
DM ShadowBloodmoon |

Auriel cuts into the one of the Coalition soldiers, splitting open the chest piece of his armor and dropping him.
Jazz is up...
-Posted with Wayfinder

Jazz Greyjune |

Woops! I should have made it clearer that I wanted Jazz to keep accelerating on her approach... I'm fine with just accelerating (to 20) this round and reaching map distance next round though. She accelerates at 10/round to a maximum of 80. When I have a free minute I'll put her Wingboard stats in her profile.
"Okay, okay, deep breath," Jazz says as the Coalition starts to come into view. "They shot you down once. Just be better this time."
Techno-Wizardry (-Cybernetics/-MAP): 1d10 - 1 - 2 ⇒ (8) - 1 - 2 = 5
Wild (-Cybernetics/-MAP): 1d6 - 1 - 2 ⇒ (2) - 1 - 2 = -1
Activating Warrior's Gift to give Jazz the Steady Hands edge so she doesn't take penalties for firing from a vehicle. =)
She draws her gun and tweaks the headset with her free hand, her eye twitching as leyline energy arcs between the cybernetics in her back, her eyes and her hand. "Almost there," she mutters, raising and levelling the pistol.

DM ShadowBloodmoon |

Ah... I thought I read it that way, just wanted to make sure..
The Coalition is definitely aware of your presence now. Activity in the forest heightens as troops and Skelebots burst into action. The soldier fighting with Auriel is oblivious to them as his partner goes down and he presses his attack. Auriel's skill is too much for him though.
CS Soldier Attack: 1d6 ⇒ 5
Initiative Round 5
CS Grunts KC
CS Skelebots 10S (two on Hold)
Jonis 10C <---Here
Attie 7H
Burgurk 7C
Auriel 3S
Jazz 2H
Distance
Jonis 10 squares (Dug In)
Attie 20 squares out (prone, Aiming)
Burgurk Pace+ Avg Run= 9, 14 squares out
Auriel on the map
Jazz Flight= 20, on map
Party is up!

Jonis Witta |

Jonis aims and fires to a cluster of enemies next to the Coalition transport.
Marked it on the Roll20 Map.
Shooting Roll (+2 Marksman -1 range): 1d8 + 3 + 2 - 1 ⇒ (4) + 3 + 2 - 1 = 8
Wild Die: 1d6 ⇒ 5
Damage (AP 25 MD): 4d12 + 6 ⇒ (10, 12, 8, 9) + 6 = 45
Damage Ace: 1d12 ⇒ 4
Shooting Raise extra damage: 1d6 ⇒ 5
So it's Shooting Total 9 and Damage Total 54

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Atlas internally registers the impulses of satisfaction as at least one grenade pierces the armored driving cockpit. But he was an assault mech. Time to assault something.
As Atlas rises and starts to run forward the ground shakes from what can only be a blast from a Chrome Panzer. He visual scanners register several bipedal shapes suddenly blown apart. Efficient.
Not wanting to be out done, and seeing that Auriel has his sword-play partner in hand, Atlas charges forward while firing at the two skelebots just beyond.
Standing and move forward 6 to distance 14. Firing at skelebots. Firing at one until it dies then at the other.
Full Auto 1! Cover and Auto and RDS(2)!: 1d12 - 2 - 2 + 4 ⇒ (11) - 2 - 2 + 4 = 11
Full Auto 2! Cover and Auto and RDS(2)!: 1d12 - 2 - 2 + 4 ⇒ (11) - 2 - 2 + 4 = 11
Full Auto 3! Cover and Auto and RDS(2)!: 1d12 - 2 - 2 + 4 ⇒ (6) - 2 - 2 + 4 = 6
Full Auto 4! Cover and Auto and RDS(2)!: 1d12 - 2 - 2 + 4 ⇒ (4) - 2 - 2 + 4 = 4
WILD Full Auto! Cover and Auto and RDS(2)!: 1d6 - 2 - 2 + 4 ⇒ (2) - 2 - 2 + 4 = 2
Full Auto Damage 1! raise!! AP6!: 2d8 + 1d6 + 4 ⇒ (1, 1) + (6) + 4 = 12
Full Auto Damage 1! ACE!: 1d6 ⇒ 2 = 14
Full Auto Damage 2! raise! AP6!: 2d8 + 1d6 + 4 ⇒ (3, 3) + (5) + 4 = 15
Full Auto Damage 3! AP6!: 2d8 + 4 ⇒ (5, 7) + 4 = 16
Full Auto Damage 4! AP6!: 2d8 + 4 ⇒ (3, 8) + 4 = 15
Full Auto Damage 4! AP6! ACE!: 1d8 ⇒ 7 = 22
Not even close to 54. I am teh SUX! =p

