Round 1
Initiative Phase for Deployment
-------------------
The turn order for movement is:
Marauder II MAD-6D ([color=#C06060]Rush[/color]), rolled 7[7+0]
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]), rolled 12[12+0]
Wind direction is Southwest. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Fog level is None.
[color=#8080B0]Metus[/color]: 3777 BV remaining (from 3777 initially) 0 BV fled
[color=#C06060]Rush[/color]: 2378 BV remaining (from 2378 initially) 0 BV fled
Initiative Phase for Round #1
-------------------
The turn order for movement is:
Marauder II MAD-6D ([color=#C06060]Rush[/color]), rolled 6[6+0]
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]), rolled 9[9+0]
Wind direction is Southwest. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Fog level is None.
[color=#8080B0]Metus[/color]: 3777 BV remaining (from 3777 initially) 0 BV fled
[color=#C06060]Rush[/color]: 2378 BV remaining (from 2378 initially) 0 BV fled
Targeting Phase
-------------------
Movement Phase
-------------------
Offboard Attack Phase
-------------------
Weapon Attack Phase
-------------------
Physical Attack Phase
-------------------
Heat Phase
-------------------
Marauder II MAD-6D ([color=#C06060]Rush[/color]) gains 3 heat, sinks 3 heat and is now at 0 heat.
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) gains 2 heat, sinks 2 heat and is now at 0 heat.
Control Rolls
-------------------
End Phase
-------------------
Round 2
Initiative Phase for Round #2
-------------------
The turn order for movement is:
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]), rolled 4[4+0]
Marauder II MAD-6D ([color=#C06060]Rush[/color]), rolled 5[5+0]
Wind direction is Southwest. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Fog level is None.
[color=#8080B0]Metus[/color]: 3777 BV remaining (from 3777 initially) 0 BV fled
[color=#C06060]Rush[/color]: 2378 BV remaining (from 2378 initially) 0 BV fled
Targeting Phase
-------------------
Movement Phase
-------------------
Offboard Attack Phase
-------------------
Weapon Attack Phase
-------------------
Physical Attack Phase
-------------------
Heat Phase
-------------------
Marauder II MAD-6D ([color=#C06060]Rush[/color]) gains 3 heat, sinks 3 heat and is now at 0 heat.
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) gains 2 heat, sinks 2 heat and is now at 0 heat.
Control Rolls
-------------------
End Phase
-------------------
Round 3
Timber Wolf manages to get behind the MAD-6D
Initiative Phase for Round #3
-------------------
The turn order for movement is:
Marauder II MAD-6D ([color=#C06060]Rush[/color]), rolled 3[3+0]
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]), rolled 5[5+0]
Wind direction is Southwest. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Fog level is None.
[color=#8080B0]Metus[/color]: 3777 BV remaining (from 3777 initially) 0 BV fled
[color=#C06060]Rush[/color]: 2378 BV remaining (from 2378 initially) 0 BV fled
Targeting Phase
-------------------
Movement Phase
-------------------
Offboard Attack Phase
-------------------
Weapon Attack Phase
-------------------
Weapons fire for Marauder II MAD-6D ([color=#C06060]Rush[/color])
Light PPC at Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]); needs 11, rolls 8 : [color=gray]misses[/color]
Snub-Nose PPC at Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]); needs 8, rolls 9 : [color=green]hits[/color] (using Left Side table) RL
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) takes 11 damage to RL.
21 Armor remaining.
Weapons fire for Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color])
ER Medium Laser at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 9, rolls 8 : [color=gray]misses[/color]
ER Medium Laser at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 9, rolls 4 : [color=gray]misses[/color]
Medium Pulse Laser at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 7, rolls 4 : [color=gray]misses[/color]
LRM 20 at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 9, rolls 6 : [color=gray]misses[/color]
Machine Gun at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 9, rolls 4 : [color=gray]misses[/color]
LRM 20 at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 9, rolls 10 : 20 missile(s) [color=green]hit[/color] (using Rear table).
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 5 damage to LL.
36 Armor remaining.
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 5 damage to LL.
31 Armor remaining.
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 5 damage to LL.
26 Armor remaining.
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 5 damage to CTR.
11 Armor remaining.
Machine Gun at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 9, rolls 4 : [color=gray]misses[/color]
Marauder II MAD-6D ([color=#C06060]Rush[/color]) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
Roll #1, (5 (Base piloting skill) + 1 (20+ damage) - 2 (weight class modifier)); needs 4, rolls 6 : succeeds.
Physical Attack Phase
-------------------
Heat Phase
-------------------
Marauder II MAD-6D ([color=#C06060]Rush[/color]) gains 18 heat, sinks 18 heat and is now at 0 heat.
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) gains 28 heat, sinks 28 heat and is now at 0 heat.
Control Rolls
-------------------
End Phase
-------------------
Round 4:
Timber Wolf now has it’s back to a board edge, MAD-6D jumps 5 to avoid being shot in the back again.
Initiative Phase for Round #4
-------------------
The turn order for movement is:
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]), rolled 3[3+0]
Marauder II MAD-6D ([color=#C06060]Rush[/color]), rolled 6[6+0]
Wind direction is Southwest. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Fog level is None.
