Log file opened Tue Oct 25 13:33:33 GMT+03:00 2016

Initiative Phase for Deployment
-------------------
AIMB rolls a 5[5+0].
tot rolls a 10[10+0].

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

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

Initiative Phase for Round #1
-------------------
AIMB rolls a 7[7+0].
tot rolls a 5[5+0].

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

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

Targeting Phase
-------------------


Movement Phase
-------------------


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


Weapon Attack Phase
-------------------
Weapons fire for Warhammer IIC 10 (AIMB)
    ER Large Laser at Canis (tot); needs 10, rolls 10 : hits  LL
        Canis (tot) takes 10 damage to LL.
            23 Armor remaining.


    ER Large Laser at Canis (tot); needs 10, rolls 8 : misses


    ER Large Laser at Canis (tot); needs 10, rolls 5 : misses


Weapons fire for Satyr 2 (AIMB)
    Micro Pulse Laser at Blood Asp C (tot); needs 8, rolls 6 : misses


Weapons fire for Canis (tot)
    ER Large Laser at Warhammer IIC 10 (AIMB); needs 9, rolls 12 : hits  (using Right Side table) RA (critical)
        Warhammer IIC 10 (AIMB) takes 10 damage to RA (critical).
            14 Armor remaining.
            Critical hit on RA. Roll is (4+1) = 5; no effect.


    ER Large Laser at Warhammer IIC 10 (AIMB); needs 9, rolls 4 : misses


    Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 9, rolls 10 : 
        Warhammer IIC 10 (AIMB) takes 10 damage to RT.
            14 Armor remaining.


    Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 9, rolls 9 : 
        Warhammer IIC 10 (AIMB) takes 10 damage to RA.
            4 Armor remaining.


Weapons fire for Blood Asp C (tot)
    ER Large Laser at Warhammer IIC 10 (AIMB); needs 9, rolls 8 : misses


    Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 9, rolls 6 : misses


    Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 9, rolls 5 : misses


    LB 20-X AC (Cluster ammo) at Warhammer IIC 10 (AIMB); needs 10, rolls 5 : misses


Weapons fire for Cygnus (tot)
    Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 8, rolls 9 : 
        Warhammer IIC 10 (AIMB) takes 10 damage to RL.
            20 Armor remaining.
    fires a second shot in ultra mode.
    Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 8, rolls 8 : 
        Warhammer IIC 10 (AIMB) takes 10 damage to RT.
            4 Armor remaining.


    Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 8, rolls 6 : misses
    fires a second shot in ultra mode.
    Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 8, rolls 11 : 
        Warhammer IIC 10 (AIMB) takes 10 damage to CT.
            20 Armor remaining.


    Medium Pulse Laser at Warhammer IIC 10 (AIMB); needs 8, rolls 6 : misses


    Medium Pulse Laser at Warhammer IIC 10 (AIMB); needs 8, rolls 4 : misses


    Medium Pulse Laser at Warhammer IIC 10 (AIMB); needs 8, rolls 9 : hits  (using Right Side table) CT
        Warhammer IIC 10 (AIMB) takes 7 damage to CT.
            13 Armor remaining.


    Medium Pulse Laser at Warhammer IIC 10 (AIMB); needs 8, rolls 12 : hits  (using Right Side table) LL
        Warhammer IIC 10 (AIMB) takes 7 damage to LL.
            23 Armor remaining.


Weapons fire for Kobold Battle Armor IIC (tot)
    Light Machine Gun at Satyr 2 (AIMB); needs 8, rolls 11 : 4 troopers hit
        The Protomech takes no damage from a near miss.

        Satyr 2 (AIMB) takes 1 damage to T.
            6 Armor remaining.

        Satyr 2 (AIMB) takes 1 damage to L.
            5 Armor remaining.

        The Protomech takes no damage from a near miss.


    Infantry Clan Mauser IIC at Satyr 2 (AIMB); needs 8, rolls 4 : misses


    Infantry Clan Mauser IIC at Satyr 2 (AIMB); needs 8, rolls 10 : 3 troopers hit, causing 4 damage.
        Satyr 2 (AIMB) takes 2 damage to T.
            4 Armor remaining.

        Satyr 2 (AIMB) takes 2 damage to T.
            2 Armor remaining.


Weapons fire for Bane (Kraken) 2 (AIMB)
    Ultra AC/10 at Canis (tot); needs 12, rolls 6 : misses


    Ultra AC/10 at Canis (tot); needs 12, rolls 10 : misses


    Ultra AC/10 at Canis (tot); needs 12, rolls 6 : misses


    Ultra AC/10 at Canis (tot); needs 12, rolls 7 : misses




Warhammer IIC 10 (AIMB) must make 1 piloting skill roll(s) (60+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 3 (60+ damage)); needs 8, rolls 5 : falls.
    Warhammer IIC 10 (AIMB) falls on its right side, suffering 8 damage.
        Warhammer IIC 10 (AIMB) takes 5 damage to RA (critical).
            Armor destroyed, 12 Internal Structure remaining
            Critical hit on RA. Roll is 6; no effect.
            Critical hit on RA. Roll is 4; no effect.
        Warhammer IIC 10 (AIMB) takes 3 damage to RA.
             9 Internal Structure remaining
            Critical hit on RA. Roll is 4; no effect.

Pilot of Warhammer IIC 10 (AIMB) "Yasmine Cuyco" must roll 8 to avoid damage; rolls 5 : fails.
        Pilot of Warhammer IIC 10 (AIMB) "Yasmine Cuyco" takes 1 damage.        
Pilot of Warhammer IIC 10 (AIMB) "Yasmine Cuyco" needs a 3 to stay conscious.  Rolls 10 : successful!


Physical Attack Phase
-------------------


Heat Phase
-------------------
Warhammer IIC 10 (AIMB) gains 38 heat, sinks 38 heat and is now at 0 heat.
Annihilator ANH-1G (AIMB) gains 1 heat, sinks 1 heat and is now at 0 heat.
Bane (Kraken) 2 (AIMB) gains 14 heat, sinks 14 heat and is now at 0 heat.
Cygnus (tot) gains 30 heat, sinks 30 heat and is now at 0 heat.
Canis (tot) gains 32 heat, sinks 32 heat and is now at 0 heat.
Blood Asp C (tot) gains 26 heat, sinks 26 heat and is now at 0 heat.

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

End Phase
-------------------
Initiative Phase for Round #2
-------------------
AIMB rolls a 7[7+0].
tot rolls a 6[6+0].

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

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

Targeting Phase
-------------------


Movement Phase
-------------------

Warhammer IIC 10 (AIMB) must make a piloting skill check (Left Arm hand Actuator missing/destroyed).
Needs 7 [5 (Base piloting skill) + 0 (getting up) + 1 (Right Arm hand Actuator missing/destroyed) + 1 (Left Arm hand Actuator missing/destroyed)], rolls 10 : succeeds.

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


Weapon Attack Phase
-------------------
Weapons fire for Satyr 2 (AIMB)
    Micro Pulse Laser at Cygnus (tot); needs 5, rolls 6 : hits  (using Rear table) RTR
        Cygnus (tot) takes 3 damage to RTR.
            11 Armor remaining.


Weapons fire for Canis (tot)
    ER Large Laser at Warhammer IIC 10 (AIMB); needs 6, rolls 7 : hits  (using Partial cover (horizontal 50%) table) CT
        Warhammer IIC 10 (AIMB) takes 10 damage to CT.
            3 Armor remaining.


    ER Large Laser at Warhammer IIC 10 (AIMB); needs 6, rolls 4 : misses


    Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 8, rolls 7 : misses
    fires a second shot in ultra mode.
    Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 8, rolls 7 : misses


    Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 8, rolls 3 : misses


Weapons fire for Cygnus (tot)
    Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 7, rolls 7 : 
        Warhammer IIC 10 (AIMB) takes 10 damage to LT.
            14 Armor remaining.
    fires a second shot in ultra mode.
    Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 7, rolls 7 : 
        Warhammer IIC 10 suffers no damage. (RL behind cover)


    Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 7, rolls 10 : 
        Warhammer IIC 10 (AIMB) takes 10 damage to LT.
            4 Armor remaining.
    fires a second shot in ultra mode.
    Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 7, rolls 11 : 
        Warhammer IIC 10 (AIMB) takes 10 damage to CT.
            Armor destroyed, 18 Internal Structure remaining
            Critical hit on CT. Roll is (3+1) = 4; no effect.


    Medium Pulse Laser at Warhammer IIC 10 (AIMB); needs 7, rolls 7 : hits  (using Partial cover (horizontal 50%) table) CT
        Warhammer IIC 10 (AIMB) takes 7 damage to CT.
             11 Internal Structure remaining
            Critical hit on CT. Roll is (5+1) = 6; no effect.


    Medium Pulse Laser at Warhammer IIC 10 (AIMB); needs 7, rolls 4 : misses


    Medium Pulse Laser at Warhammer IIC 10 (AIMB); needs 7, rolls 3 : misses


    Medium Pulse Laser at Warhammer IIC 10 (AIMB); needs 7, rolls 6 : misses


Weapons fire for Blood Asp C (tot)
    Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 6, rolls 8 : 
        Warhammer IIC 10 (AIMB) takes 10 damage to RT.
            Armor destroyed, 11 Internal Structure remaining
            Critical hit on RT. Roll is (7+1) = 8; no effect.
    fires a second shot in ultra mode.
    Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 6, rolls 5 : misses


    ER Large Laser at Warhammer IIC 10 (AIMB); needs 6, rolls 11 : hits  (using Partial cover (horizontal 50%) table) RA
        Warhammer IIC 10 (AIMB) takes 10 damage to RA.
             SECTION DESTROYED,
        1 damage transfers to RT.
            Critical hit on RA. Roll is (7+1) = 8; no effect.
        Warhammer IIC 10 (AIMB) takes 1 damage to RT.
             10 Internal Structure remaining
            Critical hit on RT. Roll is (6+1) = 7; no effect.


    Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 6, rolls 7 : 
        Warhammer IIC 10 suffers no damage. (RL behind cover)
    fires a second shot in ultra mode.
    Ultra AC/10 at Warhammer IIC 10 (AIMB); needs 6, rolls 12 : 
        Warhammer IIC 10 (AIMB) takes 10 damage to RT.
             SECTION DESTROYED,
            Critical hit on RT. Roll is (7+1) = 8; no effect.


    LB 20-X AC (Cluster ammo) at Warhammer IIC 10 (AIMB); needs 7, rolls 7 : 20 pellet(s) hit (using Partial cover (horizontal 50%) table).

        Warhammer IIC 10 (AIMB) takes 1 damage to RA.
        1 damage transfers to RT.
        Warhammer IIC 10 (AIMB) takes 1 damage to RT.
        1 damage transfers to CT.
        Warhammer IIC 10 (AIMB) takes 1 damage to CT.
             10 Internal Structure remaining
            Critical hit on CT. Roll is 10; 1 location.
            CRITICAL HIT on Engine.

        Warhammer IIC 10 (AIMB) takes 1 damage to LT.
            3 Armor remaining.

        Warhammer IIC 10 (AIMB) takes 1 damage to RT.
        1 damage transfers to CT.
        Warhammer IIC 10 (AIMB) takes 1 damage to CT.
             9 Internal Structure remaining
            Critical hit on CT. Roll is 2; no effect.

        Warhammer IIC 10 suffers no damage. (LL behind cover)

        Warhammer IIC 10 suffers no damage. (RL behind cover)

        Warhammer IIC 10 (AIMB) takes 1 damage to LA.
            23 Armor remaining.

        Warhammer IIC 10 (AIMB) takes 1 damage to RT.
        1 damage transfers to CT.
        Warhammer IIC 10 (AIMB) takes 1 damage to CT.
             8 Internal Structure remaining
            Critical hit on CT. Roll is 4; no effect.

        Warhammer IIC 10 suffers no damage. (LL behind cover)

        Warhammer IIC 10 (AIMB) takes 1 damage to RA.
        1 damage transfers to RT.
        Warhammer IIC 10 (AIMB) takes 1 damage to RT.
        1 damage transfers to CT.
        Warhammer IIC 10 (AIMB) takes 1 damage to CT.
             7 Internal Structure remaining
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Double Heat Sink.

