
DM ShadowBloodmoon |

As far as I am aware, that is rules as written. Only rolls made specifically for the Dramatic Task can mess up the whole operation. Non-task rolls and Support rolls don't count towards that. You are welcome either way, I want to make sure every one can do something.
Round Two So Far: 13/18. Barbara?
Round 3 Draws
Ounce-5D
Gummitch-8D
Burgurk-JD
Barbara-AD
Bart-Joker +2 on all rolls this turn
Terry-7D
Your luck is starting to look up. No Complications and a Joker, Barbara can post her Round 2 Round 3 actions in the same post, else everyone else is up again. Last round!
Captain Tiller is hesitant to let go of the wheel, but he's know Burgurk for some time now and trusts his judgement. "Alright, let's get her through this. We should be there soon."

Bart Swanson SWRifts |

Something goes "Thunk" and the craft loses some altitude. Bart feels something on his leg and sees a little spray of liquid. He touches it, sniffs it and crinkles his nose. "I just cleaned these damn boots! There's a hydraulic leak here.. i'm on it..."
He pulls more tools out and bends awkwardly down to work...
repair: 1d6 ⇒ 5
wild: 1d6 ⇒ 5
Ah. gonna take that. We should be able to make it. Might need the Benny later.
"Just a loose bolt. No worries, all better now."

Barbara Lance |

Holding on to one of the security straps, Barbara tries to stay loose while the plane rocks and the pilot makes a really dangerous turn in a thunderstorm, putting huge stresses onto the frame while it's taking lightning. It's the kind of maneuver that causes a plane's wings to shear off. Being a somewhat skilled pilot herself, she's keenly aware of the risks. The regular lightning hits probably aren't doing the plane's electronics any favors, either, in addition to the chance of an engine fire.
Electronics, weather: 1d6 - 2 ⇒ (6) - 2 = 4
Wild die, weather: 1d6 - 2 ⇒ (6) - 2 = 4
Electronics exploding: 1d6 ⇒ 5
Wild die exploding: 1d6 ⇒ 3
Total 9.
I have no idea what kind of action a mundane person can actually take that will substantively do anything under these conditions, so... whatever.

DM ShadowBloodmoon |

"I just put that back together!", Tiller calls from the cockpit as Bart attempts to repair the hydraulic line. Barbara notices a few wires that had become uncoupled from their housing. She quickly places them back where they belong and reseals the access panel. There are less blinking warning lights from the control panel.
15/18. Barbara, you still have a round 3 action. Three more tokens needed and four of you are left.

Gummitch |

As the helicopter gets close to landing, Gummitch slips out the back cargo ramp and aided by Ounce's darksight, he scouts for an area with a level place to land without nearby trees or other obstacles.
Athletics: 1d10 ⇒ 3
Wild: 1d6 ⇒ 1
Modifier -2 (weather)
Spending a benny.
Athletics: 1d10 ⇒ 4
Wild: 1d6 ⇒ 6
Wild, ace: 1d6 ⇒ 3
Modifier -2 (weather)
Result = 6 + 3 - 2 = 7
He communicates via comm unit to direct the landing.

Ounce Felicitas |

Faith: 1d10 ⇒ 4
Wild: 1d6 ⇒ 5
Seeing the pilot showing signs of fatigue Ounce concentrates and tries to relieve him of this problem. However, a sudden surge of wind makes her slide into a wall and disrupts her concentration.
She only missed by 1, so if someone can aid her, she can at least get a success. Maybe just an athletics roll to help her stay steady as she begins to power up.

DM ShadowBloodmoon |

Through the blowing snow, Gummitch spots a small valley between two hills that has an area just big enough that the Techno-wizard helicopter can fit into. Tiller nods quickly. "I see it!" The usually chipper pilot is focused now, fatigue setting in. Ounce notices this and coaxes a few healing spirits to help guide Tiller just a bit longer.
16/18, Barbara, Terry and Burgurk are still up!

