Log file opened Sun Oct 02 20:49:03 GMT+03:00 2016
***Server: Welcome to MegaMek. Server is running version 0.36.2-STE, build date Mon Mar 03 19:03:10 EET 2014.
***Server: Machine IP is 10.10.10.5
***Server: Machine IP is 192.168.0.5
***Server: Machine IP is 0:0:0:0:0:0:0:1
***Server: Listening on port 2355
***Server: MSD connected from /95.24.65.102
***Server: Player MSD changed map settings
***Server: Player DoubleGreen changed option "TacOps Minefields" to false.
***Server: Player DoubleGreen changed option "TacOps Double blind" to false.
***Server: Player DoubleGreen changed option "TacOps Sensor Rules" to false.
***Server: Player DoubleGreen changed option "No Double Blind Messages" to false.
***Server: Player DoubleGreen changed option "TacOps Beagle Active Probes" to false.
***Server: Player DoubleGreen changed option "TacOps ECCM" to false.
***Server: Player DoubleGreen changed option "TacOps Ghost Targets" to false.
***Server: Player DoubleGreen changed option "TacOps Dig In (infantry)" to false.
***Server: Player DoubleGreen changed option "TacOps Angel ECM" to false.
***Server: Player DoubleGreen changed option "TacOps Battlefield Wreckage" to false.
***Server: Player DoubleGreen changed option "TacOps Mobile HQs" to false.
***Server: Player DoubleGreen changed option "TacOps PSR Fumbles" to false.
***Server: Player DoubleGreen changed option "StratOps Partial Repairs" to false.
***Server: Player DoubleGreen changed option "(Legacy) Assault Drop" to false.
***Server: Player DoubleGreen changed option "(Legacy) Paratroopers" to false.
***Server: Player DoubleGreen changed option "TacOps Enhanced Missile Defense" to false.
***Server: Player DoubleGreen changed option "TacOps Advanced Determining Critical Hits" to false.
***Server: Player DoubleGreen changed option "TacOps Called Shots" to false.
***Server: Player DoubleGreen changed option "TacOps firing while prone" to false.
***Server: Player DoubleGreen changed option "TacOps Starting Fires" to false.
***Server: Player DoubleGreen changed option "TacOps Cluster Hit Penalties" to false.
***Server: Player DoubleGreen changed option "TacOps PPC Field Inhibitor Disengage" to false.
***Server: Player DoubleGreen changed option "TacOps Partial Cover" to false.
***Server: Player DoubleGreen changed option "TacOps BA Critical hits" to false.
***Server: Player DoubleGreen changed option "TacOps Grappling skill" to false.
***Server: Player DoubleGreen changed option "TacOps Jump Jet Attack" to false.
***Server: Player DoubleGreen changed option "TacOps Trip Attack" to false.
***Server: Player DoubleGreen changed option "TacOps Vehicle Effectiveness" to false.
***Server: Player DoubleGreen changed option "TacOps Vehicle Firing Arcs" to false.
***Server: Player DoubleGreen changed option "TacOps Standing Still" to false.
***Server: Player DoubleGreen changed option "TacOps Evading" to false.
***Server: Player DoubleGreen changed option "TacOps Skilled Evading" to false.
***Server: Player DoubleGreen changed option "TacOps Leaping" to false.
***Server: Player DoubleGreen changed option "TacOps defensive physical PSR weight modifier" to false.
***Server: Player DoubleGreen changed option "TacOps attack physical PSR weight modifier" to false.
***Server: Player DoubleGreen changed option "TacOps Leg Damage Rule" to false.
***Server: Player DoubleGreen changed option "TacOps Falling (Expanded)" to false.
***Server: Unit 1(MSD) has been customized.
***Server: Unit 2(MSD) has been customized.
***Server: Unit 3(MSD) has been customized.
***Server: Unit 4(MSD) has been customized.
***Server: Unit 1(MSD) has been customized.
***Server: Unit 2(MSD) has been customized.
***Server: Unit 3(MSD) has been customized.
***Server: Unit 4(MSD) has been customized.
***Server: Remaining BV:
***Server: DoubleGreen: 10104/0
***Server: MSD: 8060/0
***Server: end list
***Server: Unit 6(DoubleGreen) has been customized.
***Server: Unit 9(DoubleGreen) has been customized.
***Server: Unit 10(DoubleGreen) has been customized.
MSD: пилотов 4/5 не забудь поставить
***Server: Unit 11(DoubleGreen) has been customized.
***Server: Unit 6(DoubleGreen) has been customized.
***Server: Unit 10(DoubleGreen) has been customized.
***Server: Unit 11(DoubleGreen) has been customized.
***Server: Unit 12(DoubleGreen) has been customized.
***Server: Unit 11(DoubleGreen) has been customized.
***Server: Remaining BV:
***Server: DoubleGreen: 8039/0
***Server: MSD: 8060/0
***Server: end list
MSD: карту и зону высадки
***Server: Unit 6(DoubleGreen) has been customized.
***Server: Unit 10(DoubleGreen) has been customized.
***Server: Unit 11(DoubleGreen) has been customized.
***Server: Unit 13(DoubleGreen) has been customized.
DoubleGreen: По правилам зоны высадки SW и NE
***Server: Player DoubleGreen changed map settings
***Server: Player MSD changed map settings
***Server: Player DoubleGreen changed map settings
***Server: Player MSD changed map dimensions
***Server: Player MSD changed map settings
***Server: Player MSD changed map dimensions
***Server: Player MSD changed map settings
***Server: Player DoubleGreen changed map settings
***Server: Player MSD changed map settings
MSD: SW?
MSD:
DoubleGreen: я не туда поставил деплой
MSD: не? не должно быть у тебя SW?
***Server: Remaining BV:
***Server: DoubleGreen: 8096/0
***Server: MSD: 8060/0
***Server: end list
MSD: bv ты выбрал прям до донышка. у меня так не получилось
***Server: DoubleGreen.2 connected from /176.59.86.40
***Server: DoubleGreen disconnected.
***Server: DoubleGreen.2 disconnected.
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Deployment ------------------- MSD rolls a 8[8+0]. The turn order for movement is: MSD, MSD, MSD Wind direction is Southwest. Wind strength is Calm. The weather is Clear. Visibility is Daylight. MSD: 8060 BV remaining (from 8060 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
***Server: DoubleGreen connected from /176.59.86.40
MegaMek: Game saved to savegames\autosave.sav
MSD: /reset
***Server: MSD reset the server.
***Server: Unit 1(MSD) has been customized.
***Server: Unit 2(MSD) has been customized.
***Server: Unit 3(MSD) has been customized.
***Server: Unit 4(MSD) has been customized.
***Server: Unit 5(DoubleGreen) has been customized.
***Server: Unit 6(DoubleGreen) has been customized.
***Server: Unit 7(DoubleGreen) has been customized.
***Server: Unit 8(DoubleGreen) has been customized.
***Server: Unit 6(DoubleGreen) has been customized.
***Server: Unit 7(DoubleGreen) has been customized.
***Server: Remaining BV:
***Server: MSD: 8060/8060
***Server: DoubleGreen: 8067/0
***Server: end list
MSD: точку старта и юниты откалибруй - бв было не такое
***Server: Remaining BV:
***Server: MSD: 8060/8060
***Server: DoubleGreen: 8067/0
***Server: end list
DoubleGreen: Тебе видно моё бв?
MSD: нет
DoubleGreen: погнали
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Deployment ------------------- MSD rolls a 9[9+0]. DoubleGreen rolls a 11[11+0]. The turn order for movement is: MSD, DoubleGreen, MSD, DoubleGreen, MSD, DoubleGreen, DoubleGreen Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. MSD: 8060 BV remaining (from 8060 initially) 0 BV fled DoubleGreen: 8067 BV remaining (from 8067 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
***Server: Remaining BV:
***Server: MSD: 8060/8060
***Server: DoubleGreen: 8067/8067
***Server: end list
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #1 ------------------- MSD rolls a 4[4+0]. DoubleGreen rolls a 7[7+0]. The turn order for movement is: MSD, DoubleGreen, MSD, DoubleGreen, MSD, DoubleGreen, DoubleGreen Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. MSD: 8060 BV remaining (from 8060 initially) 0 BV fled DoubleGreen: 8067 BV remaining (from 8067 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
DoubleGreen: Пожоже мне можно сразу сдаватся
MSD: твой сетап мне нравится больше. хотя лично я бы взял вместо прото меха бронепехоту, люблю я ее
MSD: лол
MSD: я хотел сказать то же саамое
DoubleGreen: Я против Кобровского Рино 6 играл, завалить его очень сложно
MSD: чем я буду проковыривать кодиака и цигнуса я не знаю...
MSD: а это кобрский?
DoubleGreen: пульсами
DoubleGreen: Кобр себя за Драпа выдавал на Хоумворке
Movement Phase -------------------
Offboard Attack Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
MSD: хм... экстрем ранже ....
