
Kathrine 'Hellion' Mordonus |

"Yeah big guy! Let's dice em."
Hellion grins with an obviously predatory smile. Then disappears into the fray in a flash as her inhuman legs catapult her towards the leader, blade flashing with lethal intent and a barely suppressed cackle.
Fighting: 1d12 + 1 ⇒ (9) + 1 = 10
Wild: 1d6 + 1 ⇒ (2) + 1 = 3
Damage: 2d8 + 1d6 + 1 ⇒ (4, 2) + (1) + 1 = 8

GM_ZenFox42 |

Sorry guys, between Wednesday and Thursday I forgot that the bad guys have surprised you, so they automatically go first (I've always had a bad memory, and it's just getting worse with age). I will roll for them, and apply any penalties you incur to the rolls you just made...
Note : their weapons do Mega-Damage.
Who?: 1d3 ⇒ 3 Alphabetically, that's VeeSix
Ganger #1 shoots at VeeSix :
Shooting & Wild: 1d10 + 2 ⇒ (5) + 2 = 71d6 + 2 ⇒ (3) + 2 = 5 --> 7, Hit
Doing
Damage: 3d6 + 2 ⇒ (5, 1, 4) + 2 = 12 = No damage
Who?: 1d3 ⇒ 1 Alphabetically, that's Angel
Ganger #2 shoots at Angel :
Shooting & Wild: 1d10 + 2 ⇒ (4) + 2 = 61d6 + 2 ⇒ (5) + 2 = 7 --> 7, Hit
Doing
Damage: 3d6 + 2 ⇒ (1, 1, 3) + 2 = 7 = No damage
Who?: 1d3 ⇒ 2 Alphabetically, that's Hellion
Ganger #3 shoots at Hellion :
Shooting & Wild: 1d10 + 2 ⇒ (9) + 2 = 111d6 + 2 ⇒ (3) + 2 = 5 --> 11, Raise
Doing
Damage+Raise: 3d6 + 1d6 + 2 ⇒ (6, 1, 1) + (3) + 2 = 13
ACE!: 1d6 ⇒ 5 = 18, Shaken
Who?: 1d3 ⇒ 2 Alphabetically, that's Hellion
Ganger #4 shoots at Hellion :
Shooting & Wild: 1d10 + 2 ⇒ (4) + 2 = 61d6 + 2 ⇒ (3) + 2 = 5 --> 6, Hit
Doing
Damage: 3d6 + 2 ⇒ (3, 1, 1) + 2 = 7 = No damage
Who?: 1d3 ⇒ 1 Alphabetically, that's Angel
Ganger #5 shoots at Angel :
Shooting & Wild: 1d10 + 2 ⇒ (5) + 2 = 71d6 + 2 ⇒ (2) + 2 = 4 --> 7, Hit
Doing
Damage: 3d6 + 2 ⇒ (3, 2, 3) + 2 = 10 = No damage
Who?: 1d3 ⇒ 2 Alphabetically, that's Hellion
Ganger #6 shoots at Hellion :
Shooting & Wild: 1d10 + 2 ⇒ (5) + 2 = 71d6 + 2 ⇒ (1) + 2 = 3 --> 7, Hit
Doing
Damage: 3d6 + 2 ⇒ (2, 2, 4) + 2 = 10 = No damage
TL;DR - Hellion gets grazed by one of the blasters, which rattles her (Shaken). All the other shots bounce off your armor or skin.
Hellion - you need to make a Spirit roll in order to have taken the actions you posted. If you fail, you can always spend a Bennie to automatically recover.
ALL - please let me know if you have a RATN (Ranged Attack Target Number) other than 4, and where it comes from, and I'll ret-con the above as needed, thanks!

Kathrine 'Hellion' Mordonus |

spirit: 1d8 ⇒ 7
wild: 1d6 ⇒ 2
Hellions RATN is 7 from powers and such, but it looks like you accounted for that already so no worries. 7 is a success so, Hellion shakes off the shaken and continues to act for the first round.