Burgurk |

Ok, so we've both got to get at least a Success...no pressure...
Burgurk spots a tall tree on the top of one of the hills that the pilot must have not noticed because of his fatigue. Burgurk sees that there's a chance that the helicopter might graze it during the descent.
He activates his his Mega Telekinesis :
Psionics & Wild: 1d12 ⇒ 51d6 ⇒ 4 = Success
and pushes upwards on the bottom of the helicopter with his full 1000 pounds of force, hoping he can lift it just enough to clear the tree, which he seems to do.

DM ShadowBloodmoon |

Actually, with the -2 difficulty, those are not successes. It's up to Barbara and Terry, unless you want to spend a Benny and reroll that.

Barbara Lance |

Pilot, weather: 1d10 - 2 ⇒ (10) - 2 = 8
Pilot exploding die: 1d10 ⇒ 8
Wild die, weather: 1d6 - 2 ⇒ (4) - 2 = 2
Total of 16.
Barbara finishes patching the electronics and moves up toward the cockpit.
"The reciprocator's straining. Try coming in at a fifteen degree angle!" she shouts over the roar of the engines and the wind spirits. "Let the wind do the work of stabilizing the rotation!"

DM ShadowBloodmoon |

@Terry, you can still add something, but Barbara came in with the clutch roll. @Bart, yes a Support roll is still an action.
Tiller pulls the cyclic hard back and the control stick a hard right. Suddenly the wind shifts and soon you are above the storm. The techno-wizard helicopter comes down at an angle and then levels out in the valley that Gummitch pointed out. While the storm is still ongoing, you at least found a clear spot in the wind and land without so much as a bump.
"Another exciting landing!", Captain Tiller calls back. "I'll batten her down while you guys go and do your thing. We're about 2 klicks south of their location. Even with the weather, you should make it in less than an hour. Make sure that your armors' heaters are on." He then goes to detach Barbara's Glitter Girl from its harness.
How do you want to proceed?

Ounce Felicitas |

"I can give everyone the ability to see in the dark, if you don't already do that," Ounce explains. "It lasts about an hour, so hopefully long enough to get us there. I can also make any of us invisible and/or fly, if that will help, but only for about a minute. Gummitch can fly on his own and can scout. I'll renew his darksight. He's good in a fight, but not always the best at strategy, so feel free to make suggestions."

Gummitch |

Gummitch nods, as he listens to Ounce in snow leopard form, comfortable in the cold.
Let me know if the cold is intense enough to require some help for Gummitch beyond his natural form. Ounce can cast environmental protection on him if needed.

DM ShadowBloodmoon |

@Gummitch-As far as the rules go, every four hours spent in the cold requires a roll. However, if you have a suit of Environmental Armor on, your get a +4 to resist. The blizzard is about 10 degrees, which means all Vigor rolls for cold are at -2. Snow leopards are not immune to cold, they resist it, but Gummitch is immune to cold already. He has the Nigh Immortality feature from being a dragon.
@All- I did a check to see who has environmental armor and who doesn't. Burgurk and Bart are wearing Huntsman armor which is not environmental armor. They will need help. Ounce is wearing Adventure TW Armor, which is not EBA, but it does give her a +2 to resist the cold. Gummitch is immune, as I mentioned before. Barbara's GG makes her immune to the cold because of the ECC in it. Terry's Cyber-Knight Armor is EBA, so he will get a +4 to resist. To summarize, without help from Ounce and with the cold penalty:
Bart Vigor -2
Burgurk Vigor -2
Barbara Immune
Ounce Vigor
Gummitch Immune
Terry Vigor +2
This is of course assuming that it takes you four hours to get there. Depending on your rolls, it could take you far less. If Ounce uses her Environmental Protection Magic, she can protect the four of you who need it for an hour on the first casting for 5 PP. Each additional hour is 1PP to sustain.
The next task is a Quick Encounter to navigate the 2 kilometers towards your destination. How you approach is up to you, but because of the blizzard and lack of visibility, all rolls are at -2. I would suggest that at least one of you uses Common Knowledge, Notice or Survival to navigate. Otherwise, any one can go at any time and narrate how they are helping during the trek. It is not 'dangerous' per se, as you will not get wounds from failing. However it could delay your arrival depending on how you roll. This will determine how you encounter the bad guys.
One more note: Even though it is hard to see, it is still daylight out.
You pack up your gear and prepare yourself for travel. You spot a low area that can lead you out of these hills and closer to your destination. While you know that it is only two kilometers, it is two kilometers in a blowing snow storm and with everything covered in a white blanket, navigation will be difficult at best.