MSD: однако. непривык я к нему
Weapon Attack Phase ------------------- Weapons fire for Supernova 4 (MSD) Large Pulse Laser at Warhawk (Masakari) D (DoubleGreen); needs 5, rolls 3 : misses Large Pulse Laser at Warhawk (Masakari) D (DoubleGreen); needs 5, rolls 8 : hits LL Warhawk (Masakari) D (DoubleGreen) takes 10 damage to LL. 25 Armor remaining. Large Pulse Laser at Warhawk (Masakari) D (DoubleGreen); needs 5, rolls 7 : hits RT Warhawk (Masakari) D (DoubleGreen) takes 10 damage to RT. 16 Armor remaining. Large Pulse Laser at Warhawk (Masakari) D (DoubleGreen); needs 5, rolls 6 : hits HD Warhawk (Masakari) D (DoubleGreen) takes 10 damage to HD. Armor destroyed, 2 Internal Structure remaining Critical hit on HD. Roll is 4; no effect. Pilot of Warhawk (Masakari) D (DoubleGreen) "Marion Vickers" takes 1 damage. Pilot of Warhawk (Masakari) D (DoubleGreen) "Marion Vickers" needs a 3 to stay conscious. Rolls 6 : successful! Weapons fire for Warhawk (Masakari) D (DoubleGreen) ER Large Laser at Supernova 4 (MSD); needs 10, rolls 5 : misses ER Large Laser at Supernova 4 (MSD); needs 10, rolls 11 : hits LT Supernova 4 (MSD) takes 10 damage to LT. 20 Armor remaining. Warhawk (Masakari) D (DoubleGreen) must make 1 piloting skill roll(s) (20+ damage). The base target is 5 [5 (Base piloting skill)]. Roll #1, (5 (Base piloting skill) + 1 (20+ damage)); needs 6, rolls 7 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
MSD: однако намекающее начало
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase -------------------
Heat Phase ------------------- Supernova 4 (MSD) gains 40 heat, sinks 36 heat and is now at 4 heat. Stone Rhino (Behemoth) 6 (MSD) gains 3 heat, sinks 3 heat and is now at 0 heat. Viper (Dragonfly) C (MSD) gains 2 heat, sinks 2 heat and is now at 0 heat. Warhawk (Masakari) D (DoubleGreen) gains 26 heat, sinks 26 heat and is now at 0 heat. Cygnus (DoubleGreen) gains 2 heat, sinks 2 heat and is now at 0 heat. Kodiak 2 (DoubleGreen) gains 2 heat, sinks 2 heat and is now at 0 heat. Control Rolls ------------------- End Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #2 ------------------- MSD rolls a 7[7+0]. DoubleGreen rolls a 8[8+0]. The turn order for movement is: MSD, DoubleGreen, MSD, DoubleGreen, MSD, DoubleGreen, MSD, DoubleGreen Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. MSD: 8030 BV remaining (from 8060 initially) 0 BV fled DoubleGreen: 7970 BV remaining (from 8067 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Movement Phase -------------------
Offboard Attack Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase ------------------- Weapons fire for Supernova 4 (MSD) Large Pulse Laser at Cygnus (DoubleGreen); needs 6, rolls 7 : hits (using Left Side table) LL Cygnus (DoubleGreen) takes 10 damage to LL. 28 Armor remaining. Large Pulse Laser at Cygnus (DoubleGreen); needs 6, rolls 8 : hits (using Left Side table) LL Cygnus (DoubleGreen) takes 10 damage to LL. 18 Armor remaining. Large Pulse Laser at Cygnus (DoubleGreen); needs 6, rolls 9 : hits (using Left Side table) LA Cygnus (DoubleGreen) takes 10 damage to LA. 21 Armor remaining. Weapons fire for Stone Rhino (Behemoth) 6 (MSD) Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 7, rolls 10 : hits CT Kodiak 2 (DoubleGreen) takes 7 damage to CT. 33 Armor remaining. Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 7, rolls 5 : misses Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 7, rolls 7 : hits LT Kodiak 2 (DoubleGreen) takes 7 damage to LT. 25 Armor remaining. Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 7, rolls 9 : hits CT Kodiak 2 (DoubleGreen) takes 7 damage to CT. 26 Armor remaining. Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 7, rolls 4 : misses Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 7, rolls 11 : hits LA Kodiak 2 (DoubleGreen) takes 7 damage to LA. 25 Armor remaining. Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 7, rolls 7 : hits CT Kodiak 2 (DoubleGreen) takes 7 damage to CT. 19 Armor remaining. Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 7, rolls 5 : misses Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 7, rolls 8 : hits LL Kodiak 2 (DoubleGreen) takes 7 damage to LL. 27 Armor remaining. Weapons fire for Warhawk (Masakari) D (DoubleGreen) ER Large Laser at Stone Rhino (Behemoth) 6 (MSD); needs 10, rolls 8 : misses ER Large Laser at Stone Rhino (Behemoth) 6 (MSD); needs 10, rolls 5 : misses Ultra AC/10 at Stone Rhino (Behemoth) 6 (MSD); needs 10, rolls 8 : misses ATM 9 ( ammo) at Stone Rhino (Behemoth) 6 (MSD); needs 11, rolls 3 : misses Weapons fire for Cygnus (DoubleGreen) Ultra AC/10 at Viper (Dragonfly) C (MSD); needs 10, rolls 11 : Viper (Dragonfly) C (MSD) takes 10 damage to LT. 3 Armor remaining. Ultra AC/10 at Viper (Dragonfly) C (MSD); needs 10, rolls 6 : misses Medium Pulse Laser at Viper (Dragonfly) C (MSD); needs 8, rolls 8 : hits CT Viper (Dragonfly) C (MSD) takes 7 damage to CT. 9 Armor remaining. Medium Pulse Laser at Viper (Dragonfly) C (MSD); needs 8, rolls 9 : hits RL Viper (Dragonfly) C (MSD) takes 7 damage to RL. 12 Armor remaining. Medium Pulse Laser at Viper (Dragonfly) C (MSD); needs 8, rolls 11 : hits LT Viper (Dragonfly) C (MSD) takes 7 damage to LT. Armor destroyed, 6 Internal Structure remaining Critical hit on LT. Roll is 4; no effect. Medium Pulse Laser at Viper (Dragonfly) C (MSD); needs 8, rolls 2 : misses Weapons fire for Viper (Dragonfly) C (MSD) ER Medium Laser at Cygnus (DoubleGreen); needs 8, rolls 7 : misses ER Medium Laser at Cygnus (DoubleGreen); needs 8, rolls 8 : hits CT Cygnus (DoubleGreen) takes 7 damage to CT. 31 Armor remaining. Flamer at Cygnus (DoubleGreen); needs 12, rolls 11 : misses Machine Gun at Cygnus (DoubleGreen); needs 12, rolls 8 : misses Machine Gun at Cygnus (DoubleGreen); needs 12, rolls 6 : misses Machine Gun at Cygnus (DoubleGreen); needs 12, rolls 10 : misses Machine Gun at Cygnus (DoubleGreen); needs 12, rolls 7 : misses Weapons fire for Elemental Battle Armor [AP Gauss] (MSD) AP Gauss Rifle at Cygnus (DoubleGreen); needs 11, rolls 5 : misses Weapons fire for Kodiak 2 (DoubleGreen) Ultra AC/20 at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 3 : misses ER Large Laser at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 7 : misses ER Medium Laser at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 9 : hits CT Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to CT. 36 Armor remaining. ER Medium Laser at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 8 : misses ER Medium Laser at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 8 : misses Streak SRM 6 at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 9 : 6 missile(s) hit. Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to RA. 32 Armor remaining. Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to LA. 32 Armor remaining. Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to RA. 30 Armor remaining. Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to HD. 7 Armor remaining. Pilot of Stone Rhino (Behemoth) 6 (MSD) "Nadheera" takes 1 damage. Pilot of Stone Rhino (Behemoth) 6 (MSD) "Nadheera" needs a 3 to stay conscious. Rolls 5 : successful! Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to LT. 24 Armor remaining. Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to CT. 34 Armor remaining. Viper (Dragonfly) C (MSD) must make 1 piloting skill roll(s) (20+ damage). The base target is 5 [5 (Base piloting skill)]. Roll #1, (5 (Base piloting skill) + 1 (20+ damage)); needs 6, rolls 9 : succeeds. Cygnus (DoubleGreen) must make 1 piloting skill roll(s) (20+ damage). The base target is 5 [5 (Base piloting skill)]. Roll #1, (5 (Base piloting skill) + 1 (20+ damage)); needs 6, rolls 6 : succeeds. Kodiak 2 (DoubleGreen) must make 1 piloting skill roll(s) (40+ damage). The base target is 5 [5 (Base piloting skill)]. Roll #1, (5 (Base piloting skill) + 2 (40+ damage)); needs 7, rolls 7 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase -------------------
Heat Phase ------------------- Supernova 4 (MSD) gains 30 heat, sinks 34 heat and is now at 0 heat. Stone Rhino (Behemoth) 6 (MSD) gains 38 heat, sinks 36 heat and is now at 2 heat. Viper (Dragonfly) C (MSD) gains 20 heat, sinks 20 heat and is now at 0 heat. Warhawk (Masakari) D (DoubleGreen) gains 35 heat, sinks 35 heat and is now at 0 heat. Cygnus (DoubleGreen) gains 24 heat, sinks 24 heat and is now at 0 heat. Kodiak 2 (DoubleGreen) gains 40 heat, sinks 40 heat and is now at 0 heat. Control Rolls ------------------- End Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #3 ------------------- MSD rolls a 8[8+0]. DoubleGreen rolls a 5[5+0]. The turn order for movement is: DoubleGreen, MSD, DoubleGreen, MSD, DoubleGreen, MSD, DoubleGreen, MSD Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. MSD: 7862 BV remaining (from 8060 initially) 0 BV fled DoubleGreen: 7733 BV remaining (from 8067 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Movement Phase -------------------
Offboard Attack Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase ------------------- Weapons fire for Supernova 4 (MSD) Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 6, rolls 7 : hits LT Kodiak 2 (DoubleGreen) takes 10 damage to LT. 15 Armor remaining. Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 6, rolls 12 : hits RT Kodiak 2 (DoubleGreen) takes 10 damage to RT. 22 Armor remaining. Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 6, rolls 7 : hits RL Kodiak 2 (DoubleGreen) takes 10 damage to RL. 24 Armor remaining. Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 6, rolls 3 : misses Weapons fire for Warhawk (Masakari) D (DoubleGreen) Ultra AC/10 at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 10 : Stone Rhino (Behemoth) 6 (MSD) takes 10 damage to RL. 32 Armor remaining. fires a second shot in ultra mode. Ultra AC/10 at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 6 : misses ER Large Laser at Stone Rhino (Behemoth) 6 (MSD); needs 7, rolls 11 : hits RL Stone Rhino (Behemoth) 6 (MSD) takes 10 damage to RL. 22 Armor remaining. ER Large Laser at Stone Rhino (Behemoth) 6 (MSD); needs 7, rolls 3 : misses ATM 9 ( ammo) at Stone Rhino (Behemoth) 6 (MSD); needs 8, rolls 7 : misses Weapons fire for Viper (Dragonfly) C (MSD) ER Medium Laser at Kodiak 2 (DoubleGreen); needs 12, rolls 5 : misses ER Medium Laser at Kodiak 2 (DoubleGreen); needs 12, rolls 4 : misses Weapons fire for Cygnus (DoubleGreen) Ultra AC/10 at Stone Rhino (Behemoth) 6 (MSD); needs 8, rolls 3 : misses fires a second shot in ultra mode. Ultra AC/10 at Stone Rhino (Behemoth) 6 (MSD); needs 8, rolls 5 : misses Ultra AC/10 at Stone Rhino (Behemoth) 6 (MSD); needs 8, rolls 10 : Stone Rhino (Behemoth) 6 (MSD) takes 10 damage to LT. 14 Armor remaining. fires a second shot in ultra mode. Ultra AC/10 at Stone Rhino (Behemoth) 6 (MSD); needs 8, rolls 5 : misses Medium Pulse Laser at Stone Rhino (Behemoth) 6 (MSD); needs 8, rolls 7 : misses Medium Pulse Laser at Stone Rhino (Behemoth) 6 (MSD); needs 8, rolls 6 : misses Medium Pulse Laser at Stone Rhino (Behemoth) 6 (MSD); needs 8, rolls 10 : hits RL Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to RL. 15 Armor remaining. Medium Pulse Laser at Stone Rhino (Behemoth) 6 (MSD); needs 8, rolls 3 : misses Weapons fire for Stone Rhino (Behemoth) 6 (MSD) Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 5, rolls 9 : hits RL Kodiak 2 (DoubleGreen) takes 7 damage to RL. 17 Armor remaining. Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 5, rolls 7 : hits RL Kodiak 2 (DoubleGreen) takes 7 damage to RL. 10 Armor remaining. Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 5, rolls 4 : misses Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 5, rolls 5 : hits LL Kodiak 2 (DoubleGreen) takes 7 damage to LL. 20 Armor remaining. Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 5, rolls 8 : hits RL Kodiak 2 (DoubleGreen) takes 7 damage to RL. 3 Armor remaining. Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 5, rolls 6 : hits RA Kodiak 2 (DoubleGreen) takes 7 damage to RA. 25 Armor remaining. Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 5, rolls 2 : misses Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 5, rolls 8 : hits RA Kodiak 2 (DoubleGreen) takes 7 damage to RA. 18 Armor remaining. Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 5, rolls 6 : hits CT Kodiak 2 (DoubleGreen) takes 7 damage to CT. 12 Armor remaining. Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 5, rolls 6 : hits RA Kodiak 2 (DoubleGreen) takes 7 damage to RA. 11 Armor remaining. Weapons fire for Kodiak 2 (DoubleGreen) Ultra AC/20 at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 7 : misses fires a second shot in ultra mode. Ultra AC/20 at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 8 : misses ER Medium Laser at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 6 : misses ER Medium Laser at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 9 : hits HD Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to HD. 0 Armor remaining. Pilot of Stone Rhino (Behemoth) 6 (MSD) "Nadheera" takes 1 damage. Pilot of Stone Rhino (Behemoth) 6 (MSD) "Nadheera" needs a 5 to stay conscious. Rolls 9 : successful! ER Medium Laser at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 9 : hits RL Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to RL. 8 Armor remaining. ER Medium Laser at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 10 : hits RL Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to RL. 1 Armor remaining. Streak SRM 6 at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 10 : 6 missile(s) hit. Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to LT. 12 Armor remaining. Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to LT. 10 Armor remaining. Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to CT. 32 Armor remaining. Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to RA. 28 Armor remaining. Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to CT. 30 Armor remaining. Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to RA. 26 Armor remaining. Weapons fire for Elemental Battle Armor [AP Gauss] (MSD) Leg Attack at Kodiak 2 (DoubleGreen); needs 8, rolls 7 : misses Stone Rhino (Behemoth) 6 (MSD) must make 1 piloting skill roll(s) (60+ damage). The base target is 5 [5 (Base piloting skill)]. Roll #1, (5 (Base piloting skill) + 3 (60+ damage)); needs 8, rolls 6 : falls. Stone Rhino (Behemoth) 6 (MSD) falls on its rear, suffering 10 damage. Stone Rhino (Behemoth) 6 (MSD) takes 5 damage to RTR. 11 Armor remaining. Stone Rhino (Behemoth) 6 (MSD) takes 5 damage to LA. 27 Armor remaining. Pilot of Stone Rhino (Behemoth) 6 (MSD) "Nadheera" must roll 8 to avoid damage; rolls 6 : fails. Pilot of Stone Rhino (Behemoth) 6 (MSD) "Nadheera" takes 1 damage. Pilot of Stone Rhino (Behemoth) 6 (MSD) "Nadheera" needs a 7 to stay conscious. Rolls 7 : successful! Kodiak 2 (DoubleGreen) must make 1 piloting skill roll(s) (80+ damage). The base target is 5 [5 (Base piloting skill)]. Roll #1, (5 (Base piloting skill) + 4 (80+ damage)); needs 9, rolls 6 : falls. Kodiak 2 (DoubleGreen) falls on its rear, suffering 10 damage. Kodiak 2 (DoubleGreen) takes 5 damage to RA. 6 Armor remaining. Kodiak 2 (DoubleGreen) takes 5 damage to RTR. 5 Armor remaining. Pilot of Kodiak 2 (DoubleGreen) "Amma Ssenyonjo" must roll 9 to avoid damage; rolls 9 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
MSD: бяда
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase -------------------
Heat Phase ------------------- Supernova 4 (MSD) gains 40 heat, sinks 36 heat and is now at 4 heat. Stone Rhino (Behemoth) 6 (MSD) gains 40 heat, sinks 36 heat and is now at 6 heat. Viper (Dragonfly) C (MSD) gains 17 heat, sinks 17 heat and is now at 0 heat. Warhawk (Masakari) D (DoubleGreen) gains 37 heat, sinks 37 heat and is now at 0 heat. Cygnus (DoubleGreen) gains 30 heat, sinks 30 heat and is now at 0 heat. Kodiak 2 (DoubleGreen) gains 41 heat, sinks 40 heat and is now at 1 heat. Control Rolls ------------------- End Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
DoubleGreen: У меня
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #4 ------------------- MSD rolls a 7[7+0] / 12[12+0]. DoubleGreen rolls a 7[7+0] / 5[5+0]. The turn order for movement is: DoubleGreen, MSD, DoubleGreen, MSD, DoubleGreen, MSD, DoubleGreen, MSD Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. MSD: 7622 BV remaining (from 8060 initially) 0 BV fled DoubleGreen: 7445 BV remaining (from 8067 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
MSD: это я лажанул
Movement Phase ------------------- Kodiak 2 (DoubleGreen) must make a piloting skill check (getting up). Needs 5 [5 (Base piloting skill) + 0 (getting up)], rolls 10 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
Offboard Attack Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase ------------------- Weapons fire for Warhawk (Masakari) D (DoubleGreen) Ultra AC/10 at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 3 : misses fires a second shot in ultra mode. Ultra AC/10 at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 5 : misses ER Large Laser at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 7 : misses ER Large Laser at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 2 : misses ER Small Laser at Stone Rhino (Behemoth) 6 (MSD); needs 11, rolls 10 : misses Weapons fire for Stone Rhino (Behemoth) 6 (MSD) Medium Pulse Laser at Warhawk (Masakari) D (DoubleGreen); needs 7, rolls 8 : hits LA Warhawk (Masakari) D (DoubleGreen) takes 7 damage to LA. 21 Armor remaining. Medium Pulse Laser at Warhawk (Masakari) D (DoubleGreen); needs 7, rolls 7 : hits LL Warhawk (Masakari) D (DoubleGreen) takes 7 damage to LL. 18 Armor remaining. Medium Pulse Laser at Warhawk (Masakari) D (DoubleGreen); needs 7, rolls 8 : hits RA Warhawk (Masakari) D (DoubleGreen) takes 7 damage to RA. 21 Armor remaining. Medium Pulse Laser at Warhawk (Masakari) D (DoubleGreen); needs 7, rolls 11 : hits RL Warhawk (Masakari) D (DoubleGreen) takes 7 damage to RL. 28 Armor remaining. Medium Pulse Laser at Warhawk (Masakari) D (DoubleGreen); needs 7, rolls 8 : hits RA Warhawk (Masakari) D (DoubleGreen) takes 7 damage to RA. 14 Armor remaining. Medium Pulse Laser at Warhawk (Masakari) D (DoubleGreen); needs 7, rolls 7 : hits LT Warhawk (Masakari) D (DoubleGreen) takes 7 damage to LT. 19 Armor remaining. Medium Pulse Laser at Warhawk (Masakari) D (DoubleGreen); needs 7, rolls 8 : hits RA Warhawk (Masakari) D (DoubleGreen) takes 7 damage to RA. 7 Armor remaining. Medium Pulse Laser at Warhawk (Masakari) D (DoubleGreen); needs 7, rolls 3 : misses Weapons fire for Cygnus (DoubleGreen) Ultra AC/10 at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 2 : THE AUTOCANNON JAMS; misses cannot fire a second shot because the weapon is jammed! Ultra AC/10 at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 5 : misses fires a second shot in ultra mode. Ultra AC/10 at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 7 : misses Medium Pulse Laser at Stone Rhino (Behemoth) 6 (MSD); needs 7, rolls 6 : misses Medium Pulse Laser at Stone Rhino (Behemoth) 6 (MSD); needs 7, rolls 11 : hits RL Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to RL. Armor destroyed, 15 Internal Structure remaining Critical hit on RL. Roll is 5; no effect. Medium Pulse Laser at Stone Rhino (Behemoth) 6 (MSD); needs 7, rolls 5 : misses Medium Pulse Laser at Stone Rhino (Behemoth) 6 (MSD); needs 7, rolls 5 : misses Weapons fire for Kodiak 2 (DoubleGreen) Ultra AC/20 at Stone Rhino (Behemoth) 6 (MSD); needs 6, rolls 12 : Stone Rhino (Behemoth) 6 (MSD) takes 20 damage to LT. Armor destroyed, 11 Internal Structure remaining Critical hit on LT. Roll is 11; 2 locations. CRITICAL HIT on +Medium Pulse Laser. CRITICAL HIT on Engine. fires a second shot in ultra mode. Ultra AC/20 at Stone Rhino (Behemoth) 6 (MSD); needs 6, rolls 9 : Stone Rhino (Behemoth) 6 (MSD) takes 20 damage to RL. SECTION DESTROYED, 5 damage transfers to RT. Critical hit on RL. Roll is 3; no effect. Stone Rhino (Behemoth) 6 (MSD) takes 5 damage to RT. 21 Armor remaining. ER Medium Laser at Stone Rhino (Behemoth) 6 (MSD); needs 6, rolls 8 : hits (using Left Side table) LT Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to LT. 4 Internal Structure remaining Critical hit on LT. Roll is 4; no effect. ER Medium Laser at Stone Rhino (Behemoth) 6 (MSD); needs 6, rolls 9 : hits (using Left Side table) RL Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to RL. 7 damage transfers to RT. Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to RT. 14 Armor remaining. ER Medium Laser at Stone Rhino (Behemoth) 6 (MSD); needs 6, rolls 9 : hits (using Left Side table) RL Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to RL. 7 damage transfers to RT. Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to RT. 7 Armor remaining. ER Medium Laser at Stone Rhino (Behemoth) 6 (MSD); needs 6, rolls 9 : hits (using Left Side table) RL Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to RL. 7 damage transfers to RT. Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to RT. 0 Armor remaining. Streak SRM 6 at Stone Rhino (Behemoth) 6 (MSD); needs 6, rolls 8 : 6 missile(s) hit (using Left Side table). Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to LA. 25 Armor remaining. Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to LA (critical). 23 Armor remaining. Critical hit on LA. Roll is 7; no effect. Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to LA (critical). 21 Armor remaining. Critical hit on LA. Roll is 7; no effect. Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to LL. 40 Armor remaining. Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to CT. 28 Armor remaining. Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to LL. 38 Armor remaining. Weapons fire for Supernova 4 (MSD) Large Pulse Laser at Warhawk (Masakari) D (DoubleGreen); needs 4, rolls 11 : hits CT Warhawk (Masakari) D (DoubleGreen) takes 10 damage to CT. 32 Armor remaining. ER Medium Laser at Warhawk (Masakari) D (DoubleGreen); needs 6, rolls 9 : hits RT Warhawk (Masakari) D (DoubleGreen) takes 7 damage to RT. 9 Armor remaining. Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 6, rolls 9 : hits (using Left Side table) CT Kodiak 2 (DoubleGreen) takes 10 damage to CT. 2 Armor remaining. Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 6, rolls 8 : hits (using Left Side table) LT Kodiak 2 (DoubleGreen) takes 10 damage to LT. 5 Armor remaining. Weapons fire for Viper (Dragonfly) C (MSD) ER Medium Laser at Warhawk (Masakari) D (DoubleGreen); needs 8, rolls 6 : misses ER Medium Laser at Warhawk (Masakari) D (DoubleGreen); needs 8, rolls 6 : misses Flamer at Warhawk (Masakari) D (DoubleGreen); needs 12, rolls 10 : misses Flamer at Warhawk (Masakari) D (DoubleGreen); needs 12, rolls 4 : misses Machine Gun at Warhawk (Masakari) D (DoubleGreen); needs 12, rolls 4 : misses Machine Gun at Warhawk (Masakari) D (DoubleGreen); needs 12, rolls 5 : misses Machine Gun at Warhawk (Masakari) D (DoubleGreen); needs 12, rolls 7 : misses Machine Gun at Warhawk (Masakari) D (DoubleGreen); needs 12, rolls 7 : misses Flamer at Warhawk (Masakari) D (DoubleGreen); needs 12, rolls 9 : misses Weapons fire for Elemental Battle Armor [AP Gauss] (MSD) AP Gauss Rifle at Warhawk (Masakari) D (DoubleGreen); needs 5, rolls 12 : 5 troopers hit Warhawk (Masakari) D (DoubleGreen) takes 3 damage to RA. 4 Armor remaining. Warhawk (Masakari) D (DoubleGreen) takes 3 damage to RA. 1 Armor remaining. Warhawk (Masakari) D (DoubleGreen) takes 3 damage to LL. 15 Armor remaining. Warhawk (Masakari) D (DoubleGreen) takes 3 damage to CT. 29 Armor remaining. Warhawk (Masakari) D (DoubleGreen) takes 3 damage to RA. Armor destroyed, 12 Internal Structure remaining Critical hit on RA. Roll is 5; no effect. SRM 2 at Warhawk (Masakari) D (DoubleGreen); needs 5, rolls 7 : 8 missile(s) hit. Warhawk (Masakari) D (DoubleGreen) takes 2 damage to RT. 7 Armor remaining. Warhawk (Masakari) D (DoubleGreen) takes 2 damage to RL. 26 Armor remaining. Warhawk (Masakari) D (DoubleGreen) takes 2 damage to LT. 17 Armor remaining. Warhawk (Masakari) D (DoubleGreen) takes 2 damage to CT (critical). 27 Armor remaining. Critical hit on CT. Roll is 4; no effect. Warhawk (Masakari) D (DoubleGreen) takes 2 damage to RL. 24 Armor remaining. Warhawk (Masakari) D (DoubleGreen) takes 2 damage to RT. 5 Armor remaining. Warhawk (Masakari) D (DoubleGreen) takes 2 damage to LT. 15 Armor remaining. Warhawk (Masakari) D (DoubleGreen) takes 2 damage to RT. 3 Armor remaining. Warhawk (Masakari) D (DoubleGreen) must make 1 piloting skill roll(s) (80+ damage). The base target is 5 [5 (Base piloting skill)]. Roll #1, (5 (Base piloting skill) + 4 (80+ damage)); needs 9, rolls 7 : falls. Warhawk (Masakari) D (DoubleGreen) falls on its right side, suffering 9 damage. Warhawk (Masakari) D (DoubleGreen) takes 5 damage to RA. 7 Internal Structure remaining Critical hit on RA. Roll is 7; no effect. Warhawk (Masakari) D (DoubleGreen) takes 4 damage to CT. 23 Armor remaining. Pilot of Warhawk (Masakari) D (DoubleGreen) "Marion Vickers" must roll 9 to avoid damage; rolls 2 : fails. Pilot of Warhawk (Masakari) D (DoubleGreen) "Marion Vickers" takes 1 damage. Pilot of Warhawk (Masakari) D (DoubleGreen) "Marion Vickers" needs a 5 to stay conscious. Rolls 10 : successful! Kodiak 2 (DoubleGreen) must make 1 piloting skill roll(s) (20+ damage). The base target is 5 [5 (Base piloting skill)]. Roll #1, (5 (Base piloting skill) + 1 (20+ damage)); needs 6, rolls 2 : falls. Kodiak 2 (DoubleGreen) falls on its rear, suffering 10 damage. Kodiak 2 (DoubleGreen) takes 5 damage to LTR (critical). 5 Armor remaining. Critical hit on LT. Roll is 7; no effect. Kodiak 2 (DoubleGreen) takes 5 damage to LL. 15 Armor remaining. Pilot of Kodiak 2 (DoubleGreen) "Amma Ssenyonjo" must roll 6 to avoid damage; rolls 10 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase -------------------