GM_ZenFox42 |

Round 2!
Engagements
Hellion and gang leader
VeeSix and ganger #4
Modifiers
None
Initiative
Sentry - AH
Fortune – KS
Rashomon – 8C
Hellion – 7C
VeeSix – 6D
Gang – 5C
Angel - 4S
Everyone but Angel is up!

VeeSix |

Six recovers from his flying kick and then buffalo punches the ganger.
Kung Fu Fighting, Ganger #4: 1d10 ⇒ 21d6 ⇒ 1
Benny to reroll that, 3 remain: 1d10 ⇒ 71d6 ⇒ 1
Power Punch Damage: 1d10 + 1d4 + 2d6 ⇒ (7) + (2) + (2, 6) = 17
Ace Damage: 1d6 + 17 ⇒ (3) + 17 = 20

Fortune Brav0 |

Fortune, what was your roll for?
You wrote: "How about : everyone make a Spirit roll, and on a Success you get an Action card in this first round's initiative?" I didn't see that until after everyone else had rolled and you dealt the initiative.

GM_ZenFox42 |

Fortune - you offered to "keep watch out front", so I didn't include you in the surprise attack (my fault for not mentioning that). You can hear the sounds of combat coming from within the building during the first round. If you wish to take an action in the first round that won't need any major ret-conning, feel free...

Fortune Brav0 |

Fortune is near the front door which I assume is open, so when the fun begins, since she made the spirit roll, I'd think she could peer in and see what happening. Her action is the same whether it happens during the surprise round or after.
Fortune quickly draws a card from her deck, the eight of swords, which shows a woman tied up and blindfolded in a circle of eight swords stuck point first into the ground.
She concentrates and a mote of blackness hovers above the card a moment and then zooms into the room toward the hiding places of the gang members, where it separates into multiples of itself which fly at the eyes of each ganger. Those hit are blinded as a black tar-like substance covers their eyes.
Focus roll versus target's vigor. Strong makes the vigor roll at -2 to shake the effect. It's not clear from the description whether this penalty also applies to the opposed vigor roll. It specifies just the vigor roll to shake the effect, which is done at the end of the target's turn.
If the affected target's roll succeeds the victim suffers a -2 to all actions requiring sight or -4 with a raise. Each success to shake the effect removes -2 penalty points, with a raise on the vigor roll negating the effect entirely.
Focus: 1d10 ⇒ 6
Wild: 1d6 ⇒ 5
Since we don't have a map, you decide how many Fortune can affect without affecting her allies.

GM_ZenFox42 |

Fortune - ok, that would ret-con *everything* in Round 1, so I'm going to say that you cast this in Round 2.
- Since everyone (good guys and bad guys) is spread around the room, you'll need to add the Selective modifier (1 SPP) [NOTE : I'm thinking about the details of this, using Selective with Super Sorcery may change in the future...].
- The building is big, so you'll need an LBT (3 SPP).
- Total of 7 SPP.
Point 1 : "Blinding a foe is a Focus roll versus the target’s Vigor." (implied opposed roll)
Point 2 : "The victim automatically tries to shake off the effect with a Vigor roll as a free action at the end of each of his following turns."
Point 3 : "Strong (+1): The Vigor roll to shake off the effect is made at −2."
Since the phrase "shake off" is not used in the description of the initial opposed roll, Strong does not effect that roll.
Ganger #1, Vigor & Wild: 1d10 ⇒ 11d6 ⇒ 1 = 1, Fail
Ganger #2, Vigor & Wild: 1d10 ⇒ 61d6 ⇒ 3 = 6, Succeed
Ganger #3, Vigor & Wild: 1d10 ⇒ 51d6 ⇒ 1 = 5, Fail
Ganger #4, Vigor & Wild: 1d10 ⇒ 91d6 ⇒ 5 = 9, Succeed
Ganger #5, Vigor & Wild: 1d10 ⇒ 51d6 ⇒ 5 = 5, Fail
Ganger leader, Vigor & Wild: 1d10 ⇒ 91d6 ⇒ 4 = 9, Succeed
Three gangers howl in surprise and rage, and start to claw at their eyes.
Modifier : anyone attacking them gets a +3 to their attack.
Hellion is up!

