Log file opened Sun Oct 02 20:49:03 GMT+03:00 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 2355
***Server: MSD connected from /95.24.65.102
***Server: Player MSD changed map settings
***Server: Player DoubleGreen changed option "TacOps Minefields" to false.
***Server: Player DoubleGreen changed option "TacOps Double blind" to false.
***Server: Player DoubleGreen changed option "TacOps Sensor Rules" to false.
***Server: Player DoubleGreen changed option "No Double Blind Messages" to false.
***Server: Player DoubleGreen changed option "TacOps Beagle Active Probes" to false.
***Server: Player DoubleGreen changed option "TacOps ECCM" to false.
***Server: Player DoubleGreen changed option "TacOps Ghost Targets" to false.
***Server: Player DoubleGreen changed option "TacOps Dig In (infantry)" to false.
***Server: Player DoubleGreen changed option "TacOps Angel ECM" to false.
***Server: Player DoubleGreen changed option "TacOps Battlefield Wreckage" to false.
***Server: Player DoubleGreen changed option "TacOps Mobile HQs" to false.
***Server: Player DoubleGreen changed option "TacOps PSR Fumbles" to false.
***Server: Player DoubleGreen changed option "StratOps Partial Repairs" to false.
***Server: Player DoubleGreen changed option "(Legacy) Assault Drop" to false.
***Server: Player DoubleGreen changed option "(Legacy) Paratroopers" to false.
***Server: Player DoubleGreen changed option "TacOps Enhanced Missile Defense" to false.
***Server: Player DoubleGreen changed option "TacOps Advanced Determining Critical Hits" to false.
***Server: Player DoubleGreen changed option "TacOps Called Shots" to false.
***Server: Player DoubleGreen changed option "TacOps firing while prone" to false.
***Server: Player DoubleGreen changed option "TacOps Starting Fires" to false.
***Server: Player DoubleGreen changed option "TacOps Cluster Hit Penalties" to false.
***Server: Player DoubleGreen changed option "TacOps PPC Field Inhibitor Disengage" to false.
***Server: Player DoubleGreen changed option "TacOps Partial Cover" to false.
***Server: Player DoubleGreen changed option "TacOps BA Critical hits" to false.
***Server: Player DoubleGreen changed option "TacOps Grappling skill" to false.
***Server: Player DoubleGreen changed option "TacOps Jump Jet Attack" to false.
***Server: Player DoubleGreen changed option "TacOps Trip Attack" to false.
***Server: Player DoubleGreen changed option "TacOps Vehicle Effectiveness" to false.
***Server: Player DoubleGreen changed option "TacOps Vehicle Firing Arcs" to false.
***Server: Player DoubleGreen changed option "TacOps Standing Still" to false.
***Server: Player DoubleGreen changed option "TacOps Evading" to false.
***Server: Player DoubleGreen changed option "TacOps Skilled Evading" to false.
***Server: Player DoubleGreen changed option "TacOps Leaping" to false.
***Server: Player DoubleGreen changed option "TacOps defensive physical PSR weight modifier" to false.
***Server: Player DoubleGreen changed option "TacOps attack physical PSR weight modifier" to false.
***Server: Player DoubleGreen changed option "TacOps Leg Damage Rule" to false.
***Server: Player DoubleGreen changed option "TacOps Falling (Expanded)" to false.
***Server: Unit 1(MSD) has been customized.
***Server: Unit 2(MSD) has been customized.
***Server: Unit 3(MSD) has been customized.
***Server: Unit 4(MSD) has been customized.
***Server: Unit 1(MSD) has been customized.
***Server: Unit 2(MSD) has been customized.
***Server: Unit 3(MSD) has been customized.
***Server: Unit 4(MSD) has been customized.
***Server: Remaining BV:
***Server: DoubleGreen: 10104/0
***Server: MSD: 8060/0
***Server: end list
***Server: Unit 6(DoubleGreen) has been customized.
***Server: Unit 9(DoubleGreen) has been customized.
***Server: Unit 10(DoubleGreen) has been customized.
MSD: пилотов 4/5 не забудь поставить
***Server: Unit 11(DoubleGreen) has been customized.
***Server: Unit 6(DoubleGreen) has been customized.
***Server: Unit 10(DoubleGreen) has been customized.
***Server: Unit 11(DoubleGreen) has been customized.
***Server: Unit 12(DoubleGreen) has been customized.
***Server: Unit 11(DoubleGreen) has been customized.
***Server: Remaining BV:
***Server: DoubleGreen: 8039/0
***Server: MSD: 8060/0
***Server: end list
MSD: карту и зону высадки
***Server: Unit 6(DoubleGreen) has been customized.
***Server: Unit 10(DoubleGreen) has been customized.
***Server: Unit 11(DoubleGreen) has been customized.
***Server: Unit 13(DoubleGreen) has been customized.
DoubleGreen: По правилам зоны высадки SW и NE
***Server: Player DoubleGreen changed map settings
***Server: Player MSD changed map settings
***Server: Player DoubleGreen changed map settings
***Server: Player MSD changed map dimensions
***Server: Player MSD changed map settings
***Server: Player MSD changed map dimensions
***Server: Player MSD changed map settings
***Server: Player DoubleGreen changed map settings
***Server: Player MSD changed map settings
MSD: SW?
MSD: 
DoubleGreen: я не туда поставил деплой
MSD: не? не должно быть у тебя SW?
***Server: Remaining BV:
***Server: DoubleGreen: 8096/0
***Server: MSD: 8060/0
***Server: end list
MSD: bv ты выбрал прям до донышка. у меня так не получилось
***Server: DoubleGreen.2 connected from /176.59.86.40
***Server: DoubleGreen disconnected.
***Server: DoubleGreen.2 disconnected.
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Deployment
-------------------
MSD rolls a 8[8+0].

The turn order for movement is:
  MSD, MSD, MSD

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

MSD: 8060 BV remaining (from 8060 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
***Server: DoubleGreen connected from /176.59.86.40
MegaMek: Game saved to savegames\autosave.sav
MSD: 
/reset
***Server: MSD reset the server.
***Server: Unit 1(MSD) has been customized.
***Server: Unit 2(MSD) has been customized.
***Server: Unit 3(MSD) has been customized.
***Server: Unit 4(MSD) has been customized.
***Server: Unit 5(DoubleGreen) has been customized.
***Server: Unit 6(DoubleGreen) has been customized.
***Server: Unit 7(DoubleGreen) has been customized.
***Server: Unit 8(DoubleGreen) has been customized.
***Server: Unit 6(DoubleGreen) has been customized.
***Server: Unit 7(DoubleGreen) has been customized.
***Server: Remaining BV:
***Server: MSD: 8060/8060
***Server: DoubleGreen: 8067/0
***Server: end list
MSD: точку старта и юниты откалибруй - бв было не такое
***Server: Remaining BV:
***Server: MSD: 8060/8060
***Server: DoubleGreen: 8067/0
***Server: end list
DoubleGreen: Тебе видно моё бв?
MSD: нет
DoubleGreen: погнали
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Deployment
-------------------
MSD rolls a 9[9+0].
DoubleGreen rolls a 11[11+0].

The turn order for movement is:
  MSD, DoubleGreen, MSD, DoubleGreen, MSD, DoubleGreen, DoubleGreen

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

MSD: 8060 BV remaining (from 8060 initially) 0 BV fled
DoubleGreen: 8067 BV remaining (from 8067 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
***Server: Remaining BV:
***Server: MSD: 8060/8060
***Server: DoubleGreen: 8067/8067
***Server: end list
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #1
-------------------
MSD rolls a 4[4+0].
DoubleGreen rolls a 7[7+0].

The turn order for movement is:
  MSD, DoubleGreen, MSD, DoubleGreen, MSD, DoubleGreen, DoubleGreen

Wind direction is North.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
MSD: 8060 BV remaining (from 8060 initially) 0 BV fled
DoubleGreen: 8067 BV remaining (from 8067 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase
-------------------

MegaMek: Game saved to savegames\autosave.sav
DoubleGreen: 
Пожоже мне можно сразу сдаватся
MSD: 
твой сетап мне нравится больше. хотя лично я бы взял вместо прото меха бронепехоту, люблю я ее
MSD: лол
MSD: я хотел сказать то же саамое
DoubleGreen: Я против Кобровского Рино 6 играл, завалить его очень сложно
MSD: чем я буду проковыривать кодиака и цигнуса я не знаю...
MSD: а это кобрский?
DoubleGreen: пульсами
DoubleGreen: Кобр себя за Драпа выдавал на Хоумворке
Movement Phase
-------------------

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

MegaMek: Game saved to savegames\autosave.sav
MSD: хм... экстрем ранже ....
MSD: однако. непривык я к нему
Weapon Attack Phase
-------------------
Weapons fire for Supernova 4 (MSD)
    Large Pulse Laser at Warhawk (Masakari) D (DoubleGreen); needs 5, rolls 3 : misses


    Large Pulse Laser at Warhawk (Masakari) D (DoubleGreen); needs 5, rolls 8 : hits  LL
        Warhawk (Masakari) D (DoubleGreen) takes 10 damage to LL.
            25 Armor remaining.


    Large Pulse Laser at Warhawk (Masakari) D (DoubleGreen); needs 5, rolls 7 : hits  RT
        Warhawk (Masakari) D (DoubleGreen) takes 10 damage to RT.
            16 Armor remaining.


    Large Pulse Laser at Warhawk (Masakari) D (DoubleGreen); needs 5, rolls 6 : hits  HD
        Warhawk (Masakari) D (DoubleGreen) takes 10 damage to HD.
            Armor destroyed, 2 Internal Structure remaining
            Critical hit on HD. Roll is 4; no effect.

        Pilot of Warhawk (Masakari) D (DoubleGreen) "Marion Vickers" takes 1 damage.        
Pilot of Warhawk (Masakari) D (DoubleGreen) "Marion Vickers" needs a 3 to stay conscious.  Rolls 6 : successful!


Weapons fire for Warhawk (Masakari) D (DoubleGreen)
    ER Large Laser at Supernova 4 (MSD); needs 10, rolls 5 : misses


    ER Large Laser at Supernova 4 (MSD); needs 10, rolls 11 : hits  LT
        Supernova 4 (MSD) takes 10 damage to LT.
            20 Armor remaining.




Warhawk (Masakari) D (DoubleGreen) 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.
MegaMek: Game saved to savegames\autosave.sav
MSD: однако намекающее начало
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase
-------------------

Heat Phase
-------------------
Supernova 4 (MSD) gains 40 heat, sinks 36 heat and is now at 4 heat.
Stone Rhino (Behemoth) 6 (MSD) gains 3 heat, sinks 3 heat and is now at 0 heat.
Viper (Dragonfly) C (MSD) gains 2 heat, sinks 2 heat and is now at 0 heat.
Warhawk (Masakari) D (DoubleGreen) gains 26 heat, sinks 26 heat and is now at 0 heat.
Cygnus (DoubleGreen) gains 2 heat, sinks 2 heat and is now at 0 heat.
Kodiak 2 (DoubleGreen) gains 2 heat, sinks 2 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
-------------------
MSD rolls a 7[7+0].
DoubleGreen rolls a 8[8+0].

The turn order for movement is:
  MSD, DoubleGreen, MSD, DoubleGreen, MSD, DoubleGreen, MSD, DoubleGreen

Wind direction is North.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
MSD: 8030 BV remaining (from 8060 initially) 0 BV fled
DoubleGreen: 7970 BV remaining (from 8067 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 Supernova 4 (MSD)
    Large Pulse Laser at Cygnus (DoubleGreen); needs 6, rolls 7 : hits  (using Left Side table) LL
        Cygnus (DoubleGreen) takes 10 damage to LL.
            28 Armor remaining.


    Large Pulse Laser at Cygnus (DoubleGreen); needs 6, rolls 8 : hits  (using Left Side table) LL
        Cygnus (DoubleGreen) takes 10 damage to LL.
            18 Armor remaining.