[color=#8080B0]Metus[/color]: 3727 BV remaining (from 3777 initially) 0 BV fled
[color=#C06060]Rush[/color]: 2313 BV remaining (from 2378 initially) 0 BV fled
Targeting Phase
-------------------
Movement Phase
-------------------
Offboard Attack Phase
-------------------
Weapon Attack Phase
-------------------
Weapons fire for Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color])
ER Medium Laser at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 9, rolls 8 : [color=gray]misses[/color]
ER Medium Laser at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 9, rolls 7 : [color=gray]misses[/color]
Medium Pulse Laser at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 7, rolls 5 : [color=gray]misses[/color]
LRM 20 at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 9, rolls 10 : 12 missile(s) [color=green]hit[/color].
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 5 damage to LT.
26 Armor remaining.
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 5 damage to RL.
36 Armor remaining.
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 2 damage to LL.
24 Armor remaining.
LRM 20 at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 9, rolls 4 : [color=gray]misses[/color]
Weapons fire for Marauder II MAD-6D ([color=#C06060]Rush[/color])
Rotary AC/5 at Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]); needs 7, rolls 10 : - Direct Blow -
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) takes 6 damage to CT.
30 Armor remaining.
Light PPC at Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]); needs 7, rolls 10 : - Direct Blow - [color=green]hits[/color] RA
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) takes 6 damage to RA.
18 Armor remaining.
Light PPC at Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]); needs 7, rolls 7 : - Glancing Blow - [color=green]hits[/color] CT
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) takes 2 damage to CT.
28 Armor remaining.
Snub-Nose PPC at Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]); needs 7, rolls 6 : [color=gray]misses[/color]
Snub-Nose PPC at Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]); needs 7, rolls 6 : [color=gray]misses[/color]
Physical Attack Phase
-------------------
Heat Phase
-------------------
Marauder II MAD-6D ([color=#C06060]Rush[/color]) gains 34 heat, sinks 28 heat and is now at 6 heat.
Marauder II MAD-6D needs a 10+ for coolant failure, rolls 2 : avoids successfully!
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) gains 28 heat, sinks 28 heat and is now at 0 heat.
Control Rolls
-------------------
End Phase
-------------------
Round 5:
MAD-6D jumps beside Timber Wolf, Timber Wolf moves to have shots at the rear armour of the MAD again.
Initiative Phase for Round #5
-------------------
The turn order for movement is:
Marauder II MAD-6D ([color=#C06060]Rush[/color]), rolled 6[6+0]
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]), rolled 11[11+0]
Wind direction is Southwest. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Fog level is None.
[color=#8080B0]Metus[/color]: 3665 BV remaining (from 3777 initially) 0 BV fled
[color=#C06060]Rush[/color]: 2274 BV remaining (from 2378 initially) 0 BV fled
Targeting Phase
-------------------
Movement Phase
-------------------
Offboard Attack Phase
-------------------
Weapon Attack Phase
-------------------
Weapons fire for Marauder II MAD-6D ([color=#C06060]Rush[/color])
Light PPC at Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]); needs 10, rolls 7 : [color=gray]misses[/color]
Snub-Nose PPC at Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]); needs 8, rolls 8 : - Glancing Blow - [color=green]hits[/color] RA
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) takes 5 damage to RA.
13 Armor remaining.
Weapons fire for Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color])
ER Medium Laser at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 8, rolls 10 : [color=green]hits[/color] (using Right Side table) CTR
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 7 damage to CTR.
4 Armor remaining.
ER Medium Laser at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 8, rolls 9 : [color=green]hits[/color] (using Right Side table) LL
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 7 damage to LL.
17 Armor remaining.
Medium Pulse Laser at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 6, rolls 10 : - Direct Blow - [color=green]hits[/color] (using Right Side table) RL
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 8 damage to RL.
28 Armor remaining.
LRM 20 at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 8, rolls 9 : 6 missile(s) [color=green]hit[/color] (using Right Side table).
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 5 damage to RL.
23 Armor remaining.
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 1 damage to LTR.
10 Armor remaining.
Machine Gun at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 10, rolls 7 : [color=gray]misses[/color]
LRM 20 at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 8, rolls 3 : [color=gray]misses[/color]
Machine Gun at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 10, rolls 11 : [color=green]hits[/color] (using Right Side table) LTR (critical)
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 2 damage to LTR (critical).
8 Armor remaining.
[color=#C00000]Critical hit on LT.[/color] Roll is 5; no effect.
Marauder II MAD-6D ([color=#C06060]Rush[/color]) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
Roll #1, (5 (Base piloting skill) + 1 (20+ damage) - 2 (weight class modifier)); needs 4, rolls 12 : succeeds.
Round 6:
Timber Wolf moves first to place back against board edge again, MAD jumps beside Timber Wolf front right.
Initiative Phase for Round #6
-------------------
The turn order for movement is:
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]), rolled 3[3+0]
Marauder II MAD-6D ([color=#C06060]Rush[/color]), rolled 7[7+0]
Wind direction is Southwest. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Fog level is None.
