Problem solved. Let's roll!
I will set up a defensive perimeter around the APC and keep my eyes peeled for any signs of an ambush or snipers
(1) You're ambushed by no less than 3 foes! (5 vs 6, 2, 1) One of them fires at you before you get a chance to shoot! (5) Holy heck that's some shot. (1) It hits you square in the (6) head (3) for one damage. You fire back (4) pretty accurately for someone who just got shot in the head. (2) (5) (4) Two of them step out the way, but the bullet aimed at your shooter hit his (4) Right arm. One damage to that. The other two forget to shoot (Hey, I can designate enemy swarm rules. They were under your initiative roll)
I attempt to extract any sort of usable electronic device from the disabled APC.
(1) You stick your hand in and get electrocuted pretty badly on your right hand.
If there are any lootable buildings nearby, I loot them for explosive compounds. Otherwise, I stick with the group and fire my grenade launcher at anything that looks threatening.
(6... and I suppose your +2 comes into play here) You fire a grenade at enemy (6) 3! (3) He was looking the wrong way there. Owned his (2) Right Leg. (4) He didn't quite set on fire... (4) And your weapon remains mildly cool.
I find myself a good sniping spot and use mud to make war paints in my face.
(2) You didn't find anywhere of use, and you're on GRAVEL.
I tear into the APC for parts and crap.
And I try to get myself a pipe, I want at least one for a reason.(melee)
(5) One punch and the thing quite literally comes apart. (1+1(Due to the fact that the contents are laid out neatly)+1) You find a rusty pipe!
Execute apc driver, be epic
(4) You attempt to land a blow on Knave (4) which goes straight, (5) but Knave avoids.
Seeing as the enemy alredy expended their shots, the turn ends!
Head: not injured.
Torso: not injured.
Right Arm: not injured.
Left Arm: not injured.
Right Leg: not injured.
Left Leg: not injured.
A Grenade Launcher: Explodes for 2 damage and a chance to ignite, gets hot.
5 Grenades: Explodes for 2 damage and a chance to ignite.
Accomplished Explosives: +2, No Overshots
Competent Improvised Explosives: +2
Head: not injured.
Torso: not injured.
Right Arm: not injured.
Left Arm: not injured.
Right Leg: not injured.
Left Leg: not injured.
A Rapier: Deals 3 damage, can only attack in Close Combat
A Pistol: Deals 1 damage, 1/3 chance of critical for 2.
Novice Badassery: +1
Competent Heroics: +2
Unskilled Swordplay
Head: not injured.
Torso: not injured.
Right Arm: bruised.
Left Arm: not injured.
Right Leg: not injured.
Left Leg: not injured.
Accomplished Hacking: +2, No Overshoots
Competent Espionage: +2
Head: not injured.
Torso: not injured.
Right Arm: not injured.
Left Arm: not injured.
Right Leg: not injured.
Left Leg: not injured.
A Sniper Rifle: Deals 3 damage, +1 To Hit, can't dodge while using.
A Pistol: Deals 1 damage, 1/3 chance of critical for 2.
Competent Sharpshooting: +2
Competent Medics: +2
Head: not injured.
Torso: not injured.
Right Arm: not injured.
Left Arm: not injured.
Right Leg: not injured.
Left Leg: not injured.
A Shotgun: Deals 1 damage to 3 limbs.
5 Scrap Parts: Used for modifying things.
A Rusty Pipe: Deals 1 damage, Close Comabt only, chance of breaking.
Unskilled Weapon Customizing
Competent Scavenging: +2
Unskilled Stregnth
Head: bruised.
Torso: not injured.
Right Arm: not injured.
Left Arm: not injured.
Right Leg: not injured.
Left Leg: not injured.
No Miniguns: Fires three bullets that deal one damage.
Competent Heavy Weapons: +2
Novice Driving: +1
Head: not injured.
Torso: not injured.
Right Arm: bruised.
Left Arm: not injured.
Right Leg: not injured.
Left Leg: not injured.
A Pistol: Deals 1 damage, 1/3 chance of critical for 2.
A Pistol: Deals 1 damage, 1/3 chance of critical for 2.
Unskilled :
Novice Driving: +1
Head: not injured.
Torso: not injured.
Right Arm: not injured.
Left Arm: not injured.
Right Leg: not injured.
Left Leg: not injured.
A Pistol: Deals 1 damage, 1/3 chance of critical for 2.
A Pistol: Deals 1 damage, 1/3 chance of critical for 2.
Unskilled :
Novice Driving: +1
Head: not injured.
Torso: not injured.
Right Arm: not injured.
Left Arm: not injured.
Right Leg: harmed.
Left Leg: not injured.
A Pistol: Deals 1 damage, 1/3 chance of critical for 2.
Competent Heavy Weapons: +2
Novice Driving: +1
A APC Remain: +1 to searching it due to the fact that it's well organized.
No Tank Remains