DM ShadowBloodmoon |

49 Damage.. no raise due to the -2 from being 10 squares out through the trees... still, that's a lot of damage... Normally you would roll damage against each target, but none of them could resist a Boom Gun shot, so no biggie.
Jonis' Boom Gun sounds again and trees splinter apart as if moving aside to not be hit. The Coalition troops are not so lucky. The combined force of Skelebots and soldiers shatter under the barrage of hyper accelerated artillery.
Along with it, Attie's railgun opens fire, shredding Coalition manufacturing titanium alloy steel as if it is paper. Four more machine men go down.
Burgurk closes the distance to Auriel, watching as he shatters the Vibro Knife the man was wielding rather ineffectively. The soldier starts to stagger back..
Initiative Round 5
??? KS
CS Grunts KC
CS Skelebots 10S (two on Hold)
Jonis 10C
Attie 7H
Burgurk 7C
Auriel 3S
Jazz 2H <---Here
Distance
Jonis 10 squares out(Dug In)
Attie 14 squares out ()
Burgurk Pace+ Avg Run= 9, 5 squares out
Auriel on the map
Jazz Flight= 20, on map
Jazz is up!

Jazz Greyjune |

Now that's what I call MEGA-DAMAGE™
Jazz turns on the wing-board, heading up to the northwest. Following Attie's plan, she aims for the bots in front of the tank to draw them off to the west. As she clears the trees, she takes in a deep breath...
Fannin' the hammer (Rapid Attack), with no penalty for unsteady platform. Alternating shots between the two coalition soldiers.
Shooting (+Shooting Upgrade/+Machine Maestro bonus/-Rapid Attack Penalty): 1d6 + 1 + 2 - 4 ⇒ (6) + 1 + 2 - 4 = 5
Shooting (+Shooting Upgrade/+Machine Maestro bonus/-Rapid Attack Penalty): 1d6 + 1 + 2 - 4 ⇒ (2) + 1 + 2 - 4 = 1
Shooting (+Shooting Upgrade/+Machine Maestro bonus/-Rapid Attack Penalty): 1d6 + 1 + 2 - 4 ⇒ (1) + 1 + 2 - 4 = 0
Wild (+Shooting Upgrade/+Machine Maestro bonus/-Rapid Attack Penalty): 1d6 + 1 + 2 - 4 ⇒ (4) + 1 + 2 - 4 = 3
Ace!: 1d6 ⇒ 2 = 7
Only hit once.
Damage (AP 4): 2d6 + 2 ⇒ (2, 4) + 2 = 8
Whiffing half her shots as she passes over head, she calls loudly over her shoulder, "Woo! Magic is great! The Coalition can kick rocks!"
She's going to stay at speed 20 for this round which will take her off the map again. If she acts before the coalition next round, she's going to go on hold and wait to see if they follow her.
:)