[color=#8080B0]Metus[/color]: 3592 BV remaining (from 3777 initially) 0 BV fled
[color=#C06060]Rush[/color]: 2177 BV remaining (from 2378 initially) 0 BV fled
Targeting Phase
-------------------
Movement Phase
-------------------
Offboard Attack Phase
-------------------
Weapon Attack Phase
-------------------
Weapons fire for Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color])
ER Medium Laser at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 7, rolls 8 : [color=green]hits[/color] RT
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 8 damage to RT.
23 Armor remaining.
ER Medium Laser at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 7, rolls 8 : [color=green]hits[/color] RT
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 8 damage to RT.
15 Armor remaining.
Medium Pulse Laser at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 5, rolls 6 : [color=green]hits[/color] LA
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 8 damage to LA.
26 Armor remaining.
LRM 20 at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 7, rolls 9 : 12 missile(s) [color=green]hit[/color].
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 5 damage to RL.
18 Armor remaining.
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 5 damage to LA.
21 Armor remaining.
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 2 damage to RL.
16 Armor remaining.
Machine Gun at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 7, rolls 3 : [color=gray]misses[/color]
LRM 20 at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 7, rolls 7 : - Glancing Blow - 6 missile(s) [color=green]hit[/color] (w/ -4 malus).
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 5 damage to LA.
16 Armor remaining.
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 1 damage to LL.
16 Armor remaining.
Machine Gun at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 7, rolls 4 : [color=gray]misses[/color]
Weapons fire for Marauder II MAD-6D ([color=#C06060]Rush[/color])
Rotary AC/5 at Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]); needs 7, rolls 5 : [color=gray]misses[/color]
Light PPC at Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]); needs 10, rolls 11 : [color=green]hits[/color] (using Right Side table) RA
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) takes 6 damage to RA.
7 Armor remaining.
Light PPC at Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]); needs 10, rolls 7 : [color=gray]misses[/color]
Snub-Nose PPC at Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]); needs 7, rolls 7 : - Glancing Blow - [color=green]hits[/color] (using Right Side table) LL
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) takes 5 damage to LL.
27 Armor remaining.
Snub-Nose PPC at Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]); needs 7, rolls 8 : [color=green]hits[/color] (using Right Side table) RA
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) takes 11 damage to RA.
Armor destroyed, [color=blue]8 Internal Structure remaining[/color]
[color=#C00000]Critical hit on RA.[/color] Roll is (7+2) = 9; 1 location.
[color=#C00000]CRITICAL HIT on Shoulder[/color].
Marauder II MAD-6D ([color=#C06060]Rush[/color]) must make 1 piloting skill roll(s) (40+ damage).
The base target is 5 [5 (Base piloting skill)].
Roll #1, (5 (Base piloting skill) + 2 (40+ damage) - 2 (weight class modifier)); needs 5, rolls 7 : succeeds.
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) must make 1 piloting skill roll(s) (20+ damage).
The base target is 4 [4 (Base piloting skill)].
Roll #1, (4 (Base piloting skill) + 1 (20+ damage) - 1 (weight class modifier)); needs 4, rolls 7 : succeeds.
Physical Attack Phase
-------------------
Heat Phase
-------------------
Marauder II MAD-6D ([color=#C06060]Rush[/color]) gains 34 heat, sinks 28 heat and is now at 6 heat.
Marauder II MAD-6D needs a 10+ for coolant failure, rolls 3 : avoids successfully!
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) gains 27 heat, sinks 27 heat and is now at 0 heat.
Control Rolls
-------------------
End Phase
-------------------
Round 7:
Initiative Phase for Round #7
-------------------
The turn order for movement is:
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]), rolled 6[6+0]
Marauder II MAD-6D ([color=#C06060]Rush[/color]), rolled 7[7+0]
Wind direction is Southwest. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Fog level is None.
[color=#8080B0]Metus[/color]: 3490 BV remaining (from 3777 initially) 0 BV fled
[color=#C06060]Rush[/color]: 2040 BV remaining (from 2378 initially) 0 BV fled
Targeting Phase
-------------------
Movement Phase
-------------------
Offboard Attack Phase
-------------------
Weapon Attack Phase
-------------------
Weapons fire for Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color])
ER Medium Laser at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 9, rolls 2 : [color=gray]misses[/color]
ER Medium Laser at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 13, rolls 9 : [color=gray]misses[/color]
Medium Pulse Laser at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 7, rolls 8 : [color=green]hits[/color] CT
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 8 damage to CT.
37 Armor remaining.
LRM 20 at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 9, rolls 6 : [color=gray]misses[/color]
Machine Gun at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 9, rolls 9 : - Glancing Blow - [color=green]hits[/color] LT
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 1 damage to LT.
25 Armor remaining.
LRM 20 at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 9, rolls 8 : [color=gray]misses[/color]
Machine Gun at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 9, rolls 8 : [color=gray]misses[/color]
Weapons fire for Marauder II MAD-6D ([color=#C06060]Rush[/color])
Rotary AC/5 at Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]); needs 8, rolls 9 :
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) takes 5 damage to LL.