    Large Pulse Laser at Cygnus (DoubleGreen); needs 6, rolls 9 : hits  (using Left Side table) LA
        Cygnus (DoubleGreen) takes 10 damage to LA.
            21 Armor remaining.


Weapons fire for Stone Rhino (Behemoth) 6 (MSD)
    Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 7, rolls 10 : hits  CT
        Kodiak 2 (DoubleGreen) takes 7 damage to CT.
            33 Armor remaining.


    Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 7, rolls 5 : misses


    Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 7, rolls 7 : hits  LT
        Kodiak 2 (DoubleGreen) takes 7 damage to LT.
            25 Armor remaining.


    Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 7, rolls 9 : hits  CT
        Kodiak 2 (DoubleGreen) takes 7 damage to CT.
            26 Armor remaining.


    Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 7, rolls 4 : misses


    Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 7, rolls 11 : hits  LA
        Kodiak 2 (DoubleGreen) takes 7 damage to LA.
            25 Armor remaining.


    Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 7, rolls 7 : hits  CT
        Kodiak 2 (DoubleGreen) takes 7 damage to CT.
            19 Armor remaining.


    Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 7, rolls 5 : misses


    Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 7, rolls 8 : hits  LL
        Kodiak 2 (DoubleGreen) takes 7 damage to LL.
            27 Armor remaining.


Weapons fire for Warhawk (Masakari) D (DoubleGreen)
    ER Large Laser at Stone Rhino (Behemoth) 6 (MSD); needs 10, rolls 8 : misses


    ER Large Laser at Stone Rhino (Behemoth) 6 (MSD); needs 10, rolls 5 : misses


    Ultra AC/10 at Stone Rhino (Behemoth) 6 (MSD); needs 10, rolls 8 : misses


    ATM 9 ( ammo) at Stone Rhino (Behemoth) 6 (MSD); needs 11, rolls 3 : misses


Weapons fire for Cygnus (DoubleGreen)
    Ultra AC/10 at Viper (Dragonfly) C (MSD); needs 10, rolls 11 : 
        Viper (Dragonfly) C (MSD) takes 10 damage to LT.
            3 Armor remaining.


    Ultra AC/10 at Viper (Dragonfly) C (MSD); needs 10, rolls 6 : misses


    Medium Pulse Laser at Viper (Dragonfly) C (MSD); needs 8, rolls 8 : hits  CT
        Viper (Dragonfly) C (MSD) takes 7 damage to CT.
            9 Armor remaining.


    Medium Pulse Laser at Viper (Dragonfly) C (MSD); needs 8, rolls 9 : hits  RL
        Viper (Dragonfly) C (MSD) takes 7 damage to RL.
            12 Armor remaining.


    Medium Pulse Laser at Viper (Dragonfly) C (MSD); needs 8, rolls 11 : hits  LT
        Viper (Dragonfly) C (MSD) takes 7 damage to LT.
            Armor destroyed, 6 Internal Structure remaining
            Critical hit on LT. Roll is 4; no effect.


    Medium Pulse Laser at Viper (Dragonfly) C (MSD); needs 8, rolls 2 : misses


Weapons fire for Viper (Dragonfly) C (MSD)
    ER Medium Laser at Cygnus (DoubleGreen); needs 8, rolls 7 : misses


    ER Medium Laser at Cygnus (DoubleGreen); needs 8, rolls 8 : hits  CT
        Cygnus (DoubleGreen) takes 7 damage to CT.
            31 Armor remaining.


    Flamer at Cygnus (DoubleGreen); needs 12, rolls 11 : misses


    Machine Gun at Cygnus (DoubleGreen); needs 12, rolls 8 : misses

    Machine Gun at Cygnus (DoubleGreen); needs 12, rolls 6 : misses

    Machine Gun at Cygnus (DoubleGreen); needs 12, rolls 10 : misses

    Machine Gun at Cygnus (DoubleGreen); needs 12, rolls 7 : misses

Weapons fire for Elemental Battle Armor [AP Gauss] (MSD)
    AP Gauss Rifle at Cygnus (DoubleGreen); needs 11, rolls 5 : misses


Weapons fire for Kodiak 2 (DoubleGreen)
    Ultra AC/20 at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 3 : misses


    ER Large Laser at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 7 : misses


    ER Medium Laser at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 9 : hits  CT
        Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to CT.
            36 Armor remaining.


    ER Medium Laser at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 8 : misses


    ER Medium Laser at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 8 : misses


    Streak SRM 6 at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 9 : 6 missile(s) hit.

        Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to RA.
            32 Armor remaining.

        Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to LA.
            32 Armor remaining.

        Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to RA.
            30 Armor remaining.

        Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to HD.
            7 Armor remaining.

        Pilot of Stone Rhino (Behemoth) 6 (MSD) "Nadheera" takes 1 damage.        
Pilot of Stone Rhino (Behemoth) 6 (MSD) "Nadheera" needs a 3 to stay conscious.  Rolls 5 : successful!

        Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to LT.
            24 Armor remaining.

        Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to CT.
            34 Armor remaining.




Viper (Dragonfly) C (MSD) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 1 (20+ damage)); needs 6, rolls 9 : succeeds.

Cygnus (DoubleGreen) 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 6 : succeeds.

Kodiak 2 (DoubleGreen) 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
-------------------
Supernova 4 (MSD) gains 30 heat, sinks 34 heat and is now at 0 heat.
Stone Rhino (Behemoth) 6 (MSD) gains 38 heat, sinks 36 heat and is now at 2 heat.
Viper (Dragonfly) C (MSD) gains 20 heat, sinks 20 heat and is now at 0 heat.
Warhawk (Masakari) D (DoubleGreen) gains 35 heat, sinks 35 heat and is now at 0 heat.
Cygnus (DoubleGreen) gains 24 heat, sinks 24 heat and is now at 0 heat.
Kodiak 2 (DoubleGreen) gains 40 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 #3
-------------------
MSD rolls a 8[8+0].
DoubleGreen rolls a 5[5+0].

The turn order for movement is:
  DoubleGreen, MSD, DoubleGreen, MSD, DoubleGreen, MSD, DoubleGreen, MSD

Wind direction is North.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
MSD: 7862 BV remaining (from 8060 initially) 0 BV fled
DoubleGreen: 7733 BV remaining (from 8067 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 Supernova 4 (MSD)
    Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 6, rolls 7 : hits  LT
        Kodiak 2 (DoubleGreen) takes 10 damage to LT.
            15 Armor remaining.


    Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 6, rolls 12 : hits  RT
        Kodiak 2 (DoubleGreen) takes 10 damage to RT.
            22 Armor remaining.


    Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 6, rolls 7 : hits  RL
        Kodiak 2 (DoubleGreen) takes 10 damage to RL.
            24 Armor remaining.


    Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 6, rolls 3 : misses


Weapons fire for Warhawk (Masakari) D (DoubleGreen)
    Ultra AC/10 at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 10 : 
        Stone Rhino (Behemoth) 6 (MSD) takes 10 damage to RL.
            32 Armor remaining.
    fires a second shot in ultra mode.
    Ultra AC/10 at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 6 : misses


    ER Large Laser at Stone Rhino (Behemoth) 6 (MSD); needs 7, rolls 11 : hits  RL
        Stone Rhino (Behemoth) 6 (MSD) takes 10 damage to RL.
            22 Armor remaining.


    ER Large Laser at Stone Rhino (Behemoth) 6 (MSD); needs 7, rolls 3 : misses


    ATM 9 ( ammo) at Stone Rhino (Behemoth) 6 (MSD); needs 8, rolls 7 : misses


Weapons fire for Viper (Dragonfly) C (MSD)
    ER Medium Laser at Kodiak 2 (DoubleGreen); needs 12, rolls 5 : misses


    ER Medium Laser at Kodiak 2 (DoubleGreen); needs 12, rolls 4 : misses


Weapons fire for Cygnus (DoubleGreen)
    Ultra AC/10 at Stone Rhino (Behemoth) 6 (MSD); needs 8, rolls 3 : misses
    fires a second shot in ultra mode.
    Ultra AC/10 at Stone Rhino (Behemoth) 6 (MSD); needs 8, rolls 5 : misses


    Ultra AC/10 at Stone Rhino (Behemoth) 6 (MSD); needs 8, rolls 10 : 
        Stone Rhino (Behemoth) 6 (MSD) takes 10 damage to LT.
            14 Armor remaining.
    fires a second shot in ultra mode.
    Ultra AC/10 at Stone Rhino (Behemoth) 6 (MSD); needs 8, rolls 5 : misses


    Medium Pulse Laser at Stone Rhino (Behemoth) 6 (MSD); needs 8, rolls 7 : misses


    Medium Pulse Laser at Stone Rhino (Behemoth) 6 (MSD); needs 8, rolls 6 : misses


    Medium Pulse Laser at Stone Rhino (Behemoth) 6 (MSD); needs 8, rolls 10 : hits  RL
        Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to RL.
            15 Armor remaining.


    Medium Pulse Laser at Stone Rhino (Behemoth) 6 (MSD); needs 8, rolls 3 : misses


Weapons fire for Stone Rhino (Behemoth) 6 (MSD)
    Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 5, rolls 9 : hits  RL
        Kodiak 2 (DoubleGreen) takes 7 damage to RL.
            17 Armor remaining.


    Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 5, rolls 7 : hits  RL
        Kodiak 2 (DoubleGreen) takes 7 damage to RL.
            10 Armor remaining.


    Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 5, rolls 4 : misses


    Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 5, rolls 5 : hits  LL
        Kodiak 2 (DoubleGreen) takes 7 damage to LL.
            20 Armor remaining.


    Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 5, rolls 8 : hits  RL
        Kodiak 2 (DoubleGreen) takes 7 damage to RL.
            3 Armor remaining.


    Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 5, rolls 6 : hits  RA
        Kodiak 2 (DoubleGreen) takes 7 damage to RA.
            25 Armor remaining.


    Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 5, rolls 2 : misses


    Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 5, rolls 8 : hits  RA
        Kodiak 2 (DoubleGreen) takes 7 damage to RA.
            18 Armor remaining.


    Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 5, rolls 6 : hits  CT
        Kodiak 2 (DoubleGreen) takes 7 damage to CT.
            12 Armor remaining.


    Medium Pulse Laser at Kodiak 2 (DoubleGreen); needs 5, rolls 6 : hits  RA
        Kodiak 2 (DoubleGreen) takes 7 damage to RA.
            11 Armor remaining.


Weapons fire for Kodiak 2 (DoubleGreen)
    Ultra AC/20 at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 7 : misses
    fires a second shot in ultra mode.
    Ultra AC/20 at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 8 : misses


    ER Medium Laser at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 6 : misses


    ER Medium Laser at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 9 : hits  HD
        Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to HD.
            0 Armor remaining.

        Pilot of Stone Rhino (Behemoth) 6 (MSD) "Nadheera" takes 1 damage.        
Pilot of Stone Rhino (Behemoth) 6 (MSD) "Nadheera" needs a 5 to stay conscious.  Rolls 9 : successful!


    ER Medium Laser at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 9 : hits  RL
        Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to RL.
            8 Armor remaining.


    ER Medium Laser at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 10 : hits  RL
        Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to RL.
            1 Armor remaining.


    Streak SRM 6 at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 10 : 6 missile(s) hit.

        Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to LT.
            12 Armor remaining.

        Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to LT.
            10 Armor remaining.

        Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to CT.
            32 Armor remaining.

        Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to RA.
            28 Armor remaining.

        Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to CT.
            30 Armor remaining.

        Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to RA.
            26 Armor remaining.


Weapons fire for Elemental Battle Armor [AP Gauss] (MSD)
    Leg Attack at Kodiak 2 (DoubleGreen); needs 8, rolls 7 : misses




Stone Rhino (Behemoth) 6 (MSD) 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 6 : falls.
    Stone Rhino (Behemoth) 6 (MSD) falls on its rear, suffering 10 damage.
        Stone Rhino (Behemoth) 6 (MSD) takes 5 damage to RTR.
            11 Armor remaining.
        Stone Rhino (Behemoth) 6 (MSD) takes 5 damage to LA.
            27 Armor remaining.

