Rolled 14, 10 = 24 (2d20)
>>6085985After the upgrades, the IFV was barely meeting the energy requirements and the Gear was slightly teeter-tottering to the left. All and all, a job done good enough now is better than a job done perfect tomorrow. The team got an emergency assignment to capture/eliminate the weapon firing nuclear shaped charges at the command ship before a recovery (or a softer crash landing) becomes impossible.
The PG could now keep up with the speeding IFV with its mobility enhancers, so the team went headlong towards the anti orbital weapon.
>Rolling two dice for the IFV and the Power Gear navigating through the Peacekeepers, -3 malus for rushing in without scouting.