22 Armor remaining.
Light PPC at Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]); needs 11, rolls 9 : [color=gray]misses[/color]
Snub-Nose PPC at Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]); needs 8, rolls 11 : - Direct Blow - [color=green]hits[/color] (using Left Side table) LL
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) takes 12 damage to LL.
10 Armor remaining.
Snub-Nose PPC at Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]); needs 8, rolls 8 : - Glancing Blow - [color=green]hits[/color] (using Left Side table) LL
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) takes 5 damage to LL.
5 Armor remaining.
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) must make 1 piloting skill roll(s) (20+ damage).
The base target is 4 [4 (Base piloting skill)].
Roll #1, (4 (Base piloting skill) + 1 (20+ damage) - 1 (weight class modifier)); needs 4, rolls 10 : succeeds.
Physical Attack Phase
-------------------
Heat Phase
-------------------
Marauder II MAD-6D ([color=#C06060]Rush[/color]) gains 29 heat, sinks 28 heat and is now at 7 heat.
Marauder II MAD-6D needs a 10+ for coolant failure, rolls 5 : avoids successfully!
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) gains 28 heat, sinks 28 heat and is now at 0 heat.
Control Rolls
-------------------
End Phase
-------------------
Round 8
Initiative Phase for Round #8
-------------------
The turn order for movement is:
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]), rolled 5[5+0]
Marauder II MAD-6D ([color=#C06060]Rush[/color]), rolled 8[8+0]
Wind direction is Southwest. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Fog level is None.
[color=#8080B0]Metus[/color]: 3391 BV remaining (from 3777 initially) 0 BV fled
[color=#C06060]Rush[/color]: 2011 BV remaining (from 2378 initially) 0 BV fled
Targeting Phase
-------------------
Movement Phase
-------------------
Offboard Attack Phase
-------------------
Weapon Attack Phase
-------------------
Weapons fire for Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color])
ER Medium Laser at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 5, rolls 3 : [color=gray]misses[/color]
ER Medium Laser at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 9, rolls 2 : [color=gray]misses[/color]
Medium Pulse Laser at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 3, rolls 5 : [color=green]hits[/color] RA
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 8 damage to RA.
26 Armor remaining.
LRM 20 at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 5, rolls 9 : - Direct Blow - 12 missile(s) [color=green]hit[/color] (w/ +2 bonus).
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 5 damage to RT.
10 Armor remaining.
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 5 damage to RL.
11 Armor remaining.
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 2 damage to LT.
23 Armor remaining.
Machine Gun at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 5, rolls 6 : [color=green]hits[/color] LT
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 2 damage to LT.
21 Armor remaining.
LRM 20 at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 5, rolls 6 : 12 missile(s) [color=green]hit[/color].
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 5 damage to LT.
16 Armor remaining.
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 5 damage to RL.
6 Armor remaining.
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 2 damage to RA.
24 Armor remaining.
Machine Gun at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 5, rolls 6 : [color=green]hits[/color] LT
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 2 damage to LT.
14 Armor remaining.
Weapons fire for Marauder II MAD-6D ([color=#C06060]Rush[/color])
Rotary AC/5 at Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]); needs 5, rolls 7 :
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) takes 5 damage to RL.
16 Armor remaining.
Light PPC at Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]); needs 8, rolls 7 : [color=gray]misses[/color]
Snub-Nose PPC at Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]); needs 5, rolls 8 : - Direct Blow - [color=green]hits[/color] RA
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) takes 12 damage to RA.
[color=#C00000]SECTION DESTROYED[/color],
4 damage transfers to RT.
[color=#C00000]Critical hit on RA.[/color] Roll is (3+3) = 6; no effect.
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) takes 4 damage to RT.
21 Armor remaining.
Snub-Nose PPC at Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]); needs 5, rolls 6 : [color=green]hits[/color] LT
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) takes 11 damage to LT.
14 Armor remaining.
Marauder II MAD-6D ([color=#C06060]Rush[/color]) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
Roll #1, (5 (Base piloting skill) + 1 (20+ damage) - 2 (weight class modifier)); needs 4, rolls 7 : succeeds.
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) must make 1 piloting skill roll(s) (20+ damage).
The base target is 4 [4 (Base piloting skill)].
Roll #1, (4 (Base piloting skill) + 1 (20+ damage) - 1 (weight class modifier)); needs 4, rolls 9 : succeeds.
Physical Attack Phase
-------------------
Heat Phase
-------------------
Marauder II MAD-6D ([color=#C06060]Rush[/color]) gains 27 heat, sinks 28 heat and is now at 6 heat.
Marauder II MAD-6D needs a 10+ for coolant failure, rolls 5 : avoids successfully!
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) gains 27 heat, sinks 27 heat and is now at 0 heat.
Control Rolls
-------------------
End Phase
-------------------
Round 9
Initiative Phase for Round #9
-------------------
The turn order for movement is:
Marauder II MAD-6D ([color=#C06060]Rush[/color]), rolled 4[4+0]
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]), rolled 9[9+0]
Wind direction is Southwest. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Fog level is None.