Burgurk |

DMSBM - I vaguely recall Jingu/Josiah creating me some special armor to increase my Toughness. I think it had some other special qualities, but I can't be sure. I'll look for those posts later on, just wanted you to know...

DM ShadowBloodmoon |

I knew he added flight, but I don't see on your sheet what else he may have added.

Bart Swanson SWRifts |

Bart grabs any extra cloth for another layer, preferably white, and heads out to check out the terrain.
Looking at the map he tries to figure out the best path but also bases it on a little scouting ahead to check possible ravines or similar features that would slow them down.
survival-penalty: 1d6 - 2 ⇒ (4) - 2 = 2
wild-penalty: 1d6 - 2 ⇒ (4) - 2 = 2
Bart trudges back to the group, swearing about the cold, wet and some horrid terrain overall...

Ounce Felicitas |

Ounce feels the cold through her armor and decides that even if they are able to bag the mission objectives quickly, it will be much more comfortable to not have to worry about the cold. So she casts a spell to keep everyone toasty warm despite the cold.
Faith: 1d10 ⇒ 10
Faith, ace: 1d10 ⇒ 2
Wild: 1d6 ⇒ 4
Ounce concentrates for a moment and there is a faint image of a bonfire in the middle of the group and the light from the bonfire then focuses on each person receiving the benefit and fades as the protection begins. She give the effect to herself, Bart, Burgurk, and Terry.
I don't think there is any advantage to the raise unless some new environmental hazard threatens points of damage, in which case this spell protects against 6 instead of 4 with a raise.
Ounce's mystic training has prepared her for such situations and the harsh conditions are not as limiting for her senses as for most. She focuses on watching for signs of a path or of trouble.
Notice: 1d8 ⇒ 4
Wild: 1d6 ⇒ 6
Wild, ace: 1d6 ⇒ 6
Wild, ace^2: 1d6 ⇒ 2
Modifier: +2 (Alertness) - 2 (weather)
Result = 6 + 6 + 2 + 2 - 2 = 14
Note: Ounce also has Danger Sense.

Gummitch |

Gummitch takes his dragon form once outside and flies slightly above and ahead of the group as a scout. By nature, however, he has some trouble keeping focused and tends to get distracted by things. His sense of common knowledge is also diminished as the doesn't always pay attention when there is something useful to be learned from a situation.
Common Knowledge: 1d6 ⇒ 2
Wild: 1d6 ⇒ 1
Modifier: -1 (Clueless)
The novel experience of flying in a snowstorm is unlike anything he has ever experienced, so he knows nothing that could help him anticipate trouble.

DM ShadowBloodmoon |

You are right Bart, that will bring you up to a success. Four successes so far. Only two more are needed for the task to succeed. Ounce's spell will last until you arrive. I'm giving the extra duration due to the high roll. Burgurk, Terry, Barbara?
Ounce's powerful communion with the winter spirits allow her to create a space of relative warmth for her and her team, despite Gummitch's playful antics in the blowing snow. During brief glimpses through the blizzard, Ounce can make out what appears to be a dark shape, boxy and with large wheels. It is very far away however, so it is difficult to determine what type of vehicle it is or who it belongs to. She knows they are on the right track, the spirits of the wind confirm to her.
Bart is busy focusing on keeping his feet in front of him and following the terrain, matching it with the map of the area. In this world, maps can be changed in a matter of minutes by Rift activity, but he is sure-footed and knows his way around the wilderness.

