Log file opened Wed Nov 23 20:36:39 MSK 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 2353
***Server: tot connected from /81.1.180.5
***Server: For tot Server reports:
Client/Server timestamp mismatch. Server reports: 3.03.14 19:03, Client reports: 3.03.14 18:03
***Server: Player tot changed map dimensions
***Server: Player tot changed map settings
***Server: RJF_Den connected from /178.204.132.124
***Server: For RJF_Den Server reports:
Client/Server timestamp mismatch. Server reports: 3.03.14 19:03, Client reports: 3.03.14 18:03
tot: проверь настройки
***Server: Strange connected from /178.66.4.211
***Server: Strange disconnected.
***Server: Strange connected from /178.66.4.211
***Server: RJF_Den disconnected.
***Server: Strange disconnected.
***Server: deathtor connected from /185.115.96.60
***Server: For deathtor Server reports:
Client/Server timestamp mismatch. Server reports: 3.03.14 19:03, Client reports: 3.03.14 18:03
***Server: deathtor disconnected.
***Server: RJF_Den connected from /178.204.132.124
***Server: For RJF_Den Server reports:
Client/Server timestamp mismatch. Server reports: 3.03.14 19:03, Client reports: 3.03.14 18:03
RJF_Den: тут
***Server: Player RJF_Den changed option "Friendly fire" to false.
RJF_Den: думаю его стоит выключить) 
RJF_Den: ты тут?
***Server: Strange connected from /178.66.4.211
***Server: Strange disconnected.
tot: угу
tot: карту ставь свою
RJF_Den: ну что с настройками вроде норм 
***Server: Player RJF_Den changed map settings
RJF_Den: готов
***Server: Unit 8(RJF_Den) has been customized.
***Server: Unit 7(RJF_Den) has been customized.
***Server: Unit 6(RJF_Den) has been customized.
***Server: Unit 5(RJF_Den) has been customized.
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Deployment
-------------------
tot rolls a 10[10+0].
RJF_Den rolls a 5[5+0].

The turn order for movement is:
  RJF_Den, tot, RJF_Den, tot, RJF_Den, tot, RJF_Den, tot

Wind direction is Southwest.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.

tot: 7400 BV remaining (from 7400 initially) 0 BV fled
RJF_Den: 7395 BV remaining (from 7395 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
-------------------
tot rolls a 7[7+0] / 9[9+0].
RJF_Den rolls a 7[7+0] / 7[7+0].

The turn order for movement is:
  RJF_Den, tot, RJF_Den, tot, RJF_Den, tot, RJF_Den, tot

Wind direction is Southwest.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
tot: 7400 BV remaining (from 7400 initially) 0 BV fled
RJF_Den: 7395 BV remaining (from 7395 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase
-------------------

MegaMek: Game saved to savegames\autosave.sav
tot: 
5 мин
tot: тут
Movement Phase
-------------------

Offboard Attack Phase
-------------------

MegaMek: Game saved to savegames\autosave.sav
RJF_Den: весим чтоле?
Weapon Attack Phase
-------------------
Weapons fire for Phantom H (RJF_Den)
    Medium Pulse Laser at Warhawk (Masakari) A (tot); needs 10, rolls 6 : misses


Weapons fire for Savage Coyote B (tot)
    Large Pulse Laser at Constable Pacification Suit [SRM] (RJF_Den); needs 10, rolls 5 : misses


    ER Large Laser at Constable Pacification Suit [SRM] (RJF_Den); needs 12, rolls 5 : misses


    ER Large Laser at Constable Pacification Suit [SRM] (RJF_Den); needs 12, rolls 7 : misses


    ATM 3 ( ammo) at Constable Pacification Suit [SRM] (RJF_Den); needs 12, rolls 4 : misses


    ATM 3 ( ammo) at Constable Pacification Suit [SRM] (RJF_Den); needs 12, rolls 10 : misses


    Ultra AC/5 at Constable Pacification Suit [SRM] (RJF_Den); needs 12, rolls 11 : misses


Weapons fire for Warhawk (Masakari) D (tot)
    ATM 9 ( ammo) at Phantom H (RJF_Den); needs 12, rolls 8 : misses


Weapons fire for Warhawk (Masakari) A (tot)
    ER Large Laser at Phantom H (RJF_Den); needs 12, rolls 5 : misses


    ER Large Laser at Phantom H (RJF_Den); needs 12, rolls 8 : misses


    LB 10-X AC at Phantom H (RJF_Den); needs 12, rolls 8 : misses



MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase
-------------------

Heat Phase
-------------------
Warhawk (Masakari) A (tot) gains 27 heat, sinks 27 heat and is now at 0 heat.
Warhawk (Masakari) D (tot) gains 7 heat, sinks 7 heat and is now at 0 heat.
Savage Coyote B (tot) gains 40 heat, sinks 40 heat and is now at 0 heat.
Dire Wolf (Daishi) S (RJF_Den) gains 2 heat, sinks 2 heat and is now at 0 heat.
Turkina E (RJF_Den) gains 2 heat, sinks 2 heat and is now at 0 heat.
Phantom H (RJF_Den) gains 6 heat, sinks 6 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
-------------------
tot rolls a 4[4+0].
RJF_Den rolls a 9[9+0].

The turn order for movement is:
  tot, RJF_Den, tot, RJF_Den, tot, RJF_Den, tot, RJF_Den

Wind direction is Southwest.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
tot: 7400 BV remaining (from 7400 initially) 0 BV fled
RJF_Den: 7395 BV remaining (from 7395 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 Phantom H (RJF_Den)
    Medium Pulse Laser at Infiltrator Mk. II Battle Armor (Magnetic) (tot); needs 11, rolls 10 : misses


Weapons fire for Savage Coyote B (tot)
    Large Pulse Laser at Hex: 1409 (Clear); needs 1, rolls 7 : hits!
        Terrain takes 10 damage.


    ER Large Laser at Hex: 1409 (Clear); needs 3, rolls 4 : hits!
        Terrain takes 10 damage.


    Small Pulse Laser at Hex: 1409 (Clear); needs 5, rolls 8 : hits!
        Terrain takes 3 damage.


    Small Pulse Laser at Hex: 1409 (Clear); needs 5, rolls 7 : hits!
        Terrain takes 3 damage.


    Small Pulse Laser at Hex: 1409 (Clear); needs 5, rolls 11 : hits!
        Terrain takes 3 damage.


    Small Pulse Laser at Hex: 1409 (Clear); needs 5, rolls 5 : hits!
        Terrain takes 3 damage.


    Small Pulse Laser at Hex: 1409 (Clear); needs 5, rolls 9 : hits!
        Terrain takes 3 damage.


    Small Pulse Laser at Hex: 1409 (Clear); needs 5, rolls 5 : hits!
        Terrain takes 3 damage.


    ATM 3 at Hex: 1409 (Clear); needs 3, rolls 6 : 3 extended-range missile(s) hit (w/ +2 bonus).
        Terrain takes 3 damage. Heavy Woods converted to Light Woods!

    ATM 3 at Hex: 1409 (Clear); needs 3, rolls 6 : 3 extended-range missile(s) hit (w/ +2 bonus).
        Terrain takes 3 damage.

    Ultra AC/5 at Hex: 1409 (Clear); needs 3, rolls 10 :         Terrain takes 5 damage.


Weapons fire for Warhawk (Masakari) A (tot)
    ER Large Laser at Hex: 1409 (Clear); needs -1, rolls 6 : hits!
        Terrain takes 10 damage.


    ER Large Laser at Hex: 1409 (Clear); needs -1, rolls 12 : hits!
        Terrain takes 10 damage.


    LB 10-X AC at Hex: 1409 (Clear); needs -1, rolls 2 : hits!
        Terrain takes 10 damage.


    Streak SRM 6 at Hex: 1409 (Clear); needs 2, rolls 7 : 6 missile(s) hit.
        Terrain takes 12 damage. Light Woods converted to Rough!

Weapons fire for Warhawk (Masakari) D (tot)
    ER Large Laser at Hex: 1409 (Clear); needs 1, rolls 11 : hits!
        Terrain takes 10 damage.


    ER Large Laser at Hex: 1409 (Clear); needs 1, rolls 10 : hits!
        Terrain takes 10 damage.


    ER Small Laser at Hex: 1409 (Clear); needs 3, rolls 8 : hits!
        Terrain takes 5 damage.


    Ultra AC/10 at Hex: 1409 (Clear); needs 1, rolls 4 :         Terrain takes 10 damage.
    fires a second shot in ultra mode.
    Ultra AC/10 at Hex: 1409 (Clear); needs 1, rolls 10 :         Terrain takes 10 damage.


    ATM 9 at Hex: 1409 (Clear); needs 3, rolls 8 : 9 extended-range missile(s) hit (w/ +2 bonus).
        Terrain takes 9 damage.

Weapons fire for Infiltrator Mk. II Battle Armor (Magnetic) (tot)
    Magshot at Turkina E (RJF_Den); needs 10, rolls 2 : misses



MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase
-------------------

Heat Phase
-------------------
Warhawk (Masakari) A (tot) gains 30 heat, sinks 30 heat and is now at 0 heat.
Warhawk (Masakari) D (tot) gains 39 heat, sinks 39 heat and is now at 0 heat.
Savage Coyote B (tot) gains 40 heat, sinks 40 heat and is now at 0 heat.
Dire Wolf (Daishi) S (RJF_Den) gains 3 heat, sinks 3 heat and is now at 0 heat.
Turkina E (RJF_Den) gains 3 heat, sinks 3 heat and is now at 0 heat.
Phantom H (RJF_Den) gains 6 heat, sinks 6 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
-------------------
tot rolls a 7[7+0].
RJF_Den rolls a 6[6+0].

The turn order for movement is:
  RJF_Den, tot, RJF_Den, tot, RJF_Den, tot, RJF_Den, tot

Wind direction is Southwest.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
tot: 7400 BV remaining (from 7400 initially) 0 BV fled
RJF_Den: 7395 BV remaining (from 7395 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase
-------------------

MegaMek: Game saved to savegames\autosave.sav
***Server: Strange connected from /178.66.4.211
tot: висим?
RJF_Den: не сек 
Movement Phase
-------------------

Offboard Attack Phase
-------------------

MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase
-------------------
Weapons fire for Warhawk (Masakari) D (tot)
    ER Large Laser at Turkina E (RJF_Den); needs 8, rolls 7 : misses


    ER Large Laser at Turkina E (RJF_Den); needs 8, rolls 11 : hits  RA
        Turkina E (RJF_Den) takes 10 damage to RA.
            22 Armor remaining.


    Ultra AC/10 at Turkina E (RJF_Den); needs 10, rolls 10 : 
        Turkina E (RJF_Den) takes 10 damage to RA.
            12 Armor remaining.
    fires a second shot in ultra mode.
    Ultra AC/10 at Turkina E (RJF_Den); needs 10, rolls 6 : misses


    ATM 9 ( ammo) at Turkina E (RJF_Den); needs 9, rolls 7 : misses


    ER Small Laser at Hex: 1414 (Clear); needs 1, rolls 3 : hits!
        Terrain takes 5 damage.


Weapons fire for Phantom H (RJF_Den)
    Medium Pulse Laser at Infiltrator Mk. II Battle Armor (Magnetic) (tot); needs 9, rolls 4 : misses


    Heavy Small Laser at Infiltrator Mk. II Battle Armor (Magnetic) (tot); needs 12, rolls 7 : misses


    Heavy Small Laser at Infiltrator Mk. II Battle Armor (Magnetic) (tot); needs 12, rolls 7 : misses


    Heavy Small Laser at Infiltrator Mk. II Battle Armor (Magnetic) (tot); needs 12, rolls 7 : misses


    Heavy Small Laser at Infiltrator Mk. II Battle Armor (Magnetic) (tot); needs 12, rolls 11 : misses


    Heavy Small Laser at Infiltrator Mk. II Battle Armor (Magnetic) (tot); needs 12, rolls 8 : misses


    Heavy Small Laser at Infiltrator Mk. II Battle Armor (Magnetic) (tot); needs 12, rolls 6 : misses


Weapons fire for Warhawk (Masakari) A (tot)
    ER Large Laser at Turkina E (RJF_Den); needs 7, rolls 10 : hits  LT
        Turkina E (RJF_Den) takes 10 damage to LT.
            20 Armor remaining.


    ER Large Laser at Turkina E (RJF_Den); needs 7, rolls 7 : hits  RL
        Turkina E (RJF_Den) takes 10 damage to RL.
            30 Armor remaining.


    LB 10-X AC at Turkina E (RJF_Den); needs 7, rolls 4 : misses


    LRM 15 at Turkina E (RJF_Den); needs 8, rolls 5 : misses


    Streak SRM 6 at Turkina E (RJF_Den); needs 10, rolls 6 : fails to achieve lock.

Weapons fire for Dire Wolf (Daishi) S (RJF_Den)
    Large Pulse Laser at Warhawk (Masakari) D (tot); needs 10, rolls 7 : misses


    Medium Pulse Laser at Warhawk (Masakari) D (tot); needs 12, rolls 7 : misses


    Medium Pulse Laser at Warhawk (Masakari) D (tot); needs 12, rolls 5 : misses


    Medium Pulse Laser at Warhawk (Masakari) D (tot); needs 12, rolls 9 : misses


    Medium Pulse Laser at Warhawk (Masakari) D (tot); needs 12, rolls 5 : misses


    Medium Pulse Laser at Warhawk (Masakari) D (tot); needs 12, rolls 6 : misses


Weapons fire for Turkina E (RJF_Den)
    HAG/40 at Warhawk (Masakari) D (tot); needs 10, rolls 4 : misses


    Streak SRM 6 at Warhawk (Masakari) D (tot); needs 12, rolls 3 : fails to achieve lock.

    Streak SRM 6 at Warhawk (Masakari) D (tot); needs 12, rolls 8 : fails to achieve lock.

    Streak SRM 6 at Warhawk (Masakari) D (tot); needs 12, rolls 6 : fails to achieve lock.

    Streak SRM 6 at Warhawk (Masakari) D (tot); needs 12, rolls 7 : fails to achieve lock.

    Streak SRM 6 at Warhawk (Masakari) D (tot); needs 12, rolls 6 : fails to achieve lock.

    Streak SRM 6 at Warhawk (Masakari) D (tot); needs 12, rolls 8 : fails to achieve lock.

Weapons fire for Savage Coyote B (tot)
    Small Pulse Laser at Hex: 1414 (Clear); needs 1, rolls 6 : hits!
        Terrain takes 3 damage.