        Warhammer IIC 10 (AIMB) takes 1 damage to LT.
            2 Armor remaining.

        Warhammer IIC 10 suffers no damage. (LL behind cover)

        Warhammer IIC 10 (AIMB) takes 1 damage to LT.
            1 Armor remaining.

        Warhammer IIC 10 suffers no damage. (RL behind cover)

        Warhammer IIC 10 (AIMB) takes 1 damage to RA.
        1 damage transfers to RT.
        Warhammer IIC 10 (AIMB) takes 1 damage to RT.
        1 damage transfers to CT.
        Warhammer IIC 10 (AIMB) takes 1 damage to CT.
             6 Internal Structure remaining
            Critical hit on CT. Roll is 7; no effect.

        Warhammer IIC 10 (AIMB) takes 1 damage to CT.
             5 Internal Structure remaining
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Standard Gyro.

        Warhammer IIC 10 suffers no damage. (RL behind cover)

        Warhammer IIC 10 (AIMB) takes 1 damage to RA.
        1 damage transfers to RT.
        Warhammer IIC 10 (AIMB) takes 1 damage to RT.
        1 damage transfers to CT.
        Warhammer IIC 10 (AIMB) takes 1 damage to CT.
             4 Internal Structure remaining
            Critical hit on CT. Roll is 7; no effect.

        Warhammer IIC 10 (AIMB) takes 1 damage to LA.
            22 Armor remaining.

        Warhammer IIC 10 suffers no damage. (LL behind cover)

        Warhammer IIC 10 (AIMB) takes 1 damage to LT.
            0 Armor remaining.


Weapons fire for Kobold Battle Armor IIC (tot)
    Light Machine Gun at Warhammer IIC 10 (AIMB); needs 9, rolls 7 : misses

    Infantry Clan Mauser IIC at Warhammer IIC 10 (AIMB); needs 7, rolls 7 : 3 troopers hit (using Partial cover (horizontal 50%) table), causing 4 damage.
        Warhammer IIC 10 (AIMB) takes 2 damage to RT.
        2 damage transfers to CT.
        Warhammer IIC 10 (AIMB) takes 2 damage to CT.
             2 Internal Structure remaining
            Critical hit on CT. Roll is 5; no effect.

        Warhammer IIC 10 (AIMB) takes 2 damage to LT.
             15 Internal Structure remaining
            Critical hit on LT. Roll is 3; no effect.


    Infantry Clan Mauser IIC at Warhammer IIC 10 (AIMB); needs 7, rolls 10 : 2 troopers hit (using Partial cover (horizontal 50%) table), causing 3 damage.
        Warhammer IIC 10 suffers no damage. (LL behind cover)

        Warhammer IIC 10 (AIMB) takes 1 damage to LA.
            21 Armor remaining.


Weapons fire for Annihilator ANH-1G (AIMB)
    Gauss Rifle at Blood Asp C (tot); needs 6, rolls 9 : hits  RA
        Blood Asp C (tot) takes 15 damage to RA.
            13 Armor remaining.


    Gauss Rifle at Blood Asp C (tot); needs 6, rolls 9 : hits  LL (critical)
        Blood Asp C (tot) takes 15 damage to LL (critical).
            19 Armor remaining.
            Critical hit on LL. Roll is (7+2) = 9; 1 location.
            CRITICAL HIT on Upper Leg.


    Gauss Rifle at Blood Asp C (tot); needs 6, rolls 11 : hits  RA
        Blood Asp C (tot) takes 15 damage to RA.
            Armor destroyed, 13 Internal Structure remaining
            Critical hit on RA. Roll is (5+2) = 7; no effect.


    ER PPC at Blood Asp C (tot); needs 6, rolls 4 : misses


Weapons fire for Bane (Kraken) 2 (AIMB)
    Ultra AC/10 at Blood Asp C (tot); needs 6, rolls 6 : 
        Blood Asp C (tot) takes 10 damage to LT.
            14 Armor remaining.
    fires a second shot in ultra mode.
    Ultra AC/10 at Blood Asp C (tot); needs 6, rolls 7 : 
        Blood Asp C (tot) takes 10 damage to LT.
            4 Armor remaining.


    Ultra AC/10 at Blood Asp C (tot); needs 6, rolls 8 : 
        Blood Asp C (tot) takes 10 damage to RA (critical).
             3 Internal Structure remaining
            Critical hit on RA. Roll is (4+1) = 5; no effect.
            Critical hit on RA. Roll is (10+1) = 11; 2 locations.
            CRITICAL HIT on Shoulder.
            CRITICAL HIT on Upper Arm.


    Ultra AC/10 at Blood Asp C (tot); needs 6, rolls 6 : 
        Blood Asp C (tot) takes 10 damage to RT.
            14 Armor remaining.
    fires a second shot in ultra mode.
    Ultra AC/10 at Blood Asp C (tot); needs 6, rolls 10 : 
        Blood Asp C (tot) takes 10 damage to RL.
            24 Armor remaining.


    Ultra AC/10 at Blood Asp C (tot); needs 6, rolls 8 : 
        Blood Asp C (tot) takes 10 damage to CT.
            30 Armor remaining.
    fires a second shot in ultra mode.
    Ultra AC/10 at Blood Asp C (tot); needs 6, rolls 6 : 
        Blood Asp C (tot) takes 10 damage to RT.
            4 Armor remaining.


Weapons fire for Warhammer IIC 10 (AIMB)
    ER Large Laser at Blood Asp C (tot); needs 7, rolls 3 : misses


    ER Large Laser at Blood Asp C (tot); needs 7, rolls 8 : hits  CT
        Blood Asp C (tot) takes 10 damage to CT.
            20 Armor remaining.


    ER Large Laser at Blood Asp C (tot); needs 7, rolls 6 : misses


    SRM 6 at Blood Asp C (tot); needs 9, rolls 7 : misses


    SRM 6 at Blood Asp C (tot); needs 9, rolls 5 : misses




Warhammer IIC 10 (AIMB) must make 2 piloting skill roll(s) (gyro hit; 80+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 3 (gyro hit) + 4 (80+ damage)); needs 12, rolls 2 : falls.
    Warhammer IIC 10 (AIMB) falls on its left side, suffering 8 damage.
        Warhammer IIC 10 (AIMB) takes 5 damage to LL.
            18 Armor remaining.
        Warhammer IIC 10 (AIMB) takes 3 damage to LL.
            15 Armor remaining.

Pilot of Warhammer IIC 10 (AIMB) "Yasmine Cuyco" must roll 12 to avoid damage; rolls 7 : fails.
        Pilot of Warhammer IIC 10 (AIMB) "Yasmine Cuyco" takes 1 damage.        
Pilot of Warhammer IIC 10 (AIMB) "Yasmine Cuyco" needs a 5 to stay conscious.  Rolls 10 : successful!


Blood Asp C (tot) must make 2 piloting skill roll(s) (leg/foot actuator hit; 120+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 1 (leg/foot actuator hit) + 6 (120+ damage)); needs 12, rolls 7 : falls.
    Blood Asp C (tot) falls on its left side, suffering 9 damage.
        Blood Asp C (tot) takes 5 damage to LT.
            Armor destroyed, 18 Internal Structure remaining
            Critical hit on LT. Roll is 3; no effect.
        Blood Asp C (tot) takes 4 damage to LT.
             14 Internal Structure remaining
            Critical hit on LT. Roll is 8; no effect.

Pilot of Blood Asp C (tot) "Kian Cooper" must roll 12 to avoid damage; rolls 7 : fails.
        Pilot of Blood Asp C (tot) "Kian Cooper" takes 1 damage.        
Pilot of Blood Asp C (tot) "Kian Cooper" needs a 3 to stay conscious.  Rolls 6 : successful!


Physical Attack Phase
-------------------

Physical attacks for Satyr 2 (AIMB)
    Protomech frenzy attack at Cygnus (tot); needs 7, rolls 2 : misses.

Heat Phase
-------------------
Warhammer IIC 10 (AIMB) gains 52 heat, sinks 36 heat and is now at 16 heat.
Warhammer IIC 10 (AIMB) needs a 4+ to avoid shutdown, rolls 6 : avoids successfully!
Annihilator ANH-1G (AIMB) gains 19 heat, sinks 19 heat and is now at 0 heat.
Bane (Kraken) 2 (AIMB) gains 22 heat, sinks 20 heat and is now at 2 heat.
Cygnus (tot) gains 29 heat, sinks 29 heat and is now at 0 heat.
Canis (tot) gains 34 heat, sinks 32 heat and is now at 2 heat.
Blood Asp C (tot) gains 31 heat, sinks 28 heat and is now at 3 heat.

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

End Phase
-------------------
Initiative Phase for Round #3
-------------------
AIMB rolls a 10[10+0].
tot rolls a 9[9+0].

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

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

Targeting Phase
-------------------


Movement Phase
-------------------

Blood Asp C (tot) must make a piloting skill check (Left Arm hand Actuator missing/destroyed).
Needs 6 [5 (Base piloting skill) + 1 (Left Leg Upper Leg Actuator destroyed) - 2 (careful stand) + 0 (getting up) + 1 (Right Arm hand Actuator missing/destroyed) + 1 (Left Arm hand Actuator missing/destroyed)], rolls 9 : succeeds.

Warhammer IIC 10 (AIMB) must make a piloting skill check (Left Arm hand Actuator missing/destroyed).
Needs 11 [5 (Base piloting skill) + 3 (Gyro damaged) + 0 (getting up) + 2 (Right Arm destroyed) + 1 (Left Arm hand Actuator missing/destroyed)], rolls 2 : falls.
    Warhammer IIC 10 (AIMB) falls on its left side, suffering 8 damage.
        Warhammer IIC 10 (AIMB) takes 5 damage to LA.
            16 Armor remaining.
        Warhammer IIC 10 (AIMB) takes 3 damage to LA.
            13 Armor remaining.

Pilot of Warhammer IIC 10 (AIMB) "Yasmine Cuyco" must roll 11 to avoid damage; rolls 3 : fails.
        Pilot of Warhammer IIC 10 (AIMB) "Yasmine Cuyco" takes 1 damage.        
Pilot of Warhammer IIC 10 (AIMB) "Yasmine Cuyco" needs a 7 to stay conscious.  Rolls 7 : successful!


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


Weapon Attack Phase
-------------------
Weapons fire for Blood Asp C (tot)
    LB 20-X AC at Annihilator ANH-1G (AIMB); needs 7, rolls 7 : hits  (using Partial cover (horizontal 50%) table) LA
        Annihilator ANH-1G (AIMB) takes 20 damage to LA.
            14 Armor remaining.


    Ultra AC/10 at Annihilator ANH-1G (AIMB); needs 7, rolls 6 : misses
    fires a second shot in ultra mode.
    Ultra AC/10 at Annihilator ANH-1G (AIMB); needs 7, rolls 12 : 
        Annihilator ANH-1G (AIMB) takes 10 damage to RA.
            24 Armor remaining.


    Ultra AC/10 at Annihilator ANH-1G (AIMB); needs 7, rolls 6 : misses
    fires a second shot in ultra mode.
    Ultra AC/10 at Annihilator ANH-1G (AIMB); needs 7, rolls 4 : misses


    ER Large Laser at Annihilator ANH-1G (AIMB); needs 9, rolls 12 : hits  (using Partial cover (horizontal 50%) table) LL
        Annihilator ANH-1G suffers no damage. (LL behind cover)


Weapons fire for Bane (Kraken) 2 (AIMB)
    Ultra AC/10 at Blood Asp C (tot); needs 4, rolls 6 : 
        Blood Asp C (tot) takes 10 damage to LA.
            18 Armor remaining.
    fires a second shot in ultra mode.
    Ultra AC/10 at Blood Asp C (tot); needs 4, rolls 9 : 
        Blood Asp C (tot) takes 10 damage to LT.
             4 Internal Structure remaining
            Critical hit on LT. Roll is (7+1) = 8; no effect.


    Ultra AC/10 at Blood Asp C (tot); needs 4, rolls 8 : 
        Blood Asp C (tot) takes 10 damage to RT.
            Armor destroyed, 13 Internal Structure remaining
            Critical hit on RT. Roll is (8+1) = 9; 1 location.
            CRITICAL HIT on +LB 20-X AC.


