Log file opened Sun Oct 30 23:07:23 KRAT 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 2359
***Server: AIMB connected from /5.44.172.69
***Server: For AIMB Server reports: Client/Server timestamp mismatch. Server reports: 3.03.14 19:03, Client reports: 3.03.14 14:03
***Server: Player AIMB changed map settings
***Server: MSD connected from /95.24.72.60
***Server: For MSD Server reports: Client/Server timestamp mismatch. Server reports: 3.03.14 19:03, Client reports: 3.03.14 18:03
AIMB: я rivervalley выбрал
MSD: сек, я еще не доконца
MSD:
MSD: собрался
MSD: не получается у меня - хорошие юниы попользовал. погодь чутка
AIMB: угу
MSD: так. карта теперь
***Server: Player MSD changed map settings
MSD: готов
MSD: шлак, конечно, получился, но что есть
AIMB: готов
MSD: го
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Deployment ------------------- AIMB rolls a 4[4+0]. MSD rolls a 8[8+0]. Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. AIMB: 7353 BV remaining (from 7353 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #1 ------------------- AIMB rolls a 8[8+0]. MSD rolls a 9[9+0]. Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. AIMB: 7353 BV remaining (from 7353 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
MSD: черт
MSD: забыли выключить убоищное правило ИР...
MSD: так что я скорее всего слился уже...
AIMB: ир?
MSD: экстандет ранже рулес
AIMB: аа
Movement Phase -------------------
Offboard Attack Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase ------------------- Weapons fire for Septicemia (Pariah) B (AIMB) Large Pulse Laser at Dire Wolf (Daishi) E (MSD); needs 10, rolls 8 : misses Checking for accidental fire; needs 3 or below, rolls 6 : no fire.. Large Pulse Laser at Dire Wolf (Daishi) E (MSD); needs 10, rolls 4 : misses Checking for accidental fire; needs 3 or below, rolls 11 : no fire.. Weapons fire for Turkina D (MSD) ATM 12 ( ammo) at Annihilator C 2 (AIMB); needs 11, rolls 6 : misses ATM 12 ( ammo) at Annihilator C 2 (AIMB); needs 11, rolls 3 : misses ATM 12 ( ammo) at Annihilator C 2 (AIMB); needs 11, rolls 7 : misses ATM 12 ( ammo) at Annihilator C 2 (AIMB); needs 11, rolls 3 : misses Weapons fire for Blood Asp C (AIMB) ER Large Laser at Dire Wolf (Daishi) E (MSD); needs 12, rolls 4 : misses Checking for accidental fire; needs 3 or below, rolls 9 : no fire.. Weapons fire for Annihilator C 2 (AIMB) Gauss Rifle at Dire Wolf (Daishi) E (MSD); needs 12, rolls 6 : misses Gauss Rifle at Dire Wolf (Daishi) E (MSD); needs 12, rolls 7 : misses Gauss Rifle at Dire Wolf (Daishi) E (MSD); needs 12, rolls 6 : misses Gauss Rifle at Dire Wolf (Daishi) E (MSD); needs 12, rolls 7 : misses ER PPC at Dire Wolf (Daishi) E (MSD); needs 12, rolls 4 : misses Checking for accidental fire; needs 3 or below, rolls 3 : possible fire. Needs 9 [7 (ER PPC) + 2 (accidental)] to ignite, rolls 6 Weapons fire for Dire Wolf (Daishi) E (MSD) LB 10-X AC (Cluster ammo) at Annihilator C 2 (AIMB); needs 12, rolls 8 : misses LB 10-X AC (Cluster ammo) at Annihilator C 2 (AIMB); needs 12, rolls 8 : misses Streak LRM 10 at Annihilator C 2 (AIMB); needs 11, rolls 4 : fails to achieve lock.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase -------------------
Heat Phase ------------------- Turkina D (MSD) gains 33 heat, sinks 33 heat and is now at 0 heat. Dire Wolf (Daishi) E (MSD) gains 5 heat, sinks 5 heat and is now at 0 heat. Septicemia (Pariah) B (AIMB) gains 24 heat, sinks 24 heat and is now at 0 heat. Blood Asp C (AIMB) gains 14 heat, sinks 14 heat and is now at 0 heat. Annihilator C 2 (AIMB) gains 21 heat, sinks 21 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 ------------------- AIMB rolls a 4[4+0]. MSD rolls a 5[5+0]. Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. AIMB: 7353 BV remaining (from 7353 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 Septicemia (Pariah) B (AIMB) Large Pulse Laser at Dire Wolf (Daishi) E (MSD); needs 7, rolls 10 : hits RL Dire Wolf (Daishi) E (MSD) takes 10 damage to RL. 31 Armor remaining. Large Pulse Laser at Dire Wolf (Daishi) E (MSD); needs 7, rolls 8 : hits LL Dire Wolf (Daishi) E (MSD) takes 10 damage to LL. 31 Armor remaining. Weapons fire for Blood Asp C (AIMB) Ultra AC/10 at Dire Wolf (Daishi) E (MSD); needs 11, rolls 5 : misses Checking for accidental fire; needs 3 or below, rolls 9 : no fire.. ER Large Laser at Dire Wolf (Daishi) E (MSD); needs 11, rolls 4 : misses Checking for accidental fire; needs 3 or below, rolls 9 : no fire.. Ultra AC/10 at Dire Wolf (Daishi) E (MSD); needs 11, rolls 8 : misses Checking for accidental fire; needs 3 or below, rolls 10 : no fire.. Weapons fire for Annihilator C 2 (AIMB) Gauss Rifle at Dire Wolf (Daishi) E (MSD); needs 10, rolls 7 : misses Gauss Rifle at Dire Wolf (Daishi) E (MSD); needs 10, rolls 7 : misses Gauss Rifle at Dire Wolf (Daishi) E (MSD); needs 10, rolls 10 : hits RT Dire Wolf (Daishi) E (MSD) takes 15 damage to RT. 17 Armor remaining. Gauss Rifle at Dire Wolf (Daishi) E (MSD); needs 10, rolls 8 : misses ER PPC at Dire Wolf (Daishi) E (MSD); needs 10, rolls 8 : misses Checking for accidental fire; needs 3 or below, rolls 8 : no fire.. Weapons fire for Dire Wolf (Daishi) E (MSD) Medium Pulse Laser at Blood Asp C (AIMB); needs 11, rolls 6 : misses Medium Pulse Laser at Blood Asp C (AIMB); needs 11, rolls 4 : misses Medium Pulse Laser at Blood Asp C (AIMB); needs 11, rolls 7 : misses Medium Pulse Laser at Blood Asp C (AIMB); needs 11, rolls 6 : misses LB 10-X AC (Cluster ammo) at Blood Asp C (AIMB); needs 10, rolls 12 : 4 pellet(s) hit (w/ -1 malus). Blood Asp C (AIMB) takes 1 damage to RA. 27 Armor remaining. Blood Asp C (AIMB) takes 1 damage to LT. 23 Armor remaining. Blood Asp C (AIMB) takes 1 damage to LL. 33 Armor remaining. Blood Asp C (AIMB) takes 1 damage to RT (critical). 23 Armor remaining. Critical hit on RT. Roll is 7; no effect. Medium Pulse Laser at Blood Asp C (AIMB); needs 11, rolls 9 : misses Medium Pulse Laser at Blood Asp C (AIMB); needs 11, rolls 9 : misses LB 10-X AC (Cluster ammo) at Blood Asp C (AIMB); needs 10, rolls 5 : misses Streak LRM 10 at Blood Asp C (AIMB); needs 11, rolls 5 : fails to achieve lock. Weapons fire for Turkina D (MSD) ATM 12 ( ammo) at Blood Asp C (AIMB); needs 8, rolls 7 : misses ATM 12 ( ammo) at Blood Asp C (AIMB); needs 8, rolls 5 : misses ATM 12 ( ammo) at Blood Asp C (AIMB); needs 8, rolls 5 : misses ATM 12 ( ammo) at Blood Asp C (AIMB); needs 8, rolls 6 : misses Dire Wolf (Daishi) E (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) - 2 (weight class modifier)); needs 4, rolls 6 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase -------------------
Heat Phase ------------------- Turkina D (MSD) gains 32 heat, sinks 32 heat and is now at 0 heat. Dire Wolf (Daishi) E (MSD) gains 29 heat, sinks 29 heat and is now at 0 heat. Septicemia (Pariah) B (AIMB) gains 24 heat, sinks 24 heat and is now at 0 heat. Blood Asp C (AIMB) gains 19 heat, sinks 19 heat and is now at 0 heat. Annihilator C 2 (AIMB) gains 19 heat, sinks 19 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 ------------------- AIMB rolls a 3[3+0]. MSD rolls a 10[10+0]. Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. AIMB: 7310 BV remaining (from 7353 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
MSD: 1 сек
***Server: evil connected from /95.188.93.203
***Server: For evil Server reports: Client/Server timestamp mismatch. Server reports: 3.03.14 19:03, Client reports: 3.03.14 14:03
***Server: evil has been granted vision of the entire map
Movement Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Offboard Attack Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase ------------------- Weapons fire for Cecerops 4 (AIMB) Micro Pulse Laser at Dire Wolf (Daishi) E (MSD); needs 5, rolls 5 : hits (using Rear table) LL Dire Wolf (Daishi) E (MSD) takes 3 damage to LL. 28 Armor remaining. Weapons fire for Septicemia (Pariah) B (AIMB) Large Pulse Laser at Dire Wolf (Daishi) E (MSD); needs 9, rolls 7 : misses Large Pulse Laser at Dire Wolf (Daishi) E (MSD); needs 9, rolls 8 : misses Weapons fire for Dire Wolf (Daishi) E (MSD) Medium Pulse Laser at Cecerops 4 (AIMB); needs 7, rolls 9 : hits RA Cecerops 4 (AIMB) takes 7 damage to RA. Armor destroyed, Pilot of Cecerops 4 (AIMB) "Uinebarga Tijl" takes 1 damage. Pilot of Cecerops 4 (AIMB) "Uinebarga Tijl" needs a 3 to stay conscious. Rolls 6 : successful! SECTION DESTROYED, 5 damage transfers to T. Critical hit on RA. Roll is (3+1) = 4; no effect. Cecerops 4 (AIMB) takes 5 damage to T. Armor destroyed, 1 Internal Structure remaining Critical hit on T. Roll is (6+1) = 7; no effect. Medium Pulse Laser at Cecerops 4 (AIMB); needs 7, rolls 7 : hits a near miss The Protomech takes no damage from a near miss. Medium Pulse Laser at Cecerops 4 (AIMB); needs 7, rolls 6 : misses Medium Pulse Laser at Cecerops 4 (AIMB); needs 7, rolls 10 : hits RA Cecerops 4 (AIMB) takes 7 damage to RA. 7 damage transfers to T. Cecerops 4 (AIMB) takes 7 damage to T. Pilot of Cecerops 4 (AIMB) "Uinebarga Tijl" takes 3 damage. Pilot of Cecerops 4 (AIMB) "Uinebarga Tijl" needs a 5 to stay conscious. Rolls 7 : successful! Pilot of Cecerops 4 (AIMB) "Uinebarga Tijl" needs a 7 to stay conscious. Rolls 5 : blacks out. SECTION DESTROYED, *** Cecerops 4 (AIMB) DESTROYED by damage! *** Critical hit on T. Roll is (3+1) = 4; no effect. LB 10-X AC (Cluster ammo) at Cecerops 4 (AIMB); needs 8, rolls 10 : 8 pellet(s) hit (w/ +1 bonus). Cecerops 4 (AIMB) takes 1 damage to T. Cecerops 4 (AIMB) takes 1 damage to L. 1 Armor remaining. Cecerops 4 (AIMB) takes 1 damage to RA. 1 damage transfers to T. Cecerops 4 (AIMB) takes 1 damage to T. Cecerops 4 (AIMB) takes 1 damage to T. Cecerops 4 (AIMB) takes 1 damage to RA. 1 damage transfers to T. Cecerops 4 (AIMB) takes 1 damage to T. Cecerops 4 (AIMB) takes 1 damage to T. Cecerops 4 (AIMB) takes 1 damage to T. The Protomech takes no damage from a near miss. Medium Pulse Laser at Cecerops 4 (AIMB); needs 7, rolls 6 : misses Medium Pulse Laser at Cecerops 4 (AIMB); needs 7, rolls 3 : misses Medium Pulse Laser at Cecerops 4 (AIMB); needs 7, rolls 7 : hits L Cecerops 4 (AIMB) takes 7 damage to L. Armor destroyed, Pilot of Cecerops 4 (AIMB) "Uinebarga Tijl" takes 1 damage. SECTION DESTROYED, 4 damage transfers to T. Critical hit on L. Roll is (8+1) = 9; 1 location. CRITICAL HIT on Leg. Cecerops 4 (AIMB) takes 4 damage to T. Medium Pulse Laser at Cecerops 4 (AIMB); needs 7, rolls 7 : hits a near miss The Protomech takes no damage from a near miss. Weapons fire for Annihilator C 2 (AIMB) Gauss Rifle at Dire Wolf (Daishi) E (MSD); needs 11, rolls 7 : misses Gauss Rifle at Dire Wolf (Daishi) E (MSD); needs 11, rolls 5 : misses Gauss Rifle at Dire Wolf (Daishi) E (MSD); needs 11, rolls 7 : misses Gauss Rifle at Dire Wolf (Daishi) E (MSD); needs 11, rolls 7 : misses ER PPC at Dire Wolf (Daishi) E (MSD); needs 9, rolls 3 : misses Weapons fire for Blood Asp C (AIMB) Ultra AC/10 at Dire Wolf (Daishi) E (MSD); needs 10, rolls 5 : misses ER Large Laser at Dire Wolf (Daishi) E (MSD); needs 10, rolls 7 : misses Ultra AC/10 at Dire Wolf (Daishi) E (MSD); needs 10, rolls 10 : Dire Wolf (Daishi) E (MSD) takes 10 damage to HD. Armor destroyed, 2 Internal Structure remaining Critical hit on HD. Roll is (3+1) = 4; no effect. Pilot of Dire Wolf (Daishi) E (MSD) "Gunjana Koduri" takes 1 damage. Pilot of Dire Wolf (Daishi) E (MSD) "Gunjana Koduri" needs a 3 to stay conscious. Rolls 6 : successful! fires a second shot in ultra mode. Ultra AC/10 at Dire Wolf (Daishi) E (MSD); needs 10, rolls 5 : misses Weapons fire for Turkina D (MSD) ATM 12 ( ammo) at Blood Asp C (AIMB); needs 11, rolls 12 : 10 extended-range missile(s) hit (w/ +2 bonus). Blood Asp C (AIMB) takes 5 damage to CT. 35 Armor remaining. Blood Asp C (AIMB) takes 5 damage to RL. 29 Armor remaining. ATM 12 ( ammo) at Blood Asp C (AIMB); needs 11, rolls 6 : misses Checking for accidental fire; needs 3 or below, rolls 7 : no fire.. ATM 12 ( ammo) at Blood Asp C (AIMB); needs 11, rolls 4 : misses Checking for accidental fire; needs 3 or below, rolls 8 : no fire.. ATM 12 ( ammo) at Blood Asp C (AIMB); needs 11, rolls 6 : misses Checking for accidental fire; needs 3 or below, rolls 10 : no fire..
MegaMek: Game saved to savegames\autosave.sav
MSD: мда....