Burgurk |

"Thanks, Ounce, for that magical protection."
Burgurk uses his goggles to help steer the group thru the blizzard (+2 to Notice rolls) :
Survival & Wild,-2 storm,+2 goggles: 1d6 ⇒ 11d6 ⇒ 3
But still manages to lose his direction.

DM ShadowBloodmoon |

Still need two more successes. Barbara, Terry?
While Ounce’s spell helps you keep relatively warm, being able to see through the blowing snow is another story entirely. Hills become just large drifts of snow that you drop through and what appears to be an open plain is in fact a frozen pond. The going is tough, but you know you are getting closer because over the wind you can hear the unmistakeable sound of a fusion engined vehicle.

Terry Jamieson |

Survival: 1d6 ⇒ 6
Wild: 1d6 ⇒ 6
Survival Explode: 1d6 ⇒ 4 =10
Wild Explode: 1d6 ⇒ 6
Wild Explode: 1d6 ⇒ 6
Wild Explode: 1d6 ⇒ 2 =20 4 raises
Thinking back on his training, Terry seems to start leading a direct path to locations that can be used to break the wind and warm up slightly.

DM ShadowBloodmoon |

Wow! Terry for the win!
Seeing his companions having so much difficulty with navigating the whiteout conditions, Terry recalls a time he spent in the Allegheny Mountains, learning how to survive with next to nothing and get back to civilization. Soon, you find better footing and a path that leads you to where the vehicle is located. They are in a too small for the vehicle cave to protect themselves and their cargo from the wind and cold. The vehicle is a Northern Gun model, AT46 Mammoth, There are several people around it, all armed and armored and the main gun on top is manned as well. It is too difficult to see into the cave and what might be in the cargo bay, but your guess is that it is more slaves. There is one person who seems to be their leader barking orders, judging by his gestures. His armor looks better kept than the others and the sidearm on his hip looks rather fancy. So far, due to the blizzard, they have not noticed you.
I’ll leave the distance up to you. You can get within 20 meters before they automatically see you, unless you Stealth of course. From what you can see, besides the vehicle, there are at least 20 soldiers, but you cannot tell their affiliation. If you choose to initiate an attack, you will have The Drop on them for the first round.

Ounce Felicitas |

Ounce will use her innate ability to detect supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight.
One of her ideas for how to proceed is for her to create an illusion of something that will draw part of the force off away from the vehicle and cave, either something threatening, like some rift monster, or an illusion of slaves escaping the cave. Or someone could set off some explosives in one direction and then she can do an illusion of something that might have caused the explosion.

Ounce Felicitas |

Very quietly on comms, "This weather can help us out. Shouldn't hinder us trying to sneak past as much as it will hinder them from seeing us. Especially with a little ounce of help!"
"Better to set one person up to sneak in for recon and then report back. I'd hate for all of us to get in and then have to fight our way out."

DM ShadowBloodmoon |

Group Notice w/ Leader, Blizzard: 1d6 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (3) - 2 = 1
Bart moves up through the blowing snow, the rest of the team staying behind in wait. Barbara sets up her GG far enough back to provide long ranged artillery, if needed. Meanwhile, Ounce settles into a trance, listening for signs of the supernatural, but other than Gummitch and herself, she doesn’t sense the mages that command mentioned, only the ambient power of the energy that permeates this world. There does seem to be a concentration of that power coming from the cave, but not from any particular person.
As Bart uses the small hills and outcroppings for cover, he makes his way to the outside of the cave, He does indeed count about twenty men, all in armor. The markings on them are disparate. Nothing that ties them as a particular unit. He cannot hear what they are saying to each other, as they have their helmets on. While there are a lot of them, they don’t appear to have much in the way of military training. They gaggle about, most of them not really paying much attention.
When Bart arrives at the cave entrance, where the large vehicle is parked, he sees that there are three men herding what appears to be another thirty individuals around a fusion furnace, in the pretense of keeping them warm, as they do not have the luxury of environmental armor. Several of the prisoners are blue skinned Faelerin.
Bart is hiding behind a stack of crates when he realizes that the men are starting to load the prisoners into the vehicle.
What next?