Pilot of Stone Rhino (Behemoth) 6 (MSD) "Nadheera" must roll 8 to avoid damage; rolls 6 : fails.
        Pilot of Stone Rhino (Behemoth) 6 (MSD) "Nadheera" takes 1 damage.        
Pilot of Stone Rhino (Behemoth) 6 (MSD) "Nadheera" needs a 7 to stay conscious.  Rolls 7 : successful!


Kodiak 2 (DoubleGreen) 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.
    Kodiak 2 (DoubleGreen) falls on its rear, suffering 10 damage.
        Kodiak 2 (DoubleGreen) takes 5 damage to RA.
            6 Armor remaining.
        Kodiak 2 (DoubleGreen) takes 5 damage to RTR.
            5 Armor remaining.

Pilot of Kodiak 2 (DoubleGreen) "Amma Ssenyonjo" must roll 9 to avoid damage; rolls 9 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
MSD: бяда
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase
-------------------

Heat Phase
-------------------
Supernova 4 (MSD) gains 40 heat, sinks 36 heat and is now at 4 heat.
Stone Rhino (Behemoth) 6 (MSD) gains 40 heat, sinks 36 heat and is now at 6 heat.
Viper (Dragonfly) C (MSD) gains 17 heat, sinks 17 heat and is now at 0 heat.
Warhawk (Masakari) D (DoubleGreen) gains 37 heat, sinks 37 heat and is now at 0 heat.
Cygnus (DoubleGreen) gains 30 heat, sinks 30 heat and is now at 0 heat.
Kodiak 2 (DoubleGreen) gains 41 heat, sinks 40 heat and is now at 1 heat.

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

End Phase
-------------------
MegaMek: Game saved to savegames\autosave.sav
DoubleGreen: У меня
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #4
-------------------
MSD rolls a 7[7+0] / 12[12+0].
DoubleGreen rolls a 7[7+0] / 5[5+0].

The turn order for movement is:
  DoubleGreen, MSD, DoubleGreen, MSD, DoubleGreen, MSD, DoubleGreen, MSD

Wind direction is North.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
MSD: 7622 BV remaining (from 8060 initially) 0 BV fled
DoubleGreen: 7445 BV remaining (from 8067 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase
-------------------

MegaMek: Game saved to savegames\autosave.sav
MSD: 
это я лажанул
Movement Phase
-------------------

Kodiak 2 (DoubleGreen) must make a piloting skill check (getting up).
Needs 5 [5 (Base piloting skill) + 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 (DoubleGreen)
    Ultra AC/10 at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 3 : misses
    fires a second shot in ultra mode.
    Ultra AC/10 at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 5 : misses


    ER Large Laser at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 7 : misses


    ER Large Laser at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 2 : misses


    ER Small Laser at Stone Rhino (Behemoth) 6 (MSD); needs 11, rolls 10 : misses


Weapons fire for Stone Rhino (Behemoth) 6 (MSD)
    Medium Pulse Laser at Warhawk (Masakari) D (DoubleGreen); needs 7, rolls 8 : hits  LA
        Warhawk (Masakari) D (DoubleGreen) takes 7 damage to LA.
            21 Armor remaining.


    Medium Pulse Laser at Warhawk (Masakari) D (DoubleGreen); needs 7, rolls 7 : hits  LL
        Warhawk (Masakari) D (DoubleGreen) takes 7 damage to LL.
            18 Armor remaining.


    Medium Pulse Laser at Warhawk (Masakari) D (DoubleGreen); needs 7, rolls 8 : hits  RA
        Warhawk (Masakari) D (DoubleGreen) takes 7 damage to RA.
            21 Armor remaining.


    Medium Pulse Laser at Warhawk (Masakari) D (DoubleGreen); needs 7, rolls 11 : hits  RL
        Warhawk (Masakari) D (DoubleGreen) takes 7 damage to RL.
            28 Armor remaining.


    Medium Pulse Laser at Warhawk (Masakari) D (DoubleGreen); needs 7, rolls 8 : hits  RA
        Warhawk (Masakari) D (DoubleGreen) takes 7 damage to RA.
            14 Armor remaining.


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


    Medium Pulse Laser at Warhawk (Masakari) D (DoubleGreen); needs 7, rolls 8 : hits  RA
        Warhawk (Masakari) D (DoubleGreen) takes 7 damage to RA.
            7 Armor remaining.


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


Weapons fire for Cygnus (DoubleGreen)
    Ultra AC/10 at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 2 : THE AUTOCANNON JAMS; 
misses
    cannot fire a second shot because the weapon is jammed!


    Ultra AC/10 at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 5 : misses
    fires a second shot in ultra mode.
    Ultra AC/10 at Stone Rhino (Behemoth) 6 (MSD); needs 9, rolls 7 : misses


    Medium Pulse Laser at Stone Rhino (Behemoth) 6 (MSD); needs 7, rolls 6 : misses


    Medium Pulse Laser at Stone Rhino (Behemoth) 6 (MSD); needs 7, rolls 11 : hits  RL
        Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to RL.
            Armor destroyed, 15 Internal Structure remaining
            Critical hit on RL. Roll is 5; no effect.


    Medium Pulse Laser at Stone Rhino (Behemoth) 6 (MSD); needs 7, rolls 5 : misses


    Medium Pulse Laser at Stone Rhino (Behemoth) 6 (MSD); needs 7, rolls 5 : misses


Weapons fire for Kodiak 2 (DoubleGreen)
    Ultra AC/20 at Stone Rhino (Behemoth) 6 (MSD); needs 6, rolls 12 : 
        Stone Rhino (Behemoth) 6 (MSD) takes 20 damage to LT.
            Armor destroyed, 11 Internal Structure remaining
            Critical hit on LT. Roll is 11; 2 locations.
            CRITICAL HIT on +Medium Pulse Laser.
            CRITICAL HIT on Engine.
    fires a second shot in ultra mode.
    Ultra AC/20 at Stone Rhino (Behemoth) 6 (MSD); needs 6, rolls 9 : 
        Stone Rhino (Behemoth) 6 (MSD) takes 20 damage to RL.
             SECTION DESTROYED,
        5 damage transfers to RT.
            Critical hit on RL. Roll is 3; no effect.
        Stone Rhino (Behemoth) 6 (MSD) takes 5 damage to RT.
            21 Armor remaining.


    ER Medium Laser at Stone Rhino (Behemoth) 6 (MSD); needs 6, rolls 8 : hits  (using Left Side table) LT
        Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to LT.
             4 Internal Structure remaining
            Critical hit on LT. Roll is 4; no effect.


    ER Medium Laser at Stone Rhino (Behemoth) 6 (MSD); needs 6, rolls 9 : hits  (using Left Side table) RL
        Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to RL.
        7 damage transfers to RT.
        Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to RT.
            14 Armor remaining.


    ER Medium Laser at Stone Rhino (Behemoth) 6 (MSD); needs 6, rolls 9 : hits  (using Left Side table) RL
        Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to RL.
        7 damage transfers to RT.
        Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to RT.
            7 Armor remaining.


    ER Medium Laser at Stone Rhino (Behemoth) 6 (MSD); needs 6, rolls 9 : hits  (using Left Side table) RL
        Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to RL.
        7 damage transfers to RT.
        Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to RT.
            0 Armor remaining.


    Streak SRM 6 at Stone Rhino (Behemoth) 6 (MSD); needs 6, rolls 8 : 6 missile(s) hit (using Left Side table).

        Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to LA.
            25 Armor remaining.

        Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to LA (critical).
            23 Armor remaining.
            Critical hit on LA. Roll is 7; no effect.

        Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to LA (critical).
            21 Armor remaining.
            Critical hit on LA. Roll is 7; no effect.

        Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to LL.
            40 Armor remaining.

        Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to CT.
            28 Armor remaining.

        Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to LL.
            38 Armor remaining.


Weapons fire for Supernova 4 (MSD)
    Large Pulse Laser at Warhawk (Masakari) D (DoubleGreen); needs 4, rolls 11 : hits  CT
        Warhawk (Masakari) D (DoubleGreen) takes 10 damage to CT.
            32 Armor remaining.


    ER Medium Laser at Warhawk (Masakari) D (DoubleGreen); needs 6, rolls 9 : hits  RT
        Warhawk (Masakari) D (DoubleGreen) takes 7 damage to RT.
            9 Armor remaining.


    Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 6, rolls 9 : hits  (using Left Side table) CT
        Kodiak 2 (DoubleGreen) takes 10 damage to CT.
            2 Armor remaining.


    Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 6, rolls 8 : hits  (using Left Side table) LT
        Kodiak 2 (DoubleGreen) takes 10 damage to LT.
            5 Armor remaining.


Weapons fire for Viper (Dragonfly) C (MSD)
    ER Medium Laser at Warhawk (Masakari) D (DoubleGreen); needs 8, rolls 6 : misses


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


    Flamer at Warhawk (Masakari) D (DoubleGreen); needs 12, rolls 10 : misses


    Flamer at Warhawk (Masakari) D (DoubleGreen); needs 12, rolls 4 : misses


    Machine Gun at Warhawk (Masakari) D (DoubleGreen); needs 12, rolls 4 : misses

    Machine Gun at Warhawk (Masakari) D (DoubleGreen); needs 12, rolls 5 : misses

    Machine Gun at Warhawk (Masakari) D (DoubleGreen); needs 12, rolls 7 : misses

    Machine Gun at Warhawk (Masakari) D (DoubleGreen); needs 12, rolls 7 : misses

    Flamer at Warhawk (Masakari) D (DoubleGreen); needs 12, rolls 9 : misses


Weapons fire for Elemental Battle Armor [AP Gauss] (MSD)
    AP Gauss Rifle at Warhawk (Masakari) D (DoubleGreen); needs 5, rolls 12 : 5 troopers hit
        Warhawk (Masakari) D (DoubleGreen) takes 3 damage to RA.
            4 Armor remaining.

        Warhawk (Masakari) D (DoubleGreen) takes 3 damage to RA.
            1 Armor remaining.

        Warhawk (Masakari) D (DoubleGreen) takes 3 damage to LL.
            15 Armor remaining.

        Warhawk (Masakari) D (DoubleGreen) takes 3 damage to CT.
            29 Armor remaining.

        Warhawk (Masakari) D (DoubleGreen) takes 3 damage to RA.
            Armor destroyed, 12 Internal Structure remaining
            Critical hit on RA. Roll is 5; no effect.


    SRM 2 at Warhawk (Masakari) D (DoubleGreen); needs 5, rolls 7 : 8 missile(s) hit.

        Warhawk (Masakari) D (DoubleGreen) takes 2 damage to RT.
            7 Armor remaining.

        Warhawk (Masakari) D (DoubleGreen) takes 2 damage to RL.
            26 Armor remaining.

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

        Warhawk (Masakari) D (DoubleGreen) takes 2 damage to CT (critical).
            27 Armor remaining.
            Critical hit on CT. Roll is 4; no effect.

        Warhawk (Masakari) D (DoubleGreen) takes 2 damage to RL.
            24 Armor remaining.

        Warhawk (Masakari) D (DoubleGreen) takes 2 damage to RT.
            5 Armor remaining.

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

        Warhawk (Masakari) D (DoubleGreen) takes 2 damage to RT.
            3 Armor remaining.




Warhawk (Masakari) D (DoubleGreen) 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 7 : falls.
    Warhawk (Masakari) D (DoubleGreen) falls on its right side, suffering 9 damage.
        Warhawk (Masakari) D (DoubleGreen) takes 5 damage to RA.
             7 Internal Structure remaining
            Critical hit on RA. Roll is 7; no effect.
        Warhawk (Masakari) D (DoubleGreen) takes 4 damage to CT.
            23 Armor remaining.

Pilot of Warhawk (Masakari) D (DoubleGreen) "Marion Vickers" must roll 9 to avoid damage; rolls 2 : fails.
        Pilot of Warhawk (Masakari) D (DoubleGreen) "Marion Vickers" takes 1 damage.        
Pilot of Warhawk (Masakari) D (DoubleGreen) "Marion Vickers" needs a 5 to stay conscious.  Rolls 10 : successful!