    Ultra AC/10 at Blood Asp C (tot); needs 4, rolls 7 : 
        Blood Asp C (tot) takes 10 damage to CT.
            10 Armor remaining.
    fires a second shot in ultra mode.
    Ultra AC/10 at Blood Asp C (tot); needs 4, rolls 4 : 
        Blood Asp C (tot) takes 10 damage to CT.
            0 Armor remaining.


    Ultra AC/10 at Blood Asp C (tot); needs 4, rolls 9 : 
        Blood Asp C (tot) takes 10 damage to LA.
            8 Armor remaining.
    fires a second shot in ultra mode.
    Ultra AC/10 at Blood Asp C (tot); needs 4, rolls 7 : 
        Blood Asp C (tot) takes 10 damage to RA.
             SECTION DESTROYED,
        7 damage transfers to RT.
            Critical hit on RA. Roll is (7+1) = 8; no effect.
        Blood Asp C (tot) takes 7 damage to RT.
             6 Internal Structure remaining
            Critical hit on RT. Roll is (6+1) = 7; no effect.


Weapons fire for Canis (tot)
    ER Large Laser at Annihilator ANH-1G (AIMB); needs 7, rolls 6 : misses


    Ultra AC/10 at Annihilator ANH-1G (AIMB); needs 7, rolls 9 : 
        Annihilator ANH-1G suffers no damage. (LL behind cover)
    fires a second shot in ultra mode.
    Ultra AC/10 at Annihilator ANH-1G (AIMB); needs 7, rolls 7 : 
        Annihilator ANH-1G suffers no damage. (LL behind cover)


    Ultra AC/10 at Annihilator ANH-1G (AIMB); needs 7, rolls 4 : misses
    fires a second shot in ultra mode.
    Ultra AC/10 at Annihilator ANH-1G (AIMB); needs 7, rolls 9 : 
        Annihilator ANH-1G suffers no damage. (RL behind cover)


Weapons fire for Annihilator ANH-1G (AIMB)
    Gauss Rifle at Cygnus (tot); needs 5, rolls 6 : hits  LT
        Cygnus (tot) takes 15 damage to LT.
            11 Armor remaining.


    Gauss Rifle at Cygnus (tot); needs 5, rolls 6 : hits  RA
        Cygnus (tot) takes 15 damage to RA.
            16 Armor remaining.


    Gauss Rifle at Cygnus (tot); needs 5, rolls 12 : hits  RA
        Cygnus (tot) takes 15 damage to RA.
            1 Armor remaining.


    ER PPC at Cygnus (tot); needs 5, rolls 3 : misses


Weapons fire for Cygnus (tot)
    Ultra AC/10 at Annihilator ANH-1G (AIMB); needs 5, rolls 9 : 
        Annihilator ANH-1G (AIMB) takes 10 damage to LT.
            22 Armor remaining.
    fires a second shot in ultra mode.
    Ultra AC/10 at Annihilator ANH-1G (AIMB); needs 5, rolls 9 : 
        Annihilator ANH-1G (AIMB) takes 10 damage to RT.
            22 Armor remaining.


    Ultra AC/10 at Annihilator ANH-1G (AIMB); needs 5, rolls 5 : 
        Annihilator ANH-1G (AIMB) takes 10 damage to RA.
            14 Armor remaining.
    fires a second shot in ultra mode.
    Ultra AC/10 at Annihilator ANH-1G (AIMB); needs 5, rolls 5 : 
        Annihilator ANH-1G (AIMB) takes 10 damage to HD.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on HD. Roll is (3+1) = 4; no effect.

        Pilot of Annihilator ANH-1G (AIMB) "Bobby Sumual" takes 1 damage.        
Pilot of Annihilator ANH-1G (AIMB) "Bobby Sumual" needs a 3 to stay conscious.  Rolls 8 : successful!


    Medium Pulse Laser at Annihilator ANH-1G (AIMB); needs 5, rolls 9 : hits  (using Partial cover (horizontal 50%) table) LT
        Annihilator ANH-1G (AIMB) takes 7 damage to LT.
            15 Armor remaining.


    Medium Pulse Laser at Annihilator ANH-1G (AIMB); needs 5, rolls 9 : hits  (using Partial cover (horizontal 50%) table) CT
        Annihilator ANH-1G (AIMB) takes 7 damage to CT.
            39 Armor remaining.


    Medium Pulse Laser at Annihilator ANH-1G (AIMB); needs 5, rolls 6 : hits  (using Partial cover (horizontal 50%) table) LT
        Annihilator ANH-1G (AIMB) takes 7 damage to LT.
            8 Armor remaining.


    Medium Pulse Laser at Annihilator ANH-1G (AIMB); needs 5, rolls 12 : hits  (using Partial cover (horizontal 50%) table) LA
        Annihilator ANH-1G (AIMB) takes 7 damage to LA.
            7 Armor remaining.


Weapons fire for Kobold Battle Armor IIC (tot)
    Light Machine Gun at Satyr 2 (AIMB); needs 7, rolls 5 : misses

    Infantry Clan Mauser IIC at Satyr 2 (AIMB); needs 7, rolls 7 : 3 troopers hit, causing 4 damage.
        Satyr 2 (AIMB) takes 2 damage to HD.
            1 Armor remaining.

        Satyr 2 (AIMB) takes 2 damage to LA.
            0 Armor remaining.


    Infantry Clan Mauser IIC at Satyr 2 (AIMB); needs 7, rolls 8 : 2 troopers hit, causing 3 damage.
        Satyr 2 (AIMB) takes 2 damage to T.
            0 Armor remaining.

        Satyr 2 (AIMB) takes 1 damage to T.
             3 Internal Structure remaining
            Critical hit on T. Roll is 4; no effect.




Annihilator ANH-1G (AIMB) must make 1 piloting skill roll(s) (80+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 4 (80+ damage)); needs 9, rolls 6 : falls.
    Annihilator ANH-1G (AIMB) falls on its right side, suffering 10 damage.
        Annihilator ANH-1G (AIMB) takes 5 damage to HD.
             SECTION DESTROYED,
*** Annihilator ANH-1G (AIMB) DESTROYED by damage! ***
            Critical hit on HD. Roll is 9; 1 location.
            CRITICAL HIT on Life Support.

        Annihilator ANH-1G (AIMB) takes 5 damage to RA.
            9 Armor remaining.

Pilot of Annihilator ANH-1G (AIMB) "Bobby Sumual" must roll 9 to avoid damage; rolls 6 : fails.


Cygnus (tot) must make 1 piloting skill roll(s) (40+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 2 (40+ damage)); needs 7, rolls 6 : falls.
    Cygnus (tot) falls on its left side, suffering 10 damage.
        Cygnus (tot) takes 5 damage to CT.
            33 Armor remaining.
        Cygnus (tot) takes 5 damage to LL.
            33 Armor remaining.

Pilot of Cygnus (tot) "Aliyah Badra" must roll 7 to avoid damage; rolls 9 : succeeds.

Blood Asp C (tot) must make 1 piloting skill roll(s) (60+ damage).
The base target is 6 [5 (Base piloting skill) + 1 (Left Leg Upper Leg Actuator destroyed)].
    Roll #1, (5 (Base piloting skill) + 1 (Left Leg Upper Leg Actuator destroyed) + 3 (60+ damage)); needs 9, rolls 7 : falls.
    Blood Asp C (tot) falls on its front, suffering 9 damage.
        Blood Asp C (tot) takes 5 damage to LA.
            3 Armor remaining.
        Blood Asp C (tot) takes 4 damage to HD.
            5 Armor remaining.

        Pilot of Blood Asp C (tot) "Kian Cooper" takes 1 damage.        
Pilot of Blood Asp C (tot) "Kian Cooper" needs a 5 to stay conscious.  Rolls 5 : successful!

Pilot of Blood Asp C (tot) "Kian Cooper" must roll 9 to avoid damage; rolls 8 : fails.
        Pilot of Blood Asp C (tot) "Kian Cooper" takes 1 damage.        
Pilot of Blood Asp C (tot) "Kian Cooper" needs a 7 to stay conscious.  Rolls 6 : blacks out.


Physical Attack Phase
-------------------

Physical attacks for Satyr 2 (AIMB)
    Protomech frenzy attack at Blood Asp C (tot); needs 0, rolls 3 : hits (using Left Side table) LL
        Blood Asp C (tot) takes 1 damage to LL.
            18 Armor remaining.


Heat Phase
-------------------
Warhammer IIC 10 (AIMB) gains 8 heat, sinks 24 heat and is now at 0 heat.
Bane (Kraken) 2 (AIMB) gains 21 heat, sinks 20 heat and is now at 3 heat.
Cygnus (tot) gains 30 heat, sinks 30 heat and is now at 0 heat.
Canis (tot) gains 27 heat, sinks 29 heat and is now at 0 heat.
Blood Asp C (tot) gains 32 heat, sinks 28 heat and is now at 7 heat.

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

End Phase
-------------------
Initiative Phase for Round #4
-------------------
AIMB rolls a 5[5+0].
tot rolls a 11[11+0].

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

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

Targeting Phase
-------------------


Movement Phase
-------------------

Warhammer IIC 10 (AIMB) must make a piloting skill check (Left Arm hand Actuator missing/destroyed).
Needs 9 [5 (Base piloting skill) + 3 (Gyro damaged) - 2 (careful stand) + 0 (getting up) + 2 (Right Arm destroyed) + 1 (Left Arm hand Actuator missing/destroyed)], rolls 12 : succeeds.

Cygnus (tot) must make a piloting skill check (Left Arm hand Actuator missing/destroyed).
Needs 7 [5 (Base piloting skill) + 0 (getting up) + 1 (Right Arm hand Actuator missing/destroyed) + 1 (Left Arm hand Actuator missing/destroyed)], rolls 5 : falls.
    Cygnus (tot) falls on its right side, suffering 10 damage.
        Cygnus (tot) takes 5 damage to CT.
            28 Armor remaining.
        Cygnus (tot) takes 5 damage to RA.
            Armor destroyed, 12 Internal Structure remaining
            Critical hit on RA. Roll is 4; no effect.

Pilot of Cygnus (tot) "Aliyah Badra" must roll 7 to avoid damage; rolls 2 : fails.
        Pilot of Cygnus (tot) "Aliyah Badra" takes 1 damage.        
Pilot of Cygnus (tot) "Aliyah Badra" needs a 3 to stay conscious.  Rolls 8 : successful!


Cygnus (tot) must make a piloting skill check (Left Arm hand Actuator missing/destroyed).
Needs 7 [5 (Base piloting skill) + 0 (getting up) + 1 (Right Arm hand Actuator missing/destroyed) + 1 (Left Arm hand Actuator missing/destroyed)], rolls 7 : succeeds.

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


Weapon Attack Phase
-------------------
Weapons fire for Kobold Battle Armor IIC (tot)
    Light Machine Gun at Warhammer IIC 10 (AIMB); needs 4, rolls 4 : 4 troopers hit
        Warhammer IIC 10 (AIMB) takes 1 damage to LT.
             14 Internal Structure remaining
            Critical hit on LT. Roll is 7; no effect.

        Warhammer IIC 10 (AIMB) takes 1 damage to LT.
             13 Internal Structure remaining
            Critical hit on LT. Roll is 9; 1 location.
            CRITICAL HIT on Double Heat Sink.

        Warhammer IIC 10 (AIMB) takes 1 damage to CT.
             1 Internal Structure remaining
            Critical hit on CT. Roll is 6; no effect.

        Warhammer IIC 10 (AIMB) takes 1 damage to LA.
            12 Armor remaining.


    Infantry Clan Mauser IIC at Warhammer IIC 10 (AIMB); needs 4, rolls 7 : 4 troopers hit, causing 5 damage.
        Warhammer IIC 10 (AIMB) takes 2 damage to LT.
             11 Internal Structure remaining
            Critical hit on LT. Roll is 5; no effect.