Ounce Felicitas |

"No mojo in the lot out front," Ounce whispers into her comm. "Some inside the cave but I'm not sure what. Let me know if you want an illusion to distract these grunts."

Bart Swanson SWRifts |

Bart quietly reports in.
"About 20 of them total, not professionals. no cohesive uniform. They are pretty lax. Bored even. About thirty prisoners, some the blue skinned ones in there, huddled around a furnace. None have enviro protection. We should be able to put a plan together to handle these bozos fast. We'll need to keep the transport in one piece for the prisoners though... wait.. hold on... ah crap, they're starting to move the prisoners towards the transport. It's going to have to be a quick plan. An illusion might help, these seem like idiots."

Ounce Felicitas |

"One bad-a$$ illusion coming right up," Ounce whispers into her comm and then starts concentrating.
She can place the illusion anywhere within 12 yards or 36 feet of herself. The illusion must fit within a volume equal to a medium blast templates or 8 yards or 24 feet in diameter. So she places it as close to the vehicle as she can, which I figure would be about 25 feet or 4".
Psionics: 1d8 ⇒ 3
Wild: 1d6 ⇒ 1
Spending a Benny to reroll that.
Psionics: 1d8 ⇒ 2
Wild: 1d6 ⇒ 6
Wild, Ace: 1d6 ⇒ 4
She puts 6 ISP into it, which makes it have sound as well as image and an extra -2 to disbelieve. Since she got a raise on the casting, it is -4 to disbelieve.
Out of the darkness, a hulking monster appears, with sparks of electricity coursing over its dark form, illuminating various spikes and jagged edges. Its eyes glow violet-blue and sparks and jagged teeth fill its maw that is easily big enough to swallow a person. It roars to get everyone's attention as it slowly advances. The crackle of electricity hums around it. It is 24 feet tall and about as wide with unusually long arms.
I can produce a crude map if you wish.
Ounce concentrates on the illusion, planning to try to make the illusion appear to be hit as bullets are fired at it, although only really big ordinance will appear to do it much harm.

Gummitch |

Gummitch prepares for action, first by going invisible. His plan is to move close to the illusion and then spit lightning to make it look like the bolts are coming out of the illusion's mouth.
Spellcasting: 1d8 ⇒ 7
Wild: 1d6 ⇒ 5
Success. Any action taken against him that requires sight is made at −4.

Burgurk |

Sorry for the absence, I got sucked into a personal project.... I would have had Burgurk say he's doing this, but since the attack has already begun...
At the moment Ounce activates her illusion, Bugurk targets the group with a mental bolt, centered on the leader :
Force Bolt, Improved Force Bolt, Force Blast, Rapid Force Bolt, and Selective :
- 5d6 MegaDamage (6d6 on Raise) for 2 ISP
- SBT for 1 ISP, MBT for 2 ISP, LBT for 3 ISP (I will assume an LBT is needed unless GMSBM says otherwise, thanks!)
- ROF2 for 1 ISP
- Enemies only for 1 ISP
So, for 7 ISP out of my 35 :
Psionics & Wild: 1d12 ⇒ 21d6 ⇒ 3
Psionics & Wild: 1d12 ⇒ 91d6 ⇒ 2
Damage+Raise: 5d6 + 1d6 ⇒ (6, 2, 6, 4, 1) + (6) = 25
ACES!: 3d6 ⇒ (1, 5, 3) = 9 = 34 damage
[ooc]We are 10" away from them, my max range is 16", and my Blast extends 3" from there - I'll place it for maximum effect among the bad guys I can see (weird - for some reason I can't "close" this ooc).
If The Drop applies, the first attack would hit as well. Please let me know...)