MSD: началось
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase -------------------
Heat Phase ------------------- Turkina D (MSD) gains 33 heat, sinks 33 heat and is now at 0 heat. Dire Wolf (Daishi) E (MSD) gains 35 heat, sinks 34 heat and is now at 1 heat. Septicemia (Pariah) B (AIMB) gains 24 heat, sinks 24 heat and is now at 0 heat. Blood Asp C (AIMB) gains 22 heat, sinks 22 heat and is now at 0 heat. Annihilator C 2 (AIMB) gains 19 heat, sinks 19 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 #4 ------------------- AIMB rolls a 10[10+0]. MSD rolls a 9[9+0]. Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. AIMB: 7229 BV remaining (from 7353 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 Annihilator C 2 (AIMB) Gauss Rifle at Dire Wolf (Daishi) E (MSD); needs 11, rolls 12 : hits CT Dire Wolf (Daishi) E (MSD) takes 15 damage to CT. 32 Armor remaining. Gauss Rifle at Dire Wolf (Daishi) E (MSD); needs 11, rolls 7 : misses Gauss Rifle at Dire Wolf (Daishi) E (MSD); needs 11, rolls 4 : misses Gauss Rifle at Dire Wolf (Daishi) E (MSD); needs 11, rolls 8 : misses ER PPC at Dire Wolf (Daishi) E (MSD); needs 11, rolls 8 : misses Checking for accidental fire; needs 3 or below, rolls 6 : no fire.. Weapons fire for Turkina D (MSD) ATM 12 ( ammo) at Blood Asp C (AIMB); needs 10, rolls 8 : misses Checking for accidental fire; needs 3 or below, rolls 7 : no fire.. ATM 12 ( ammo) at Blood Asp C (AIMB); needs 10, rolls 7 : misses Checking for accidental fire; needs 3 or below, rolls 7 : no fire.. ATM 12 ( ammo) at Blood Asp C (AIMB); needs 10, rolls 7 : misses Checking for accidental fire; needs 3 or below, rolls 6 : no fire.. ATM 12 at Blood Asp C (AIMB); needs 14, rolls 9 : misses Checking for accidental fire; needs 3 or below, rolls 4 : no fire.. Weapons fire for Septicemia (Pariah) B (AIMB) Large Pulse Laser at Dire Wolf (Daishi) E (MSD); needs 8, rolls 2 : misses Checking for accidental fire; needs 3 or below, rolls 8 : no fire.. Large Pulse Laser at Dire Wolf (Daishi) E (MSD); needs 8, rolls 10 : hits LA Dire Wolf (Daishi) E (MSD) takes 10 damage to LA. 24 Armor remaining. Weapons fire for Blood Asp C (AIMB) Ultra AC/10 at Dire Wolf (Daishi) E (MSD); needs 11, rolls 4 : misses Checking for accidental fire; needs 3 or below, rolls 3 : possible fire. Needs 11 [9 (Ultra AC/10) + 2 (accidental)] to ignite, rolls 7 ER Large Laser at Dire Wolf (Daishi) E (MSD); needs 9, rolls 3 : misses Checking for accidental fire; needs 3 or below, rolls 8 : no fire.. Ultra AC/10 at Dire Wolf (Daishi) E (MSD); needs 11, rolls 6 : misses Checking for accidental fire; needs 3 or below, rolls 3 : possible fire. Needs 11 [9 (Ultra AC/10) + 2 (accidental)] to ignite, rolls 10 fires a second shot in ultra mode. Ultra AC/10 at Dire Wolf (Daishi) E (MSD); needs 11, rolls 6 : misses Checking for accidental fire; needs 3 or below, rolls 4 : no fire.. Weapons fire for Dire Wolf (Daishi) E (MSD) Medium Pulse Laser at Blood Asp C (AIMB); needs 12, rolls 5 : misses Checking for accidental fire; needs 3 or below, rolls 8 : no fire.. Medium Pulse Laser at Blood Asp C (AIMB); needs 12, rolls 4 : misses Checking for accidental fire; needs 3 or below, rolls 7 : no fire.. Medium Pulse Laser at Blood Asp C (AIMB); needs 12, rolls 6 : misses Checking for accidental fire; needs 3 or below, rolls 12 : no fire.. Medium Pulse Laser at Blood Asp C (AIMB); needs 12, rolls 4 : misses Checking for accidental fire; needs 3 or below, rolls 7 : no fire.. LB 10-X AC (Cluster ammo) at Blood Asp C (AIMB); needs 11, rolls 8 : misses Checking for accidental fire; needs 3 or below, rolls 7 : no fire.. Medium Pulse Laser at Blood Asp C (AIMB); needs 12, rolls 5 : misses Checking for accidental fire; needs 3 or below, rolls 4 : no fire.. Medium Pulse Laser at Blood Asp C (AIMB); needs 12, rolls 11 : misses Checking for accidental fire; needs 3 or below, rolls 10 : no fire.. LB 10-X AC (Cluster ammo) at Blood Asp C (AIMB); needs 11, rolls 9 : misses Checking for accidental fire; needs 3 or below, rolls 5 : no fire.. Streak LRM 10 at Blood Asp C (AIMB); needs 12, rolls 11 : fails to achieve lock. Dire Wolf (Daishi) E (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) - 2 (weight class modifier)); needs 4, rolls 6 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase -------------------
Heat Phase ------------------- Turkina D (MSD) gains 34 heat, sinks 34 heat and is now at 0 heat. Phantom H (MSD) gains 2 heat, sinks 2 heat and is now at 0 heat. Dire Wolf (Daishi) E (MSD) gains 30 heat, sinks 31 heat and is now at 0 heat. Septicemia (Pariah) B (AIMB) gains 24 heat, sinks 24 heat and is now at 0 heat. Blood Asp C (AIMB) gains 21 heat, sinks 21 heat and is now at 0 heat. Annihilator C 2 (AIMB) gains 19 heat, sinks 19 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 #5 ------------------- AIMB rolls a 6[6+0]. MSD rolls a 5[5+0]. Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. AIMB: 7198 BV remaining (from 7353 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Movement Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Offboard Attack Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase ------------------- Weapons fire for Turkina D (MSD) ATM 12 at Blood Asp C (AIMB); needs 10, rolls 5 : misses Checking for accidental fire; needs 3 or below, rolls 9 : no fire.. ATM 12 at Blood Asp C (AIMB); needs 10, rolls 6 : misses Checking for accidental fire; needs 3 or below, rolls 9 : no fire.. ATM 12 at Blood Asp C (AIMB); needs 10, rolls 4 : misses Checking for accidental fire; needs 3 or below, rolls 7 : no fire.. ATM 12 at Blood Asp C (AIMB); needs 10, rolls 3 : misses Checking for accidental fire; needs 3 or below, rolls 4 : no fire.. Weapons fire for Dire Wolf (Daishi) E (MSD) Medium Pulse Laser at Blood Asp C (AIMB); needs 10, rolls 8 : misses Checking for accidental fire; needs 3 or below, rolls 5 : no fire.. Medium Pulse Laser at Blood Asp C (AIMB); needs 10, rolls 6 : misses Checking for accidental fire; needs 3 or below, rolls 12 : no fire.. Medium Pulse Laser at Blood Asp C (AIMB); needs 10, rolls 7 : misses Checking for accidental fire; needs 3 or below, rolls 8 : no fire.. Medium Pulse Laser at Blood Asp C (AIMB); needs 10, rolls 10 : hits LT Blood Asp C (AIMB) takes 3 damage to LT. 20 Armor remaining. LB 10-X AC (Cluster ammo) at Blood Asp C (AIMB); needs 9, rolls 5 : misses Checking for accidental fire; needs 3 or below, rolls 7 : no fire.. Medium Pulse Laser at Blood Asp C (AIMB); needs 10, rolls 3 : misses Checking for accidental fire; needs 3 or below, rolls 9 : no fire.. Medium Pulse Laser at Blood Asp C (AIMB); needs 10, rolls 8 : misses Checking for accidental fire; needs 3 or below, rolls 8 : no fire.. LB 10-X AC (Cluster ammo) at Blood Asp C (AIMB); needs 9, rolls 6 : misses Checking for accidental fire; needs 3 or below, rolls 8 : no fire.. Streak LRM 10 at Blood Asp C (AIMB); needs 8, rolls 12 : 10 missile(s) hit. Blood Asp C (AIMB) takes 5 damage to RT. 18 Armor remaining. Blood Asp C (AIMB) takes 5 damage to LT. 15 Armor remaining. Weapons fire for Annihilator C 2 (AIMB) Gauss Rifle at Dire Wolf (Daishi) E (MSD); needs 9, rolls 7 : misses Gauss Rifle at Dire Wolf (Daishi) E (MSD); needs 9, rolls 10 : hits RL Dire Wolf (Daishi) E (MSD) takes 15 damage to RL. 16 Armor remaining. Gauss Rifle at Dire Wolf (Daishi) E (MSD); needs 9, rolls 5 : misses Gauss Rifle at Dire Wolf (Daishi) E (MSD); needs 9, rolls 9 : hits CT Dire Wolf (Daishi) E (MSD) takes 15 damage to CT. 17 Armor remaining. ER PPC at Dire Wolf (Daishi) E (MSD); needs 9, rolls 5 : misses Checking for accidental fire; needs 3 or below, rolls 11 : no fire.. Weapons fire for Blood Asp C (AIMB) Ultra AC/10 at Dire Wolf (Daishi) E (MSD); needs 9, rolls 8 : misses Checking for accidental fire; needs 3 or below, rolls 3 : possible fire. Needs 11 [9 (Ultra AC/10) + 2 (accidental)] to ignite, rolls 7 fires a second shot in ultra mode. Ultra AC/10 at Dire Wolf (Daishi) E (MSD); needs 9, rolls 7 : misses Checking for accidental fire; needs 3 or below, rolls 10 : no fire.. ER Large Laser at Dire Wolf (Daishi) E (MSD); needs 7, rolls 9 : hits CT Dire Wolf (Daishi) E (MSD) takes 10 damage to CT. 7 Armor remaining. Ultra AC/10 at Dire Wolf (Daishi) E (MSD); needs 9, rolls 4 : misses Checking for accidental fire; needs 3 or below, rolls 8 : no fire.. fires a second shot in ultra mode. Ultra AC/10 at Dire Wolf (Daishi) E (MSD); needs 9, rolls 5 : misses Checking for accidental fire; needs 3 or below, rolls 4 : no fire.. LB 20-X AC (Cluster ammo) at Dire Wolf (Daishi) E (MSD); needs 10, rolls 8 : misses Checking for accidental fire; needs 3 or below, rolls 6 : no fire.. Weapons fire for Septicemia (Pariah) B (AIMB) Large Pulse Laser at Dire Wolf (Daishi) E (MSD); needs 9, rolls 8 : misses Checking for accidental fire; needs 3 or below, rolls 4 : no fire.. Large Pulse Laser at Dire Wolf (Daishi) E (MSD); needs 9, rolls 8 : misses Checking for accidental fire; needs 3 or below, rolls 5 : no fire.. Dire Wolf (Daishi) E (MSD) 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) - 2 (weight class modifier)); needs 5, rolls 7 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
MSD: фига ты стреляешь
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase -------------------
Heat Phase ------------------- Turkina D (MSD) gains 33 heat, sinks 33 heat and is now at 0 heat. Dire Wolf (Daishi) E (MSD) gains 33 heat, sinks 33 heat and is now at 0 heat. Septicemia (Pariah) B (AIMB) gains 24 heat, sinks 24 heat and is now at 0 heat. Blood Asp C (AIMB) gains 30 heat, sinks 28 heat and is now at 2 heat. Annihilator C 2 (AIMB) gains 19 heat, sinks 19 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 #6 ------------------- AIMB rolls a 9[9+0]. MSD rolls a 4[4+0]. Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. AIMB: 7130 BV remaining (from 7353 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
***Server: evil disconnected.
***Server: evil connected from /95.188.93.203
***Server: For evil Server reports: Client/Server timestamp mismatch. Server reports: 3.03.14 19:03, Client reports: 3.03.14 14:03
Movement Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Offboard Attack Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase ------------------- Weapons fire for Sylph Battle Armor (Upgrade) (MSD) Machine Gun at Septicemia (Pariah) B (AIMB); needs 12, rolls 7 : misses Weapons fire for Septicemia (Pariah) B (AIMB) Large Pulse Laser at Sylph Battle Armor (Upgrade) (MSD); needs 8, rolls 6 : misses Large Pulse Laser at Sylph Battle Armor (Upgrade) (MSD); needs 8, rolls 3 : misses Small Pulse Laser at Sylph Battle Armor (Upgrade) (MSD); needs 10, rolls 6 : misses Small Pulse Laser at Sylph Battle Armor (Upgrade) (MSD); needs 10, rolls 8 : misses Small Pulse Laser at Sylph Battle Armor (Upgrade) (MSD); needs 10, rolls 6 : misses Weapons fire for Turkina D (MSD) ATM 12 at Blood Asp C (AIMB); needs 9, rolls 12 : 8 missile(s) hit (w/ +2 bonus). Blood Asp C (AIMB) takes 5 damage to RL. 24 Armor remaining. Blood Asp C (AIMB) takes 5 damage to RA. 22 Armor remaining. Blood Asp C (AIMB) takes 5 damage to CT. 30 Armor remaining. Blood Asp C (AIMB) takes 1 damage to HD. 8 Armor remaining. Pilot of Blood Asp C (AIMB) "Kadeer Wahid" takes 1 damage. Pilot of Blood Asp C (AIMB) "Kadeer Wahid" needs a 3 to stay conscious. Rolls 8 : successful! ATM 12 at Blood Asp C (AIMB); needs 9, rolls 4 : misses Checking for accidental fire; needs 3 or below, rolls 2 : possible fire. Needs 11 [9 (ATM 12) + 2 (accidental)] to ignite, rolls 10 ATM 12 at Blood Asp C (AIMB); needs 9, rolls 11 : 12 missile(s) hit (w/ +2 bonus). Blood Asp C (AIMB) takes 5 damage to CT. 25 Armor remaining. Blood Asp C (AIMB) takes 5 damage to CT. 20 Armor remaining. Blood Asp C (AIMB) takes 5 damage to CT. 15 Armor remaining. Blood Asp C (AIMB) takes 5 damage to LA. 23 Armor remaining. Blood Asp C (AIMB) takes 4 damage to RL. 20 Armor remaining. ATM 12 at Blood Asp C (AIMB); needs 9, rolls 6 : misses Checking for accidental fire; needs 3 or below, rolls 8 : no fire.. Weapons fire for Dire Wolf (Daishi) E (MSD) Medium Pulse Laser at Blood Asp C (AIMB); needs 10, rolls 5 : misses Checking for accidental fire; needs 3 or below, rolls 7 : no fire.. Medium Pulse Laser at Blood Asp C (AIMB); needs 10, rolls 10 : hits RT Blood Asp C (AIMB) takes 3 damage to RT. 15 Armor remaining. Medium Pulse Laser at Blood Asp C (AIMB); needs 10, rolls 3 : misses Checking for accidental fire; needs 3 or below, rolls 3 : possible fire. Needs 9 [7 (Medium Pulse Laser) + 2 (accidental)] to ignite, rolls 11 Fire started in hex 0908. Medium Pulse Laser at Blood Asp C (AIMB); needs 10, rolls 5 : misses Checking for accidental fire; needs 3 or below, rolls 8 : no fire.. LB 10-X AC (Cluster ammo) at Blood Asp C (AIMB); needs 9, rolls 12 : 6 pellet(s) hit (w/ -1 malus). Blood Asp C (AIMB) takes 1 damage to RT. 14 Armor remaining. Blood Asp C (AIMB) takes 1 damage to LA. 22 Armor remaining. Blood Asp C (AIMB) takes 1 damage to RT. 13 Armor remaining. Blood Asp C (AIMB) takes 1 damage to RL (critical). 19 Armor remaining. Critical hit on RL. Roll is 5; no effect. Blood Asp C (AIMB) takes 1 damage to CT. 14 Armor remaining. Blood Asp C (AIMB) takes 1 damage to LA. 21 Armor remaining. Medium Pulse Laser at Blood Asp C (AIMB); needs 10, rolls 11 : hits RA Blood Asp C (AIMB) takes 3 damage to RA. 19 Armor remaining. Medium Pulse Laser at Blood Asp C (AIMB); needs 10, rolls 3 : misses Checking for accidental fire; needs 3 or below, rolls 4 : no fire.. Medium Pulse Laser at Blood Asp C (AIMB); needs 10, rolls 6 : misses Checking for accidental fire; needs 3 or below, rolls 11 : no fire.. LB 10-X AC (Cluster ammo) at Blood Asp C (AIMB); needs 9, rolls 10 : 3 pellet(s) hit (w/ -1 malus). Blood Asp C (AIMB) takes 1 damage to RA. 18 Armor remaining. Blood Asp C (AIMB) takes 1 damage to LA. 20 Armor remaining. Blood Asp C (AIMB) takes 1 damage to LA. 19 Armor remaining. Streak LRM 10 at Blood Asp C (AIMB); needs 8, rolls 12 : 10 missile(s) hit. Blood Asp C (AIMB) takes 5 damage to RT. 8 Armor remaining. Blood Asp C (AIMB) takes 5 damage to RL. 14 Armor remaining. Weapons fire for Annihilator C 2 (AIMB) Gauss Rifle at Turkina D (MSD); needs 8, rolls 5 : misses Gauss Rifle at Turkina D (MSD); needs 8, rolls 7 : misses Gauss Rifle at Turkina D (MSD); needs 8, rolls 6 : misses Gauss Rifle at Turkina D (MSD); needs 8, rolls 4 : misses ER PPC at Turkina D (MSD); needs 10, rolls 6 : misses Weapons fire for Blood Asp C (AIMB) Ultra AC/10 at Turkina D (MSD); needs 8, rolls 9 : Turkina D (MSD) takes 10 damage to LL. 30 Armor remaining. fires a second shot in ultra mode. Ultra AC/10 at Turkina D (MSD); needs 8, rolls 11 : Turkina D (MSD) takes 10 damage to RA. 22 Armor remaining. Ultra AC/10 at Turkina D (MSD); needs 8, rolls 9 : Turkina D (MSD) takes 10 damage to RT. 20 Armor remaining. fires a second shot in ultra mode. Ultra AC/10 at Turkina D (MSD); needs 8, rolls 9 : Turkina D (MSD) takes 10 damage to LT. 20 Armor remaining. LB 20-X AC at Turkina D (MSD); needs 10, rolls 6 : misses Turkina D (MSD) 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) - 2 (weight class modifier)); needs 5, rolls 9 : succeeds. Blood Asp C (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) - 2 (weight class modifier)); needs 6, rolls 7 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase -------------------
