r.subject = entity.getId();
r.add(rollTarget.getValueAsString());
r.add(rollTarget.getDesc());
r.add(diceRoll);
if (diceRoll < rollTarget.getValue()) {
r.choose(false);
vPhaseReport.add(r);
// walking and running, 1 damage per MP used more than we would
// have normally
if ((entity.moved == IEntityMovementType.MOVE_WALK) || (entity.moved == IEntityMovementType.MOVE_VTOL_WALK) || (entity.moved == IEntityMovementType.MOVE_RUN) || (entity.moved == IEntityMovementType.MOVE_VTOL_RUN)) {
if (entity instanceof Mech) {