Log file opened Tue Oct 25 13:33:33 GMT+03:00 2016
Initiative Phase for Deployment ------------------- AIMB rolls a 5[5+0]. tot rolls a 10[10+0]. The turn order for movement is: AIMB, tot, AIMB, tot, AIMB, tot, AIMB, tot Wind direction is Southeast. Wind strength is Calm. The weather is Clear. Visibility is Daylight. Initiative Phase for Round #1 ------------------- AIMB rolls a 7[7+0]. tot rolls a 5[5+0]. The turn order for movement is: tot, AIMB, tot, AIMB, tot, AIMB, tot, AIMB Wind direction is Southeast. Wind strength is Calm. The weather is Clear. Visibility is Daylight. Targeting Phase -------------------Movement Phase ------------------- Offboard Attack Phase ------------------- Weapon Attack Phase ------------------- Weapons fire for Warhammer IIC 10 (AIMB) ER Large Laser at Canis (tot); needs 10, rolls 10 : hits LL Canis (tot) takes 10 damage to LL. 23 Armor remaining. ER Large Laser at Canis (tot); needs 10, rolls 8 : misses ER Large Laser at Canis (tot); needs 10, rolls 5 : misses Weapons fire for Satyr 2 (AIMB) Micro Pulse Laser at Blood Asp C (tot); needs 8, rolls 6 : misses Weapons fire for Canis (tot) ER Large Laser at Warhammer IIC 10 (AIMB); needs 9, rolls 12 : hits (using Right Side table) RA (critical) Warhammer IIC 10 (AIMB) takes 10 damage to RA (critical). 14 Armor remaining. Critical hit on RA. Roll is (4+1) = 5; no effect. ER Large Laser at Warhammer IIC 10 (AIMB); needs 9, rolls 4 : misses Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 9, rolls 10 : Warhammer IIC 10 (AIMB) takes 10 damage to RT. 14 Armor remaining. Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 9, rolls 9 : Warhammer IIC 10 (AIMB) takes 10 damage to RA. 4 Armor remaining. Weapons fire for Blood Asp C (tot) ER Large Laser at Warhammer IIC 10 (AIMB); needs 9, rolls 8 : misses Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 9, rolls 6 : misses Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 9, rolls 5 : misses LB 20-X AC (Cluster ammo) at Warhammer IIC 10 (AIMB); needs 10, rolls 5 : misses Weapons fire for Cygnus (tot) Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 8, rolls 9 : Warhammer IIC 10 (AIMB) takes 10 damage to RL. 20 Armor remaining. fires a second shot in ultra mode. Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 8, rolls 8 : Warhammer IIC 10 (AIMB) takes 10 damage to RT. 4 Armor remaining. Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 8, rolls 6 : misses fires a second shot in ultra mode. Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 8, rolls 11 : Warhammer IIC 10 (AIMB) takes 10 damage to CT. 20 Armor remaining. Medium Pulse Laser at Warhammer IIC 10 (AIMB); needs 8, rolls 6 : misses Medium Pulse Laser at Warhammer IIC 10 (AIMB); needs 8, rolls 4 : misses Medium Pulse Laser at Warhammer IIC 10 (AIMB); needs 8, rolls 9 : hits (using Right Side table) CT Warhammer IIC 10 (AIMB) takes 7 damage to CT. 13 Armor remaining. Medium Pulse Laser at Warhammer IIC 10 (AIMB); needs 8, rolls 12 : hits (using Right Side table) LL Warhammer IIC 10 (AIMB) takes 7 damage to LL. 23 Armor remaining. Weapons fire for Kobold Battle Armor IIC (tot) Light Machine Gun at Satyr 2 (AIMB); needs 8, rolls 11 : 4 troopers hit The Protomech takes no damage from a near miss. Satyr 2 (AIMB) takes 1 damage to T. 6 Armor remaining. Satyr 2 (AIMB) takes 1 damage to L. 5 Armor remaining. The Protomech takes no damage from a near miss. Infantry Clan Mauser IIC at Satyr 2 (AIMB); needs 8, rolls 4 : misses Infantry Clan Mauser IIC at Satyr 2 (AIMB); needs 8, rolls 10 : 3 troopers hit, causing 4 damage. Satyr 2 (AIMB) takes 2 damage to T. 4 Armor remaining. Satyr 2 (AIMB) takes 2 damage to T. 2 Armor remaining. Weapons fire for Bane (Kraken) 2 (AIMB) Ultra AC/10 at Canis (tot); needs 12, rolls 6 : misses Ultra AC/10 at Canis (tot); needs 12, rolls 10 : misses Ultra AC/10 at Canis (tot); needs 12, rolls 6 : misses Ultra AC/10 at Canis (tot); needs 12, rolls 7 : misses Warhammer IIC 10 (AIMB) 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 5 : falls. Warhammer IIC 10 (AIMB) falls on its right side, suffering 8 damage. Warhammer IIC 10 (AIMB) takes 5 damage to RA (critical). Armor destroyed, 12 Internal Structure remaining Critical hit on RA. Roll is 6; no effect. Critical hit on RA. Roll is 4; no effect. Warhammer IIC 10 (AIMB) takes 3 damage to RA. 9 Internal Structure remaining Critical hit on RA. Roll is 4; no effect. Pilot of Warhammer IIC 10 (AIMB) "Yasmine Cuyco" must roll 8 to avoid damage; rolls 5 : fails. Pilot of Warhammer IIC 10 (AIMB) "Yasmine Cuyco" takes 1 damage. Pilot of Warhammer IIC 10 (AIMB) "Yasmine Cuyco" needs a 3 to stay conscious. Rolls 10 : successful! Physical Attack Phase ------------------- Heat Phase ------------------- Warhammer IIC 10 (AIMB) gains 38 heat, sinks 38 heat and is now at 0 heat. Annihilator ANH-1G (AIMB) gains 1 heat, sinks 1 heat and is now at 0 heat. Bane (Kraken) 2 (AIMB) gains 14 heat, sinks 14 heat and is now at 0 heat. Cygnus (tot) gains 30 heat, sinks 30 heat and is now at 0 heat. Canis (tot) gains 32 heat, sinks 32 heat and is now at 0 heat. Blood Asp C (tot) gains 26 heat, sinks 26 heat and is now at 0 heat. Control Rolls ------------------- End Phase -------------------
Initiative Phase for Round #2 ------------------- AIMB rolls a 7[7+0]. tot rolls a 6[6+0]. The turn order for movement is: tot, AIMB, tot, AIMB, tot, AIMB, tot, AIMB Wind direction is Southeast. Wind strength is Calm. The weather is Clear. Visibility is Daylight. Targeting Phase -------------------Movement Phase ------------------- Warhammer IIC 10 (AIMB) must make a piloting skill check (Left Arm hand Actuator missing/destroyed). Needs 7 [5 (Base piloting skill) + 0 (getting up) + 1 (Right Arm hand Actuator missing/destroyed) + 1 (Left Arm hand Actuator missing/destroyed)], rolls 10 : succeeds. Offboard Attack Phase ------------------- Weapon Attack Phase ------------------- Weapons fire for Satyr 2 (AIMB) Micro Pulse Laser at Cygnus (tot); needs 5, rolls 6 : hits (using Rear table) RTR Cygnus (tot) takes 3 damage to RTR. 11 Armor remaining. Weapons fire for Canis (tot) ER Large Laser at Warhammer IIC 10 (AIMB); needs 6, rolls 7 : hits (using Partial cover (horizontal 50%) table) CT Warhammer IIC 10 (AIMB) takes 10 damage to CT. 3 Armor remaining. ER Large Laser at Warhammer IIC 10 (AIMB); needs 6, rolls 4 : misses Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 8, rolls 7 : misses fires a second shot in ultra mode. Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 8, rolls 7 : misses Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 8, rolls 3 : misses Weapons fire for Cygnus (tot) Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 7, rolls 7 : Warhammer IIC 10 (AIMB) takes 10 damage to LT. 14 Armor remaining. fires a second shot in ultra mode. Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 7, rolls 7 : Warhammer IIC 10 suffers no damage. (RL behind cover) Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 7, rolls 10 : Warhammer IIC 10 (AIMB) takes 10 damage to LT. 4 Armor remaining. fires a second shot in ultra mode. Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 7, rolls 11 : Warhammer IIC 10 (AIMB) takes 10 damage to CT. Armor destroyed, 18 Internal Structure remaining Critical hit on CT. Roll is (3+1) = 4; no effect. Medium Pulse Laser at Warhammer IIC 10 (AIMB); needs 7, rolls 7 : hits (using Partial cover (horizontal 50%) table) CT Warhammer IIC 10 (AIMB) takes 7 damage to CT. 11 Internal Structure remaining Critical hit on CT. Roll is (5+1) = 6; no effect. Medium Pulse Laser at Warhammer IIC 10 (AIMB); needs 7, rolls 4 : misses Medium Pulse Laser at Warhammer IIC 10 (AIMB); needs 7, rolls 3 : misses Medium Pulse Laser at Warhammer IIC 10 (AIMB); needs 7, rolls 6 : misses Weapons fire for Blood Asp C (tot) Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 6, rolls 8 : Warhammer IIC 10 (AIMB) takes 10 damage to RT. Armor destroyed, 11 Internal Structure remaining Critical hit on RT. Roll is (7+1) = 8; no effect. fires a second shot in ultra mode. Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 6, rolls 5 : misses ER Large Laser at Warhammer IIC 10 (AIMB); needs 6, rolls 11 : hits (using Partial cover (horizontal 50%) table) RA Warhammer IIC 10 (AIMB) takes 10 damage to RA. SECTION DESTROYED, 1 damage transfers to RT. Critical hit on RA. Roll is (7+1) = 8; no effect. Warhammer IIC 10 (AIMB) takes 1 damage to RT. 10 Internal Structure remaining Critical hit on RT. Roll is (6+1) = 7; no effect. Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 6, rolls 7 : Warhammer IIC 10 suffers no damage. (RL behind cover) fires a second shot in ultra mode. Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 6, rolls 12 : Warhammer IIC 10 (AIMB) takes 10 damage to RT. SECTION DESTROYED, Critical hit on RT. Roll is (7+1) = 8; no effect. LB 20-X AC (Cluster ammo) at Warhammer IIC 10 (AIMB); needs 7, rolls 7 : 20 pellet(s) hit (using Partial cover (horizontal 50%) table). Warhammer IIC 10 (AIMB) takes 1 damage to RA. 1 damage transfers to RT. Warhammer IIC 10 (AIMB) takes 1 damage to RT. 1 damage transfers to CT. Warhammer IIC 10 (AIMB) takes 1 damage to CT. 10 Internal Structure remaining Critical hit on CT. Roll is 10; 1 location. CRITICAL HIT on Engine. Warhammer IIC 10 (AIMB) takes 1 damage to LT. 3 Armor remaining. Warhammer IIC 10 (AIMB) takes 1 damage to RT. 1 damage transfers to CT. Warhammer IIC 10 (AIMB) takes 1 damage to CT. 9 Internal Structure remaining Critical hit on CT. Roll is 2; no effect. Warhammer IIC 10 suffers no damage. (LL behind cover) Warhammer IIC 10 suffers no damage. (RL behind cover) Warhammer IIC 10 (AIMB) takes 1 damage to LA. 23 Armor remaining. Warhammer IIC 10 (AIMB) takes 1 damage to RT. 1 damage transfers to CT. Warhammer IIC 10 (AIMB) takes 1 damage to CT. 8 Internal Structure remaining Critical hit on CT. Roll is 4; no effect. Warhammer IIC 10 suffers no damage. (LL behind cover) Warhammer IIC 10 (AIMB) takes 1 damage to RA. 1 damage transfers to RT. Warhammer IIC 10 (AIMB) takes 1 damage to RT. 1 damage transfers to CT. Warhammer IIC 10 (AIMB) takes 1 damage to CT. 7 Internal Structure remaining Critical hit on CT. Roll is 9; 1 location. CRITICAL HIT on Double Heat Sink. Warhammer IIC 10 (AIMB) takes 1 damage to LT. 2 Armor remaining. Warhammer IIC 10 suffers no damage. (LL behind cover) Warhammer IIC 10 (AIMB) takes 1 damage to LT. 1 Armor remaining. Warhammer IIC 10 suffers no damage. (RL behind cover) Warhammer IIC 10 (AIMB) takes 1 damage to RA. 1 damage transfers to RT. Warhammer IIC 10 (AIMB) takes 1 damage to RT. 1 damage transfers to CT. Warhammer IIC 10 (AIMB) takes 1 damage to CT. 6 Internal Structure remaining Critical hit on CT. Roll is 7; no effect. Warhammer IIC 10 (AIMB) takes 1 damage to CT. 5 Internal Structure remaining Critical hit on CT. Roll is 9; 1 location. CRITICAL HIT on Standard Gyro. Warhammer IIC 10 suffers no damage. (RL behind cover) Warhammer IIC 10 (AIMB) takes 1 damage to RA. 1 damage transfers to RT. Warhammer IIC 10 (AIMB) takes 1 damage to RT. 1 damage transfers to CT. Warhammer IIC 10 (AIMB) takes 1 damage to CT. 4 Internal Structure remaining Critical hit on CT. Roll is 7; no effect. Warhammer IIC 10 (AIMB) takes 1 damage to LA. 22 Armor remaining. Warhammer IIC 10 suffers no damage. (LL behind cover) Warhammer IIC 10 (AIMB) takes 1 damage to LT. 0 Armor remaining. Weapons fire for Kobold Battle Armor IIC (tot) Light Machine Gun at Warhammer IIC 10 (AIMB); needs 9, rolls 7 : misses Infantry Clan Mauser IIC at Warhammer IIC 10 (AIMB); needs 7, rolls 7 : 3 troopers hit (using Partial cover (horizontal 50%) table), causing 4 damage. Warhammer IIC 10 (AIMB) takes 2 damage to RT. 2 damage transfers to CT. Warhammer IIC 10 (AIMB) takes 2 damage to CT. 2 Internal Structure remaining Critical hit on CT. Roll is 5; no effect. Warhammer IIC 10 (AIMB) takes 2 damage to LT. 15 Internal Structure remaining Critical hit on LT. Roll is 3; no effect. Infantry Clan Mauser IIC at Warhammer IIC 10 (AIMB); needs 7, rolls 10 : 2 troopers hit (using Partial cover (horizontal 50%) table), causing 3 damage. Warhammer IIC 10 suffers no damage. (LL behind cover) Warhammer IIC 10 (AIMB) takes 1 damage to LA. 21 Armor remaining. Weapons fire for Annihilator ANH-1G (AIMB) Gauss Rifle at Blood Asp C (tot); needs 6, rolls 9 : hits RA Blood Asp C (tot) takes 15 damage to RA. 13 Armor remaining. Gauss Rifle at Blood Asp C (tot); needs 6, rolls 9 : hits LL (critical) Blood Asp C (tot) takes 15 damage to LL (critical). 19 Armor remaining. Critical hit on LL. Roll is (7+2) = 9; 1 location. CRITICAL HIT on Upper Leg. Gauss Rifle at Blood Asp C (tot); needs 6, rolls 11 : hits RA Blood Asp C (tot) takes 15 damage to RA. Armor destroyed, 13 Internal Structure remaining Critical hit on RA. Roll is (5+2) = 7; no effect. ER PPC at Blood Asp C (tot); needs 6, rolls 4 : misses Weapons fire for Bane (Kraken) 2 (AIMB) Ultra AC/10 at Blood Asp C (tot); needs 6, rolls 6 : Blood Asp C (tot) takes 10 damage to LT. 14 Armor remaining. fires a second shot in ultra mode. Ultra AC/10 at Blood Asp C (tot); needs 6, rolls 7 : Blood Asp C (tot) takes 10 damage to LT. 4 Armor remaining. Ultra AC/10 at Blood Asp C (tot); needs 6, rolls 8 : Blood Asp C (tot) takes 10 damage to RA (critical). 3 Internal Structure remaining Critical hit on RA. Roll is (4+1) = 5; no effect. Critical hit on RA. Roll is (10+1) = 11; 2 locations. CRITICAL HIT on Shoulder. CRITICAL HIT on Upper Arm. Ultra AC/10 at Blood Asp C (tot); needs 6, rolls 6 : Blood Asp C (tot) takes 10 damage to RT. 14 Armor remaining. fires a second shot in ultra mode. Ultra AC/10 at Blood Asp C (tot); needs 6, rolls 10 : Blood Asp C (tot) takes 10 damage to RL. 24 Armor remaining. Ultra AC/10 at Blood Asp C (tot); needs 6, rolls 8 : Blood Asp C (tot) takes 10 damage to CT. 30 Armor remaining. fires a second shot in ultra mode. Ultra AC/10 at Blood Asp C (tot); needs 6, rolls 6 : Blood Asp C (tot) takes 10 damage to RT. 4 Armor remaining. Weapons fire for Warhammer IIC 10 (AIMB) ER Large Laser at Blood Asp C (tot); needs 7, rolls 3 : misses ER Large Laser at Blood Asp C (tot); needs 7, rolls 8 : hits CT Blood Asp C (tot) takes 10 damage to CT. 20 Armor remaining. ER Large Laser at Blood Asp C (tot); needs 7, rolls 6 : misses SRM 6 at Blood Asp C (tot); needs 9, rolls 7 : misses SRM 6 at Blood Asp C (tot); needs 9, rolls 5 : misses Warhammer IIC 10 (AIMB) must make 2 piloting skill roll(s) (gyro hit; 80+ damage). The base target is 5 [5 (Base piloting skill)]. Roll #1, (5 (Base piloting skill) + 3 (gyro hit) + 4 (80+ damage)); needs 12, rolls 2 : falls. Warhammer IIC 10 (AIMB) falls on its left side, suffering 8 damage. Warhammer IIC 10 (AIMB) takes 5 damage to LL. 18 Armor remaining. Warhammer IIC 10 (AIMB) takes 3 damage to LL. 15 Armor remaining. Pilot of Warhammer IIC 10 (AIMB) "Yasmine Cuyco" must roll 12 to avoid damage; rolls 7 : fails. Pilot of Warhammer IIC 10 (AIMB) "Yasmine Cuyco" takes 1 damage. Pilot of Warhammer IIC 10 (AIMB) "Yasmine Cuyco" needs a 5 to stay conscious. Rolls 10 : successful! Blood Asp C (tot) must make 2 piloting skill roll(s) (leg/foot actuator hit; 120+ damage). The base target is 5 [5 (Base piloting skill)]. Roll #1, (5 (Base piloting skill) + 1 (leg/foot actuator hit) + 6 (120+ damage)); needs 12, rolls 7 : falls. Blood Asp C (tot) falls on its left side, suffering 9 damage. Blood Asp C (tot) takes 5 damage to LT. Armor destroyed, 18 Internal Structure remaining Critical hit on LT. Roll is 3; no effect. Blood Asp C (tot) takes 4 damage to LT. 14 Internal Structure remaining Critical hit on LT. Roll is 8; no effect. Pilot of Blood Asp C (tot) "Kian Cooper" must roll 12 to avoid damage; rolls 7 : fails. Pilot of Blood Asp C (tot) "Kian Cooper" takes 1 damage. Pilot of Blood Asp C (tot) "Kian Cooper" needs a 3 to stay conscious. Rolls 6 : successful! Physical Attack Phase ------------------- Physical attacks for Satyr 2 (AIMB) Protomech frenzy attack at Cygnus (tot); needs 7, rolls 2 : misses. Heat Phase ------------------- Warhammer IIC 10 (AIMB) gains 52 heat, sinks 36 heat and is now at 16 heat. Warhammer IIC 10 (AIMB) needs a 4+ to avoid shutdown, rolls 6 : avoids successfully! Annihilator ANH-1G (AIMB) gains 19 heat, sinks 19 heat and is now at 0 heat. Bane (Kraken) 2 (AIMB) gains 22 heat, sinks 20 heat and is now at 2 heat. Cygnus (tot) gains 29 heat, sinks 29 heat and is now at 0 heat. Canis (tot) gains 34 heat, sinks 32 heat and is now at 2 heat. Blood Asp C (tot) gains 31 heat, sinks 28 heat and is now at 3 heat. Control Rolls ------------------- End Phase -------------------