DM ShadowBloodmoon |

Jazz's weapon barks out bolts of energy as she flies overhead, kicking up rocks of her own as she targets two of the soldiers. One of her shots hit, but is is absorbed by the Dead Boy armor and its owner only reflexively flinches at being hit.
All of a sudden, your ears crackle when an open channel starts speaking to your comms. "This is Lieutenant Hamilton of the Coalition States Armed Forces. You are firing on a vehicle full of civilians. We are authorized to use deadly force to protect them. Stand down now or be destroyed!" With that, to emphasize his willingness to do so, the APC's top guns turn in the direction of the Glitter Girl and open fire...
Lt. Hamilton Heavy Rail Gun Suppessive Fire RoF3: 1d8 - 2 ⇒ (3) - 2 = 1
The effectiveness of 40mm rail guns spitting steel may not be neat as powerful as that of a Boom Gun, but it sure is close. The rounds shatter several trees, almost clearing a path to the Glitter Girl. Another few yards closer and Jonis may have been hit.
The soldiers and Skelebots work to close the distance, firing as they go. The one dancing with Auriel steps back and draws his pistol.
CS Deadboy at Jazz: 1d8 - 2 - 2 ⇒ (8) - 2 - 2 = 4
CS Deadboy at Jazz: 1d8 - 2 - 2 ⇒ (6) - 2 - 2 = 2
CS Skelebot at Attie: 1d8 - 2 ⇒ (4) - 2 = 2
CS Skelebot at Attie: 1d8 - 2 ⇒ (7) - 2 = 5
CS Skelebot at Burgurk: 1d8 - 2 ⇒ (6) - 2 = 4
CS Deadboy at Burgurk: 1d8 - 2 ⇒ (2) - 2 = 0
Jazz Vehicle Hit AP2: 3d6 + 1 ⇒ (1, 6, 2) + 1 = 10
Attie Hit AP2: 3d6 + 2 ⇒ (6, 3, 3) + 2 = 14
Burgurk Hit AP2: 3d6 + 2 ⇒ (4, 6, 4) + 2 = 16
Jazz's Wings are clipped enough that she starts to shudder a bit on flight.. Make a control roll please.
The shots that hit Attie change color as they attune to his armor, but only serve to send sparks flying off of him.
Burgurk is not so lucky as the shot pierces his armor and sends pain shooting through him and smoke pouring out of the new hole...
Initiative Round 6
Lt. Hamilton (in APC) KS
CS Grunts KC
CS Skelebots 10S ()
Jonis 10C <---Here
Attie 7H
Burgurk 7C (1 Wound, Shaken)
Auriel 3S
Jazz 2H
Distance
Jonis 10 squares out(Dug In)
Attie 14 squares out ()
Burgurk Pace+ Avg Run= 9, 5 squares out
Auriel on the map
Jazz Flight= 20, off map, 2 squares out
Party is up!

Jonis Witta |

Jonis feels stressed at the battle. She don't like killing people, and now it seems they are about to kill civilians!
She opens her frequencies trying to contact the coalition soldiers.
"Glitter-Girl pilot Jonis Witta here! I will stop firing! Please hold your fire! We don't want to hurt innocent civilians!"
She moves his Boom Gun to the upright position, making clear she won't fire anymore.
Persuasion Roll: 1d6 + 4 ⇒ (6) + 4 = 10
Wild Die: 1d6 ⇒ 2
Ace!: 1d6 ⇒ 2
For a total Persuasion of 12. Success and 2 raises. I sure hope it works here.

Burgurk |

Um, I swear I made a post yesterday where I Soaked the Wound and Shaken with a Bennie (no, really!). I will try again...
Vigor & Wild: 1d8 ⇒ 11d6 ⇒ 6
Wild ACE!: 1d6 ⇒ 3 = 9
So fortunately, the dicebot gave me the same results!

DM ShadowBloodmoon |

Burgurk's amazing mental powers force his wound to close rapidly...
A brief moment passes as the exchange of fire continues, but then the other side stops. "I have ordered my troops to stand down, but you and your people will have to stand trial for the murder of Coalition Soldiers and destruction of Coalition property. Surrender your weapons and we will take you into custody." The enemy slowly lifts their weapons away from a firing stance, watching you closely. The remaining Skelebots freeze and stand at attention...
Burgurk is saved from a Wound! Pausing combat here, but if anyone else wants to continue to fight, it's up to you...