        Warhammer IIC 10 (AIMB) takes 2 damage to RA.
        2 damage transfers to RT.
        Warhammer IIC 10 (AIMB) takes 2 damage to RT.
        2 damage transfers to CT.
        Warhammer IIC 10 (AIMB) takes 2 damage to CT.
             SECTION DESTROYED,
        Warhammer IIC 10 (AIMB) has taken 5 engine hits this phase.
        Checking for engine explosion on 10, roll is 5.
        Engine safety systems remain in place.
*** Warhammer IIC 10 (AIMB) DESTROYED by damage! ***

        >Warhammer IIC 10 (AIMB) suffers catastrophic damage, but the autoeject system was engaged.
    
Warhammer IIC 10 (AIMB) must make a piloting skill check (landing in water).
    Needs 5 [5 (ejecting) + 1 (automatic ejection) - 1 (landing in water)], rolls 10 : succeeds.
            The pilot ejects safely!
            Critical hit on CT. Roll is 8; no effect.

        Warhammer IIC 10 (AIMB) takes 1 damage to RA.
        1 damage transfers to RT.
        Warhammer IIC 10 (AIMB) takes 1 damage to RT.
        1 damage transfers to CT.
        Warhammer IIC 10 (AIMB) takes 1 damage to CT.



    Infantry Clan Mauser IIC at Warhammer IIC 10 (AIMB); needs 4, rolls 7 : 3 troopers hit, causing 4 damage.
        Warhammer IIC 10 (AIMB) takes 2 damage to CT.


        Warhammer IIC 10 (AIMB) takes 2 damage to RA.
        2 damage transfers to RT.
        Warhammer IIC 10 (AIMB) takes 2 damage to RT.
        2 damage transfers to CT.
        Warhammer IIC 10 (AIMB) takes 2 damage to CT.



Weapons fire for Canis (tot)
    ER Large Laser at Bane (Kraken) 2 (AIMB); needs 6, rolls 7 : hits  (using Partial cover (horizontal 50%) table) LL
        Bane (Kraken) 2 suffers no damage. (LL behind cover)


    ER Large Laser at Bane (Kraken) 2 (AIMB); needs 6, rolls 8 : hits  (using Partial cover (horizontal 50%) table) CT
        Bane (Kraken) 2 (AIMB) takes 10 damage to CT.
            36 Armor remaining.


    Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 6, rolls 11 : 
        Bane (Kraken) 2 suffers no damage. (LL behind cover)
    fires a second shot in ultra mode.
    Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 6, rolls 6 : 
        Bane (Kraken) 2 (AIMB) takes 10 damage to RT.
            22 Armor remaining.


    Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 6, rolls 10 : 
        Bane (Kraken) 2 (AIMB) takes 10 damage to RT.
            12 Armor remaining.
    fires a second shot in ultra mode.
    Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 6, rolls 6 : 
        Bane (Kraken) 2 (AIMB) takes 10 damage to LT.
            22 Armor remaining.


Weapons fire for Cygnus (tot)
    Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 6, rolls 4 : misses
        Checking for accidental fire; needs 3 or below, rolls 7 : no fire..
    fires a second shot in ultra mode.
    Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 6, rolls 9 : 
        Bane (Kraken) 2 (AIMB) takes 10 damage to LT.
            12 Armor remaining.


    Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 6, rolls 10 : 
        Bane (Kraken) 2 (AIMB) takes 10 damage to RA.
            24 Armor remaining.
    fires a second shot in ultra mode.
    Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 6, rolls 7 : 
        Bane (Kraken) 2 (AIMB) takes 10 damage to RT.
            2 Armor remaining.


    Medium Pulse Laser at Bane (Kraken) 2 (AIMB); needs 6, rolls 8 : hits  (using Partial cover (horizontal 50%) table) RL
        Bane (Kraken) 2 suffers no damage. (RL behind cover)


    Medium Pulse Laser at Bane (Kraken) 2 (AIMB); needs 6, rolls 8 : hits  (using Partial cover (horizontal 50%) table) RL
        Bane (Kraken) 2 suffers no damage. (RL behind cover)


    Medium Pulse Laser at Bane (Kraken) 2 (AIMB); needs 6, rolls 7 : hits  (using Partial cover (horizontal 50%) table) LA
        Bane (Kraken) 2 (AIMB) takes 7 damage to LA.
            27 Armor remaining.


    Medium Pulse Laser at Bane (Kraken) 2 (AIMB); needs 6, rolls 6 : hits  (using Partial cover (horizontal 50%) table) RT (critical)
        Bane (Kraken) 2 (AIMB) takes 7 damage to RT (critical).
            Armor destroyed, 16 Internal Structure remaining
            Critical hit on RT. Roll is (5+1) = 6; no effect.
            Critical hit on RT. Roll is (2+1) = 3; no effect.


Weapons fire for Bane (Kraken) 2 (AIMB)
    Ultra AC/10 at Cygnus (tot); needs 4, rolls 5 : 
        Cygnus (tot) takes 10 damage to LT.
            1 Armor remaining.
    fires a second shot in ultra mode.
    Ultra AC/10 at Cygnus (tot); needs 4, rolls 2 : THE AUTOCANNON JAMS; 
misses


    Ultra AC/10 at Cygnus (tot); needs 4, rolls 6 : 
        Cygnus (tot) takes 10 damage to LT.
            Armor destroyed, 11 Internal Structure remaining
            Critical hit on LT. Roll is (6+1) = 7; no effect.


    Ultra AC/10 at Cygnus (tot); needs 4, rolls 8 : 
        Cygnus (tot) takes 10 damage to CT.
            18 Armor remaining.
    fires a second shot in ultra mode.
    Ultra AC/10 at Cygnus (tot); needs 4, rolls 10 : 
        Cygnus (tot) takes 10 damage to LT.
             1 Internal Structure remaining
            Critical hit on LT. Roll is (6+1) = 7; no effect.


    Ultra AC/10 at Cygnus (tot); needs 4, rolls 10 : 
        Cygnus (tot) takes 10 damage to LA.
            21 Armor remaining.
    fires a second shot in ultra mode.
    Ultra AC/10 at Cygnus (tot); needs 4, rolls 6 : 
        Cygnus (tot) takes 10 damage to RL.
            28 Armor remaining.


Weapons fire for Warhammer IIC 10 (AIMB)
    ER Large Laser at Cygnus (tot); needs 5, rolls 7 : hits  LL
        Cygnus (tot) takes 10 damage to LL.
            23 Armor remaining.


    ER Large Laser at Cygnus (tot); needs 5, rolls 3 : misses


    SRM 6 at Cygnus (tot); needs 7, rolls 8 : 5 missile(s) hit.

        Cygnus (tot) takes 2 damage to RL.
            26 Armor remaining.

        Cygnus (tot) takes 2 damage to CT.
            16 Armor remaining.

        Cygnus (tot) takes 2 damage to RL.
            24 Armor remaining.

        Cygnus (tot) takes 2 damage to RT.
            24 Armor remaining.

        Cygnus (tot) takes 2 damage to LT.
             SECTION DESTROYED,
LIMB BLOWN OFF Left Arm blown off.
        1 damage transfers to CT.
            Critical hit on LT. Roll is 4; no effect.
        Cygnus (tot) takes 1 damage to CT.
            15 Armor remaining.


    ER Small Laser at Cygnus (tot); needs 9, rolls 9 : hits  LT
        Cygnus (tot) takes 5 damage to LT.
        5 damage transfers to CT.
        Cygnus (tot) takes 5 damage to CT.
            10 Armor remaining.




Bane (Kraken) 2 (AIMB) must make 1 piloting skill roll(s) (80+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 4 (80+ damage)); needs 9, rolls 5 : falls.
    Bane (Kraken) 2 (AIMB) falls on its left side, suffering 10 damage.
        Bane (Kraken) 2 (AIMB) takes 5 damage to RT.
             11 Internal Structure remaining
            Critical hit on RT. Roll is 8; no effect.
        Bane (Kraken) 2 (AIMB) takes 5 damage to RT (critical).
             6 Internal Structure remaining
            Critical hit on RT. Roll is 5; no effect.
            Critical hit on RT. Roll is 7; no effect.

Pilot of Bane (Kraken) 2 (AIMB) "Karno Muljana" must roll 9 to avoid damage; rolls 7 : fails.
        Pilot of Bane (Kraken) 2 (AIMB) "Karno Muljana" takes 1 damage.        
Pilot of Bane (Kraken) 2 (AIMB) "Karno Muljana" needs a 3 to stay conscious.  Rolls 6 : successful!


Cygnus (tot) must make 1 piloting skill roll(s) (80+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 4 (80+ damage)); needs 9, rolls 6 : falls.
    Cygnus (tot) falls on its right side, suffering 10 damage.
        Cygnus (tot) takes 5 damage to CT.
            5 Armor remaining.
        Cygnus (tot) takes 5 damage to LA.
        5 damage transfers to LT.
        Cygnus (tot) takes 5 damage to LT.
        5 damage transfers to CT.
        Cygnus (tot) takes 5 damage to CT.
            0 Armor remaining.

Pilot of Cygnus (tot) "Aliyah Badra" must roll 9 to avoid damage; rolls 5 : fails.
        Pilot of Cygnus (tot) "Aliyah Badra" takes 1 damage.        
Pilot of Cygnus (tot) "Aliyah Badra" needs a 5 to stay conscious.  Rolls 3 : blacks out.


Physical Attack Phase
-------------------


Heat Phase
-------------------
Bane (Kraken) 2 (AIMB) gains 21 heat, sinks 20 heat and is now at 4 heat.
Cygnus (tot) gains 41 heat, sinks 30 heat and is now at 11 heat.
Canis (tot) gains 36 heat, sinks 32 heat and is now at 4 heat.
Blood Asp C (tot) gains 0 heat, sinks 7 heat and is now at 0 heat.

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

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

Pilot of Blood Asp C (tot) "Kian Cooper" needs a 7 to wake up.  Rolls 7 : successful!
Initiative Phase for Round #5
-------------------
AIMB rolls a 7[7+0].
tot rolls a 3[3+0].

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

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

Targeting Phase
-------------------


Movement Phase
-------------------

Blood Asp C (tot) must make a piloting skill check (Left Arm hand Actuator missing/destroyed).
Needs 7 [5 (Base piloting skill) + 1 (Left Leg Upper Leg Actuator destroyed) - 2 (careful stand) + 0 (getting up) + 2 (Right Arm destroyed) + 1 (Left Arm hand Actuator missing/destroyed)], rolls 5 : falls.
    Blood Asp C (tot) falls on its rear, suffering 9 damage.
        Blood Asp C (tot) takes 5 damage to RA.
        5 damage transfers to RTR.
        Blood Asp C (tot) takes 5 damage to RTR.
            6 Armor remaining.
        Blood Asp C (tot) takes 4 damage to LA.
            Armor destroyed, 14 Internal Structure remaining
            Critical hit on LA. Roll is 12; 2 locations.
            CRITICAL HIT on Ultra AC/10.
            CRITICAL HIT on Ultra AC/10.

Pilot of Blood Asp C (tot) "Kian Cooper" must roll 7 to avoid damage; rolls 8 : succeeds.

Blood Asp C (tot) must make a piloting skill check (Left Arm hand Actuator missing/destroyed).
Needs 7 [5 (Base piloting skill) + 1 (Left Leg Upper Leg Actuator destroyed) - 2 (careful stand) + 0 (getting up) + 2 (Right Arm destroyed) + 1 (Left Arm hand Actuator missing/destroyed)], rolls 8 : succeeds.

Bane (Kraken) 2 (AIMB) must make a piloting skill check (Left Arm hand Actuator missing/destroyed).
Needs 5 [5 (Base piloting skill) - 2 (careful stand) + 0 (getting up) + 1 (Right Arm hand Actuator missing/destroyed) + 1 (Left Arm hand Actuator missing/destroyed)], rolls 9 : succeeds.

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


Weapon Attack Phase
-------------------
Weapons fire for Satyr 2 (AIMB)
    Micro Pulse Laser at Cygnus (tot); needs 5, rolls 10 : hits  (using Right Side table) LA
        Cygnus (tot) takes 3 damage to LA.
        3 damage transfers to LT.
        Cygnus (tot) takes 3 damage to LT.
        3 damage transfers to CT.
        Cygnus (tot) takes 3 damage to CT.
             27 Internal Structure remaining
            Critical hit on CT. Roll is 5; no effect.