Heat Phase ------------------- Turkina D (MSD) gains 34 heat, sinks 34 heat and is now at 0 heat. Dire Wolf (Daishi) E (MSD) gains 37 heat, sinks 34 heat and is now at 3 heat. Septicemia (Pariah) B (AIMB) gains 30 heat, sinks 28 heat and is now at 2 heat. Blood Asp C (AIMB) gains 18 heat, sinks 20 heat and is now at 0 heat. Annihilator C 2 (AIMB) gains 19 heat, sinks 19 heat and is now at 0 heat. Control Rolls ------------------- End Phase ------------------- Fire at 0908 was started this round. Light smoke fills 0907. Light smoke fills 1007. Light smoke fills 0807.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #7 ------------------- AIMB rolls a 7[7+0]. MSD rolls a 4[4+0]. Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. AIMB: 6904 BV remaining (from 7353 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Movement Phase ------------------- Blood Asp C (AIMB) must make a piloting skill check while moving in hex 0908 (moving backwards over an elevation change). Needs 5 [5 (Base piloting skill) + 0 (moving backwards over an elevation change)], rolls 5 : succeeds. Phantom H (MSD) must make a piloting skill check (getting up). Needs 5 [5 (Base piloting skill) + 0 (getting up)], rolls 6 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
Offboard Attack Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase ------------------- Weapons fire for Dire Wolf (Daishi) E (MSD) Medium Pulse Laser at Blood Asp C (AIMB); needs 9, rolls 3 : misses Medium Pulse Laser at Blood Asp C (AIMB); needs 9, rolls 10 : hits RL Blood Asp C (AIMB) takes 7 damage to RL. 7 Armor remaining. Medium Pulse Laser at Blood Asp C (AIMB); needs 9, rolls 9 : hits RL Blood Asp C (AIMB) takes 7 damage to RL. 0 Armor remaining. Medium Pulse Laser at Blood Asp C (AIMB); needs 9, rolls 7 : misses LB 10-X AC (Cluster ammo) at Blood Asp C (AIMB); needs 8, rolls 3 : misses Medium Pulse Laser at Blood Asp C (AIMB); needs 9, rolls 3 : misses LB 10-X AC (Cluster ammo) at Blood Asp C (AIMB); needs 8, rolls 5 : misses Streak LRM 10 at Blood Asp C (AIMB); needs 9, rolls 8 : fails to achieve lock. Medium Pulse Laser at Blood Asp C (AIMB); needs 9, rolls 2 : misses Weapons fire for Annihilator C 2 (AIMB) Gauss Rifle at Turkina D (MSD); needs 10, rolls 9 : misses Gauss Rifle at Turkina D (MSD); needs 10, rolls 6 : misses Gauss Rifle at Turkina D (MSD); needs 10, rolls 6 : misses Gauss Rifle at Turkina D (MSD); needs 10, rolls 7 : misses ER PPC at Turkina D (MSD); needs 10, rolls 10 : hits CT Turkina D (MSD) takes 15 damage to CT. 30 Armor remaining. ER Small Laser at Phantom H (MSD); needs 9, rolls 3 : misses Weapons fire for Blood Asp C (AIMB) Ultra AC/10 at Turkina D (MSD); needs 9, rolls 4 : misses fires a second shot in ultra mode. Ultra AC/10 at Turkina D (MSD); needs 9, rolls 6 : misses ER Large Laser at Turkina D (MSD); needs 7, rolls 2 : misses Ultra AC/10 at Turkina D (MSD); needs 9, rolls 11 : Turkina D (MSD) takes 10 damage to RT. 10 Armor remaining. fires a second shot in ultra mode. Ultra AC/10 at Turkina D (MSD); needs 9, rolls 3 : misses LB 20-X AC (Cluster ammo) at Turkina D (MSD); needs 8, rolls 7 : misses Weapons fire for Septicemia (Pariah) B (AIMB) Large Pulse Laser at Phantom H (MSD); needs 8, rolls 3 : misses Checking for accidental fire; needs 3 or below, rolls 12 : no fire.. Large Pulse Laser at Phantom H (MSD); needs 8, rolls 7 : misses Checking for accidental fire; needs 3 or below, rolls 8 : no fire.. Small Pulse Laser at Phantom H (MSD); needs 10, rolls 5 : misses Checking for accidental fire; needs 3 or below, rolls 9 : no fire.. Small Pulse Laser at Phantom H (MSD); needs 10, rolls 9 : misses Checking for accidental fire; needs 3 or below, rolls 3 : possible fire. Needs 9 [7 (Small Pulse Laser) + 2 (accidental)] to ignite, rolls 9 Fire started in hex 0510. Small Pulse Laser at Phantom H (MSD); needs 10, rolls 3 : misses Checking for accidental fire; needs 3 or below, rolls 7 : no fire.. Weapons fire for Turkina D (MSD) ATM 12 at Blood Asp C (AIMB); needs 9, rolls 5 : misses ATM 12 at Blood Asp C (AIMB); needs 9, rolls 11 : 8 missile(s) hit (w/ +2 bonus). Blood Asp C (AIMB) takes 5 damage to CT. 9 Armor remaining. Blood Asp C (AIMB) takes 5 damage to RA. 13 Armor remaining. Blood Asp C (AIMB) takes 5 damage to HD. 3 Armor remaining. Pilot of Blood Asp C (AIMB) "Kadeer Wahid" takes 1 damage. Pilot of Blood Asp C (AIMB) "Kadeer Wahid" needs a 5 to stay conscious. Rolls 9 : successful! Blood Asp C (AIMB) takes 1 damage to CT. 8 Armor remaining. ATM 12 at Blood Asp C (AIMB); needs 9, rolls 9 : 8 missile(s) hit (w/ +2 bonus). Blood Asp C (AIMB) takes 5 damage to RA. 8 Armor remaining. Blood Asp C (AIMB) takes 5 damage to LA. 14 Armor remaining. Blood Asp C (AIMB) takes 5 damage to LA. 9 Armor remaining. Blood Asp C (AIMB) takes 1 damage to RL. 18 Internal Structure remaining Critical hit on RL. Roll is 5; no effect. ATM 12 at Blood Asp C (AIMB); needs 9, rolls 6 : misses Weapons fire for Sylph Battle Armor (Upgrade) (MSD) Heavy Machine Gun at Septicemia (Pariah) B (AIMB); needs 10, rolls 8 : misses Machine Gun at Septicemia (Pariah) B (AIMB); needs 10, rolls 9 : misses Weapons fire for Phantom H (MSD) Heavy Small Laser at Annihilator C 2 (AIMB); needs 6, rolls 12 : hits CT Annihilator C 2 (AIMB) takes 6 damage to CT. 35 Armor remaining. Heavy Small Laser at Annihilator C 2 (AIMB); needs 6, rolls 9 : hits LT Annihilator C 2 (AIMB) takes 6 damage to LT. 20 Armor remaining. Heavy Small Laser at Annihilator C 2 (AIMB); needs 6, rolls 11 : hits RA Annihilator C 2 (AIMB) takes 6 damage to RA. 22 Armor remaining. Heavy Small Laser at Annihilator C 2 (AIMB); needs 6, rolls 7 : hits RL Annihilator C 2 (AIMB) takes 6 damage to RL. 29 Armor remaining. Heavy Small Laser at Annihilator C 2 (AIMB); needs 6, rolls 4 : misses Heavy Small Laser at Annihilator C 2 (AIMB); needs 6, rolls 11 : hits CT Annihilator C 2 (AIMB) takes 6 damage to CT. 29 Armor remaining. Medium Pulse Laser at Annihilator C 2 (AIMB); needs 3, rolls 7 : hits LT Annihilator C 2 (AIMB) takes 7 damage to LT. 13 Armor remaining. Turkina D (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) - 2 (weight class modifier)); needs 4, rolls 8 : succeeds. Blood Asp C (AIMB) 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) - 2 (weight class modifier)); needs 5, rolls 4 : falls. Blood Asp C (AIMB) goes back to the hull down position instead of falling to the ground. Annihilator C 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) - 2 (weight class modifier)); needs 4, rolls 9 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase ------------------- Physical attacks for Annihilator C 2 (AIMB) Kick (Left leg) at Phantom H (MSD); needs 7, rolls 9 : hits (using Left Side Kick table) LL Phantom H (MSD) takes 20 damage to LL. Armor destroyed, 3 Internal Structure remaining Critical hit on LL. Roll is (10+3) = 13; 3 locations. CRITICAL HIT on Lower Leg. CRITICAL HIT on Foot. CRITICAL HIT on Hip. Physical attacks for Phantom H (MSD) Kick (Left leg) at Blood Asp C (AIMB); needs 5, rolls 2 : misses. Phantom H (MSD) must make 6 piloting skill roll(s) (leg/foot actuator hit; leg/foot actuator hit; hip actuator hit; was kicked; missed a kick; 20+ damage). The base target is 5 [5 (Base piloting skill)]. Roll #1, (5 (Base piloting skill) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 2 (hip actuator hit) + 0 (was kicked) + 0 (missed a kick) + 1 (20+ damage)); needs 10, rolls 4 : falls. Phantom H (MSD) falls on its right side, suffering 4 damage. Phantom H (MSD) takes 4 damage to RL. 9 Armor remaining. Pilot of Phantom H (MSD) "Aziza El Hindi" must roll 10 to avoid damage; rolls 7 : fails. Pilot of Phantom H (MSD) "Aziza El Hindi" takes 1 damage. Pilot of Phantom H (MSD) "Aziza El Hindi" needs a 3 to stay conscious. Rolls 6 : successful!
MegaMek: Game saved to savegames\autosave.sav
MSD: ну вот что за нафиг с кубами!
Heat Phase ------------------- Turkina D (MSD) gains 34 heat, sinks 34 heat and is now at 0 heat. Phantom H (MSD) gains 25 heat, sinks 24 heat and is now at 1 heat. Dire Wolf (Daishi) E (MSD) gains 30 heat, sinks 33 heat and is now at 0 heat. Septicemia (Pariah) B (AIMB) gains 30 heat, sinks 28 heat and is now at 4 heat. Blood Asp C (AIMB) gains 31 heat, sinks 28 heat and is now at 3 heat. Annihilator C 2 (AIMB) gains 22 heat, sinks 22 heat and is now at 0 heat. Control Rolls ------------------- End Phase ------------------- Light smoke cloud drifts to 0906 and 1006 and 0806. Fire at 0908 is burning brightly. Fire at 0510 was started this round. Light smoke fills 0509. Light smoke fills 0609. Light smoke fills 0409. Light smoke fills 0907. Light smoke fills 1007. Light smoke fills 0807.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #8 ------------------- AIMB rolls a 6[6+0]. MSD rolls a 8[8+0]. Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. AIMB: 6637 BV remaining (from 7353 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Movement Phase ------------------- Blood Asp C (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 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 Annihilator C 2 (AIMB) Gauss Rifle at Turkina D (MSD); needs 9, rolls 11 : hits CT Turkina D (MSD) takes 15 damage to CT. 15 Armor remaining. Gauss Rifle at Turkina D (MSD); needs 9, rolls 12 : hits LL Turkina D (MSD) takes 15 damage to LL. 15 Armor remaining. Gauss Rifle at Turkina D (MSD); needs 9, rolls 6 : misses Gauss Rifle at Turkina D (MSD); needs 9, rolls 7 : misses ER PPC at Turkina D (MSD); needs 9, rolls 10 : hits RT Turkina D (MSD) takes 15 damage to RT. Armor destroyed, 15 Internal Structure remaining Critical hit on RT. Roll is (4+2) = 6; no effect. ER Small Laser at Phantom H (MSD); needs 9, rolls 6 : misses Weapons fire for Septicemia (Pariah) B (AIMB) Large Pulse Laser at Dire Wolf (Daishi) E (MSD); needs 7, rolls 4 : misses Large Pulse Laser at Dire Wolf (Daishi) E (MSD); needs 7, rolls 4 : misses Weapons fire for Turkina D (MSD) ATM 12 at Blood Asp C (AIMB); needs 9, rolls 6 : misses ATM 12 at Blood Asp C (AIMB); needs 9, rolls 8 : misses ER Medium Laser at Blood Asp C (AIMB); needs 8, rolls 10 : hits RT Blood Asp C (AIMB) takes 7 damage to RT. 1 Armor remaining. ER Medium Laser at Blood Asp C (AIMB); needs 8, rolls 6 : misses ATM 12 at Blood Asp C (AIMB); needs 9, rolls 9 : 12 missile(s) hit (w/ +2 bonus). Blood Asp C (AIMB) takes 5 damage to LT. 10 Armor remaining. Blood Asp C (AIMB) takes 5 damage to CT. 3 Armor remaining. Blood Asp C (AIMB) takes 5 damage to RA. 3 Armor remaining. Blood Asp C (AIMB) takes 5 damage to RA. Armor destroyed, 13 Internal Structure remaining Critical hit on RA. Roll is 3; no effect. Blood Asp C (AIMB) takes 4 damage to RL. 14 Internal Structure remaining Critical hit on RL. Roll is 6; no effect. Weapons fire for Sylph Battle Armor (Upgrade) (MSD) Heavy Machine Gun at Annihilator C 2 (AIMB); needs 4, rolls 7 : 2 troopers hit Annihilator C 2 (AIMB) takes 3 damage to LA. 25 Armor remaining. Annihilator C 2 (AIMB) takes 3 damage to RT. 23 Armor remaining. Machine Gun at Annihilator C 2 (AIMB); needs 4, rolls 7 : 3 troopers hit Annihilator C 2 (AIMB) takes 2 damage to RL (critical). 27 Armor remaining. Critical hit on RL. Roll is 4; no effect. Annihilator C 2 (AIMB) takes 2 damage to RT. 21 Armor remaining. Annihilator C 2 (AIMB) takes 2 damage to LL. 33 Armor remaining. Weapons fire for Blood Asp C (AIMB) Ultra AC/10 at Dire Wolf (Daishi) E (MSD); needs 8, rolls 7 : misses fires a second shot in ultra mode. Ultra AC/10 at Dire Wolf (Daishi) E (MSD); needs 8, rolls 10 : Dire Wolf (Daishi) E (MSD) takes 10 damage to LA. 14 Armor remaining. Ultra AC/10 at Dire Wolf (Daishi) E (MSD); needs 8, rolls 8 : Dire Wolf (Daishi) E (MSD) takes 10 damage to RL. 6 Armor remaining. fires a second shot in ultra mode. Ultra AC/10 at Dire Wolf (Daishi) E (MSD); needs 8, rolls 9 : Dire Wolf (Daishi) E (MSD) takes 10 damage to CT. Armor destroyed, 28 Internal Structure remaining Critical hit on CT. Roll is (9+1) = 10; 1 location. CRITICAL HIT on Watchdog CEWS. LB 20-X AC (Cluster ammo) at Dire Wolf (Daishi) E (MSD); needs 9, rolls 8 : misses Weapons fire for Phantom H (MSD) Heavy Small Laser at Blood Asp C (AIMB); needs 8, rolls 9 : hits RA Blood Asp C (AIMB) takes 6 damage to RA. 7 Internal Structure remaining Critical hit on RA. Roll is (8+1) = 9; 1 location. CRITICAL HIT on ER Large Laser. Heavy Small Laser at Blood Asp C (AIMB); needs 8, rolls 6 : misses Heavy Small Laser at Blood Asp C (AIMB); needs 8, rolls 7 : misses Medium Pulse Laser at Blood Asp C (AIMB); needs 5, rolls 7 : hits LT Blood Asp C (AIMB) takes 7 damage to LT. 3 Armor remaining. Flamer at Blood Asp C (AIMB); needs 8, rolls 5 : misses Weapons fire for Dire Wolf (Daishi) E (MSD) Medium Pulse Laser at Blood Asp C (AIMB); needs 8, rolls 6 : misses Medium Pulse Laser at Blood Asp C (AIMB); needs 8, rolls 3 : misses Medium Pulse Laser at Blood Asp C (AIMB); needs 8, rolls 5 : misses Medium Pulse Laser at Blood Asp C (AIMB); needs 8, rolls 7 : misses Medium Pulse Laser at Blood Asp C (AIMB); needs 8, rolls 4 : misses Medium Pulse Laser at Blood Asp C (AIMB); needs 8, rolls 8 : hits (using Left Side table) LA Blood Asp C (AIMB) takes 7 damage to LA. 2 Armor remaining. LB 10-X AC (Cluster ammo) at Blood Asp C (AIMB); needs 7, rolls 8 : 8 pellet(s) hit (using Left Side table). Blood Asp C (AIMB) takes 1 damage to LL. 32 Armor remaining. Blood Asp C (AIMB) takes 1 damage to LT. 2 Armor remaining. Blood Asp C (AIMB) takes 1 damage to LA. 1 Armor remaining. Blood Asp C (AIMB) takes 1 damage to CT. 2 Armor remaining. Blood Asp C (AIMB) takes 1 damage to LT. 1 Armor remaining. Blood Asp C (AIMB) takes 1 damage to LL. 31 Armor remaining. Blood Asp C (AIMB) takes 1 damage to RA. 6 Internal Structure remaining Critical hit on RA. Roll is 10; 1 location. CRITICAL HIT on Shoulder. Blood Asp C (AIMB) takes 1 damage to LA. 0 Armor remaining. LB 10-X AC (Cluster ammo) at Blood Asp C (AIMB); needs 7, rolls 8 : 6 pellet(s) hit (using Left Side table). Blood Asp C (AIMB) takes 1 damage to LT. 0 Armor remaining. Blood Asp C (AIMB) takes 1 damage to LT. 18 Internal Structure remaining Critical hit on LT. Roll is 6; no effect. Blood Asp C (AIMB) takes 1 damage to LL. 30 Armor remaining. Blood Asp C (AIMB) takes 1 damage to LA. 14 Internal Structure remaining Critical hit on LA. Roll is 8; no effect. Blood Asp C (AIMB) takes 1 damage to RA. 5 Internal Structure remaining Critical hit on RA. Roll is 7; no effect. Blood Asp C (AIMB) takes 1 damage to LA. 13 Internal Structure remaining Critical hit on LA. Roll is 6; no effect. Streak LRM 10 at Blood Asp C (AIMB); needs 8, rolls 2 : fails to achieve lock. Medium Pulse Laser at Blood Asp C (AIMB); needs 8, rolls 10 : hits (using Left Side table) LA Blood Asp C (AIMB) takes 7 damage to LA. 6 Internal Structure remaining Critical hit on LA. Roll is (9+1) = 10; 1 location. CRITICAL HIT on Shoulder. Turkina D (MSD) 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) - 2 (weight class modifier)); needs 5, rolls 8 : succeeds. Dire Wolf (Daishi) E (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) - 2 (weight class modifier)); needs 4, rolls 9 : succeeds. Blood Asp C (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) - 2 (weight class modifier)); needs 6, rolls 7 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase ------------------- Physical attacks for Blood Asp C (AIMB) Kick (Left leg) at Phantom H (MSD); needs 3, rolls 8 : hits RT Phantom H (MSD) takes 18 damage to RT. Armor destroyed, 3 Internal Structure remaining Critical hit on RT. Roll is (7+3) = 10; 1 location. CRITICAL HIT on +Flamer.