Jazz Greyjune |

"No, no, kick rocks means--shit, call you back Attie--" Jazz begins, getting cut off by a sudden wave of fear and nausea as one of the shots tilts her wingboard.
Piloting (-Untrained/+Machine Maestro/+Handling): 1d4 - 2 + 4 + 3 ⇒ (3) - 2 + 4 + 3 = 8
Wild (-Untrained/+Machine Maestro/+Handling): 1d6 - 2 + 4 + 3 ⇒ (5) - 2 + 4 + 3 = 10
Man, the advantages to actually reading your class page. That machine maestro bonus is nuts!
Stabilizing it out and crouching low as she comes into tree cover, Jazz starts to slow down. "Civilians that are there of their own free will, I'm totally sure," She shouts sarcastically, not caring if the Lieutenant can actually hear her or not. "We all know the Coalition loves personal freedom!"
Over her comm piece, and much more quietly, she says "Listen, I don't know how you guys feel, but the Coalition kind of hates me and everybody like me. If I surrender, I die." She considers for a second, then adds, "Also, who puts civilians in a tank and rolls them through the woods? Something stinks and it's not just their skull and crossbones jammies."
For combat purposes if we stay in (my Enemy: Coalition says yes), Jazz is doing a bootlegger reverse so she can come back for a second pass next round.
Piloting (-Untrained/-Maneuver Penalty/+Machine Maestro/+Handling): 1d4 - 2 - 4 + 4 + 3 ⇒ (1) - 2 - 4 + 4 + 3 = 2
Wild (-Untrained/-Maneuver Penalty/+Machine Maestro/+Handling): 1d6 - 2 - 4 + 4 + 3 ⇒ (4) - 2 - 4 + 4 + 3 = 5

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>>>Belay that.<<< Atlas broadcasts over the team's comms. >>>Surrender will condemn both their prisoners and us to death. That is a less than optimum outcome. We are commandeering that vehicle.
Jazz, you should be able to fit through the hole my grenade punched in their navigation cockpit. Find the button to open the doors. By the time you do so I should have reached the vehicle. I will enter, neutralize, and take possession of it, ensuring the safety of the passengers.
Everyone, eliminate the infantry around the vehicle and secure the perimeter. Follow me into the vehicle and assist as able.<<<
The assault mech continues forward at a quick pace. His rail gun, secured and embraced in his arms of STEEL continues to spit out a fire hose of hot lead, clearing the infantry from his path.
Full Auto 1! Auto and RDS(2)!: 1d12 - 2 + 2 ⇒ (5) - 2 + 2 = 5
Full Auto 2! Auto and RDS(2)!: 1d12 - 2 + 2 ⇒ (7) - 2 + 2 = 7
Full Auto 3! Auto and RDS(2)!: 1d12 - 2 + 2 ⇒ (10) - 2 + 2 = 10
Full Auto 4! Auto and RDS(2)!: 1d12 - 2 + 2 ⇒ (10) - 2 + 2 = 10
Full Auto Damage 1! AP6!: 2d8 + 4 ⇒ (6, 7) + 4 = 17
Full Auto Damage 2! AP6!: 2d8 + 4 ⇒ (4, 6) + 4 = 14
Full Auto Damage 3! raise! AP6!: 2d8 + 1d6 + 4 ⇒ (6, 7) + (5) + 4 = 22
Full Auto Damage 4! raise!! AP6!: 2d8 + 1d6 + 4 ⇒ (6, 1) + (3) + 4 = 14

Burgurk |

Burgurk says "Indeed, I too am hated by the Coalition just for being a Simvan - if I am captured, I will die too. I say we keep on fighting!"
Continuing to run until he's on the map next round.