Kathrine 'Hellion' Mordonus |

Fighting: 1d12 + 1 ⇒ (3) + 1 = 4
wild: 1d6 + 1 ⇒ (4) + 1 = 5
damage: 2d8 + 1d6 + 1 ⇒ (6, 4) + (4) + 1 = 15
decent damage s#&& attack though, but keeping the leader engaged at least keeps em from shooting at the others.
Hellion continues to try and harry the leader of the gang.
"Look at you all holed up here scared like a bunch of goons. What one bad score got you all worked up?"

GM_ZenFox42 |

Ganger #1 tries to recover from Fortune's blindness :
Vigor & Wild,Strong: 1d10 - 2 ⇒ (8) - 2 = 61d6 - 2 ⇒ (2) - 2 = 0 = 6, Success
And can see again.
Ganger #2 shoots at Angel :
Shooting & Wild: 1d10 + 2 ⇒ (7) + 2 = 91d6 + 2 ⇒ (1) + 2 = 3
And hits, doing
Damage+Raise: 4d6 + 2 ⇒ (4, 1, 1, 2) + 2 = 10
No damage.
Ganger #3 tries to recover from Fortune's blindness :
Vigor & Wild,Strong: 1d10 - 2 ⇒ (1) - 2 = -11d6 - 2 ⇒ (6) - 2 = 4
ACE!: 1d6 ⇒ 2 = 6, Success
And can see again.
Ganger #4 drops his blaster, draws an energy sword from the sheath on his hip, and attacks VeeSix :
Fighting & Wild,-1 Wound: 1d10 - 1 ⇒ (2) - 1 = 11d6 - 1 ⇒ (4) - 1 = 3
And misses wildly.
Ganger #5 tries to recover from Fortune's blindness :
Vigor & Wild,Strong: 1d10 - 2 ⇒ (1) - 2 = -11d6 - 2 ⇒ (1) - 2 = -1
But stays blinded
The gang leader drops his blaster, thrusts his hand into a gauntlet hanging from his hip, and attacks Hellion :
Fighting & Wild: 1d10 ⇒ 11d6 ⇒ 4
But his swing goes wide.
He barks out a harsh laugh and says "Hiding? Ha! We were waiting in ambush!"
Current Engagements
Ganger #1 shooting at VeeSix
Ganger #2 shooting at Angel
Ganger #3 shooting at Hellion
Ganger #4 and VeeSix
Ganger #5 is blind, was shooting at Angel
Ganger Leader and Hellion
Angel is up!

A.N.G.E.L. |

Angel is now more than a bit perturbed that no one is listening to her. She is going to attempt to grapple the nearest ganger and throw him/her into Ganger 2.
Grapple Attempt (Athletics): 1d8 ⇒ 4 Wild: 1d8 ⇒ 5

GM_ZenFox42 |

Round 2 Summary
VeeSix swings a roundhouse punch at ganger #$, who steps back at the last second.
Fortune casts a spell which blinds some of the gangers.
Hellion takes a swing at the gang leader, but he sidesteps it.
A couple of the gangers shake off Fortune’s spell’s effects.
Ganger #2 shoots and Angel and hits, but it bounces off her armor.
Ganger #4 pulls out an energy sword to attack VeeSix, who dodges it easily.
The leader puts on some kind of power gauntlet and tries to punch Hellion, but his swing goes wide.
Angel tries to throw ganger #1 into ganger #2, but he resists her shove.

GM_ZenFox42 |

Round 3!
Engagements
Ganger #1 and Angel
Ganger #2 shooting at Angel
Ganger #3 shooting at Hellion
Ganger #4 and VeeSix
Ganger #5 is blind, was shooting at Angel
Ganger Leader and Hellion
Modifiers
Anyone attacking ganger #5 gets a +3 to their attack
Initiative
Hellion – AD
VeeSix – 5H
Angel - 4H
Fortune – 4D
Gang – 3S
I'm ret-conning Rashomon and Sentry out of the combat. While you all were staking out the gang's turf before the battle, Meros contacted them and requested that they go on a special mission for him that had to be handled immediately, so they left.
Everyone is up!