MegaMek: Game saved to savegames\autosave.sav
Heat Phase ------------------- Turkina D (MSD) gains 36 heat, sinks 34 heat and is now at 2 heat. Adding 5 heat from a fire... Phantom H (MSD) gains 22 heat, sinks 23 heat and is now at 0 heat. Dire Wolf (Daishi) E (MSD) gains 33 heat, sinks 33 heat and is now at 0 heat. Septicemia (Pariah) B (AIMB) gains 24 heat, sinks 28 heat and is now at 0 heat. Blood Asp C (AIMB) gains 20 heat, sinks 23 heat and is now at 0 heat. Annihilator C 2 (AIMB) gains 22 heat, sinks 22 heat and is now at 0 heat. Control Rolls ------------------- End Phase ------------------- Light smoke cloud drifts to 0905 and 1005 and 0805. Light smoke cloud drifts to 0508 and 0608 and 0408. Light smoke cloud drifts to 0906 and 1006 and 0806. Fire at 0510 is burning brightly. Fire at 0908 is burning brightly. Fire spreads to 0907! Light smoke fills 0509. Light smoke fills 0609. Light smoke fills 0409. Fire at 0907 was started this round. Light smoke fills 0906. Light smoke fills 1006. Light smoke fills 0806. Light smoke fills 0907. Light smoke fills 1007. Light smoke fills 0807.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #9 ------------------- AIMB rolls a 11[11+0]. MSD rolls a 5[5+0]. Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. AIMB: 6111 BV remaining (from 7353 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Movement Phase ------------------- Annihilator C 2 (AIMB) must make a piloting skill check while moving in hex 0209 (moving backwards over an elevation change). Needs 5 [5 (Base piloting skill) + 0 (moving backwards over an elevation change)], 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 Sylph Battle Armor (Upgrade) (MSD) Heavy Machine Gun at Annihilator C 2 (AIMB); needs 4, rolls 7 : 3 troopers hit Annihilator C 2 (AIMB) takes 3 damage to RL. 24 Armor remaining. Annihilator C 2 (AIMB) takes 3 damage to LL. 30 Armor remaining. Annihilator C 2 (AIMB) takes 3 damage to LT. 10 Armor remaining. Machine Gun at Annihilator C 2 (AIMB); needs 4, rolls 6 : 3 troopers hit Annihilator C 2 (AIMB) takes 2 damage to RL. 22 Armor remaining. Annihilator C 2 (AIMB) takes 2 damage to LT. 8 Armor remaining. Annihilator C 2 (AIMB) takes 2 damage to LA. 23 Armor remaining. Weapons fire for Septicemia (Pariah) B (AIMB) Large Pulse Laser at Dire Wolf (Daishi) E (MSD); needs 6, rolls 10 : hits LT Dire Wolf (Daishi) E (MSD) takes 10 damage to LT. 22 Armor remaining. Large Pulse Laser at Dire Wolf (Daishi) E (MSD); needs 6, rolls 7 : hits CT Dire Wolf (Daishi) E (MSD) takes 10 damage to CT. 18 Internal Structure remaining Critical hit on CT. Roll is (3+1) = 4; no effect. Small Pulse Laser at Dire Wolf (Daishi) E (MSD); needs 8, rolls 6 : misses Small Pulse Laser at Dire Wolf (Daishi) E (MSD); needs 8, rolls 4 : misses Small Pulse Laser at Dire Wolf (Daishi) E (MSD); needs 8, rolls 8 : hits RA Dire Wolf (Daishi) E (MSD) takes 3 damage to RA. 31 Armor remaining. Weapons fire for Phantom H (MSD) Heavy Small Laser at Blood Asp C (AIMB); needs 11, rolls 5 : misses Heavy Small Laser at Blood Asp C (AIMB); needs 11, rolls 12 : hits LT Blood Asp C (AIMB) takes 6 damage to LT. 12 Internal Structure remaining Critical hit on LT. Roll is (12+1) = 13; 3 locations. CRITICAL HIT on +Ultra AC/10. CRITICAL HIT on +Ultra AC/10. CRITICAL HIT on Ultra AC/10 Ammo (0). Heavy Small Laser at Blood Asp C (AIMB); needs 11, rolls 11 : hits RL Blood Asp C (AIMB) takes 6 damage to RL. 8 Internal Structure remaining Critical hit on RL. Roll is (9+1) = 10; 1 location. CRITICAL HIT on Foot. Medium Pulse Laser at Blood Asp C (AIMB); needs 4, rolls 6 : hits RT Blood Asp C (AIMB) takes 7 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. Weapons fire for Blood Asp C (AIMB) Ultra AC/10 at Dire Wolf (Daishi) E (MSD); needs 11, rolls 4 : misses fires a second shot in ultra mode. Ultra AC/10 at Dire Wolf (Daishi) E (MSD); needs 11, rolls 9 : misses Ultra AC/10 at Dire Wolf (Daishi) E (MSD); needs 7, rolls 4 : misses fires a second shot in ultra mode. Ultra AC/10 at Dire Wolf (Daishi) E (MSD); needs 7, rolls 8 : Dire Wolf (Daishi) E (MSD) takes 10 damage to RL. Armor destroyed, 17 Internal Structure remaining Critical hit on RL. Roll is (5+1) = 6; no effect. LB 20-X AC (Cluster ammo) at Dire Wolf (Daishi) E (MSD); needs 6, rolls 6 : 16 pellet(s) hit. Dire Wolf (Daishi) E (MSD) takes 1 damage to LL. 27 Armor remaining. Dire Wolf (Daishi) E (MSD) takes 1 damage to RA. 30 Armor remaining. Dire Wolf (Daishi) E (MSD) takes 1 damage to HD. 1 Internal Structure remaining Critical hit on HD. Roll is 7; no effect. Pilot of Dire Wolf (Daishi) E (MSD) "Gunjana Koduri" takes 1 damage. Pilot of Dire Wolf (Daishi) E (MSD) "Gunjana Koduri" needs a 5 to stay conscious. Rolls 12 : successful! Dire Wolf (Daishi) E (MSD) takes 1 damage to LT. 21 Armor remaining. Dire Wolf (Daishi) E (MSD) takes 1 damage to RT. 16 Armor remaining. Dire Wolf (Daishi) E (MSD) takes 1 damage to RA. 29 Armor remaining. Dire Wolf (Daishi) E (MSD) takes 1 damage to CT. 17 Internal Structure remaining Critical hit on CT. Roll is 9; 1 location. CRITICAL HIT on Standard Gyro. Dire Wolf (Daishi) E (MSD) takes 1 damage to LA. 13 Armor remaining. Dire Wolf (Daishi) E (MSD) takes 1 damage to LA. 12 Armor remaining. Dire Wolf (Daishi) E (MSD) takes 1 damage to RA. 28 Armor remaining. Dire Wolf (Daishi) E (MSD) takes 1 damage to LL. 26 Armor remaining. Dire Wolf (Daishi) E (MSD) takes 1 damage to LL. 25 Armor remaining. Dire Wolf (Daishi) E (MSD) takes 1 damage to RA. 27 Armor remaining. Dire Wolf (Daishi) E (MSD) takes 1 damage to RA. 26 Armor remaining. Dire Wolf (Daishi) E (MSD) takes 1 damage to RA. 25 Armor remaining. Dire Wolf (Daishi) E (MSD) takes 1 damage to RA. 24 Armor remaining. Weapons fire for Dire Wolf (Daishi) E (MSD) Medium Pulse Laser at Blood Asp C (AIMB); needs 4, rolls 4 : hits RT Blood Asp C (AIMB) takes 7 damage to RT. 6 Internal Structure remaining Critical hit on RT. Roll is (7+1) = 8; no effect. Medium Pulse Laser at Blood Asp C (AIMB); needs 4, rolls 7 : hits RL Blood Asp C (AIMB) takes 7 damage to RL. 1 Internal Structure remaining Critical hit on RL. Roll is (9+1) = 10; 1 location. CRITICAL HIT on Upper Leg. Medium Pulse Laser at Blood Asp C (AIMB); needs 4, rolls 10 : hits LL Blood Asp C (AIMB) takes 7 damage to LL. 23 Armor remaining. Medium Pulse Laser at Blood Asp C (AIMB); needs 4, rolls 7 : hits CT Blood Asp C (AIMB) takes 7 damage to CT. Armor destroyed, 24 Internal Structure remaining Critical hit on CT. Roll is (10+1) = 11; 2 locations. CRITICAL HIT on Standard Gyro. CRITICAL HIT on Standard Gyro. Medium Pulse Laser at Blood Asp C (AIMB); needs 4, rolls 6 : hits LL Blood Asp C (AIMB) takes 7 damage to LL. 16 Armor remaining. Medium Pulse Laser at Blood Asp C (AIMB); needs 4, rolls 4 : hits LT Blood Asp C (AIMB) takes 7 damage to LT. 5 Internal Structure remaining Critical hit on LT. Roll is (6+1) = 7; no effect. Medium Pulse Laser at Blood Asp C (AIMB); needs 4, rolls 7 : hits CT Blood Asp C (AIMB) takes 7 damage to CT. 17 Internal Structure remaining Critical hit on CT. Roll is (5+1) = 6; no effect. LB 10-X AC (Cluster ammo) at Blood Asp C (AIMB); needs 5, rolls 7 : 10 pellet(s) hit. Blood Asp C (AIMB) takes 1 damage to CT. 16 Internal Structure remaining Critical hit on CT. Roll is 2; no effect. Blood Asp C (AIMB) takes 1 damage to LL. 15 Armor remaining. Blood Asp C (AIMB) takes 1 damage to RL (critical). SECTION DESTROYED, Critical hit on RL. Roll is 8; no effect. Critical hit on RL. Roll is 9; 1 location. CRITICAL HIT on Hip. Blood Asp C (AIMB) takes 1 damage to RL. 1 damage transfers to RT. Blood Asp C (AIMB) takes 1 damage to RT. 5 Internal Structure remaining Critical hit on RT. Roll is 5; no effect. Blood Asp C (AIMB) takes 1 damage to LL. 14 Armor remaining. Blood Asp C (AIMB) takes 1 damage to LL. 13 Armor remaining. Blood Asp C (AIMB) takes 1 damage to RT. 4 Internal Structure remaining Critical hit on RT. Roll is 4; no effect. Blood Asp C (AIMB) takes 1 damage to RL. 1 damage transfers to RT. Blood Asp C (AIMB) takes 1 damage to RT. 3 Internal Structure remaining Critical hit on RT. Roll is 2; no effect. Blood Asp C (AIMB) takes 1 damage to CT. 15 Internal Structure remaining Critical hit on CT. Roll is 3; no effect. Blood Asp C (AIMB) takes 1 damage to RL. 1 damage transfers to RT. Blood Asp C (AIMB) takes 1 damage to RT. 2 Internal Structure remaining Critical hit on RT. Roll is 9; 1 location. CRITICAL HIT on +LB 20-X AC. LB 10-X AC (Cluster ammo) at Blood Asp C (AIMB); needs 5, rolls 10 : 6 pellet(s) hit. Blood Asp C (AIMB) takes 1 damage to CT. 14 Internal Structure remaining Critical hit on CT. Roll is 10; 1 location. CRITICAL HIT on Engine. Blood Asp C (AIMB) takes 1 damage to LT. 4 Internal Structure remaining Critical hit on LT. Roll is 9; 1 location. CRITICAL HIT on Ultra AC/10 Ammo (2). *** Ultra AC/10 Ammo EXPLODES! 20 DAMAGE! *** Blood Asp C (AIMB) takes 20 damage to LT. SECTION DESTROYED, LIMB BLOWN OFF Left Arm blown off. remaining 16 damage prevented by CASE. Critical hit on LT. Roll is (7+3) = 10; 1 location. CRITICAL HIT on +Ultra AC/10. *** Blood Asp C (AIMB) DESTROYED by engine destruction! *** Pilot of Blood Asp C (AIMB) "Kadeer Wahid" takes 2 damage. Blood Asp C (AIMB) takes 1 damage to RA. 4 Internal Structure remaining Critical hit on RA. Roll is 9; 1 location. CRITICAL HIT on Lower Arm. Blood Asp C (AIMB) takes 1 damage to RA. 3 Internal Structure remaining Critical hit on RA. Roll is 7; no effect. Blood Asp C (AIMB) takes 1 damage to RA. 2 Internal Structure remaining Critical hit on RA. Roll is 8; no effect. Blood Asp C (AIMB) takes 1 damage to LL. 12 Armor remaining. Weapons fire for Annihilator C 2 (AIMB) Gauss Rifle at Sylph Battle Armor (Upgrade) (MSD); needs 8, rolls 6 : misses Gauss Rifle at Sylph Battle Armor (Upgrade) (MSD); needs 8, rolls 9 : hits (using Right Side table) Trooper 5 Sylph Battle Armor (Upgrade) (MSD) takes 15 damage to Trooper 5. Armor destroyed, TROOPER KILLED, Gauss Rifle at Sylph Battle Armor (Upgrade) (MSD); needs 8, rolls 6 : misses Gauss Rifle at Sylph Battle Armor (Upgrade) (MSD); needs 8, rolls 8 : hits (using Right Side table) Trooper 3 Sylph Battle Armor (Upgrade) (MSD) takes 15 damage to Trooper 3. Armor destroyed, TROOPER KILLED, ER PPC at Sylph Battle Armor (Upgrade) (MSD); needs 6, rolls 10 : hits (using Right Side table) Trooper 4 Sylph Battle Armor (Upgrade) (MSD) takes 15 damage to Trooper 4. Armor destroyed, TROOPER KILLED, ER Small Laser at Sylph Battle Armor (Upgrade) (MSD); needs 6, rolls 7 : hits (using Right Side table) Trooper 2 (critical) CRITICAL HIT on Trooper 2 (critical). Sylph Battle Armor (Upgrade) (MSD) takes 6 damage to Trooper 2 (critical). Armor destroyed, TROOPER KILLED, Weapons fire for Turkina D (MSD) ATM 12 at Blood Asp C (AIMB); needs 8, rolls 10 : 8 missile(s) hit (w/ +2 bonus). Blood Asp C (AIMB) takes 5 damage to LL. 7 Armor remaining. Blood Asp C (AIMB) takes 5 damage to LA. 5 damage transfers to LT. Blood Asp C (AIMB) takes 5 damage to LT. 5 damage transfers to CT. Blood Asp C (AIMB) takes 5 damage to CT. 9 Internal Structure remaining Critical hit on CT. Roll is 6; no effect. Blood Asp C (AIMB) takes 5 damage to CT. 4 Internal Structure remaining Critical hit on CT. Roll is 9; 1 location. CRITICAL HIT on Engine. Blood Asp C (AIMB) has taken 4 engine hits this phase. Checking for engine explosion on 10, roll is 6. Engine safety systems remain in place. Blood Asp C (AIMB) takes 1 damage to RT. 1 Internal Structure remaining Critical hit on RT. Roll is 8; no effect. ATM 12 at Blood Asp C (AIMB); needs 8, rolls 8 : 12 missile(s) hit (w/ +2 bonus). Blood Asp C (AIMB) takes 5 damage to LL. 2 Armor remaining. Blood Asp C (AIMB) takes 5 damage to CT. SECTION DESTROYED, >Blood Asp C (AIMB) suffers catastrophic damage, but the autoeject system was engaged. Blood Asp C (AIMB) must make a piloting skill check (landing in light woods). Needs 8 [5 (ejecting) + 1 (automatic ejection) + 2 (landing in light woods)], rolls 10 : succeeds. The pilot ejects safely! Critical hit on CT. Roll is 3; no effect. Blood Asp C (AIMB) takes 5 damage to LT. 5 damage transfers to CT. Blood Asp C (AIMB) takes 5 damage to CT. Blood Asp C (AIMB) takes 5 damage to LT. 5 damage transfers to CT. Blood Asp C (AIMB) takes 5 damage to CT. Blood Asp C (AIMB) takes 4 damage to RL. 4 damage transfers to RT. Blood Asp C (AIMB) takes 4 damage to RT. SECTION DESTROYED, LIMB BLOWN OFF Right Arm blown off. 3 damage transfers to CT. Critical hit on RT. Roll is 5; no effect. Blood Asp C (AIMB) takes 3 damage to CT. ER Medium Laser at Blood Asp C (AIMB); needs 7, rolls 7 : hits LT Blood Asp C (AIMB) takes 7 damage to LT. 7 damage transfers to CT. Blood Asp C (AIMB) takes 7 damage to CT. ER Medium Laser at Blood Asp C (AIMB); needs 7, rolls 10 : hits LL Blood Asp C (AIMB) takes 7 damage to LL. Armor destroyed, 14 Internal Structure remaining Critical hit on LL. Roll is (10+1) = 11; 2 locations. CRITICAL HIT on Foot. CRITICAL HIT on Upper Leg. ATM 12 at Blood Asp C (AIMB); needs 8, rolls 11 : 10 missile(s) hit (w/ +2 bonus). Blood Asp C (AIMB) takes 5 damage to CT. Blood Asp C (AIMB) takes 5 damage to LL. 9 Internal Structure remaining Critical hit on LL. Roll is 10; 1 location. CRITICAL HIT on Hip. Blood Asp C (AIMB) takes 5 damage to RA. 5 damage transfers to RT. Blood Asp C (AIMB) takes 5 damage to RT. 5 damage transfers to CT. Blood Asp C (AIMB) takes 5 damage to CT. Blood Asp C (AIMB) takes 5 damage to CT (critical). Dire Wolf (Daishi) E (MSD) must make 2 piloting skill roll(s) (gyro hit; 40+ damage). The base target is 5 [5 (Base piloting skill)]. Roll #1, (5 (Base piloting skill) + 3 (gyro hit) + 2 (40+ damage)); needs 10, rolls 7 : falls. Dire Wolf (Daishi) E (MSD) falls on its front, suffering 10 damage. Dire Wolf (Daishi) E (MSD) takes 5 damage to LT. 16 Armor remaining. Dire Wolf (Daishi) E (MSD) takes 5 damage to LT. 11 Armor remaining. Pilot of Dire Wolf (Daishi) E (MSD) "Gunjana Koduri" must roll 10 to avoid damage; rolls 6 : fails. Pilot of Dire Wolf (Daishi) E (MSD) "Gunjana Koduri" takes 1 damage. Pilot of Dire Wolf (Daishi) E (MSD) "Gunjana Koduri" needs a 7 to stay conscious. Rolls 6 : blacks out.