Heat Phase ------------------- Supernova 4 (MSD) gains 35 heat, sinks 36 heat and is now at 3 heat. Stone Rhino (Behemoth) 6 (MSD) gains 38 heat, sinks 34 heat and is now at 10 heat. Viper (Dragonfly) C (MSD) gains 21 heat, sinks 20 heat and is now at 1 heat. Warhawk (Masakari) D (DoubleGreen) gains 34 heat, sinks 34 heat and is now at 0 heat. Cygnus (DoubleGreen) gains 30 heat, sinks 30 heat and is now at 0 heat. Kodiak 2 (DoubleGreen) gains 41 heat, sinks 40 heat and is now at 2 heat. Control Rolls ------------------- End Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #5 ------------------- MSD rolls a 5[5+0] / 9[9+0]. DoubleGreen rolls a 5[5+0] / 11[11+0]. The turn order for movement is: MSD, DoubleGreen, MSD, DoubleGreen, MSD, DoubleGreen, MSD, DoubleGreen Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. MSD: 6627 BV remaining (from 8060 initially) 0 BV fled DoubleGreen: 6953 BV remaining (from 8067 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Movement Phase ------------------- Warhawk (Masakari) D (DoubleGreen) must make a piloting skill check (Left Arm hand Actuator missing/destroyed). Needs 5 [5 (Base piloting skill) - 2 (careful stand) + 0 (getting up) + 1 (Right Arm hand Actuator missing/destroyed) + 1 (Left Arm hand Actuator missing/destroyed)], rolls 5 : succeeds. Kodiak 2 (DoubleGreen) must make a piloting skill check (getting up). Needs 5 [5 (Base piloting skill) + 0 (getting up)], rolls 2 : falls. Kodiak 2 (DoubleGreen) falls on its rear, suffering 10 damage. Kodiak 2 (DoubleGreen) takes 5 damage to RTR. 0 Armor remaining. Kodiak 2 (DoubleGreen) takes 5 damage to LA. 20 Armor remaining. Pilot of Kodiak 2 (DoubleGreen) "Amma Ssenyonjo" must roll 5 to avoid damage; rolls 7 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
Offboard Attack Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase ------------------- Weapons fire for Hydra 2 (DoubleGreen) Streak SRM 5 at Viper (Dragonfly) C (MSD); needs 11, rolls 7 : fails to achieve lock. Weapons fire for Warhawk (Masakari) D (DoubleGreen) Ultra AC/10 at Viper (Dragonfly) C (MSD); needs 7, rolls 5 : misses fires a second shot in ultra mode. Ultra AC/10 at Viper (Dragonfly) C (MSD); needs 7, rolls 5 : misses ER Large Laser at Viper (Dragonfly) C (MSD); needs 7, rolls 6 : misses ER Large Laser at Viper (Dragonfly) C (MSD); needs 7, rolls 10 : hits CT Viper (Dragonfly) C (MSD) takes 10 damage to CT. Armor destroyed, 11 Internal Structure remaining Critical hit on CT. Roll is 7; no effect. ER Small Laser at Viper (Dragonfly) C (MSD); needs 9, rolls 6 : misses ATM 9 ( ammo) at Viper (Dragonfly) C (MSD); needs 8, rolls 8 : 7 high-explosive missile(s) hit (w/ +2 bonus). Viper (Dragonfly) C (MSD) takes 5 damage to CT. 6 Internal Structure remaining Critical hit on CT. Roll is 7; no effect. Viper (Dragonfly) C (MSD) takes 5 damage to RT. 8 Armor remaining. Viper (Dragonfly) C (MSD) takes 5 damage to LA. 7 Armor remaining. Viper (Dragonfly) C (MSD) takes 5 damage to RA. 7 Armor remaining. Viper (Dragonfly) C (MSD) takes 1 damage to RA. 6 Armor remaining. Weapons fire for Stone Rhino (Behemoth) 6 (MSD) Medium Pulse Laser at Cygnus (DoubleGreen); needs 6, rolls 3 : misses Medium Pulse Laser at Cygnus (DoubleGreen); needs 6, rolls 12 : hits LT Cygnus (DoubleGreen) takes 7 damage to LT. 19 Armor remaining. Medium Pulse Laser at Cygnus (DoubleGreen); needs 6, rolls 5 : misses Medium Pulse Laser at Cygnus (DoubleGreen); needs 6, rolls 5 : misses Medium Pulse Laser at Cygnus (DoubleGreen); needs 6, rolls 11 : hits CT Cygnus (DoubleGreen) takes 7 damage to CT. 24 Armor remaining. Medium Pulse Laser at Cygnus (DoubleGreen); needs 6, rolls 5 : misses Medium Pulse Laser at Cygnus (DoubleGreen); needs 6, rolls 11 : hits RT Cygnus (DoubleGreen) takes 7 damage to RT. 19 Armor remaining. Medium Pulse Laser at Cygnus (DoubleGreen); needs 6, rolls 6 : hits LA Cygnus (DoubleGreen) takes 7 damage to LA. 14 Armor remaining. Medium Pulse Laser at Cygnus (DoubleGreen); needs 6, rolls 9 : hits LA Cygnus (DoubleGreen) takes 7 damage to LA. 7 Armor remaining. Medium Pulse Laser at Cygnus (DoubleGreen); needs 6, rolls 7 : hits LA Cygnus (DoubleGreen) takes 7 damage to LA. 0 Armor remaining. Medium Pulse Laser at Cygnus (DoubleGreen); needs 6, rolls 7 : hits LT Cygnus (DoubleGreen) takes 7 damage to LT. 12 Armor remaining. Medium Pulse Laser at Cygnus (DoubleGreen); needs 6, rolls 10 : hits RA Cygnus (DoubleGreen) takes 7 damage to RA. 24 Armor remaining. Medium Pulse Laser at Cygnus (DoubleGreen); needs 6, rolls 5 : misses ER Small Laser at Cygnus (DoubleGreen); needs 8, rolls 11 : hits LL Cygnus (DoubleGreen) takes 5 damage to LL. 13 Armor remaining. Weapons fire for Cygnus (DoubleGreen) Ultra AC/10 at Supernova 4 (MSD); needs 8, rolls 9 : Supernova 4 (MSD) takes 10 damage to LT. 10 Armor remaining. fires a second shot in ultra mode. Ultra AC/10 at Supernova 4 (MSD); needs 8, rolls 6 : misses Medium Pulse Laser at Supernova 4 (MSD); needs 6, rolls 8 : hits LT Supernova 4 (MSD) takes 7 damage to LT. 3 Armor remaining. Medium Pulse Laser at Supernova 4 (MSD); needs 6, rolls 4 : misses Medium Pulse Laser at Supernova 4 (MSD); needs 6, rolls 3 : misses Medium Pulse Laser at Supernova 4 (MSD); needs 6, rolls 4 : misses Weapons fire for Supernova 4 (MSD) Large Pulse Laser at Cygnus (DoubleGreen); needs 5, rolls 10 : hits RL Cygnus (DoubleGreen) takes 10 damage to RL. 28 Armor remaining. Large Pulse Laser at Cygnus (DoubleGreen); needs 5, rolls 8 : hits RT Cygnus (DoubleGreen) takes 10 damage to RT. 9 Armor remaining. Large Pulse Laser at Cygnus (DoubleGreen); needs 5, rolls 5 : hits LT Cygnus (DoubleGreen) takes 10 damage to LT. 2 Armor remaining. Weapons fire for Kodiak 2 (DoubleGreen) Ultra AC/20 at Stone Rhino (Behemoth) 6 (MSD); needs 7, rolls 6 : misses fires a second shot in ultra mode. Ultra AC/20 at Stone Rhino (Behemoth) 6 (MSD); needs 7, rolls 2 : THE AUTOCANNON JAMS; misses ER Large Laser at Stone Rhino (Behemoth) 6 (MSD); needs 7, rolls 8 : hits (using Left Side table) LL Stone Rhino (Behemoth) 6 (MSD) takes 10 damage to LL. 28 Armor remaining. ER Medium Laser at Stone Rhino (Behemoth) 6 (MSD); needs 7, rolls 6 : misses ER Medium Laser at Stone Rhino (Behemoth) 6 (MSD); needs 7, rolls 5 : misses Streak SRM 6 at Stone Rhino (Behemoth) 6 (MSD); needs 7, rolls 8 : 6 missile(s) hit (using Left Side table). Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to RA. 24 Armor remaining. Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to LT. 2 Internal Structure remaining Critical hit on LT. Roll is 9; 1 location. CRITICAL HIT on +Medium Pulse Laser. Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to RA (critical). 22 Armor remaining. Critical hit on RA. Roll is 8; 1 location. CRITICAL HIT on Upper Arm. Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to LL. 26 Armor remaining. Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to CT. 26 Armor remaining. Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to CT (critical). 24 Armor remaining. Critical hit on CT. Roll is 9; 1 location. CRITICAL HIT on Standard Gyro. Weapons fire for Viper (Dragonfly) C (MSD) ER Medium Laser at Warhawk (Masakari) D (DoubleGreen); needs 5, rolls 4 : misses ER Medium Laser at Warhawk (Masakari) D (DoubleGreen); needs 5, rolls 7 : hits CT Warhawk (Masakari) D (DoubleGreen) takes 7 damage to CT. 16 Armor remaining. Flamer at Warhawk (Masakari) D (DoubleGreen); needs 9, rolls 3 : misses Flamer at Warhawk (Masakari) D (DoubleGreen); needs 9, rolls 3 : misses Machine Gun at Warhawk (Masakari) D (DoubleGreen); needs 9, rolls 7 : misses Machine Gun at Warhawk (Masakari) D (DoubleGreen); needs 9, rolls 3 : misses Machine Gun at Warhawk (Masakari) D (DoubleGreen); needs 9, rolls 7 : misses Machine Gun at Warhawk (Masakari) D (DoubleGreen); needs 9, rolls 4 : misses Flamer at Warhawk (Masakari) D (DoubleGreen); needs 9, rolls 5 : misses Weapons fire for Elemental Battle Armor [AP Gauss] (MSD) AP Gauss Rifle at Warhawk (Masakari) D (DoubleGreen); needs 4, rolls 5 : 3 troopers hit Warhawk (Masakari) D (DoubleGreen) takes 3 damage to RT. 0 Armor remaining. Warhawk (Masakari) D (DoubleGreen) takes 3 damage to RL. 21 Armor remaining. Warhawk (Masakari) D (DoubleGreen) takes 3 damage to HD. SECTION DESTROYED, *** Warhawk (Masakari) D (DoubleGreen) DESTROYED by damage! *** >Warhawk (Masakari) D (DoubleGreen) suffers catastrophic damage, but the autoeject system was engaged. Warhawk (Masakari) D (DoubleGreen) must make a piloting skill check (landing in clear terrain). Needs 6 [5 (ejecting) + 1 (automatic ejection) + 2 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 8 : succeeds. The pilot ejects safely! Pilot of MechWarrior Marion Vickers (DoubleGreen) "Marion Vickers" takes 3 damage. Critical hit on HD. Roll is 10; 2 locations. CRITICAL HIT on Life Support. CRITICAL HIT on Life Support. SRM 2 at Warhawk (Masakari) D (DoubleGreen); needs 4, rolls 7 : 6 missile(s) hit. Warhawk (Masakari) D (DoubleGreen) takes 2 damage to RT. 16 Internal Structure remaining Critical hit on RT. Roll is 8; 1 location. CRITICAL HIT on +ER Large Laser. Warhawk (Masakari) D (DoubleGreen) takes 2 damage to RA. 5 Internal Structure remaining Critical hit on RA. Roll is 4; no effect. Warhawk (Masakari) D (DoubleGreen) takes 2 damage to HD (critical). Warhawk (Masakari) D (DoubleGreen) takes 2 damage to RA. 3 Internal Structure remaining Critical hit on RA. Roll is 9; 1 location. CRITICAL HIT on +Ultra AC/10. Warhawk (Masakari) D (DoubleGreen) takes 2 damage to RA. 1 Internal Structure remaining Critical hit on RA. Roll is 9; 1 location. CRITICAL HIT on +Ultra AC/10. Warhawk (Masakari) D (DoubleGreen) takes 2 damage to RA. SECTION DESTROYED, 1 damage transfers to RT. Critical hit on RA. Roll is 11; 2 locations. CRITICAL HIT on Ultra AC/10 Ammo (3). *** Ultra AC/10 Ammo EXPLODES! 30 DAMAGE! *** Warhawk (Masakari) D (DoubleGreen) takes 30 damage to RA. remaining 30 damage prevented by CASE. Location has no more hittable critical slots. Warhawk (Masakari) D (DoubleGreen) takes 1 damage to RT. 15 Internal Structure remaining Critical hit on RT. Roll is 6; no effect. Viper (Dragonfly) C (MSD) must make 1 piloting skill roll(s) (20+ damage). The base target is 5 [5 (Base piloting skill)]. Roll #1, (5 (Base piloting skill) + 1 (20+ damage)); needs 6, rolls 8 : succeeds. Cygnus (DoubleGreen) must make 1 piloting skill roll(s) (80+ damage). The base target is 5 [5 (Base piloting skill)]. Roll #1, (5 (Base piloting skill) + 4 (80+ damage)); needs 9, rolls 5 : falls. Cygnus (DoubleGreen) falls on its right side, suffering 10 damage. Cygnus (DoubleGreen) takes 5 damage to RL. 23 Armor remaining. Cygnus (DoubleGreen) takes 5 damage to RT. 4 Armor remaining. Pilot of Cygnus (DoubleGreen) "Meer van Hulst" must roll 9 to avoid damage; rolls 6 : fails. Pilot of Cygnus (DoubleGreen) "Meer van Hulst" takes 1 damage. Pilot of Cygnus (DoubleGreen) "Meer van Hulst" needs a 3 to stay conscious. Rolls 4 : successful!