DM ShadowBloodmoon |

Deciding capture is worth than death, the fight continues...
Attie, you forgot your Wild Die, but no biggie, all hit...Burgurk, you are on the map just with your move, you still have an action if you want to take it, or you can keep running to get closer...
Attie charges forward, clearing a swath of troops and machines from everyone's path with supersonic rounds. The rest of the team gather their gall and charge forward, prepared to give the enemy no quarter.
The Coalition responds in kind, rapidly going back into action. Several of them move up or behind cover and take shots at each of you. One of the Skelebots runs to stop Auriel from getting to the APC..
CS Deadboy Full Auto at Jazz: 1d8 - 2 - 2 - 2 ⇒ (3) - 2 - 2 - 2 = -3
CS Deadboy Full Auto at Jazz: 1d8 - 2 - 2 - 2 ⇒ (6) - 2 - 2 - 2 = 0
CS Deadboy Full Auto at Jazz: 1d8 - 2 - 2 - 2 ⇒ (6) - 2 - 2 - 2 = 0
CS Deadboy Full Auto at Jazz: 1d8 - 2 - 2 - 2 ⇒ (5) - 2 - 2 - 2 = -1
CS Deadboy Full Auto at Jazz: 1d8 - 2 - 2 - 2 ⇒ (1) - 2 - 2 - 2 = -5
CS Deadboy Full Auto at Jazz: 1d8 - 2 - 2 - 2 ⇒ (3) - 2 - 2 - 2 = -3
CS Deadboy Full Auto at Attie: 1d8 - 2 - 2 ⇒ (5) - 2 - 2 = 1
CS Deadboy Full Auto at Attie: 1d8 - 2 - 2 ⇒ (4) - 2 - 2 = 0
CS Deadboy Full Auto at Attie: 1d8 - 2 - 2 ⇒ (2) - 2 - 2 = -2
CS Deadboy Full Auto at Auriel: 1d8 - 2 - 2 - 2 ⇒ (1) - 2 - 2 - 2 = -5
CS Deadboy Full Auto at Auriel: 1d8 - 2 - 2 - 2 ⇒ (6) - 2 - 2 - 2 = 0
CS Deadboy Full Auto at Auriel: 1d8 - 2 - 2 - 2 ⇒ (4) - 2 - 2 - 2 = -2
CS Skelebot Full Auto at Attie: 1d8 - 2 - 2 ⇒ (1) - 2 - 2 = -3
CS Skelebot Full Auto at Attie: 1d8 - 2 - 2 ⇒ (6) - 2 - 2 = 2
CS Skelebot Full Auto at Attie: 1d8 - 2 - 2 ⇒ (6) - 2 - 2 = 2
CS Skelebot Full Auto at Jonis: 1d8 - 2 - 2 ⇒ (4) - 2 - 2 = 0
CS Skelebot Full Auto at Jonis: 1d8 - 2 - 2 ⇒ (4) - 2 - 2 = 0
CS Skelebot Full Auto at Jonis: 1d8 - 2 - 2 ⇒ (8) - 2 - 2 = 4
CS Skelebot Vibroblade at Auriel: 1d6 ⇒ 6
Skelebot Run: 1d6 ⇒ 4
Jonis Hit AP2: 3d6 + 2 ⇒ (6, 6, 1) + 2 = 15
Initiative Round 6
Lt. Hamilton (in APC) KS
CS Grunts KC
CS Skelebots 10S ()
Jonis 10C <---Here
Attie 7H
Burgurk 7C
Auriel 3S
Jazz 2H
Distance
Jonis 10 squares out(Dug In)
Attie 6 squares out ()
Burgurk on map
Auriel on the map
Jazz Flight= 0, off map, 12 squares out, turned around
Party is up!

Burgurk |

Since I was 5 squares out, and moving 9 a round, I've moved myself 4 squares in on the map...
Taking aim at the lone remaining skelebot to the right of the transport, Burgurk fires at it :
Shooting & Wild: 1d8 ⇒ 31d6 ⇒ 3
but fails to hit it.

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Atlas keeps charging forward, his bulky metal body moving as an unstoppable force, trampling roots and small trees in his inexorable attack. The massive rail gun is held securely in his unhuman grip and spits out flame and death at all who would oppose him.
Full Auto 1! Auto and RDS(2)!: 1d12 - 2 + 2 ⇒ (7) - 2 + 2 = 7
Full Auto 2! Auto and RDS(2)!: 1d12 - 2 + 2 ⇒ (6) - 2 + 2 = 6
Full Auto 3! Auto and RDS(2)!: 1d12 - 2 + 2 ⇒ (7) - 2 + 2 = 7
Full Auto 4! Auto and RDS(2)!: 1d12 - 2 + 2 ⇒ (2) - 2 + 2 = 2
WILD Full Auto! Auto and RDS(2)!: 1d6 - 2 + 2 ⇒ (6) - 2 + 2 = 6
WILD Full Auto ACE! Auto and RDS(2)!: 1d6 ⇒ 4 = 10
Full Auto Damage 1! AP6!: 2d8 + 4 ⇒ (1, 1) + 4 = 6
Full Auto Damage 2! AP6!: 2d8 + 4 ⇒ (8, 4) + 4 = 16
Full Auto Damage 2 ACE!: 1d8 ⇒ 7 = 23
Full Auto Damage 3! AP6!: 2d8 + 4 ⇒ (6, 5) + 4 = 15
Full Auto Damage 4! raise!! AP6!: 2d8 + 1d6 + 4 ⇒ (4, 2) + (5) + 4 = 15
On map. And is that figure in the middle of the APC something we can shoot at?