Weapons fire for Blood Asp C (tot)
    Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 8, rolls 7 : misses
        Checking for accidental fire; needs 3 or below, rolls 9 : no fire..
    fires a second shot in ultra mode.
    Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 8, rolls 6 : misses

        Checking for accidental fire; needs 3 or below, rolls 9 : no fire..

Weapons fire for Bane (Kraken) 2 (AIMB)
    Ultra AC/10 at Blood Asp C (tot); needs 5, rolls 4 : misses
    fires a second shot in ultra mode.
    Ultra AC/10 at Blood Asp C (tot); needs 5, rolls 10 : 
        Blood Asp C (tot) takes 10 damage to RL (critical).
            14 Armor remaining.
            Critical hit on RL. Roll is (10+1) = 11; 2 locations.
            CRITICAL HIT on Upper Leg.
            CRITICAL HIT on Lower Leg.


    Ultra AC/10 at Blood Asp C (tot); needs 5, rolls 6 : 
        Blood Asp C (tot) takes 10 damage to LA.
             4 Internal Structure remaining
            Critical hit on LA. Roll is (9+1) = 10; 1 location.
            CRITICAL HIT on Shoulder.
    fires a second shot in ultra mode.
    Ultra AC/10 at Blood Asp C (tot); needs 5, rolls 9 : 
        Blood Asp C (tot) takes 10 damage to RT.
             SECTION DESTROYED,
        4 damage transfers to CT.
            Critical hit on RT. Roll is (11+1) = 12; 2 locations.
            CRITICAL HIT on *LB 20-X AC.
            CRITICAL HIT on Engine.
        Blood Asp C (tot) takes 4 damage to CT.
             25 Internal Structure remaining
            Critical hit on CT. Roll is (6+1) = 7; no effect.


    Ultra AC/10 at Blood Asp C (tot); needs 5, rolls 10 : 
        Blood Asp C (tot) takes 10 damage to RA.
        10 damage transfers to RT.
        Blood Asp C (tot) takes 10 damage to RT.
        10 damage transfers to CT.
        Blood Asp C (tot) takes 10 damage to CT.
             15 Internal Structure remaining
            Critical hit on CT. Roll is (6+1) = 7; no effect.


Weapons fire for Canis (tot)
    ER Large Laser at Bane (Kraken) 2 (AIMB); needs 7, rolls 10 : hits  (using Partial cover (horizontal 50%) table) CT
        Bane (Kraken) 2 (AIMB) takes 10 damage to CT.
            26 Armor remaining.


    ER Large Laser at Bane (Kraken) 2 (AIMB); needs 7, rolls 9 : hits  (using Partial cover (horizontal 50%) table) RA
        Bane (Kraken) 2 (AIMB) takes 10 damage to RA.
            14 Armor remaining.


    Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 7, rolls 3 : misses
        Checking for accidental fire; needs 3 or below, rolls 6 : no fire..
    fires a second shot in ultra mode.
    Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 7, rolls 5 : misses

        Checking for accidental fire; needs 3 or below, rolls 7 : no fire..

    Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 7, rolls 4 : misses
        Checking for accidental fire; needs 3 or below, rolls 9 : no fire..
    fires a second shot in ultra mode.
    Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 7, rolls 5 : misses

        Checking for accidental fire; needs 3 or below, rolls 11 : no fire..

Weapons fire for Kobold Battle Armor IIC (tot)
    Light Machine Gun at Bane (Kraken) 2 (AIMB); needs 6, rolls 5 : misses
        Checking for accidental fire; needs 3 or below, rolls 6 : no fire..

    Infantry Clan Mauser IIC at Bane (Kraken) 2 (AIMB); needs 6, rolls 8 : 5 troopers hit, causing 7 damage.
        Bane (Kraken) 2 (AIMB) takes 2 damage to LT.
            10 Armor remaining.

        Bane (Kraken) 2 (AIMB) takes 2 damage to LT.
            8 Armor remaining.

        Bane (Kraken) 2 (AIMB) takes 2 damage to RA (critical).
            12 Armor remaining.
            Critical hit on RA. Roll is 4; no effect.

        Bane (Kraken) 2 (AIMB) takes 1 damage to RL.
            41 Armor remaining.


    Infantry Clan Mauser IIC at Bane (Kraken) 2 (AIMB); needs 6, rolls 9 : 3 troopers hit, causing 4 damage.
        Bane (Kraken) 2 (AIMB) takes 2 damage to RL.
            39 Armor remaining.

        Bane (Kraken) 2 (AIMB) takes 2 damage to RL.
            37 Armor remaining.




Bane (Kraken) 2 (AIMB) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 1 (20+ damage)); needs 6, rolls 7 : succeeds.

Blood Asp C (tot) must make 3 piloting skill roll(s) (leg/foot actuator hit; leg/foot actuator hit; 40+ damage).
The base target is 6 [5 (Base piloting skill) + 1 (Left Leg Upper Leg Actuator destroyed)].
    Roll #1, (5 (Base piloting skill) + 1 (Left Leg Upper Leg Actuator destroyed) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 2 (40+ damage)); needs 10, rolls 7 : falls.
    Blood Asp C (tot) falls on its rear, suffering 9 damage.
        Blood Asp C (tot) takes 5 damage to LL.
            13 Armor remaining.
        Blood Asp C (tot) takes 4 damage to LTR.
            7 Armor remaining.

Pilot of Blood Asp C (tot) "Kian Cooper" must roll 10 to avoid damage; rolls 5 : fails.
        Pilot of Blood Asp C (tot) "Kian Cooper" takes 1 damage.        
Pilot of Blood Asp C (tot) "Kian Cooper" needs a 10 to stay conscious.  Rolls 6 : blacks out.


Physical Attack Phase
-------------------

Physical attacks for Satyr 2 (AIMB)
    Protomech frenzy attack at Cygnus (tot); needs 0, rolls 9 : hits (using Right Side table) RL
        Cygnus (tot) takes 1 damage to RL.
            23 Armor remaining.


Heat Phase
-------------------
Bane (Kraken) 2 (AIMB) gains 17 heat, sinks 20 heat and is now at 1 heat.
Cygnus (tot) gains 10 heat, sinks 21 heat and is now at 0 heat.
Canis (tot) gains 36 heat, sinks 32 heat and is now at 8 heat.
Blood Asp C (tot) gains 19 heat, sinks 19 heat and is now at 0 heat.

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

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

Pilot of Cygnus (tot) "Aliyah Badra" needs a 5 to wake up.  Rolls 7 : successful!
Initiative Phase for Round #6
-------------------
AIMB rolls a 8[8+0] / 4[4+0].
tot rolls a 8[8+0] / 7[7+0].

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

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

Targeting Phase
-------------------


Movement Phase
-------------------

Cygnus (tot) must make a piloting skill check (Left Arm destroyed).
Needs 6 [5 (Base piloting skill) - 2 (careful stand) + 0 (getting up) + 1 (Right Arm hand Actuator missing/destroyed) + 2 (Left Arm destroyed)], rolls 8 : succeeds.

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


Weapon Attack Phase
-------------------
Weapons fire for Satyr 2 (AIMB)
    Micro Pulse Laser at Blood Asp C (tot); needs -2, rolls 8 : hits  (using Right Side table) LT (hit aimed location)
        Blood Asp C (tot) takes 3 damage to LT.
             1 Internal Structure remaining
            Critical hit on LT. Roll is 11; 2 locations.
            CRITICAL HIT on Ultra AC/10 Ammo (0).
            CRITICAL HIT on Ultra AC/10.


Weapons fire for Bane (Kraken) 2 (AIMB)
    Ultra AC/10 at Cygnus (tot); needs 4, rolls 5 : 
        Cygnus (tot) takes 10 damage to LT.
        10 damage transfers to CT.
        Cygnus (tot) takes 10 damage to CT.
             17 Internal Structure remaining
            Critical hit on CT. Roll is (7+1) = 8; no effect.
    fires a second shot in ultra mode.
    Ultra AC/10 at Cygnus (tot); needs 4, rolls 8 : 
        Cygnus (tot) takes 10 damage to RA.
             2 Internal Structure remaining
            Critical hit on RA. Roll is (7+1) = 8; no effect.


    Ultra AC/10 at Cygnus (tot); needs 4, rolls 8 : 
        Cygnus (tot) takes 10 damage to CT.
             7 Internal Structure remaining
            Critical hit on CT. Roll is (5+1) = 6; no effect.
    fires a second shot in ultra mode.
    Ultra AC/10 at Cygnus (tot); needs 4, rolls 4 : 
        Cygnus (tot) takes 10 damage to CT.
             SECTION DESTROYED,
        Cygnus (tot) has taken 6 engine hits this phase.
        Checking for engine explosion on 10, roll is 7.
        Engine safety systems remain in place.
*** Cygnus (tot) DESTROYED by damage! ***

        >Cygnus (tot) suffers catastrophic damage, but the autoeject system was engaged.
    
Cygnus (tot) must make a piloting skill check (landing in light woods).
    Needs 8 [5 (ejecting) + 1 (automatic ejection) + 2 (landing in light woods)], rolls 9 : succeeds.
            The pilot ejects safely!
            Critical hit on CT. Roll is (3+1) = 4; no effect.


    Ultra AC/10 at Cygnus (tot); needs 4, rolls 10 : 
        Cygnus (tot) takes 10 damage to LT.
        10 damage transfers to CT.
        Cygnus (tot) takes 10 damage to CT.

    fires a second shot in ultra mode.
    Ultra AC/10 at Cygnus (tot); needs 4, rolls 9 : 
        Cygnus (tot) takes 10 damage to RT.
            14 Armor remaining.


Weapons fire for Canis (tot)
    ER Large Laser at Bane (Kraken) 2 (AIMB); needs 7, rolls 9 : hits  (using Partial cover (horizontal 50%) table) LL
        Bane (Kraken) 2 suffers no damage. (LL behind cover)


    Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 7, rolls 6 : misses
        Checking for accidental fire; needs 3 or below, rolls 9 : no fire..
    fires a second shot in ultra mode.
    Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 7, rolls 10 : 
        Bane (Kraken) 2 (AIMB) takes 10 damage to LT.
            Armor destroyed, 19 Internal Structure remaining
            Critical hit on LT. Roll is (7+1) = 8; no effect.


    Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 7, rolls 10 : 
        Bane (Kraken) 2 suffers no damage. (RL behind cover)


Weapons fire for Cygnus (tot)
    Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 6, rolls 10 : 
        Bane (Kraken) 2 suffers no damage. (RL behind cover)
    fires a second shot in ultra mode.
    Ultra AC/10 at Bane (Kraken) 2 (AIMB); needs 6, rolls 11 : 
        Bane (Kraken) 2 (AIMB) takes 10 damage to LT.
             9 Internal Structure remaining
            Critical hit on LT. Roll is (6+1) = 7; no effect.


    Medium Pulse Laser at Bane (Kraken) 2 (AIMB); needs 6, rolls 4 : misses

        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..

    Medium Pulse Laser at Bane (Kraken) 2 (AIMB); needs 6, rolls 5 : misses

        Checking for accidental fire; needs 3 or below, rolls 10 : no fire..

Weapons fire for Kobold Battle Armor IIC (tot)
    Light Machine Gun at Bane (Kraken) 2 (AIMB); needs 5, rolls 8 : 3 troopers hit
        Bane (Kraken) 2 (AIMB) takes 1 damage to LA.
            26 Armor remaining.

        Bane (Kraken) 2 (AIMB) takes 1 damage to LL.
            41 Armor remaining.

        Bane (Kraken) 2 (AIMB) takes 1 damage to LT.
             8 Internal Structure remaining
            Critical hit on LT. Roll is 6; no effect.


    Infantry Clan Mauser IIC at Bane (Kraken) 2 (AIMB); needs 5, rolls 7 : 2 troopers hit, causing 3 damage.
        Bane (Kraken) 2 (AIMB) takes 2 damage to LL.
            39 Armor remaining.

        Bane (Kraken) 2 (AIMB) takes 1 damage to RL.
            36 Armor remaining.


    Infantry Clan Mauser IIC at Bane (Kraken) 2 (AIMB); needs 5, rolls 10 : 3 troopers hit, causing 4 damage.
        Bane (Kraken) 2 (AIMB) takes 2 damage to CT.
            24 Armor remaining.