Fortune Brav0 |

Does the gauntlet the leader put on appear to be a technological device that the power Malfunction could affect.
In case either notice or occult skills would help if it is not obvious.
Notice: 1d4 ⇒ 1
Wild: 1d6 ⇒ 3
Occult: 1d10 ⇒ 1
Wild: 1d6 ⇒ 4

VeeSix |

”Oh, so we’re doing weapons now?”, Six says as he draws his own Power Staff. ”Let’s see if you’re as familiar with those as I am.”
Fighting: 1d10 ⇒ 51d6 ⇒ 3
Damage, If it Hits, AP4, Heavy: 1d10 + 3d6 ⇒ (5) + (1, 3, 1) = 10
He swings the weapon in an arc to show his prowess more than actually hitting him.

Fortune Brav0 |

Not sure what spells might help, Fortune decides to just wade in and join the fight. Having given the gang a chance to surrender, her vindictive nature kicks in and she draws her special dagger and attacks the ganger currently blinded. #5
Fighting: 1d8 ⇒ 2
Wild: 1d6 ⇒ 5
Modifier: +2 (Martial Warrior) + 3 (blind)
Result = 5 + 2 + 3 = 10
Dagger Damage
Strength: 1d8 ⇒ 3 + Dagger: 1d4 ⇒ 1 + Martial Artists, Martial Warrior, special weapon: 3d6 ⇒ (1, 4, 4) = 9
Wild: 1d6 ⇒ 1
Damage total: 3 + 1 + 9 = 13
Raise damage 1
Underwhelming but lets see what happens.

GM_ZenFox42 |

Fortune - I'm going to rule that a just-looking-at-something Notice roll (as opposed to searching thru a room) is a Free Action, as is an Occult roll (you're just searching your memory), so there's no MAP to your Fighting attack.
Angel - sorry I didn't make it clear in the last Round, but all you have to do is make a Push roll. Both the Athletic and Push rolls are Opposed, so you would have twice the chance of failing (in theory at least - but with a 12 and a 19, it's not very likely this time). I'm going with just the Push roll. Also for future reference, with a d12 Strength, you can lift up to 400 pounds (but not carry it very far).

Fortune Brav0 |

When I'm asking for information about the situation prior to announcing my PC's action, I sometimes make a roll, not being sure if a roll is necessary but figuring you can use it if it helps or ignore it if it doesn't. Either way, I'm not necessarily wishing the roll(s) to represent an action. If you prefer, I can ask for information and wait to see if you want me to make a roll and whether that roll is considered an action or not (I'm also okay with you making the rolls for me). That takes more posts but I can do it that way if you prefer.

Kathrine 'Hellion' Mordonus |

I know it's the weekend, but...Hellion, Angel?
I see my post in discussion got overlooked XD back in town now.
Hellion ducks under the swing attack turning with the blow and whipping her sword around her back in an acrobatic display before bringing the weapon up in an arc to strike at the now power-glove covered fist of the Gang leader hoping to get rid of the new problem out of the gate.
Fighting(Disarm-Hand): 1d12 + 1 - 4 ⇒ (12) + 1 - 4 = 9
Wild: 1d6 + 1 - 4 ⇒ (5) + 1 - 4 = 2
Damage: 2d8 + 1d6 + 1 ⇒ (6, 1) + (5) + 1 = 13
A little confused on the disarm rules cause it says I can either hit the object or the limb and that all changes stuff. I'm not sure if it'd be hitting the object or the limb in this case, cause like.. disarming a limb sounds more like chopping off a claw of a monster or something rather than disarming a power fist. Either way rules are split between page 99 and 100 for reference.

Fortune Brav0 |

@Hellion: You got an ace on that d12 roll.
I don't see anything in SWADE, but in some game systems, like Pathfinder, the disarm maneuver does not work on a gauntlet. But if you do enough damage, you can break the thing. And you did enough damage to break a knife, sword, or shield.