Kodiak 2 (DoubleGreen) 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 2 : falls.
    Kodiak 2 (DoubleGreen) falls on its rear, suffering 10 damage.
        Kodiak 2 (DoubleGreen) takes 5 damage to LTR (critical).
            5 Armor remaining.
            Critical hit on LT. Roll is 7; no effect.
        Kodiak 2 (DoubleGreen) takes 5 damage to LL.
            15 Armor remaining.

Pilot of Kodiak 2 (DoubleGreen) "Amma Ssenyonjo" must roll 6 to avoid damage; rolls 10 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase
-------------------

Heat Phase
-------------------
Supernova 4 (MSD) gains 35 heat, sinks 36 heat and is now at 3 heat.
Stone Rhino (Behemoth) 6 (MSD) gains 38 heat, sinks 34 heat and is now at 10 heat.
Viper (Dragonfly) C (MSD) gains 21 heat, sinks 20 heat and is now at 1 heat.
Warhawk (Masakari) D (DoubleGreen) gains 34 heat, sinks 34 heat and is now at 0 heat.
Cygnus (DoubleGreen) gains 30 heat, sinks 30 heat and is now at 0 heat.
Kodiak 2 (DoubleGreen) gains 41 heat, sinks 40 heat and is now at 2 heat.

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

End Phase
-------------------
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #5
-------------------
MSD rolls a 5[5+0] / 9[9+0].
DoubleGreen rolls a 5[5+0] / 11[11+0].

The turn order for movement is:
  MSD, DoubleGreen, MSD, DoubleGreen, MSD, DoubleGreen, MSD, DoubleGreen

Wind direction is North.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
MSD: 6627 BV remaining (from 8060 initially) 0 BV fled
DoubleGreen: 6953 BV remaining (from 8067 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase
-------------------

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

Warhawk (Masakari) D (DoubleGreen) 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 5 : succeeds.

Kodiak 2 (DoubleGreen) must make a piloting skill check (getting up).
Needs 5 [5 (Base piloting skill) + 0 (getting up)], rolls 2 : falls.
    Kodiak 2 (DoubleGreen) falls on its rear, suffering 10 damage.
        Kodiak 2 (DoubleGreen) takes 5 damage to RTR.
            0 Armor remaining.
        Kodiak 2 (DoubleGreen) takes 5 damage to LA.
            20 Armor remaining.

Pilot of Kodiak 2 (DoubleGreen) "Amma Ssenyonjo" must roll 5 to avoid damage; 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 Hydra 2 (DoubleGreen)
    Streak SRM 5 at Viper (Dragonfly) C (MSD); needs 11, rolls 7 : fails to achieve lock.

Weapons fire for Warhawk (Masakari) D (DoubleGreen)
    Ultra AC/10 at Viper (Dragonfly) C (MSD); needs 7, rolls 5 : misses
    fires a second shot in ultra mode.
    Ultra AC/10 at Viper (Dragonfly) C (MSD); needs 7, rolls 5 : misses


    ER Large Laser at Viper (Dragonfly) C (MSD); needs 7, rolls 6 : misses


    ER Large Laser at Viper (Dragonfly) C (MSD); needs 7, rolls 10 : hits  CT
        Viper (Dragonfly) C (MSD) takes 10 damage to CT.
            Armor destroyed, 11 Internal Structure remaining
            Critical hit on CT. Roll is 7; no effect.


    ER Small Laser at Viper (Dragonfly) C (MSD); needs 9, rolls 6 : misses


    ATM 9 ( ammo) at Viper (Dragonfly) C (MSD); needs 8, rolls 8 : 7 high-explosive missile(s) hit (w/ +2 bonus).

        Viper (Dragonfly) C (MSD) takes 5 damage to CT.
             6 Internal Structure remaining
            Critical hit on CT. Roll is 7; no effect.

        Viper (Dragonfly) C (MSD) takes 5 damage to RT.
            8 Armor remaining.

        Viper (Dragonfly) C (MSD) takes 5 damage to LA.
            7 Armor remaining.

        Viper (Dragonfly) C (MSD) takes 5 damage to RA.
            7 Armor remaining.

        Viper (Dragonfly) C (MSD) takes 1 damage to RA.
            6 Armor remaining.


Weapons fire for Stone Rhino (Behemoth) 6 (MSD)
    Medium Pulse Laser at Cygnus (DoubleGreen); needs 6, rolls 3 : misses


    Medium Pulse Laser at Cygnus (DoubleGreen); needs 6, rolls 12 : hits  LT
        Cygnus (DoubleGreen) takes 7 damage to LT.
            19 Armor remaining.


    Medium Pulse Laser at Cygnus (DoubleGreen); needs 6, rolls 5 : misses


    Medium Pulse Laser at Cygnus (DoubleGreen); needs 6, rolls 5 : misses


    Medium Pulse Laser at Cygnus (DoubleGreen); needs 6, rolls 11 : hits  CT
        Cygnus (DoubleGreen) takes 7 damage to CT.
            24 Armor remaining.


    Medium Pulse Laser at Cygnus (DoubleGreen); needs 6, rolls 5 : misses


    Medium Pulse Laser at Cygnus (DoubleGreen); needs 6, rolls 11 : hits  RT
        Cygnus (DoubleGreen) takes 7 damage to RT.
            19 Armor remaining.


    Medium Pulse Laser at Cygnus (DoubleGreen); needs 6, rolls 6 : hits  LA
        Cygnus (DoubleGreen) takes 7 damage to LA.
            14 Armor remaining.


    Medium Pulse Laser at Cygnus (DoubleGreen); needs 6, rolls 9 : hits  LA
        Cygnus (DoubleGreen) takes 7 damage to LA.
            7 Armor remaining.


    Medium Pulse Laser at Cygnus (DoubleGreen); needs 6, rolls 7 : hits  LA
        Cygnus (DoubleGreen) takes 7 damage to LA.
            0 Armor remaining.


    Medium Pulse Laser at Cygnus (DoubleGreen); needs 6, rolls 7 : hits  LT
        Cygnus (DoubleGreen) takes 7 damage to LT.
            12 Armor remaining.


    Medium Pulse Laser at Cygnus (DoubleGreen); needs 6, rolls 10 : hits  RA
        Cygnus (DoubleGreen) takes 7 damage to RA.
            24 Armor remaining.


    Medium Pulse Laser at Cygnus (DoubleGreen); needs 6, rolls 5 : misses


    ER Small Laser at Cygnus (DoubleGreen); needs 8, rolls 11 : hits  LL
        Cygnus (DoubleGreen) takes 5 damage to LL.
            13 Armor remaining.


Weapons fire for Cygnus (DoubleGreen)
    Ultra AC/10 at Supernova 4 (MSD); needs 8, rolls 9 : 
        Supernova 4 (MSD) takes 10 damage to LT.
            10 Armor remaining.
    fires a second shot in ultra mode.
    Ultra AC/10 at Supernova 4 (MSD); needs 8, rolls 6 : misses


    Medium Pulse Laser at Supernova 4 (MSD); needs 6, rolls 8 : hits  LT
        Supernova 4 (MSD) takes 7 damage to LT.
            3 Armor remaining.


    Medium Pulse Laser at Supernova 4 (MSD); needs 6, rolls 4 : misses


    Medium Pulse Laser at Supernova 4 (MSD); needs 6, rolls 3 : misses


    Medium Pulse Laser at Supernova 4 (MSD); needs 6, rolls 4 : misses


Weapons fire for Supernova 4 (MSD)
    Large Pulse Laser at Cygnus (DoubleGreen); needs 5, rolls 10 : hits  RL
        Cygnus (DoubleGreen) takes 10 damage to RL.
            28 Armor remaining.


    Large Pulse Laser at Cygnus (DoubleGreen); needs 5, rolls 8 : hits  RT
        Cygnus (DoubleGreen) takes 10 damage to RT.
            9 Armor remaining.


    Large Pulse Laser at Cygnus (DoubleGreen); needs 5, rolls 5 : hits  LT
        Cygnus (DoubleGreen) takes 10 damage to LT.
            2 Armor remaining.


Weapons fire for Kodiak 2 (DoubleGreen)
    Ultra AC/20 at Stone Rhino (Behemoth) 6 (MSD); needs 7, rolls 6 : misses
    fires a second shot in ultra mode.
    Ultra AC/20 at Stone Rhino (Behemoth) 6 (MSD); needs 7, rolls 2 : THE AUTOCANNON JAMS; 
misses


    ER Large Laser at Stone Rhino (Behemoth) 6 (MSD); needs 7, rolls 8 : hits  (using Left Side table) LL
        Stone Rhino (Behemoth) 6 (MSD) takes 10 damage to LL.
            28 Armor remaining.


    ER Medium Laser at Stone Rhino (Behemoth) 6 (MSD); needs 7, rolls 6 : misses


    ER Medium Laser at Stone Rhino (Behemoth) 6 (MSD); needs 7, rolls 5 : misses


    Streak SRM 6 at Stone Rhino (Behemoth) 6 (MSD); needs 7, rolls 8 : 6 missile(s) hit (using Left Side table).

        Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to RA.
            24 Armor remaining.

        Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to LT.
             2 Internal Structure remaining
            Critical hit on LT. Roll is 9; 1 location.
            CRITICAL HIT on +Medium Pulse Laser.

        Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to RA (critical).
            22 Armor remaining.
            Critical hit on RA. Roll is 8; 1 location.
            CRITICAL HIT on Upper Arm.

        Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to LL.
            26 Armor remaining.

        Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to CT.
            26 Armor remaining.

        Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to CT (critical).
            24 Armor remaining.
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Standard Gyro.


Weapons fire for Viper (Dragonfly) C (MSD)
    ER Medium Laser at Warhawk (Masakari) D (DoubleGreen); needs 5, rolls 4 : misses


    ER Medium Laser at Warhawk (Masakari) D (DoubleGreen); needs 5, rolls 7 : hits  CT
        Warhawk (Masakari) D (DoubleGreen) takes 7 damage to CT.
            16 Armor remaining.


    Flamer at Warhawk (Masakari) D (DoubleGreen); needs 9, rolls 3 : misses


    Flamer at Warhawk (Masakari) D (DoubleGreen); needs 9, rolls 3 : misses


    Machine Gun at Warhawk (Masakari) D (DoubleGreen); needs 9, rolls 7 : misses

    Machine Gun at Warhawk (Masakari) D (DoubleGreen); needs 9, rolls 3 : misses

    Machine Gun at Warhawk (Masakari) D (DoubleGreen); needs 9, rolls 7 : misses

    Machine Gun at Warhawk (Masakari) D (DoubleGreen); needs 9, rolls 4 : misses

    Flamer at Warhawk (Masakari) D (DoubleGreen); needs 9, rolls 5 : misses


Weapons fire for Elemental Battle Armor [AP Gauss] (MSD)
    AP Gauss Rifle at Warhawk (Masakari) D (DoubleGreen); needs 4, rolls 5 : 3 troopers hit
        Warhawk (Masakari) D (DoubleGreen) takes 3 damage to RT.
            0 Armor remaining.

        Warhawk (Masakari) D (DoubleGreen) takes 3 damage to RL.
            21 Armor remaining.

        Warhawk (Masakari) D (DoubleGreen) takes 3 damage to HD.
             SECTION DESTROYED,
*** Warhawk (Masakari) D (DoubleGreen) DESTROYED by damage! ***
        >Warhawk (Masakari) D (DoubleGreen) suffers catastrophic damage, but the autoeject system was engaged.
    
Warhawk (Masakari) D (DoubleGreen) must make a piloting skill check (landing in clear terrain).
    Needs 6 [5 (ejecting) + 1 (automatic ejection) + 2 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 8 : succeeds.
            The pilot ejects safely!

        Pilot of MechWarrior Marion Vickers (DoubleGreen) "Marion Vickers" takes 3 damage.            Critical hit on HD. Roll is 10; 2 locations.
            CRITICAL HIT on Life Support.
            CRITICAL HIT on Life Support.



    SRM 2 at Warhawk (Masakari) D (DoubleGreen); needs 4, rolls 7 : 6 missile(s) hit.