    Small Pulse Laser at Hex: 1414 (Clear); needs 1, rolls 6 : hits!
        Terrain takes 3 damage.


    Small Pulse Laser at Hex: 1414 (Clear); needs 1, rolls 10 : hits!
        Terrain takes 3 damage.


    Small Pulse Laser at Hex: 1414 (Clear); needs 1, rolls 8 : hits!
        Terrain takes 3 damage.


    Large Pulse Laser at Hex: 1414 (Clear); needs 1, rolls 6 : hits!
        Terrain takes 10 damage.


    ER Large Laser at Hex: 1414 (Clear); needs 3, rolls 6 : hits!
        Terrain takes 10 damage.


    ATM 3 at Hex: 1414 (Clear); needs 6, rolls 8 : 3 extended-range missile(s) hit (w/ +2 bonus).
        Terrain takes 3 damage. Heavy Woods converted to Light Woods!

    ATM 3 at Hex: 1414 (Clear); needs 6, rolls 8 : 3 extended-range missile(s) hit (w/ +2 bonus).
        Terrain takes 3 damage.

    ATM 3 at Hex: 1414 (Clear); needs 6, rolls 6 : 3 extended-range missile(s) hit (w/ +2 bonus).
        Terrain takes 3 damage.

    ATM 3 at Hex: 1414 (Clear); needs 6, rolls 6 : 3 extended-range missile(s) hit (w/ +2 bonus).
        Terrain takes 3 damage.

    Ultra AC/5 at Hex: 1414 (Clear); needs 3, rolls 9 :         Terrain takes 5 damage.


Weapons fire for Infiltrator Mk. II Battle Armor (Magnetic) (tot)
    Magshot at Phantom H (RJF_Den); needs 8, rolls 11 : 4 troopers hit
        Phantom H (RJF_Den) takes 2 damage to RA.
            10 Armor remaining.

        Phantom H (RJF_Den) takes 2 damage to RA.
            8 Armor remaining.

        Phantom H (RJF_Den) takes 2 damage to LA.
            10 Armor remaining.

        Phantom H (RJF_Den) takes 2 damage to RT.
            9 Armor remaining.




Turkina E (RJF_Den) must make 1 piloting skill roll(s) (40+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 2 (40+ damage)); needs 7, rolls 7 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase
-------------------

Heat Phase
-------------------
Warhawk (Masakari) A (tot) gains 32 heat, sinks 32 heat and is now at 0 heat.
Warhawk (Masakari) D (tot) gains 39 heat, sinks 39 heat and is now at 0 heat.
Savage Coyote B (tot) gains 40 heat, sinks 40 heat and is now at 0 heat.
Dire Wolf (Daishi) S (RJF_Den) gains 33 heat, sinks 33 heat and is now at 0 heat.
Turkina E (RJF_Den) gains 11 heat, sinks 11 heat and is now at 0 heat.
Phantom H (RJF_Den) gains 24 heat, sinks 24 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
-------------------
tot rolls a 6[6+0].
RJF_Den rolls a 9[9+0].

The turn order for movement is:
  tot, RJF_Den, tot, RJF_Den, tot, RJF_Den, tot, RJF_Den

Wind direction is Southwest.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
tot: 7400 BV remaining (from 7400 initially) 0 BV fled
RJF_Den: 7247 BV remaining (from 7395 initially) 0 BV fled
Strange: 0 BV remaining (from 0 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase
-------------------

MegaMek: Game saved to savegames\autosave.sav
***Server: Strange disconnected.
***Server: Strange connected from /178.66.4.211
***Server: Strange disconnected.
***Server: Strange connected from /178.66.4.211
***Server: Strange disconnected.
tot: спишь ужо? )
RJF_Den: весит 
tot: да вроде нет
tot: твой ход
RJF_Den: move не горит)
tot: перезайди
***Server: Player 'RJF_Den' is disconnected.  You may skip his/her current turn with the /skip command.
***Server: RJF_Den disconnected.
***Server: Player 'RJF_Den' is disconnected.  You may skip his/her current turn with the /skip command.
***Server: RJF_Den disconnected.
***Server: RJF_Den connected from /178.204.132.124
***Server: For RJF_Den Server reports:
Client/Server timestamp mismatch. Server reports: 3.03.14 19:03, Client reports: 3.03.14 18:03
RJF_Den: о 
RJF_Den: работает)
tot: ява глючит
***Server: Strange connected from /178.66.4.211
***Server: Strange disconnected.
Movement Phase
-------------------

Offboard Attack Phase
-------------------

MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase
-------------------
Weapons fire for Dire Wolf (Daishi) S (RJF_Den)
    Large Pulse Laser at Warhawk (Masakari) D (tot); needs 6, rolls 5 : misses


    LB 20-X AC (Cluster ammo) at Warhawk (Masakari) D (tot); needs 9, rolls 8 : misses


    Medium Pulse Laser at Warhawk (Masakari) D (tot); needs 8, rolls 11 : hits  LT
        Warhawk (Masakari) D (tot) takes 7 damage to LT.
            19 Armor remaining.


    Medium Pulse Laser at Warhawk (Masakari) D (tot); needs 8, rolls 2 : misses


    Medium Pulse Laser at Warhawk (Masakari) D (tot); needs 8, rolls 6 : misses


    Medium Pulse Laser at Warhawk (Masakari) D (tot); needs 8, rolls 7 : misses


    Medium Pulse Laser at Warhawk (Masakari) D (tot); needs 8, rolls 7 : misses


    Streak SRM 4 at Warhawk (Masakari) D (tot); needs 10, rolls 7 : fails to achieve lock.

    Streak SRM 4 at Warhawk (Masakari) D (tot); needs 10, rolls 12 : 4 missile(s) hit.

        Warhawk (Masakari) D (tot) takes 2 damage to RA.
            26 Armor remaining.

        Warhawk (Masakari) D (tot) takes 2 damage to RA.
            24 Armor remaining.

        Warhawk (Masakari) D (tot) takes 2 damage to RT.
            24 Armor remaining.

        Warhawk (Masakari) D (tot) takes 2 damage to CT (critical).
            40 Armor remaining.
            Critical hit on CT. Roll is 8; 1 location.
            CRITICAL HIT on Standard Gyro.


Weapons fire for Turkina E (RJF_Den)
    HAG/40 at Warhawk (Masakari) D (tot); needs 9, rolls 10 : 24 projectiles hit (w/ +2 bonus).

        Warhawk (Masakari) D (tot) takes 5 damage to LA.
            23 Armor remaining.

        Warhawk (Masakari) D (tot) takes 5 damage to RT.
            19 Armor remaining.

        Warhawk (Masakari) D (tot) takes 5 damage to RL.
            30 Armor remaining.

        Warhawk (Masakari) D (tot) takes 5 damage to RT.
            14 Armor remaining.

        Warhawk (Masakari) D (tot) takes 4 damage to LL.
            31 Armor remaining.


    Streak SRM 6 at Warhawk (Masakari) D (tot); needs 11, rolls 11 : 6 missile(s) hit.

        Warhawk (Masakari) D (tot) takes 2 damage to CT.
            38 Armor remaining.

        Warhawk (Masakari) D (tot) takes 2 damage to LT.
            17 Armor remaining.

        Warhawk (Masakari) D (tot) takes 2 damage to RT.
            12 Armor remaining.

        Warhawk (Masakari) D (tot) takes 2 damage to LT.
            15 Armor remaining.

        Warhawk (Masakari) D (tot) takes 2 damage to RA.
            22 Armor remaining.

        Warhawk (Masakari) D (tot) takes 2 damage to RL.
            28 Armor remaining.


    Streak SRM 6 at Warhawk (Masakari) D (tot); needs 11, rolls 9 : fails to achieve lock.

    Streak SRM 6 at Warhawk (Masakari) D (tot); needs 11, rolls 4 : fails to achieve lock.

    Streak SRM 6 at Warhawk (Masakari) D (tot); needs 11, rolls 10 : fails to achieve lock.

    Streak SRM 6 at Warhawk (Masakari) D (tot); needs 11, rolls 8 : fails to achieve lock.

    Streak SRM 6 at Warhawk (Masakari) D (tot); needs 11, rolls 5 : fails to achieve lock.

Weapons fire for Phantom H (RJF_Den)
    Medium Pulse Laser at Warhawk (Masakari) D (tot); needs 4, rolls 7 : hits  LT
        Warhawk (Masakari) D (tot) takes 7 damage to LT.
            8 Armor remaining.


    Heavy Small Laser at Warhawk (Masakari) D (tot); needs 7, rolls 9 : hits  CT
        
Warhawk (Masakari) D (tot) takes hit at HD, but it is rerolled with edge.
        
Warhawk (Masakari) D (tot) has 0 edge remaining.
        Warhawk (Masakari) D (tot) takes 6 damage to CT.
            32 Armor remaining.


    Heavy Small Laser at Warhawk (Masakari) D (tot); needs 7, rolls 9 : hits  RL
        Warhawk (Masakari) D (tot) takes 6 damage to RL.
            22 Armor remaining.


    Heavy Small Laser at Warhawk (Masakari) D (tot); needs 7, rolls 6 : misses


    Heavy Small Laser at Warhawk (Masakari) D (tot); needs 7, rolls 9 : hits  LT
        Warhawk (Masakari) D (tot) takes 6 damage to LT.
            2 Armor remaining.


    Heavy Small Laser at Warhawk (Masakari) D (tot); needs 7, rolls 4 : misses


    Heavy Small Laser at Warhawk (Masakari) D (tot); needs 7, rolls 7 : hits  LA
        Warhawk (Masakari) D (tot) takes 6 damage to LA.
            17 Armor remaining.


Weapons fire for Savage Coyote B (tot)
    Large Pulse Laser at Phantom H (RJF_Den); needs 8, rolls 11 : hits  (using Right Side table) LT
        Phantom H (RJF_Den) takes 10 damage to LT.
            1 Armor remaining.


    ER Large Laser at Phantom H (RJF_Den); needs 10, rolls 11 : hits  (using Right Side table) RL
        Phantom H (RJF_Den) takes 10 damage to RL.
            3 Armor remaining.


    ATM 3 ( ammo) at Phantom H (RJF_Den); needs 10, rolls 7 : misses


    ATM 3 ( ammo) at Phantom H (RJF_Den); needs 10, rolls 6 : misses


    ATM 3 ( ammo) at Phantom H (RJF_Den); needs 10, rolls 10 : 2 high-explosive missile(s) hit (using Right Side table) (w/ +2 bonus).

        Phantom H (RJF_Den) takes 5 damage to RA.
            3 Armor remaining.

        Phantom H (RJF_Den) takes 1 damage to RA.
            2 Armor remaining.


    ATM 3 ( ammo) at Phantom H (RJF_Den); needs 10, rolls 10 : 2 high-explosive missile(s) hit (using Right Side table) (w/ +2 bonus).

        Phantom H (RJF_Den) takes 5 damage to RT.
            4 Armor remaining.

        Phantom H (RJF_Den) takes 1 damage to RL.
            2 Armor remaining.


    Small Pulse Laser at Phantom H (RJF_Den); needs 10, rolls 5 : misses


    Small Pulse Laser at Phantom H (RJF_Den); needs 10, rolls 10 : hits  (using Right Side table) RA
        Phantom H (RJF_Den) takes 3 damage to RA.
            Armor destroyed, 5 Internal Structure remaining
            Critical hit on RA. Roll is 4; no effect.


    Ultra AC/5 at Phantom H (RJF_Den); needs 10, rolls 8 : misses


    Small Pulse Laser at Phantom H (RJF_Den); needs 10, rolls 6 : misses


    Small Pulse Laser at Phantom H (RJF_Den); needs 10, rolls 7 : misses


    Small Pulse Laser at Phantom H (RJF_Den); needs 10, rolls 7 : misses


    Small Pulse Laser at Phantom H (RJF_Den); needs 10, rolls 10 : hits  (using Right Side table) LT
        Phantom H (RJF_Den) takes 3 damage to LT.
            Armor destroyed, 8 Internal Structure remaining
            Critical hit on LT. Roll is 7; no effect.


Weapons fire for Warhawk (Masakari) D (tot)
    Ultra AC/10 at Phantom H (RJF_Den); needs 9, rolls 2 : THE AUTOCANNON JAMS; 
misses
    cannot fire a second shot because the weapon is jammed!


    ER Large Laser at Phantom H (RJF_Den); needs 9, rolls 7 : misses


    ER Large Laser at Phantom H (RJF_Den); needs 9, rolls 4 : misses


    ER Small Laser at Phantom H (RJF_Den); needs 9, rolls 3 : misses


    ATM 9 ( ammo) at Phantom H (RJF_Den); needs 10, rolls 7 : misses


Weapons fire for Warhawk (Masakari) A (tot)
    ER Large Laser at Phantom H (RJF_Den); needs 9, rolls 3 : misses


    ER Large Laser at Phantom H (RJF_Den); needs 9, rolls 10 : hits  (using Rear table) CTR
        Phantom H (RJF_Den) takes 10 damage to CTR.
            Armor destroyed, 10 Internal Structure remaining
            Critical hit on CT. Roll is 6; no effect.


    LRM 15 at Phantom H (RJF_Den); needs 10, rolls 6 : misses


    Streak SRM 6 at Phantom H (RJF_Den); needs 10, rolls 7 : fails to achieve lock.

    LB 10-X AC (Cluster ammo) at Phantom H (RJF_Den); needs 9, rolls 6 : misses


Weapons fire for Infiltrator Mk. II Battle Armor (Magnetic) (tot)
    Magshot at Phantom H (RJF_Den); needs 11, rolls 6 : misses




Warhawk (Masakari) D (tot) must make 2 piloting skill roll(s) (gyro hit; 80+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 3 (gyro hit) + 4 (80+ damage)); needs 12, rolls 8 : falls.
    Warhawk (Masakari) D (tot) falls on its rear, suffering 9 damage.
        Warhawk (Masakari) D (tot) takes 5 damage to LA.
            12 Armor remaining.
        Warhawk (Masakari) D (tot) takes 4 damage to RTR.
            6 Armor remaining.

Pilot of Warhawk (Masakari) D (tot) "Quinn Kmlin" must roll 12 to avoid damage; rolls 6 : fails.
        Pilot of Warhawk (Masakari) D (tot) "Quinn Kmlin" takes 1 damage.        
Pilot of Warhawk (Masakari) D (tot) "Quinn Kmlin" needs a 3 to stay conscious.  Rolls 8 : successful!