GM_ZenFox42 |

Fortune - thanks for the explanation of your process, I'll try to keep it in mind (but you know my memory...). In this case it didn't matter, all the rolls you made were Free Actions anyway. Keep doing things the way you've been, and I'll let you know if you do anything that requires a non-Free Action.
Right now, my rule is : anything that doesn't require any movement (Noticing something in a room or about a person, Academics, Occult, Science) and doesn't cause any effects is a Free Action.
Hellion - not overlooked, just saw no reason to reply...
I see the gauntlet as encasing his arm, so in this case you can't make him "let go" of it.
I agree with Fortune, you could try to break it - the "to hit" roll is the same.
ALL - a real post tomorrow, I promise!

GM_ZenFox42 |

Opposed roll to Angel's push :
Strength & Wild: 1d10 ⇒ 101d6 ⇒ 6
ACE!: 1d6 ⇒ 2 = 8 = Fail (Angel gets 2 Raises)
Hellion's Fighting Ace doesn't matter this time, since she got a Raise on the initial roll, and re-rolling the d12 wouldn't change anything. In addition, when Breaking Things, you don't get a d6 Raise die to damage. So that begs the question, is the d6 in your Damage roll a Raise die, or part of your normal damage? But please always try to remember to re-roll Aces.
Round 3 Summary (so far)
VeeSix swings his staff at ganger #2, who ducks under it.
Fortune stabs at ganger #5 with her dagger and draws a little blood, making the ganger cry out (Shaken).
Angel shoves ganger #1 into ganger #2, and they both fall to the floor.
Hellion strikes the leader’s gauntlet with her sword, but only manages to put a dent in it.

GM_ZenFox42 |

Ganger #1 tries to un-entangle himself from #2 and stand up :
Dexterity & Wild: 1d10 ⇒ 31d6 ⇒ 6
ACE!: 1d6 ⇒ 6
ACE! ACE!: 1d6 ⇒ 3 = 15, Success
He drops his gun, pulls out an energy sword attacks Angel :
Fighting & Wild: 1d10 ⇒ 11d6 ⇒ 2
But his swing goes wide.
He swings again :
Fighting & Wild: 1d10 ⇒ 41d6 ⇒ 5
But Angel side-steps it.
Ganger #2 tries to un-entangle himself from #1 and stand up :
Dexterity & Wild: 1d10 ⇒ 61d6 ⇒ 4 = Success
He drops his gun, pulls out an energy sword attacks Angel :
Fighting & Wild: 1d10 ⇒ 81d6 ⇒ 1
And hits, doing
Damage: 1d8 + 2d6 + 1d4 ⇒ (6) + (1, 5) + (3) = 15
But it doesn't get thru her armor.
He swings again :
Fighting & Wild: 1d10 ⇒ 31d6 ⇒ 2
But Angel ducks underneath it.
Ganger #4 shoots at Hellion :
Shooting & Wild,Wound: 1d10 - 1 ⇒ (2) - 1 = 11d6 - 1 ⇒ (6) - 1 = 5
ACE!: 1d6 ⇒ 6
ACE! ACE!: 1d6 ⇒ 1 = 12, Raise
Doing
Damage+Raise: 4d6 + 2 ⇒ (3, 6, 1, 6) + 2 = 18
2 ACES!: 2d6 ⇒ (6, 2) = 8
ACE! ACE!: 1d6 ⇒ 6 OMG...
ACE! ACE! ACE!: 1d6 ⇒ 4 = 30!
The beam hits Hellion in the chest, very close to her heart.
Hellion takes 3 Wounds. You can spend a Bennie to try and soak that immediately...
New initiative tomorrow!