Initiative Phase for Round #3 ------------------- AIMB rolls a 10[10+0]. tot rolls a 9[9+0]. The turn order for movement is: tot, AIMB, tot, AIMB, tot, AIMB, tot, AIMB Wind direction is Southeast. Wind strength is Calm. The weather is Clear. Visibility is Daylight. Targeting Phase -------------------Movement Phase ------------------- Blood Asp C (tot) must make a piloting skill check (Left Arm hand Actuator missing/destroyed). Needs 6 [5 (Base piloting skill) + 1 (Left Leg Upper Leg Actuator destroyed) - 2 (careful stand) + 0 (getting up) + 1 (Right Arm hand Actuator missing/destroyed) + 1 (Left Arm hand Actuator missing/destroyed)], rolls 9 : succeeds. Warhammer IIC 10 (AIMB) must make a piloting skill check (Left Arm hand Actuator missing/destroyed). Needs 11 [5 (Base piloting skill) + 3 (Gyro damaged) + 0 (getting up) + 2 (Right Arm destroyed) + 1 (Left Arm hand Actuator missing/destroyed)], rolls 2 : falls. Warhammer IIC 10 (AIMB) falls on its left side, suffering 8 damage. Warhammer IIC 10 (AIMB) takes 5 damage to LA. 16 Armor remaining. Warhammer IIC 10 (AIMB) takes 3 damage to LA. 13 Armor remaining. Pilot of Warhammer IIC 10 (AIMB) "Yasmine Cuyco" must roll 11 to avoid damage; rolls 3 : fails. Pilot of Warhammer IIC 10 (AIMB) "Yasmine Cuyco" takes 1 damage. Pilot of Warhammer IIC 10 (AIMB) "Yasmine Cuyco" needs a 7 to stay conscious. Rolls 7 : successful! Offboard Attack Phase ------------------- Weapon Attack Phase ------------------- Weapons fire for Blood Asp C (tot) LB 20-X AC at Annihilator ANH-1G (AIMB); needs 7, rolls 7 : hits (using Partial cover (horizontal 50%) table) LA Annihilator ANH-1G (AIMB) takes 20 damage to LA. 14 Armor remaining. Ultra AC/10 at Annihilator ANH-1G (AIMB); needs 7, rolls 6 : misses fires a second shot in ultra mode. Ultra AC/10 at Annihilator ANH-1G (AIMB); needs 7, rolls 12 : Annihilator ANH-1G (AIMB) takes 10 damage to RA. 24 Armor remaining. Ultra AC/10 at Annihilator ANH-1G (AIMB); needs 7, rolls 6 : misses fires a second shot in ultra mode. Ultra AC/10 at Annihilator ANH-1G (AIMB); needs 7, rolls 4 : misses ER Large Laser at Annihilator ANH-1G (AIMB); needs 9, rolls 12 : hits (using Partial cover (horizontal 50%) table) LL Annihilator ANH-1G suffers no damage. (LL behind cover) Weapons fire for Bane (Kraken) 2 (AIMB) Ultra AC/10 at Blood Asp C (tot); needs 4, rolls 6 : Blood Asp C (tot) takes 10 damage to LA. 18 Armor remaining. fires a second shot in ultra mode. Ultra AC/10 at Blood Asp C (tot); needs 4, rolls 9 : Blood Asp C (tot) takes 10 damage to LT. 4 Internal Structure remaining Critical hit on LT. Roll is (7+1) = 8; no effect. Ultra AC/10 at Blood Asp C (tot); needs 4, rolls 8 : Blood Asp C (tot) takes 10 damage to RT. Armor destroyed, 13 Internal Structure remaining Critical hit on RT. Roll is (8+1) = 9; 1 location. CRITICAL HIT on +LB 20-X AC. Ultra AC/10 at Blood Asp C (tot); needs 4, rolls 7 : Blood Asp C (tot) takes 10 damage to CT. 10 Armor remaining. fires a second shot in ultra mode. Ultra AC/10 at Blood Asp C (tot); needs 4, rolls 4 : Blood Asp C (tot) takes 10 damage to CT. 0 Armor remaining. Ultra AC/10 at Blood Asp C (tot); needs 4, rolls 9 : Blood Asp C (tot) takes 10 damage to LA. 8 Armor remaining. fires a second shot in ultra mode. Ultra AC/10 at Blood Asp C (tot); needs 4, rolls 7 : Blood Asp C (tot) takes 10 damage to RA. SECTION DESTROYED, 7 damage transfers to RT. Critical hit on RA. Roll is (7+1) = 8; no effect. Blood Asp C (tot) takes 7 damage to RT. 6 Internal Structure remaining Critical hit on RT. Roll is (6+1) = 7; no effect. Weapons fire for Canis (tot) ER Large Laser at Annihilator ANH-1G (AIMB); needs 7, rolls 6 : misses Ultra AC/10 at Annihilator ANH-1G (AIMB); needs 7, rolls 9 : Annihilator ANH-1G suffers no damage. (LL behind cover) fires a second shot in ultra mode. Ultra AC/10 at Annihilator ANH-1G (AIMB); needs 7, rolls 7 : Annihilator ANH-1G suffers no damage. (LL behind cover) Ultra AC/10 at Annihilator ANH-1G (AIMB); needs 7, rolls 4 : misses fires a second shot in ultra mode. Ultra AC/10 at Annihilator ANH-1G (AIMB); needs 7, rolls 9 : Annihilator ANH-1G suffers no damage. (RL behind cover) Weapons fire for Annihilator ANH-1G (AIMB) Gauss Rifle at Cygnus (tot); needs 5, rolls 6 : hits LT Cygnus (tot) takes 15 damage to LT. 11 Armor remaining. Gauss Rifle at Cygnus (tot); needs 5, rolls 6 : hits RA Cygnus (tot) takes 15 damage to RA. 16 Armor remaining. Gauss Rifle at Cygnus (tot); needs 5, rolls 12 : hits RA Cygnus (tot) takes 15 damage to RA. 1 Armor remaining. ER PPC at Cygnus (tot); needs 5, rolls 3 : misses Weapons fire for Cygnus (tot) Ultra AC/10 at Annihilator ANH-1G (AIMB); needs 5, rolls 9 : Annihilator ANH-1G (AIMB) takes 10 damage to LT. 22 Armor remaining. fires a second shot in ultra mode. Ultra AC/10 at Annihilator ANH-1G (AIMB); needs 5, rolls 9 : Annihilator ANH-1G (AIMB) takes 10 damage to RT. 22 Armor remaining. Ultra AC/10 at Annihilator ANH-1G (AIMB); needs 5, rolls 5 : Annihilator ANH-1G (AIMB) takes 10 damage to RA. 14 Armor remaining. fires a second shot in ultra mode. Ultra AC/10 at Annihilator ANH-1G (AIMB); needs 5, rolls 5 : Annihilator ANH-1G (AIMB) takes 10 damage to HD. Armor destroyed, 2 Internal Structure remaining Critical hit on HD. Roll is (3+1) = 4; no effect. Pilot of Annihilator ANH-1G (AIMB) "Bobby Sumual" takes 1 damage. Pilot of Annihilator ANH-1G (AIMB) "Bobby Sumual" needs a 3 to stay conscious. Rolls 8 : successful! Medium Pulse Laser at Annihilator ANH-1G (AIMB); needs 5, rolls 9 : hits (using Partial cover (horizontal 50%) table) LT Annihilator ANH-1G (AIMB) takes 7 damage to LT. 15 Armor remaining. Medium Pulse Laser at Annihilator ANH-1G (AIMB); needs 5, rolls 9 : hits (using Partial cover (horizontal 50%) table) CT Annihilator ANH-1G (AIMB) takes 7 damage to CT. 39 Armor remaining. Medium Pulse Laser at Annihilator ANH-1G (AIMB); needs 5, rolls 6 : hits (using Partial cover (horizontal 50%) table) LT Annihilator ANH-1G (AIMB) takes 7 damage to LT. 8 Armor remaining. Medium Pulse Laser at Annihilator ANH-1G (AIMB); needs 5, rolls 12 : hits (using Partial cover (horizontal 50%) table) LA Annihilator ANH-1G (AIMB) takes 7 damage to LA. 7 Armor remaining. Weapons fire for Kobold Battle Armor IIC (tot) Light Machine Gun at Satyr 2 (AIMB); needs 7, rolls 5 : misses Infantry Clan Mauser IIC at Satyr 2 (AIMB); needs 7, rolls 7 : 3 troopers hit, causing 4 damage. Satyr 2 (AIMB) takes 2 damage to HD. 1 Armor remaining. Satyr 2 (AIMB) takes 2 damage to LA. 0 Armor remaining. Infantry Clan Mauser IIC at Satyr 2 (AIMB); needs 7, rolls 8 : 2 troopers hit, causing 3 damage. Satyr 2 (AIMB) takes 2 damage to T. 0 Armor remaining. Satyr 2 (AIMB) takes 1 damage to T. 3 Internal Structure remaining Critical hit on T. Roll is 4; no effect. Annihilator ANH-1G (AIMB) 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. Annihilator ANH-1G (AIMB) falls on its right side, suffering 10 damage. Annihilator ANH-1G (AIMB) takes 5 damage to HD. SECTION DESTROYED, *** Annihilator ANH-1G (AIMB) DESTROYED by damage! *** Critical hit on HD. Roll is 9; 1 location. CRITICAL HIT on Life Support. Annihilator ANH-1G (AIMB) takes 5 damage to RA. 9 Armor remaining. Pilot of Annihilator ANH-1G (AIMB) "Bobby Sumual" must roll 9 to avoid damage; rolls 6 : fails. Cygnus (tot) 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. Cygnus (tot) falls on its left side, suffering 10 damage. Cygnus (tot) takes 5 damage to CT. 33 Armor remaining. Cygnus (tot) takes 5 damage to LL. 33 Armor remaining. Pilot of Cygnus (tot) "Aliyah Badra" must roll 7 to avoid damage; rolls 9 : succeeds. Blood Asp C (tot) must make 1 piloting skill roll(s) (60+ damage). The base target is 6 [5 (Base piloting skill) + 1 (Left Leg Upper Leg Actuator destroyed)]. Roll #1, (5 (Base piloting skill) + 1 (Left Leg Upper Leg Actuator destroyed) + 3 (60+ damage)); needs 9, rolls 7 : falls. Blood Asp C (tot) falls on its front, suffering 9 damage. Blood Asp C (tot) takes 5 damage to LA. 3 Armor remaining. Blood Asp C (tot) takes 4 damage to HD. 5 Armor remaining. Pilot of Blood Asp C (tot) "Kian Cooper" takes 1 damage. Pilot of Blood Asp C (tot) "Kian Cooper" needs a 5 to stay conscious. Rolls 5 : successful! Pilot of Blood Asp C (tot) "Kian Cooper" must roll 9 to avoid damage; rolls 8 : fails. Pilot of Blood Asp C (tot) "Kian Cooper" takes 1 damage. Pilot of Blood Asp C (tot) "Kian Cooper" needs a 7 to stay conscious. Rolls 6 : blacks out. Physical Attack Phase ------------------- Physical attacks for Satyr 2 (AIMB) Protomech frenzy attack at Blood Asp C (tot); needs 0, rolls 3 : hits (using Left Side table) LL Blood Asp C (tot) takes 1 damage to LL. 18 Armor remaining. Heat Phase ------------------- Warhammer IIC 10 (AIMB) gains 8 heat, sinks 24 heat and is now at 0 heat. Bane (Kraken) 2 (AIMB) gains 21 heat, sinks 20 heat and is now at 3 heat. Cygnus (tot) gains 30 heat, sinks 30 heat and is now at 0 heat. Canis (tot) gains 27 heat, sinks 29 heat and is now at 0 heat. Blood Asp C (tot) gains 32 heat, sinks 28 heat and is now at 7 heat. Control Rolls ------------------- End Phase -------------------
