<br/>Sorry, but Jacques used 4 of his attacks to make the dodges, so only two in this turn. The attacks lost by dodging are from the next turn, i've read.<br/>Two shots:<br/>Roll 1: 12+7 hit<br/>Roll 2: 14+7 hit<br/>The walker tries to dodge:<br/>Roll 1: 16+4 dodged<br/>Roll 2: 15+4 failed<br/>Damage from one shot:<br/>Roll 1: 6, 5, 5, 5, 4, 3, 2, 2, 5, 6, 2, 2 = 47.<br/><br/>Zakharra has 48 PPE remaining.<br/>Two bolts:<br/>Roll 1: 12+4<br/>Roll 2: 3+4<br/>The walker doesn't dodge, cause it saves the 2 attacks for next turn.<br/>Damage:<br/>Roll 1: 4, 6, 3, 4, 1, 4, 1, 2 = 25.<br/><br/>Joseph rolls for climbing:Roll 1: 50. success.<br/>From where he is, there's no way for Joseph to miss, so damage:<br/>Roll 1: 1, 2, 6, 2 = 11.<br/><br/>Stessana rolls for gymnastics again:Roll 1: 1. success.<br/>(i'd also roll for her P.S. if she wouldn't have it so high to start with, but there's no way her strength wouldn't be enough.)<br/><br/>Muse, will Stessana dodge the attacks?<br/><br/><br/>A barrage of plasma fire bursts from the broken hatch, but the Crazy is no longer there. The two soldiers shout excitably at the series of small craters their weapons left on the ground, but then curse, realizing the unhinged super-human eluded them. The walker's pilot makes it strafe away, though he does not know Joseph is still with them, holding on near one of the powerful mechanical legs.<br/><br/>Jacques, even with the kind of reflexes he has, needs a short pause to aim. His two guns unleash a silent volley on one of the spider-walkers railguns, hitting it where the barrel sticks out from the sponson.<br/>The pilot manages to make a quick turn to avoid some of the shots, but then it's too late for him to evade roaring magical fire that invisible Mizrel hurled at the walker's critical spot. Flames hiss and crack in the mechanism, making the metal just a little warped in places.<br/><br/>Joseph is close enough to the flames to feel their heat on his skin, but where he hangs there's no real harm done. His task at the moment does not require much concentration, he just swings his vibro-knife on the MDC metal. It proves more resilent than to yield immidietaly to such a small weapon, but first 'bruise' shows up on it's smooth surface.<br/><br/>"Got the bug now!"<br/><br/>Trough the hatch, one of the Deadboys leans out upside down and his voice echoes from under the skull-helmet as he aims his plasma ejector.<br/><br/><br/>Meantime, Stessana wrestles with the rock itself, dust and sweat covering her proud face when she rides it trough the avalanche she's part of. A hapless Drow sorcerer with body covered by cracks of lightning is first in her way. The rock slab crushes him when trying to shoot another SAMAS down. Another Drow, reloading an exotic looking crossbow, is lucky enough to jump out of the way. Then there's a bloated black fairy that is also busy casting spells, also crushed.<br/><br/>The rock is heading straight towards the building with prisoners, straight at the already cracked wall.<br/>CRACK!<br/>The hole gets much bigger, now it's fully visible how the people inside, encased in leather body-suits and clad in rivetes steel restraints have been made into a bizzare artistic installation of sorts. And that there are huge eight eyes watcing at them from the darkest part of the chamber.<br/><br/>The voice behind Stessana is in Drowen language, it's words unknown to her but the D-bee's intent obvious.<br/>The dark-skinned soldier in adamantium chainmail levels his dueling sword at her and lunges, while his other hand reveals a wicked stabbing dagger.