Phantom H (RJF_Den) must make 1 piloting skill roll(s) (40+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 2 (40+ damage)); needs 7, rolls 6 : falls.
    Phantom H (RJF_Den) falls on its right side, suffering 4 damage.
        Phantom H (RJF_Den) takes 4 damage to LT.
             4 Internal Structure remaining
            Critical hit on LT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.

Pilot of Phantom H (RJF_Den) "Takashi Inoue" must roll 7 to avoid damage; rolls 7 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase
-------------------

Heat Phase
-------------------
Warhawk (Masakari) A (tot) gains 32 heat, sinks 32 heat and is now at 0 heat.
Warhawk (Masakari) D (tot) gains 39 heat, sinks 39 heat and is now at 0 heat.
Savage Coyote B (tot) gains 44 heat, sinks 40 heat and is now at 4 heat.
Dire Wolf (Daishi) S (RJF_Den) gains 40 heat, sinks 40 heat and is now at 0 heat.
Turkina E (RJF_Den) gains 14 heat, sinks 14 heat and is now at 0 heat.
Phantom H (RJF_Den) gains 29 heat, sinks 24 heat and is now at 5 heat.

Control Rolls
-------------------

End Phase
-------------------
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #5
-------------------
tot rolls a 7[7+0].
RJF_Den rolls a 10[10+0].

The turn order for movement is:
  tot, RJF_Den, tot, RJF_Den, tot, RJF_Den, tot, RJF_Den

Wind direction is Southwest.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
tot: 7127 BV remaining (from 7400 initially) 0 BV fled
RJF_Den: 7051 BV remaining (from 7395 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase
-------------------

MegaMek: Game saved to savegames\autosave.sav
***Server: Strange connected from /178.66.4.211
***Server: deathtor connected from /185.115.96.60
***Server: For deathtor Server reports:
Client/Server timestamp mismatch. Server reports: 3.03.14 19:03, Client reports: 3.03.14 18:03
***Server: Strange disconnected.
***Server: Strange connected from /178.66.4.211
Movement Phase
-------------------

Phantom H (RJF_Den) must make a piloting skill check (getting up).
Needs 5 [5 (Base piloting skill) + 0 (getting up)], rolls 9 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
Offboard Attack Phase
-------------------

MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase
-------------------
Weapons fire for Phantom H (RJF_Den)
    Medium Pulse Laser at Warhawk (Masakari) A (tot); needs 9, rolls 3 : misses


Weapons fire for Turkina E (RJF_Den)
    HAG/40 at Warhawk (Masakari) D (tot); needs 8, rolls 3 : misses


    Streak SRM 6 at Warhawk (Masakari) D (tot); needs 10, rolls 9 : fails to achieve lock.

    Streak SRM 6 at Warhawk (Masakari) D (tot); needs 10, rolls 5 : fails to achieve lock.

    Streak SRM 6 at Warhawk (Masakari) D (tot); needs 10, rolls 5 : fails to achieve lock.

    Streak SRM 6 at Warhawk (Masakari) D (tot); needs 10, rolls 7 : fails to achieve lock.

    Streak SRM 6 at Warhawk (Masakari) D (tot); needs 10, rolls 7 : fails to achieve lock.

    Streak SRM 6 at Warhawk (Masakari) D (tot); needs 10, rolls 4 : fails to achieve lock.

Weapons fire for Dire Wolf (Daishi) S (RJF_Den)
    Large Pulse Laser at Infiltrator Mk. II Battle Armor (Magnetic) (tot); needs 10, rolls 10 : hits  Trooper 3
        Infiltrator Mk. II Battle Armor (Magnetic) (tot) takes 10 damage to Trooper 3.
            Armor destroyed,             TROOPER KILLED,


    Medium Pulse Laser at Infiltrator Mk. II Battle Armor (Magnetic) (tot); needs 10, rolls 5 : misses


    Medium Pulse Laser at Infiltrator Mk. II Battle Armor (Magnetic) (tot); needs 10, rolls 6 : misses


    Medium Pulse Laser at Infiltrator Mk. II Battle Armor (Magnetic) (tot); needs 10, rolls 5 : misses


    Medium Pulse Laser at Infiltrator Mk. II Battle Armor (Magnetic) (tot); needs 10, rolls 4 : misses


    Streak SRM 4 at Infiltrator Mk. II Battle Armor (Magnetic) (tot); needs 12, rolls 3 : fails to achieve lock.

    Medium Pulse Laser at Infiltrator Mk. II Battle Armor (Magnetic) (tot); needs 10, rolls 9 : misses


    Streak SRM 4 at Infiltrator Mk. II Battle Armor (Magnetic) (tot); needs 12, rolls 8 : fails to achieve lock.

Weapons fire for Constable Pacification Suit [SRM] (RJF_Den)
    Heavy Grenade Launcher at Infiltrator Mk. II Battle Armor (Magnetic) (tot); needs 11, rolls 4 : misses


    Heavy Grenade Launcher at Infiltrator Mk. II Battle Armor (Magnetic) (tot); needs 11, rolls 8 : misses


    SRM 1 at Infiltrator Mk. II Battle Armor (Magnetic) (tot); needs 9, rolls 7 : misses


Weapons fire for Warhawk (Masakari) D (tot)
    ER Large Laser at Turkina E (RJF_Den); needs 8, rolls 4 : misses


    ER Large Laser at Turkina E (RJF_Den); needs 8, rolls 9 : hits  (using Left Side table) RA
        Turkina E (RJF_Den) takes 10 damage to RA.
            2 Armor remaining.


    ATM 9 ( ammo) at Turkina E (RJF_Den); needs 9, rolls 7 : misses


Weapons fire for Warhawk (Masakari) A (tot)
    ER Large Laser at Dire Wolf (Daishi) S (RJF_Den); needs 7, rolls 4 : misses


    ER Large Laser at Dire Wolf (Daishi) S (RJF_Den); needs 7, rolls 7 : hits  RT
        Dire Wolf (Daishi) S (RJF_Den) takes 10 damage to RT.
            22 Armor remaining.


    LB 10-X AC at Dire Wolf (Daishi) S (RJF_Den); needs 7, rolls 7 : hits  HD
        Dire Wolf (Daishi) S (RJF_Den) takes 10 damage to HD.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on HD. Roll is 3; no effect.

        Pilot of Dire Wolf (Daishi) S (RJF_Den) "Impi Mapstone" takes 1 damage.        
Pilot of Dire Wolf (Daishi) S (RJF_Den) "Impi Mapstone" needs a 3 to stay conscious.  Rolls 5 : successful!


    LRM 15 at Dire Wolf (Daishi) S (RJF_Den); needs 8, rolls 5 : misses


    Streak SRM 6 at Dire Wolf (Daishi) S (RJF_Den); needs 10, rolls 6 : fails to achieve lock.

Weapons fire for Savage Coyote B (tot)
    Large Pulse Laser at Constable Pacification Suit [SRM] (RJF_Den); needs 8, rolls 4 : misses


    ER Large Laser at Constable Pacification Suit [SRM] (RJF_Den); needs 10, rolls 11 : hits  Trooper 3
        Constable Pacification Suit [SRM] (RJF_Den) takes 10 damage to Trooper 3.
            Armor destroyed,             TROOPER KILLED,


    Ultra AC/5 at Constable Pacification Suit [SRM] (RJF_Den); needs 10, rolls 3 : misses
    fires a second shot in ultra mode.
    Ultra AC/5 at Constable Pacification Suit [SRM] (RJF_Den); needs 10, rolls 11 : 
        Constable Pacification Suit [SRM] (RJF_Den) takes 5 damage to Trooper 5.
            0 Armor remaining.


    ATM 3 ( ammo) at Constable Pacification Suit [SRM] (RJF_Den); needs 10, rolls 11 : 3 extended-range missile(s) hit (w/ +2 bonus).

        Constable Pacification Suit [SRM] (RJF_Den) takes 3 damage to Trooper 4.
            2 Armor remaining.


    ATM 3 ( ammo) at Constable Pacification Suit [SRM] (RJF_Den); needs 10, rolls 4 : misses


    ATM 3 ( ammo) at Constable Pacification Suit [SRM] (RJF_Den); needs 10, rolls 7 : misses


    ATM 3 ( ammo) at Constable Pacification Suit [SRM] (RJF_Den); needs 10, rolls 8 : misses


    Small Pulse Laser at Constable Pacification Suit [SRM] (RJF_Den); needs 12, rolls 7 : misses


Weapons fire for Infiltrator Mk. II Battle Armor (Magnetic) (tot)
    Magshot at Dire Wolf (Daishi) S (RJF_Den); needs 6, rolls 12 : 2 troopers hit
        Dire Wolf (Daishi) S (RJF_Den) takes 2 damage to RL.
            39 Armor remaining.

        Dire Wolf (Daishi) S (RJF_Den) takes 2 damage to LL.
            39 Armor remaining.




Dire Wolf (Daishi) S (RJF_Den) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 1 (20+ damage)); needs 6, rolls 4 : falls.
    Dire Wolf (Daishi) S (RJF_Den) falls on its right side, suffering 10 damage.
        Dire Wolf (Daishi) S (RJF_Den) takes 5 damage to RT.
            17 Armor remaining.
        Dire Wolf (Daishi) S (RJF_Den) takes 5 damage to RA.
            29 Armor remaining.

Pilot of Dire Wolf (Daishi) S (RJF_Den) "Impi Mapstone" must roll 6 to avoid damage; rolls 10 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase
-------------------

Heat Phase
-------------------
Warhawk (Masakari) A (tot) gains 32 heat, sinks 32 heat and is now at 0 heat.
Warhawk (Masakari) D (tot) gains 31 heat, sinks 31 heat and is now at 0 heat.
Savage Coyote B (tot) gains 36 heat, sinks 40 heat and is now at 0 heat.
Dire Wolf (Daishi) S (RJF_Den) gains 32 heat, sinks 32 heat and is now at 0 heat.
Turkina E (RJF_Den) gains 10 heat, sinks 10 heat and is now at 0 heat.
Phantom H (RJF_Den) gains 12 heat, sinks 17 heat and is now at 0 heat.

Control Rolls
-------------------

End Phase
-------------------
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #6
-------------------
tot rolls a 9[9+0].
RJF_Den rolls a 5[5+0].

The turn order for movement is:
  RJF_Den, tot, RJF_Den, tot, RJF_Den, tot, RJF_Den, tot

Wind direction is Southwest.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
tot: 7048 BV remaining (from 7400 initially) 0 BV fled
RJF_Den: 6737 BV remaining (from 7395 initially) 0 BV fled
deathtor: 0 BV remaining (from 0 initially) 0 BV fled
Strange: 0 BV remaining (from 0 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase
-------------------

MegaMek: Game saved to savegames\autosave.sav
***Server: Strange disconnected.
Movement Phase
-------------------

Dire Wolf (Daishi) S (RJF_Den) must make a piloting skill check (getting up).
Needs 5 [5 (Base piloting skill) + 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 Warhawk (Masakari) D (tot)
    ER Large Laser at Turkina E (RJF_Den); needs 6, rolls 7 : hits  RT
        Turkina E (RJF_Den) takes 10 damage to RT.
            20 Armor remaining.


    ER Large Laser at Turkina E (RJF_Den); needs 6, rolls 5 : misses


    ER Small Laser at Turkina E (RJF_Den); needs 8, rolls 4 : misses


    ATM 9 ( ammo) at Turkina E (RJF_Den); needs 8, rolls 7 : misses


Weapons fire for Savage Coyote B (tot)
    Large Pulse Laser at Phantom H (RJF_Den); needs 7, rolls 4 : misses


    Small Pulse Laser at Phantom H (RJF_Den); needs 7, rolls 7 : hits  RL
        Phantom H (RJF_Den) takes 3 damage to RL.
            Armor destroyed, 9 Internal Structure remaining
            Critical hit on RL. Roll is 7; no effect.


    Small Pulse Laser at Phantom H (RJF_Den); needs 7, rolls 10 : hits  RL
        Phantom H (RJF_Den) takes 3 damage to RL.
             6 Internal Structure remaining
            Critical hit on RL. Roll is 7; no effect.


    Small Pulse Laser at Phantom H (RJF_Den); needs 7, rolls 6 : misses


    Small Pulse Laser at Phantom H (RJF_Den); needs 7, rolls 7 : hits  LA
        Phantom H (RJF_Den) takes 3 damage to LA.
            7 Armor remaining.


    Small Pulse Laser at Phantom H (RJF_Den); needs 7, rolls 4 : misses


    Small Pulse Laser at Phantom H (RJF_Den); needs 7, rolls 6 : misses


    ER Large Laser at Turkina E (RJF_Den); needs 7, rolls 9 : hits  CT
        Turkina E (RJF_Den) takes 10 damage to CT.
            35 Armor remaining.


    Ultra AC/5 at Turkina E (RJF_Den); needs 7, rolls 7 : 
        Turkina E (RJF_Den) takes 5 damage to RT.
            15 Armor remaining.
    fires a second shot in ultra mode.
    Ultra AC/5 at Turkina E (RJF_Den); needs 7, rolls 7 : 
        Turkina E (RJF_Den) takes 5 damage to CT.
            30 Armor remaining.


    ATM 3 ( ammo) at Turkina E (RJF_Den); needs 8, rolls 2 : misses


    ATM 3 ( ammo) at Turkina E (RJF_Den); needs 8, rolls 9 : 3 extended-range missile(s) hit (w/ +2 bonus).

        Turkina E (RJF_Den) takes 3 damage to LL.
            37 Armor remaining.


    ATM 3 ( ammo) at Turkina E (RJF_Den); needs 8, rolls 8 : 3 extended-range missile(s) hit (w/ +2 bonus).

        Turkina E (RJF_Den) takes 3 damage to LA.
            29 Armor remaining.


Weapons fire for Dire Wolf (Daishi) S (RJF_Den)
    Large Pulse Laser at Warhawk (Masakari) D (tot); needs 7, rolls 9 : hits  RL
        Warhawk (Masakari) D (tot) takes 10 damage to RL.
            12 Armor remaining.


    Medium Pulse Laser at Warhawk (Masakari) D (tot); needs 7, rolls 6 : misses


    Medium Pulse Laser at Warhawk (Masakari) D (tot); needs 7, rolls 9 : hits  CT
        Warhawk (Masakari) D (tot) takes 7 damage to CT.
            25 Armor remaining.


