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 Kmlin" must roll 12 to avoid damage; rolls 6 : fails. Pilot of Warhawk (Masakari) D (tot) "Quinn Kmlin" takes 1 damage. Pilot of Warhawk (Masakari) D (tot) "Quinn Kmlin" 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 Kmlin [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.