DM ShadowBloodmoon |

Bad Guy Leader Notice to Participate in Surprise Round, Need a 6: 1d8 ⇒ 11d6 ⇒ 1
Bad Guy Henchmen Notice to Participate in Surprise Round, Need a 6: 3d8 ⇒ (5, 7, 3) = 15
Bad Guys Goons, Notice to Participate in Surprise Round, Need a 6: 17d6 ⇒ (4, 2, 3, 1, 4, 6, 2, 5, 2, 4, 1, 2, 6, 1, 1, 6, 3) = 53
Slaves, Notice to Participate in Surprise Round, Need a 6: 23d6 ⇒ (1, 6, 2, 6, 6, 2, 3, 1, 3, 2, 6, 1, 4, 6, 5, 1, 4, 3, 3, 2, 4, 5, 4) = 80
The fight is on! Round 1 (Surprise) Initiative Draws:
Slaves (x5)-AS
Bart- 10H- On Hold
Bad Guys Goons (x3)- 10D
Barbara- 10C- On Hold
Burgurk- 9H- Hold Used
Ounce- 6D- Hold Used
Gummitch- 5D- Hold Used
Terry- 4C- On Hold
Bad Guy Henchmen (x1)- 3H
Bad Guy Leader- None, 0 Benny Remains, Incapacitated
Bad Guy Henchman (x2)- None
Bad Guy Goons (x8)- None
Slaves- (x18)- None
GM Bennies-6
Suddenly, as if a Rift opened in the middle of the blizzard, a creature out of someone’s nightmare appears and starts roaring at the gathered men. They start to panic and grab for their weapons as the leader starts trying to organize a defense.
The creatures bellows and terrorizes the guards while Gummitch moves unseen to a space behind it, ready to fire his lightning powers.
Burgurk LBT, Two Blasts, One with Raise, How Many did he hit?: 1d8 + 1 ⇒ (1) + 1 = 21d8 + 2 ⇒ (4) + 2 = 6
Leader Soak 4 Wounds: 1d6 ⇒ 11d6 ⇒ 4
Leader Soak Second Blast: 1d6 ⇒ 31d6 ⇒ 4
Leader Incapacitated Roll: 1d6 ⇒ 61d6 ⇒ 6
Leader Incapacitated Aces: 1d6 ⇒ 51d6 ⇒ 3
Raised Wound: 2d6 ⇒ (5, 5) = 10- Twisted Ankle, 24 Hours
Meanwhile, Burgurk targets the leader with his psychic blasts, sending him and several of his men flying about. None of them get back up.
Burgurk, yes, with the Drop, you hit both times and with some deadly accuracy. The leader and 6 of his goons are down.
Burgurk, Ounce and Gummitch have used their On Hold Action. Bart, Barbara and Terry are on Hold a may go at any time. I am going to hold on the small group of slaves’ action to see if either of you want to interrupt them.

DM ShadowBloodmoon |

Taking a quick peek over the crate, Bart notes that there are two men commanding ten other men to corral the slaves while the rest try to fight off the monster.

Bart Swanson SWRifts |

Too many to charge into thinks Bart. While they are concentrating on moving bodies, Bart will try to stealthily toss one of his lovely new frag grenades into a clump of the defenders.
athletics: 1d6 ⇒ 3
wild: 1d6 ⇒ 2
ouch!: 4d6 ⇒ (2, 6, 2, 2) = 12
After getting a premonition of disaster Bart Bennies that...
athletics: 1d6 ⇒ 1
wild: 1d6 ⇒ 6
wild xplode: 1d6 ⇒ 6
wild xplde 2: 1d6 ⇒ 2
ouch!: 4d6 ⇒ (3, 6, 3, 5) = 17
damage xplode: 1d6 ⇒ 5
damage raise: 1d6 ⇒ 6
ouch, gonna suck for someone: 1d6 ⇒ 5