    Medium Pulse Laser at Warhawk (Masakari) D (tot); needs 7, rolls 3 : misses


    Medium Pulse Laser at Warhawk (Masakari) D (tot); needs 7, rolls 9 : hits  RA
        Warhawk (Masakari) D (tot) takes 7 damage to RA.
            15 Armor remaining.


    Medium Pulse Laser at Warhawk (Masakari) D (tot); needs 7, rolls 9 : hits  RT
        Warhawk (Masakari) D (tot) takes 7 damage to RT.
            5 Armor remaining.


    Streak SRM 4 at Warhawk (Masakari) D (tot); needs 9, rolls 5 : fails to achieve lock.

    Streak SRM 4 at Warhawk (Masakari) D (tot); needs 9, rolls 6 : fails to achieve lock.

    LB 20-X AC (Cluster ammo) at Warhawk (Masakari) D (tot); needs 8, rolls 10 : 12 pellet(s) hit.

        Warhawk (Masakari) D (tot) takes 1 damage to CT.
            24 Armor remaining.

        Warhawk (Masakari) D (tot) takes 1 damage to CT.
            23 Armor remaining.

        Warhawk (Masakari) D (tot) takes 1 damage to LA.
            11 Armor remaining.

        Warhawk (Masakari) D (tot) takes 1 damage to RT.
            4 Armor remaining.

        Warhawk (Masakari) D (tot) takes 1 damage to LT.
            1 Armor remaining.

        Warhawk (Masakari) D (tot) takes 1 damage to RA.
            14 Armor remaining.

        Warhawk (Masakari) D (tot) takes 1 damage to RA.
            13 Armor remaining.

        Warhawk (Masakari) D (tot) takes 1 damage to RA.
            12 Armor remaining.

        Warhawk (Masakari) D (tot) takes 1 damage to RT.
            3 Armor remaining.

        Warhawk (Masakari) D (tot) takes 1 damage to RL.
            11 Armor remaining.

        Warhawk (Masakari) D (tot) takes 1 damage to RL.
            10 Armor remaining.

        Warhawk (Masakari) D (tot) takes 1 damage to CT.
            22 Armor remaining.


Weapons fire for Warhawk (Masakari) A (tot)
    ER Large Laser at Turkina E (RJF_Den); needs 6, rolls 11 : hits  RA
        Turkina E (RJF_Den) takes 10 damage to RA.
            Armor destroyed, 8 Internal Structure remaining
            Critical hit on RA. Roll is 3; no effect.


    ER Large Laser at Turkina E (RJF_Den); needs 6, rolls 8 : hits  LL
        Turkina E (RJF_Den) takes 10 damage to LL.
            27 Armor remaining.


    LB 10-X AC at Turkina E (RJF_Den); needs 6, rolls 4 : misses


    LRM 15 at Turkina E (RJF_Den); needs 7, rolls 6 : misses


    Streak SRM 6 at Turkina E (RJF_Den); needs 7, rolls 8 : 6 missile(s) hit.

        Turkina E (RJF_Den) takes 2 damage to RT.
            13 Armor remaining.

        Turkina E (RJF_Den) takes 2 damage to HD.
            7 Armor remaining.

        Pilot of Turkina E (RJF_Den) "Sofia Salas" takes 1 damage.        
Pilot of Turkina E (RJF_Den) "Sofia Salas" needs a 3 to stay conscious.  Rolls 10 : successful!

        Turkina E (RJF_Den) takes 2 damage to RT.
            11 Armor remaining.

        Turkina E (RJF_Den) takes 2 damage to RA.
             6 Internal Structure remaining
            Critical hit on RA. Roll is 7; no effect.

        Turkina E (RJF_Den) takes 2 damage to RA.
             4 Internal Structure remaining
            Critical hit on RA. Roll is 6; no effect.

        Turkina E (RJF_Den) takes 2 damage to RL.
            28 Armor remaining.


Weapons fire for Turkina E (RJF_Den)
    HAG/40 at Warhawk (Masakari) D (tot); needs 6, rolls 4 : misses


    Streak SRM 6 at Warhawk (Masakari) D (tot); needs 6, rolls 8 : 6 missile(s) hit.

        Warhawk (Masakari) D (tot) takes 2 damage to RA.
            10 Armor remaining.

        Warhawk (Masakari) D (tot) takes 2 damage to CT.
            20 Armor remaining.

        Warhawk (Masakari) D (tot) takes 2 damage to LT.
            Armor destroyed, 17 Internal Structure remaining
            Critical hit on LT. Roll is 6; no effect.

        Warhawk (Masakari) D (tot) takes 2 damage to LA.
            9 Armor remaining.

        Warhawk (Masakari) D (tot) takes 2 damage to LT.
             15 Internal Structure remaining
            Critical hit on LT. Roll is 6; no effect.

        Warhawk (Masakari) D (tot) takes 2 damage to CT.
            18 Armor remaining.


    Streak SRM 6 at Warhawk (Masakari) D (tot); needs 6, rolls 2 : fails to achieve lock.

    Streak SRM 6 at Warhawk (Masakari) D (tot); needs 6, rolls 9 : 6 missile(s) hit.

        Warhawk (Masakari) D (tot) takes 2 damage to LL.
            29 Armor remaining.

        Warhawk (Masakari) D (tot) takes 2 damage to CT.
            16 Armor remaining.

        Warhawk (Masakari) D (tot) takes 2 damage to LT.
             13 Internal Structure remaining
            Critical hit on LT. Roll is 4; no effect.

        Warhawk (Masakari) D (tot) takes 2 damage to CT.
            14 Armor remaining.

        Warhawk (Masakari) D (tot) takes 2 damage to CT.
            12 Armor remaining.

        Warhawk (Masakari) D (tot) takes 2 damage to LT.
             11 Internal Structure remaining
            Critical hit on LT. Roll is 10; 2 locations.
            CRITICAL HIT on Double Heat Sink.
            CRITICAL HIT on Double Heat Sink.


    Streak SRM 6 at Warhawk (Masakari) D (tot); needs 6, rolls 7 : 6 missile(s) hit.

        Warhawk (Masakari) D (tot) takes 2 damage to LT (critical).
             9 Internal Structure remaining
            Critical hit on LT. Roll is 3; no effect.
            Critical hit on LT. Roll is 3; no effect.

        Warhawk (Masakari) D (tot) takes 2 damage to RA.
            8 Armor remaining.

        Warhawk (Masakari) D (tot) takes 2 damage to LA.
            7 Armor remaining.

        Warhawk (Masakari) D (tot) takes 2 damage to LA.
            5 Armor remaining.

        Warhawk (Masakari) D (tot) takes 2 damage to LL.
            27 Armor remaining.

        Warhawk (Masakari) D (tot) takes 2 damage to RL.
            8 Armor remaining.


    Streak SRM 6 at Warhawk (Masakari) D (tot); needs 6, rolls 8 : 6 missile(s) hit.

        Warhawk (Masakari) D (tot) takes 2 damage to LT.
             7 Internal Structure remaining
            Critical hit on LT. Roll is 9; 1 location.
            CRITICAL HIT on Double Heat Sink.

        Warhawk (Masakari) D (tot) takes 2 damage to LL.
            25 Armor remaining.

        Warhawk (Masakari) D (tot) takes 2 damage to RA.
            6 Armor remaining.

        Warhawk (Masakari) D (tot) takes 2 damage to RT.
            1 Armor remaining.

        Warhawk (Masakari) D (tot) takes 2 damage to LA.
            3 Armor remaining.

        Warhawk (Masakari) D (tot) takes 2 damage to RA.
            4 Armor remaining.


    Streak SRM 6 at Warhawk (Masakari) D (tot); needs 6, rolls 9 : 6 missile(s) hit.

        Warhawk (Masakari) D (tot) takes 2 damage to CT.
            10 Armor remaining.

        Warhawk (Masakari) D (tot) takes 2 damage to LA.
            1 Armor remaining.

        Warhawk (Masakari) D (tot) takes 2 damage to LT.
             5 Internal Structure remaining
            Critical hit on LT. Roll is 7; no effect.

        Warhawk (Masakari) D (tot) takes 2 damage to RA.
            2 Armor remaining.

        Warhawk (Masakari) D (tot) takes 2 damage to RL.
            6 Armor remaining.

        Warhawk (Masakari) D (tot) takes 2 damage to CT.
            8 Armor remaining.


Weapons fire for Infiltrator Mk. II Battle Armor (Magnetic) (tot)
    Magshot at Turkina E (RJF_Den); needs 6, rolls 4 : misses


Weapons fire for Phantom H (RJF_Den)
    Medium Pulse Laser at Warhawk (Masakari) D (tot); needs 0, rolls 5 : hits  LL
        Warhawk (Masakari) D (tot) takes 7 damage to LL.
            18 Armor remaining.


    Heavy Small Laser at Warhawk (Masakari) D (tot); needs 3, rolls 11 : hits  RT
        Warhawk (Masakari) D (tot) takes 6 damage to RT.
            Armor destroyed, 13 Internal Structure remaining
            Critical hit on RT. Roll is 7; no effect.


    Heavy Small Laser at Warhawk (Masakari) D (tot); needs 3, rolls 10 : hits  LL
        Warhawk (Masakari) D (tot) takes 6 damage to LL.
            12 Armor remaining.


    Heavy Small Laser at Warhawk (Masakari) D (tot); needs 3, rolls 8 : hits  RL
        Warhawk (Masakari) D (tot) takes 6 damage to RL.
            0 Armor remaining.


    Heavy Small Laser at Warhawk (Masakari) D (tot); needs 3, rolls 8 : hits  RT
        Warhawk (Masakari) D (tot) takes 6 damage to RT.
             7 Internal Structure remaining
            Critical hit on RT. Roll is 7; no effect.


    Heavy Small Laser at Warhawk (Masakari) D (tot); needs 3, rolls 9 : hits  RL (critical)
        Warhawk (Masakari) D (tot) takes 6 damage to RL (critical).
             12 Internal Structure remaining
            Critical hit on RL. Roll is 7; no effect.
            Critical hit on RL. Roll is 7; no effect.


Weapons fire for Constable Pacification Suit [SRM] (RJF_Den)
    Heavy Grenade Launcher at Warhawk (Masakari) A (tot); needs 10, rolls 8 : misses


    Heavy Grenade Launcher at Warhawk (Masakari) A (tot); needs 10, rolls 10 : 4 troopers hit (using Right Side table)
        Warhawk (Masakari) A (tot) takes 1 damage to LL (critical).
            34 Armor remaining.
            Critical hit on LL. Roll is 4; no effect.

        Warhawk (Masakari) A (tot) takes 1 damage to RA.
            27 Armor remaining.

        Warhawk (Masakari) A (tot) takes 1 damage to RT.
            25 Armor remaining.

        Warhawk (Masakari) A (tot) takes 1 damage to RT.
            24 Armor remaining.


    SRM 1 at Warhawk (Masakari) A (tot); needs 6, rolls 11 : 2 missile(s) hit (using Right Side table).

        Warhawk (Masakari) A (tot) takes 2 damage to LT.
            24 Armor remaining.

        Warhawk (Masakari) A (tot) takes 2 damage to RL.
            33 Armor remaining.




Turkina E (RJF_Den) must make 1 piloting skill roll(s) (60+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 3 (60+ damage)); needs 8, rolls 8 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase
-------------------

Physical attacks for Phantom H (RJF_Den)
    Kick (Left leg) at Warhawk (Masakari) D (tot); needs 2, rolls 11 : hits LT
        Warhawk (Masakari) D (tot) takes 8 damage to LT.
             SECTION DESTROYED,
LIMB BLOWN OFF Left Arm blown off.
        3 damage transfers to CT.
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on Double Heat Sink.
        Warhawk (Masakari) D (tot) takes 3 damage to CT.
            5 Armor remaining.


Physical attacks for Warhawk (Masakari) A (tot)
    Kick (Left leg) at Phantom H (RJF_Den); needs 9, rolls 11 : hits (using Left Side Kick table) LL
        Phantom H (RJF_Den) takes 17 damage to LL.
            Armor destroyed, 6 Internal Structure remaining
            Critical hit on LL. Roll is 7; no effect.


Physical attacks for Savage Coyote B (tot)
    Kick (Left leg) at Phantom H (RJF_Den); needs 8, rolls 8 : hits (using Kick table) LL
        Phantom H (RJF_Den) takes 17 damage to LL.
             SECTION DESTROYED,
        11 damage transfers to LT.
            Critical hit on LL. Roll is 8; 1 location.
            CRITICAL HIT on Foot.
        Phantom H (RJF_Den) takes 11 damage to LT.
             SECTION DESTROYED,
LIMB BLOWN OFF Left Arm blown off.
        7 damage transfers to CT.
            Critical hit on LT. Roll is 6; no effect.
        Phantom H (RJF_Den) takes 7 damage to CT.
            5 Armor remaining.


Phantom H (RJF_Den) must make 5 piloting skill roll(s) (was kicked; leg/foot actuator hit; leg destroyed; was kicked; 20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (leg destroyed); automatically fails.
    Phantom H (RJF_Den) falls on its left side, suffering 4 damage.
        Phantom H (RJF_Den) takes 4 damage to RL.
             2 Internal Structure remaining
            Critical hit on RL. Roll is 7; no effect.

Pilot of Phantom H (RJF_Den) "Takashi Inoue" must roll 12 to avoid damage; rolls 9 : fails.
        Pilot of Phantom H (RJF_Den) "Takashi Inoue" takes 1 damage.        
Pilot of Phantom H (RJF_Den) "Takashi Inoue" needs a 3 to stay conscious.  Rolls 10 : successful!

MegaMek: Game saved to savegames\autosave.sav
Heat Phase
-------------------
Warhawk (Masakari) A (tot) gains 37 heat, sinks 37 heat and is now at 0 heat.
Warhawk (Masakari) D (tot) gains 42 heat, sinks 32 heat and is now at 10 heat.
Savage Coyote B (tot) gains 43 heat, sinks 40 heat and is now at 3 heat.
Dire Wolf (Daishi) S (RJF_Den) gains 38 heat, sinks 38 heat and is now at 0 heat.
Turkina E (RJF_Den) gains 30 heat, sinks 30 heat and is now at 0 heat.
Phantom H (RJF_Den) gains 31 heat, sinks 24 heat and is now at 7 heat.

Control Rolls
-------------------

End Phase
-------------------
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #7
-------------------
tot rolls a 12[12+0].
RJF_Den rolls a 7[7+0].