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase -------------------
Heat Phase ------------------- Turkina D (MSD) gains 37 heat, sinks 34 heat and is now at 5 heat. Adding 5 heat from a fire... Phantom H (MSD) gains 18 heat, sinks 18 heat and is now at 0 heat. Dire Wolf (Daishi) E (MSD) gains 34 heat, sinks 34 heat and is now at 0 heat. Septicemia (Pariah) B (AIMB) gains 30 heat, sinks 28 heat and is now at 2 heat. Annihilator C 2 (AIMB) gains 22 heat, sinks 22 heat and is now at 0 heat. Control Rolls ------------------- End Phase ------------------- Light smoke cloud drifts to 0904 and 1004 and 0804. Light smoke cloud drifts to 0507 and 0607 and 0407. Light smoke cloud drifts to 0905 and 1005 and 0805. Light smoke cloud drifts to 0508 and 0608 and 0408. Light smoke cloud drifts to 0905 and 1005 and 0805. Light smoke cloud drifts to 0906 and 1006 and 0806. Fire at 0510 is burning brightly. Fire at 0907 is burning brightly. Fire at 0908 is burning brightly. Light smoke fills 0509. Light smoke fills 0609. Light smoke fills 0409. Light smoke fills 0906. Light smoke fills 1006. Light smoke fills 0806. Light smoke fills 0907. Light smoke fills 1007. Light smoke fills 0807.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #10 ------------------- AIMB rolls a 4[4+0]. MSD rolls a 8[8+0]. Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. AIMB: 4732 BV remaining (from 7353 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
MSD: как только инца нах не нужна - она тут как тут
Movement Phase ------------------- Phantom H (MSD) must make a piloting skill check (getting up). Needs 7 [5 (Base piloting skill) + 2 (Left Leg Hip Actuator destroyed) + 1 (Left Leg Lower Leg Actuator destroyed) + 1 (Left Leg Foot Actuator destroyed) - 2 (careful stand) + 0 (getting up)], 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 Sylph Battle Armor (Upgrade) (MSD) Heavy Machine Gun at Annihilator C 2 (AIMB); needs 6, rolls 9 : 1 troopers hit (using Rear table) Annihilator C 2 (AIMB) takes 3 damage to RA. 19 Armor remaining. Machine Gun at Annihilator C 2 (AIMB); needs 6, rolls 4 : misses Weapons fire for Turkina D (MSD) ATM 12 ( ammo) at Annihilator C 2 (AIMB); needs 8, rolls 9 : 8 high-explosive missile(s) hit (w/ +2 bonus). Annihilator C 2 (AIMB) takes 5 damage to CT. 24 Armor remaining. Annihilator C 2 (AIMB) takes 5 damage to RT. 16 Armor remaining. Annihilator C 2 (AIMB) takes 5 damage to CT. 19 Armor remaining. Annihilator C 2 (AIMB) takes 5 damage to LT. 3 Armor remaining. Annihilator C 2 (AIMB) takes 4 damage to LL. 26 Armor remaining. ATM 12 ( ammo) at Annihilator C 2 (AIMB); needs 8, rolls 8 : 8 high-explosive missile(s) hit (w/ +2 bonus). Annihilator C 2 (AIMB) takes 5 damage to RL. 17 Armor remaining. Annihilator C 2 (AIMB) takes 5 damage to RL. 12 Armor remaining. Annihilator C 2 (AIMB) takes 5 damage to LA. 18 Armor remaining. Annihilator C 2 (AIMB) takes 5 damage to LA. 13 Armor remaining. Annihilator C 2 (AIMB) takes 4 damage to CT. 15 Armor remaining. ATM 12 ( ammo) at Annihilator C 2 (AIMB); needs 8, rolls 9 : 8 high-explosive missile(s) hit (w/ +2 bonus). Annihilator C 2 (AIMB) takes 5 damage to RA. 14 Armor remaining. Annihilator C 2 (AIMB) takes 5 damage to RL. 7 Armor remaining. Annihilator C 2 (AIMB) takes 5 damage to LT. Armor destroyed, 19 Internal Structure remaining Critical hit on LT. Roll is 7; no effect. Annihilator C 2 (AIMB) takes 5 damage to LL. 21 Armor remaining. Annihilator C 2 (AIMB) takes 4 damage to RT. 12 Armor remaining. Weapons fire for Phantom H (MSD) Heavy Small Laser at Annihilator C 2 (AIMB); needs 10, rolls 8 : misses Heavy Small Laser at Annihilator C 2 (AIMB); needs 10, rolls 11 : hits (using Left Side table) RA Annihilator C 2 (AIMB) takes 6 damage to RA. 8 Armor remaining. Heavy Small Laser at Annihilator C 2 (AIMB); needs 10, rolls 6 : misses Heavy Small Laser at Annihilator C 2 (AIMB); needs 10, rolls 8 : misses Medium Pulse Laser at Annihilator C 2 (AIMB); needs 3, rolls 7 : hits (using Left Side table) RT Annihilator C 2 (AIMB) takes 7 damage to RT. 5 Armor remaining. Weapons fire for Septicemia (Pariah) B (AIMB) Large Pulse Laser at Dire Wolf (Daishi) E (MSD); needs 2, rolls 4 : hits (using Right Side table) RA Dire Wolf (Daishi) E (MSD) takes 10 damage to RA. 14 Armor remaining. Large Pulse Laser at Dire Wolf (Daishi) E (MSD); needs 2, rolls 8 : hits (using Right Side table) CT (hit aimed location) Dire Wolf (Daishi) E (MSD) takes 10 damage to CT. 7 Internal Structure remaining Critical hit on CT. Roll is (9+1) = 10; 1 location. CRITICAL HIT on Standard Gyro. Small Pulse Laser at Dire Wolf (Daishi) E (MSD); needs 6, rolls 4 : misses Small Pulse Laser at Dire Wolf (Daishi) E (MSD); needs 6, rolls 6 : hits (using Right Side table) CT (hit aimed location) Dire Wolf (Daishi) E (MSD) takes 3 damage to CT. 4 Internal Structure remaining Critical hit on CT. Roll is 2; no effect. Weapons fire for Annihilator C 2 (AIMB) Gauss Rifle at Phantom H (MSD); needs 8, rolls 4 : misses Gauss Rifle at Phantom H (MSD); needs 8, rolls 10 : hits RT Phantom H (MSD) takes 15 damage to RT. SECTION DESTROYED, LIMB BLOWN OFF Right Arm blown off. 12 damage transfers to CT. Critical hit on RT. Roll is (8+2) = 10; 1 location. CRITICAL HIT on Engine. Phantom H (MSD) takes 12 damage to CT. 0 Armor remaining. Gauss Rifle at Phantom H (MSD); needs 8, rolls 7 : misses Gauss Rifle at Phantom H (MSD); needs 8, rolls 3 : misses ER PPC at Phantom H (MSD); needs 8, rolls 6 : misses Checking for accidental fire; needs 3 or below, rolls 9 : no fire.. ER Small Laser at Phantom H (MSD); needs 10, rolls 2 : misses Annihilator C 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) - 2 (weight class modifier)); needs 7, rolls 3 : falls. Annihilator C 2 (AIMB) falls on its left side, suffering 10 damage. Annihilator C 2 (AIMB) takes 5 damage to RT. 0 Armor remaining. Annihilator C 2 (AIMB) takes 5 damage to RT. 16 Internal Structure remaining Critical hit on RT. Roll is 10; 1 location. CRITICAL HIT on Double Heat Sink. Pilot of Annihilator C 2 (AIMB) "Gisela Guillot" must roll 7 to avoid damage; rolls 7 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase -------------------
Heat Phase ------------------- Turkina D (MSD) gains 27 heat, sinks 32 heat and is now at 0 heat. Adding 5 heat from a fire... Phantom H (MSD) gains 33 heat, sinks 24 heat and is now at 9 heat. Dire Wolf (Daishi) E (MSD) gains 0 heat, sinks 0 heat and is now at 0 heat. Septicemia (Pariah) B (AIMB) gains 28 heat, sinks 28 heat and is now at 2 heat. Annihilator C 2 (AIMB) gains 23 heat, sinks 20 heat and is now at 3 heat. Control Rolls ------------------- End Phase ------------------- Light smoke cloud drifts to 0903 and 1003 and 0803 and dissipates completely! Light smoke cloud drifts to 0506 and 0606 and 0406. Light smoke cloud drifts to 0904 and 1004 and 0804. Light smoke cloud drifts to 0507 and 0607 and 0407. Light smoke cloud drifts to 0904 and 1004 and 0804. Light smoke cloud drifts to 0905 and 1005 and 0805. Light smoke cloud drifts to 0508 and 0608 and 0408. Light smoke cloud drifts to 0905 and 1005 and 0805 and dissipates completely! Light smoke cloud drifts to 0906 and 1006 and 0806. Fire at 0510 is burning brightly. Fire at 0907 is burning brightly. Fire at 0908 is burning brightly. Light smoke fills 0509. Light smoke fills 0609. Light smoke fills 0409. Light smoke fills 0906. Light smoke fills 1006. Light smoke fills 0806. Light smoke fills 0907. Light smoke fills 1007. Light smoke fills 0807. Pilot of Dire Wolf (Daishi) E (MSD) "Gunjana Koduri" needs a 7 to wake up. Rolls 3 : stays unconscious.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #11 ------------------- AIMB rolls a 9[9+0]. MSD rolls a 6[6+0]. Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. AIMB: 4431 BV remaining (from 7353 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Movement Phase ------------------- Annihilator C 2 (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.
MegaMek: Game saved to savegames\autosave.sav
Offboard Attack Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase ------------------- Weapons fire for Sylph Battle Armor (Upgrade) (MSD) Heavy Machine Gun at Annihilator C 2 (AIMB); needs 4, rolls 9 : 1 troopers hit Annihilator C 2 (AIMB) takes 3 damage to CT. 12 Armor remaining. Machine Gun at Annihilator C 2 (AIMB); needs 4, rolls 11 : 1 troopers hit Annihilator C 2 (AIMB) takes 2 damage to RA. 6 Armor remaining. Weapons fire for Septicemia (Pariah) B (AIMB) Large Pulse Laser at Dire Wolf (Daishi) E (MSD); needs -2, rolls 6 : hits HD Dire Wolf (Daishi) E (MSD) takes 10 damage to HD. SECTION DESTROYED, *** Dire Wolf (Daishi) E (MSD) DESTROYED by damage! *** >Dire Wolf (Daishi) E (MSD) suffers catastrophic damage, but the autoeject system was engaged. Dire Wolf (Daishi) E (MSD) must make a piloting skill check (landing in clear terrain). Needs 14 [5 (ejecting) + 5 (Mech is prone) + 3 (pilot unconscious) + 1 (automatic ejection) + 2 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 9 : fails. Large Pulse Laser at Dire Wolf (Daishi) E (MSD); needs -2, rolls 8 : hits RA Dire Wolf (Daishi) E (MSD) takes 10 damage to RA. 4 Armor remaining. Small Pulse Laser at Dire Wolf (Daishi) E (MSD); needs -2, rolls 7 : hits CT (hit aimed location) Dire Wolf (Daishi) E (MSD) takes 3 damage to CT. 1 Internal Structure remaining Critical hit on CT. Roll is 7; no effect. Small Pulse Laser at Dire Wolf (Daishi) E (MSD); needs -2, rolls 7 : hits CT (hit aimed location) Dire Wolf (Daishi) E (MSD) takes 3 damage to CT. SECTION DESTROYED, Dire Wolf (Daishi) E (MSD) has taken 6 engine hits this phase. Checking for engine explosion on 10, roll is 5. Engine safety systems remain in place. Critical hit on CT. Roll is 3; no effect. Small Pulse Laser at Dire Wolf (Daishi) E (MSD); needs -2, rolls 4 : hits LA Dire Wolf (Daishi) E (MSD) takes 3 damage to LA. 9 Armor remaining. Weapons fire for Turkina D (MSD) ATM 12 ( ammo) at Annihilator C 2 (AIMB); needs 7, rolls 10 : 12 high-explosive missile(s) hit (w/ +3 bonus). Annihilator C 2 (AIMB) takes 5 damage to RT. 11 Internal Structure remaining Critical hit on RT. Roll is 7; no effect. Annihilator C 2 (AIMB) takes 5 damage to LL. 16 Armor remaining. Annihilator C 2 (AIMB) takes 5 damage to LT. 14 Internal Structure remaining Critical hit on LT. Roll is 4; no effect. Annihilator C 2 (AIMB) takes 5 damage to CT. 7 Armor remaining. Annihilator C 2 (AIMB) takes 5 damage to LL. 11 Armor remaining. Annihilator C 2 (AIMB) takes 5 damage to LT. 9 Internal Structure remaining Critical hit on LT. Roll is 8; no effect. Annihilator C 2 (AIMB) takes 5 damage to LL. 6 Armor remaining. Annihilator C 2 (AIMB) takes 1 damage to CT. 6 Armor remaining. ATM 12 ( ammo) at Annihilator C 2 (AIMB); needs 7, rolls 9 : 12 high-explosive missile(s) hit (w/ +3 bonus). Annihilator C 2 (AIMB) takes 5 damage to RT. 6 Internal Structure remaining Critical hit on RT. Roll is 7; no effect. Annihilator C 2 (AIMB) takes 5 damage to RT. 1 Internal Structure remaining Critical hit on RT. Roll is 6; no effect. Annihilator C 2 (AIMB) takes 5 damage to RA. 1 Armor remaining. Annihilator C 2 (AIMB) takes 5 damage to CT. 1 Armor remaining. Annihilator C 2 (AIMB) takes 5 damage to LA. 8 Armor remaining. Annihilator C 2 (AIMB) takes 5 damage to RA. Armor destroyed, 13 Internal Structure remaining Critical hit on RA. Roll is 11; 2 locations. CRITICAL HIT on +Gauss Rifle. *** Gauss Rifle EXPLODES! 20 DAMAGE! *** Annihilator C 2 (AIMB) takes 20 damage to RA. SECTION DESTROYED, remaining 7 damage prevented by CASE. Critical hit on RA. Roll is (11+3) = 14; 3 locations. CRITICAL HIT on +Gauss Rifle. CRITICAL HIT on Gauss Ammo (0). CRITICAL HIT on Gauss Ammo (0). Pilot of Annihilator C 2 (AIMB) "Gisela Guillot" takes 2 damage. Pilot of Annihilator C 2 (AIMB) "Gisela Guillot" needs a 3 to stay conscious. Rolls 9 : successful! Pilot of Annihilator C 2 (AIMB) "Gisela Guillot" needs a 5 to stay conscious. Rolls 8 : successful! Location has no more hittable critical slots. Annihilator C 2 (AIMB) takes 5 damage to CT. Armor destroyed, 27 Internal Structure remaining Critical hit on CT. Roll is 9; 1 location. CRITICAL HIT on Standard Gyro. Annihilator C 2 (AIMB) takes 1 damage to LL. 5 Armor remaining. ATM 12 ( ammo) at Annihilator C 2 (AIMB); needs 7, rolls 8 : 12 high-explosive missile(s) hit (w/ +3 bonus). Annihilator C 2 (AIMB) takes 5 damage to CT. 22 Internal Structure remaining Critical hit on CT. Roll is 10; 1 location. CRITICAL HIT on +ER PPC. Annihilator C 2 (AIMB) takes 5 damage to LA. 3 Armor remaining. Annihilator C 2 (AIMB) takes 5 damage to RA. 5 damage transfers to RT. Annihilator C 2 (AIMB) takes 5 damage to RT. SECTION DESTROYED, 4 damage transfers to CT. Critical hit on RT. Roll is 7; no effect. Annihilator C 2 (AIMB) takes 4 damage to CT. 18 Internal Structure remaining Critical hit on CT. Roll is 5; no effect. Annihilator C 2 (AIMB) takes 5 damage to LL (critical). 0 Armor remaining. Critical hit on LL. Roll is 9; 1 location. CRITICAL HIT on Lower Leg. Annihilator C 2 (AIMB) takes 5 damage to CT. 13 Internal Structure remaining Critical hit on CT. Roll is 7; no effect. Annihilator C 2 (AIMB) takes 5 damage to LL. 16 Internal Structure remaining Critical hit on LL. Roll is 11; 2 locations. CRITICAL HIT on Upper Leg. CRITICAL HIT on Foot. Annihilator C 2 (AIMB) takes 5 damage to CT (critical). 8 Internal Structure remaining Critical hit on CT. Roll is 7; no effect. Critical hit on CT. Roll is 7; no effect. Annihilator C 2 (AIMB) takes 1 damage to LT. 8 Internal Structure remaining Critical hit on LT. Roll is 7; no effect. ATM 12 ( ammo) at Annihilator C 2 (AIMB); needs 7, rolls 5 : misses Weapons fire for Annihilator C 2 (AIMB) Gauss Rifle at Turkina D (MSD); needs 9, rolls 7 : misses Gauss Rifle at Turkina D (MSD); needs 9, rolls 9 : hits LT Turkina D (MSD) takes 15 damage to LT. 5 Armor remaining. Gauss Rifle at Turkina D (MSD); needs 9, rolls 11 : hits LT Turkina D (MSD) takes 15 damage to LT. Armor destroyed, 10 Internal Structure remaining Critical hit on LT. Roll is (2+2) = 4; no effect. Gauss Rifle at Turkina D (MSD); needs 9, rolls 8 : misses ER PPC at Turkina D (MSD); needs 7, rolls 5 : misses Weapons fire for Phantom H (MSD) Medium Pulse Laser at Annihilator C 2 (AIMB); needs 3, rolls 4 : hits (using Right Side table) RT (critical) Annihilator C 2 (AIMB) takes 7 damage to RT (critical). 7 damage transfers to CT (critical). Annihilator C 2 (AIMB) takes 7 damage to CT (critical). 1 Internal Structure remaining Critical hit on CT. Roll is (7+1) = 8; no effect. Turkina D (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) - 2 (weight class modifier)); needs 4, rolls 8 : succeeds. Annihilator C 2 (AIMB) must make 5 piloting skill roll(s) (gyro hit; leg/foot actuator hit; leg/foot actuator hit; leg/foot actuator hit; 140+ damage). The base target is 5 [5 (Base piloting skill)]. Roll #1, (5 (Base piloting skill) + 3 (gyro hit) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 7 (140+ damage)); needs 18, rolls 7 : falls. Annihilator C 2 (AIMB) falls on its front, suffering 10 damage. Annihilator C 2 (AIMB) takes 5 damage to RT. 5 damage transfers to CT. Annihilator C 2 (AIMB) takes 5 damage to CT. SECTION DESTROYED, Annihilator C 2 (AIMB) has taken 6 engine hits this phase. Checking for engine explosion on 10, roll is 7. Engine safety systems remain in place. *** Annihilator C 2 (AIMB) DESTROYED by damage! *** >Annihilator C 2 (AIMB) suffers catastrophic damage, but the autoeject system was engaged. Annihilator C 2 (AIMB) must make a piloting skill check (landing in light woods). Needs 13 [5 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) + 2 (landing in light woods)], rolls 5 : fails. Critical hit on CT. Roll is 9; 1 location. CRITICAL HIT on Standard Gyro. Annihilator C 2 (AIMB) takes 5 damage to LL. 11 Internal Structure remaining Critical hit on LL. Roll is 6; no effect. Pilot of Annihilator C 2 (AIMB) "Gisela Guillot" must roll 18 to avoid damage; rolls 7 : fails.