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase -------------------
Heat Phase ------------------- Supernova 4 (MSD) gains 31 heat, sinks 34 heat and is now at 0 heat. Stone Rhino (Behemoth) 6 (MSD) gains 59 heat, sinks 34 heat and is now at 35 heat. Stone Rhino (Behemoth) 6 (MSD) automatically shuts down. Stone Rhino (Behemoth) 6 (MSD) needs a 8+ to avoid ammo explosion, rolls 8 : avoids successfully! Viper (Dragonfly) C (MSD) gains 19 heat, sinks 20 heat and is now at 0 heat. Cygnus (DoubleGreen) gains 23 heat, sinks 23 heat and is now at 0 heat. Kodiak 2 (DoubleGreen) gains 42 heat, sinks 40 heat and is now at 4 heat. Control Rolls ------------------- End Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #6 ------------------- MSD rolls a 9[9+0]. DoubleGreen rolls a 6[6+0]. The turn order for movement is: DoubleGreen, MSD, DoubleGreen, MSD, DoubleGreen, MSD, DoubleGreen, MSD Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. MSD: 6367 BV remaining (from 8060 initially) 0 BV fled DoubleGreen: 4599 BV remaining (from 8067 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
MSD: бедный бедный носорог...
Movement Phase ------------------- Kodiak 2 (DoubleGreen) must make a piloting skill check (getting up). Needs 5 [5 (Base piloting skill) + 0 (getting up)], rolls 7 : succeeds. Cygnus (DoubleGreen) must make a piloting skill check (Left Arm hand Actuator missing/destroyed). Needs 5 [5 (Base piloting skill) - 2 (careful stand) + 0 (getting up) + 1 (Right Arm hand Actuator missing/destroyed) + 1 (Left Arm hand Actuator missing/destroyed)], rolls 10 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
Offboard Attack Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase ------------------- Weapons fire for Hydra 2 (DoubleGreen) Streak SRM 5 at Stone Rhino (Behemoth) 6 (MSD); needs 7, rolls 9 : 5 missile(s) hit (using Right Side table). Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to CT. 22 Armor remaining. Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to RA. 20 Armor remaining. Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to RA. 18 Armor remaining. Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to RA. 16 Armor remaining. Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to RL. 2 damage transfers to RT. Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to RT. 19 Internal Structure remaining Critical hit on RT. Roll is 11; 2 locations. CRITICAL HIT on Medium Pulse Laser. CRITICAL HIT on Medium Pulse Laser. Weapons fire for Supernova 4 (MSD) Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 2, rolls 9 : hits (using Rear table) LA Kodiak 2 (DoubleGreen) takes 10 damage to LA. 10 Armor remaining. Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 2, rolls 7 : hits (using Rear table) LA Kodiak 2 (DoubleGreen) takes 10 damage to LA. 0 Armor remaining. Heavy Medium Laser at Kodiak 2 (DoubleGreen); needs 5, rolls 8 : hits (using Rear table) LA Kodiak 2 (DoubleGreen) takes 10 damage to LA. 7 Internal Structure remaining Critical hit on LA. Roll is 10; 2 locations. CRITICAL HIT on +ER Medium Laser. CRITICAL HIT on Double Heat Sink. ER Medium Laser at Kodiak 2 (DoubleGreen); needs 4, rolls 5 : hits (using Rear table) CTR Kodiak 2 (DoubleGreen) takes 7 damage to CTR. 8 Armor remaining. ER Medium Laser at Kodiak 2 (DoubleGreen); needs 4, rolls 8 : hits (using Rear table) LL Kodiak 2 (DoubleGreen) takes 7 damage to LL. 8 Armor remaining. Weapons fire for Viper (Dragonfly) C (MSD) ER Medium Laser at Cygnus (DoubleGreen); needs 6, rolls 10 : hits (using Rear table) CTR Cygnus (DoubleGreen) takes 7 damage to CTR. 8 Armor remaining. ER Medium Laser at Cygnus (DoubleGreen); needs 6, rolls 7 : hits (using Rear table) LA Cygnus (DoubleGreen) takes 7 damage to LA. 9 Internal Structure remaining Critical hit on LA. Roll is 8; 1 location. CRITICAL HIT on Ultra AC/10 Ammo (6). *** Ultra AC/10 Ammo EXPLODES! 60 DAMAGE! *** Cygnus (DoubleGreen) takes 60 damage to LA. SECTION DESTROYED, remaining 51 damage prevented by CASE. Critical hit on LA. Roll is 9; 1 location. CRITICAL HIT on j Ultra AC/10. Pilot of Cygnus (DoubleGreen) "Meer van Hulst" takes 2 damage. Pilot of Cygnus (DoubleGreen) "Meer van Hulst" needs a 5 to stay conscious. Rolls 11 : successful! Pilot of Cygnus (DoubleGreen) "Meer van Hulst" needs a 7 to stay conscious. Rolls 6 : blacks out. Flamer at Cygnus (DoubleGreen); needs 6, rolls 6 : hits (using Rear table) CTR Cygnus (DoubleGreen) takes 2 damage to CTR. 6 Armor remaining. Flamer at Cygnus (DoubleGreen); needs 6, rolls 6 : hits (using Rear table) RTR (critical) Cygnus (DoubleGreen) takes 2 damage to RTR (critical). 12 Armor remaining. Critical hit on RT. Roll is 10; 2 locations. CRITICAL HIT on Targeting Computer. CRITICAL HIT on Targeting Computer. Machine Gun at Cygnus (DoubleGreen); needs 6, rolls 6 : hits (using Rear table) CTR Cygnus (DoubleGreen) takes 2 damage to CTR. 4 Armor remaining. Machine Gun at Cygnus (DoubleGreen); needs 6, rolls 2 : misses Machine Gun at Cygnus (DoubleGreen); needs 6, rolls 10 : hits (using Rear table) LTR Cygnus (DoubleGreen) takes 2 damage to LTR. 12 Armor remaining. Machine Gun at Cygnus (DoubleGreen); needs 6, rolls 5 : misses Flamer at Cygnus (DoubleGreen); needs 6, rolls 3 : misses Weapons fire for Elemental Battle Armor [AP Gauss] (MSD) Leg Attack at Cygnus (DoubleGreen); needs 6, rolls 3 : misses Weapons fire for Cygnus (DoubleGreen) Ultra AC/10 at Stone Rhino (Behemoth) 6 (MSD); needs 0, rolls 10 : Stone Rhino (Behemoth) 6 (MSD) takes 10 damage to LL. 16 Armor remaining. fires a second shot in ultra mode. Ultra AC/10 at Stone Rhino (Behemoth) 6 (MSD); needs 0, rolls 7 : Stone Rhino (Behemoth) 6 (MSD) takes 10 damage to CT. 12 Armor remaining. Medium Pulse Laser at Stone Rhino (Behemoth) 6 (MSD); needs 5, rolls 8 : hits LA Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to LA. 14 Armor remaining. Medium Pulse Laser at Stone Rhino (Behemoth) 6 (MSD); needs 5, rolls 8 : hits RT Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to RT. 12 Internal Structure remaining Critical hit on RT. Roll is 9; 1 location. CRITICAL HIT on Medium Pulse Laser. Medium Pulse Laser at Stone Rhino (Behemoth) 6 (MSD); needs 5, rolls 6 : hits HD (hit aimed location) Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to HD. SECTION DESTROYED, *** Stone Rhino (Behemoth) 6 (MSD) DESTROYED by damage! *** >Stone Rhino (Behemoth) 6 (MSD) suffers catastrophic damage, but the autoeject system was engaged. Stone Rhino (Behemoth) 6 (MSD) must make a piloting skill check (landing in light woods). Needs 15 [5 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) + 2 (Head Internal Structure Damage) + 2 (landing in light woods)], rolls 10 : fails. Pilot of MechWarrior Nadheera (MSD) "Nadheera" takes 2 damage. Pilot of MechWarrior Nadheera (MSD) "Nadheera" takes 1 damage. Critical hit on HD. Roll is 5; no effect. Medium Pulse Laser at Stone Rhino (Behemoth) 6 (MSD); needs 5, rolls 7 : hits LT Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to LT. SECTION DESTROYED, LIMB BLOWN OFF Left Arm blown off. 5 damage transfers to CT. Critical hit on LT. Roll is 8; 1 location. CRITICAL HIT on Medium Pulse Laser. Stone Rhino (Behemoth) 6 (MSD) takes 5 damage to CT. 7 Armor remaining. Weapons fire for Kodiak 2 (DoubleGreen) ER Medium Laser at Supernova 4 (MSD); needs 7, rolls 9 : hits (using Left Side table) LT Supernova 4 (MSD) takes 7 damage to LT. Armor destroyed, 15 Internal Structure remaining Critical hit on LT. Roll is 6; no effect. ER Medium Laser at Supernova 4 (MSD); needs 7, rolls 2 : misses Cygnus (DoubleGreen) must make 1 piloting skill roll(s) and automatically fails (Pilot unconscious). Cygnus (DoubleGreen) falls on its right side, suffering 10 damage. Cygnus (DoubleGreen) takes 5 damage to RL. 18 Armor remaining. Cygnus (DoubleGreen) takes 5 damage to LT. Armor destroyed, 17 Internal Structure remaining Critical hit on LT. Roll is 10; 2 locations. CRITICAL HIT on +Medium Pulse Laser. CRITICAL HIT on +Medium Pulse Laser. Pilot of Cygnus (DoubleGreen) "Meer van Hulst" cannot avoid damage. Pilot of Cygnus (DoubleGreen) "Meer van Hulst" takes 1 damage. Kodiak 2 (DoubleGreen) must make 1 piloting skill roll(s) (40+ damage). The base target is 5 [5 (Base piloting skill)]. Roll #1, (5 (Base piloting skill) + 2 (40+ damage)); needs 7, rolls 6 : falls. Kodiak 2 (DoubleGreen) falls on its right side, suffering 10 damage. Kodiak 2 (DoubleGreen) takes 5 damage to RA. 1 Armor remaining. Kodiak 2 (DoubleGreen) takes 5 damage to RL. Armor destroyed, 19 Internal Structure remaining Critical hit on RL. Roll is 8; 1 location. CRITICAL HIT on Hip. Pilot of Kodiak 2 (DoubleGreen) "Amma Ssenyonjo" must roll 7 to avoid damage; rolls 10 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase ------------------- Physical attacks for Viper (Dragonfly) C (MSD) Kick (Left leg) at Cygnus (DoubleGreen); needs -1, rolls 8 : hits LT Cygnus (DoubleGreen) takes 8 damage to LT. 9 Internal Structure remaining Critical hit on LT. Roll is 3; no effect.