[color=#8080B0]Metus[/color]: 2766 BV remaining (from 3777 initially) 0 BV fled
[color=#C06060]Rush[/color]: 1894 BV remaining (from 2378 initially) 0 BV fled
Targeting Phase
-------------------
Movement Phase
-------------------
Offboard Attack Phase
-------------------
Weapon Attack Phase
-------------------
Weapons fire for Marauder II MAD-6D ([color=#C06060]Rush[/color])
Light PPC at Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]); needs 11, rolls 8 : [color=gray]misses[/color]
Snub-Nose PPC at Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]); needs 8, rolls 10 : [color=green]hits[/color] LL
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) takes 11 damage to LL.
Armor destroyed, [color=blue]10 Internal Structure remaining[/color]
[color=#C00000]Critical hit on LL.[/color] Roll is (6+2) = 8; no effect.
Weapons fire for Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color])
ER Large Laser at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 7, rolls 2 : [color=gray]misses[/color]
ER Medium Laser at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 7, rolls 10 : - Direct Blow - [color=green]hits[/color] (using Rear table) LTR
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 9 damage to LTR.
Armor destroyed, [color=blue]20 Internal Structure remaining[/color]
[color=#C00000]Critical hit on LT.[/color] Roll is (4+2) = 6; no effect.
Medium Pulse Laser at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 5, rolls 4 : [color=gray]misses[/color]
Machine Gun at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 7, rolls 8 : [color=green]hits[/color] (using Rear table) LL
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 2 damage to LL.
14 Armor remaining.
Machine Gun at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 7, rolls 7 : - Glancing Blow - [color=green]hits[/color] (using Rear table) RTR
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 1 damage to RTR.
10 Armor remaining.
Physical Attack Phase
-------------------
Heat Phase
-------------------
Marauder II MAD-6D ([color=#C06060]Rush[/color]) gains 18 heat, sinks 24 heat and is now at 0 heat.
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) gains 23 heat, sinks 23 heat and is now at 0 heat.
Control Rolls
-------------------
End Phase
-------------------
Round 10
Initiative Phase for Round #10
-------------------
The turn order for movement is:
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]), rolled 4[4+0]
Marauder II MAD-6D ([color=#C06060]Rush[/color]), rolled 11[11+0]
Wind direction is Southwest. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Fog level is None.
[color=#8080B0]Metus[/color]: 2717 BV remaining (from 3777 initially) 0 BV fled
[color=#C06060]Rush[/color]: 1848 BV remaining (from 2378 initially) 0 BV fled
Targeting Phase
-------------------
Movement Phase
-------------------
Offboard Attack Phase
-------------------
Weapon Attack Phase
-------------------
Weapons fire for Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color])
ER Large Laser at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 5, rolls 11 : - Direct Blow - [color=green]hits[/color] RL
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 12 damage to RL.
Armor destroyed, [color=blue]15 Internal Structure remaining[/color]
[color=#C00000]Critical hit on RL.[/color] Roll is (8+4) = 12; 2 locations.
[color=#C00000]CRITICAL HIT on Upper Leg[/color].
[color=#C00000]CRITICAL HIT on Lower Leg[/color].
ER Medium Laser at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 7, rolls 5 : [color=gray]misses[/color]
Medium Pulse Laser at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 5, rolls 9 : - Direct Blow - [color=green]hits[/color] CT
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 8 damage to CT.
29 Armor remaining.
Weapons fire for Marauder II MAD-6D ([color=#C06060]Rush[/color])
Rotary AC/5 at Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]); needs 9, rolls 10 :
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) takes 5 damage to HD.
4 Armor remaining.
Pilot of Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) "Finnian O'Gormley" takes 1 damage.
Pilot of Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) "Finnian O'Gormley" needs a 3 to stay conscious. Rolls 6 : successful!
Light PPC at Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]); needs 7, rolls 6 : [color=gray]misses[/color]
Light PPC at Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]); needs 7, rolls 7 : - Glancing Blow - [color=green]hits[/color] RT
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) takes 2 damage to RT.
19 Armor remaining.
Snub-Nose PPC at Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]); needs 7, rolls 10 : - Direct Blow - [color=green]hits[/color] RT
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) takes 11 damage to RT.
8 Armor remaining.
Snub-Nose PPC at Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]); needs 7, rolls 8 : [color=green]hits[/color] CT
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) takes 10 damage to CT.
18 Armor remaining.
Marauder II MAD-6D ([color=#C06060]Rush[/color]) must make 3 piloting skill roll(s) (leg/foot actuator hit; leg/foot actuator hit; 20+ damage).
The base target is 5 [5 (Base piloting skill)].
Roll #1, (5 (Base piloting skill) + 1 (leg/foot actuator hit) + 1 (leg/foot actuator hit) + 1 (20+ damage)); needs 8, rolls 4 : falls.
Marauder II MAD-6D ([color=#C06060]Rush[/color]) falls on its front, suffering 10 damage.
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 5 damage to LT.
9 Armor remaining.
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 5 damage to LT.
4 Armor remaining.
Pilot of Marauder II MAD-6D ([color=#C06060]Rush[/color]) "Philippe Laurent" must roll 8 to avoid damage; rolls 5 : fails.