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase -------------------
Heat Phase ------------------- Septicemia (Pariah) B (AIMB) gains 30 heat, sinks 28 heat and is now at 4 heat. Control Rolls ------------------- End Phase ------------------- Light smoke cloud drifts to 0505 and 0605 and 0405. Light smoke cloud drifts to 0903 and 1003 and 0803. Light smoke cloud drifts to 0506 and 0606 and 0406. Light smoke cloud drifts to 0903 and 1003 and 0803. Light smoke cloud drifts to 0904 and 1004 and 0804. Light smoke cloud drifts to 0507 and 0607 and 0407 and dissipates completely! Light smoke cloud drifts to 0905 and 1005 and 0805. Light smoke cloud drifts to 0508 and 0608 and 0408. Light smoke cloud drifts to 0905 and 1005 and 0805. Light smoke cloud drifts to 0906 and 1006 and 0806. Fire at 0510 is burning brightly. Fire at 0907 is burning brightly. Fire at 0908 is burning brightly. Light smoke fills 0509. Light smoke fills 0609. Light smoke fills 0409. Light smoke fills 0906. Light smoke fills 1006. Light smoke fills 0806. Light smoke fills 0907. Light smoke fills 1007. Light smoke fills 0807.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #12 ------------------- AIMB rolls a 6[6+0]. MSD rolls a 8[8+0]. Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. AIMB: 2310 BV remaining (from 7353 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
***Server: evil has been granted vision of the entire map
Movement Phase -------------------
Offboard Attack Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase ------------------- Weapons fire for Septicemia (Pariah) B (AIMB) Large Pulse Laser at Turkina D (MSD); needs 9, rolls 8 : misses Large Pulse Laser at Turkina D (MSD); needs 9, rolls 7 : misses
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase -------------------
Heat Phase ------------------- Turkina D (MSD) gains 3 heat, sinks 4 heat and is now at 0 heat. Septicemia (Pariah) B (AIMB) gains 24 heat, sinks 28 heat and is now at 0 heat. Control Rolls ------------------- End Phase ------------------- Light smoke cloud drifts to 0504 and 0604 and 0404 and dissipates completely! Light smoke cloud drifts to 0902 and 1002 and 0802. Light smoke cloud drifts to 0505 and 0605 and 0405. Light smoke cloud drifts to 0902 and 1002 and 0802. Light smoke cloud drifts to 0903 and 1003 and 0803. Light smoke cloud drifts to 0904 and 1004 and 0804. Light smoke cloud drifts to 0507 and 0607 and 0407. Light smoke cloud drifts to 0904 and 1004 and 0804. Light smoke cloud drifts to 0905 and 1005 and 0805. Light smoke cloud drifts to 0508 and 0608 and 0408. Light smoke cloud drifts to 0905 and 1005 and 0805. Light smoke cloud drifts to 0906 and 1006 and 0806. Fire at 0510 is burning brightly. Fire at 0907 is burning brightly. Fire at 0908 is burning brightly. Light smoke fills 0509. Light smoke fills 0609. Light smoke fills 0409. Light smoke fills 0906. Light smoke fills 1006. Light smoke fills 0806. Light smoke fills 0907. Light smoke fills 1007. Light smoke fills 0807.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #13 ------------------- AIMB rolls a 4[4+0]. MSD rolls a 8[8+0]. Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. AIMB: 2310 BV remaining (from 7353 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 Sylph Battle Armor (Upgrade) (MSD) Heavy Machine Gun at MechWarrior Kadeer Wahid (AIMB); needs 6, rolls 6 : 1 troopers hit Infantry platoon caught in the open!!! Damage doubled. MechWarrior Kadeer Wahid (AIMB) takes 14 damage to MEN. SQUAD KILLED, *** MechWarrior Kadeer Wahid (AIMB) DESTROYED by damage! *** Machine Gun at MechWarrior Kadeer Wahid (AIMB); needs 6, rolls 6 : 1 troopers hit MechWarrior Kadeer Wahid (AIMB) takes 3 damage to MEN.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase -------------------
Heat Phase ------------------- Septicemia (Pariah) B (AIMB) gains 4 heat, sinks 4 heat and is now at 0 heat. Control Rolls ------------------- End Phase ------------------- Light smoke cloud drifts to 0901 and 1001 and 0801. Light smoke cloud drifts to 0504 and 0604 and 0404. Light smoke cloud drifts to 0901 and 1001 and 0801. Light smoke cloud drifts to 0902 and 1002 and 0802. Light smoke cloud drifts to 0903 and 1003 and 0803. Light smoke cloud drifts to 0506 and 0606 and 0406. Light smoke cloud drifts to 0903 and 1003 and 0803 and dissipates completely! Light smoke cloud drifts to 0904 and 1004 and 0804. Light smoke cloud drifts to 0507 and 0607 and 0407 and dissipates completely! Light smoke cloud drifts to 0904 and 1004 and 0804. Light smoke cloud drifts to 0905 and 1005 and 0805. Light smoke cloud drifts to 0508 and 0608 and 0408. Light smoke cloud drifts to 0905 and 1005 and 0805. Light smoke cloud drifts to 0906 and 1006 and 0806. Fire at 0510 is burning brightly. Fire at 0907 is burning brightly. Fire at 0908 is burning brightly. Fire spreads to 0807! Light smoke fills 0509. Light smoke fills 0609. Light smoke fills 0409. Fire at 0807 was started this round. Light smoke fills 0806. Light smoke fills 0907. Light smoke fills 0707. Light smoke fills 0906. Light smoke fills 1006. Light smoke fills 0806. Light smoke fills 0907. Light smoke fills 1007. Light smoke fills 0807.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #14 ------------------- AIMB rolls a 3[3+0]. MSD rolls a 5[5+0]. Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. AIMB: 2310 BV remaining (from 7353 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 ------------------- Septicemia (Pariah) B (AIMB) gains 4 heat, sinks 4 heat and is now at 0 heat. Control Rolls ------------------- End Phase ------------------- Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Light smoke cloud drifts to 0503 and 0603 and 0403. Light smoke cloud drifts to 0901 and 1001 and 0801. Light smoke cloud drifts to 0902 and 1002 and 0802. Light smoke cloud drifts to 0505 and 0605 and 0405. Light smoke cloud drifts to 0903 and 1003 and 0803. Light smoke cloud drifts to 0903 and 1003 and 0803. Light smoke cloud drifts to 0904 and 1004 and 0804. Light smoke cloud drifts to 0507 and 0607 and 0407. Light smoke cloud drifts to 0904 and 1004 and 0804. Light smoke cloud drifts to 0905 and 1005 and 0805. Light smoke cloud drifts to 0508 and 0608 and 0408. Light smoke cloud drifts to 0805 and 0906 and 0706. Light smoke cloud drifts to 0905 and 1005 and 0805. Light smoke cloud drifts to 0906 and 1006 and 0806. Fire at 0510 is burning brightly. Fire at 0807 is burning brightly. Fire at 0907 is burning brightly. Fire at 0908 is burning brightly. Light smoke fills 0509. Light smoke fills 0609. Light smoke fills 0409. Light smoke fills 0806. Light smoke fills 0907. Light smoke fills 0707. Light smoke fills 0906. Light smoke fills 1006. Light smoke fills 0806. Light smoke fills 0907. Light smoke fills 1007. Light smoke fills 0807.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #15 ------------------- AIMB rolls a 6[6+0] / 8[8+0]. MSD rolls a 6[6+0] / 10[10+0]. Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. AIMB: 2310 BV remaining (from 7353 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 -------------------
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase -------------------
Heat Phase ------------------- Septicemia (Pariah) B (AIMB) gains 4 heat, sinks 4 heat and is now at 0 heat. Control Rolls ------------------- End Phase ------------------- Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Light smoke cloud drifts to 0502 and 0602 and 0402. Light smoke cloud drifts to 0901 and 1001 and 0801. Light smoke cloud drifts to 0504 and 0604 and 0404. Light smoke cloud drifts to 0902 and 1002 and 0802. Light smoke cloud drifts to 0902 and 1002 and 0802. Light smoke cloud drifts to 0903 and 1003 and 0803. Light smoke cloud drifts to 0506 and 0606 and 0406. Light smoke cloud drifts to 0903 and 1003 and 0803. Light smoke cloud drifts to 0904 and 1004 and 0804. Light smoke cloud drifts to 0507 and 0607 and 0407. Light smoke cloud drifts to 0804 and 0905 and 0705. Light smoke cloud drifts to 0904 and 1004 and 0804. Light smoke cloud drifts to 0905 and 1005 and 0805. Light smoke cloud drifts to 0508 and 0608 and 0408 and dissipates completely! Light smoke cloud drifts to 0805 and 0906 and 0706. Light smoke cloud drifts to 0905 and 1005 and 0805. Light smoke cloud drifts to 0906 and 1006 and 0806. Fire at 0510 is burning brightly. Fire at 0807 is burning brightly. Fire at 0907 is burning brightly. Fire at 0908 is burning brightly. Light smoke fills 0509. Light smoke fills 0609. Light smoke fills 0409. Light smoke fills 0806. Light smoke fills 0907. Light smoke fills 0707. Light smoke fills 0906. Light smoke fills 1006. Light smoke fills 0806. Light smoke fills 0907. Light smoke fills 1007. Light smoke fills 0807.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #16 ------------------- AIMB rolls a 6[6+0]. MSD rolls a 8[8+0]. Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. AIMB: 2310 BV remaining (from 7353 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 -------------------
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase -------------------
Heat Phase ------------------- Septicemia (Pariah) B (AIMB) gains 4 heat, sinks 4 heat and is now at 0 heat. Control Rolls ------------------- End Phase ------------------- Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Light smoke cloud drifts to 0501 and 0601 and 0401. Light smoke cloud drifts to 0503 and 0603 and 0403. Light smoke cloud drifts to 0901 and 1001 and 0801. Light smoke cloud drifts to 0901 and 1001 and 0801. Light smoke cloud drifts to 0902 and 1002 and 0802. Light smoke cloud drifts to 0505 and 0605 and 0405. Light smoke cloud drifts to 0902 and 1002 and 0802. Light smoke cloud drifts to 0903 and 1003 and 0803. Light smoke cloud drifts to 0506 and 0606 and 0406. Light smoke cloud drifts to 0803 and 0904 and 0704. Light smoke cloud drifts to 0903 and 1003 and 0803. Light smoke cloud drifts to 0904 and 1004 and 0804. Light smoke cloud drifts to 0804 and 0905 and 0705. Light smoke cloud drifts to 0904 and 1004 and 0804. Light smoke cloud drifts to 0905 and 1005 and 0805. Light smoke cloud drifts to 0508 and 0608 and 0408. Light smoke cloud drifts to 0805 and 0906 and 0706. Light smoke cloud drifts to 0905 and 1005 and 0805. Light smoke cloud drifts to 0906 and 1006 and 0806. Fire at 0510 is burning brightly. Fire at 0807 is burning brightly. Fire at 0907 is burning brightly. Fire at 0908 is burning brightly. Light smoke fills 0509. Light smoke fills 0609. Light smoke fills 0409. Light smoke fills 0806. Light smoke fills 0907. Light smoke fills 0707. Light smoke fills 0906. Light smoke fills 1006. Light smoke fills 0806. Light smoke fills 0907. Light smoke fills 1007. Light smoke fills 0807.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #17 ------------------- AIMB rolls a 6[6+0]. MSD rolls a 8[8+0]. Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. AIMB: 2310 BV remaining (from 7353 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 Septicemia (Pariah) B (AIMB) Large Pulse Laser at Turkina D (MSD); needs 9, rolls 6 : misses Large Pulse Laser at Turkina D (MSD); needs 9, rolls 9 : hits (using Left Side Partial cover (horizontal 50%) table) RT Turkina D (MSD) takes 10 damage to RT. 5 Internal Structure remaining Critical hit on RT. Roll is (8+1) = 9; 1 location. CRITICAL HIT on Jump Jet.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase -------------------
Heat Phase ------------------- Turkina D (MSD) gains 0 heat, sinks 0 heat and is now at 0 heat. Septicemia (Pariah) B (AIMB) gains 24 heat, sinks 24 heat and is now at 0 heat. Control Rolls ------------------- End Phase ------------------- Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0501 has blown off the map. Smoke at 0601 has blown off the map. Smoke at 0401 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Light smoke cloud drifts to 0502 and 0602 and 0402. Light smoke cloud drifts to 0901 and 1001 and 0801 and dissipates completely! Light smoke cloud drifts to 0504 and 0604 and 0404. Light smoke cloud drifts to 0901 and 1001 and 0801 and dissipates completely! Light smoke cloud drifts to 0902 and 1002 and 0802. Light smoke cloud drifts to 0505 and 0605 and 0405. Light smoke cloud drifts to 0802 and 0903 and 0703. Light smoke cloud drifts to 0902 and 1002 and 0802. Light smoke cloud drifts to 0903 and 1003 and 0803. Light smoke cloud drifts to 0803 and 0904 and 0704. Light smoke cloud drifts to 0903 and 1003 and 0803. Light smoke cloud drifts to 0904 and 1004 and 0804. Light smoke cloud drifts to 0507 and 0607 and 0407. Light smoke cloud drifts to 0804 and 0905 and 0705. Light smoke cloud drifts to 0904 and 1004 and 0804. Light smoke cloud drifts to 0905 and 1005 and 0805. Light smoke cloud drifts to 0508 and 0608 and 0408. Light smoke cloud drifts to 0805 and 0906 and 0706. Light smoke cloud drifts to 0905 and 1005 and 0805. Light smoke cloud drifts to 0906 and 1006 and 0806. Fire at 0510 is burning brightly. Fire at 0807 is burning brightly. Fire at 0907 is burning brightly. Fire at 0908 is burning brightly. Light smoke fills 0509. Light smoke fills 0609. Light smoke fills 0409. Light smoke fills 0806. Light smoke fills 0907. Light smoke fills 0707. Light smoke fills 0906. Light smoke fills 1006. Light smoke fills 0806. Light smoke fills 0907. Light smoke fills 1007. Light smoke fills 0807.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #18 ------------------- AIMB rolls a 7[7+0]. MSD rolls a 2[2+0]. Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. AIMB: 2310 BV remaining (from 7353 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 Septicemia (Pariah) B (AIMB) Large Pulse Laser at Phantom H (MSD); needs 3, rolls 9 : hits (using Right Side table) RA Phantom H (MSD) takes 10 damage to RA. 10 damage transfers to RT. Phantom H (MSD) takes 10 damage to RT. 10 damage transfers to CT. Phantom H (MSD) takes 10 damage to CT. 2 Internal Structure remaining Critical hit on CT. Roll is (4+1) = 5; no effect. Large Pulse Laser at Phantom H (MSD); needs 3, rolls 11 : hits (using Right Side table) LT Phantom H (MSD) takes 10 damage to LT. 1 Armor remaining.