Kathrine 'Hellion' Mordonus |

Hellion's Fighting Ace doesn't matter this time, since she got a Raise on the initial roll, and re-rolling the d12 wouldn't change anything. In addition, when Breaking Things, you don't get a d6 Raise die to damage. So that begs the question, is the d6 in your Damage roll a Raise die, or part of your normal damage? But please always try to remember to re-roll Aces.
The d6 is part of my normal damage, longsword does str+1d8, but my Melee Attack power(which is tied onto my sword) is Str+d6 and i get an additional +1 because it's my trademark weapon. So it combines into Str(1d8)+1d8+1d6+1 as per the writing in the Super powers book(strength doesn't get doubled up). So the total damage to the gauntlet is 13 which like Fortune said is enough to break anything listed in the core book so the fact that it only 'dented' the gauntlet is kind of insane.
Also just noticing that all the gangers are getting wild dice, which means they're ALL wild cards and thus have multiple wounds.Soak: 1d10 ⇒ 9 Raise, so soak 2 wounds leaving me with 1 and shaken, will wait for new round to do further

GM_ZenFox42 |

Round 4!
Engagements
Ganger #1 and Angel
Ganger #2 and Angel
Ganger #3 shooting at Hellion
Ganger #4 and VeeSix
Ganger #5 and Fortune
Ganger Leader and Hellion
Modifiers
Anyone attacking ganger #5 gets a +3 to their attack.
Hellion is at -1 to all rolls.
Ganger #4 is at -1 to all rolls.
Initiative
Hellion – JOKER! +2 to all rolls, everyone gets a Bennie!
Fortune – KC
Sentry - QS
Angel - QD
Rashomon – JS
Gang – 5S
VeeSix – 2C
Everyone but VeeSix is up!

A.N.G.E.L. |

Trying something completely different. Please tell me how you want to handle it.
Angel reaches out and puts a hand on the back of each of gangers 1 and 2, and bangs their heads together. Not hard enough to do any permanent damage, but enough to shake them up and maybe render them unconscious.

Kathrine 'Hellion' Mordonus |

unshake(free): 1d8 + 2 - 1 ⇒ (7) + 2 - 1 = 8
unshaken, -1 due to wound
Hellion staggers back from the laser blast that managed to tear through her hell-infused body armor and scorch her red skin.
She coughs at the sudden heat and follows the shot back with a deadly calm. "Lucky shot."
In a flash she leaps towards the ganger, her oncoming blade searching for bone.
Free attack from the leader, but I feel like we need to chew through the chaff to gangup on the main man
Fighting(+joker+gangup(veesix)-wound): 1d12 + 1 + 2 + 1 - 1 ⇒ (8) + 1 + 2 + 1 - 1 = 11
Wild: 1d6 + 1 + 2 + 1 - 1 ⇒ (3) + 1 + 2 + 1 - 1 = 6
Damage: 2d8 + 1d6 + 1 ⇒ (6, 2) + (3) + 1 = 12
incase of raise: 1d6 ⇒ 5
if raise that's 17 damage 12 if not to ganger 4, does joker go to damage as well or just trait rolls?

Fortune Brav0 |

Seeing that the ganger she attacked is still blinded, Fortune steps back, draws the 2 of pentacles from her tarot deck, concentrates, and sends out little cartoon-like tornadoes that affix to each gang member and the leader before blending into their heads causing difficulties with their fighting or shooting skills.
Focus: 1d10 ⇒ 4
Wild: 1d6 ⇒ 3
Spend a benny to reroll this.
Focus: 1d10 ⇒ 5
Wild: 1d6 ⇒ 6
Wild, ace: 1d6 ⇒ 2
Result = 6 + 2 = 8 = raise
Power: Lower trait of the gang and gang leader, fighting if the target is using melee attacks, shooting if the target is firing a ranged weapon. PP: 2 for the basic effect + 5 (+1 per additional target) +2 (any trait) = 9; well below the super sorcery limit.
Effect: Fighting or Shooting trait of each enemy is lowered by 2 die types (to a minimum of d4). This lasts until the end of the target’s next turn.
"You are now the gang who can't shoot straight or fight your way out of a paper bag! Ha!"

A.N.G.E.L. |

Angel attempts to slug ganger #2 in hopes of stunning him. She hopes to withdraw from melee so she can go ranged with her weapon.
Fighting: 1d6 ⇒ 4 Wild: 1d6 ⇒ 6 Ace!: 1d6 ⇒ 6 Ace!: 1d6 ⇒ 2
Damage: 1d12 ⇒ 10
I should have tried the maneuver! Oh well.

