"I haven't got a shot!" Spider warns. She was becoming a big target by moving so slowly. The generator wasn't that tall and it was hidden from where she was by the incline. The southern turrets tracks her and opens up, landing two of three shots. Only its narrow profile stopped one from doing more damage (2 damage CT, 5 damage LL). Her left leg had precious little armour after that. The northern turret focused on the Blackjack, hitting it with all three shots (10 damage LA, 5 damage CT). The central shot nearly hit something critical if a warning was anything to go by, but the tiny bit of armour on the mech's left arm was a bigger concern.
The Goblin hits John's right leg as the Hatchetman is landing (8 damage RL), removing most of the armour from that leg. The Bulldog proves to be a scarier opponent however, as it tracks the Blackjack leaving the relative safety of the woods. Its large laser cuts the mech's arm clean off (8 damage to LA, SECTION DESTROYED!). It would need a lot of mechtech attention after this. Thankfully, all the tank's SRMs missed.
"We need to focus the generator or the turrets. They'll chew us up!" Someone warns.
John lands his AC/10 in the Goblin's turret (10 damage TU), denting it nicely. There was a moment of revenge for Winkey too as he shoots the Bulldog, immobilising it (8 damage RR, major damage, vehicle immobile, 5 damage RS). Without a target, Spider panics a bit and fires instead at the southern turret, but only one medium laser hits (2 damage). Magician missed all their shots, but it didn't matter. The crew were fleeing the immobile vehicle.
Somehow Blackjack remains standing as John gives the Goblin another good kick (10 damage FR, heavy damage, +3 to driving skill rolls, 1/2 MP).
(Hatchetman on 4 heat, Blackjack on 6, Enforcer on 3)
The Goblin lurched forward in a sad attempt to shake the Hatchetman. However, it was now far less a threat than the turrets. At least they each had a minimum range.