DM ShadowBloodmoon |

Going to wait until later today to see if Jonis posts, otherwie I will bot her, but Lt. Hamilton, the figure on the APC on the map, is in the APC. You will either have to go in and get him or open it up...

Jazz Greyjune |

Is Atlas right? If I get close, can I jump from my wingboard into the cockpit now? Or, failing that, is it big enough I can fly through the hole?

Jazz Greyjune |

I'm really hoping I can fly in, since my option otherwise is to hover over it and open myself up to a whole lot of bullets before I jump. :)

DM ShadowBloodmoon |

Far too small to fly through...they are more like view ports than big windows, however, the side door is open...
JonisBot decides that she needs to get a clearer shot so as to not hurt the civilians that may be in the area and disengages her Glitter Girl's stabilization systems and moves forward.
Between Attie, Auriel and even Burgurk's strategic miss, several more of the Coalition's cronies go down, leaving only the two in the trees, the two chasing Jazz and Lt. Hamilton in the APC...
Initiative Round 6
Lt. Hamilton (in APC) KS
CS Grunts KC
CS Skelebots 10S ()
Jonis 10C
Attie 7H
Burgurk 7C
Auriel 3S
Jazz 2H <---Here
Distance
Jonis on map
Attie on map
Burgurk on map
Auriel on the map
Jazz Flight= 0, off map, 12 squares out, turned around
Jazz is up!

Jonis Witta |

Sorry for the delay.
Sad because she couldn't avoid the conflict, and the loss of life, but willing to help her friends, Jonis advance towards the APC.
"Hamilton! Surrender and I promise to make my best to protect you!"
She will try to reach the APC. She will try to stop it from moving away.

Jazz Greyjune |

Weird! I could have sworn there was a maneuver to get extra speed out of your vehicle but I can't find it. :\ Since my acceleration's only 10 and I'm 12 off the map, I guess I'm just going to accelerate 10 and go for the door to the APC next round.
Jazz catches her breath for a long second after flipping her wingboard around at a dizzying 180. Staring down through tree branches as she starts to pick up speed. Looking at the same bots she fired on before, she grips her gun and then arcs leyline energy into it while pulling the trigger.
Shooting (+Shooting Upgrade/+Machine Maestro bonus/-Rapid Attack Penalty): 1d6 + 1 + 2 - 4 ⇒ (2) + 1 + 2 - 4 = 1
Shooting (+Shooting Upgrade/+Machine Maestro bonus/-Rapid Attack Penalty): 1d6 + 1 + 2 - 4 ⇒ (6) + 1 + 2 - 4 = 5
Shooting (+Shooting Upgrade/+Machine Maestro bonus/-Rapid Attack Penalty): 1d6 + 1 + 2 - 4 ⇒ (1) + 1 + 2 - 4 = 0
Wild (+Shooting Upgrade/+Machine Maestro bonus/-Rapid Attack Penalty): 1d6 + 1 + 2 - 4 ⇒ (4) + 1 + 2 - 4 = 3
Ace!: 1d6 ⇒ 3 = 8
Damage (+Raise, AP4): 3d6 + 2 ⇒ (4, 2, 4) + 2 = 12
She growls, shaking the exhausted revolver after two terrible shots and one that might have been okay. "I don't know if I can fit through that hole, Attie," She says, eyes fixing on the carrier. "I'm going to try though!"
Next round she'll either try to get through that hole if she can indeed squirm through, or else head for the door.

DM ShadowBloodmoon |

Jazz's weapon barks and sends telekinetic bolts towards the two CS soldiers chasing her. They didn't expect her to turn around and fire back. One falls, his chest plate shattering under the assault.
As his men fall all around him, Hamilton puts the vehicle into high gear and starts driving away... "I knew Glitter Pilots couldn't be trusted. I'll see all of you burned for this."
Seeing the APC barreling for him, the last soldier chasing Jazz runs for cover in the trees, taking a pot shot at Jazz, but missing.
CS Soldier Shoot: 1d8 - 2 - 2 ⇒ (6) - 2 - 2 = 2
Initiative Round 7
Lt. Hamilton (in APC) KS
CS Grunts KC
Jonis 10C
Attie 7H
Burgurk 7C
Auriel 3S
Jazz 2H <---Here
Distance
Jonis on map
Attie on map
Burgurk on map
Auriel on the map
Jazz Flight= 0, off map, 2 squares out
Party is up!

