Perception test, just in case this is necessary (but I should be able to see the spirit, only Devo has his back to him)
Sensor(3) + Perception(2) + hotsim(2) + control rig(2) - wound modifier(2) = 7 dices -> 7d6.hits(5)=2
too little to beat the ambush roll.
if I can shoot him, I'll be shooting the ambusher, if no, I'll be shooting Fresh bug. Tired bug, has no actions anyway.
Aimed (called for damage) shot, then wide long burst.
aimed shot sensor(3) + gunnery(3) + ballistic specialization(2) + hotsim(2) + control rig(2) + smartlink(2) -called shot for damage(4) - wound modifier(2) = 8 dices -> 8d6.hits(5)=2
damage (assuming it hits) are 5P + 4 for called shot + 1 for explosive ammo = 10P + net hits over first.
long wide burst sensor(3) + gunnery(3) + ballistic specialization(2) + hotsim(2) + control rig(2) + smartlink(2) - wound modifer(2) = 12 dices -> 12d6.hits(5)=3
damage (assuming it hits) are 5P + 1 for the explosive ammo = 6P + net hits over first with -5 to dodge
ammo left 18 -6 for IP1 = 12 left in clip
I'll need to reload after this turn.
Resolving v. Bugout.
Full dodge, partial cover 10d6.hits(5) → [6,3,6,6,1,4,1,6,4,6] = (5) dodge is good
2nd dodge 4d6.hits(5) → [1,3,1,1] = (0) CRITICAL GLITCH spends last edge to downgrade to glitch.
9P isn't enough to beat its ItNW, but... glitch on dodge. I'll end full dodge early.
Bugout has burned both actions this pass, is 1P from disruption and has no edge.
Holland starts coughing and laughing and turns toward Fresh Bug who had just vomited the noxious spray all over him.
He casts Levitate F7 14d6.hits(5) → [1,3,3,5,6,5,1,5,5,5,3,6,2,1] = (7)
Soaks 4S - 13d6.hits(5) → [2,6,4,1,3,5,4,2,6,2,3,3,5] = (4)
Bug resists - 11d6.hits(5) → [3,3,4,3,4,5,5,3,1,4,2] = (2) edge reroll 9d6.hits(5) → [3,5,4,2,2,6,5,5,6] = (5) Lucky duck.
Fresh Bug turns on Machete and uses his Fear Power. 6d6.hits(5) → [4,4,6,1,4,6] = (2)
[15]Bug astral [11]Dodge bug[11]CodeMonkey[ 11]Crossbow [10]Holland [9]Fresh bug [5]Devo[?]Machete - also need a willpower roll, looking for 2