        Warhawk (Masakari) D (DoubleGreen) takes 2 damage to RT.
             16 Internal Structure remaining
            Critical hit on RT. Roll is 8; 1 location.
            CRITICAL HIT on +ER Large Laser.

        Warhawk (Masakari) D (DoubleGreen) takes 2 damage to RA.
             5 Internal Structure remaining
            Critical hit on RA. Roll is 4; no effect.

        Warhawk (Masakari) D (DoubleGreen) takes 2 damage to HD (critical).


        Warhawk (Masakari) D (DoubleGreen) takes 2 damage to RA.
             3 Internal Structure remaining
            Critical hit on RA. Roll is 9; 1 location.
            CRITICAL HIT on +Ultra AC/10.

        Warhawk (Masakari) D (DoubleGreen) takes 2 damage to RA.
             1 Internal Structure remaining
            Critical hit on RA. Roll is 9; 1 location.
            CRITICAL HIT on +Ultra AC/10.

        Warhawk (Masakari) D (DoubleGreen) takes 2 damage to RA.
             SECTION DESTROYED,
        1 damage transfers to RT.
            Critical hit on RA. Roll is 11; 2 locations.
            CRITICAL HIT on Ultra AC/10 Ammo (3).
            *** Ultra AC/10 Ammo EXPLODES!  30 DAMAGE! ***
                Warhawk (Masakari) D (DoubleGreen) takes 30 damage to RA.
                    remaining 30 damage prevented by CASE.


            Location has no more hittable critical slots.
        Warhawk (Masakari) D (DoubleGreen) takes 1 damage to RT.
             15 Internal Structure remaining
            Critical hit on RT. Roll is 6; no effect.




Viper (Dragonfly) C (MSD) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
    Roll #1, (5 (Base piloting skill) + 1 (20+ damage)); needs 6, rolls 8 : succeeds.

Cygnus (DoubleGreen) 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.
    Cygnus (DoubleGreen) falls on its right side, suffering 10 damage.
        Cygnus (DoubleGreen) takes 5 damage to RL.
            23 Armor remaining.
        Cygnus (DoubleGreen) takes 5 damage to RT.
            4 Armor remaining.

Pilot of Cygnus (DoubleGreen) "Meer van Hulst" must roll 9 to avoid damage; rolls 6 : fails.
        Pilot of Cygnus (DoubleGreen) "Meer van Hulst" takes 1 damage.        
Pilot of Cygnus (DoubleGreen) "Meer van Hulst" needs a 3 to stay conscious.  Rolls 4 : successful!

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

Heat Phase
-------------------
Supernova 4 (MSD) gains 31 heat, sinks 34 heat and is now at 0 heat.
Stone Rhino (Behemoth) 6 (MSD) gains 59 heat, sinks 34 heat and is now at 35 heat.
Stone Rhino (Behemoth) 6 (MSD) automatically shuts down.
Stone Rhino (Behemoth) 6 (MSD) needs a 8+ to avoid ammo explosion, rolls 8 : avoids successfully!
Viper (Dragonfly) C (MSD) gains 19 heat, sinks 20 heat and is now at 0 heat.
Cygnus (DoubleGreen) gains 23 heat, sinks 23 heat and is now at 0 heat.
Kodiak 2 (DoubleGreen) gains 42 heat, sinks 40 heat and is now at 4 heat.

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

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

The turn order for movement is:
  DoubleGreen, MSD, DoubleGreen, MSD, DoubleGreen, MSD, DoubleGreen, MSD

Wind direction is North.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
MSD: 6367 BV remaining (from 8060 initially) 0 BV fled
DoubleGreen: 4599 BV remaining (from 8067 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase
-------------------

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

Kodiak 2 (DoubleGreen) must make a piloting skill check (getting up).
Needs 5 [5 (Base piloting skill) + 0 (getting up)], rolls 7 : succeeds.

Cygnus (DoubleGreen) must make a piloting skill check (Left Arm hand Actuator missing/destroyed).
Needs 5 [5 (Base piloting skill) - 2 (careful stand) + 0 (getting up) + 1 (Right Arm hand Actuator missing/destroyed) + 1 (Left Arm hand Actuator missing/destroyed)], rolls 10 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
Offboard Attack Phase
-------------------

MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase
-------------------
Weapons fire for Hydra 2 (DoubleGreen)
    Streak SRM 5 at Stone Rhino (Behemoth) 6 (MSD); needs 7, rolls 9 : 5 missile(s) hit (using Right Side table).

        Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to CT.
            22 Armor remaining.

        Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to RA.
            20 Armor remaining.

        Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to RA.
            18 Armor remaining.

        Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to RA.
            16 Armor remaining.

        Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to RL.
        2 damage transfers to RT.
        Stone Rhino (Behemoth) 6 (MSD) takes 2 damage to RT.
             19 Internal Structure remaining
            Critical hit on RT. Roll is 11; 2 locations.
            CRITICAL HIT on Medium Pulse Laser.
            CRITICAL HIT on Medium Pulse Laser.


Weapons fire for Supernova 4 (MSD)
    Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 2, rolls 9 : hits  (using Rear table) LA
        Kodiak 2 (DoubleGreen) takes 10 damage to LA.
            10 Armor remaining.


    Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 2, rolls 7 : hits  (using Rear table) LA
        Kodiak 2 (DoubleGreen) takes 10 damage to LA.
            0 Armor remaining.


    Heavy Medium Laser at Kodiak 2 (DoubleGreen); needs 5, rolls 8 : hits  (using Rear table) LA
        Kodiak 2 (DoubleGreen) takes 10 damage to LA.
             7 Internal Structure remaining
            Critical hit on LA. Roll is 10; 2 locations.
            CRITICAL HIT on +ER Medium Laser.
            CRITICAL HIT on Double Heat Sink.


    ER Medium Laser at Kodiak 2 (DoubleGreen); needs 4, rolls 5 : hits  (using Rear table) CTR
        Kodiak 2 (DoubleGreen) takes 7 damage to CTR.
            8 Armor remaining.


    ER Medium Laser at Kodiak 2 (DoubleGreen); needs 4, rolls 8 : hits  (using Rear table) LL
        Kodiak 2 (DoubleGreen) takes 7 damage to LL.
            8 Armor remaining.


Weapons fire for Viper (Dragonfly) C (MSD)
    ER Medium Laser at Cygnus (DoubleGreen); needs 6, rolls 10 : hits  (using Rear table) CTR
        Cygnus (DoubleGreen) takes 7 damage to CTR.
            8 Armor remaining.


    ER Medium Laser at Cygnus (DoubleGreen); needs 6, rolls 7 : hits  (using Rear table) LA
        Cygnus (DoubleGreen) takes 7 damage to LA.
             9 Internal Structure remaining
            Critical hit on LA. Roll is 8; 1 location.
            CRITICAL HIT on Ultra AC/10 Ammo (6).
            *** Ultra AC/10 Ammo EXPLODES!  60 DAMAGE! ***
                Cygnus (DoubleGreen) takes 60 damage to LA.
                     SECTION DESTROYED,
                    remaining 51 damage prevented by CASE.
                    Critical hit on LA.         Roll is 9;         1 location.
                    CRITICAL HIT on j Ultra AC/10.

        Pilot of Cygnus (DoubleGreen) "Meer van Hulst" takes 2 damage.        
Pilot of Cygnus (DoubleGreen) "Meer van Hulst" needs a 5 to stay conscious.  Rolls 11 : successful!
        
Pilot of Cygnus (DoubleGreen) "Meer van Hulst" needs a 7 to stay conscious.  Rolls 6 : blacks out.



    Flamer at Cygnus (DoubleGreen); needs 6, rolls 6 : hits  (using Rear table) CTR
        Cygnus (DoubleGreen) takes 2 damage to CTR.
            6 Armor remaining.


    Flamer at Cygnus (DoubleGreen); needs 6, rolls 6 : hits  (using Rear table) RTR (critical)
        Cygnus (DoubleGreen) takes 2 damage to RTR (critical).
            12 Armor remaining.
            Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on Targeting Computer.
            CRITICAL HIT on Targeting Computer.


    Machine Gun at Cygnus (DoubleGreen); needs 6, rolls 6 : hits  (using Rear table) CTR
        Cygnus (DoubleGreen) takes 2 damage to CTR.
            4 Armor remaining.


    Machine Gun at Cygnus (DoubleGreen); needs 6, rolls 2 : misses

    Machine Gun at Cygnus (DoubleGreen); needs 6, rolls 10 : hits  (using Rear table) LTR
        Cygnus (DoubleGreen) takes 2 damage to LTR.
            12 Armor remaining.


    Machine Gun at Cygnus (DoubleGreen); needs 6, rolls 5 : misses

    Flamer at Cygnus (DoubleGreen); needs 6, rolls 3 : misses


Weapons fire for Elemental Battle Armor [AP Gauss] (MSD)
    Leg Attack at Cygnus (DoubleGreen); needs 6, rolls 3 : misses


Weapons fire for Cygnus (DoubleGreen)
    Ultra AC/10 at Stone Rhino (Behemoth) 6 (MSD); needs 0, rolls 10 : 
        Stone Rhino (Behemoth) 6 (MSD) takes 10 damage to LL.
            16 Armor remaining.
    fires a second shot in ultra mode.
    Ultra AC/10 at Stone Rhino (Behemoth) 6 (MSD); needs 0, rolls 7 : 
        Stone Rhino (Behemoth) 6 (MSD) takes 10 damage to CT.
            12 Armor remaining.


    Medium Pulse Laser at Stone Rhino (Behemoth) 6 (MSD); needs 5, rolls 8 : hits  LA
        Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to LA.
            14 Armor remaining.


    Medium Pulse Laser at Stone Rhino (Behemoth) 6 (MSD); needs 5, rolls 8 : hits  RT
        Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to RT.
             12 Internal Structure remaining
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on Medium Pulse Laser.


    Medium Pulse Laser at Stone Rhino (Behemoth) 6 (MSD); needs 5, rolls 6 : hits  HD (hit aimed location)
        Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to HD.
             SECTION DESTROYED,
*** Stone Rhino (Behemoth) 6 (MSD) DESTROYED by damage! ***
        >Stone Rhino (Behemoth) 6 (MSD) suffers catastrophic damage, but the autoeject system was engaged.
    
Stone Rhino (Behemoth) 6 (MSD) must make a piloting skill check (landing in light woods).
    Needs 15 [5 (ejecting) + 5 (Mech is prone) + 1 (automatic ejection) + 2 (Head Internal Structure Damage) + 2 (landing in light woods)], rolls 10 : fails.

        Pilot of MechWarrior Nadheera (MSD) "Nadheera" takes 2 damage.
        Pilot of MechWarrior Nadheera (MSD) "Nadheera" takes 1 damage.            Critical hit on HD. Roll is 5; no effect.



    Medium Pulse Laser at Stone Rhino (Behemoth) 6 (MSD); needs 5, rolls 7 : hits  LT
        Stone Rhino (Behemoth) 6 (MSD) takes 7 damage to LT.
             SECTION DESTROYED,
LIMB BLOWN OFF Left Arm blown off.
        5 damage transfers to CT.
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on Medium Pulse Laser.
        Stone Rhino (Behemoth) 6 (MSD) takes 5 damage to CT.
            7 Armor remaining.


Weapons fire for Kodiak 2 (DoubleGreen)
    ER Medium Laser at Supernova 4 (MSD); needs 7, rolls 9 : hits  (using Left Side table) LT
        Supernova 4 (MSD) takes 7 damage to LT.
            Armor destroyed, 15 Internal Structure remaining
            Critical hit on LT. Roll is 6; no effect.


    ER Medium Laser at Supernova 4 (MSD); needs 7, rolls 2 : misses




Cygnus (DoubleGreen) must make 1 piloting skill roll(s) and automatically fails (Pilot unconscious).
    Cygnus (DoubleGreen) falls on its right side, suffering 10 damage.
        Cygnus (DoubleGreen) takes 5 damage to RL.
            18 Armor remaining.
        Cygnus (DoubleGreen) takes 5 damage to LT.
            Armor destroyed, 17 Internal Structure remaining
            Critical hit on LT. Roll is 10; 2 locations.
            CRITICAL HIT on +Medium Pulse Laser.
            CRITICAL HIT on +Medium Pulse Laser.
    