GM_ZenFox42 |

Hellion attacks ganger who shot her (#4), her blade slicing in-between his ribs deep into his chest. He falls down, dead.
Since Hellion moved away from the leader before Fortune's action, his Free Attack is not affected by her spell.
The gang leader takes a punch at Hellion as she leaves him :
Fighting & Wild: 1d10 ⇒ 21d6 ⇒ 4
But her sudden departure caught him off-guard, and he reacts too slowly to hit her.
Fortune's spell affects every ganger until the end of their next Turn (which is about to happen).
Angel's attack knocks the wind out of ganger #2 (Shaken).
I just realized I failed to update my combat status document for Round 2, so it's in no shape to handle the gangers' attack on you this round. It will take me some time to get the document in order, so I'll make the gang's actions tomorrow.

GM_ZenFox42 |

Turns out I unknowingly had two copies of my combat status document, one of which was much older than the other, which was up-to-date, so it didn't take long to get it in order.
Ganger #1 swings his sword at Angel :
Fighting & Wild: 1d6 ⇒ 21d6 ⇒ 6
ACE!: 1d6 ⇒ 3 = 9, Raise
And slices into her arm :
Damage: 3d8 ⇒ (3, 6, 2) = 11
But doesn't get thru her armor.
Ganger #2 tries to recover from Angel's hit :
Spirit & Wild: 1d10 ⇒ 31d6 ⇒ 3
But remains rattled.
Oops, it was ganger #3 that had shot at Hellion, who she killed. Looks like ganger #4 didn't take an action last turn, either. Oh well.
Ganger #4 attacks VeeSix with an energy sword :
Fighting & Wild, Wound: 1d6 - 1 ⇒ (6) - 1 = 51d6 - 1 ⇒ (5) - 1 = 4
ACE!: 1d6 ⇒ 6
ACE! ACE!: 1d6 ⇒ 3 = 14, Raise
Thrusting the blade point-first into his chest :
Damage: 3d8 ⇒ (4, 3, 5) = 12
But it bounces off his skin.
Ganger #5 tries to shake off Fortune's blindness :
Vigor & Wild,Strong: 1d10 - 2 ⇒ (10) - 2 = 81d6 - 2 ⇒ (6) - 2 = 4
ACE!: 1d10 ⇒ 10 What a waste...
ACE! ACE!: 1d10 ⇒ 6 = 24, Raise
And attacks Fortune with an energy sword :
Fighting & Wild: 1d6 ⇒ 21d6 ⇒ 6
ACE!: 1d6 ⇒ 4 = 10, Failure
But his swing goes wide.
The gang leader roars at Hellion "Fight me, you coward!", runs over to her, and attacks her with his gauntlet :
Fighting & Wild: 1d10 ⇒ 101d6 ⇒ 5
ACE!: 1d10 ⇒ 2 = 12, miss
But she backsteps at the last second and he misses.
TL;DR :
Ganger #1 hits Angel, but does no damage.
Ganger #2 remains rattled by Angels’s blow.
Ganger #4 attacks VeeSix, but the blade just bounces off his chest.
Ganger #5 shakes off Fortune’s blindness and attacks her, but his swing goes wide.
The gang leader attacks Hellion, but she steps out of the way.
VeeSix is up!

VeeSix |

Six looks down at the blade that goes across his armor as if it were a gnat. ”You will have to try harder than that.” He then brings his pain staff down hard across the ganger’s hands. Unfortunately the ganger is tougher than he looks, so Six also adds a kick to the knees, but the bad guy’s defenses are better than his offense.
Fighting to Disarm, Strike Hands, MAP: 1d10 - 4 ⇒ (3) - 4 = -11d6 - 4 ⇒ (5) - 4 = 1
Fighting to Kick the Legs, MAP: 1d10 - 4 ⇒ (4) - 4 = 01d6 - 4 ⇒ (3) - 4 = -1