<br/>Joseph's attacks:<br/>Roll 1: 5.<br/>Roll 2: 20.<br/>Roll 3: 13.<br/>Roll 4: 23.<br/>All hit, damage:<br/>Roll 1: 1, 2, 2, 3, 6, 2, 1, 5 = 22+56=78. The hatch is destroyed by the third blow, so Joseph counts as making only three attacks and has 1 dodge left.<br/><br/>Railguns shoot at Jacques:<br/>Roll 1: 9.<br/>Roll 2: 16.<br/>Roll 3: 9.<br/>Roll 4: 9.<br/>Dodges, i assume Jacques does try to dodge:<br/>Roll 1: 29.<br/>Roll 2: 20.<br/>Roll 3: 20.<br/>Roll 4: 17.<br/>F...in artistic, and i didn't even count the bonus from the horse.<br/><br/><br/>Stessana was rapidly sliding closer amidst the thickest fighting, where Drow run between buildings and exchanged fire with the SAMAS soldiers flying above. Every once a while, sorcery would bring a Coalition flying warrior down to earth, often dead before he could crash. Every once a while, Adamantium arrows would fly against the fire from energy rifles and rail-guns. Incendary bombs and grenades were tearing holes in the black domes, and in one of them, Stessana could notice some prisoners bound in sadistic and exotic shapes.<br/><br/>On the cliff, Jacques was left as the only target for the towering spider walker. Only one of it's railguns fired, and for a while the air around the slinger was filled with a tight storm of projectiles flying just below the sound barrier. He had to dodge every one of them, and he did. The metallic horse didn't even flinch when it's rider needed to leap from the saddle and dance on his back. There was a smoking hole in the armoured long-coat, and nothing more.<br/><br/>"Damned<em>magician</em>"<br/><br/>Were the words of the gun-operator that Joseph heard when he cut the spider walker's hatch to shreds.<br/><br/>"Hi, crazy guy!"<br/><br/>He heard from the two other crewmen that held their weapons levelled right at him, kneeling over the acces hatch he was tearing apart. Plasma ejectors hissed loudly in full-auto mode, sending rippling white heat towards the warrior.<br/><br/><br/>Two soldiers fire, one of them has 3 attacks, other 2.<br/>Roll 1: 16.<br/>Roll 2: 4.<br/>Roll 3: 7.<br/><br/>Roll 4: 8.<br/>Roll 5: 10.<br/>I<br/>Technically, they all hit. Ajoxer, choose if you want to dodge them, but if you won't leave yourself at least 1 action(that is, make one less dodge), they'll be able to dis-engage from you. Of course you'll still manage to leap inside a turn later, but they will get to shoot again.<br/>