MegaMek: Game saved to savegames\autosave.sav
Heat Phase ------------------- Supernova 4 (MSD) gains 38 heat, sinks 36 heat and is now at 2 heat. Viper (Dragonfly) C (MSD) gains 20 heat, sinks 20 heat and is now at 0 heat. Cygnus (DoubleGreen) gains 24 heat, sinks 24 heat and is now at 0 heat. Kodiak 2 (DoubleGreen) gains 13 heat, sinks 17 heat and is now at 0 heat. Control Rolls ------------------- End Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #7 ------------------- MSD rolls a 8[8+0]. DoubleGreen rolls a 6[6+0]. The turn order for movement is: DoubleGreen, MSD, DoubleGreen, MSD, DoubleGreen, DoubleGreen, MSD Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. MSD: 4754 BV remaining (from 8060 initially) 0 BV fled DoubleGreen: 3031 BV remaining (from 8067 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Movement Phase ------------------- Kodiak 2 (DoubleGreen) must make a piloting skill check (running with damaged hip actuator or gyro). Needs 7 [5 (Base piloting skill) + 2 (Right Leg Hip Actuator destroyed) + 0 (running with damaged hip actuator or gyro)], rolls 11 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
Offboard Attack Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase ------------------- Weapons fire for Elemental Battle Armor [AP Gauss] (MSD) AP Gauss Rifle at Cygnus (DoubleGreen); needs 6, rolls 5 : misses Weapons fire for Hydra 2 (DoubleGreen) Streak SRM 5 at Supernova 4 (MSD); needs 9, rolls 6 : fails to achieve lock. Weapons fire for Supernova 4 (MSD) Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 4, rolls 7 : hits (using Right Side table) CT Kodiak 2 (DoubleGreen) takes 10 damage to CT. Armor destroyed, 23 Internal Structure remaining Critical hit on CT. Roll is 4; no effect. Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 4, rolls 2 : misses Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 4, rolls 7 : hits (using Right Side table) LL Kodiak 2 (DoubleGreen) takes 10 damage to LL. Armor destroyed, 19 Internal Structure remaining Critical hit on LL. Roll is 7; no effect. Weapons fire for Kodiak 2 (DoubleGreen) ER Medium Laser at Supernova 4 (MSD); needs 9, rolls 10 : hits CT Supernova 4 (MSD) takes 7 damage to CT. 38 Armor remaining. ER Medium Laser at Supernova 4 (MSD); needs 9, rolls 4 : misses ER Medium Laser at Supernova 4 (MSD); needs 9, rolls 7 : misses Streak SRM 6 at Supernova 4 (MSD); needs 9, rolls 3 : fails to achieve lock. ER Large Laser at Supernova 4 (MSD); needs 9, rolls 4 : misses Weapons fire for Viper (Dragonfly) C (MSD) ER Medium Laser at Cygnus (DoubleGreen); needs 4, rolls 11 : hits (using Right Side table) LT (hit aimed location) Cygnus (DoubleGreen) takes 7 damage to LT. 2 Internal Structure remaining Critical hit on LT. Roll is 6; no effect. ER Medium Laser at Cygnus (DoubleGreen); needs 4, rolls 9 : hits (using Right Side table) LT (hit aimed location) Cygnus (DoubleGreen) takes 7 damage to LT. SECTION DESTROYED, 5 damage transfers to CT. Critical hit on LT. Roll is 3; no effect. Cygnus (DoubleGreen) takes 5 damage to CT. 19 Armor remaining. Flamer at Cygnus (DoubleGreen); needs 6, rolls 7 : hits (using Right Side table) RL Cygnus (DoubleGreen) takes 2 damage to RL. 16 Armor remaining. Flamer at Cygnus (DoubleGreen); needs 6, rolls 10 : hits (using Right Side table) LT Cygnus (DoubleGreen) takes 2 damage to LT. 2 damage transfers to CT. Cygnus (DoubleGreen) takes 2 damage to CT. 17 Armor remaining. Machine Gun at Cygnus (DoubleGreen); needs 6, rolls 9 : hits (using Right Side table) RL Cygnus (DoubleGreen) takes 2 damage to RL. 14 Armor remaining. Machine Gun at Cygnus (DoubleGreen); needs 6, rolls 6 : hits (using Right Side table) CT Cygnus (DoubleGreen) takes 2 damage to CT. 15 Armor remaining. Machine Gun at Cygnus (DoubleGreen); needs 6, rolls 5 : misses Machine Gun at Cygnus (DoubleGreen); needs 6, rolls 5 : misses Flamer at Cygnus (DoubleGreen); needs 6, rolls 9 : hits (using Right Side table) LT Cygnus (DoubleGreen) takes 2 damage to LT. 2 damage transfers to CT. Cygnus (DoubleGreen) takes 2 damage to CT. 13 Armor remaining.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase -------------------
Heat Phase ------------------- Supernova 4 (MSD) gains 33 heat, sinks 35 heat and is now at 0 heat. Viper (Dragonfly) C (MSD) gains 20 heat, sinks 20 heat and is now at 0 heat. Cygnus (DoubleGreen) gains 10 heat, sinks 10 heat and is now at 0 heat. Kodiak 2 (DoubleGreen) gains 29 heat, sinks 29 heat and is now at 0 heat. Control Rolls ------------------- End Phase ------------------- Pilot of Cygnus (DoubleGreen) "Meer van Hulst" needs a 10 to wake up. Rolls 7 : stays unconscious.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #8 ------------------- MSD rolls a 8[8+0]. DoubleGreen rolls a 11[11+0]. The turn order for movement is: MSD, DoubleGreen, MSD, DoubleGreen, MSD, DoubleGreen, DoubleGreen Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. MSD: 4733 BV remaining (from 8060 initially) 0 BV fled DoubleGreen: 2868 BV remaining (from 8067 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Movement Phase -------------------
Offboard Attack Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase ------------------- Weapons fire for Hydra 2 (DoubleGreen) Streak SRM 5 at Elemental Battle Armor [AP Gauss] (MSD); needs 8, rolls 8 : 5 missile(s) hit (using Left Side table). Elemental Battle Armor [AP Gauss] (MSD) takes 2 damage to Trooper 1. 8 Armor remaining. Elemental Battle Armor [AP Gauss] (MSD) takes 2 damage to Trooper 5. 8 Armor remaining. Elemental Battle Armor [AP Gauss] (MSD) takes 2 damage to Trooper 4. 8 Armor remaining. Elemental Battle Armor [AP Gauss] (MSD) takes 2 damage to Trooper 1. 6 Armor remaining. Elemental Battle Armor [AP Gauss] (MSD) takes 2 damage to Trooper 4. 6 Armor remaining. Weapons fire for Viper (Dragonfly) C (MSD) Flamer at MechWarrior Marion Vickers (DoubleGreen); needs 11, rolls 7 : misses Flamer at MechWarrior Marion Vickers (DoubleGreen); needs 11, rolls 7 : misses Machine Gun at MechWarrior Marion Vickers (DoubleGreen); needs 11, rolls 8 : misses Machine Gun at MechWarrior Marion Vickers (DoubleGreen); needs 11, rolls 10 : misses Machine Gun at MechWarrior Marion Vickers (DoubleGreen); needs 11, rolls 10 : misses Machine Gun at MechWarrior Marion Vickers (DoubleGreen); needs 11, rolls 9 : misses Flamer at MechWarrior Marion Vickers (DoubleGreen); needs 11, rolls 6 : misses ER Medium Laser at Cygnus (DoubleGreen); needs 5, rolls 8 : hits RT Cygnus (DoubleGreen) takes 7 damage to RT. Armor destroyed, 17 Internal Structure remaining Critical hit on RT. Roll is 9; 1 location. CRITICAL HIT on *Targeting Computer. ER Medium Laser at Cygnus (DoubleGreen); needs 5, rolls 3 : misses Weapons fire for Supernova 4 (MSD) Large Pulse Laser at Cygnus (DoubleGreen); needs 4, rolls 4 : hits (using Right Side table) LL Cygnus (DoubleGreen) takes 10 damage to LL. 3 Armor remaining. Large Pulse Laser at Cygnus (DoubleGreen); needs 4, rolls 6 : hits (using Right Side table) RL Cygnus (DoubleGreen) takes 10 damage to RL. 4 Armor remaining. Large Pulse Laser at Cygnus (DoubleGreen); needs 4, rolls 4 : hits (using Right Side table) RT (hit aimed location) Cygnus (DoubleGreen) takes 10 damage to RT. 7 Internal Structure remaining Critical hit on RT. Roll is 9; 1 location. CRITICAL HIT on Engine. *** Cygnus (DoubleGreen) DESTROYED by engine destruction! *** ER Medium Laser at Cygnus (DoubleGreen); needs 6, rolls 7 : hits (using Right Side table) RT (hit aimed location) Cygnus (DoubleGreen) takes 7 damage to RT. SECTION DESTROYED, LIMB BLOWN OFF Right Arm blown off. Critical hit on RT. Roll is 7; no effect. Weapons fire for Elemental Battle Armor [AP Gauss] (MSD) AP Gauss Rifle at Cygnus (DoubleGreen); needs 6, rolls 7 : 3 troopers hit Cygnus (DoubleGreen) takes 3 damage to HD. 6 Armor remaining. Pilot of Cygnus (DoubleGreen) "Meer van Hulst" takes 1 damage. (hit aimed location) Cygnus (DoubleGreen) takes 3 damage to HD. 3 Armor remaining. Pilot of Cygnus (DoubleGreen) "Meer van Hulst" takes 1 damage. (hit aimed location) Cygnus (DoubleGreen) takes 3 damage to HD. 0 Armor remaining. (hit aimed location)
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase -------------------
Heat Phase ------------------- Supernova 4 (MSD) gains 38 heat, sinks 36 heat and is now at 2 heat. Viper (Dragonfly) C (MSD) gains 21 heat, sinks 20 heat and is now at 1 heat. Kodiak 2 (DoubleGreen) gains 1 heat, sinks 1 heat and is now at 0 heat. Control Rolls ------------------- End Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #9 ------------------- MSD rolls a 8[8+0]. DoubleGreen rolls a 9[9+0]. The turn order for movement is: MSD, DoubleGreen, MSD, DoubleGreen, MSD, DoubleGreen Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. MSD: 4687 BV remaining (from 8060 initially) 0 BV fled DoubleGreen: 1762 BV remaining (from 8067 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
MSD: ты тут?