The turn order for movement is:
  RJF_Den, tot, RJF_Den, tot, RJF_Den, tot, RJF_Den, tot

Wind direction is Southwest.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
tot: 6265 BV remaining (from 7400 initially) 0 BV fled
RJF_Den: 5720 BV remaining (from 7395 initially) 0 BV fled
deathtor: 0 BV remaining (from 0 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase
-------------------

MegaMek: Game saved to savegames\autosave.sav
***Server: Strange connected from /178.66.4.211
***Server: Strange disconnected.
***Server: Strange connected from /178.66.4.211
Movement Phase
-------------------

Offboard Attack Phase
-------------------

MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase
-------------------
Weapons fire for Warhawk (Masakari) D (tot)
    ER Large Laser at Turkina E (RJF_Den); needs 9, rolls 6 : misses


    ER Large Laser at Turkina E (RJF_Den); needs 9, rolls 10 : hits  LT
        Turkina E (RJF_Den) takes 10 damage to LT.
            10 Armor remaining.


    ER Small Laser at Turkina E (RJF_Den); needs 9, rolls 4 : misses


Weapons fire for Warhawk (Masakari) A (tot)
    ER Large Laser at Turkina E (RJF_Den); needs 5, rolls 9 : hits  RA
        Turkina E (RJF_Den) takes 10 damage to RA.
             SECTION DESTROYED,
        6 damage transfers to RT.
            Critical hit on RA. Roll is 4; no effect.
        Turkina E (RJF_Den) takes 6 damage to RT.
            5 Armor remaining.


    ER Large Laser at Turkina E (RJF_Den); needs 5, rolls 5 : hits  CT
        Turkina E (RJF_Den) takes 10 damage to CT.
            20 Armor remaining.


    LB 10-X AC at Turkina E (RJF_Den); needs 5, rolls 7 : hits  CT
        Turkina E (RJF_Den) takes 10 damage to CT.
            10 Armor remaining.


    LRM 15 at Turkina E (RJF_Den); needs 6, rolls 5 : misses


    Streak SRM 6 at Turkina E (RJF_Den); needs 6, rolls 9 : 6 missile(s) hit.

        Turkina E (RJF_Den) takes 2 damage to LL.
            25 Armor remaining.

        Turkina E (RJF_Den) takes 2 damage to RL.
            26 Armor remaining.

        Turkina E (RJF_Den) takes 2 damage to CT.
            8 Armor remaining.

        Turkina E (RJF_Den) takes 2 damage to LA.
            27 Armor remaining.

        Turkina E (RJF_Den) takes 2 damage to LL.
            23 Armor remaining.

        Turkina E (RJF_Den) takes 2 damage to CT.
            6 Armor remaining.


Weapons fire for Dire Wolf (Daishi) S (RJF_Den)
    Large Pulse Laser at Warhawk (Masakari) A (tot); needs 5, rolls 7 : hits  RT
        Warhawk (Masakari) A (tot) takes 10 damage to RT.
            14 Armor remaining.


    Medium Pulse Laser at Warhawk (Masakari) A (tot); needs 7, rolls 4 : misses


    Medium Pulse Laser at Warhawk (Masakari) A (tot); needs 7, rolls 4 : misses


    Medium Pulse Laser at Warhawk (Masakari) A (tot); needs 7, rolls 10 : hits  RT
        Warhawk (Masakari) A (tot) takes 7 damage to RT.
            7 Armor remaining.


    Medium Pulse Laser at Warhawk (Masakari) A (tot); needs 7, rolls 7 : hits  LL
        Warhawk (Masakari) A (tot) takes 7 damage to LL.
            27 Armor remaining.


    Medium Pulse Laser at Warhawk (Masakari) A (tot); needs 7, rolls 9 : hits  LA
        Warhawk (Masakari) A (tot) takes 7 damage to LA.
            21 Armor remaining.


    Streak SRM 4 at Warhawk (Masakari) A (tot); needs 9, rolls 6 : fails to achieve lock.

    Streak SRM 4 at Warhawk (Masakari) A (tot); needs 9, rolls 9 : 4 missile(s) hit.

        Warhawk (Masakari) A (tot) takes 2 damage to CT.
            40 Armor remaining.

        Warhawk (Masakari) A (tot) takes 2 damage to LT.
            22 Armor remaining.

        Warhawk (Masakari) A (tot) takes 2 damage to LT.
            20 Armor remaining.

        Warhawk (Masakari) A (tot) takes 2 damage to RL.
            31 Armor remaining.


    LB 20-X AC (Cluster ammo) at Warhawk (Masakari) A (tot); needs 8, rolls 6 : misses


Weapons fire for Turkina E (RJF_Den)
    HAG/40 at Warhawk (Masakari) A (tot); needs 7, rolls 3 : misses


    Streak SRM 6 at Warhawk (Masakari) A (tot); needs 7, rolls 3 : fails to achieve lock.

    Streak SRM 6 at Warhawk (Masakari) A (tot); needs 7, rolls 7 : 6 missile(s) hit (using Left Side table).

        Warhawk (Masakari) A (tot) takes 2 damage to LA.
            19 Armor remaining.

        Warhawk (Masakari) A (tot) takes 2 damage to LA.
            17 Armor remaining.

        Warhawk (Masakari) A (tot) takes 2 damage to LL.
            25 Armor remaining.

        Warhawk (Masakari) A (tot) takes 2 damage to CT.
            38 Armor remaining.

        Warhawk (Masakari) A (tot) takes 2 damage to RA.
            25 Armor remaining.

        Warhawk (Masakari) A (tot) takes 2 damage to RL.
            29 Armor remaining.


    Streak SRM 6 at Warhawk (Masakari) A (tot); needs 7, rolls 7 : 6 missile(s) hit (using Left Side table).

        Warhawk (Masakari) A (tot) takes 2 damage to LT.
            18 Armor remaining.

        Warhawk (Masakari) A (tot) takes 2 damage to LT.
            16 Armor remaining.

        Warhawk (Masakari) A (tot) takes 2 damage to LT.
            14 Armor remaining.

        Warhawk (Masakari) A (tot) takes 2 damage to LT.
            12 Armor remaining.

        Warhawk (Masakari) A (tot) takes 2 damage to LT.
            10 Armor remaining.

        Warhawk (Masakari) A (tot) takes 2 damage to CT.
            36 Armor remaining.


    Streak SRM 6 at Warhawk (Masakari) A (tot); needs 7, rolls 2 : fails to achieve lock.

    Streak SRM 6 at Warhawk (Masakari) A (tot); needs 7, rolls 9 : 6 missile(s) hit (using Left Side table).

        Warhawk (Masakari) A (tot) takes 2 damage to CT.
            34 Armor remaining.

        Warhawk (Masakari) A (tot) takes 2 damage to RA.
            23 Armor remaining.

        Warhawk (Masakari) A (tot) takes 2 damage to CT.
            32 Armor remaining.

        Warhawk (Masakari) A (tot) takes 2 damage to RT.
            5 Armor remaining.

        Warhawk (Masakari) A (tot) takes 2 damage to RT.
            3 Armor remaining.

        Warhawk (Masakari) A (tot) takes 2 damage to LA.
            15 Armor remaining.


    Streak SRM 6 at Warhawk (Masakari) A (tot); needs 7, rolls 6 : fails to achieve lock.

Weapons fire for Constable Pacification Suit [SRM] (RJF_Den)
    Heavy Grenade Launcher at Warhawk (Masakari) A (tot); needs 5, rolls 6 : 2 troopers hit
        Warhawk (Masakari) A (tot) takes 1 damage to RA.
            22 Armor remaining.

        Warhawk (Masakari) A (tot) takes 1 damage to LA.
            14 Armor remaining.


    Heavy Grenade Launcher at Warhawk (Masakari) A (tot); needs 5, rolls 10 : 3 troopers hit
        Warhawk (Masakari) A (tot) takes 1 damage to LT.
            9 Armor remaining.

        Warhawk (Masakari) A (tot) takes 1 damage to RA.
            21 Armor remaining.

        Warhawk (Masakari) A (tot) takes 1 damage to RT.
            2 Armor remaining.


    SRM 1 at Warhawk (Masakari) A (tot); needs 5, rolls 7 : 3 missile(s) hit.

        Warhawk (Masakari) A (tot) takes 2 damage to RA.
            19 Armor remaining.

        Warhawk (Masakari) A (tot) takes 2 damage to LT.
            7 Armor remaining.

        Warhawk (Masakari) A (tot) takes 2 damage to LA.
            12 Armor remaining.


Weapons fire for Savage Coyote B (tot)
    Large Pulse Laser at Turkina E (RJF_Den); needs 4, rolls 7 : hits  RT
        Turkina E (RJF_Den) takes 10 damage to RT.
            Armor destroyed, 15 Internal Structure remaining
            Critical hit on RT. Roll is 11; 2 locations.
            CRITICAL HIT on Jump Jet.
            CRITICAL HIT on Engine.


    ER Large Laser at Turkina E (RJF_Den); needs 6, rolls 4 : misses


    Ultra AC/5 at Turkina E (RJF_Den); needs 6, rolls 8 : 
        Turkina E (RJF_Den) takes 5 damage to RT.
             10 Internal Structure remaining
            Critical hit on RT. Roll is 8; 1 location.
            CRITICAL HIT on Double Heat Sink.
    fires a second shot in ultra mode.
    Ultra AC/5 at Turkina E (RJF_Den); needs 6, rolls 9 : 
        Turkina E (RJF_Den) takes 5 damage to RT.
             5 Internal Structure remaining
            Critical hit on RT. Roll is 7; no effect.


    ATM 3 ( ammo) at Turkina E (RJF_Den); needs 6, rolls 9 : 2 high-explosive missile(s) hit (w/ +2 bonus).

        Turkina E (RJF_Den) takes 5 damage to RL.
            21 Armor remaining.

        Turkina E (RJF_Den) takes 1 damage to CT.
            5 Armor remaining.


    ATM 3 ( ammo) at Turkina E (RJF_Den); needs 6, rolls 6 : 2 high-explosive missile(s) hit (w/ +2 bonus).

        Turkina E (RJF_Den) takes 5 damage to LT.
            5 Armor remaining.

        Turkina E (RJF_Den) takes 1 damage to RT.
             4 Internal Structure remaining
            Critical hit on RT. Roll is 3; no effect.


    ATM 3 ( ammo) at Turkina E (RJF_Den); needs 6, rolls 7 : 3 high-explosive missile(s) hit (w/ +2 bonus).

        Turkina E (RJF_Den) takes 5 damage to LL.
            18 Armor remaining.

        Turkina E (RJF_Den) takes 4 damage to LL.
            14 Armor remaining.


    ATM 3 ( ammo) at Turkina E (RJF_Den); needs 6, rolls 5 : misses


    Small Pulse Laser at Turkina E (RJF_Den); needs 6, rolls 6 : hits  LL
        Turkina E (RJF_Den) takes 3 damage to LL.
            11 Armor remaining.


    Small Pulse Laser at Turkina E (RJF_Den); needs 6, rolls 6 : hits  LL
        Turkina E (RJF_Den) takes 3 damage to LL.
            8 Armor remaining.


    Small Pulse Laser at Turkina E (RJF_Den); needs 6, rolls 7 : hits  RA
        Turkina E (RJF_Den) takes 3 damage to RA.
        3 damage transfers to RT.
        Turkina E (RJF_Den) takes 3 damage to RT.
             1 Internal Structure remaining
            Critical hit on RT. Roll is 5; no effect.


    Small Pulse Laser at Turkina E (RJF_Den); needs 6, rolls 6 : hits  CT
        Turkina E (RJF_Den) takes 3 damage to CT.
            2 Armor remaining.


    Small Pulse Laser at Turkina E (RJF_Den); needs 6, rolls 8 : hits  RL
        Turkina E (RJF_Den) takes 3 damage to RL.
            18 Armor remaining.


Weapons fire for Infiltrator Mk. II Battle Armor (Magnetic) (tot)
    Magshot at Dire Wolf (Daishi) S (RJF_Den); needs 6, rolls 8 : 3 troopers hit (using Rear table)
        Dire Wolf (Daishi) S (RJF_Den) takes 2 damage to CTR.
            12 Armor remaining.

        Dire Wolf (Daishi) S (RJF_Den) takes 2 damage to RL.
            37 Armor remaining.

        Dire Wolf (Daishi) S (RJF_Den) takes 2 damage to CTR.
            10 Armor remaining.




Warhawk (Masakari) A (tot) must make 1 piloting skill roll(s) (80+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 4 (80+ damage)); needs 9, rolls 6 : falls.
    Warhawk (Masakari) A (tot) falls on its right side, suffering 9 damage.
        Warhawk (Masakari) A (tot) takes 5 damage to RT (critical).
            Armor destroyed, 15 Internal Structure remaining
            Critical hit on RT. Roll is 7; no effect.
            Critical hit on RT. Roll is 7; no effect.
        Warhawk (Masakari) A (tot) takes 4 damage to LT.
            3 Armor remaining.

Pilot of Warhawk (Masakari) A (tot) "Mick Jones" must roll 9 to avoid damage; rolls 7 : fails.
        Pilot of Warhawk (Masakari) A (tot) "Mick Jones" takes 1 damage.        
Pilot of Warhawk (Masakari) A (tot) "Mick Jones" needs a 3 to stay conscious.  Rolls 2 : blacks out.


Turkina E (RJF_Den) must make 1 piloting skill roll(s) (100+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 5 (100+ damage)); needs 10, rolls 12 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase
-------------------

Heat Phase
-------------------
Warhawk (Masakari) A (tot) gains 36 heat, sinks 36 heat and is now at 0 heat.
Warhawk (Masakari) D (tot) gains 37 heat, sinks 32 heat and is now at 15 heat.
Warhawk (Masakari) D (tot) needs a 4+ to avoid shutdown, rolls 5 : avoids successfully!
Savage Coyote B (tot) gains 43 heat, sinks 40 heat and is now at 6 heat.
Dire Wolf (Daishi) S (RJF_Den) gains 40 heat, sinks 40 heat and is now at 0 heat.
Turkina E (RJF_Den) gains 27 heat, sinks 27 heat and is now at 0 heat.
Phantom H (RJF_Den) gains 10 heat, sinks 17 heat and is now at 0 heat.

Control Rolls
-------------------

End Phase
-------------------
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #8
-------------------
tot rolls a 9[9+0].
RJF_Den rolls a 8[8+0].