Pilot of Cygnus (DoubleGreen) "Meer van Hulst" cannot avoid damage.
        Pilot of Cygnus (DoubleGreen) "Meer van Hulst" takes 1 damage.

Kodiak 2 (DoubleGreen) 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.
    Kodiak 2 (DoubleGreen) falls on its right side, suffering 10 damage.
        Kodiak 2 (DoubleGreen) takes 5 damage to RA.
            1 Armor remaining.
        Kodiak 2 (DoubleGreen) takes 5 damage to RL.
            Armor destroyed, 19 Internal Structure remaining
            Critical hit on RL. Roll is 8; 1 location.
            CRITICAL HIT on Hip.

Pilot of Kodiak 2 (DoubleGreen) "Amma Ssenyonjo" must roll 7 to avoid damage; rolls 10 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Physical Attack Phase
-------------------

Physical attacks for Viper (Dragonfly) C (MSD)
    Kick (Left leg) at Cygnus (DoubleGreen); needs -1, rolls 8 : hits LT
        Cygnus (DoubleGreen) takes 8 damage to LT.
             9 Internal Structure remaining
            Critical hit on LT. Roll is 3; no effect.

MegaMek: Game saved to savegames\autosave.sav
Heat Phase
-------------------
Supernova 4 (MSD) gains 38 heat, sinks 36 heat and is now at 2 heat.
Viper (Dragonfly) C (MSD) gains 20 heat, sinks 20 heat and is now at 0 heat.
Cygnus (DoubleGreen) gains 24 heat, sinks 24 heat and is now at 0 heat.
Kodiak 2 (DoubleGreen) gains 13 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 #7
-------------------
MSD rolls a 8[8+0].
DoubleGreen rolls a 6[6+0].

The turn order for movement is:
  DoubleGreen, MSD, DoubleGreen, MSD, DoubleGreen, DoubleGreen, MSD

Wind direction is North.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
MSD: 4754 BV remaining (from 8060 initially) 0 BV fled
DoubleGreen: 3031 BV remaining (from 8067 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase
-------------------

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

Kodiak 2 (DoubleGreen) must make a piloting skill check (running with damaged hip actuator or gyro).
Needs 7 [5 (Base piloting skill) + 2 (Right Leg Hip Actuator destroyed) + 0 (running with damaged hip actuator or gyro)], rolls 11 : succeeds.
MegaMek: Game saved to savegames\autosave.sav
Offboard Attack Phase
-------------------

MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase
-------------------
Weapons fire for Elemental Battle Armor [AP Gauss] (MSD)
    AP Gauss Rifle at Cygnus (DoubleGreen); needs 6, rolls 5 : misses


Weapons fire for Hydra 2 (DoubleGreen)
    Streak SRM 5 at Supernova 4 (MSD); needs 9, rolls 6 : fails to achieve lock.

Weapons fire for Supernova 4 (MSD)
    Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 4, rolls 7 : hits  (using Right Side table) CT
        Kodiak 2 (DoubleGreen) takes 10 damage to CT.
            Armor destroyed, 23 Internal Structure remaining
            Critical hit on CT. Roll is 4; no effect.


    Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 4, rolls 2 : misses


    Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 4, rolls 7 : hits  (using Right Side table) LL
        Kodiak 2 (DoubleGreen) takes 10 damage to LL.
            Armor destroyed, 19 Internal Structure remaining
            Critical hit on LL. Roll is 7; no effect.


Weapons fire for Kodiak 2 (DoubleGreen)
    ER Medium Laser at Supernova 4 (MSD); needs 9, rolls 10 : hits  CT
        Supernova 4 (MSD) takes 7 damage to CT.
            38 Armor remaining.


    ER Medium Laser at Supernova 4 (MSD); needs 9, rolls 4 : misses


    ER Medium Laser at Supernova 4 (MSD); needs 9, rolls 7 : misses


    Streak SRM 6 at Supernova 4 (MSD); needs 9, rolls 3 : fails to achieve lock.

    ER Large Laser at Supernova 4 (MSD); needs 9, rolls 4 : misses


Weapons fire for Viper (Dragonfly) C (MSD)
    ER Medium Laser at Cygnus (DoubleGreen); needs 4, rolls 11 : hits  (using Right Side table) LT (hit aimed location)
        Cygnus (DoubleGreen) takes 7 damage to LT.
             2 Internal Structure remaining
            Critical hit on LT. Roll is 6; no effect.


    ER Medium Laser at Cygnus (DoubleGreen); needs 4, rolls 9 : hits  (using Right Side table) LT (hit aimed location)
        Cygnus (DoubleGreen) takes 7 damage to LT.
             SECTION DESTROYED,
        5 damage transfers to CT.
            Critical hit on LT. Roll is 3; no effect.
        Cygnus (DoubleGreen) takes 5 damage to CT.
            19 Armor remaining.


    Flamer at Cygnus (DoubleGreen); needs 6, rolls 7 : hits  (using Right Side table) RL
        Cygnus (DoubleGreen) takes 2 damage to RL.
            16 Armor remaining.


    Flamer at Cygnus (DoubleGreen); needs 6, rolls 10 : hits  (using Right Side table) LT
        Cygnus (DoubleGreen) takes 2 damage to LT.
        2 damage transfers to CT.
        Cygnus (DoubleGreen) takes 2 damage to CT.
            17 Armor remaining.


    Machine Gun at Cygnus (DoubleGreen); needs 6, rolls 9 : hits  (using Right Side table) RL
        Cygnus (DoubleGreen) takes 2 damage to RL.
            14 Armor remaining.


    Machine Gun at Cygnus (DoubleGreen); needs 6, rolls 6 : hits  (using Right Side table) CT
        Cygnus (DoubleGreen) takes 2 damage to CT.
            15 Armor remaining.


    Machine Gun at Cygnus (DoubleGreen); needs 6, rolls 5 : misses

    Machine Gun at Cygnus (DoubleGreen); needs 6, rolls 5 : misses

    Flamer at Cygnus (DoubleGreen); needs 6, rolls 9 : hits  (using Right Side table) LT
        Cygnus (DoubleGreen) takes 2 damage to LT.
        2 damage transfers to CT.
        Cygnus (DoubleGreen) takes 2 damage to CT.
            13 Armor remaining.



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

Heat Phase
-------------------
Supernova 4 (MSD) gains 33 heat, sinks 35 heat and is now at 0 heat.
Viper (Dragonfly) C (MSD) gains 20 heat, sinks 20 heat and is now at 0 heat.
Cygnus (DoubleGreen) gains 10 heat, sinks 10 heat and is now at 0 heat.
Kodiak 2 (DoubleGreen) gains 29 heat, sinks 29 heat and is now at 0 heat.

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

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

Pilot of Cygnus (DoubleGreen) "Meer van Hulst" needs a 10 to wake up.  Rolls 7 : stays unconscious.
MegaMek: Game saved to savegames\autosave.sav
MegaMek: Game saved to savegames\autosave.sav
Initiative Phase for Round #8
-------------------
MSD rolls a 8[8+0].
DoubleGreen rolls a 11[11+0].

The turn order for movement is:
  MSD, DoubleGreen, MSD, DoubleGreen, MSD, DoubleGreen, DoubleGreen

Wind direction is North.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
MSD: 4733 BV remaining (from 8060 initially) 0 BV fled
DoubleGreen: 2868 BV remaining (from 8067 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 Hydra 2 (DoubleGreen)
    Streak SRM 5 at Elemental Battle Armor [AP Gauss] (MSD); needs 8, rolls 8 : 5 missile(s) hit (using Left Side table).

        Elemental Battle Armor [AP Gauss] (MSD) takes 2 damage to Trooper 1.
            8 Armor remaining.

        Elemental Battle Armor [AP Gauss] (MSD) takes 2 damage to Trooper 5.
            8 Armor remaining.

        Elemental Battle Armor [AP Gauss] (MSD) takes 2 damage to Trooper 4.
            8 Armor remaining.

        Elemental Battle Armor [AP Gauss] (MSD) takes 2 damage to Trooper 1.
            6 Armor remaining.

        Elemental Battle Armor [AP Gauss] (MSD) takes 2 damage to Trooper 4.
            6 Armor remaining.


Weapons fire for Viper (Dragonfly) C (MSD)
    Flamer at MechWarrior Marion Vickers (DoubleGreen); needs 11, rolls 7 : misses


    Flamer at MechWarrior Marion Vickers (DoubleGreen); needs 11, rolls 7 : misses


    Machine Gun at MechWarrior Marion Vickers (DoubleGreen); needs 11, rolls 8 : misses

    Machine Gun at MechWarrior Marion Vickers (DoubleGreen); needs 11, rolls 10 : misses

    Machine Gun at MechWarrior Marion Vickers (DoubleGreen); needs 11, rolls 10 : misses

    Machine Gun at MechWarrior Marion Vickers (DoubleGreen); needs 11, rolls 9 : misses

    Flamer at MechWarrior Marion Vickers (DoubleGreen); needs 11, rolls 6 : misses


    ER Medium Laser at Cygnus (DoubleGreen); needs 5, rolls 8 : hits  RT
        Cygnus (DoubleGreen) takes 7 damage to RT.
            Armor destroyed, 17 Internal Structure remaining
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on *Targeting Computer.


    ER Medium Laser at Cygnus (DoubleGreen); needs 5, rolls 3 : misses


Weapons fire for Supernova 4 (MSD)
    Large Pulse Laser at Cygnus (DoubleGreen); needs 4, rolls 4 : hits  (using Right Side table) LL
        Cygnus (DoubleGreen) takes 10 damage to LL.
            3 Armor remaining.


    Large Pulse Laser at Cygnus (DoubleGreen); needs 4, rolls 6 : hits  (using Right Side table) RL
        Cygnus (DoubleGreen) takes 10 damage to RL.
            4 Armor remaining.


    Large Pulse Laser at Cygnus (DoubleGreen); needs 4, rolls 4 : hits  (using Right Side table) RT (hit aimed location)
        Cygnus (DoubleGreen) takes 10 damage to RT.
             7 Internal Structure remaining
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.
*** Cygnus (DoubleGreen) DESTROYED by engine destruction! ***


    ER Medium Laser at Cygnus (DoubleGreen); needs 6, rolls 7 : hits  (using Right Side table) RT (hit aimed location)
        Cygnus (DoubleGreen) takes 7 damage to RT.
             SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
            Critical hit on RT. Roll is 7; no effect.


Weapons fire for Elemental Battle Armor [AP Gauss] (MSD)
    AP Gauss Rifle at Cygnus (DoubleGreen); needs 6, rolls 7 : 3 troopers hit
        Cygnus (DoubleGreen) takes 3 damage to HD.
            6 Armor remaining.

        Pilot of Cygnus (DoubleGreen) "Meer van Hulst" takes 1 damage. (hit aimed location)

        Cygnus (DoubleGreen) takes 3 damage to HD.
            3 Armor remaining.

        Pilot of Cygnus (DoubleGreen) "Meer van Hulst" takes 1 damage. (hit aimed location)

        Cygnus (DoubleGreen) takes 3 damage to HD.
            0 Armor remaining. (hit aimed location)



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

Heat Phase
-------------------
Supernova 4 (MSD) gains 38 heat, sinks 36 heat and is now at 2 heat.
Viper (Dragonfly) C (MSD) gains 21 heat, sinks 20 heat and is now at 1 heat.
Kodiak 2 (DoubleGreen) 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 #9
-------------------
MSD rolls a 8[8+0].
DoubleGreen rolls a 9[9+0].