        Bane (Kraken) 2 (AIMB) takes 2 damage to CT.
            22 Armor remaining.




Bane (Kraken) 2 (AIMB) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 1 (20+ damage)); needs 6, rolls 7 : succeeds.

Physical Attack Phase
-------------------

Physical attacks for Satyr 2 (AIMB)
    Protomech frenzy attack at Blood Asp C (tot); needs 0, rolls 8 : hits (using Right Side table) RT
        Blood Asp C (tot) takes 1 damage to RT.
        1 damage transfers to CT.
        Blood Asp C (tot) takes 1 damage to CT.
             14 Internal Structure remaining
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.
*** Blood Asp C (tot) DESTROYED by engine destruction! ***


Heat Phase
-------------------
Bane (Kraken) 2 (AIMB) gains 18 heat, sinks 19 heat and is now at 0 heat.
Canis (tot) gains 21 heat, sinks 29 heat and is now at 0 heat.

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

End Phase
-------------------
Initiative Phase for Round #7
-------------------
AIMB rolls a 4[4+0].
tot rolls a 6[6+0].

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

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

Targeting Phase
-------------------


Movement Phase
-------------------


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


Weapon Attack Phase
-------------------
Weapons fire for Bane (Kraken) 2 (AIMB)
    Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 9, rolls 10 : 
        Kobold Battle Armor IIC (tot) takes 10 damage to Trooper 3.
            Armor destroyed,             TROOPER KILLED,
    fires a second shot in ultra mode.
    Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 9, rolls 8 : misses


    Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 9, rolls 6 : misses
    fires a second shot in ultra mode.
    Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 9, rolls 9 : 
        Kobold Battle Armor IIC (tot) takes 10 damage to Trooper 5.
            Armor destroyed,             TROOPER KILLED,


    Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 9, rolls 7 : misses
    fires a second shot in ultra mode.
    Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 9, rolls 10 : 
        Kobold Battle Armor IIC (tot) takes 10 damage to Trooper 1.
            Armor destroyed,             TROOPER KILLED,


Weapons fire for Canis (tot)
    ER Large Laser at Bane (Kraken) 2 (AIMB); needs 9, rolls 8 : misses

        Checking for accidental fire; needs 3 or below, rolls 8 : no fire..

    ER Large Laser at Bane (Kraken) 2 (AIMB); needs 9, rolls 8 : misses

        Checking for accidental fire; needs 3 or below, rolls 10 : no fire..

Weapons fire for Kobold Battle Armor IIC (tot)
    Light Machine Gun at Bane (Kraken) 2 (AIMB); needs 5, rolls 9 : 3 troopers hit
        Bane (Kraken) 2 (AIMB) takes 1 damage to CT.
            21 Armor remaining.

        Bane (Kraken) 2 (AIMB) takes 1 damage to RA.
            11 Armor remaining.

        Bane (Kraken) 2 (AIMB) takes 1 damage to CT.
            20 Armor remaining.


    Infantry Clan Mauser IIC at Bane (Kraken) 2 (AIMB); needs 5, rolls 2 : misses


    Infantry Clan Mauser IIC at Bane (Kraken) 2 (AIMB); needs 5, rolls 5 : 3 troopers hit, causing 4 damage.
        Bane (Kraken) 2 (AIMB) takes 2 damage to HD.
            7 Armor remaining.

        Pilot of Bane (Kraken) 2 (AIMB) "Karno Muljana" takes 1 damage.        
Pilot of Bane (Kraken) 2 (AIMB) "Karno Muljana" needs a 5 to stay conscious.  Rolls 7 : successful!

        Bane (Kraken) 2 (AIMB) takes 2 damage to CT.
            18 Armor remaining.




Physical Attack Phase
-------------------


Heat Phase
-------------------
Bane (Kraken) 2 (AIMB) gains 18 heat, sinks 18 heat and is now at 0 heat.
Canis (tot) gains 27 heat, sinks 27 heat and is now at 0 heat.

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

End Phase
-------------------
Initiative Phase for Round #8
-------------------
AIMB rolls a 8[8+0].
tot rolls a 7[7+0].

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

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

Targeting Phase
-------------------


Movement Phase
-------------------


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


Weapon Attack Phase
-------------------
Weapons fire for Satyr 2 (AIMB)
    Micro Pulse Laser at Canis (tot); needs 8, rolls 9 : hits  (using Left Side table) LL
        Canis (tot) takes 3 damage to LL.
            20 Armor remaining.


Weapons fire for Bane (Kraken) 2 (AIMB)
    Ultra AC/10 at Canis (tot); needs 10, rolls 8 : misses
        Checking for accidental fire; needs 3 or below, rolls 7 : no fire..
    fires a second shot in ultra mode.
    Ultra AC/10 at Canis (tot); needs 10, rolls 10 : 
        Canis (tot) takes 10 damage to RL.
            23 Armor remaining.


    Ultra AC/10 at Canis (tot); needs 10, rolls 6 : misses
        Checking for accidental fire; needs 3 or below, rolls 8 : no fire..
    fires a second shot in ultra mode.
    Ultra AC/10 at Canis (tot); needs 10, rolls 7 : misses

        Checking for accidental fire; needs 3 or below, rolls 9 : no fire..

    Ultra AC/10 at Canis (tot); needs 10, rolls 8 : misses
        Checking for accidental fire; needs 3 or below, rolls 7 : no fire..
    fires a second shot in ultra mode.
    Ultra AC/10 at Canis (tot); needs 10, rolls 4 : misses

        Checking for accidental fire; needs 3 or below, rolls 6 : no fire..

Weapons fire for Canis (tot)
    ER Large Laser at Bane (Kraken) 2 (AIMB); needs 10, rolls 7 : misses

        Checking for accidental fire; needs 3 or below, rolls 4 : no fire..

    ER Large Laser at Bane (Kraken) 2 (AIMB); needs 10, rolls 9 : misses

        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..

Weapons fire for Kobold Battle Armor IIC (tot)
    Light Machine Gun at Bane (Kraken) 2 (AIMB); needs 6, rolls 5 : misses
        Checking for accidental fire; needs 3 or below, rolls 7 : no fire..

    Infantry Clan Mauser IIC at Bane (Kraken) 2 (AIMB); needs 6, rolls 11 : 1 troopers hit, causing 1 damage.
        Bane (Kraken) 2 (AIMB) takes 1 damage to LA.
            25 Armor remaining.


    Infantry Clan Mauser IIC at Bane (Kraken) 2 (AIMB); needs 6, rolls 9 : 1 troopers hit, causing 1 damage.
        Bane (Kraken) 2 (AIMB) takes 1 damage to RA.
            10 Armor remaining.




Physical Attack Phase
-------------------

Physical attacks for Satyr 2 (AIMB)
    Protomech frenzy attack at Canis (tot); needs 10, rolls 6 : misses.

Heat Phase
-------------------
Bane (Kraken) 2 (AIMB) gains 19 heat, sinks 19 heat and is now at 0 heat.
Canis (tot) gains 27 heat, sinks 27 heat and is now at 0 heat.

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

End Phase
-------------------
Initiative Phase for Round #9
-------------------
AIMB rolls a 7[7+0].
tot rolls a 9[9+0].

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

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

Targeting Phase
-------------------


Movement Phase
-------------------


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


Weapon Attack Phase
-------------------
Weapons fire for Canis (tot)
    ER Large Laser at Bane (Kraken) 2 (AIMB); needs 9, rolls 8 : misses

        Checking for accidental fire; needs 3 or below, rolls 11 : no fire..

    ER Large Laser at Bane (Kraken) 2 (AIMB); needs 9, rolls 8 : misses

        Checking for accidental fire; needs 3 or below, rolls 10 : no fire..

Weapons fire for Bane (Kraken) 2 (AIMB)
    Ultra AC/10 at Canis (tot); needs 9, rolls 6 : misses
        Checking for accidental fire; needs 3 or below, rolls 10 : no fire..
    fires a second shot in ultra mode.
    Ultra AC/10 at Canis (tot); needs 9, rolls 6 : misses

        Checking for accidental fire; needs 3 or below, rolls 12 : no fire..

    Ultra AC/10 at Canis (tot); needs 9, rolls 5 : misses
        Checking for accidental fire; needs 3 or below, rolls 8 : no fire..
    fires a second shot in ultra mode.
    Ultra AC/10 at Canis (tot); needs 9, rolls 8 : misses

        Checking for accidental fire; needs 3 or below, rolls 9 : no fire..

    Ultra AC/10 at Canis (tot); needs 9, rolls 7 : misses
        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..
    fires a second shot in ultra mode.
    Ultra AC/10 at Canis (tot); needs 9, rolls 12 : 
        Canis (tot) takes 10 damage to HD.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on HD. Roll is (8+1) = 9; 1 location.
            CRITICAL HIT on Life Support.

        Pilot of Canis (tot) "Bruna Calisto" takes 1 damage.        
Pilot of Canis (tot) "Bruna Calisto" needs a 3 to stay conscious.  Rolls 11 : successful!


Weapons fire for Kobold Battle Armor IIC (tot)
    Light Machine Gun at Satyr 2 (AIMB); needs 8, rolls 6 : misses

    Infantry Clan Mauser IIC at Satyr 2 (AIMB); needs 7, rolls 7 : 2 troopers hit, causing 3 damage.
        Satyr 2 (AIMB) takes 2 damage to T.
             1 Internal Structure remaining
            Critical hit on T. Roll is 12; 2 locations.
            CRITICAL HIT on Torso.

        Pilot of Satyr 2 (AIMB) "Iretta M?ndez" takes 1 damage.        
Pilot of Satyr 2 (AIMB) "Iretta M?ndez" needs a 3 to stay conscious.  Rolls 5 : successful!
            CRITICAL HIT on Torso.
Torso weapon B destroyed.
        Pilot of Satyr 2 (AIMB) "Iretta M?ndez" takes 1 damage.        
Pilot of Satyr 2 (AIMB) "Iretta M?ndez" needs a 5 to stay conscious.  Rolls 6 : successful!

        The Protomech takes no damage from a near miss.


    Infantry Clan Mauser IIC at Satyr 2 (AIMB); needs 7, rolls 7 : 1 troopers hit, causing 1 damage.
        Satyr 2 (AIMB) takes 1 damage to MG.
        1 damage transfers to T.
        Satyr 2 (AIMB) takes 1 damage to T.
        Pilot of Satyr 2 (AIMB) "Iretta M?ndez" takes 1 damage.        
Pilot of Satyr 2 (AIMB) "Iretta M?ndez" needs a 7 to stay conscious.  Rolls 5 : blacks out.
             SECTION DESTROYED,
*** Satyr 2 (AIMB) DESTROYED by damage! ***
            Critical hit on T. Roll is 7; no effect.




Physical Attack Phase
-------------------


Heat Phase
-------------------
Bane (Kraken) 2 (AIMB) gains 18 heat, sinks 18 heat and is now at 0 heat.
Canis (tot) gains 27 heat, sinks 27 heat and is now at 0 heat.

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

End Phase
-------------------
Initiative Phase for Round #10
-------------------
AIMB rolls a 5[5+0].
tot rolls a 12[12+0].

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

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

Targeting Phase
-------------------


Movement Phase
-------------------


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


Weapon Attack Phase
-------------------
Weapons fire for Bane (Kraken) 2 (AIMB)
    Ultra AC/10 at Canis (tot); needs 8, rolls 10 : 
        Canis (tot) takes 10 damage to RA.
            15 Armor remaining.
    fires a second shot in ultra mode.
    Ultra AC/10 at Canis (tot); needs 8, rolls 9 : 
        Canis (tot) takes 10 damage to LA.
            15 Armor remaining.


    Ultra AC/10 at Canis (tot); needs 8, rolls 9 : 
        Canis (tot) takes 10 damage to RL.
            13 Armor remaining.
    fires a second shot in ultra mode.
    Ultra AC/10 at Canis (tot); needs 8, rolls 3 : misses


    Ultra AC/10 at Canis (tot); needs 8, rolls 5 : misses
    fires a second shot in ultra mode.
    Ultra AC/10 at Canis (tot); needs 8, rolls 6 : misses


Weapons fire for Canis (tot)
    ER Large Laser at Bane (Kraken) 2 (AIMB); needs 10, rolls 7 : misses

        Checking for accidental fire; needs 3 or below, rolls 9 : no fire..