Initiative Phase for Round #4 ------------------- AIMB rolls a 5[5+0]. tot rolls a 11[11+0]. The turn order for movement is: AIMB, tot, AIMB, tot, AIMB, tot, tot Wind direction is Southeast. Wind strength is Calm. The weather is Clear. Visibility is Daylight. Targeting Phase -------------------Movement Phase ------------------- Warhammer IIC 10 (AIMB) must make a piloting skill check (Left Arm hand Actuator missing/destroyed). Needs 9 [5 (Base piloting skill) + 3 (Gyro damaged) - 2 (careful stand) + 0 (getting up) + 2 (Right Arm destroyed) + 1 (Left Arm hand Actuator missing/destroyed)], rolls 12 : succeeds. Cygnus (tot) must make a piloting skill check (Left Arm hand Actuator missing/destroyed). Needs 7 [5 (Base piloting skill) + 0 (getting up) + 1 (Right Arm hand Actuator missing/destroyed) + 1 (Left Arm hand Actuator missing/destroyed)], rolls 5 : falls. Cygnus (tot) falls on its right side, suffering 10 damage. Cygnus (tot) takes 5 damage to CT. 28 Armor remaining. Cygnus (tot) takes 5 damage to RA. Armor destroyed, 12 Internal Structure remaining Critical hit on RA. Roll is 4; no effect. Pilot of Cygnus (tot) "Aliyah Badra" must roll 7 to avoid damage; rolls 2 : fails. Pilot of Cygnus (tot) "Aliyah Badra" takes 1 damage. Pilot of Cygnus (tot) "Aliyah Badra" needs a 3 to stay conscious. Rolls 8 : successful! Cygnus (tot) must make a piloting skill check (Left Arm hand Actuator missing/destroyed). Needs 7 [5 (Base piloting skill) + 0 (getting up) + 1 (Right Arm hand Actuator missing/destroyed) + 1 (Left Arm hand Actuator missing/destroyed)], rolls 7 : succeeds. Offboard Attack Phase ------------------- Weapon Attack Phase ------------------- Weapons fire for Kobold Battle Armor IIC (tot) Light Machine Gun at Warhammer IIC 10 (AIMB); needs 4, rolls 4 : 4 troopers hit Warhammer IIC 10 (AIMB) takes 1 damage to LT. 14 Internal Structure remaining Critical hit on LT. Roll is 7; no effect. Warhammer IIC 10 (AIMB) takes 1 damage to LT. 13 Internal Structure remaining Critical hit on LT. Roll is 9; 1 location. CRITICAL HIT on Double Heat Sink. Warhammer IIC 10 (AIMB) takes 1 damage to CT. 1 Internal Structure remaining Critical hit on CT. Roll is 6; no effect. Warhammer IIC 10 (AIMB) takes 1 damage to LA. 12 Armor remaining. Infantry Clan Mauser IIC at Warhammer IIC 10 (AIMB); needs 4, rolls 7 : 4 troopers hit, causing 5 damage. Warhammer IIC 10 (AIMB) takes 2 damage to LT. 11 Internal Structure remaining Critical hit on LT. Roll is 5; no effect. Warhammer IIC 10 (AIMB) takes 2 damage to RA. 2 damage transfers to RT. Warhammer IIC 10 (AIMB) takes 2 damage to RT. 2 damage transfers to CT. Warhammer IIC 10 (AIMB) takes 2 damage to CT. SECTION DESTROYED, Warhammer IIC 10 (AIMB) has taken 5 engine hits this phase. Checking for engine explosion on 10, roll is 5. Engine safety systems remain in place. *** Warhammer IIC 10 (AIMB) DESTROYED by damage! *** >Warhammer IIC 10 (AIMB) suffers catastrophic damage, but the autoeject system was engaged. Warhammer IIC 10 (AIMB) must make a piloting skill check (landing in water). Needs 5 [5 (ejecting) + 1 (automatic ejection) - 1 (landing in water)], rolls 10 : succeeds. The pilot ejects safely! Critical hit on CT. Roll is 8; no effect. Warhammer IIC 10 (AIMB) takes 1 damage to RA. 1 damage transfers to RT. Warhammer IIC 10 (AIMB) takes 1 damage to RT. 1 damage transfers to CT. Warhammer IIC 10 (AIMB) takes 1 damage to CT. Infantry Clan Mauser IIC at Warhammer IIC 10 (AIMB); needs 4, rolls 7 : 3 troopers hit, causing 4 damage. Warhammer IIC 10 (AIMB) takes 2 damage to CT. Warhammer IIC 10 (AIMB) takes 2 damage to RA. 2 damage transfers to RT. Warhammer IIC 10 (AIMB) takes 2 damage to RT. 2 damage transfers to CT. Warhammer IIC 10 (AIMB) takes 2 damage to CT. Weapons fire for Canis (tot) ER Large Laser at Bane (Kraken) 2 (AIMB); needs 6, rolls 7 : hits (using Partial cover (horizontal 50%) table) LL Bane (Kraken) 2 suffers no damage. (LL behind cover) ER Large Laser at Bane (Kraken) 2 (AIMB); needs 6, rolls 8 : hits (using Partial cover (horizontal 50%) table) CT Bane (Kraken) 2 (AIMB) takes 10 damage to CT. 36 Armor remaining. Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 6, rolls 11 : Bane (Kraken) 2 suffers no damage. (LL behind cover) fires a second shot in ultra mode. Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 6, rolls 6 : Bane (Kraken) 2 (AIMB) takes 10 damage to RT. 22 Armor remaining. Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 6, rolls 10 : Bane (Kraken) 2 (AIMB) takes 10 damage to RT. 12 Armor remaining. fires a second shot in ultra mode. Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 6, rolls 6 : Bane (Kraken) 2 (AIMB) takes 10 damage to LT. 22 Armor remaining. Weapons fire for Cygnus (tot) Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 6, rolls 4 : misses Checking for accidental fire; needs 3 or below, rolls 7 : no fire.. fires a second shot in ultra mode. Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 6, rolls 9 : Bane (Kraken) 2 (AIMB) takes 10 damage to LT. 12 Armor remaining. Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 6, rolls 10 : Bane (Kraken) 2 (AIMB) takes 10 damage to RA. 24 Armor remaining. fires a second shot in ultra mode. Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 6, rolls 7 : Bane (Kraken) 2 (AIMB) takes 10 damage to RT. 2 Armor remaining. Medium Pulse Laser at Bane (Kraken) 2 (AIMB); needs 6, rolls 8 : hits (using Partial cover (horizontal 50%) table) RL Bane (Kraken) 2 suffers no damage. (RL behind cover) Medium Pulse Laser at Bane (Kraken) 2 (AIMB); needs 6, rolls 8 : hits (using Partial cover (horizontal 50%) table) RL Bane (Kraken) 2 suffers no damage. (RL behind cover) Medium Pulse Laser at Bane (Kraken) 2 (AIMB); needs 6, rolls 7 : hits (using Partial cover (horizontal 50%) table) LA Bane (Kraken) 2 (AIMB) takes 7 damage to LA. 27 Armor remaining. Medium Pulse Laser at Bane (Kraken) 2 (AIMB); needs 6, rolls 6 : hits (using Partial cover (horizontal 50%) table) RT (critical) Bane (Kraken) 2 (AIMB) takes 7 damage to RT (critical). Armor destroyed, 16 Internal Structure remaining Critical hit on RT. Roll is (5+1) = 6; no effect. Critical hit on RT. Roll is (2+1) = 3; no effect. Weapons fire for Bane (Kraken) 2 (AIMB) Ultra AC/10 at Cygnus (tot); needs 4, rolls 5 : Cygnus (tot) takes 10 damage to LT. 1 Armor remaining. fires a second shot in ultra mode. Ultra AC/10 at Cygnus (tot); needs 4, rolls 2 : THE AUTOCANNON JAMS; misses Ultra AC/10 at Cygnus (tot); needs 4, rolls 6 : Cygnus (tot) takes 10 damage to LT. Armor destroyed, 11 Internal Structure remaining Critical hit on LT. Roll is (6+1) = 7; no effect. Ultra AC/10 at Cygnus (tot); needs 4, rolls 8 : Cygnus (tot) takes 10 damage to CT. 18 Armor remaining. fires a second shot in ultra mode. Ultra AC/10 at Cygnus (tot); needs 4, rolls 10 : Cygnus (tot) takes 10 damage to LT. 1 Internal Structure remaining Critical hit on LT. Roll is (6+1) = 7; no effect. Ultra AC/10 at Cygnus (tot); needs 4, rolls 10 : Cygnus (tot) takes 10 damage to LA. 21 Armor remaining. fires a second shot in ultra mode. Ultra AC/10 at Cygnus (tot); needs 4, rolls 6 : Cygnus (tot) takes 10 damage to RL. 28 Armor remaining. Weapons fire for Warhammer IIC 10 (AIMB) ER Large Laser at Cygnus (tot); needs 5, rolls 7 : hits LL Cygnus (tot) takes 10 damage to LL. 23 Armor remaining. ER Large Laser at Cygnus (tot); needs 5, rolls 3 : misses SRM 6 at Cygnus (tot); needs 7, rolls 8 : 5 missile(s) hit. Cygnus (tot) takes 2 damage to RL. 26 Armor remaining. Cygnus (tot) takes 2 damage to CT. 16 Armor remaining. Cygnus (tot) takes 2 damage to RL. 24 Armor remaining. Cygnus (tot) takes 2 damage to RT. 24 Armor remaining. Cygnus (tot) takes 2 damage to LT. SECTION DESTROYED, LIMB BLOWN OFF Left Arm blown off. 1 damage transfers to CT. Critical hit on LT. Roll is 4; no effect. Cygnus (tot) takes 1 damage to CT. 15 Armor remaining. ER Small Laser at Cygnus (tot); needs 9, rolls 9 : hits LT Cygnus (tot) takes 5 damage to LT. 5 damage transfers to CT. Cygnus (tot) takes 5 damage to CT. 10 Armor remaining. Bane (Kraken) 2 (AIMB) 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. Bane (Kraken) 2 (AIMB) falls on its left side, suffering 10 damage. Bane (Kraken) 2 (AIMB) takes 5 damage to RT. 11 Internal Structure remaining Critical hit on RT. Roll is 8; no effect. Bane (Kraken) 2 (AIMB) takes 5 damage to RT (critical). 6 Internal Structure remaining Critical hit on RT. Roll is 5; no effect. Critical hit on RT. Roll is 7; no effect. Pilot of Bane (Kraken) 2 (AIMB) "Karno Muljana" must roll 9 to avoid damage; rolls 7 : fails. Pilot of Bane (Kraken) 2 (AIMB) "Karno Muljana" takes 1 damage. Pilot of Bane (Kraken) 2 (AIMB) "Karno Muljana" needs a 3 to stay conscious. Rolls 6 : successful! Cygnus (tot) 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. Cygnus (tot) falls on its right side, suffering 10 damage. Cygnus (tot) takes 5 damage to CT. 5 Armor remaining. Cygnus (tot) takes 5 damage to LA. 5 damage transfers to LT. Cygnus (tot) takes 5 damage to LT. 5 damage transfers to CT. Cygnus (tot) takes 5 damage to CT. 0 Armor remaining. Pilot of Cygnus (tot) "Aliyah Badra" must roll 9 to avoid damage; rolls 5 : fails. Pilot of Cygnus (tot) "Aliyah Badra" takes 1 damage. Pilot of Cygnus (tot) "Aliyah Badra" needs a 5 to stay conscious. Rolls 3 : blacks out. Physical Attack Phase ------------------- Heat Phase ------------------- Bane (Kraken) 2 (AIMB) gains 21 heat, sinks 20 heat and is now at 4 heat. Cygnus (tot) gains 41 heat, sinks 30 heat and is now at 11 heat. Canis (tot) gains 36 heat, sinks 32 heat and is now at 4 heat. Blood Asp C (tot) gains 0 heat, sinks 7 heat and is now at 0 heat. Control Rolls ------------------- End Phase ------------------- Pilot of Blood Asp C (tot) "Kian Cooper" needs a 7 to wake up. Rolls 7 : successful!