The turn order for movement is:
  MSD, DoubleGreen, MSD, DoubleGreen, MSD, DoubleGreen

Wind direction is North.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
MSD: 4687 BV remaining (from 8060 initially) 0 BV fled
DoubleGreen: 1762 BV remaining (from 8067 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase
-------------------

MegaMek: Game saved to savegames\autosave.sav
MSD: ты тут?
Movement Phase
-------------------

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

MegaMek: Game saved to savegames\autosave.sav
Weapon Attack Phase
-------------------
Weapons fire for Supernova 4 (MSD)
    Large Pulse Laser at MechWarrior Marion Vickers (DoubleGreen); needs 6, rolls 9 : hits  (using Rear table) MEN
        MechWarrior Marion Vickers (DoubleGreen) takes 3 damage to MEN.
             SQUAD KILLED,
*** MechWarrior Marion Vickers (DoubleGreen) DESTROYED by damage! ***


    Large Pulse Laser at MechWarrior Marion Vickers (DoubleGreen); needs 6, rolls 6 : hits  (using Rear table) MEN
        MechWarrior Marion Vickers (DoubleGreen) takes 3 damage to MEN.


    Large Pulse Laser at MechWarrior Marion Vickers (DoubleGreen); needs 6, rolls 10 : hits  (using Rear table) MEN
        MechWarrior Marion Vickers (DoubleGreen) takes 3 damage to MEN.


    Large Pulse Laser at MechWarrior Marion Vickers (DoubleGreen); needs 6, rolls 11 : hits  (using Rear table) MEN
        MechWarrior Marion Vickers (DoubleGreen) takes 3 damage to MEN.


Weapons fire for Hydra 2 (DoubleGreen)
    Streak SRM 5 at Viper (Dragonfly) C (MSD); needs 8, rolls 6 : fails to achieve lock.

Weapons fire for Viper (Dragonfly) C (MSD)
    ER Medium Laser at Hydra 2 (DoubleGreen); needs 6, rolls 8 : hits  (using Rear table) T
        Hydra 2 (DoubleGreen) takes 7 damage to T.
            Armor destroyed, 4 Internal Structure remaining
            Critical hit on T. Roll is 7; no effect.


    ER Medium Laser at Hydra 2 (DoubleGreen); needs 6, rolls 7 : hits  (using Rear table) T
        Hydra 2 (DoubleGreen) takes 7 damage to T.
        Pilot of Hydra 2 (DoubleGreen) "Feechi Freschi" takes 3 damage.        
Pilot of Hydra 2 (DoubleGreen) "Feechi Freschi" needs a 3 to stay conscious.  Rolls 12 : successful!
        
Pilot of Hydra 2 (DoubleGreen) "Feechi Freschi" needs a 5 to stay conscious.  Rolls 11 : successful!
        
Pilot of Hydra 2 (DoubleGreen) "Feechi Freschi" needs a 7 to stay conscious.  Rolls 7 : successful!
             SECTION DESTROYED,
*** Hydra 2 (DoubleGreen) DESTROYED by damage! ***
            Critical hit on T. Roll is 5; no effect.


    Flamer at Hydra 2 (DoubleGreen); needs 6, rolls 12 : hits  (using Rear table) L
        Hydra 2 (DoubleGreen) takes 2 damage to L.
            1 Armor remaining.


    Flamer at Hydra 2 (DoubleGreen); needs 6, rolls 7 : hits  (using Rear table) T
        Hydra 2 (DoubleGreen) takes 2 damage to T.


    Machine Gun at Hydra 2 (DoubleGreen); needs 6, rolls 5 : misses

    Machine Gun at Hydra 2 (DoubleGreen); needs 6, rolls 3 : misses

    Machine Gun at Hydra 2 (DoubleGreen); needs 6, rolls 4 : misses

    Machine Gun at Hydra 2 (DoubleGreen); needs 6, rolls 5 : misses

    Flamer at Hydra 2 (DoubleGreen); needs 6, rolls 8 : hits  (using Rear table) a near miss
        The Protomech takes no damage from a near miss.


Weapons fire for Elemental Battle Armor [AP Gauss] (MSD)
    AP Gauss Rifle at Kodiak 2 (DoubleGreen); needs 4, rolls 7 : 5 troopers hit
        Kodiak 2 (DoubleGreen) takes 3 damage to LA.
             4 Internal Structure remaining
            Critical hit on LA. Roll is 5; no effect.

        Kodiak 2 (DoubleGreen) takes 3 damage to LL.
             16 Internal Structure remaining
            Critical hit on LL. Roll is 6; no effect.

        Kodiak 2 (DoubleGreen) takes 3 damage to CT.
             20 Internal Structure remaining
            Critical hit on CT. Roll is 4; no effect.

        Kodiak 2 (DoubleGreen) takes 3 damage to RT.
            19 Armor remaining.

        Kodiak 2 (DoubleGreen) takes 3 damage to LA.
             1 Internal Structure remaining
            Critical hit on LA. Roll is 5; no effect.


Weapons fire for Kodiak 2 (DoubleGreen)
    ER Medium Laser at Elemental Battle Armor [AP Gauss] (MSD); needs 8, rolls 8 : hits  Trooper 5
        Elemental Battle Armor [AP Gauss] (MSD) takes 7 damage to Trooper 5.
            1 Armor remaining.


    ER Medium Laser at Elemental Battle Armor [AP Gauss] (MSD); needs 8, rolls 7 : misses


    ER Medium Laser at Elemental Battle Armor [AP Gauss] (MSD); needs 8, rolls 9 : hits  Trooper 2
        Elemental Battle Armor [AP Gauss] (MSD) takes 7 damage to Trooper 2.
            3 Armor remaining.


    ER Large Laser at Elemental Battle Armor [AP Gauss] (MSD); needs 8, rolls 7 : misses


    Streak SRM 6 at Elemental Battle Armor [AP Gauss] (MSD); needs 8, rolls 3 : fails to achieve lock.


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

Heat Phase
-------------------
Supernova 4 (MSD) gains 41 heat, sinks 36 heat and is now at 7 heat.
Viper (Dragonfly) C (MSD) gains 20 heat, sinks 20 heat and is now at 1 heat.
Kodiak 2 (DoubleGreen) gains 27 heat, sinks 27 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
-------------------
MSD rolls a 10[10+0].
DoubleGreen rolls a 8[8+0].

The turn order for movement is:
  DoubleGreen, MSD, MSD, MSD

Wind direction is North.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
MSD: 4624 BV remaining (from 8060 initially) 0 BV fled
DoubleGreen: 1515 BV remaining (from 8067 initially) 0 BV fled
MegaMek: Game saved to savegames\autosave.sav
Targeting Phase
-------------------

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

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

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

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

Heat Phase
-------------------
Supernova 4 (MSD) gains 3 heat, sinks 10 heat and is now at 0 heat.
Viper (Dragonfly) C (MSD) gains 5 heat, sinks 6 heat and is now at 0 heat.
Kodiak 2 (DoubleGreen) gains 0 heat, sinks 0 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
-------------------
MSD rolls a 7[7+0].
DoubleGreen rolls a 4[4+0].

The turn order for movement is:
  DoubleGreen, MSD, MSD, MSD

Wind direction is North.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
MSD: 4624 BV remaining (from 8060 initially) 0 BV fled
DoubleGreen: 1515 BV remaining (from 8067 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 Supernova 4 (MSD)
    Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 8, rolls 4 : misses


    Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 8, rolls 6 : misses


    Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 8, rolls 4 : misses


Weapons fire for Kodiak 2 (DoubleGreen)
    ER Medium Laser at Supernova 4 (MSD); needs 12, rolls 3 : misses


    ER Medium Laser at Supernova 4 (MSD); needs 12, rolls 7 : misses


    ER Medium Laser at Supernova 4 (MSD); needs 12, rolls 10 : misses


    ER Large Laser at Supernova 4 (MSD); needs 10, rolls 7 : misses



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

Heat Phase
-------------------
Supernova 4 (MSD) gains 33 heat, sinks 33 heat and is now at 0 heat.
Viper (Dragonfly) C (MSD) gains 0 heat, sinks 0 heat and is now at 0 heat.
Kodiak 2 (DoubleGreen) gains 27 heat, sinks 27 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
-------------------
MSD rolls a 6[6+0].
DoubleGreen rolls a 8[8+0].

The turn order for movement is:
  MSD, MSD, MSD, DoubleGreen

Wind direction is North.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
MSD: 4624 BV remaining (from 8060 initially) 0 BV fled
DoubleGreen: 1515 BV remaining (from 8067 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 Supernova 4 (MSD)
    Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 10, rolls 8 : misses


    Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 10, rolls 11 : hits  LT
        Kodiak 2 (DoubleGreen) takes 10 damage to LT.
            Armor destroyed, 16 Internal Structure remaining
            Critical hit on LT. Roll is 8; 1 location.
            CRITICAL HIT on Double Heat Sink.


    Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 10, rolls 8 : misses


Weapons fire for Kodiak 2 (DoubleGreen)
    ER Large Laser at Supernova 4 (MSD); needs 12, rolls 7 : misses



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

Heat Phase
-------------------
Supernova 4 (MSD) gains 33 heat, sinks 33 heat and is now at 0 heat.
Viper (Dragonfly) C (MSD) gains 1 heat, sinks 1 heat and is now at 0 heat.
Kodiak 2 (DoubleGreen) gains 12 heat, sinks 12 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
-------------------
MSD rolls a 11[11+0].
DoubleGreen rolls a 6[6+0].

The turn order for movement is:
  DoubleGreen, MSD, MSD, MSD

Wind direction is North.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
MSD: 4624 BV remaining (from 8060 initially) 0 BV fled
DoubleGreen: 1431 BV remaining (from 8067 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 Supernova 4 (MSD)
    Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 7, rolls 6 : misses


    Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 7, rolls 5 : misses


    Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 7, rolls 11 : hits  RA
        Kodiak 2 (DoubleGreen) takes 10 damage to RA.
            Armor destroyed, 8 Internal Structure remaining
            Critical hit on RA. Roll is 8; 1 location.
            CRITICAL HIT on Lower Arm.


    Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 7, rolls 5 : misses


Weapons fire for Viper (Dragonfly) C (MSD)
    ER Medium Laser at Kodiak 2 (DoubleGreen); needs 6, rolls 8 : hits  (using Rear table) HD
        Kodiak 2 (DoubleGreen) takes 7 damage to HD.
            2 Armor remaining.

        Pilot of Kodiak 2 (DoubleGreen) "Amma Ssenyonjo" takes 1 damage.        
Pilot of Kodiak 2 (DoubleGreen) "Amma Ssenyonjo" needs a 3 to stay conscious.  Rolls 7 : successful!


    ER Medium Laser at Kodiak 2 (DoubleGreen); needs 6, rolls 5 : misses


    Flamer at Kodiak 2 (DoubleGreen); needs 6, rolls 5 : misses


    Flamer at Kodiak 2 (DoubleGreen); needs 6, rolls 10 : hits  (using Rear table) RTR
        Kodiak 2 (DoubleGreen) takes 2 damage to RTR.
             19 Internal Structure remaining
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on Jump Jet.


    Machine Gun at Kodiak 2 (DoubleGreen); needs 6, rolls 2 : misses

    Machine Gun at Kodiak 2 (DoubleGreen); needs 6, rolls 7 : hits  (using Rear table) LTR
        Kodiak 2 (DoubleGreen) takes 2 damage to LTR.
            3 Armor remaining.


    Machine Gun at Kodiak 2 (DoubleGreen); needs 6, rolls 5 : misses

    Machine Gun at Kodiak 2 (DoubleGreen); needs 6, rolls 10 : hits  (using Rear table) LA
        Kodiak 2 (DoubleGreen) takes 2 damage to LA.
             SECTION DESTROYED,
        1 damage transfers to LTR.
            Critical hit on LA. Roll is 11; 2 locations.
            CRITICAL HIT on Lower Arm.
            CRITICAL HIT on ER Medium Laser.
        Kodiak 2 (DoubleGreen) takes 1 damage to LTR.
            2 Armor remaining.


    Flamer at Kodiak 2 (DoubleGreen); needs 6, rolls 7 : hits  (using Rear table) RTR
        Kodiak 2 (DoubleGreen) takes 2 damage to RTR.
             17 Internal Structure remaining
            Critical hit on RT. Roll is 3; no effect.