DM ShadowBloodmoon |

Bart’s Frag Hits LBT, Raise: 1d8 + 2 ⇒ (8) + 2 = 10
Goons Evade x3, need a 6: 3d6 ⇒ (5, 6, 4) = 15
Slave Evades, Need a 6: 1d6 ⇒ 4
Bart tosses in a frag grenade just right, setting it in the middle of a group of soldiers. As it goes off, several of them hit the deck, the hyper speed fragments shredding armor and flesh alike with ease. Unfortunately, one of the slaves is hit, but eight of the soldiers are now down, another one trying to get back to his feet after diving under the truck.
Slaves Fighting, Gang Up, Need a 3: 4d6 ⇒ (5, 1, 1, 4) = 11
Slave Kick Damage: 1d6 ⇒ 11d6 ⇒ 6
Slave Ace: 1d6 ⇒ 5
Some of the slaves are quick enough to rush the henchman trying to get back up. Even with their bound hands, they are able to kick at the downed figure, but their feet are no much for his armor.
Shaken?: 1d8 ⇒ 1
He fights back, trying to take push them away, but he is unable to make any ground as he is too dazed from the explosion.
Round 2 Initiative Draws:
Barbara- On Hold
Terry- On Hold
Slaves (x22)-QC-
Gummitch- 10S
Ounce- 9C
Bart- 8C
Bad Guy Henchmen (x3, One Shaken)- 5S
Burgurk- 4C
Bad Guys Goons (x2, In Vehicle)- 2C
Bad Guy Leader- None, 0 Benny Remains, Incapacitated
Bad Guy Goons (x15)- Incapacitated
Slaves (x1)- Incapacitated
GM Bennies-6
The slaves continue to harass the remaining soldiers, even climbing on the truck and trying to get to the men inside. This is making it near impossible to get a shot in without hitting one of the slaves.
Slave Group Test, Fighting: 1d4 ⇒ 41d6 ⇒ 6
Aces: 1d6 + 1d6 ⇒ (6) + (3) = 9
Henchmen resist Test, need 15: 3d8 ⇒ (1, 6, 3) = 10
Goons resist Test, need 15: 2d6 ⇒ (2, 5) = 7
All that remains are the three henchman, one of which is Shaken, and the two goons driving the truck. They are all distracted (-2). The are also 22 slaves left. Barbara and Terry are still on Hold. Gummitch, Ounce and Bart are up!

Bart Swanson SWRifts |

"Only a few left, come in and join the fun!"
He pills his vibro blade and takes a slash at one of the goons on his way to the vehicle.
fighting: 1d10 ⇒ 2
wild: 1d6 ⇒ 1
mega damage, AP 8: 2d8 ⇒ (2, 3) = 5
He's secretly glad no one else on the team saw that...

Barbara Lance |

After what happened last time, Barbara is leery of getting into a position where enemies can target her, but she advances anyway into the fray, ready to use the power armor's fists and kicks.
Fighting: 1d8 ⇒ 1
Wild die: 1d6 ⇒ 4
The Glitter Boy armor looms out of the snow over the truck, coming up behind the D-Bees as they swarm the truck's cabin, and reaches down to grab the roof of the truck.
Not a good enough roll to hit anything, so just moving into melee range.

DM ShadowBloodmoon |

I’m going to bot Terry as he said his posting might be intermittent until the 15th of this month.
As Barbara’s Glitter Girl looms out of the blinding snow, panic begins to set in with the remaining soldiers. One of them is taken by surprise by Bart, but his skill in hand to hand is evident as he easily blocks Bart’s strike with his armored arm. Terry rushes in to defend the slaves from any retaliatory attacks, not that many are coming.
Terry Runs in and takes the Defense Action. Ounce and Gummitch, it’s up to you what to do next!

Ounce Felicitas |

Ounce draws some power and directs it at the two goons in the cab of the vehicle.
Faith: 1d10 ⇒ 2
Wild: 1d6 ⇒ 4
The cab suddenly is filled with a bright light accompanied by a loud blast of sound of a choir singing at maximum volume, designed to leave the two goons stunned.
4 PP spent drawn from her psionic pool and transfered to her super power pool: 2 for the Stun power +2 for an area centered to just affect the two in the truck. A successful casting means the victims must make a Vigor roll (at −2 with a raise on the arcane skill roll) or be Stunned.
She while she does this, she lets the illusion just continue to make threatening gestures and noises, since no one is shooting at it.