The turn order for movement is:
  RJF_Den, tot, RJF_Den, tot, RJF_Den, tot, RJF_Den, tot

Wind direction is Southwest.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
tot: 5976 BV remaining (from 7400 initially) 0 BV fled
RJF_Den: 4475 BV remaining (from 7395 initially) 0 BV fled
deathtor: 0 BV remaining (from 0 initially) 0 BV fled
Strange: 0 BV remaining (from 0 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase
-------------------

MegaMek: Game saved to savegames\autosave.sav
Movement Phase
-------------------

Phantom H (RJF_Den) must make a piloting skill check (getting up).
Needs 10 [5 (Base piloting skill) + 5 (Left Leg destroyed) + 0 (getting up)], rolls 10 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
Offboard Attack Phase
-------------------

MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase
-------------------
Weapons fire for Warhawk (Masakari) D (tot)
    ER Large Laser at Phantom H (RJF_Den); needs 8, rolls 6 : misses


    ER Large Laser at Phantom H (RJF_Den); needs 8, rolls 8 : hits  (using Right Side table) RT
        Phantom H (RJF_Den) takes 10 damage to RT.
            Armor destroyed, 4 Internal Structure remaining
            Critical hit on RT. Roll is 6; no effect.


    ER Small Laser at Phantom H (RJF_Den); needs 8, rolls 12 : hits  (using Right Side table) LL
        Phantom H (RJF_Den) takes 5 damage to LL.
        5 damage transfers to LT.
        Phantom H (RJF_Den) takes 5 damage to LT.
        5 damage transfers to CT.
        Phantom H (RJF_Den) takes 5 damage to CT.
            0 Armor remaining.


Weapons fire for Savage Coyote B (tot)
    Large Pulse Laser at Turkina E (RJF_Den); needs 5, rolls 5 : hits  LA
        Turkina E (RJF_Den) takes 10 damage to LA.
            17 Armor remaining.


    Ultra AC/5 at Turkina E (RJF_Den); needs 7, rolls 8 : 
        Turkina E (RJF_Den) takes 5 damage to LA.
            12 Armor remaining.
    fires a second shot in ultra mode.
    Ultra AC/5 at Turkina E (RJF_Den); needs 7, rolls 9 : 
        Turkina E (RJF_Den) takes 5 damage to LA.
            7 Armor remaining.


    ATM 3 ( ammo) at Turkina E (RJF_Den); needs 7, rolls 5 : misses


    ATM 3 ( ammo) at Turkina E (RJF_Den); needs 7, rolls 6 : misses


    ATM 3 ( ammo) at Turkina E (RJF_Den); needs 7, rolls 8 : 3 high-explosive missile(s) hit (w/ +2 bonus).

        Turkina E (RJF_Den) takes 5 damage to LA.
            2 Armor remaining.

        Turkina E (RJF_Den) takes 4 damage to RT.
             SECTION DESTROYED,
        3 damage transfers to CT.
            Critical hit on RT. Roll is 4; no effect.
        Turkina E (RJF_Den) takes 3 damage to CT.
            Armor destroyed, 29 Internal Structure remaining
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Standard Gyro.


    ATM 3 ( ammo) at Turkina E (RJF_Den); needs 7, rolls 7 : 3 high-explosive missile(s) hit (w/ +2 bonus).

        Turkina E (RJF_Den) takes 5 damage to CT (critical).
             24 Internal Structure remaining
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
*** Turkina E (RJF_Den) DESTROYED by engine destruction! ***
            CRITICAL HIT on HAG/40 Ammo (3).
            Critical hit on CT. Roll is 7; no effect.

        Turkina E (RJF_Den) takes 4 damage to LT.
            1 Armor remaining.


    Small Pulse Laser at Turkina E (RJF_Den); needs 5, rolls 10 : hits  LA
        Turkina E (RJF_Den) takes 3 damage to LA.
            Armor destroyed, 15 Internal Structure remaining
            Critical hit on LA. Roll is 6; no effect.


    Small Pulse Laser at Turkina E (RJF_Den); needs 5, rolls 6 : hits  LT
        Turkina E (RJF_Den) takes 3 damage to LT.
            Armor destroyed, 18 Internal Structure remaining
            Critical hit on LT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Double Heat Sink.


    Small Pulse Laser at Turkina E (RJF_Den); needs 5, rolls 2 : misses


    Small Pulse Laser at Turkina E (RJF_Den); needs 5, rolls 11 : hits  LL
        Turkina E (RJF_Den) takes 3 damage to LL.
            5 Armor remaining.


    Small Pulse Laser at Turkina E (RJF_Den); needs 5, rolls 8 : hits  CT
        Turkina E (RJF_Den) takes 3 damage to CT.
             21 Internal Structure remaining
            Critical hit on CT. Roll is 4; no effect.


    Small Pulse Laser at Turkina E (RJF_Den); needs 5, rolls 4 : misses


Weapons fire for Infiltrator Mk. II Battle Armor (Magnetic) (tot)
    Magshot at Dire Wolf (Daishi) S (RJF_Den); needs 5, rolls 9 : 2 troopers hit (using Right Side table)
        Dire Wolf (Daishi) S (RJF_Den) takes 2 damage to RL.
            35 Armor remaining.

        Dire Wolf (Daishi) S (RJF_Den) takes 2 damage to LL.
            37 Armor remaining.


Weapons fire for Dire Wolf (Daishi) S (RJF_Den)
    Large Pulse Laser at Savage Coyote B (tot); needs 7, rolls 8 : hits  CT
        Savage Coyote B (tot) takes 10 damage to CT.
            24 Armor remaining.


    LB 20-X AC (Cluster ammo) at Savage Coyote B (tot); needs 8, rolls 5 : misses


    Medium Pulse Laser at Warhawk (Masakari) A (tot); needs 4, rolls 3 : misses


    Medium Pulse Laser at Warhawk (Masakari) A (tot); needs 4, rolls 8 : hits  LT
        Warhawk (Masakari) A (tot) takes 7 damage to LT.
            Armor destroyed, 14 Internal Structure remaining
            Critical hit on LT. Roll is 5; no effect.


    Medium Pulse Laser at Warhawk (Masakari) A (tot); needs 4, rolls 6 : hits  RT (hit aimed location)
        Warhawk (Masakari) A (tot) takes 7 damage to RT.
             8 Internal Structure remaining
            Critical hit on RT. Roll is 5; no effect.


    Medium Pulse Laser at Warhawk (Masakari) A (tot); needs 4, rolls 10 : hits  RT
        Warhawk (Masakari) A (tot) takes 7 damage to RT.
             1 Internal Structure remaining
            Critical hit on RT. Roll is 3; no effect.


    Medium Pulse Laser at Warhawk (Masakari) A (tot); needs 4, rolls 11 : hits  LT
        Warhawk (Masakari) A (tot) takes 7 damage to LT.
             7 Internal Structure remaining
            Critical hit on LT. Roll is 4; no effect.


    Streak SRM 4 at Warhawk (Masakari) A (tot); needs 6, rolls 11 : 4 missile(s) hit.

        
Warhawk (Masakari) A (tot) takes hit at HD, but it is rerolled with edge.
        
Warhawk (Masakari) A (tot) has 0 edge remaining.
        Warhawk (Masakari) A (tot) takes 2 damage to LT.
             5 Internal Structure remaining
            Critical hit on LT. Roll is 7; no effect.

        Warhawk (Masakari) A (tot) takes 2 damage to RA.
            17 Armor remaining.

        Warhawk (Masakari) A (tot) takes 2 damage to RT.
             SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
        1 damage transfers to CT.
            Critical hit on RT. Roll is 12; 3 locations.
            CRITICAL HIT on Targeting Computer.
            CRITICAL HIT on Targeting Computer.
            CRITICAL HIT on Engine.
        Warhawk (Masakari) A (tot) takes 1 damage to CT.
            31 Armor remaining.

        Warhawk (Masakari) A (tot) takes 2 damage to LA.
            10 Armor remaining.


    Streak SRM 4 at Warhawk (Masakari) A (tot); needs 6, rolls 5 : fails to achieve lock.

Weapons fire for Phantom H (RJF_Den)
    Heavy Small Laser at Warhawk (Masakari) A (tot); needs 1, rolls 9 : hits  (using Left Side table) RT (hit aimed location)
        Warhawk (Masakari) A (tot) takes 6 damage to RT.
        6 damage transfers to CT.
        Warhawk (Masakari) A (tot) takes 6 damage to CT.
            25 Armor remaining.


    Heavy Small Laser at Warhawk (Masakari) A (tot); needs 1, rolls 10 : hits  (using Left Side table) RT (hit aimed location)
        Warhawk (Masakari) A (tot) takes 6 damage to RT.
        6 damage transfers to CT.
        Warhawk (Masakari) A (tot) takes 6 damage to CT.
            19 Armor remaining.


    Heavy Small Laser at Warhawk (Masakari) A (tot); needs 1, rolls 6 : hits  (using Left Side table) CT
        Warhawk (Masakari) A (tot) takes 6 damage to CT.
            13 Armor remaining.


Weapons fire for Turkina E (RJF_Den)
    Streak SRM 6 at Savage Coyote B (tot); needs 8, rolls 8 : 6 missile(s) hit.

        Savage Coyote B (tot) takes 2 damage to CT.
            22 Armor remaining.

        Savage Coyote B (tot) takes 2 damage to RA.
            23 Armor remaining.

        Savage Coyote B (tot) takes 2 damage to LT.
            24 Armor remaining.

        Savage Coyote B (tot) takes 2 damage to LT.
            22 Armor remaining.

        Savage Coyote B (tot) takes 2 damage to CT.
            20 Armor remaining.

        Savage Coyote B (tot) takes 2 damage to RA.
            21 Armor remaining.


    Streak SRM 6 at Savage Coyote B (tot); needs 8, rolls 6 : fails to achieve lock.

    Streak SRM 6 at Savage Coyote B (tot); needs 8, rolls 10 : 6 missile(s) hit.

        Savage Coyote B (tot) takes 2 damage to LT.
            20 Armor remaining.

        Savage Coyote B (tot) takes 2 damage to RL.
            28 Armor remaining.

        Savage Coyote B (tot) takes 2 damage to LA.
            23 Armor remaining.

        Savage Coyote B (tot) takes 2 damage to LA.
            21 Armor remaining.

        Savage Coyote B (tot) takes 2 damage to LA.
            19 Armor remaining.

        Savage Coyote B (tot) takes 2 damage to CT.
            18 Armor remaining.


    Streak SRM 6 at Savage Coyote B (tot); needs 8, rolls 7 : fails to achieve lock.

    Streak SRM 6 at Savage Coyote B (tot); needs 8, rolls 7 : fails to achieve lock.

    Streak SRM 6 at Savage Coyote B (tot); needs 8, rolls 7 : fails to achieve lock.

Weapons fire for Constable Pacification Suit [SRM] (RJF_Den)
    Heavy Grenade Launcher at Warhawk (Masakari) A (tot); needs -1, rolls 5 : 3 troopers hit (using Right Side table)
        Warhawk (Masakari) A (tot) takes 1 damage to LL.
            24 Armor remaining.

        Warhawk (Masakari) A (tot) takes 1 damage to RT.
        1 damage transfers to CT.
        Warhawk (Masakari) A (tot) takes 1 damage to CT.
            12 Armor remaining. (hit aimed location)

        Warhawk (Masakari) A (tot) takes 1 damage to RT.
        1 damage transfers to CT.
        Warhawk (Masakari) A (tot) takes 1 damage to CT.
            11 Armor remaining. (hit aimed location)


    Heavy Grenade Launcher at Warhawk (Masakari) A (tot); needs -1, rolls 5 : 3 troopers hit (using Right Side table)
        Warhawk (Masakari) A (tot) takes 1 damage to RT.
        1 damage transfers to CT.
        Warhawk (Masakari) A (tot) takes 1 damage to CT.
            10 Armor remaining. (hit aimed location)

        Warhawk (Masakari) A (tot) takes 1 damage to RL.
            28 Armor remaining.

        Warhawk (Masakari) A (tot) takes 1 damage to CT.
            9 Armor remaining.


    SRM 1 at Warhawk (Masakari) A (tot); needs -1, rolls 8 : 2 missile(s) hit (using Right Side table).

        Warhawk (Masakari) A (tot) takes 2 damage to CT.
            7 Armor remaining.

        Warhawk (Masakari) A (tot) takes 2 damage to RA.
        2 damage transfers to RT.
        Warhawk (Masakari) A (tot) takes 2 damage to RT.
        2 damage transfers to CT.
        Warhawk (Masakari) A (tot) takes 2 damage to CT.
            5 Armor remaining.




Savage Coyote B (tot) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 1 (20+ damage)); needs 6, rolls 9 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase
-------------------

Heat Phase
-------------------
Warhawk (Masakari) A (tot) gains 10 heat, sinks 10 heat and is now at 0 heat.
Warhawk (Masakari) D (tot) gains 36 heat, sinks 32 heat and is now at 19 heat.
Warhawk (Masakari) D (tot) needs a 6+ to avoid shutdown, rolls 10 : avoids successfully!
Warhawk (Masakari) D (tot) needs a 4+ to avoid ammo explosion, rolls 10 : avoids successfully!
Savage Coyote B (tot) gains 33 heat, sinks 39 heat and is now at 0 heat.
Dire Wolf (Daishi) S (RJF_Den) gains 41 heat, sinks 40 heat and is now at 1 heat.
Phantom H (RJF_Den) gains 22 heat, sinks 22 heat and is now at 0 heat.

Control Rolls
-------------------

End Phase
-------------------

Pilot of Warhawk (Masakari) A (tot) "Mick Jones" needs a 3 to wake up.  Rolls 3 : successful!
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #9
-------------------
tot rolls a 7[7+0].
RJF_Den rolls a 8[8+0].

