker or something else?<br/><br/><br/>Under the skull-walker, the battle between Joseph and the Deadboy gets intense. The crazy's superhuman control over his body allows him to dodge every bolt from the plasma ejector. It's like break-dance, but with one hand hanging on instead of on the ground. And he's not planning to get tired. "You might be fast, but you can't be forever...!" The frustrated Deadboy grits his teeth when laser blasts dent his armour and decides to get medieval. The plasma ejector begins to warm up as the grunt shoots one shot after the other.<br/>"C'mon..."<br/><br/>Inside the vehicle, an armour clad pilot turns to the commander standing behind him. "Part of the collar is melted, we'll need to repair that ASAP." The commander leans towards the armoured window outside.<br/>"Who's shooting?"<br/>Between the rocks, Mizrel is still invisible to human eyes.<br/>"No combatant found. Magical phenomenon presumed."<br/>But she will soon become visible, the spell is not permanent.(2 more turns)<br/>"Just shoot everything!"<br/><br/>On the slab, Stessana tries to quickly jump into a combat position, but her opponent is much faster than she could expect. The slab is no longer moving and she just has to jump away and stand on the ground, between corpses and explosion craters, yet...<br/>The adamantium blade whistles all around her when she jumps. The Drow narrows his pale eyes as he easily predicts the knight's every move and deals well-planned deadly blows. Pieces of the crusader armour are cut away, the chain-mail is severed. One of the pauldrons is knocked off, then cut apart in mid-air, just to show off.<br/><br/>"Z'e N'thasha"<br/><br/>With armour slashed apart, removed with frightening precision and even *elegance*, the evil elf applies the poisonous dagger into Stessana's stomach. And curses in drowen, because the dagger slides off the cybernetic technology underneath.