Pilot of Marauder II MAD-6D ([color=#C06060]Rush[/color]) "Philippe Laurent" takes 1 damage.
Pilot of Marauder II MAD-6D ([color=#C06060]Rush[/color]) "Philippe Laurent" needs a 3 to stay conscious. Rolls 7 : successful!
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) must make 1 piloting skill roll(s) (20+ damage).
The base target is 4 [4 (Base piloting skill)].
Roll #1, (4 (Base piloting skill) + 1 (20+ damage) - 1 (weight class modifier)); needs 4, rolls 6 : succeeds.
Physical Attack Phase
-------------------
Heat Phase
-------------------
Marauder II MAD-6D ([color=#C06060]Rush[/color]) gains 32 heat, sinks 28 heat and is now at 4 heat.
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]) gains 22 heat, sinks 22 heat and is now at 0 heat.
Control Rolls
-------------------
End Phase
-------------------
Round 11
Initiative Phase for Round #11
-------------------
The turn order for movement is:
Marauder II MAD-6D ([color=#C06060]Rush[/color]), rolled 4[4+0]
Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color]), rolled 12[12+0]
Wind direction is Southwest. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Fog level is None.
[color=#8080B0]Metus[/color]: 2592 BV remaining (from 3777 initially) 0 BV fled
[color=#C06060]Rush[/color]: 1420 BV remaining (from 2378 initially) 0 BV fled
Targeting Phase
-------------------
Movement Phase
-------------------
Marauder II MAD-6D ([color=#C06060]Rush[/color]) must make a piloting skill check (Left Arm hand Actuator missing/destroyed).
Needs 9 [5 (Base piloting skill) + 1 (Right Leg Upper Leg Actuator destroyed) + 1 (Right Leg Lower Leg Actuator destroyed) + 0 (getting up) + 1 (Right Arm hand Actuator missing/destroyed) + 1 (Left Arm hand Actuator missing/destroyed)], rolls 6 : falls.
Marauder II MAD-6D ([color=#C06060]Rush[/color]) falls on its left side, suffering 10 damage.
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 5 damage to CTR.
Armor destroyed, [color=blue]30 Internal Structure remaining[/color]
[color=#C00000]Critical hit on CT.[/color] Roll is 6; no effect.
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 5 damage to LL (critical).
9 Armor remaining.
[color=#C00000]Critical hit on LL.[/color] Roll is 6; no effect.
Pilot of Marauder II MAD-6D ([color=#C06060]Rush[/color]) "Philippe Laurent" must roll 9 to avoid damage; rolls 4 : fails.
Pilot of Marauder II MAD-6D ([color=#C06060]Rush[/color]) "Philippe Laurent" takes 1 damage.
Pilot of Marauder II MAD-6D ([color=#C06060]Rush[/color]) "Philippe Laurent" needs a 5 to stay conscious. Rolls 7 : successful!
Offboard Attack Phase
-------------------
Weapon Attack Phase
-------------------
Weapons fire for Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color])
ER Large Laser at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 7, rolls 11 : - Direct Blow - [color=green]hits[/color] (using Right Side table) RT
Marauder II MAD-6D ([color=#C06060]Rush[/color]) takes 11 damage to RT.
Armor destroyed, [color=blue]20 Internal Structure remaining[/color]
[color=#C00000]Critical hit on RT.[/color] Roll is (8+3) = 11; 2 locations.
[color=#C00000]CRITICAL HIT on Improved Jump Jet[/color].
[color=#C00000]CRITICAL HIT on Rotary AC/5[/color].
ER Medium Laser at Marauder II MAD-6D ([color=#C06060]Rush[/color]); needs 7, rolls 5 : [color=gray]misses[/color]
Medium Pulse Laser at Marauder II MAD-6D ([b][color=#C06060]Rush[/color][/b]); needs 5, rolls 6 : [b][color=green]hits[/color][/b] (using Right Side table) LL
Marauder II MAD-6D ([b][color=#C06060]Rush[/color][/b]) takes 7 damage to LL.
2 Armor remaining.
Machine Gun at [b]Marauder II MAD-6D[/b] ([b][color=#C06060]Rush[/color][/b]); needs 9, rolls 8 : [b][color=gray]misses[/color][/b]
Machine Gun at [b]Marauder II MAD-6D[/b] ([b][color=#C06060]Rush[/color][/b]); needs 9, rolls 7 : [b][color=gray]misses[/color][/b]
[b]Physical Attack Phase[/b]
-------------------
[b]Heat Phase[/b]
-------------------
Marauder II MAD-6D ([b][color=#C06060]Rush[/color][/b]) gains 3 heat, sinks 7 heat and is now at 0 heat.
Mad Cat (Timber Wolf) Prime ([b][color=#8080B0]Metus[/color][/b]) gains 23 heat, sinks 23 heat and is now at 0 heat.
[b]Control Rolls[/b]
-------------------
[b]End Phase[/b]
-------------------
Round 12
[b]Initiative Phase for Round #12[/b]
-------------------
The turn order for movement is:
Marauder II MAD-6D ([b][color=#C06060]Rush[/color][/b]), rolled 9[9+0] / 6[6+0]
Mad Cat (Timber Wolf) Prime ([b][color=#8080B0]Metus[/color][/b]), rolled 9[9+0] / 12[12+0]
Wind direction is Southwest. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Fog level is None.