Weapons fire for Elemental Battle Armor [AP Gauss] (MSD)
    AP Gauss Rifle at Kodiak 2 (DoubleGreen); needs 4, rolls 12 : 3 troopers hit (using Rear table)
        Kodiak 2 (DoubleGreen) takes 3 damage to LL.
             13 Internal Structure remaining
            Critical hit on LL. Roll is 11; 2 locations.
            CRITICAL HIT on Hip.
            CRITICAL HIT on Double Heat Sink.

        Kodiak 2 (DoubleGreen) takes 3 damage to LA.
        3 damage transfers to LTR.
        Kodiak 2 (DoubleGreen) takes 3 damage to LTR.
            Armor destroyed, 15 Internal Structure remaining
            Critical hit on LT. Roll is 6; no effect.

        Kodiak 2 (DoubleGreen) takes 3 damage to LL.
             10 Internal Structure remaining
            Critical hit on LL. Roll is 2; no effect.


Weapons fire for Kodiak 2 (DoubleGreen)
    ER Medium Laser at Elemental Battle Armor [AP Gauss] (MSD); needs 7, rolls 10 : hits  (using Left Side table) Trooper 5
        Elemental Battle Armor [AP Gauss] (MSD) takes 7 damage to Trooper 5.
            Armor destroyed,             TROOPER KILLED,


    ER Medium Laser at Elemental Battle Armor [AP Gauss] (MSD); needs 7, rolls 10 : hits  (using Left Side table) Trooper 1
        Elemental Battle Armor [AP Gauss] (MSD) takes 7 damage to Trooper 1.
            Armor destroyed,             TROOPER KILLED,



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

Physical attacks for Viper (Dragonfly) C (MSD)
    Kick (Left leg) at Kodiak 2 (DoubleGreen); needs 5, rolls 6 : hits (using Rear Kick table) RL
        Kodiak 2 (DoubleGreen) takes 8 damage to RL.
             11 Internal Structure remaining
            Critical hit on RL. Roll is 4; no effect.

MegaMek: Game saved to savegames\autosave.sav
Heat Phase
-------------------
Supernova 4 (MSD) gains 40 heat, sinks 36 heat and is now at 4 heat.
Viper (Dragonfly) C (MSD) gains 21 heat, sinks 20 heat and is now at 1 heat.
Kodiak 2 (DoubleGreen) gains 10 heat, sinks 10 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 #14
-------------------
MSD rolls a 10[10+0].
DoubleGreen rolls a 8[8+0].

The turn order for movement is:
  DoubleGreen, MSD, MSD, MSD

Wind direction is North.  Wind strength is Calm.  The weather is Clear.  Visibility is Daylight.
MSD: 4410 BV remaining (from 8060 initially) 0 BV fled
DoubleGreen: 896 BV remaining (from 8067 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 Supernova 4 (MSD)
    Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 7, rolls 6 : misses


    Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 7, rolls 4 : misses


    Large Pulse Laser at Kodiak 2 (DoubleGreen); needs 7, rolls 7 : hits  LL
        Kodiak 2 (DoubleGreen) takes 10 damage to LL.
             SECTION DESTROYED,
            Critical hit on LL. Roll is 4; no effect.


Weapons fire for Viper (Dragonfly) C (MSD)
    ER Medium Laser at Kodiak 2 (DoubleGreen); needs 5, rolls 8 : hits  LA
        Kodiak 2 (DoubleGreen) takes 7 damage to LA.
        7 damage transfers to LT.
        Kodiak 2 (DoubleGreen) takes 7 damage to LT.
             8 Internal Structure remaining
            Critical hit on LT. Roll is 7; no effect.


    ER Medium Laser at Kodiak 2 (DoubleGreen); needs 5, rolls 6 : hits  LT
        Kodiak 2 (DoubleGreen) takes 7 damage to LT.
             1 Internal Structure remaining
            Critical hit on LT. Roll is 2; no effect.


    Flamer at Kodiak 2 (DoubleGreen); needs 5, rolls 4 : misses


    Flamer at Kodiak 2 (DoubleGreen); needs 5, rolls 7 : hits  CT
        Kodiak 2 (DoubleGreen) takes 2 damage to CT.
             18 Internal Structure remaining
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.


    Machine Gun at Kodiak 2 (DoubleGreen); needs 5, rolls 9 : hits  RL
        Kodiak 2 (DoubleGreen) takes 2 damage to RL.
             9 Internal Structure remaining
            Critical hit on RL. Roll is 5; no effect.


    Machine Gun at Kodiak 2 (DoubleGreen); needs 5, rolls 10 : hits  CT
        Kodiak 2 (DoubleGreen) takes 2 damage to CT.
             16 Internal Structure remaining
            Critical hit on CT. Roll is 5; no effect.


    Machine Gun at Kodiak 2 (DoubleGreen); needs 5, rolls 7 : hits  RA
        Kodiak 2 (DoubleGreen) takes 2 damage to RA.
             6 Internal Structure remaining
            Critical hit on RA. Roll is 5; no effect.


    Machine Gun at Kodiak 2 (DoubleGreen); needs 5, rolls 9 : hits  LA
        Kodiak 2 (DoubleGreen) takes 2 damage to LA.
        2 damage transfers to LT.
        Kodiak 2 (DoubleGreen) takes 2 damage to LT.
             SECTION DESTROYED,
        1 damage transfers to CT.
            Critical hit on LT. Roll is 5; no effect.
        Kodiak 2 (DoubleGreen) has taken 4 engine hits this phase.
        Checking for engine explosion on 10, roll is 6.
        Engine safety systems remain in place.
*** Kodiak 2 (DoubleGreen) DESTROYED by engine destruction! ***
        Kodiak 2 (DoubleGreen) takes 1 damage to CT.
             15 Internal Structure remaining
            Critical hit on CT. Roll is 5; no effect.


    Flamer at Kodiak 2 (DoubleGreen); needs 5, rolls 7 : hits  LT
        Kodiak 2 (DoubleGreen) takes 2 damage to LT.
        2 damage transfers to CT.
        Kodiak 2 (DoubleGreen) takes 2 damage to CT.
             13 Internal Structure remaining
            Critical hit on CT. Roll is 3; no effect.


Weapons fire for Elemental Battle Armor [AP Gauss] (MSD)
    AP Gauss Rifle at Kodiak 2 (DoubleGreen); needs 4, rolls 10 : 2 troopers hit
        Kodiak 2 (DoubleGreen) takes 3 damage to RL.
             6 Internal Structure remaining
            Critical hit on RL. Roll is 4; no effect.

        Kodiak 2 (DoubleGreen) takes 3 damage to LA.
        3 damage transfers to LT.
        Kodiak 2 (DoubleGreen) takes 3 damage to LT.
        3 damage transfers to CT.
        Kodiak 2 (DoubleGreen) takes 3 damage to CT.
             10 Internal Structure remaining
            Critical hit on CT. Roll is 3; no effect.


Weapons fire for Kodiak 2 (DoubleGreen)
    ER Large Laser at Viper (Dragonfly) C (MSD); needs 6, rolls 6 : hits  LT
        Viper (Dragonfly) C (MSD) takes 10 damage to LT.
             SECTION DESTROYED,
LIMB BLOWN OFF Left Arm blown off.
        4 damage transfers to CT.
            Critical hit on LT. Roll is 3; no effect.
        Viper (Dragonfly) C (MSD) takes 4 damage to CT.
             2 Internal Structure remaining
            Critical hit on CT. Roll is 9; 1 location.
            CRITICAL HIT on Engine.
*** Viper (Dragonfly) C (MSD) DESTROYED by engine destruction! ***


    ER Medium Laser at Viper (Dragonfly) C (MSD); needs 7, rolls 8 : hits  RT
        Viper (Dragonfly) C (MSD) takes 7 damage to RT.
            1 Armor remaining.


    ER Medium Laser at Viper (Dragonfly) C (MSD); needs 7, rolls 9 : hits  LT
        Viper (Dragonfly) C (MSD) takes 7 damage to LT.
        7 damage transfers to CT.
        Viper (Dragonfly) C (MSD) takes 7 damage to CT.
             SECTION DESTROYED,
        Viper (Dragonfly) C (MSD) has taken 8 engine hits this phase.
        Checking for engine explosion on 10, roll is 6.
        Engine safety systems remain in place.

        >Viper (Dragonfly) C (MSD) suffers catastrophic damage, but the autoeject system was engaged.
    
Viper (Dragonfly) C (MSD) must make a piloting skill check (landing in heavy woods).
    Needs 9 [5 (ejecting) + 1 (automatic ejection) + 3 (landing in heavy woods)], rolls 8 : fails.

            The pilot ejects safely!
            Critical hit on CT. Roll is 10; 2 locations.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Standard Gyro.


    Streak SRM 6 at Viper (Dragonfly) C (MSD); needs 6, rolls 9 : 6 missile(s) hit.

        Viper (Dragonfly) C (MSD) takes 2 damage to CT.


        Viper (Dragonfly) C (MSD) takes 2 damage to CT.


        Viper (Dragonfly) C (MSD) takes 2 damage to LL.
            17 Armor remaining.

        Viper (Dragonfly) C (MSD) takes 2 damage to CT.


        Viper (Dragonfly) C (MSD) takes 2 damage to RL.
            10 Armor remaining.

        Viper (Dragonfly) C (MSD) takes 2 damage to LT.
        2 damage transfers to CT.
        Viper (Dragonfly) C (MSD) takes 2 damage to CT.




MegaMek: Game saved to savegames\autosave.sav
MSD: красиво ушел
DoubleGreen: ага
DoubleGreen: спасибо за игру
Physical Attack Phase
-------------------

Heat Phase
-------------------
Supernova 4 (MSD) gains 32 heat, sinks 36 heat and is now at 0 heat.

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

End Phase
-------------------
Team 2 has achieved all required victory conditions!
MegaMek: Game saved to savegames\autosave.sav
MSD: гг и тебе
Victory!
-------------------

Winner is: TEAM #2

MSD: 3285 BV remaining (from 8060 initially) 0 BV fled
DoubleGreen: 0 BV remaining (from 8067 initially) 0 BV fled

Survivors are:
Supernova 4 (MSD)
Pilot : Malie [4/5]
Kills : 2

Elemental Battle Armor [AP Gauss] (MSD)
Gunnery Skill : Deste [4]
Kills : 1

MechWarrior Kay (MSD)
Gunnery Skill : Kay [4]
Kills : 0


Graveyard contains:
Warhawk (Masakari) D (DoubleGreen)
Pilot : Marion Vickers [4/5] ( 6 hit(s)  )
Kills : 0
Destroyed by Elemental Battle Armor [AP Gauss] (MSD)

Stone Rhino (Behemoth) 6 (MSD)
Pilot : Nadheera [4/5] ( 6 hit(s)  )
Kills : 0
Destroyed by Cygnus (DoubleGreen)

Cygnus (DoubleGreen)
Pilot : Meer van Hulst [4/5] ( 6 hit(s)  )
Kills : 1
Destroyed by Supernova 4 (MSD)

Hydra 2 (DoubleGreen)
Pilot : Feechi Freschi [4] ( 3 hit(s) )
Kills : 0
Destroyed by Viper (Dragonfly) C (MSD)

MechWarrior Marion Vickers (DoubleGreen)
Gunnery Skill : Marion Vickers [4] ( 6 hit(s)  )
Kills : 0
Destroyed by Supernova 4 (MSD)

Viper (Dragonfly) C (MSD)
Pilot : Kay [4/5]
Kills : 2
Destroyed by Kodiak 2 (DoubleGreen)

Kodiak 2 (DoubleGreen)
Pilot : Amma Ssenyonjo [4/5] ( 1 hit(s) )
Kills : 1
Destroyed by Viper (Dragonfly) C (MSD)


The following utterly destroyed units are not available for salvage:
MechWarrior Nadheera (MSD)
Gunnery Skill : Nadheera [4] ( 6 hit(s)  )
Kills : 0
Destroyed by pilot error.


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