The turn order for movement is:
  tot, RJF_Den, tot, RJF_Den, tot, tot, RJF_Den

Wind direction is Southwest.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
tot: 5005 BV remaining (from 7400 initially) 0 BV fled
RJF_Den: 3034 BV remaining (from 7395 initially) 0 BV fled
deathtor: 0 BV remaining (from 0 initially) 0 BV fled
Strange: 0 BV remaining (from 0 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase
-------------------

MegaMek: Game saved to savegames\autosave.sav
***Server: RJF_Den.2 connected from /178.205.27.8
***Server: For RJF_Den.2 Server reports:
Client/Server timestamp mismatch. Server reports: 3.03.14 19:03, Client reports: 3.03.14 18:03
***Server: RJF_Den.2 disconnected.
***Server: Listing all connections...
***Server: [id#] : [name], [address], [pending], [bytes sent], [bytes received]
***Server: 0 : tot, /81.1.180.5, true, 4453659, 151242
***Server: 2 : RJF_Den, /178.204.132.124, false, 2568587, 64025
***Server: 4 : deathtor, /185.115.96.60, false, 2138636, 178
***Server: 5 : Strange, /178.66.4.211, false, 1069323, 176
***Server: end list
***Server: tot attempts to kick player #2 (RJF_Den)...
***Server: Player 'RJF_Den' is disconnected.  You may skip his/her current turn with the /skip command.
***Server: RJF_Den disconnected.
***Server: Player 'RJF_Den' is disconnected.  You may skip his/her current turn with the /skip command.
***Server: RJF_Den disconnected.
***Server: RJF_Den connected from /178.205.27.8
***Server: For RJF_Den Server reports:
Client/Server timestamp mismatch. Server reports: 3.03.14 19:03, Client reports: 3.03.14 18:03
Movement Phase
-------------------

Warhawk (Masakari) A (tot) must make a piloting skill check (getting up).
Needs 5 [5 (Base piloting skill) + 0 (getting up)], rolls 5 : 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) S (RJF_Den)
    Large Pulse Laser at Warhawk (Masakari) A (tot); needs 8, rolls 8 : hits  (using Rear table) LTR
        Warhawk (Masakari) A (tot) takes 10 damage to LTR.
            0 Armor remaining.


    Medium Pulse Laser at Warhawk (Masakari) A (tot); needs 8, rolls 10 : hits  (using Rear table) RTR
        Warhawk (Masakari) A (tot) takes 7 damage to RTR.
        7 damage transfers to CTR.
        Warhawk (Masakari) A (tot) takes 7 damage to CTR.
            3 Armor remaining.


    Medium Pulse Laser at Warhawk (Masakari) A (tot); needs 8, rolls 10 : hits  (using Rear table) CTR
        Warhawk (Masakari) A (tot) takes 7 damage to CTR.
            Armor destroyed, 23 Internal Structure remaining
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
*** Warhawk (Masakari) A (tot) DESTROYED by engine destruction! ***
            CRITICAL HIT on Engine.


    Medium Pulse Laser at Warhawk (Masakari) A (tot); needs 8, rolls 7 : misses


    Medium Pulse Laser at Warhawk (Masakari) A (tot); needs 8, rolls 11 : hits  (using Rear table) LTR
        Warhawk (Masakari) A (tot) takes 7 damage to LTR.
             SECTION DESTROYED,
LIMB BLOWN OFF Left Arm blown off.
        2 damage transfers to CTR.
            Critical hit on LT. Roll is 7; no effect.
        Warhawk (Masakari) A (tot) has taken 4 engine hits this phase.
        Checking for engine explosion on 10, roll is 3.
        Engine safety systems remain in place.
        Warhawk (Masakari) A (tot) takes 2 damage to CTR.
             21 Internal Structure remaining
            Critical hit on CT. Roll is 4; no effect.


    Streak SRM 4 at Warhawk (Masakari) A (tot); needs 10, rolls 8 : fails to achieve lock.

    Medium Pulse Laser at Warhawk (Masakari) A (tot); needs 8, rolls 2 : misses


    LB 20-X AC (Cluster ammo) at Warhawk (Masakari) A (tot); needs 9, rolls 5 : misses


    Streak SRM 4 at Warhawk (Masakari) A (tot); needs 10, rolls 8 : fails to achieve lock.

Weapons fire for Phantom H (RJF_Den)
    Heavy Small Laser at Warhawk (Masakari) A (tot); needs 5, rolls 6 : hits  LL
        Warhawk (Masakari) A (tot) takes 6 damage to LL.
            18 Armor remaining.


    Heavy Small Laser at Warhawk (Masakari) A (tot); needs 5, rolls 9 : hits  LT
        Warhawk (Masakari) A (tot) takes 6 damage to LT.
        6 damage transfers to CT.
        Warhawk (Masakari) A (tot) takes 6 damage to CT.
            Armor destroyed, 20 Internal Structure remaining
            Critical hit on CT. Roll is 11; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Standard Gyro.


    Heavy Small Laser at Warhawk (Masakari) A (tot); needs 5, rolls 4 : misses


Weapons fire for Constable Pacification Suit [SRM] (RJF_Den)
    Leg Attack at Savage Coyote B (tot); needs 6, rolls 7 :         Savage Coyote B (tot) takes 4 damage to LL.
            26 Armor remaining.

            Critical hit on LL. Roll is 4; no effect.


Weapons fire for Savage Coyote B (tot)
    Large Pulse Laser at Dire Wolf (Daishi) S (RJF_Den); needs 8, rolls 4 : misses


    ER Large Laser at Dire Wolf (Daishi) S (RJF_Den); needs 10, rolls 8 : misses


    Ultra AC/5 at Dire Wolf (Daishi) S (RJF_Den); needs 10, rolls 7 : misses
    fires a second shot in ultra mode.
    Ultra AC/5 at Dire Wolf (Daishi) S (RJF_Den); needs 10, rolls 9 : misses


    Small Pulse Laser at Dire Wolf (Daishi) S (RJF_Den); needs 8, rolls 3 : misses


    Small Pulse Laser at Dire Wolf (Daishi) S (RJF_Den); needs 8, rolls 6 : misses


    Small Pulse Laser at Dire Wolf (Daishi) S (RJF_Den); needs 8, rolls 7 : misses


    Small Pulse Laser at Dire Wolf (Daishi) S (RJF_Den); needs 8, rolls 7 : misses


    Small Pulse Laser at Dire Wolf (Daishi) S (RJF_Den); needs 8, rolls 7 : misses


    Small Pulse Laser at Dire Wolf (Daishi) S (RJF_Den); needs 8, rolls 8 : hits  (using Rear table) LA
        Dire Wolf (Daishi) S (RJF_Den) takes 3 damage to LA.
            31 Armor remaining.


    ATM 3 ( ammo) at Dire Wolf (Daishi) S (RJF_Den); needs 10, rolls 4 : misses


    ATM 3 ( ammo) at Dire Wolf (Daishi) S (RJF_Den); needs 10, rolls 6 : misses


    ATM 3 ( ammo) at Dire Wolf (Daishi) S (RJF_Den); needs 10, rolls 11 : 2 high-explosive missile(s) hit (using Rear table) (w/ +2 bonus).

        Dire Wolf (Daishi) S (RJF_Den) takes 5 damage to RTR.
            5 Armor remaining.

        Dire Wolf (Daishi) S (RJF_Den) takes 1 damage to RA.
            28 Armor remaining.


Weapons fire for Infiltrator Mk. II Battle Armor (Magnetic) (tot)
    Magshot at Dire Wolf (Daishi) S (RJF_Den); needs 8, rolls 3 : misses


Weapons fire for Warhawk (Masakari) A (tot)
    ER Large Laser at Phantom H (RJF_Den); needs 4, rolls 8 : hits  CT
        Phantom H (RJF_Den) takes 10 damage to CT.
             SECTION DESTROYED,
        Phantom H (RJF_Den) has taken 6 engine hits this phase.
        Checking for engine explosion on 10, roll is 4.
        Engine safety systems remain in place.
*** Phantom H (RJF_Den) DESTROYED by damage! ***
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Standard Gyro.


    ER Large Laser at Phantom H (RJF_Den); needs 4, rolls 9 : hits  CT
        Phantom H (RJF_Den) takes 10 damage to CT.


    Streak SRM 6 at Phantom H (RJF_Den); needs 4, rolls 4 : 6 missile(s) hit.

        Phantom H (RJF_Den) takes 2 damage to LL.
        2 damage transfers to LT.
        Phantom H (RJF_Den) takes 2 damage to LT.
        2 damage transfers to CT.
        Phantom H (RJF_Den) takes 2 damage to CT.

        Phantom H (RJF_Den) takes 2 damage to CT.

        Phantom H (RJF_Den) takes 2 damage to HD.
            7 Armor remaining.

        Pilot of Phantom H (RJF_Den) "Takashi Inoue" takes 1 damage.
        Phantom H (RJF_Den) takes 2 damage to RL.
             SECTION DESTROYED,
            Critical hit on RL. Roll is 7; no effect.

        Phantom H (RJF_Den) takes 2 damage to RA.
             3 Internal Structure remaining
            Critical hit on RA. Roll is 10; 2 locations.
            CRITICAL HIT on Upper Arm.
            CRITICAL HIT on +Heavy Small Laser.

        Phantom H (RJF_Den) takes 2 damage to LT.
        2 damage transfers to CT.
        Phantom H (RJF_Den) takes 2 damage to CT.


Weapons fire for Warhawk (Masakari) D (tot)
    ER Small Laser at Phantom H (RJF_Den); needs 9, rolls 7 : misses



MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase
-------------------

Physical attacks for Dire Wolf (Daishi) S (RJF_Den)
    Kick (Left leg) at Warhawk (Masakari) D (tot); needs 4, rolls 8 : hits (using Rear table) RL
        Warhawk (Masakari) D (tot) takes 20 damage to RL.
             SECTION DESTROYED,
        8 damage transfers to RTR.
            Critical hit on RL. Roll is 7; no effect.
        Warhawk (Masakari) D (tot) takes 8 damage to RTR.
            Armor destroyed, 5 Internal Structure remaining
            Critical hit on RT. Roll is 12; 3 locations.
            CRITICAL HIT on Engine.
*** Warhawk (Masakari) D (tot) DESTROYED by engine destruction! ***
            CRITICAL HIT on Targeting Computer.
            CRITICAL HIT on Engine.


Physical attacks for Savage Coyote B (tot)
    Kick (Left leg) at Constable Pacification Suit [SRM] (RJF_Den); needs 10, rolls 8 : misses.

Savage Coyote B (tot) must make 1 piloting skill roll(s) (missed a kick).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 0 (missed a kick)); needs 5, rolls 6 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
Heat Phase
-------------------
Savage Coyote B (tot) gains 44 heat, sinks 40 heat and is now at 4 heat.
Dire Wolf (Daishi) S (RJF_Den) gains 39 heat, sinks 40 heat and is now at 0 heat.

Control Rolls
-------------------

End Phase
-------------------
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #10
-------------------
tot rolls a 3[3+0].
RJF_Den rolls a 9[9+0].

The turn order for movement is:
  tot, RJF_Den, tot, RJF_Den

Wind direction is Southwest.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
tot: 2334 BV remaining (from 7400 initially) 0 BV fled
RJF_Den: 2877 BV remaining (from 7395 initially) 0 BV fled
deathtor: 0 BV remaining (from 0 initially) 0 BV fled
Strange: 0 BV remaining (from 0 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase
-------------------

MegaMek: Game saved to savegames\autosave.sav
Movement Phase
-------------------

Offboard Attack Phase
-------------------

MegaMek: Game saved to savegames\autosave.sav
***Server: Strange disconnected.
***Server: Strange connected from /178.66.4.211
Weapon Attack Phase
-------------------
Weapons fire for Dire Wolf (Daishi) S (RJF_Den)
    LB 20-X AC at Savage Coyote B (tot); needs 6, rolls 5 : misses


    Large Pulse Laser at Savage Coyote B (tot); needs 4, rolls 7 : hits  CT
        Savage Coyote B (tot) takes 10 damage to CT.
            8 Armor remaining.


    Medium Pulse Laser at Savage Coyote B (tot); needs 4, rolls 5 : hits  RA
        Savage Coyote B (tot) takes 7 damage to RA.
            14 Armor remaining.


    Medium Pulse Laser at Savage Coyote B (tot); needs 4, rolls 5 : hits  RL
        Savage Coyote B (tot) takes 7 damage to RL.
            21 Armor remaining.


    Medium Pulse Laser at Savage Coyote B (tot); needs 4, rolls 9 : hits  RL
        Savage Coyote B (tot) takes 7 damage to RL.
            14 Armor remaining.


    Medium Pulse Laser at Savage Coyote B (tot); needs 4, rolls 4 : hits  CT
        Savage Coyote B (tot) takes 7 damage to CT.
            1 Armor remaining.


    Medium Pulse Laser at Savage Coyote B (tot); needs 4, rolls 6 : hits  LA
        Savage Coyote B (tot) takes 7 damage to LA.
            12 Armor remaining.


    Streak SRM 4 at Savage Coyote B (tot); needs 6, rolls 9 : 4 missile(s) hit.

        Savage Coyote B (tot) takes 2 damage to RA.
            12 Armor remaining.

        Savage Coyote B (tot) takes 2 damage to LA.
            10 Armor remaining.

        Savage Coyote B (tot) takes 2 damage to LL (critical).
            24 Armor remaining.
            Critical hit on LL. Roll is 10; 2 locations.
            CRITICAL HIT on Foot.
            CRITICAL HIT on Lower Leg.

        Savage Coyote B (tot) takes 2 damage to RL.
            12 Armor remaining.


    Streak SRM 4 at Savage Coyote B (tot); needs 6, rolls 5 : fails to achieve lock.

Weapons fire for Constable Pacification Suit [SRM] (RJF_Den)
    Swarm Mek at Savage Coyote B (tot); needs 8, rolls 5 : misses


Weapons fire for Savage Coyote B (tot)
    Large Pulse Laser at Dire Wolf (Daishi) S (RJF_Den); needs 3, rolls 5 : hits  RA
        Dire Wolf (Daishi) S (RJF_Den) takes 10 damage to RA.
            18 Armor remaining.


    Ultra AC/5 at Dire Wolf (Daishi) S (RJF_Den); needs 5, rolls 9 : 
        Dire Wolf (Daishi) S (RJF_Den) takes 5 damage to CT.
            42 Armor remaining.
    fires a second shot in ultra mode.
    Ultra AC/5 at Dire Wolf (Daishi) S (RJF_Den); needs 5, rolls 5 : 
        Dire Wolf (Daishi) S (RJF_Den) takes 5 damage to LT.
            27 Armor remaining.


    ATM 3 ( ammo) at Dire Wolf (Daishi) S (RJF_Den); needs 5, rolls 5 : 2 high-explosive missile(s) hit (w/ +2 bonus).

        Dire Wolf (Daishi) S (RJF_Den) takes 5 damage to LT (critical).
            22 Armor remaining.
            Critical hit on LT. Roll is 6; no effect.

        Dire Wolf (Daishi) S (RJF_Den) takes 1 damage to CT.
            41 Armor remaining.


    ATM 3 ( ammo) at Dire Wolf (Daishi) S (RJF_Den); needs 5, rolls 2 : misses


    ATM 3 ( ammo) at Dire Wolf (Daishi) S (RJF_Den); needs 5, rolls 6 : 2 high-explosive missile(s) hit (w/ +2 bonus).