    ER Large Laser at Bane (Kraken) 2 (AIMB); needs 10, rolls 3 : misses

        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..

Weapons fire for Kobold Battle Armor IIC (tot)
    Light Machine Gun at Bane (Kraken) 2 (AIMB); needs 5, rolls 4 : misses
        Checking for accidental fire; needs 3 or below, rolls 8 : no fire..

    Infantry Clan Mauser IIC at Bane (Kraken) 2 (AIMB); needs 4, rolls 5 : 1 troopers hit, causing 1 damage.
        Bane (Kraken) 2 (AIMB) takes 1 damage to LL.
            38 Armor remaining.


    Infantry Clan Mauser IIC at Bane (Kraken) 2 (AIMB); needs 4, rolls 8 : 2 troopers hit, causing 3 damage.
        Bane (Kraken) 2 (AIMB) takes 2 damage to LL.
            36 Armor remaining.

        Bane (Kraken) 2 (AIMB) takes 1 damage to RL.
            35 Armor remaining.




Canis (tot) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 1 (20+ damage)); needs 6, rolls 5 : falls.
    Canis (tot) falls on its right side, suffering 8 damage.
        Canis (tot) takes 5 damage to LA.
            10 Armor remaining.
        Canis (tot) takes 3 damage to RA.
            12 Armor remaining.

Pilot of Canis (tot) "Bruna Calisto" must roll 6 to avoid damage; rolls 9 : succeeds.

Physical Attack Phase
-------------------


Heat Phase
-------------------
Bane (Kraken) 2 (AIMB) gains 18 heat, sinks 18 heat and is now at 0 heat.
Canis (tot) gains 26 heat, sinks 26 heat and is now at 0 heat.

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

End Phase
-------------------
Initiative Phase for Round #11
-------------------
AIMB rolls a 2[2+0].
tot rolls a 10[10+0].

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

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

Targeting Phase
-------------------


Movement Phase
-------------------

Canis (tot) must make a piloting skill check (Left Arm hand Actuator missing/destroyed).
Needs 7 [5 (Base piloting skill) + 0 (getting up) + 1 (Right Arm hand Actuator missing/destroyed) + 1 (Left Arm hand Actuator missing/destroyed)], rolls 5 : falls.
    Canis (tot) falls on its front, suffering 8 damage.
        Canis (tot) takes 5 damage to RA.
            7 Armor remaining.
        Canis (tot) takes 3 damage to LA.
            7 Armor remaining.

Pilot of Canis (tot) "Bruna Calisto" must roll 7 to avoid damage; rolls 9 : succeeds.

Canis (tot) must make a piloting skill check (Left Arm hand Actuator missing/destroyed).
Needs 7 [5 (Base piloting skill) + 0 (getting up) + 1 (Right Arm hand Actuator missing/destroyed) + 1 (Left Arm hand Actuator missing/destroyed)], rolls 7 : succeeds.

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


Weapon Attack Phase
-------------------
Weapons fire for Bane (Kraken) 2 (AIMB)
    Ultra AC/10 at Canis (tot); needs 8, rolls 11 : 
        Canis (tot) takes 10 damage to RT.
            13 Armor remaining.
    fires a second shot in ultra mode.
    Ultra AC/10 at Canis (tot); needs 8, rolls 8 : 
        Canis (tot) takes 10 damage to RL.
            3 Armor remaining.


    Ultra AC/10 at Canis (tot); needs 8, rolls 9 : 
        Canis (tot) takes 10 damage to LT.
            13 Armor remaining.
    fires a second shot in ultra mode.
    Ultra AC/10 at Canis (tot); needs 8, rolls 9 : 
        Canis (tot) takes 10 damage to LT.
            3 Armor remaining.


    Ultra AC/10 at Canis (tot); needs 8, rolls 7 : misses
    fires a second shot in ultra mode.
    Ultra AC/10 at Canis (tot); needs 8, rolls 8 : 
        Canis (tot) takes 10 damage to LL.
            10 Armor remaining.


Weapons fire for Canis (tot)
    ER Large Laser at Bane (Kraken) 2 (AIMB); needs 10, rolls 4 : misses

        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..

    ER Large Laser at Bane (Kraken) 2 (AIMB); needs 10, rolls 4 : misses

        Checking for accidental fire; needs 3 or below, rolls 8 : no fire..

Weapons fire for Kobold Battle Armor IIC (tot)
    Light Machine Gun at Bane (Kraken) 2 (AIMB); needs 5, rolls 11 : 1 troopers hit
        Bane (Kraken) 2 (AIMB) takes 1 damage to RT.
             5 Internal Structure remaining
            Critical hit on RT. Roll is 8; no effect.


    Infantry Clan Mauser IIC at Bane (Kraken) 2 (AIMB); needs 4, rolls 6 : 1 troopers hit, causing 1 damage.
        Bane (Kraken) 2 (AIMB) takes 1 damage to CT.
            17 Armor remaining.


    Infantry Clan Mauser IIC at Bane (Kraken) 2 (AIMB); needs 4, rolls 5 : 1 troopers hit, causing 1 damage.
        Bane (Kraken) 2 (AIMB) takes 1 damage to LA.
            24 Armor remaining.




Canis (tot) must make 1 piloting skill roll(s) (40+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 2 (40+ damage)); needs 7, rolls 7 : succeeds.

Physical Attack Phase
-------------------


Heat Phase
-------------------
Bane (Kraken) 2 (AIMB) gains 18 heat, sinks 18 heat and is now at 0 heat.
Canis (tot) gains 28 heat, sinks 28 heat and is now at 0 heat.

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

End Phase
-------------------
Initiative Phase for Round #12
-------------------
AIMB rolls a 5[5+0].
tot rolls a 4[4+0].

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

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

Targeting Phase
-------------------


Movement Phase
-------------------


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


Weapon Attack Phase
-------------------
Weapons fire for Bane (Kraken) 2 (AIMB)
    Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 10, rolls 8 : misses
        Checking for accidental fire; needs 3 or below, rolls 6 : no fire..
    fires a second shot in ultra mode.
    Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 10, rolls 9 : misses

        Checking for accidental fire; needs 3 or below, rolls 11 : no fire..

    Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 10, rolls 9 : misses
        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..
    fires a second shot in ultra mode.
    Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 10, rolls 7 : misses

        Checking for accidental fire; needs 3 or below, rolls 11 : no fire..

    Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 10, rolls 7 : misses
        Checking for accidental fire; needs 3 or below, rolls 3 : possible fire.
        Needs 11 [9 (Ultra AC/10) + 2 (accidental)] to ignite, rolls 6
    fires a second shot in ultra mode.
    Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 10, rolls 7 : misses

        Checking for accidental fire; needs 3 or below, rolls 7 : no fire..

Weapons fire for Canis (tot)
    ER Large Laser at Bane (Kraken) 2 (AIMB); needs 11, rolls 9 : misses


    ER Large Laser at Bane (Kraken) 2 (AIMB); needs 11, rolls 5 : misses


    ER Large Laser at Bane (Kraken) 2 (AIMB); needs 11, rolls 9 : misses


Weapons fire for Kobold Battle Armor IIC (tot)
    Light Machine Gun at Bane (Kraken) 2 (AIMB); needs 4, rolls 6 : 2 troopers hit
        Bane (Kraken) 2 (AIMB) takes 1 damage to LL.
            35 Armor remaining.

        Bane (Kraken) 2 (AIMB) takes 1 damage to CT.
            16 Armor remaining.


    Infantry Clan Mauser IIC at Bane (Kraken) 2 (AIMB); needs 4, rolls 11 : 2 troopers hit, causing 3 damage.
        Bane (Kraken) 2 (AIMB) takes 2 damage to CT.
            14 Armor remaining.

        Bane (Kraken) 2 (AIMB) takes 1 damage to LA.
            23 Armor remaining.


    Infantry Clan Mauser IIC at Bane (Kraken) 2 (AIMB); needs 4, rolls 4 : 1 troopers hit, causing 1 damage.
        Bane (Kraken) 2 (AIMB) takes 1 damage to RL.
            34 Armor remaining.




Physical Attack Phase
-------------------


Heat Phase
-------------------
Bane (Kraken) 2 (AIMB) gains 19 heat, sinks 19 heat and is now at 0 heat.
Canis (tot) gains 39 heat, sinks 32 heat and is now at 7 heat.

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

End Phase
-------------------
Initiative Phase for Round #13
-------------------
AIMB rolls a 10[10+0].
tot rolls a 6[6+0].

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

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

Targeting Phase
-------------------


Movement Phase
-------------------


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


Weapon Attack Phase
-------------------
Weapons fire for Bane (Kraken) 2 (AIMB)
    Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 10, rolls 11 : 
        Kobold Battle Armor IIC (tot) takes 10 damage to Trooper 4.
            Armor destroyed,             TROOPER KILLED,
    fires a second shot in ultra mode.
    Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 10, rolls 5 : misses


    Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 10, rolls 3 : misses
    fires a second shot in ultra mode.
    Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 10, rolls 7 : misses


    Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 10, rolls 11 : 
        Kobold Battle Armor IIC (tot) takes 10 damage to Trooper 2.
            Armor destroyed,             TROOPER KILLED,
*** Kobold Battle Armor IIC (tot) DESTROYED by damage! ***
    fires a second shot in ultra mode.
    Ultra AC/10 at Kobold Battle Armor IIC (tot); needs 10, rolls 9 : misses


Weapons fire for Kobold Battle Armor IIC (tot)
    Light Machine Gun at Bane (Kraken) 2 (AIMB); needs 6, rolls 7 : 1 troopers hit (using Rear table)
        Bane (Kraken) 2 (AIMB) takes 1 damage to LTR.
            9 Armor remaining.


    Infantry Clan Mauser IIC at Bane (Kraken) 2 (AIMB); needs 6, rolls 6 : 2 troopers hit (using Rear table), causing 3 damage.
        Bane (Kraken) 2 (AIMB) takes 2 damage to RL.
            32 Armor remaining.

        Bane (Kraken) 2 (AIMB) takes 1 damage to CTR.
            12 Armor remaining.


    Infantry Clan Mauser IIC at Bane (Kraken) 2 (AIMB); needs 6, rolls 5 : misses




Physical Attack Phase
-------------------


Heat Phase
-------------------
Bane (Kraken) 2 (AIMB) gains 19 heat, sinks 19 heat and is now at 0 heat.
Canis (tot) gains 3 heat, sinks 10 heat and is now at 0 heat.

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

End Phase
-------------------
Initiative Phase for Round #14
-------------------
AIMB rolls a 7[7+0] / 8[8+0].
tot rolls a 7[7+0] / 6[6+0].

The turn order for movement is:
  tot, AIMB

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

Targeting Phase
-------------------

***Server: Machine IP is 10.10.10.5
***Server: Machine IP is 192.168.0.5
***Server: Machine IP is 0:0:0:0:0:0:0:1
***Server: Listening on port 2353
***Server: tot connected from /178.208.129.99
Movement Phase
-------------------

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

MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase
-------------------
Weapons fire for Bane (Kraken) 2 (AIMB)
    Ultra AC/10 at Canis (tot); needs 12, rolls 4 : misses
        Checking for accidental fire; needs 3 or below, rolls 9 : no fire..
    fires a second shot in ultra mode.
    Ultra AC/10 at Canis (tot); needs 12, rolls 8 : misses

        Checking for accidental fire; needs 3 or below, rolls 7 : no fire..

    Ultra AC/10 at Canis (tot); needs 12, rolls 8 : misses
        Checking for accidental fire; needs 3 or below, rolls 9 : no fire..
    fires a second shot in ultra mode.
    Ultra AC/10 at Canis (tot); needs 12, rolls 10 : misses

        Checking for accidental fire; needs 3 or below, rolls 4 : no fire..

    Ultra AC/10 at Canis (tot); needs 12, rolls 5 : misses
        Checking for accidental fire; needs 3 or below, rolls 10 : no fire..
    fires a second shot in ultra mode.
    Ultra AC/10 at Canis (tot); needs 12, rolls 8 : misses

        Checking for accidental fire; needs 3 or below, rolls 4 : no fire..