Initiative Phase for Round #5 ------------------- AIMB rolls a 7[7+0]. tot rolls a 3[3+0]. The turn order for movement is: tot, tot, AIMB, tot, tot, AIMB Wind direction is Southeast. Wind strength is Calm. The weather is Clear. Visibility is Daylight. Targeting Phase -------------------Movement Phase ------------------- Blood Asp C (tot) must make a piloting skill check (Left Arm hand Actuator missing/destroyed). Needs 7 [5 (Base piloting skill) + 1 (Left Leg Upper Leg Actuator destroyed) - 2 (careful stand) + 0 (getting up) + 2 (Right Arm destroyed) + 1 (Left Arm hand Actuator missing/destroyed)], rolls 5 : falls. Blood Asp C (tot) falls on its rear, suffering 9 damage. Blood Asp C (tot) takes 5 damage to RA. 5 damage transfers to RTR. Blood Asp C (tot) takes 5 damage to RTR. 6 Armor remaining. Blood Asp C (tot) takes 4 damage to LA. Armor destroyed, 14 Internal Structure remaining Critical hit on LA. Roll is 12; 2 locations. CRITICAL HIT on Ultra AC/10. CRITICAL HIT on Ultra AC/10. Pilot of Blood Asp C (tot) "Kian Cooper" must roll 7 to avoid damage; rolls 8 : succeeds. Blood Asp C (tot) must make a piloting skill check (Left Arm hand Actuator missing/destroyed). Needs 7 [5 (Base piloting skill) + 1 (Left Leg Upper Leg Actuator destroyed) - 2 (careful stand) + 0 (getting up) + 2 (Right Arm destroyed) + 1 (Left Arm hand Actuator missing/destroyed)], rolls 8 : succeeds. Bane (Kraken) 2 (AIMB) 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 9 : succeeds. Offboard Attack Phase ------------------- Weapon Attack Phase ------------------- Weapons fire for Satyr 2 (AIMB) Micro Pulse Laser at Cygnus (tot); needs 5, rolls 10 : hits (using Right Side table) LA Cygnus (tot) takes 3 damage to LA. 3 damage transfers to LT. Cygnus (tot) takes 3 damage to LT. 3 damage transfers to CT. Cygnus (tot) takes 3 damage to CT. 27 Internal Structure remaining Critical hit on CT. Roll is 5; no effect. Weapons fire for Blood Asp C (tot) Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 8, rolls 7 : misses Checking for accidental fire; needs 3 or below, rolls 9 : no fire.. fires a second shot in ultra mode. Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 8, rolls 6 : misses Checking for accidental fire; needs 3 or below, rolls 9 : no fire.. Weapons fire for Bane (Kraken) 2 (AIMB) Ultra AC/10 at Blood Asp C (tot); needs 5, rolls 4 : misses fires a second shot in ultra mode. Ultra AC/10 at Blood Asp C (tot); needs 5, rolls 10 : Blood Asp C (tot) takes 10 damage to RL (critical). 14 Armor remaining. Critical hit on RL. Roll is (10+1) = 11; 2 locations. CRITICAL HIT on Upper Leg. CRITICAL HIT on Lower Leg. Ultra AC/10 at Blood Asp C (tot); needs 5, rolls 6 : Blood Asp C (tot) takes 10 damage to LA. 4 Internal Structure remaining Critical hit on LA. Roll is (9+1) = 10; 1 location. CRITICAL HIT on Shoulder. fires a second shot in ultra mode. Ultra AC/10 at Blood Asp C (tot); needs 5, rolls 9 : Blood Asp C (tot) takes 10 damage to RT. SECTION DESTROYED, 4 damage transfers to CT. Critical hit on RT. Roll is (11+1) = 12; 2 locations. CRITICAL HIT on *LB 20-X AC. CRITICAL HIT on Engine. Blood Asp C (tot) takes 4 damage to CT. 25 Internal Structure remaining Critical hit on CT. Roll is (6+1) = 7; no effect. Ultra AC/10 at Blood Asp C (tot); needs 5, rolls 10 : Blood Asp C (tot) takes 10 damage to RA. 10 damage transfers to RT. Blood Asp C (tot) takes 10 damage to RT. 10 damage transfers to CT. Blood Asp C (tot) takes 10 damage to CT. 15 Internal Structure remaining Critical hit on CT. Roll is (6+1) = 7; no effect. Weapons fire for Canis (tot) ER Large Laser at Bane (Kraken) 2 (AIMB); needs 7, rolls 10 : hits (using Partial cover (horizontal 50%) table) CT Bane (Kraken) 2 (AIMB) takes 10 damage to CT. 26 Armor remaining. ER Large Laser at Bane (Kraken) 2 (AIMB); needs 7, rolls 9 : hits (using Partial cover (horizontal 50%) table) RA Bane (Kraken) 2 (AIMB) takes 10 damage to RA. 14 Armor remaining. Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 7, rolls 3 : misses Checking for accidental fire; needs 3 or below, rolls 6 : no fire.. fires a second shot in ultra mode. Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 7, rolls 5 : misses Checking for accidental fire; needs 3 or below, rolls 7 : no fire.. Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 7, rolls 4 : misses Checking for accidental fire; needs 3 or below, rolls 9 : no fire.. fires a second shot in ultra mode. Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 7, rolls 5 : misses Checking for accidental fire; needs 3 or below, rolls 11 : no fire.. Weapons fire for Kobold Battle Armor IIC (tot) Light Machine Gun at Bane (Kraken) 2 (AIMB); needs 6, rolls 5 : misses Checking for accidental fire; needs 3 or below, rolls 6 : no fire.. Infantry Clan Mauser IIC at Bane (Kraken) 2 (AIMB); needs 6, rolls 8 : 5 troopers hit, causing 7 damage. Bane (Kraken) 2 (AIMB) takes 2 damage to LT. 10 Armor remaining. Bane (Kraken) 2 (AIMB) takes 2 damage to LT. 8 Armor remaining. Bane (Kraken) 2 (AIMB) takes 2 damage to RA (critical). 12 Armor remaining. Critical hit on RA. Roll is 4; no effect. Bane (Kraken) 2 (AIMB) takes 1 damage to RL. 41 Armor remaining. Infantry Clan Mauser IIC at Bane (Kraken) 2 (AIMB); needs 6, rolls 9 : 3 troopers hit, causing 4 damage. Bane (Kraken) 2 (AIMB) takes 2 damage to RL. 39 Armor remaining. Bane (Kraken) 2 (AIMB) takes 2 damage to RL. 37 Armor remaining. Bane (Kraken) 2 (AIMB) 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. Blood Asp C (tot) must make 3 piloting skill roll(s) (leg/foot actuator hit; leg/foot actuator hit; 40+ damage). The base target is 6 [5 (Base piloting skill) + 1 (Left Leg Upper Leg Actuator destroyed)]. Roll #1, (5 (Base piloting skill) + 1 (Left Leg Upper Leg Actuator destroyed) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 2 (40+ damage)); needs 10, rolls 7 : falls. Blood Asp C (tot) falls on its rear, suffering 9 damage. Blood Asp C (tot) takes 5 damage to LL. 13 Armor remaining. Blood Asp C (tot) takes 4 damage to LTR. 7 Armor remaining. Pilot of Blood Asp C (tot) "Kian Cooper" must roll 10 to avoid damage; rolls 5 : fails. Pilot of Blood Asp C (tot) "Kian Cooper" takes 1 damage. Pilot of Blood Asp C (tot) "Kian Cooper" needs a 10 to stay conscious. Rolls 6 : blacks out. Physical Attack Phase ------------------- Physical attacks for Satyr 2 (AIMB) Protomech frenzy attack at Cygnus (tot); needs 0, rolls 9 : hits (using Right Side table) RL Cygnus (tot) takes 1 damage to RL. 23 Armor remaining. Heat Phase ------------------- Bane (Kraken) 2 (AIMB) gains 17 heat, sinks 20 heat and is now at 1 heat. Cygnus (tot) gains 10 heat, sinks 21 heat and is now at 0 heat. Canis (tot) gains 36 heat, sinks 32 heat and is now at 8 heat. Blood Asp C (tot) gains 19 heat, sinks 19 heat and is now at 0 heat. Control Rolls ------------------- End Phase ------------------- Pilot of Cygnus (tot) "Aliyah Badra" needs a 5 to wake up. Rolls 7 : successful!
Initiative Phase for Round #6 ------------------- AIMB rolls a 8[8+0] / 4[4+0]. tot rolls a 8[8+0] / 7[7+0]. The turn order for movement is: AIMB, tot, tot, AIMB, tot, tot Wind direction is Southeast. Wind strength is Calm. The weather is Clear. Visibility is Daylight. Targeting Phase -------------------Movement Phase ------------------- Cygnus (tot) must make a piloting skill check (Left Arm destroyed). Needs 6 [5 (Base piloting skill) - 2 (careful stand) + 0 (getting up) + 1 (Right Arm hand Actuator missing/destroyed) + 2 (Left Arm destroyed)], rolls 8 : succeeds. Offboard Attack Phase ------------------- Weapon Attack Phase ------------------- Weapons fire for Satyr 2 (AIMB) Micro Pulse Laser at Blood Asp C (tot); needs -2, rolls 8 : hits (using Right Side table) LT (hit aimed location) Blood Asp C (tot) takes 3 damage to LT. 1 Internal Structure remaining Critical hit on LT. Roll is 11; 2 locations. CRITICAL HIT on Ultra AC/10 Ammo (0). CRITICAL HIT on Ultra AC/10. Weapons fire for Bane (Kraken) 2 (AIMB) Ultra AC/10 at Cygnus (tot); needs 4, rolls 5 : Cygnus (tot) takes 10 damage to LT. 10 damage transfers to CT. Cygnus (tot) takes 10 damage to CT. 17 Internal Structure remaining Critical hit on CT. Roll is (7+1) = 8; no effect. fires a second shot in ultra mode. Ultra AC/10 at Cygnus (tot); needs 4, rolls 8 : Cygnus (tot) takes 10 damage to RA. 2 Internal Structure remaining Critical hit on RA. Roll is (7+1) = 8; no effect. Ultra AC/10 at Cygnus (tot); needs 4, rolls 8 : Cygnus (tot) takes 10 damage to CT. 7 Internal Structure remaining Critical hit on CT. Roll is (5+1) = 6; no effect. fires a second shot in ultra mode. Ultra AC/10 at Cygnus (tot); needs 4, rolls 4 : Cygnus (tot) takes 10 damage to CT. SECTION DESTROYED, Cygnus (tot) has taken 6 engine hits this phase. Checking for engine explosion on 10, roll is 7. Engine safety systems remain in place. *** Cygnus (tot) DESTROYED by damage! *** >Cygnus (tot) suffers catastrophic damage, but the autoeject system was engaged. Cygnus (tot) must make a piloting skill check (landing in light woods). Needs 8 [5 (ejecting) + 1 (automatic ejection) + 2 (landing in light woods)], rolls 9 : succeeds. The pilot ejects safely! Critical hit on CT. Roll is (3+1) = 4; no effect. Ultra AC/10 at Cygnus (tot); needs 4, rolls 10 : Cygnus (tot) takes 10 damage to LT. 10 damage transfers to CT. Cygnus (tot) takes 10 damage to CT. fires a second shot in ultra mode. Ultra AC/10 at Cygnus (tot); needs 4, rolls 9 : Cygnus (tot) takes 10 damage to RT. 14 Armor remaining. Weapons fire for Canis (tot) ER Large Laser at Bane (Kraken) 2 (AIMB); needs 7, rolls 9 : hits (using Partial cover (horizontal 50%) table) LL Bane (Kraken) 2 suffers no damage. (LL behind cover) Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 7, rolls 6 : misses Checking for accidental fire; needs 3 or below, rolls 9 : no fire.. fires a second shot in ultra mode. Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 7, rolls 10 : Bane (Kraken) 2 (AIMB) takes 10 damage to LT. Armor destroyed, 19 Internal Structure remaining Critical hit on LT. Roll is (7+1) = 8; no effect. Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 7, rolls 10 : Bane (Kraken) 2 suffers no damage. (RL behind cover) Weapons fire for Cygnus (tot) Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 6, rolls 10 : Bane (Kraken) 2 suffers no damage. (RL behind cover) fires a second shot in ultra mode. Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 6, rolls 11 : Bane (Kraken) 2 (AIMB) takes 10 damage to LT. 9 Internal Structure remaining Critical hit on LT. Roll is (6+1) = 7; no effect. Medium Pulse Laser at Bane (Kraken) 2 (AIMB); needs 6, rolls 4 : misses Checking for accidental fire; needs 3 or below, rolls 5 : no fire.. Medium Pulse Laser at Bane (Kraken) 2 (AIMB); needs 6, rolls 5 : misses Checking for accidental fire; needs 3 or below, rolls 10 : no fire.. Weapons fire for Kobold Battle Armor IIC (tot) Light Machine Gun at Bane (Kraken) 2 (AIMB); needs 5, rolls 8 : 3 troopers hit Bane (Kraken) 2 (AIMB) takes 1 damage to LA. 26 Armor remaining. Bane (Kraken) 2 (AIMB) takes 1 damage to LL. 41 Armor remaining. Bane (Kraken) 2 (AIMB) takes 1 damage to LT. 8 Internal Structure remaining Critical hit on LT. Roll is 6; no effect. Infantry Clan Mauser IIC at Bane (Kraken) 2 (AIMB); needs 5, rolls 7 : 2 troopers hit, causing 3 damage. Bane (Kraken) 2 (AIMB) takes 2 damage to LL. 39 Armor remaining. Bane (Kraken) 2 (AIMB) takes 1 damage to RL. 36 Armor remaining. Infantry Clan Mauser IIC at Bane (Kraken) 2 (AIMB); needs 5, rolls 10 : 3 troopers hit, causing 4 damage. Bane (Kraken) 2 (AIMB) takes 2 damage to CT. 24 Armor remaining. Bane (Kraken) 2 (AIMB) takes 2 damage to CT. 22 Armor remaining. Bane (Kraken) 2 (AIMB) 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. Physical Attack Phase ------------------- Physical attacks for Satyr 2 (AIMB) Protomech frenzy attack at Blood Asp C (tot); needs 0, rolls 8 : hits (using Right Side table) RT Blood Asp C (tot) takes 1 damage to RT. 1 damage transfers to CT. Blood Asp C (tot) takes 1 damage to CT. 14 Internal Structure remaining Critical hit on CT. Roll is 9; 1 location. CRITICAL HIT on Engine. *** Blood Asp C (tot) DESTROYED by engine destruction! *** Heat Phase ------------------- Bane (Kraken) 2 (AIMB) gains 18 heat, sinks 19 heat and is now at 0 heat. Canis (tot) gains 21 heat, sinks 29 heat and is now at 0 heat. Control Rolls ------------------- End Phase -------------------