Movement Phase -------------------
Offboard Attack Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase ------------------- Weapons fire for Supernova 4 (MSD) Large Pulse Laser at MechWarrior Marion Vickers (DoubleGreen); needs 6, rolls 9 : hits (using Rear table) MEN MechWarrior Marion Vickers (DoubleGreen) takes 3 damage to MEN. SQUAD KILLED, *** MechWarrior Marion Vickers (DoubleGreen) DESTROYED by damage! *** Large Pulse Laser at MechWarrior Marion Vickers (DoubleGreen); needs 6, rolls 6 : hits (using Rear table) MEN MechWarrior Marion Vickers (DoubleGreen) takes 3 damage to MEN. Large Pulse Laser at MechWarrior Marion Vickers (DoubleGreen); needs 6, rolls 10 : hits (using Rear table) MEN MechWarrior Marion Vickers (DoubleGreen) takes 3 damage to MEN. Large Pulse Laser at MechWarrior Marion Vickers (DoubleGreen); needs 6, rolls 11 : hits (using Rear table) MEN MechWarrior Marion Vickers (DoubleGreen) takes 3 damage to MEN. Weapons fire for Hydra 2 (DoubleGreen) Streak SRM 5 at Viper (Dragonfly) C (MSD); needs 8, rolls 6 : fails to achieve lock. Weapons fire for Viper (Dragonfly) C (MSD) ER Medium Laser at Hydra 2 (DoubleGreen); needs 6, rolls 8 : hits (using Rear table) T Hydra 2 (DoubleGreen) takes 7 damage to T. Armor destroyed, 4 Internal Structure remaining Critical hit on T. Roll is 7; no effect. ER Medium Laser at Hydra 2 (DoubleGreen); needs 6, rolls 7 : hits (using Rear table) T Hydra 2 (DoubleGreen) takes 7 damage to T. Pilot of Hydra 2 (DoubleGreen) "Feechi Freschi" takes 3 damage. Pilot of Hydra 2 (DoubleGreen) "Feechi Freschi" needs a 3 to stay conscious. Rolls 12 : successful! Pilot of Hydra 2 (DoubleGreen) "Feechi Freschi" needs a 5 to stay conscious. Rolls 11 : successful! Pilot of Hydra 2 (DoubleGreen) "Feechi Freschi" needs a 7 to stay conscious. Rolls 7 : successful! SECTION DESTROYED, *** Hydra 2 (DoubleGreen) DESTROYED by damage! *** Critical hit on T. Roll is 5; no effect. Flamer at Hydra 2 (DoubleGreen); needs 6, rolls 12 : hits (using Rear table) L Hydra 2 (DoubleGreen) takes 2 damage to L. 1 Armor remaining. Flamer at Hydra 2 (DoubleGreen); needs 6, rolls 7 : hits (using Rear table) T Hydra 2 (DoubleGreen) takes 2 damage to T. Machine Gun at Hydra 2 (DoubleGreen); needs 6, rolls 5 : misses Machine Gun at Hydra 2 (DoubleGreen); needs 6, rolls 3 : misses Machine Gun at Hydra 2 (DoubleGreen); needs 6, rolls 4 : misses Machine Gun at Hydra 2 (DoubleGreen); needs 6, rolls 5 : misses Flamer at Hydra 2 (DoubleGreen); needs 6, rolls 8 : hits (using Rear table) a near miss The Protomech takes no damage from a near miss. Weapons fire for Elemental Battle Armor [AP Gauss] (MSD) AP Gauss Rifle at Kodiak 2 (DoubleGreen); needs 4, rolls 7 : 5 troopers hit Kodiak 2 (DoubleGreen) takes 3 damage to LA. 4 Internal Structure remaining Critical hit on LA. Roll is 5; no effect. Kodiak 2 (DoubleGreen) takes 3 damage to LL. 16 Internal Structure remaining Critical hit on LL. Roll is 6; no effect. Kodiak 2 (DoubleGreen) takes 3 damage to CT. 20 Internal Structure remaining Critical hit on CT. Roll is 4; no effect. Kodiak 2 (DoubleGreen) takes 3 damage to RT. 19 Armor remaining. Kodiak 2 (DoubleGreen) takes 3 damage to LA. 1 Internal Structure remaining Critical hit on LA. Roll is 5; no effect. Weapons fire for Kodiak 2 (DoubleGreen) ER Medium Laser at Elemental Battle Armor [AP Gauss] (MSD); needs 8, rolls 8 : hits Trooper 5 Elemental Battle Armor [AP Gauss] (MSD) takes 7 damage to Trooper 5. 1 Armor remaining. ER Medium Laser at Elemental Battle Armor [AP Gauss] (MSD); needs 8, rolls 7 : misses ER Medium Laser at Elemental Battle Armor [AP Gauss] (MSD); needs 8, rolls 9 : hits Trooper 2 Elemental Battle Armor [AP Gauss] (MSD) takes 7 damage to Trooper 2. 3 Armor remaining. ER Large Laser at Elemental Battle Armor [AP Gauss] (MSD); needs 8, rolls 7 : misses Streak SRM 6 at Elemental Battle Armor [AP Gauss] (MSD); needs 8, rolls 3 : fails to achieve lock.
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase -------------------
Heat Phase ------------------- Supernova 4 (MSD) gains 41 heat, sinks 36 heat and is now at 7 heat. Viper (Dragonfly) C (MSD) gains 20 heat, sinks 20 heat and is now at 1 heat. Kodiak 2 (DoubleGreen) gains 27 heat, sinks 27 heat and is now at 0 heat. Control Rolls ------------------- End Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #10 ------------------- MSD rolls a 10[10+0]. DoubleGreen rolls a 8[8+0]. The turn order for movement is: DoubleGreen, MSD, MSD, MSD Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. MSD: 4624 BV remaining (from 8060 initially) 0 BV fled DoubleGreen: 1515 BV remaining (from 8067 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Movement Phase -------------------
Offboard Attack Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase -------------------
Physical Attack Phase -------------------
Heat Phase ------------------- Supernova 4 (MSD) gains 3 heat, sinks 10 heat and is now at 0 heat. Viper (Dragonfly) C (MSD) gains 5 heat, sinks 6 heat and is now at 0 heat. Kodiak 2 (DoubleGreen) gains 0 heat, sinks 0 heat and is now at 0 heat. Control Rolls ------------------- End Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #11 ------------------- MSD rolls a 7[7+0]. DoubleGreen rolls a 4[4+0]. The turn order for movement is: DoubleGreen, MSD, MSD, MSD Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. MSD: 4624 BV remaining (from 8060 initially) 0 BV fled DoubleGreen: 1515 BV remaining (from 8067 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Movement Phase -------------------
Offboard Attack Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase ------------------- Weapons fire for Supernova 4 (MSD) Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 8, rolls 4 : misses Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 8, rolls 6 : misses Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 8, rolls 4 : misses Weapons fire for Kodiak 2 (DoubleGreen) ER Medium Laser at Supernova 4 (MSD); needs 12, rolls 3 : misses ER Medium Laser at Supernova 4 (MSD); needs 12, rolls 7 : misses ER Medium Laser at Supernova 4 (MSD); needs 12, rolls 10 : misses ER Large Laser at Supernova 4 (MSD); needs 10, rolls 7 : misses
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase -------------------
Heat Phase ------------------- Supernova 4 (MSD) gains 33 heat, sinks 33 heat and is now at 0 heat. Viper (Dragonfly) C (MSD) gains 0 heat, sinks 0 heat and is now at 0 heat. Kodiak 2 (DoubleGreen) gains 27 heat, sinks 27 heat and is now at 0 heat. Control Rolls ------------------- End Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #12 ------------------- MSD rolls a 6[6+0]. DoubleGreen rolls a 8[8+0]. The turn order for movement is: MSD, MSD, MSD, DoubleGreen Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. MSD: 4624 BV remaining (from 8060 initially) 0 BV fled DoubleGreen: 1515 BV remaining (from 8067 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Movement Phase -------------------
Offboard Attack Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase ------------------- Weapons fire for Supernova 4 (MSD) Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 10, rolls 8 : misses Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 10, rolls 11 : hits LT Kodiak 2 (DoubleGreen) takes 10 damage to LT. Armor destroyed, 16 Internal Structure remaining Critical hit on LT. Roll is 8; 1 location. CRITICAL HIT on Double Heat Sink. Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 10, rolls 8 : misses Weapons fire for Kodiak 2 (DoubleGreen) ER Large Laser at Supernova 4 (MSD); needs 12, rolls 7 : misses
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase -------------------
Heat Phase ------------------- Supernova 4 (MSD) gains 33 heat, sinks 33 heat and is now at 0 heat. Viper (Dragonfly) C (MSD) gains 1 heat, sinks 1 heat and is now at 0 heat. Kodiak 2 (DoubleGreen) gains 12 heat, sinks 12 heat and is now at 0 heat. Control Rolls ------------------- End Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #13 ------------------- MSD rolls a 11[11+0]. DoubleGreen rolls a 6[6+0]. The turn order for movement is: DoubleGreen, MSD, MSD, MSD Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. MSD: 4624 BV remaining (from 8060 initially) 0 BV fled DoubleGreen: 1431 BV remaining (from 8067 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Movement Phase -------------------
Offboard Attack Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase ------------------- Weapons fire for Supernova 4 (MSD) Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 7, rolls 6 : misses Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 7, rolls 5 : misses Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 7, rolls 11 : hits RA Kodiak 2 (DoubleGreen) takes 10 damage to RA. Armor destroyed, 8 Internal Structure remaining Critical hit on RA. Roll is 8; 1 location. CRITICAL HIT on Lower Arm. Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 7, rolls 5 : misses Weapons fire for Viper (Dragonfly) C (MSD) ER Medium Laser at Kodiak 2 (DoubleGreen); needs 6, rolls 8 : hits (using Rear table) HD Kodiak 2 (DoubleGreen) takes 7 damage to HD. 2 Armor remaining. Pilot of Kodiak 2 (DoubleGreen) "Amma Ssenyonjo" takes 1 damage. Pilot of Kodiak 2 (DoubleGreen) "Amma Ssenyonjo" needs a 3 to stay conscious. Rolls 7 : successful! ER Medium Laser at Kodiak 2 (DoubleGreen); needs 6, rolls 5 : misses Flamer at Kodiak 2 (DoubleGreen); needs 6, rolls 5 : misses Flamer at Kodiak 2 (DoubleGreen); needs 6, rolls 10 : hits (using Rear table) RTR Kodiak 2 (DoubleGreen) takes 2 damage to RTR. 19 Internal Structure remaining Critical hit on RT. Roll is 9; 1 location. CRITICAL HIT on Jump Jet. Machine Gun at Kodiak 2 (DoubleGreen); needs 6, rolls 2 : misses Machine Gun at Kodiak 2 (DoubleGreen); needs 6, rolls 7 : hits (using Rear table) LTR Kodiak 2 (DoubleGreen) takes 2 damage to LTR. 3 Armor remaining. Machine Gun at Kodiak 2 (DoubleGreen); needs 6, rolls 5 : misses Machine Gun at Kodiak 2 (DoubleGreen); needs 6, rolls 10 : hits (using Rear table) LA Kodiak 2 (DoubleGreen) takes 2 damage to LA. SECTION DESTROYED, 1 damage transfers to LTR. Critical hit on LA. Roll is 11; 2 locations. CRITICAL HIT on Lower Arm. CRITICAL HIT on ER Medium Laser. Kodiak 2 (DoubleGreen) takes 1 damage to LTR. 2 Armor remaining. Flamer at Kodiak 2 (DoubleGreen); needs 6, rolls 7 : hits (using Rear table) RTR Kodiak 2 (DoubleGreen) takes 2 damage to RTR. 17 Internal Structure remaining Critical hit on RT. Roll is 3; no effect. Weapons fire for Elemental Battle Armor [AP Gauss] (MSD) AP Gauss Rifle at Kodiak 2 (DoubleGreen); needs 4, rolls 12 : 3 troopers hit (using Rear table) Kodiak 2 (DoubleGreen) takes 3 damage to LL. 13 Internal Structure remaining Critical hit on LL. Roll is 11; 2 locations. CRITICAL HIT on Hip. CRITICAL HIT on Double Heat Sink. Kodiak 2 (DoubleGreen) takes 3 damage to LA. 3 damage transfers to LTR. Kodiak 2 (DoubleGreen) takes 3 damage to LTR. Armor destroyed, 15 Internal Structure remaining Critical hit on LT. Roll is 6; no effect. Kodiak 2 (DoubleGreen) takes 3 damage to LL. 10 Internal Structure remaining Critical hit on LL. Roll is 2; no effect. Weapons fire for Kodiak 2 (DoubleGreen) ER Medium Laser at Elemental Battle Armor [AP Gauss] (MSD); needs 7, rolls 10 : hits (using Left Side table) Trooper 5 Elemental Battle Armor [AP Gauss] (MSD) takes 7 damage to Trooper 5. Armor destroyed, TROOPER KILLED, ER Medium Laser at Elemental Battle Armor [AP Gauss] (MSD); needs 7, rolls 10 : hits (using Left Side table) Trooper 1 Elemental Battle Armor [AP Gauss] (MSD) takes 7 damage to Trooper 1. Armor destroyed, TROOPER KILLED,
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase ------------------- Physical attacks for Viper (Dragonfly) C (MSD) Kick (Left leg) at Kodiak 2 (DoubleGreen); needs 5, rolls 6 : hits (using Rear Kick table) RL Kodiak 2 (DoubleGreen) takes 8 damage to RL. 11 Internal Structure remaining Critical hit on RL. Roll is 4; no effect.