[b][color=#8080B0]Metus[/color][/b]: 2592 BV remaining (from 3777 initially) 0 BV fled
[b][color=#C06060]Rush[/color][/b]: 914 BV remaining (from 2378 initially) 0 BV fled
[b]Targeting Phase[/b]
-------------------
[b]Movement Phase[/b]
-------------------
Marauder II MAD-6D ([b][color=#C06060]Rush[/color][/b]) must make a piloting skill check (Left Arm hand Actuator missing/destroyed).
Needs 9 [5 (Base piloting skill) + 1 (Right Leg Upper Leg Actuator destroyed) + 1 (Right Leg Lower Leg Actuator destroyed) + 0 (getting up) + 1 (Right Arm hand Actuator missing/destroyed) + 1 (Left Arm hand Actuator missing/destroyed)], rolls 6 : [b]falls[/b].
Marauder II MAD-6D ([b][color=#C06060]Rush[/color][/b]) falls on its right side, suffering 10 damage.
Marauder II MAD-6D ([b][color=#C06060]Rush[/color][/b]) takes 5 damage to RT.
[color=blue]15 Internal Structure remaining[/color]
[color=#C00000]Critical hit on RT.[/color] Roll is 8; no effect.
Marauder II MAD-6D ([b][color=#C06060]Rush[/color][/b]) takes 5 damage to RL.
[color=blue]10 Internal Structure remaining[/color]
[color=#C00000]Critical hit on RL.[/color] Roll is 6; no effect.
Pilot of Marauder II MAD-6D ([b][color=#C06060]Rush[/color][/b]) "Philippe Laurent" must roll 9 to avoid damage; rolls 11 : succeeds.
[b]Offboard Attack Phase[/b]
-------------------
[b]Weapon Attack Phase[/b]
-------------------
[b]Weapons fire for Marauder II MAD-6D ([color=#C06060]Rush[/color])[/b]
Light PPC at [b]Mad Cat (Timber Wolf) Prime[/b] ([b][color=#8080B0]Metus[/color][/b]); needs 9, rolls 9 : - Glancing Blow - [b][color=green]hits[/color][/b] LA
Mad Cat (Timber Wolf) Prime ([b][color=#8080B0]Metus[/color][/b]) takes 2 damage to LA.
22 Armor remaining.
Snub-Nose PPC at [b]Mad Cat (Timber Wolf) Prime[/b] ([b][color=#8080B0]Metus[/color][/b]); needs 7, rolls 9 : [b][color=green]hits[/color][/b] RL
Mad Cat (Timber Wolf) Prime ([b][color=#8080B0]Metus[/color][/b]) takes 10 damage to RL.
6 Armor remaining.
[b]Weapons fire for Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color])[/b]
ER Large Laser at [b]Marauder II MAD-6D[/b] ([b][color=#C06060]Rush[/color][/b]); needs 5, rolls 7 : [b][color=green]hits[/color][/b] RA
Marauder II MAD-6D ([b][color=#C06060]Rush[/color][/b]) takes 10 damage to RA.
14 Armor remaining.
ER Medium Laser at [b]Marauder II MAD-6D[/b] ([b][color=#C06060]Rush[/color][/b]); needs 5, rolls 5 : - Glancing Blow - [b][color=green]hits[/color][/b] RL
Marauder II MAD-6D ([b][color=#C06060]Rush[/color][/b]) takes 3 damage to RL.
[color=blue]7 Internal Structure remaining[/color]
[color=#C00000]Critical hit on RL.[/color] Roll is (10-2) = 8; no effect.
Medium Pulse Laser at [b]Marauder II MAD-6D[/b] ([b][color=#C06060]Rush[/color][/b]); needs 3, rolls 3 : - Glancing Blow - [b][color=green]hits[/color][/b] HD
Marauder II MAD-6D ([b][color=#C06060]Rush[/color][/b]) takes 3 damage to HD.
6 Armor remaining.
Pilot of Marauder II MAD-6D ([b][color=#C06060]Rush[/color][/b]) "Philippe Laurent" takes 1 damage.
Pilot of Marauder II MAD-6D ([b][color=#C06060]Rush[/color][/b]) "Philippe Laurent" needs a 7 to stay conscious. Rolls 6 : [color=#C00000]blacks out[/color].
Machine Gun at [b]Marauder II MAD-6D[/b] ([b][color=#C06060]Rush[/color][/b]); needs 7, rolls 6 : [b][color=gray]misses[/color][/b]
Machine Gun at [b]Marauder II MAD-6D[/b] ([b][color=#C06060]Rush[/color][/b]); needs 7, rolls 3 : [b][color=gray]misses[/color][/b]
[b]Physical Attack Phase[/b]
-------------------
[b]Heat Phase[/b]
-------------------
Marauder II MAD-6D ([b][color=#C06060]Rush[/color][/b]) gains 18 heat, sinks 18 heat and is now at 0 heat.