Initiative Phase for Round #7 ------------------- AIMB rolls a 4[4+0]. tot rolls a 6[6+0]. The turn order for movement is: AIMB, tot, AIMB, tot Wind direction is Southeast. Wind strength is Calm. The weather is Clear. Visibility is Daylight. Targeting Phase -------------------Movement Phase ------------------- Offboard Attack Phase ------------------- Weapon Attack Phase ------------------- Weapons fire for Bane (Kraken) 2 (AIMB) Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 9, rolls 10 : Kobold Battle Armor IIC (tot) takes 10 damage to Trooper 3. Armor destroyed, TROOPER KILLED, fires a second shot in ultra mode. Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 9, rolls 8 : misses Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 9, rolls 6 : misses fires a second shot in ultra mode. Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 9, rolls 9 : Kobold Battle Armor IIC (tot) takes 10 damage to Trooper 5. Armor destroyed, TROOPER KILLED, Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 9, rolls 7 : misses fires a second shot in ultra mode. Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 9, rolls 10 : Kobold Battle Armor IIC (tot) takes 10 damage to Trooper 1. Armor destroyed, TROOPER KILLED, Weapons fire for Canis (tot) ER Large Laser at Bane (Kraken) 2 (AIMB); needs 9, rolls 8 : misses Checking for accidental fire; needs 3 or below, rolls 8 : no fire.. ER Large Laser at Bane (Kraken) 2 (AIMB); needs 9, rolls 8 : misses Checking for accidental fire; needs 3 or below, rolls 10 : no fire.. Weapons fire for Kobold Battle Armor IIC (tot) Light Machine Gun at Bane (Kraken) 2 (AIMB); needs 5, rolls 9 : 3 troopers hit Bane (Kraken) 2 (AIMB) takes 1 damage to CT. 21 Armor remaining. Bane (Kraken) 2 (AIMB) takes 1 damage to RA. 11 Armor remaining. Bane (Kraken) 2 (AIMB) takes 1 damage to CT. 20 Armor remaining. Infantry Clan Mauser IIC at Bane (Kraken) 2 (AIMB); needs 5, rolls 2 : misses Infantry Clan Mauser IIC at Bane (Kraken) 2 (AIMB); needs 5, rolls 5 : 3 troopers hit, causing 4 damage. Bane (Kraken) 2 (AIMB) takes 2 damage to HD. 7 Armor remaining. Pilot of Bane (Kraken) 2 (AIMB) "Karno Muljana" takes 1 damage. Pilot of Bane (Kraken) 2 (AIMB) "Karno Muljana" needs a 5 to stay conscious. Rolls 7 : successful! Bane (Kraken) 2 (AIMB) takes 2 damage to CT. 18 Armor remaining. Physical Attack Phase ------------------- Heat Phase ------------------- Bane (Kraken) 2 (AIMB) gains 18 heat, sinks 18 heat and is now at 0 heat. Canis (tot) gains 27 heat, sinks 27 heat and is now at 0 heat. Control Rolls ------------------- End Phase -------------------
Initiative Phase for Round #8 ------------------- AIMB rolls a 8[8+0]. tot rolls a 7[7+0]. The turn order for movement is: tot, AIMB, tot, AIMB Wind direction is Southeast. Wind strength is Calm. The weather is Clear. Visibility is Daylight. Targeting Phase -------------------Movement Phase ------------------- Offboard Attack Phase ------------------- Weapon Attack Phase ------------------- Weapons fire for Satyr 2 (AIMB) Micro Pulse Laser at Canis (tot); needs 8, rolls 9 : hits (using Left Side table) LL Canis (tot) takes 3 damage to LL. 20 Armor remaining. Weapons fire for Bane (Kraken) 2 (AIMB) Ultra AC/10 at Canis (tot); needs 10, rolls 8 : misses Checking for accidental fire; needs 3 or below, rolls 7 : no fire.. fires a second shot in ultra mode. Ultra AC/10 at Canis (tot); needs 10, rolls 10 : Canis (tot) takes 10 damage to RL. 23 Armor remaining. Ultra AC/10 at Canis (tot); needs 10, rolls 6 : misses Checking for accidental fire; needs 3 or below, rolls 8 : no fire.. fires a second shot in ultra mode. Ultra AC/10 at Canis (tot); needs 10, rolls 7 : misses Checking for accidental fire; needs 3 or below, rolls 9 : no fire.. Ultra AC/10 at Canis (tot); needs 10, rolls 8 : misses Checking for accidental fire; needs 3 or below, rolls 7 : no fire.. fires a second shot in ultra mode. Ultra AC/10 at Canis (tot); needs 10, rolls 4 : misses Checking for accidental fire; needs 3 or below, rolls 6 : no fire.. Weapons fire for Canis (tot) ER Large Laser at Bane (Kraken) 2 (AIMB); needs 10, rolls 7 : misses Checking for accidental fire; needs 3 or below, rolls 4 : no fire.. ER Large Laser at Bane (Kraken) 2 (AIMB); needs 10, rolls 9 : misses Checking for accidental fire; needs 3 or below, rolls 5 : no fire.. Weapons fire for Kobold Battle Armor IIC (tot) Light Machine Gun at Bane (Kraken) 2 (AIMB); needs 6, rolls 5 : misses Checking for accidental fire; needs 3 or below, rolls 7 : no fire.. Infantry Clan Mauser IIC at Bane (Kraken) 2 (AIMB); needs 6, rolls 11 : 1 troopers hit, causing 1 damage. Bane (Kraken) 2 (AIMB) takes 1 damage to LA. 25 Armor remaining. Infantry Clan Mauser IIC at Bane (Kraken) 2 (AIMB); needs 6, rolls 9 : 1 troopers hit, causing 1 damage. Bane (Kraken) 2 (AIMB) takes 1 damage to RA. 10 Armor remaining. Physical Attack Phase ------------------- Physical attacks for Satyr 2 (AIMB) Protomech frenzy attack at Canis (tot); needs 10, rolls 6 : misses. Heat Phase ------------------- Bane (Kraken) 2 (AIMB) gains 19 heat, sinks 19 heat and is now at 0 heat. Canis (tot) gains 27 heat, sinks 27 heat and is now at 0 heat. Control Rolls ------------------- End Phase -------------------
Initiative Phase for Round #9 ------------------- AIMB rolls a 7[7+0]. tot rolls a 9[9+0]. The turn order for movement is: AIMB, tot, AIMB, tot Wind direction is Southeast. Wind strength is Calm. The weather is Clear. Visibility is Daylight. Targeting Phase -------------------Movement Phase ------------------- Offboard Attack Phase ------------------- Weapon Attack Phase ------------------- Weapons fire for Canis (tot) ER Large Laser at Bane (Kraken) 2 (AIMB); needs 9, rolls 8 : misses Checking for accidental fire; needs 3 or below, rolls 11 : no fire.. ER Large Laser at Bane (Kraken) 2 (AIMB); needs 9, rolls 8 : misses Checking for accidental fire; needs 3 or below, rolls 10 : no fire.. Weapons fire for Bane (Kraken) 2 (AIMB) Ultra AC/10 at Canis (tot); needs 9, rolls 6 : misses Checking for accidental fire; needs 3 or below, rolls 10 : no fire.. fires a second shot in ultra mode. Ultra AC/10 at Canis (tot); needs 9, rolls 6 : misses Checking for accidental fire; needs 3 or below, rolls 12 : no fire.. Ultra AC/10 at Canis (tot); needs 9, rolls 5 : misses Checking for accidental fire; needs 3 or below, rolls 8 : no fire.. fires a second shot in ultra mode. Ultra AC/10 at Canis (tot); needs 9, rolls 8 : misses Checking for accidental fire; needs 3 or below, rolls 9 : no fire.. Ultra AC/10 at Canis (tot); needs 9, rolls 7 : misses Checking for accidental fire; needs 3 or below, rolls 5 : no fire.. fires a second shot in ultra mode. Ultra AC/10 at Canis (tot); needs 9, rolls 12 : Canis (tot) takes 10 damage to HD. Armor destroyed, 2 Internal Structure remaining Critical hit on HD. Roll is (8+1) = 9; 1 location. CRITICAL HIT on Life Support. Pilot of Canis (tot) "Bruna Calisto" takes 1 damage. Pilot of Canis (tot) "Bruna Calisto" needs a 3 to stay conscious. Rolls 11 : successful! Weapons fire for Kobold Battle Armor IIC (tot) Light Machine Gun at Satyr 2 (AIMB); needs 8, rolls 6 : misses Infantry Clan Mauser IIC at Satyr 2 (AIMB); needs 7, rolls 7 : 2 troopers hit, causing 3 damage. Satyr 2 (AIMB) takes 2 damage to T. 1 Internal Structure remaining Critical hit on T. Roll is 12; 2 locations. CRITICAL HIT on Torso. Pilot of Satyr 2 (AIMB) "Iretta M?ndez" takes 1 damage. Pilot of Satyr 2 (AIMB) "Iretta M?ndez" needs a 3 to stay conscious. Rolls 5 : successful! CRITICAL HIT on Torso. Torso weapon B destroyed. Pilot of Satyr 2 (AIMB) "Iretta M?ndez" takes 1 damage. Pilot of Satyr 2 (AIMB) "Iretta M?ndez" needs a 5 to stay conscious. Rolls 6 : successful! The Protomech takes no damage from a near miss. Infantry Clan Mauser IIC at Satyr 2 (AIMB); needs 7, rolls 7 : 1 troopers hit, causing 1 damage. Satyr 2 (AIMB) takes 1 damage to MG. 1 damage transfers to T. Satyr 2 (AIMB) takes 1 damage to T. Pilot of Satyr 2 (AIMB) "Iretta M?ndez" takes 1 damage. Pilot of Satyr 2 (AIMB) "Iretta M?ndez" needs a 7 to stay conscious. Rolls 5 : blacks out. SECTION DESTROYED, *** Satyr 2 (AIMB) DESTROYED by damage! *** Critical hit on T. Roll is 7; no effect. Physical Attack Phase ------------------- Heat Phase ------------------- Bane (Kraken) 2 (AIMB) gains 18 heat, sinks 18 heat and is now at 0 heat. Canis (tot) gains 27 heat, sinks 27 heat and is now at 0 heat. Control Rolls ------------------- End Phase -------------------
