<br/>Jacques:+7<br/>Roll 1: 5.<br/>Roll 2: 5.<br/>Roll 3: 12.<br/>Roll 4: 17.<br/>The walker does not dodge.<br/>It is 4 shots, 2 times of 6d6MDC per each, or have i got it wrong?<br/>Also, note that you've so far fired 6 shots without re-loading. That means you can only fire 2 now.<br/>Roll 1: 1, 4, 4, 4, 6, 3, 3, 1, 3, 4, 6, 4 = 43.Roll 2: 3, 5, 4, 5, 6, 1, 6, 1, 4, 2, 3, 1 = 41.<br/>Total comes to 84 MDC. That's enough to render the rail-gun few points short of anihilation.<br/>**next turn**<br/>Mizrel:<br/>Roll 1: 5.<br/>Roll 2: 15.<br/>No dodges, damage:Roll 1: 6, 4, 2, 6, 4, 6, 1, 1 = 30.<br/><br/>Muse, you're no longer prone after this round and you have time to ready your psi-sword or another weapon.<br/><br/><br/>The slinger barrages the vehicle with a storm of destructive laser beams, not missing with single beam. His show of pin-point accuracy is interrupted by the E-packs of both pistols dying in the exact same moment.<br/>The walker's railgun is practically torn away, the barrel full of smoking holes and the whole mechanism useless under molten metal.<br/><br/>The other railgun is set ablaze by the sorcerous fire from Mizrel, but it still moves and fires a salvo. A random rock explodes into bits.<br/><br/>Joseph's words make the deadboy stop just before shooting. The plasma ejector is still aimed at him, ready to blaze. "Buddy..." Cames the raspy voice from under helmet. "You're mercenary for those monsters i'd wager. If you wanted to fight them, why aren't you with the Coalition boys in the first place?"<br/>The captain of the walker shouts from inside.<br/>"If you're on our side, run there and fight. We won't shoot in the back somebody who's killing D-bee's, okay?<br/>Prove yourself and we'll be friends, damn crazy."<br/><br/><br/>