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase -------------------
Heat Phase ------------------- Phantom H (MSD) gains 10 heat, sinks 10 heat and is now at 0 heat. Septicemia (Pariah) B (AIMB) gains 21 heat, sinks 21 heat and is now at 0 heat. Control Rolls ------------------- End Phase ------------------- Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0501 has blown off the map. Smoke at 0601 has blown off the map. Smoke at 0401 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Light smoke cloud drifts to 0501 and 0601 and 0401. Light smoke cloud drifts to 0503 and 0603 and 0403. Light smoke cloud drifts to 0901 and 1001 and 0801. Light smoke cloud drifts to 0504 and 0604 and 0404. Light smoke cloud drifts to 0801 and 0902 and 0702. Light smoke cloud drifts to 0901 and 1001 and 0801. Light smoke cloud drifts to 0902 and 1002 and 0802. Light smoke cloud drifts to 0802 and 0903 and 0703. Light smoke cloud drifts to 0902 and 1002 and 0802. Light smoke cloud drifts to 0903 and 1003 and 0803 and dissipates completely! Light smoke cloud drifts to 0506 and 0606 and 0406. Light smoke cloud drifts to 0803 and 0904 and 0704. Light smoke cloud drifts to 0903 and 1003 and 0803. Light smoke cloud drifts to 0904 and 1004 and 0804. Light smoke cloud drifts to 0507 and 0607 and 0407. Light smoke cloud drifts to 0804 and 0905 and 0705. Light smoke cloud drifts to 0904 and 1004 and 0804 and dissipates completely! Light smoke cloud drifts to 0905 and 1005 and 0805. Light smoke cloud drifts to 0508 and 0608 and 0408. Light smoke cloud drifts to 0805 and 0906 and 0706. Light smoke cloud drifts to 0905 and 1005 and 0805. Light smoke cloud drifts to 0906 and 1006 and 0806. Fire at 0510 is burning brightly. Fire at 0807 is burning brightly. Fire at 0907 is burning brightly. Fire at 0908 is burning brightly. Light smoke fills 0509. Light smoke fills 0609. Light smoke fills 0409. Light smoke fills 0806. Light smoke fills 0907. Light smoke fills 0707. Light smoke fills 0906. Light smoke fills 1006. Light smoke fills 0806. Light smoke fills 0907. Light smoke fills 1007. Light smoke fills 0807.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #19 ------------------- AIMB rolls a 7[7+0]. MSD rolls a 4[4+0]. Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. AIMB: 2310 BV remaining (from 7353 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 Septicemia (Pariah) B (AIMB) Large Pulse Laser at Sylph Battle Armor (Upgrade) (MSD); needs 8, rolls 10 : hits Trooper 1 (critical) CRITICAL HIT on Trooper 1 (critical). Sylph Battle Armor (Upgrade) (MSD) takes 10 damage to Trooper 1 (critical). Armor destroyed, TROOPER KILLED, *** Sylph Battle Armor (Upgrade) (MSD) DESTROYED by damage! *** Large Pulse Laser at Phantom H (MSD); needs 5, rolls 6 : hits (using Right Side table) LT Phantom H (MSD) takes 10 damage to LT. Armor destroyed, 1 Internal Structure remaining Critical hit on LT. Roll is (3+1) = 4; no effect. Small Pulse Laser at Phantom H (MSD); needs 7, rolls 4 : misses Small Pulse Laser at Phantom H (MSD); needs 7, rolls 8 : hits (using Right Side table) RT Phantom H (MSD) takes 3 damage to RT. 3 damage transfers to CT. Phantom H (MSD) takes 3 damage to CT. SECTION DESTROYED, Phantom H (MSD) has taken 6 engine hits this phase. Checking for engine explosion on 10, roll is 3. Engine safety systems remain in place. *** Phantom H (MSD) DESTROYED by damage! *** >Phantom H (MSD) suffers catastrophic damage, but the autoeject system was engaged. Phantom H (MSD) must make a piloting skill check (landing in clear terrain). Needs 4 [5 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 4 : succeeds. The pilot ejects safely! Critical hit on CT. Roll is 7; no effect. Small Pulse Laser at Phantom H (MSD); needs 7, rolls 9 : hits (using Right Side table) RL Phantom H (MSD) takes 3 damage to RL. 6 Armor remaining.
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase -------------------
Heat Phase ------------------- Septicemia (Pariah) B (AIMB) gains 30 heat, sinks 28 heat and is now at 2 heat. Control Rolls ------------------- End Phase ------------------- Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0501 has blown off the map. Smoke at 0601 has blown off the map. Smoke at 0401 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0501 has blown off the map. Smoke at 0601 has blown off the map. Smoke at 0401 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Light smoke cloud drifts to 0502 and 0602 and 0402. Light smoke cloud drifts to 0503 and 0603 and 0403. Light smoke cloud drifts to 0901 and 0701. Light smoke cloud drifts to 0901 and 1001 and 0801. Light smoke cloud drifts to 0801 and 0902 and 0702. Light smoke cloud drifts to 0901 and 1001 and 0801. Light smoke cloud drifts to 0505 and 0605 and 0405. Light smoke cloud drifts to 0802 and 0903 and 0703. Light smoke cloud drifts to 0902 and 1002 and 0802. Light smoke cloud drifts to 0903 and 1003 and 0803. Light smoke cloud drifts to 0506 and 0606 and 0406. Light smoke cloud drifts to 0803 and 0904 and 0704. Light smoke cloud drifts to 0904 and 1004 and 0804. Light smoke cloud drifts to 0507 and 0607 and 0407. Light smoke cloud drifts to 0804 and 0905 and 0705. Light smoke cloud drifts to 0904 and 1004 and 0804. Light smoke cloud drifts to 0905 and 1005 and 0805 and dissipates completely! Light smoke cloud drifts to 0508 and 0608 and 0408. Light smoke cloud drifts to 0805 and 0906 and 0706. Light smoke cloud drifts to 0905 and 1005 and 0805. Light smoke cloud drifts to 0906 and 1006 and 0806. Fire at 0510 is burning brightly. Fire at 0807 is burning brightly. Fire at 0907 is burning brightly. Fire at 0908 is burning brightly. Light smoke fills 0509. Light smoke fills 0609. Light smoke fills 0409. Light smoke fills 0806. Light smoke fills 0907. Light smoke fills 0707. Light smoke fills 0906. Light smoke fills 1006. Light smoke fills 0806. Light smoke fills 0907. Light smoke fills 1007. Light smoke fills 0807.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #20 ------------------- AIMB rolls a 9[9+0]. MSD rolls a 8[8+0]. Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. AIMB: 2310 BV remaining (from 7353 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 ------------------- Septicemia (Pariah) B (AIMB) gains 4 heat, sinks 6 heat and is now at 0 heat. Control Rolls ------------------- End Phase ------------------- Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0501 has blown off the map. Smoke at 0601 has blown off the map. Smoke at 0401 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0501 has blown off the map. Smoke at 0601 has blown off the map. Smoke at 0401 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 0701 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Light smoke cloud drifts to 0901 and 1001 and 0801 and dissipates completely! Light smoke cloud drifts to 0901 and 1001 and 0801 and dissipates completely! Light smoke cloud drifts to 0501 and 0601 and 0401. Light smoke cloud drifts to 0901 and 1001 and 0801 and dissipates completely! Light smoke cloud drifts to 0502 and 0602 and 0402. Light smoke cloud drifts to 0901 and 0701. Light smoke cloud drifts to 0504 and 0604 and 0404. Light smoke cloud drifts to 0801 and 0902 and 0702. Light smoke cloud drifts to 0901 and 1001 and 0801. Light smoke cloud drifts to 0902 and 1002 and 0802. Light smoke cloud drifts to 0505 and 0605 and 0405. Light smoke cloud drifts to 0802 and 0903 and 0703. Light smoke cloud drifts to 0903 and 1003 and 0803. Light smoke cloud drifts to 0506 and 0606 and 0406. Light smoke cloud drifts to 0803 and 0904 and 0704. Light smoke cloud drifts to 0903 and 1003 and 0803. Light smoke cloud drifts to 0507 and 0607 and 0407. Light smoke cloud drifts to 0804 and 0905 and 0705. Light smoke cloud drifts to 0904 and 1004 and 0804. Light smoke cloud drifts to 0905 and 1005 and 0805. Light smoke cloud drifts to 0508 and 0608 and 0408. Light smoke cloud drifts to 0805 and 0906 and 0706. Light smoke cloud drifts to 0905 and 1005 and 0805. Light smoke cloud drifts to 0906 and 1006 and 0806 and dissipates completely! Fire at 0510 is burning brightly. Fire at 0807 is burning brightly. Fire at 0907 is burning brightly. Fire at 0908 is burning brightly. Light smoke fills 0509. Light smoke fills 0609. Light smoke fills 0409. Light smoke fills 0806. Light smoke fills 0907. Light smoke fills 0707. Light smoke fills 0906. Light smoke fills 1006. Light smoke fills 0806. Light smoke fills 0907. Light smoke fills 1007. Light smoke fills 0807.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #21 ------------------- AIMB rolls a 7[7+0] / 9[9+0]. MSD rolls a 7[7+0] / 4[4+0]. Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. AIMB: 2310 BV remaining (from 7353 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 Septicemia (Pariah) B (AIMB) Large Pulse Laser at MechWarrior Aziza El Hindi (MSD); needs 10, rolls 7 : misses Large Pulse Laser at MechWarrior Aziza El Hindi (MSD); needs 10, rolls 4 : misses
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase -------------------
Heat Phase ------------------- Septicemia (Pariah) B (AIMB) gains 23 heat, sinks 23 heat and is now at 0 heat. Control Rolls ------------------- End Phase ------------------- Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0501 has blown off the map. Smoke at 0601 has blown off the map. Smoke at 0401 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0501 has blown off the map. Smoke at 0601 has blown off the map. Smoke at 0401 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0501 has blown off the map. Smoke at 0601 has blown off the map. Smoke at 0401 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 0701 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 0701 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Light smoke cloud drifts to 0501 and 0601 and 0401. Light smoke cloud drifts to 0901 and 0701 and dissipates completely! Light smoke cloud drifts to 0901 and 1001 and 0801 and dissipates completely! Light smoke cloud drifts to 0503 and 0603 and 0403. Light smoke cloud drifts to 0901 and 0701. Light smoke cloud drifts to 0901 and 1001 and 0801. Light smoke cloud drifts to 0504 and 0604 and 0404. Light smoke cloud drifts to 0801 and 0902 and 0702. Light smoke cloud drifts to 0902 and 1002 and 0802. Light smoke cloud drifts to 0505 and 0605 and 0405. Light smoke cloud drifts to 0802 and 0903 and 0703. Light smoke cloud drifts to 0902 and 1002 and 0802. Light smoke cloud drifts to 0506 and 0606 and 0406. Light smoke cloud drifts to 0803 and 0904 and 0704. Light smoke cloud drifts to 0903 and 1003 and 0803. Light smoke cloud drifts to 0904 and 1004 and 0804. Light smoke cloud drifts to 0507 and 0607 and 0407. Light smoke cloud drifts to 0804 and 0905 and 0705. Light smoke cloud drifts to 0904 and 1004 and 0804. Light smoke cloud drifts to 0508 and 0608 and 0408. Light smoke cloud drifts to 0805 and 0906 and 0706. Light smoke cloud drifts to 0905 and 1005 and 0805. Light smoke cloud drifts to 0906 and 1006 and 0806. Fire at 0510 is burning brightly. Fire at 0807 is burning brightly. Fire at 0907 is burning brightly. Fire at 0908 is burning brightly. Light smoke fills 0509. Light smoke fills 0609. Light smoke fills 0409. Light smoke fills 0806. Light smoke fills 0907. Light smoke fills 0707. Light smoke fills 0906. Light smoke fills 1006. Light smoke fills 0806. Light smoke fills 0907. Light smoke fills 1007. Light smoke fills 0807.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #22 ------------------- AIMB rolls a 2[2+0]. MSD rolls a 7[7+0]. Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. AIMB: 2310 BV remaining (from 7353 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
MSD: 4+3+1+1+1=10+ - чего ты боишься с 192 броней?