        Dire Wolf (Daishi) S (RJF_Den) takes 5 damage to RL.
            30 Armor remaining.

        Dire Wolf (Daishi) S (RJF_Den) takes 1 damage to RT.
            16 Armor remaining.


    ATM 3 ( ammo) at Dire Wolf (Daishi) S (RJF_Den); needs 5, rolls 7 : 2 high-explosive missile(s) hit (w/ +2 bonus).

        Dire Wolf (Daishi) S (RJF_Den) takes 5 damage to HD.
             SECTION DESTROYED,
*** Dire Wolf (Daishi) S (RJF_Den) DESTROYED by damage! ***
            Critical hit on HD. Roll is 12;HEAD BLOWN OFF Head blown off.


        Dire Wolf (Daishi) S (RJF_Den) takes 1 damage to RA.
            17 Armor remaining.


    Small Pulse Laser at Dire Wolf (Daishi) S (RJF_Den); needs 3, rolls 7 : hits  RT
        Dire Wolf (Daishi) S (RJF_Den) takes 3 damage to RT.
            13 Armor remaining.


    Small Pulse Laser at Dire Wolf (Daishi) S (RJF_Den); needs 3, rolls 5 : hits  RT
        Dire Wolf (Daishi) S (RJF_Den) takes 3 damage to RT.
            10 Armor remaining.


    Small Pulse Laser at Dire Wolf (Daishi) S (RJF_Den); needs 3, rolls 9 : hits  LT
        Dire Wolf (Daishi) S (RJF_Den) takes 3 damage to LT.
            19 Armor remaining.


    Small Pulse Laser at Dire Wolf (Daishi) S (RJF_Den); needs 3, rolls 2 : misses


    Small Pulse Laser at Dire Wolf (Daishi) S (RJF_Den); needs 3, rolls 7 : hits  LA
        Dire Wolf (Daishi) S (RJF_Den) takes 3 damage to LA.
            28 Armor remaining.


    Small Pulse Laser at Dire Wolf (Daishi) S (RJF_Den); needs 3, rolls 3 : hits  CT
        Dire Wolf (Daishi) S (RJF_Den) takes 3 damage to CT.
            38 Armor remaining.


Weapons fire for Infiltrator Mk. II Battle Armor (Magnetic) (tot)
    Magshot at Constable Pacification Suit [SRM] (RJF_Den); needs 6, rolls 4 : misses




Savage Coyote B (tot) must make 3 piloting skill roll(s) (leg/foot actuator hit; leg/foot actuator hit; 40+ 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 (40+ damage)); needs 9, rolls 10 : succeeds.
    Roll #2, (5 (Base piloting skill) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 2 (40+ damage)); needs 9, rolls 8 : falls.
    Savage Coyote B (tot) falls on its right side, suffering 9 damage.
        Savage Coyote B (tot) takes 5 damage to LT.
            15 Armor remaining.
        Savage Coyote B (tot) takes 4 damage to LA.
            6 Armor remaining.

Pilot of Savage Coyote B (tot) "Layaali Fakhiri" must roll 9 to avoid damage; rolls 6 : fails.
        Pilot of Savage Coyote B (tot) "Layaali Fakhiri" takes 1 damage.        
Pilot of Savage Coyote B (tot) "Layaali Fakhiri" needs a 3 to stay conscious.  Rolls 7 : successful!

MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase
-------------------

Heat Phase
-------------------
Savage Coyote B (tot) gains 33 heat, sinks 37 heat and is now at 0 heat.

Control Rolls
-------------------

End Phase
-------------------
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #11
-------------------
tot rolls a 7[7+0] / 10[10+0].
RJF_Den rolls a 7[7+0] / 5[5+0].

The turn order for movement is:
  RJF_Den, tot, tot

Wind direction is Southwest.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
tot: 1577 BV remaining (from 7400 initially) 0 BV fled
RJF_Den: 134 BV remaining (from 7395 initially) 0 BV fled
deathtor: 0 BV remaining (from 0 initially) 0 BV fled
Strange: 0 BV remaining (from 0 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase
-------------------

MegaMek: Game saved to savegames\autosave.sav
Movement Phase
-------------------

Savage Coyote B (tot) must make a piloting skill check (getting up).
Needs 7 [5 (Base piloting skill) + 1 (Left Leg Lower Leg Actuator destroyed) + 1 (Left Leg Foot Actuator destroyed) + 0 (getting up)], rolls 8 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
Offboard Attack Phase
-------------------

MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase
-------------------
Weapons fire for Constable Pacification Suit [SRM] (RJF_Den)
    Swarm Mek at Savage Coyote B (tot); needs 7, rolls 7 : succeeds!  Defender swarmed.


Weapons fire for Infiltrator Mk. II Battle Armor (Magnetic) (tot)
    Magshot at Constable Pacification Suit [SRM] (RJF_Den); needs 4, rolls 9 : 2 troopers hit
        Constable Pacification Suit [SRM] (RJF_Den) takes 2 damage to Trooper 1.
            3 Armor remaining.

        Constable Pacification Suit [SRM] (RJF_Den) takes 2 damage to Trooper 5.
             TROOPER KILLED,



MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase
-------------------

Heat Phase
-------------------
Savage Coyote B (tot) gains 3 heat, sinks 3 heat and is now at 0 heat.

Control Rolls
-------------------

End Phase
-------------------
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #12
-------------------
tot rolls a 9[9+0].
RJF_Den rolls a 11[11+0].

The turn order for movement is:
  tot, tot, RJF_Den

Wind direction is Southwest.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
tot: 1577 BV remaining (from 7400 initially) 0 BV fled
RJF_Den: 96 BV remaining (from 7395 initially) 0 BV fled
deathtor: 0 BV remaining (from 0 initially) 0 BV fled
Strange: 0 BV remaining (from 0 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase
-------------------

MegaMek: Game saved to savegames\autosave.sav
Movement Phase
-------------------

Savage Coyote B (tot) must make a piloting skill check (attempting to dislodge swarmers by dropping prone).
Needs 7 [5 (Base piloting skill) + 1 (Left Leg Lower Leg Actuator destroyed) + 1 (Left Leg Foot Actuator destroyed) + 0 (attempting to dislodge swarmers by dropping prone)], rolls 8 : succeeds.
Savage Coyote B (tot) falls 0 level(s) into hex 1716
    Savage Coyote B (tot) falls on its left side, suffering 9 damage.
        Savage Coyote B (tot) takes 5 damage to LL.
            19 Armor remaining.
        Savage Coyote B (tot) takes 4 damage to LT.
            11 Armor remaining.

Pilot of Savage Coyote B (tot) "Layaali Fakhiri" must roll 7 to avoid damage; rolls 6 : fails.
        Pilot of Savage Coyote B (tot) "Layaali Fakhiri" takes 1 damage.        
Pilot of Savage Coyote B (tot) "Layaali Fakhiri" needs a 5 to stay conscious.  Rolls 6 : successful!

Constable Pacification Suit [SRM] (RJF_Den) is dislodged and suffers 2d6 damage.        Constable Pacification Suit [SRM] (RJF_Den) takes 7 damage to Trooper 1.
            Armor destroyed,             TROOPER KILLED,

MegaMek: Game saved to savegames\autosave.sav
Offboard Attack Phase
-------------------

MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase
-------------------
Weapons fire for Infiltrator Mk. II Battle Armor (Magnetic) (tot)
    Magshot at Constable Pacification Suit [SRM] (RJF_Den); needs 4, rolls 6 : 3 troopers hit
        Constable Pacification Suit [SRM] (RJF_Den) takes 2 damage to Trooper 4.
            0 Armor remaining.

        Constable Pacification Suit [SRM] (RJF_Den) takes 2 damage to Trooper 2.
            3 Armor remaining.

        Constable Pacification Suit [SRM] (RJF_Den) takes 2 damage to Trooper 2.
            1 Armor remaining.



MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase
-------------------

Heat Phase
-------------------
Savage Coyote B (tot) gains 1 heat, sinks 1 heat and is now at 0 heat.

Control Rolls
-------------------

End Phase
-------------------
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #13
-------------------
tot rolls a 11[11+0].
RJF_Den rolls a 8[8+0].

The turn order for movement is:
  RJF_Den, tot, tot

Wind direction is Southwest.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
tot: 1554 BV remaining (from 7400 initially) 0 BV fled
RJF_Den: 39 BV remaining (from 7395 initially) 0 BV fled
deathtor: 0 BV remaining (from 0 initially) 0 BV fled
Strange: 0 BV remaining (from 0 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase
-------------------

MegaMek: Game saved to savegames\autosave.sav
Movement Phase
-------------------

Savage Coyote B (tot) must make a piloting skill check (getting up).
Needs 7 [5 (Base piloting skill) + 1 (Left Leg Lower Leg Actuator destroyed) + 1 (Left Leg Foot Actuator destroyed) + 0 (getting up)], rolls 10 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
Offboard Attack Phase
-------------------

MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase
-------------------
Weapons fire for Constable Pacification Suit [SRM] (RJF_Den)
    Heavy Grenade Launcher at Savage Coyote B (tot); needs 4, rolls 8 : 1 troopers hit
        Savage Coyote B (tot) takes 1 damage to RT.
            25 Armor remaining.


    Heavy Grenade Launcher at Savage Coyote B (tot); needs 4, rolls 10 : 2 troopers hit
        Savage Coyote B (tot) takes 1 damage to CT.
            0 Armor remaining.

        Savage Coyote B (tot) takes 1 damage to LA.
            5 Armor remaining.


Weapons fire for Savage Coyote B (tot)
    Large Pulse Laser at Constable Pacification Suit [SRM] (RJF_Den); needs 6, rolls 8 : hits  (using Rear table) Trooper 4
        Constable Pacification Suit [SRM] (RJF_Den) takes 10 damage to Trooper 4.
             TROOPER KILLED,


    ER Large Laser at Constable Pacification Suit [SRM] (RJF_Den); needs 8, rolls 7 : misses


    ATM 3 ( ammo) at Constable Pacification Suit [SRM] (RJF_Den); needs 8, rolls 5 : misses


    ATM 3 ( ammo) at Constable Pacification Suit [SRM] (RJF_Den); needs 12, rolls 6 : misses


    ATM 3 ( ammo) at Constable Pacification Suit [SRM] (RJF_Den); needs 12, rolls 8 : misses


    ATM 3 ( ammo) at Constable Pacification Suit [SRM] (RJF_Den); needs 12, rolls 7 : misses


    Small Pulse Laser at Constable Pacification Suit [SRM] (RJF_Den); needs 6, rolls 4 : misses


    Small Pulse Laser at Constable Pacification Suit [SRM] (RJF_Den); needs 6, rolls 9 : hits  (using Rear table) Trooper 2
        Constable Pacification Suit [SRM] (RJF_Den) takes 3 damage to Trooper 2.
            Armor destroyed,             TROOPER KILLED,
*** Constable Pacification Suit [SRM] (RJF_Den) DESTROYED by damage! ***


    Ultra AC/5 at Constable Pacification Suit [SRM] (RJF_Den); needs 8, rolls 6 : misses
    fires a second shot in ultra mode.
    Ultra AC/5 at Constable Pacification Suit [SRM] (RJF_Den); needs 8, rolls 3 : misses


    Small Pulse Laser at Constable Pacification Suit [SRM] (RJF_Den); needs 6, rolls 10 : hits  (using Rear table) Trooper 1
        Constable Pacification Suit [SRM] (RJF_Den) takes 3 damage to Trooper 1.


    Small Pulse Laser at Constable Pacification Suit [SRM] (RJF_Den); needs 6, rolls 5 : misses


    Small Pulse Laser at Constable Pacification Suit [SRM] (RJF_Den); needs 6, rolls 3 : misses


    Small Pulse Laser at Constable Pacification Suit [SRM] (RJF_Den); needs 6, rolls 7 : hits  (using Rear table) Trooper 1
        Constable Pacification Suit [SRM] (RJF_Den) takes 3 damage to Trooper 1.


Weapons fire for Infiltrator Mk. II Battle Armor (Magnetic) (tot)
    Magshot at Constable Pacification Suit [SRM] (RJF_Den); needs 5, rolls 8 : 1 troopers hit (using Left Side table)
        Constable Pacification Suit [SRM] (RJF_Den) takes 2 damage to Trooper 1.



MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase
-------------------

Heat Phase
-------------------
Savage Coyote B (tot) gains 47 heat, sinks 40 heat and is now at 7 heat.

Control Rolls
-------------------

End Phase
-------------------
Team 1 has achieved all required victory conditions!
MegaMek: Game saved to savegames\autosave.sav
Victory!
-------------------

Winner is: TEAM #1

tot: 1538 BV remaining (from 7400 initially) 0 BV fled
RJF_Den: 0 BV remaining (from 7395 initially) 0 BV fled
deathtor: 0 BV remaining (from 0 initially) 0 BV fled
Strange: 0 BV remaining (from 0 initially) 0 BV fled

Survivors are:
Savage Coyote B (tot)
Pilot : Layaali Fakhiri [4/5] ( 2 hit(s) )
Kills : 3

Infiltrator Mk. II Battle Armor (Magnetic) (tot)
Gunnery Skill : Armando Castronova [4]
Kills : 0


Graveyard contains:
Turkina E (RJF_Den)
Pilot : Sofia Salas [4/5] ( 1 hit(s) )
Kills : 0
Destroyed by Savage Coyote B (tot)

Warhawk (Masakari) A (tot)
Pilot : Mick Jones [4/5] ( 1 hit(s) )
Kills : 1
Destroyed by Dire Wolf (Daishi) S (RJF_Den)

Phantom H (RJF_Den)
Pilot : Takashi Inoue [4/5] ( 2 hit(s) )
Kills : 0
Destroyed by Warhawk (Masakari) A (tot)

Warhawk (Masakari) D (tot)
Pilot : Quinn Kmlin [4/5] ( 1 hit(s) )
Kills : 0
Destroyed by Dire Wolf (Daishi) S (RJF_Den)

Dire Wolf (Daishi) S (RJF_Den)
Pilot : Impi Mapstone [4/5] ( 6 hit(s)  )
Kills : 2
Destroyed by Savage Coyote B (tot)

Constable Pacification Suit [SRM] (RJF_Den)
Gunnery Skill : Sylwia Roletsky [4]
Kills : 0
Destroyed by Savage Coyote B (tot)


Detailed unit status saved to entitystatus.txt
***Server: deathtor disconnected.