<br/>Making four dodges means Joseph loses 4 attacks in the next turn... So he only gets pounded by the legs while he tries to catch his balance/grip/concentration. I remind you all to declare me when you don't want to use all dodges in a situation...<br/>Pilot's attacks:+4<br/>Roll 1: 2.<br/>Roll 2: 2.<br/>Roll 3: 1.<br/>Roll 4: 1.<br/>On other hand, those here miss, cause even with +4, the pilot needs to roll higher to hit an enemy he doesn't see. All missed.<br/><br/>Shooting goes towards Jacques:+4<br/>Roll 1: 7.<br/>Roll 2: 9.<br/>Roll 3: 5.<br/>Roll 4: 8.<br/>All hit? Again, clarify how much you want to dodge, please... It's important to have this sorted out, even if a bit annoying when playing trough forums.<br/><br/>Stessana's gymnastics roll:Roll 1: 39. Passed easily.<br/><br/><br/>The machine is stumbling like a huge, drunk spider. The Crazy has time to gather himself up from the attacks while the pilot just tries to keep the walker from tripping over it's own legs.<br/>Joseph hears an angry curse on the other side of the acces hatch.<br/><br/>The battery now aims at Jacques, being most visible on his horse, covering his and his mounts silhouettos with a barrage of red light.<br/><br/>The Cyberknight snapped her rifle ready with a practiced gesture and called her psi-sword into existance. Before she could join in the combat, ground shakes behind her. A misplaced missile tears an entire chunk of the cliff to collapse down on the Drowen camp. Stessana jumps into a balanced position with ease, but she is already surfing a chunk of rock down, heading towards a particulary humble black dome.<br/>