Movement Phase -------------------
Offboard Attack Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
AIMB: лакишота
MSD: а полюбому
Weapon Attack Phase ------------------- Weapons fire for Septicemia (Pariah) B (AIMB) Large Pulse Laser at MechWarrior Aziza El Hindi (MSD); needs 12, rolls 8 : misses Large Pulse Laser at MechWarrior Aziza El Hindi (MSD); needs 12, rolls 4 : misses
MegaMek: Game saved to savegames\autosave.sav
MSD: тебе придки придется
Physical Attack Phase -------------------
Heat Phase ------------------- Septicemia (Pariah) B (AIMB) gains 23 heat, sinks 23 heat and is now at 0 heat. Control Rolls ------------------- End Phase ------------------- Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0501 has blown off the map. Smoke at 0601 has blown off the map. Smoke at 0401 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0501 has blown off the map. Smoke at 0601 has blown off the map. Smoke at 0401 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0501 has blown off the map. Smoke at 0601 has blown off the map. Smoke at 0401 has blown off the map. Smoke at 0501 has blown off the map. Smoke at 0601 has blown off the map. Smoke at 0401 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 0701 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 0701 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0801 has blown off the map. Light smoke cloud drifts to 0901 and 1001 and 0801 and dissipates completely! Light smoke cloud drifts to 0502 and 0602 and 0402. Light smoke cloud drifts to 0503 and 0603 and 0403. Light smoke cloud drifts to 0901 and 0701. Light smoke cloud drifts to 0901 and 1001 and 0801. Light smoke cloud drifts to 0504 and 0604 and 0404. Light smoke cloud drifts to 0801 and 0902 and 0702. Light smoke cloud drifts to 0901 and 1001 and 0801. Light smoke cloud drifts to 0505 and 0605 and 0405. Light smoke cloud drifts to 0802 and 0903 and 0703. Light smoke cloud drifts to 0902 and 1002 and 0802. Light smoke cloud drifts to 0903 and 1003 and 0803. Light smoke cloud drifts to 0506 and 0606 and 0406. Light smoke cloud drifts to 0803 and 0904 and 0704. Light smoke cloud drifts to 0903 and 1003 and 0803. Light smoke cloud drifts to 0507 and 0607 and 0407. Light smoke cloud drifts to 0804 and 0905 and 0705. Light smoke cloud drifts to 0904 and 1004 and 0804. Light smoke cloud drifts to 0905 and 1005 and 0805. Light smoke cloud drifts to 0508 and 0608 and 0408. Light smoke cloud drifts to 0805 and 0906 and 0706. Light smoke cloud drifts to 0905 and 1005 and 0805. Light smoke cloud drifts to 0906 and 1006 and 0806 and dissipates completely! Fire at 0510 is burning brightly. Fire at 0807 is burning brightly. Fire at 0907 is burning brightly. Fire at 0908 is burning brightly. Light smoke fills 0509. Light smoke fills 0609. Light smoke fills 0409. Light smoke fills 0806. Light smoke fills 0907. Light smoke fills 0707. Light smoke fills 0906. Light smoke fills 1006. Light smoke fills 0806. Light smoke fills 0907. Light smoke fills 1007. Light smoke fills 0807.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #23 ------------------- AIMB rolls a 4[4+0]. MSD rolls a 9[9+0]. Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. AIMB: 2310 BV remaining (from 7353 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
MSD: 10+ из 2 стволов - это немного
Movement Phase -------------------
Offboard Attack Phase -------------------
MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase -------------------
Physical Attack Phase -------------------
Heat Phase ------------------- Septicemia (Pariah) B (AIMB) gains 4 heat, sinks 4 heat and is now at 0 heat. Control Rolls ------------------- End Phase ------------------- Smoke at 0501 has blown off the map. Smoke at 0601 has blown off the map. Smoke at 0401 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0501 has blown off the map. Smoke at 0601 has blown off the map. Smoke at 0401 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0501 has blown off the map. Smoke at 0601 has blown off the map. Smoke at 0401 has blown off the map. Smoke at 0501 has blown off the map. Smoke at 0601 has blown off the map. Smoke at 0401 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 0701 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 0701 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 0701 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Light smoke cloud drifts to 0901 and 1001 and 0801 and dissipates completely! Light smoke cloud drifts to 0901 and 1001 and 0801 and dissipates completely! Light smoke cloud drifts to 0501 and 0601 and 0401. Light smoke cloud drifts to 0502 and 0602 and 0402. Light smoke cloud drifts to 0503 and 0603 and 0403. Light smoke cloud drifts to 0901 and 0701. Light smoke cloud drifts to 0504 and 0604 and 0404. Light smoke cloud drifts to 0801 and 0902 and 0702. Light smoke cloud drifts to 0901 and 1001 and 0801 and dissipates completely! Light smoke cloud drifts to 0902 and 1002 and 0802. Light smoke cloud drifts to 0505 and 0605 and 0405. Light smoke cloud drifts to 0802 and 0903 and 0703. Light smoke cloud drifts to 0902 and 1002 and 0802. Light smoke cloud drifts to 0506 and 0606 and 0406. Light smoke cloud drifts to 0803 and 0904 and 0704. Light smoke cloud drifts to 0903 and 1003 and 0803 and dissipates completely! Light smoke cloud drifts to 0904 and 1004 and 0804 and dissipates completely! Light smoke cloud drifts to 0507 and 0607 and 0407. Light smoke cloud drifts to 0804 and 0905 and 0705. Light smoke cloud drifts to 0904 and 1004 and 0804. Light smoke cloud drifts to 0508 and 0608 and 0408. Light smoke cloud drifts to 0805 and 0906 and 0706. Light smoke cloud drifts to 0905 and 1005 and 0805. Light smoke cloud drifts to 0906 and 1006 and 0806. Fire at 0510 is burning brightly. Fire at 0807 is burning brightly. Fire at 0907 is burning brightly. Fire at 0908 is burning brightly. Light smoke fills 0509. Light smoke fills 0609. Light smoke fills 0409. Light smoke fills 0806. Light smoke fills 0907. Light smoke fills 0707. Light smoke fills 0906. Light smoke fills 1006. Light smoke fills 0806. Light smoke fills 0907. Light smoke fills 1007. Light smoke fills 0807.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #24 ------------------- AIMB rolls a 6[6+0]. MSD rolls a 8[8+0]. Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. AIMB: 2310 BV remaining (from 7353 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 ------------------- Septicemia (Pariah) B (AIMB) gains 3 heat, sinks 3 heat and is now at 0 heat. Control Rolls ------------------- End Phase ------------------- Smoke at 0501 has blown off the map. Smoke at 0601 has blown off the map. Smoke at 0401 has blown off the map. Smoke at 0501 has blown off the map. Smoke at 0601 has blown off the map. Smoke at 0401 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0501 has blown off the map. Smoke at 0601 has blown off the map. Smoke at 0401 has blown off the map. Smoke at 0501 has blown off the map. Smoke at 0601 has blown off the map. Smoke at 0401 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 0701 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0501 has blown off the map. Smoke at 0601 has blown off the map. Smoke at 0401 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 0701 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 0701 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 0701 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0801 has blown off the map. Light smoke cloud drifts to 0501 and 0601 and 0401 and dissipates completely! Light smoke cloud drifts to 0501 and 0601 and 0401 and dissipates completely! Light smoke cloud drifts to 0901 and 1001 and 0801 and dissipates completely! Light smoke cloud drifts to 0501 and 0601 and 0401. Light smoke cloud drifts to 0502 and 0602 and 0402. Light smoke cloud drifts to 0503 and 0603 and 0403. Light smoke cloud drifts to 0901 and 0701. Light smoke cloud drifts to 0901 and 1001 and 0801. Light smoke cloud drifts to 0504 and 0604 and 0404. Light smoke cloud drifts to 0801 and 0902 and 0702. Light smoke cloud drifts to 0901 and 1001 and 0801. Light smoke cloud drifts to 0505 and 0605 and 0405. Light smoke cloud drifts to 0802 and 0903 and 0703. Light smoke cloud drifts to 0506 and 0606 and 0406. Light smoke cloud drifts to 0803 and 0904 and 0704. Light smoke cloud drifts to 0903 and 1003 and 0803. Light smoke cloud drifts to 0507 and 0607 and 0407. Light smoke cloud drifts to 0804 and 0905 and 0705. Light smoke cloud drifts to 0904 and 1004 and 0804. Light smoke cloud drifts to 0905 and 1005 and 0805. Light smoke cloud drifts to 0508 and 0608 and 0408. Light smoke cloud drifts to 0805 and 0906 and 0706. Light smoke cloud drifts to 0905 and 1005 and 0805. Light smoke cloud drifts to 0906 and 1006 and 0806. Fire at 0510 is burning brightly. Fire at 0807 is burning brightly. Fire at 0907 is burning brightly. Fire at 0908 is burning brightly. Light smoke fills 0509. Light smoke fills 0609. Light smoke fills 0409. Light smoke fills 0806. Light smoke fills 0907. Light smoke fills 0707. Light smoke fills 0906. Light smoke fills 1006. Light smoke fills 0806. Light smoke fills 0907. Light smoke fills 1007. Light smoke fills 0807.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #25 ------------------- AIMB rolls a 5[5+0]. MSD rolls a 10[10+0]. Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. AIMB: 2310 BV remaining (from 7353 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 ------------------- Septicemia (Pariah) B (AIMB) gains 0 heat, sinks 0 heat and is now at 0 heat. Control Rolls ------------------- End Phase ------------------- Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0501 has blown off the map. Smoke at 0601 has blown off the map. Smoke at 0401 has blown off the map. Smoke at 0501 has blown off the map. Smoke at 0601 has blown off the map. Smoke at 0401 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 0701 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0501 has blown off the map. Smoke at 0601 has blown off the map. Smoke at 0401 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 0701 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0501 has blown off the map. Smoke at 0601 has blown off the map. Smoke at 0401 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 0701 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 0701 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 0701 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Light smoke cloud drifts to 0901 and 1001 and 0801 and dissipates completely! Light smoke cloud drifts to 0901 and 1001 and 0801 and dissipates completely! Light smoke cloud drifts to 0501 and 0601 and 0401. Light smoke cloud drifts to 0502 and 0602 and 0402. Light smoke cloud drifts to 0503 and 0603 and 0403. Light smoke cloud drifts to 0901 and 0701. Light smoke cloud drifts to 0504 and 0604 and 0404. Light smoke cloud drifts to 0801 and 0902 and 0702. Light smoke cloud drifts to 0505 and 0605 and 0405. Light smoke cloud drifts to 0802 and 0903 and 0703. Light smoke cloud drifts to 0902 and 1002 and 0802. Light smoke cloud drifts to 0506 and 0606 and 0406. Light smoke cloud drifts to 0803 and 0904 and 0704. Light smoke cloud drifts to 0903 and 1003 and 0803. Light smoke cloud drifts to 0904 and 1004 and 0804. Light smoke cloud drifts to 0507 and 0607 and 0407. Light smoke cloud drifts to 0804 and 0905 and 0705. Light smoke cloud drifts to 0904 and 1004 and 0804. Light smoke cloud drifts to 0905 and 1005 and 0805. Light smoke cloud drifts to 0508 and 0608 and 0408 and dissipates completely! Light smoke cloud drifts to 0805 and 0906 and 0706. Light smoke cloud drifts to 0905 and 1005 and 0805. Light smoke cloud drifts to 0906 and 1006 and 0806 and dissipates completely! Fire at 0510 is burning brightly. Fire at 0807 is burning brightly. Fire at 0907 is burning brightly. Fire at 0908 is burning brightly. Light smoke fills 0509. Light smoke fills 0609. Light smoke fills 0409. Light smoke fills 0806. Light smoke fills 0907. Light smoke fills 0707. Light smoke fills 0906. Light smoke fills 1006. Light smoke fills 0806. Light smoke fills 0907. Light smoke fills 1007. Light smoke fills 0807.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #26 ------------------- AIMB rolls a 10[10+0]. MSD rolls a 7[7+0]. Wind direction is North. Wind strength is Calm. The weather is Clear. Visibility is Daylight. AIMB: 2310 BV remaining (from 7353 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 Septicemia (Pariah) B (AIMB) Large Pulse Laser at Turkina D (MSD); needs 1, rolls 12 : hits CT Turkina D (MSD) takes 10 damage to CT. 5 Armor remaining. Large Pulse Laser at Turkina D (MSD); needs 1, rolls 7 : hits CT Turkina D (MSD) takes 10 damage to CT. Armor destroyed, 25 Internal Structure remaining Critical hit on CT. Roll is (7+1) = 8; no effect. Small Pulse Laser at Turkina D (MSD); needs 1, rolls 6 : hits CT Turkina D (MSD) takes 3 damage to CT. 22 Internal Structure remaining Critical hit on CT. Roll is 6; no effect. Small Pulse Laser at Turkina D (MSD); needs 1, rolls 9 : hits LL Turkina D (MSD) takes 3 damage to LL. 12 Armor remaining. Small Pulse Laser at Turkina D (MSD); needs 1, rolls 5 : hits LL Turkina D (MSD) takes 3 damage to LL. 9 Armor remaining. Weapons fire for Turkina D (MSD) ATM 12 ( ammo) at Septicemia (Pariah) B (AIMB); needs 10, rolls 7 : misses ATM 12 ( ammo) at Septicemia (Pariah) B (AIMB); needs 10, rolls 9 : misses ER Medium Laser at Septicemia (Pariah) B (AIMB); needs 10, rolls 4 : misses ER Medium Laser at Septicemia (Pariah) B (AIMB); needs 10, rolls 8 : misses
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase ------------------- Physical attacks for Septicemia (Pariah) B (AIMB) Kick (Left leg) at Turkina D (MSD); needs 2, rolls 6 : hits RT Turkina D (MSD) takes 11 damage to RT. SECTION DESTROYED, LIMB BLOWN OFF Right Arm blown off. 6 damage transfers to CT. Critical hit on RT. Roll is (6+2) = 8; no effect. Turkina D (MSD) takes 6 damage to CT. 16 Internal Structure remaining Critical hit on CT. Roll is (6+2) = 8; no effect.
MegaMek: Game saved to savegames\autosave.sav
***Server: MSD wants to admit defeat - type /victory to accept the surrender at the end of the turn.
***Server: MSD wants to admit defeat - type /victory to accept the surrender at the end of the turn.
***Server: AIMB declares team victory at the end of the turn. This must be acknowledged by all opponents using the /defeat command or no victory will occur.
***Server: MSD admits defeat.
Heat Phase ------------------- Turkina D (MSD) gains 36 heat, sinks 30 heat and is now at 6 heat. Septicemia (Pariah) B (AIMB) gains 30 heat, sinks 28 heat and is now at 2 heat. Control Rolls ------------------- End Phase ------------------- Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0501 has blown off the map. Smoke at 0601 has blown off the map. Smoke at 0401 has blown off the map. Smoke at 0501 has blown off the map. Smoke at 0601 has blown off the map. Smoke at 0401 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 0701 has blown off the map. Smoke at 0501 has blown off the map. Smoke at 0601 has blown off the map. Smoke at 0401 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 0701 has blown off the map. Smoke at 0501 has blown off the map. Smoke at 0601 has blown off the map. Smoke at 0401 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 0701 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0501 has blown off the map. Smoke at 0601 has blown off the map. Smoke at 0401 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 0701 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 0701 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 0701 has blown off the map. Smoke at 0901 has blown off the map. Smoke at 1001 has blown off the map. Smoke at 0801 has blown off the map. Smoke at 0801 has blown off the map. Light smoke cloud drifts to 0501 and 0601 and 0401. Light smoke cloud drifts to 0502 and 0602 and 0402 and dissipates completely! Light smoke cloud drifts to 0901 and 1001 and 0801 and dissipates completely! Light smoke cloud drifts to 0503 and 0603 and 0403. Light smoke cloud drifts to 0901 and 0701. Light smoke cloud drifts to 0504 and 0604 and 0404. Light smoke cloud drifts to 0801 and 0902 and 0702. Light smoke cloud drifts to 0901 and 1001 and 0801. Light smoke cloud drifts to 0505 and 0605 and 0405. Light smoke cloud drifts to 0802 and 0903 and 0703. Light smoke cloud drifts to 0902 and 1002 and 0802. Light smoke cloud drifts to 0903 and 1003 and 0803. Light smoke cloud drifts to 0506 and 0606 and 0406. Light smoke cloud drifts to 0803 and 0904 and 0704. Light smoke cloud drifts to 0903 and 1003 and 0803. Light smoke cloud drifts to 0904 and 1004 and 0804. Light smoke cloud drifts to 0804 and 0905 and 0705 and dissipates completely! Light smoke cloud drifts to 0904 and 1004 and 0804. Light smoke cloud drifts to 0508 and 0608 and 0408. Light smoke cloud drifts to 0805 and 0906 and 0706 and dissipates completely! Light smoke cloud drifts to 0905 and 1005 and 0805. Light smoke cloud drifts to 0906 and 1006 and 0806. Fire at 0510 is burning brightly. Fire at 0807 is burning brightly. Fire at 0907 is burning brightly. Fire at 0908 is burning brightly. Light smoke fills 0509. Light smoke fills 0609. Light smoke fills 0409. Light smoke fills 0806. Light smoke fills 0907. Light smoke fills 0707. Light smoke fills 0906. Light smoke fills 1006. Light smoke fills 0806. Light smoke fills 0907. Light smoke fills 1007. Light smoke fills 0807. Team 1 has achieved all required victory conditions!
MegaMek: Game saved to savegames\autosave.sav
Victory! ------------------- Winner is: TEAM #1 AIMB: 2310 BV remaining (from 7353 initially) 0 BV fled MSD: 1280 BV remaining (from 7391 initially) 0 BV fled evil: 0 BV remaining (from 0 initially) 0 BV fled Survivors are: Turkina D (MSD) Pilot : Jahangir Wattu [4/5] Kills : 0 Septicemia (Pariah) B (AIMB) Pilot : Nancy Shrinivas [4/5] Kills : 3 MechWarrior Aziza El Hindi (MSD) Gunnery Skill : Aziza El Hindi [4] ( 1 hit(s) ) Kills : 0 Graveyard contains: Cecerops 4 (AIMB) Pilot : Uinebarga Tijl [4] ( 5 hit(s)) Kills : 0 Destroyed by Dire Wolf (Daishi) E (MSD) Blood Asp C (AIMB) Pilot : Kadeer Wahid [4/5] ( 6 hit(s) ) Kills : 0 Destroyed by Dire Wolf (Daishi) E (MSD) Dire Wolf (Daishi) E (MSD) Pilot : Gunjana Koduri [4/5] ( 6 hit(s) ) Kills : 2 Destroyed by Septicemia (Pariah) B (AIMB) Annihilator C 2 (AIMB) Pilot : Gisela Guillot [4/5] ( 6 hit(s) ) Kills : 0 Destroyed by pilot error. MechWarrior Kadeer Wahid (AIMB) Gunnery Skill : Kadeer Wahid [4] ( 6 hit(s) ) Kills : 0 Destroyed by Sylph Battle Armor (Upgrade) (MSD) Sylph Battle Armor (Upgrade) (MSD) Gunnery Skill : Thazeen Kardar [4] Kills : 1 Destroyed by Septicemia (Pariah) B (AIMB) Phantom H (MSD) Pilot : Aziza El Hindi [4/5] ( 1 hit(s) ) Kills : 0 Destroyed by Septicemia (Pariah) B (AIMB) The following utterly destroyed units are not available for salvage: MechWarrior Gunjana Koduri (MSD) Gunnery Skill : Gunjana Koduri [4] ( 6 hit(s) ) Kills : 0 Destroyed by pilot error. MechWarrior Gisela Guillot (AIMB) Gunnery Skill : Gisela Guillot [4] ( 6 hit(s) ) Kills : 0 Destroyed by pilot error. Detailed unit status saved to entitystatus.txt
AIMB: cgfcb,j pf ,jq
MSD: эх опять деревянная медаль
AIMB: спасибо за бой
MSD: и тебе
***Server: MSD disconnected.