Mad Cat (Timber Wolf) Prime ([b][color=#8080B0]Metus[/color][/b]) gains 21 heat, sinks 21 heat and is now at 0 heat.
[b]Control Rolls[/b]
-------------------
[b]End Phase[/b]
-------------------
Round 13
[b]Initiative Phase for Round #13[/b]
-------------------
The turn order for movement is:
Marauder II MAD-6D ([b][color=#C06060]Rush[/color][/b]), rolled 8[8+0]
Mad Cat (Timber Wolf) Prime ([b][color=#8080B0]Metus[/color][/b]), rolled 9[9+0]
Wind direction is Southwest. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Fog level is None.
[b][color=#8080B0]Metus[/color][/b]: 2538 BV remaining (from 3777 initially) 0 BV fled
[b][color=#C06060]Rush[/color][/b]: 863 BV remaining (from 2378 initially) 0 BV fled
[b]Targeting Phase[/b]
-------------------
[b]Movement Phase[/b]
-------------------
[b]Offboard Attack Phase[/b]
-------------------
[b]Weapon Attack Phase[/b]
-------------------
[b]Weapons fire for Mad Cat (Timber Wolf) Prime ([color=#8080B0]Metus[/color])[/b]
ER Large Laser at [b]Marauder II MAD-6D[/b] ([b][color=#C06060]Rush[/color][/b]); needs 6, rolls 4 : [b][color=gray]misses[/color][/b]
ER Medium Laser at [b]Marauder II MAD-6D[/b] ([b][color=#C06060]Rush[/color][/b]); needs 6, rolls 8 : [b][color=green]hits[/color][/b] HD (hit aimed location)
Marauder II MAD-6D ([b][color=#C06060]Rush[/color][/b]) takes 8 damage to HD.
Armor destroyed, [color=blue]1 Internal Structure remaining[/color]
[color=#C00000]Critical hit on HD.[/color] Roll is (10+1) = 11; 2 locations.
[color=#C00000]CRITICAL HIT on Standard Cockpit[/color].
>Marauder II MAD-6D ([b][color=#C06060]Rush[/color][/b]) suffers catastrophic damage, but the autoeject system was engaged.
Marauder II MAD-6D ([b][color=#C06060]Rush[/color][/b]) must make a piloting skill check (landing off the board).
Needs 14 [5 (ejecting) + 5 (Mech is prone) + 3 (pilot unconscious) + 1 (automatic ejection) + 2 (Head Internal Structure Damage) - 2 (landing off the board)], rolls 8 : [b]fails[/b].
Pilot of MechWarrior Philippe Laurent ([b][color=#C06060]Rush[/color][/b]) "Philippe Laurent" takes 3 damage.[color=#C00000]*** MechWarrior Philippe Laurent ([/color][b][color=#C06060]Rush[/color][/b][color=#C00000]) DESTROYED by pilot death! ***[/color]
[color=#C00000]*** Marauder II MAD-6D ([/color][b][color=#C06060]Rush[/color][/b][color=#C00000]) DESTROYED by ejection! ***[/color]
[color=#C00000]CRITICAL HIT on Life Support[/color].
Pilot of Marauder II MAD-6D ([b][color=#C06060]Rush[/color][/b]) "Philippe Laurent" is already dead, so no damage is dealt!
Medium Pulse Laser at [b]Marauder II MAD-6D[/b] ([b][color=#C06060]Rush[/color][/b]); needs 4, rolls 10 : - Direct Blow - [b][color=green]hits[/color][/b] HD (hit aimed location)
Marauder II MAD-6D ([b][color=#C06060]Rush[/color][/b]) takes 10 damage to HD.
[color=#C00000]SECTION DESTROYED[/color],
[color=#C00000]Critical hit on HD.[/color] Roll is (6+3) = 9; 1 location.
[color=#C00000]CRITICAL HIT on Sensors[/color].
Pilot of Marauder II MAD-6D ([b][color=#C06060]Rush[/color][/b]) "Philippe Laurent" is already dead, so no damage is dealt!
Machine Gun at [b]Marauder II MAD-6D[/b] ([b][color=#C06060]Rush[/color][/b]); needs 6, rolls 7 : [b][color=green]hits[/color][/b] RL
Marauder II MAD-6D ([b][color=#C06060]Rush[/color][/b]) takes 2 damage to RL.
[color=blue]5 Internal Structure remaining[/color]
[color=#C00000]Critical hit on RL.[/color] Roll is 7; no effect.
Machine Gun at [b]Marauder II MAD-6D[/b] ([b][color=#C06060]Rush[/color][/b]); needs 6, rolls 5 : [b][color=gray]misses[/color][/b]
[b]Physical Attack Phase[/b]
-------------------
[b]Heat Phase[/b]
-------------------
Mad Cat (Timber Wolf) Prime ([b][color=#8080B0]Metus[/color][/b]) gains 22 heat, sinks 22 heat and is now at 0 heat.
[b]Control Rolls[/b]
-------------------
[b]End Phase[/b]
-------------------
Team 1 has achieved all required victory conditions!