Initiative Phase for Round #10 ------------------- AIMB rolls a 5[5+0]. tot rolls a 12[12+0]. The turn order for movement is: AIMB, tot, tot Wind direction is Southeast. Wind strength is Calm. The weather is Clear. Visibility is Daylight. Targeting Phase -------------------Movement Phase ------------------- Offboard Attack Phase ------------------- Weapon Attack Phase ------------------- Weapons fire for Bane (Kraken) 2 (AIMB) Ultra AC/10 at Canis (tot); needs 8, rolls 10 : Canis (tot) takes 10 damage to RA. 15 Armor remaining. fires a second shot in ultra mode. Ultra AC/10 at Canis (tot); needs 8, rolls 9 : Canis (tot) takes 10 damage to LA. 15 Armor remaining. Ultra AC/10 at Canis (tot); needs 8, rolls 9 : Canis (tot) takes 10 damage to RL. 13 Armor remaining. fires a second shot in ultra mode. Ultra AC/10 at Canis (tot); needs 8, rolls 3 : misses Ultra AC/10 at Canis (tot); needs 8, rolls 5 : misses fires a second shot in ultra mode. Ultra AC/10 at Canis (tot); needs 8, rolls 6 : misses Weapons fire for Canis (tot) ER Large Laser at Bane (Kraken) 2 (AIMB); needs 10, rolls 7 : misses Checking for accidental fire; needs 3 or below, rolls 9 : no fire.. ER Large Laser at Bane (Kraken) 2 (AIMB); needs 10, rolls 3 : misses Checking for accidental fire; needs 3 or below, rolls 5 : no fire.. Weapons fire for Kobold Battle Armor IIC (tot) Light Machine Gun at Bane (Kraken) 2 (AIMB); needs 5, rolls 4 : misses Checking for accidental fire; needs 3 or below, rolls 8 : no fire.. Infantry Clan Mauser IIC at Bane (Kraken) 2 (AIMB); needs 4, rolls 5 : 1 troopers hit, causing 1 damage. Bane (Kraken) 2 (AIMB) takes 1 damage to LL. 38 Armor remaining. Infantry Clan Mauser IIC at Bane (Kraken) 2 (AIMB); needs 4, rolls 8 : 2 troopers hit, causing 3 damage. Bane (Kraken) 2 (AIMB) takes 2 damage to LL. 36 Armor remaining. Bane (Kraken) 2 (AIMB) takes 1 damage to RL. 35 Armor remaining. Canis (tot) 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 5 : falls. Canis (tot) falls on its right side, suffering 8 damage. Canis (tot) takes 5 damage to LA. 10 Armor remaining. Canis (tot) takes 3 damage to RA. 12 Armor remaining. Pilot of Canis (tot) "Bruna Calisto" must roll 6 to avoid damage; rolls 9 : succeeds. Physical Attack Phase ------------------- Heat Phase ------------------- Bane (Kraken) 2 (AIMB) gains 18 heat, sinks 18 heat and is now at 0 heat. Canis (tot) gains 26 heat, sinks 26 heat and is now at 0 heat. Control Rolls ------------------- End Phase -------------------
Initiative Phase for Round #11 ------------------- AIMB rolls a 2[2+0]. tot rolls a 10[10+0]. The turn order for movement is: AIMB, tot, tot Wind direction is Southeast. Wind strength is Calm. The weather is Clear. Visibility is Daylight. Targeting Phase -------------------Movement Phase ------------------- Canis (tot) must make a piloting skill check (Left Arm hand Actuator missing/destroyed). Needs 7 [5 (Base piloting skill) + 0 (getting up) + 1 (Right Arm hand Actuator missing/destroyed) + 1 (Left Arm hand Actuator missing/destroyed)], rolls 5 : falls. Canis (tot) falls on its front, suffering 8 damage. Canis (tot) takes 5 damage to RA. 7 Armor remaining. Canis (tot) takes 3 damage to LA. 7 Armor remaining. Pilot of Canis (tot) "Bruna Calisto" must roll 7 to avoid damage; rolls 9 : succeeds. Canis (tot) must make a piloting skill check (Left Arm hand Actuator missing/destroyed). Needs 7 [5 (Base piloting skill) + 0 (getting up) + 1 (Right Arm hand Actuator missing/destroyed) + 1 (Left Arm hand Actuator missing/destroyed)], rolls 7 : succeeds. Offboard Attack Phase ------------------- Weapon Attack Phase ------------------- Weapons fire for Bane (Kraken) 2 (AIMB) Ultra AC/10 at Canis (tot); needs 8, rolls 11 : Canis (tot) takes 10 damage to RT. 13 Armor remaining. fires a second shot in ultra mode. Ultra AC/10 at Canis (tot); needs 8, rolls 8 : Canis (tot) takes 10 damage to RL. 3 Armor remaining. Ultra AC/10 at Canis (tot); needs 8, rolls 9 : Canis (tot) takes 10 damage to LT. 13 Armor remaining. fires a second shot in ultra mode. Ultra AC/10 at Canis (tot); needs 8, rolls 9 : Canis (tot) takes 10 damage to LT. 3 Armor remaining. Ultra AC/10 at Canis (tot); needs 8, rolls 7 : misses fires a second shot in ultra mode. Ultra AC/10 at Canis (tot); needs 8, rolls 8 : Canis (tot) takes 10 damage to LL. 10 Armor remaining. Weapons fire for Canis (tot) ER Large Laser at Bane (Kraken) 2 (AIMB); needs 10, rolls 4 : misses Checking for accidental fire; needs 3 or below, rolls 5 : no fire.. ER Large Laser at Bane (Kraken) 2 (AIMB); needs 10, rolls 4 : misses Checking for accidental fire; needs 3 or below, rolls 8 : no fire.. Weapons fire for Kobold Battle Armor IIC (tot) Light Machine Gun at Bane (Kraken) 2 (AIMB); needs 5, rolls 11 : 1 troopers hit Bane (Kraken) 2 (AIMB) takes 1 damage to RT. 5 Internal Structure remaining Critical hit on RT. Roll is 8; no effect. Infantry Clan Mauser IIC at Bane (Kraken) 2 (AIMB); needs 4, rolls 6 : 1 troopers hit, causing 1 damage. Bane (Kraken) 2 (AIMB) takes 1 damage to CT. 17 Armor remaining. Infantry Clan Mauser IIC at Bane (Kraken) 2 (AIMB); needs 4, rolls 5 : 1 troopers hit, causing 1 damage. Bane (Kraken) 2 (AIMB) takes 1 damage to LA. 24 Armor remaining. Canis (tot) 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. Physical Attack Phase ------------------- Heat Phase ------------------- Bane (Kraken) 2 (AIMB) gains 18 heat, sinks 18 heat and is now at 0 heat. Canis (tot) gains 28 heat, sinks 28 heat and is now at 0 heat. Control Rolls ------------------- End Phase -------------------
Initiative Phase for Round #12 ------------------- AIMB rolls a 5[5+0]. tot rolls a 4[4+0]. The turn order for movement is: tot, tot, AIMB Wind direction is Southeast. Wind strength is Calm. The weather is Clear. Visibility is Daylight. Targeting Phase -------------------Movement Phase ------------------- Offboard Attack Phase ------------------- Weapon Attack Phase ------------------- Weapons fire for Bane (Kraken) 2 (AIMB) Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 10, rolls 8 : misses Checking for accidental fire; needs 3 or below, rolls 6 : no fire.. fires a second shot in ultra mode. Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 10, rolls 9 : misses Checking for accidental fire; needs 3 or below, rolls 11 : no fire.. Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 10, rolls 9 : misses Checking for accidental fire; needs 3 or below, rolls 5 : no fire.. fires a second shot in ultra mode. Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 10, rolls 7 : misses Checking for accidental fire; needs 3 or below, rolls 11 : no fire.. Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 10, rolls 7 : misses Checking for accidental fire; needs 3 or below, rolls 3 : possible fire. Needs 11 [9 (Ultra AC/10) + 2 (accidental)] to ignite, rolls 6 fires a second shot in ultra mode. Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 10, rolls 7 : misses Checking for accidental fire; needs 3 or below, rolls 7 : no fire.. Weapons fire for Canis (tot) ER Large Laser at Bane (Kraken) 2 (AIMB); needs 11, rolls 9 : misses ER Large Laser at Bane (Kraken) 2 (AIMB); needs 11, rolls 5 : misses ER Large Laser at Bane (Kraken) 2 (AIMB); needs 11, rolls 9 : misses Weapons fire for Kobold Battle Armor IIC (tot) Light Machine Gun at Bane (Kraken) 2 (AIMB); needs 4, rolls 6 : 2 troopers hit Bane (Kraken) 2 (AIMB) takes 1 damage to LL. 35 Armor remaining. Bane (Kraken) 2 (AIMB) takes 1 damage to CT. 16 Armor remaining. Infantry Clan Mauser IIC at Bane (Kraken) 2 (AIMB); needs 4, rolls 11 : 2 troopers hit, causing 3 damage. Bane (Kraken) 2 (AIMB) takes 2 damage to CT. 14 Armor remaining. Bane (Kraken) 2 (AIMB) takes 1 damage to LA. 23 Armor remaining. Infantry Clan Mauser IIC at Bane (Kraken) 2 (AIMB); needs 4, rolls 4 : 1 troopers hit, causing 1 damage. Bane (Kraken) 2 (AIMB) takes 1 damage to RL. 34 Armor remaining. Physical Attack Phase ------------------- Heat Phase ------------------- Bane (Kraken) 2 (AIMB) gains 19 heat, sinks 19 heat and is now at 0 heat. Canis (tot) gains 39 heat, sinks 32 heat and is now at 7 heat. Control Rolls ------------------- End Phase -------------------
Initiative Phase for Round #13 ------------------- AIMB rolls a 10[10+0]. tot rolls a 6[6+0]. The turn order for movement is: tot, tot, AIMB Wind direction is Southeast. Wind strength is Calm. The weather is Clear. Visibility is Daylight. Targeting Phase -------------------Movement Phase ------------------- Offboard Attack Phase ------------------- Weapon Attack Phase ------------------- Weapons fire for Bane (Kraken) 2 (AIMB) Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 10, rolls 11 : Kobold Battle Armor IIC (tot) takes 10 damage to Trooper 4. Armor destroyed, TROOPER KILLED, fires a second shot in ultra mode. Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 10, rolls 5 : misses Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 10, rolls 3 : misses fires a second shot in ultra mode. Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 10, rolls 7 : misses Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 10, rolls 11 : Kobold Battle Armor IIC (tot) takes 10 damage to Trooper 2. Armor destroyed, TROOPER KILLED, *** Kobold Battle Armor IIC (tot) DESTROYED by damage! *** fires a second shot in ultra mode. Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 10, rolls 9 : misses Weapons fire for Kobold Battle Armor IIC (tot) Light Machine Gun at Bane (Kraken) 2 (AIMB); needs 6, rolls 7 : 1 troopers hit (using Rear table) Bane (Kraken) 2 (AIMB) takes 1 damage to LTR. 9 Armor remaining. Infantry Clan Mauser IIC at Bane (Kraken) 2 (AIMB); needs 6, rolls 6 : 2 troopers hit (using Rear table), causing 3 damage. Bane (Kraken) 2 (AIMB) takes 2 damage to RL. 32 Armor remaining. Bane (Kraken) 2 (AIMB) takes 1 damage to CTR. 12 Armor remaining. Infantry Clan Mauser IIC at Bane (Kraken) 2 (AIMB); needs 6, rolls 5 : misses Physical Attack Phase ------------------- Heat Phase ------------------- Bane (Kraken) 2 (AIMB) gains 19 heat, sinks 19 heat and is now at 0 heat. Canis (tot) gains 3 heat, sinks 10 heat and is now at 0 heat. Control Rolls ------------------- End Phase -------------------
Initiative Phase for Round #14 ------------------- AIMB rolls a 7[7+0] / 8[8+0]. tot rolls a 7[7+0] / 6[6+0]. The turn order for movement is: tot, AIMB Wind direction is Southeast. Wind strength is Calm. The weather is Clear. Visibility is Daylight. Targeting Phase -------------------
***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 2353
***Server: tot connected from /178.208.129.99
Movement Phase -------------------
Offboard Attack Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase ------------------- Weapons fire for Bane (Kraken) 2 (AIMB) Ultra AC/10 at Canis (tot); needs 12, rolls 4 : misses Checking for accidental fire; needs 3 or below, rolls 9 : no fire.. fires a second shot in ultra mode. Ultra AC/10 at Canis (tot); needs 12, rolls 8 : misses Checking for accidental fire; needs 3 or below, rolls 7 : no fire.. Ultra AC/10 at Canis (tot); needs 12, rolls 8 : misses Checking for accidental fire; needs 3 or below, rolls 9 : no fire.. fires a second shot in ultra mode. Ultra AC/10 at Canis (tot); needs 12, rolls 10 : misses Checking for accidental fire; needs 3 or below, rolls 4 : no fire.. Ultra AC/10 at Canis (tot); needs 12, rolls 5 : misses Checking for accidental fire; needs 3 or below, rolls 10 : no fire.. fires a second shot in ultra mode. Ultra AC/10 at Canis (tot); needs 12, rolls 8 : misses Checking for accidental fire; needs 3 or below, rolls 4 : no fire.. Weapons fire for Canis (tot) ER Large Laser at Bane (Kraken) 2 (AIMB); needs 10, rolls 4 : misses Checking for accidental fire; needs 3 or below, rolls 6 : no fire.. ER Large Laser at Bane (Kraken) 2 (AIMB); needs 10, rolls 3 : misses Checking for accidental fire; needs 3 or below, rolls 4 : no fire.. ER Large Laser at Bane (Kraken) 2 (AIMB); needs 10, rolls 10 : hits RT Bane (Kraken) 2 (AIMB) takes 10 damage to RT. SECTION DESTROYED, LIMB BLOWN OFF Right Arm blown off. 5 damage transfers to CT. Critical hit on RT. Roll is (8+1) = 9; 1 location. CRITICAL HIT on Engine. Bane (Kraken) 2 (AIMB) takes 5 damage to CT. 9 Armor remaining.