Weapons fire for Canis (tot)
    ER Large Laser at Bane (Kraken) 2 (AIMB); needs 10, rolls 4 : misses

        Checking for accidental fire; needs 3 or below, rolls 6 : no fire..

    ER Large Laser at Bane (Kraken) 2 (AIMB); needs 10, rolls 3 : misses

        Checking for accidental fire; needs 3 or below, rolls 4 : no fire..

    ER Large Laser at Bane (Kraken) 2 (AIMB); needs 10, rolls 10 : hits  RT
        Bane (Kraken) 2 (AIMB) takes 10 damage to RT.
             SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
        5 damage transfers to CT.
            Critical hit on RT. Roll is (8+1) = 9; 1 location.
            CRITICAL HIT on Engine.
        Bane (Kraken) 2 (AIMB) takes 5 damage to CT.
            9 Armor remaining.



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

Heat Phase
-------------------
Bane (Kraken) 2 (AIMB) gains 28 heat, sinks 20 heat and is now at 8 heat.
Canis (tot) gains 39 heat, sinks 32 heat and is now at 7 heat.

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

End Phase
-------------------
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #15
-------------------
AIMB rolls a 9[9+0] / 8[8+0] / 8[8+0].
tot rolls a 9[9+0] / 8[8+0] / 7[7+0].

The turn order for movement is:
  tot, AIMB

Wind direction is Southeast.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
AIMB: 1087 BV remaining (from 7190 initially) 0 BV fled
tot: 1974 BV remaining (from 7392 initially) 0 BV fled
DoubleGreen: 0 BV remaining (from 0 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase
-------------------

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

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

MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase
-------------------
Weapons fire for Canis (tot)
    ER Large Laser at Hex: 2809 (Clear); needs 8, rolls 6 : misses



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

Heat Phase
-------------------
Bane (Kraken) 2 (AIMB) gains 10 heat, sinks 18 heat and is now at 0 heat.
Canis (tot) gains 15 heat, sinks 22 heat and is now at 0 heat.

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

End Phase
-------------------
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #16
-------------------
AIMB rolls a 2[2+0].
tot rolls a 6[6+0].

The turn order for movement is:
  AIMB, tot

Wind direction is Southeast.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
AIMB: 1087 BV remaining (from 7190 initially) 0 BV fled
tot: 1974 BV remaining (from 7392 initially) 0 BV fled
DoubleGreen: 0 BV remaining (from 0 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase
-------------------

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

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

MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase
-------------------
Weapons fire for Bane (Kraken) 2 (AIMB)
    Ultra AC/10 at Canis (tot); needs 12, rolls 5 : misses
        Checking for accidental fire; needs 3 or below, rolls 9 : no fire..
    fires a second shot in ultra mode.
    Ultra AC/10 at Canis (tot); needs 12, rolls 7 : misses

        Checking for accidental fire; needs 3 or below, rolls 11 : no fire..

Weapons fire for Canis (tot)
    ER Large Laser at Bane (Kraken) 2 (AIMB); needs 10, rolls 5 : misses

        Checking for accidental fire; needs 3 or below, rolls 7 : no fire..

    ER Large Laser at Bane (Kraken) 2 (AIMB); needs 10, rolls 9 : misses

        Checking for accidental fire; needs 3 or below, rolls 12 : no fire..

    ER Large Laser at Bane (Kraken) 2 (AIMB); needs 10, rolls 6 : misses

        Checking for accidental fire; needs 3 or below, rolls 8 : no fire..


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

Heat Phase
-------------------
Bane (Kraken) 2 (AIMB) gains 16 heat, sinks 16 heat and is now at 0 heat.
Canis (tot) gains 39 heat, sinks 32 heat and is now at 7 heat.

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

End Phase
-------------------
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #17
-------------------
AIMB rolls a 8[8+0] / 10[10+0].
tot rolls a 8[8+0] / 3[3+0].

The turn order for movement is:
  tot, AIMB

Wind direction is Southeast.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
AIMB: 1087 BV remaining (from 7190 initially) 0 BV fled
tot: 1974 BV remaining (from 7392 initially) 0 BV fled
DoubleGreen: 0 BV remaining (from 0 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase
-------------------

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

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

MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase
-------------------
Weapons fire for Bane (Kraken) 2 (AIMB)
    Ultra AC/10 at Canis (tot); needs 12, rolls 10 : misses
        Checking for accidental fire; needs 3 or below, rolls 8 : no fire..
    fires a second shot in ultra mode.
    Ultra AC/10 at Canis (tot); needs 12, rolls 10 : misses

        Checking for accidental fire; needs 3 or below, rolls 3 : possible fire.
        Needs 11 [9 (Ultra AC/10) + 2 (accidental)] to ignite, rolls 9

Weapons fire for Canis (tot)
    ER Large Laser at Hex: 2809 (Clear); needs 8, rolls 7 : misses



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

Heat Phase
-------------------
Bane (Kraken) 2 (AIMB) gains 16 heat, sinks 16 heat and is now at 0 heat.
Canis (tot) gains 15 heat, sinks 22 heat and is now at 0 heat.

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

End Phase
-------------------
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #18
-------------------
AIMB rolls a 3[3+0].
tot rolls a 4[4+0].

The turn order for movement is:
  AIMB, tot

Wind direction is Southeast.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
AIMB: 1087 BV remaining (from 7190 initially) 0 BV fled
tot: 1974 BV remaining (from 7392 initially) 0 BV fled
DoubleGreen: 0 BV remaining (from 0 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase
-------------------

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

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

MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase
-------------------
Weapons fire for Canis (tot)
    ER Large Laser at Bane (Kraken) 2 (AIMB); needs 10, rolls 5 : misses

        Checking for accidental fire; needs 3 or below, rolls 6 : no fire..

    ER Large Laser at Bane (Kraken) 2 (AIMB); needs 10, rolls 4 : misses

        Checking for accidental fire; needs 3 or below, rolls 9 : no fire..

    ER Large Laser at Bane (Kraken) 2 (AIMB); needs 10, rolls 7 : misses

        Checking for accidental fire; needs 3 or below, rolls 6 : no fire..

Weapons fire for Bane (Kraken) 2 (AIMB)
    Ultra AC/10 at Canis (tot); needs 12, rolls 8 : misses
        Checking for accidental fire; needs 3 or below, rolls 11 : no fire..
    fires a second shot in ultra mode.
    Ultra AC/10 at Canis (tot); needs 12, rolls 12 : 
        Canis (tot) takes 10 damage to RA.
            Armor destroyed, 10 Internal Structure remaining
            Critical hit on RA. Roll is (8+1) = 9; 1 location.
            CRITICAL HIT on Double Heat Sink.



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

Heat Phase
-------------------
Bane (Kraken) 2 (AIMB) gains 16 heat, sinks 16 heat and is now at 0 heat.
Canis (tot) gains 39 heat, sinks 30 heat and is now at 9 heat.

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

End Phase
-------------------
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #19
-------------------
AIMB rolls a 5[5+0].
tot rolls a 8[8+0].

The turn order for movement is:
  AIMB, tot

Wind direction is Southeast.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
AIMB: 1061 BV remaining (from 7190 initially) 0 BV fled
tot: 1940 BV remaining (from 7392 initially) 0 BV fled
DoubleGreen: 0 BV remaining (from 0 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase
-------------------

MegaMek: Game saved to savegames\autosave.sav
AIMB: ?
tot: 
с 12 попадаешь )
AIMB: :S
Movement Phase
-------------------

Bane (Kraken) 2 (AIMB) must make a piloting skill check while moving from hex 2809 to hex 2709 (entering Depth 1 Water).
Needs 4 [5 (Base piloting skill) - 1 (entering Depth 1 Water)], rolls 8 : succeeds.

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

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

Physical Attack Phase
-------------------

Heat Phase
-------------------
Bane (Kraken) 2 (AIMB) gains 11 heat, sinks 11 heat and is now at 0 heat.
Canis (tot) gains 0 heat, sinks 9 heat and is now at 0 heat.

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

End Phase
-------------------
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #20
-------------------
AIMB rolls a 8[8+0].
tot rolls a 11[11+0].

The turn order for movement is:
  AIMB, tot

Wind direction is Southeast.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
AIMB: 1061 BV remaining (from 7190 initially) 0 BV fled
tot: 1940 BV remaining (from 7392 initially) 0 BV fled
DoubleGreen: 0 BV remaining (from 0 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase
-------------------

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

Bane (Kraken) 2 (AIMB) must make a piloting skill check while moving from hex 2709 to hex 2609 (entering Depth 1 Water).
Needs 4 [5 (Base piloting skill) - 1 (entering Depth 1 Water)], rolls 8 : succeeds.

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

MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase
-------------------
Weapons fire for Canis (tot)
    ER Large Laser at Bane (Kraken) 2 (AIMB); needs 7, rolls 4 : misses


    ER Large Laser at Bane (Kraken) 2 (AIMB); needs 7, rolls 8 : hits  (using Partial cover (horizontal 50%) table) RA
        Bane (Kraken) 2 (AIMB) takes 10 damage to RA.
        10 damage transfers to RT.
        Bane (Kraken) 2 (AIMB) takes 10 damage to RT.
        10 damage transfers to CT.
        Bane (Kraken) 2 (AIMB) takes 10 damage to CT.
            Armor destroyed, 30 Internal Structure remaining
            Critical hit on CT. Roll is (4+1) = 5; no effect.


    ER Large Laser at Bane (Kraken) 2 (AIMB); needs 7, rolls 9 : hits  (using Partial cover (horizontal 50%) table) RT
        Bane (Kraken) 2 (AIMB) takes 10 damage to RT.
        10 damage transfers to CT.
        Bane (Kraken) 2 (AIMB) takes 10 damage to CT.
             20 Internal Structure remaining
            Critical hit on CT. Roll is (9+1) = 10; 1 location.
            CRITICAL HIT on Engine.
*** Bane (Kraken) 2 (AIMB) DESTROYED by engine destruction! ***



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

Heat Phase
-------------------
Canis (tot) gains 36 heat, sinks 30 heat and is now at 6 heat.

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

End Phase
-------------------
Team 3 has achieved all required victory conditions!
MegaMek: Game saved to savegames\autosave.sav
tot: уффф
tot: классно отыграл, спасибо
AIMB: gg
Victory!
-------------------

Winner is: TEAM #3

AIMB: 0 BV remaining (from 7190 initially) 0 BV fled
tot: 1940 BV remaining (from 7392 initially) 0 BV fled
DoubleGreen: 0 BV remaining (from 0 initially) 0 BV fled

Survivors are:
Canis (tot)
Pilot : Bruna Calisto [4/5] ( 1 hit(s) )
Kills : 1


The following units are in retreat:
MechWarrior Yasmine Cuyco (AIMB)
Gunnery Skill : Yasmine Cuyco [4] ( 3 hit(s) )
Kills : 0

MechWarrior Aliyah Badra (tot)
Gunnery Skill : Aliyah Badra [4] ( 2 hit(s) )
Kills : 0


Graveyard contains:
Annihilator ANH-1G (AIMB)
Pilot : Bobby Sumual [4/5] ( 6 hit(s)  )
Kills : 0
Destroyed by pilot error.

Warhammer IIC 10 (AIMB)
Pilot : Yasmine Cuyco [4/5] ( 3 hit(s) )
Kills : 0
Destroyed by Kobold Battle Armor IIC (tot)

Cygnus (tot)
Pilot : Aliyah Badra [4/5] ( 2 hit(s) )
Kills : 0
Destroyed by Bane (Kraken) 2 (AIMB)

Blood Asp C (tot)
Pilot : Kian Cooper [4/5] ( 4 hit(s)  )
Kills : 0
Destroyed by Satyr 2 (AIMB)

Satyr 2 (AIMB)
Pilot : Iretta M?ndez [4] ( 3 hit(s)  )
Kills : 1
Destroyed by Kobold Battle Armor IIC (tot)

Kobold Battle Armor IIC (tot)
Gunnery Skill : Amina Ayinde [4]
Kills : 2
Destroyed by Bane (Kraken) 2 (AIMB)

Bane (Kraken) 2 (AIMB)
Pilot : Karno Muljana [4/5] ( 2 hit(s) )
Kills : 2
Destroyed by Canis (tot)


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