MegaMek: Game saved to savegames\autosave.sav
Heat Phase ------------------- Supernova 4 (MSD) gains 40 heat, sinks 36 heat and is now at 4 heat. Viper (Dragonfly) C (MSD) gains 21 heat, sinks 20 heat and is now at 1 heat. Kodiak 2 (DoubleGreen) gains 10 heat, sinks 10 heat and is now at 0 heat. Control Rolls ------------------- End Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #14 ------------------- MSD rolls a 10[10+0]. DoubleGreen rolls a 8[8+0]. The turn order for movement is: DoubleGreen, MSD, MSD, MSD Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. MSD: 4410 BV remaining (from 8060 initially) 0 BV fled DoubleGreen: 896 BV remaining (from 8067 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Movement Phase -------------------
Offboard Attack Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase ------------------- Weapons fire for Supernova 4 (MSD) Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 7, rolls 6 : misses Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 7, rolls 4 : misses Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 7, rolls 7 : hits LL Kodiak 2 (DoubleGreen) takes 10 damage to LL. SECTION DESTROYED, Critical hit on LL. Roll is 4; no effect. Weapons fire for Viper (Dragonfly) C (MSD) ER Medium Laser at Kodiak 2 (DoubleGreen); needs 5, rolls 8 : hits LA Kodiak 2 (DoubleGreen) takes 7 damage to LA. 7 damage transfers to LT. Kodiak 2 (DoubleGreen) takes 7 damage to LT. 8 Internal Structure remaining Critical hit on LT. Roll is 7; no effect. ER Medium Laser at Kodiak 2 (DoubleGreen); needs 5, rolls 6 : hits LT Kodiak 2 (DoubleGreen) takes 7 damage to LT. 1 Internal Structure remaining Critical hit on LT. Roll is 2; no effect. Flamer at Kodiak 2 (DoubleGreen); needs 5, rolls 4 : misses Flamer at Kodiak 2 (DoubleGreen); needs 5, rolls 7 : hits CT Kodiak 2 (DoubleGreen) takes 2 damage to CT. 18 Internal Structure remaining Critical hit on CT. Roll is 10; 2 locations. CRITICAL HIT on Engine. CRITICAL HIT on Engine. Machine Gun at Kodiak 2 (DoubleGreen); needs 5, rolls 9 : hits RL Kodiak 2 (DoubleGreen) takes 2 damage to RL. 9 Internal Structure remaining Critical hit on RL. Roll is 5; no effect. Machine Gun at Kodiak 2 (DoubleGreen); needs 5, rolls 10 : hits CT Kodiak 2 (DoubleGreen) takes 2 damage to CT. 16 Internal Structure remaining Critical hit on CT. Roll is 5; no effect. Machine Gun at Kodiak 2 (DoubleGreen); needs 5, rolls 7 : hits RA Kodiak 2 (DoubleGreen) takes 2 damage to RA. 6 Internal Structure remaining Critical hit on RA. Roll is 5; no effect. Machine Gun at Kodiak 2 (DoubleGreen); needs 5, rolls 9 : hits LA Kodiak 2 (DoubleGreen) takes 2 damage to LA. 2 damage transfers to LT. Kodiak 2 (DoubleGreen) takes 2 damage to LT. SECTION DESTROYED, 1 damage transfers to CT. Critical hit on LT. Roll is 5; no effect. Kodiak 2 (DoubleGreen) has taken 4 engine hits this phase. Checking for engine explosion on 10, roll is 6. Engine safety systems remain in place. *** Kodiak 2 (DoubleGreen) DESTROYED by engine destruction! *** Kodiak 2 (DoubleGreen) takes 1 damage to CT. 15 Internal Structure remaining Critical hit on CT. Roll is 5; no effect. Flamer at Kodiak 2 (DoubleGreen); needs 5, rolls 7 : hits LT Kodiak 2 (DoubleGreen) takes 2 damage to LT. 2 damage transfers to CT. Kodiak 2 (DoubleGreen) takes 2 damage to CT. 13 Internal Structure remaining Critical hit on CT. Roll is 3; no effect. Weapons fire for Elemental Battle Armor [AP Gauss] (MSD) AP Gauss Rifle at Kodiak 2 (DoubleGreen); needs 4, rolls 10 : 2 troopers hit Kodiak 2 (DoubleGreen) takes 3 damage to RL. 6 Internal Structure remaining Critical hit on RL. Roll is 4; no effect. Kodiak 2 (DoubleGreen) takes 3 damage to LA. 3 damage transfers to LT. Kodiak 2 (DoubleGreen) takes 3 damage to LT. 3 damage transfers to CT. Kodiak 2 (DoubleGreen) takes 3 damage to CT. 10 Internal Structure remaining Critical hit on CT. Roll is 3; no effect. Weapons fire for Kodiak 2 (DoubleGreen) ER Large Laser at Viper (Dragonfly) C (MSD); needs 6, rolls 6 : hits LT Viper (Dragonfly) C (MSD) takes 10 damage to LT. SECTION DESTROYED, LIMB BLOWN OFF Left Arm blown off. 4 damage transfers to CT. Critical hit on LT. Roll is 3; no effect. Viper (Dragonfly) C (MSD) takes 4 damage to CT. 2 Internal Structure remaining Critical hit on CT. Roll is 9; 1 location. CRITICAL HIT on Engine. *** Viper (Dragonfly) C (MSD) DESTROYED by engine destruction! *** ER Medium Laser at Viper (Dragonfly) C (MSD); needs 7, rolls 8 : hits RT Viper (Dragonfly) C (MSD) takes 7 damage to RT. 1 Armor remaining. ER Medium Laser at Viper (Dragonfly) C (MSD); needs 7, rolls 9 : hits LT Viper (Dragonfly) C (MSD) takes 7 damage to LT. 7 damage transfers to CT. Viper (Dragonfly) C (MSD) takes 7 damage to CT. SECTION DESTROYED, Viper (Dragonfly) C (MSD) has taken 8 engine hits this phase. Checking for engine explosion on 10, roll is 6. Engine safety systems remain in place. >Viper (Dragonfly) C (MSD) suffers catastrophic damage, but the autoeject system was engaged. Viper (Dragonfly) C (MSD) must make a piloting skill check (landing in heavy woods). Needs 9 [5 (ejecting) + 1 (automatic ejection) + 3 (landing in heavy woods)], rolls 8 : fails. The pilot ejects safely! Critical hit on CT. Roll is 10; 2 locations. CRITICAL HIT on Standard Gyro. CRITICAL HIT on Standard Gyro. Streak SRM 6 at Viper (Dragonfly) C (MSD); needs 6, rolls 9 : 6 missile(s) hit. Viper (Dragonfly) C (MSD) takes 2 damage to CT. Viper (Dragonfly) C (MSD) takes 2 damage to CT. Viper (Dragonfly) C (MSD) takes 2 damage to LL. 17 Armor remaining. Viper (Dragonfly) C (MSD) takes 2 damage to CT. Viper (Dragonfly) C (MSD) takes 2 damage to RL. 10 Armor remaining. Viper (Dragonfly) C (MSD) takes 2 damage to LT. 2 damage transfers to CT. Viper (Dragonfly) C (MSD) takes 2 damage to CT.
MegaMek: Game saved to savegames\autosave.sav
MSD: красиво ушел
DoubleGreen: ага
DoubleGreen: спасибо за игру
Physical Attack Phase -------------------
Heat Phase ------------------- Supernova 4 (MSD) gains 32 heat, sinks 36 heat and is now at 0 heat. Control Rolls ------------------- End Phase ------------------- Team 2 has achieved all required victory conditions!
MegaMek: Game saved to savegames\autosave.sav
MSD: гг и тебе
Victory! ------------------- Winner is: TEAM #2 MSD: 3285 BV remaining (from 8060 initially) 0 BV fled DoubleGreen: 0 BV remaining (from 8067 initially) 0 BV fled Survivors are: Supernova 4 (MSD) Pilot : Malie [4/5] Kills : 2 Elemental Battle Armor [AP Gauss] (MSD) Gunnery Skill : Deste [4] Kills : 1 MechWarrior Kay (MSD) Gunnery Skill : Kay [4] Kills : 0 Graveyard contains: Warhawk (Masakari) D (DoubleGreen) Pilot : Marion Vickers [4/5] ( 6 hit(s)) Kills : 0 Destroyed by Elemental Battle Armor [AP Gauss] (MSD) Stone Rhino (Behemoth) 6 (MSD) Pilot : Nadheera [4/5] ( 6 hit(s) ) Kills : 0 Destroyed by Cygnus (DoubleGreen) Cygnus (DoubleGreen) Pilot : Meer van Hulst [4/5] ( 6 hit(s) ) Kills : 1 Destroyed by Supernova 4 (MSD) Hydra 2 (DoubleGreen) Pilot : Feechi Freschi [4] ( 3 hit(s) ) Kills : 0 Destroyed by Viper (Dragonfly) C (MSD) MechWarrior Marion Vickers (DoubleGreen) Gunnery Skill : Marion Vickers [4] ( 6 hit(s) ) Kills : 0 Destroyed by Supernova 4 (MSD) Viper (Dragonfly) C (MSD) Pilot : Kay [4/5] Kills : 2 Destroyed by Kodiak 2 (DoubleGreen) Kodiak 2 (DoubleGreen) Pilot : Amma Ssenyonjo [4/5] ( 1 hit(s) ) Kills : 1 Destroyed by Viper (Dragonfly) C (MSD) The following utterly destroyed units are not available for salvage: MechWarrior Nadheera (MSD) Gunnery Skill : Nadheera [4] ( 6 hit(s) ) Kills : 0 Destroyed by pilot error. Detailed unit status saved to entitystatus.txt
***Server: DoubleGreen disconnected.