MegaMek: Game saved to savegames\autosave.sav
tot: ДА!!!
Physical Attack Phase -------------------
Heat Phase ------------------- Bane (Kraken) 2 (AIMB) gains 28 heat, sinks 20 heat and is now at 8 heat. Canis (tot) gains 39 heat, sinks 32 heat and is now at 7 heat. Control Rolls ------------------- End Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #15 ------------------- AIMB rolls a 9[9+0] / 8[8+0] / 8[8+0]. tot rolls a 9[9+0] / 8[8+0] / 7[7+0]. The turn order for movement is: tot, AIMB Wind direction is Southeast. Wind strength is Calm. The weather is Clear. Visibility is Daylight. AIMB: 1087 BV remaining (from 7190 initially) 0 BV fled tot: 1974 BV remaining (from 7392 initially) 0 BV fled DoubleGreen: 0 BV remaining (from 0 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 Canis (tot) ER Large Laser at Hex: 2809 (Clear); needs 8, rolls 6 : misses
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase -------------------
Heat Phase ------------------- Bane (Kraken) 2 (AIMB) gains 10 heat, sinks 18 heat and is now at 0 heat. Canis (tot) gains 15 heat, sinks 22 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 #16 ------------------- AIMB rolls a 2[2+0]. tot rolls a 6[6+0]. The turn order for movement is: AIMB, tot Wind direction is Southeast. Wind strength is Calm. The weather is Clear. Visibility is Daylight. AIMB: 1087 BV remaining (from 7190 initially) 0 BV fled tot: 1974 BV remaining (from 7392 initially) 0 BV fled DoubleGreen: 0 BV remaining (from 0 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 Bane (Kraken) 2 (AIMB) Ultra AC/10 at Canis (tot); needs 12, rolls 5 : misses Checking for accidental fire; needs 3 or below, rolls 9 : no fire.. fires a second shot in ultra mode. Ultra AC/10 at Canis (tot); needs 12, rolls 7 : misses Checking for accidental fire; needs 3 or below, rolls 11 : no fire.. Weapons fire for Canis (tot) ER Large Laser at Bane (Kraken) 2 (AIMB); needs 10, rolls 5 : misses Checking for accidental fire; needs 3 or below, rolls 7 : no fire.. ER Large Laser at Bane (Kraken) 2 (AIMB); needs 10, rolls 9 : misses Checking for accidental fire; needs 3 or below, rolls 12 : no fire.. ER Large Laser at Bane (Kraken) 2 (AIMB); needs 10, rolls 6 : misses Checking for accidental fire; needs 3 or below, rolls 8 : no fire..
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase -------------------
Heat Phase ------------------- Bane (Kraken) 2 (AIMB) gains 16 heat, sinks 16 heat and is now at 0 heat. Canis (tot) gains 39 heat, sinks 32 heat and is now at 7 heat. Control Rolls ------------------- End Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #17 ------------------- AIMB rolls a 8[8+0] / 10[10+0]. tot rolls a 8[8+0] / 3[3+0]. The turn order for movement is: tot, AIMB Wind direction is Southeast. Wind strength is Calm. The weather is Clear. Visibility is Daylight. AIMB: 1087 BV remaining (from 7190 initially) 0 BV fled tot: 1974 BV remaining (from 7392 initially) 0 BV fled DoubleGreen: 0 BV remaining (from 0 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 Bane (Kraken) 2 (AIMB) Ultra AC/10 at Canis (tot); needs 12, rolls 10 : misses Checking for accidental fire; needs 3 or below, rolls 8 : no fire.. fires a second shot in ultra mode. Ultra AC/10 at Canis (tot); needs 12, rolls 10 : misses Checking for accidental fire; needs 3 or below, rolls 3 : possible fire. Needs 11 [9 (Ultra AC/10) + 2 (accidental)] to ignite, rolls 9 Weapons fire for Canis (tot) ER Large Laser at Hex: 2809 (Clear); needs 8, rolls 7 : misses
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase -------------------
Heat Phase ------------------- Bane (Kraken) 2 (AIMB) gains 16 heat, sinks 16 heat and is now at 0 heat. Canis (tot) gains 15 heat, sinks 22 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 #18 ------------------- AIMB rolls a 3[3+0]. tot rolls a 4[4+0]. The turn order for movement is: AIMB, tot Wind direction is Southeast. Wind strength is Calm. The weather is Clear. Visibility is Daylight. AIMB: 1087 BV remaining (from 7190 initially) 0 BV fled tot: 1974 BV remaining (from 7392 initially) 0 BV fled DoubleGreen: 0 BV remaining (from 0 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 Canis (tot) ER Large Laser at Bane (Kraken) 2 (AIMB); needs 10, rolls 5 : misses Checking for accidental fire; needs 3 or below, rolls 6 : no fire.. ER Large Laser at Bane (Kraken) 2 (AIMB); needs 10, rolls 4 : misses Checking for accidental fire; needs 3 or below, rolls 9 : no fire.. ER Large Laser at Bane (Kraken) 2 (AIMB); needs 10, rolls 7 : misses Checking for accidental fire; needs 3 or below, rolls 6 : no fire.. Weapons fire for Bane (Kraken) 2 (AIMB) Ultra AC/10 at Canis (tot); needs 12, rolls 8 : misses Checking for accidental fire; needs 3 or below, rolls 11 : no fire.. fires a second shot in ultra mode. Ultra AC/10 at Canis (tot); needs 12, rolls 12 : Canis (tot) takes 10 damage to RA. Armor destroyed, 10 Internal Structure remaining Critical hit on RA. Roll is (8+1) = 9; 1 location. CRITICAL HIT on Double Heat Sink.
MegaMek: Game saved to savegames\autosave.sav
tot: издеваешься?
Physical Attack Phase -------------------
Heat Phase ------------------- Bane (Kraken) 2 (AIMB) gains 16 heat, sinks 16 heat and is now at 0 heat. Canis (tot) gains 39 heat, sinks 30 heat and is now at 9 heat. Control Rolls ------------------- End Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #19 ------------------- AIMB rolls a 5[5+0]. tot rolls a 8[8+0]. The turn order for movement is: AIMB, tot Wind direction is Southeast. Wind strength is Calm. The weather is Clear. Visibility is Daylight. AIMB: 1061 BV remaining (from 7190 initially) 0 BV fled tot: 1940 BV remaining (from 7392 initially) 0 BV fled DoubleGreen: 0 BV remaining (from 0 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
AIMB: ?
tot: с 12 попадаешь )
AIMB: :S
Movement Phase ------------------- Bane (Kraken) 2 (AIMB) must make a piloting skill check while moving from hex 2809 to hex 2709 (entering Depth 1 Water). Needs 4 [5 (Base piloting skill) - 1 (entering Depth 1 Water)], rolls 8 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
Offboard Attack Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase -------------------
Physical Attack Phase -------------------
Heat Phase ------------------- Bane (Kraken) 2 (AIMB) gains 11 heat, sinks 11 heat and is now at 0 heat. Canis (tot) gains 0 heat, sinks 9 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 #20 ------------------- AIMB rolls a 8[8+0]. tot rolls a 11[11+0]. The turn order for movement is: AIMB, tot Wind direction is Southeast. Wind strength is Calm. The weather is Clear. Visibility is Daylight. AIMB: 1061 BV remaining (from 7190 initially) 0 BV fled tot: 1940 BV remaining (from 7392 initially) 0 BV fled DoubleGreen: 0 BV remaining (from 0 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Movement Phase ------------------- Bane (Kraken) 2 (AIMB) must make a piloting skill check while moving from hex 2709 to hex 2609 (entering Depth 1 Water). Needs 4 [5 (Base piloting skill) - 1 (entering Depth 1 Water)], rolls 8 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
Offboard Attack Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase ------------------- Weapons fire for Canis (tot) ER Large Laser at Bane (Kraken) 2 (AIMB); needs 7, rolls 4 : misses ER Large Laser at Bane (Kraken) 2 (AIMB); needs 7, rolls 8 : hits (using Partial cover (horizontal 50%) table) RA Bane (Kraken) 2 (AIMB) takes 10 damage to RA. 10 damage transfers to RT. Bane (Kraken) 2 (AIMB) takes 10 damage to RT. 10 damage transfers to CT. Bane (Kraken) 2 (AIMB) takes 10 damage to CT. Armor destroyed, 30 Internal Structure remaining Critical hit on CT. Roll is (4+1) = 5; no effect. ER Large Laser at Bane (Kraken) 2 (AIMB); needs 7, rolls 9 : hits (using Partial cover (horizontal 50%) table) RT Bane (Kraken) 2 (AIMB) takes 10 damage to RT. 10 damage transfers to CT. Bane (Kraken) 2 (AIMB) takes 10 damage to CT. 20 Internal Structure remaining Critical hit on CT. Roll is (9+1) = 10; 1 location. CRITICAL HIT on Engine. *** Bane (Kraken) 2 (AIMB) DESTROYED by engine destruction! ***
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase -------------------
Heat Phase ------------------- Canis (tot) gains 36 heat, sinks 30 heat and is now at 6 heat. Control Rolls ------------------- End Phase ------------------- Team 3 has achieved all required victory conditions!
MegaMek: Game saved to savegames\autosave.sav
tot: уффф
tot: классно отыграл, спасибо
AIMB: gg
Victory! ------------------- Winner is: TEAM #3 AIMB: 0 BV remaining (from 7190 initially) 0 BV fled tot: 1940 BV remaining (from 7392 initially) 0 BV fled DoubleGreen: 0 BV remaining (from 0 initially) 0 BV fled Survivors are: Canis (tot) Pilot : Bruna Calisto [4/5] ( 1 hit(s) ) Kills : 1 The following units are in retreat: MechWarrior Yasmine Cuyco (AIMB) Gunnery Skill : Yasmine Cuyco [4] ( 3 hit(s) ) Kills : 0 MechWarrior Aliyah Badra (tot) Gunnery Skill : Aliyah Badra [4] ( 2 hit(s) ) Kills : 0 Graveyard contains: Annihilator ANH-1G (AIMB) Pilot : Bobby Sumual [4/5] ( 6 hit(s)) Kills : 0 Destroyed by pilot error. Warhammer IIC 10 (AIMB) Pilot : Yasmine Cuyco [4/5] ( 3 hit(s) ) Kills : 0 Destroyed by Kobold Battle Armor IIC (tot) Cygnus (tot) Pilot : Aliyah Badra [4/5] ( 2 hit(s) ) Kills : 0 Destroyed by Bane (Kraken) 2 (AIMB) Blood Asp C (tot) Pilot : Kian Cooper [4/5] ( 4 hit(s) ) Kills : 0 Destroyed by Satyr 2 (AIMB) Satyr 2 (AIMB) Pilot : Iretta M?ndez [4] ( 3 hit(s) ) Kills : 1 Destroyed by Kobold Battle Armor IIC (tot) Kobold Battle Armor IIC (tot) Gunnery Skill : Amina Ayinde [4] Kills : 2 Destroyed by Bane (Kraken) 2 (AIMB) Bane (Kraken) 2 (AIMB) Pilot : Karno Muljana [4/5] ( 2 hit(s) ) Kills : 2 Destroyed by Canis (tot) Detailed unit status saved to entitystatus.txt
***Server: AIMB disconnected.
***Server: DoubleGreen disconnected.