Jazz Greyjune |

When it gets to her turn...
Jazz comes screaming out of the trees and pulls a hard brake in front of and above the APC.
Piloting (-Untrained/+Machine Maestro/+Handling): 1d4 - 2 + 4 + 3 ⇒ (1) - 2 + 4 + 3 = 6
Wild (-Untrained/+Machine Maestro/+Handling): 1d6 - 2 + 4 + 3 ⇒ (5) - 2 + 4 + 3 = 10
If she can just land her wingboard on top of the APC she'll do that. If not, then, uh...
"Good ideas, good ideas, good ideas," Jazz says several times over the comms. As the APC gets close, she closes her eyes, falls backward off her wingboard and lands on the APC, her hands scrambling for anything with grip.
Agility: 1d6 ⇒ 4
Wild: 1d6 ⇒ 1

DM ShadowBloodmoon |

Jonis' Glitter Girl races forward and grabs on to the back end of the APC, firing her pylons into the ground and attempting to keep the APC from escaping. The tires squeal and pull, and Jonis starts to lose her grip, but it is enough for Attie and Auriel to get aboard.. Burgurk runs to keep up as Jazz lands on the front end of it. Hamilton speeds up...
JonisBot Strength: 1d12 + 4 ⇒ (1) + 4 = 51d6 ⇒ 6
JonisBot Strength Ace: 1d6 ⇒ 3
Initiative Round 8
Lt. Hamilton (in APC) KS
Jonis 10C <---Here
Attie 7H
Burgurk 7C
Auriel 3S
Jazz 2H
Distance
Jonis on map
Attie on map
Burgurk on map
Auriel on the map
Jazz Flight= 0, off map, 2 squares out
Jazz, you have landed on top of it. Attie and Auriel are inside. Jonis and Burgurk are left behind, but they are still only 10 squares away at this point.. You guys are up! The vehicle is moving, so many skills are at -2 right now for those of you on it...

DM ShadowBloodmoon |

You can move to either the cargo section or the cockpit in one move. You are in the gunnery section...
-Posted with Wayfinder

Jazz Greyjune |

Can I open up the laser turret on the APC and get inside that way, or do I need to climb down to get inside?

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Atlas takes a few long strides to the cockpit, eager to stop the vehicle from moving, and begins its neutralization. He only needs to bend slightly in the large vehicles ample halls and his heavy feet clang against the hardened steel floor.

Jonis Witta |

Jonis will run after the vehicle, trying to regain her hold and stop it.
With Pace 10 I think she can get to it without running.
Strength Roll: 1d12 + 4 ⇒ (5) + 4 = 9
Wild Die: 1d6 ⇒ 6
Wild Die Ace: 1d6 ⇒ 6
Wild Die Ace: 1d6 ⇒ 2
I think that is a 18 total...

DM ShadowBloodmoon |

Jonis keeps pace with the APC and grabs the thing's back support bumper and grips tight. Hamilton pours on the gas, but the vehicle can't move for the moment...
Attie races to the cockpit and sees Hamilton busy trying to reroute power and get away from the Glitter Girl. He is too focused to notice the giant killing machine behind him.. You have the Drop on him...
Burgurk is just able to climb aboard as Jonis' thrusters keep her and the vehicle in place.
Initiative Round 8
Lt. Hamilton (in APC) KS
Jonis 10C
Attie 7H
Burgurk 7C
Auriel 3S <---Here
Jazz 2H
Auriel and Jazz are up, Jazz you can make a move to the rail gun turret and use an action to attempt to open the hatch...

Jazz Greyjune |

Sweet! Lockpicking roll if that's a thing I need...
Jazz stands and duckwalks over to the turret, staying low in case the APC manages to slip out of Jonis' grip again. Giving the glitter girl a friendly mock-salute, she crouches down next to the turret and tries to jerry-rig it open.
Lockpicking (+Machine Maestro Bonus?): 1d6 + 2 ⇒ (5) + 2 = 7
Wild (+Machine Maestro Bonus?): 1d6 + 2 ⇒ (5) + 2 = 7

DM ShadowBloodmoon |

Jazz easily convinces the electronic lock to disengage for her and it opens with a small hiss of hydraulic air.
-Posted with Wayfinder