Gear/Ammo LRM MagPulse

|| RTVer: Lance-A-Lot 1.0.0 || Render 2.2
=Description=
ID: Ammo_AmmunitionBox_LRM_MagPulse
Manufacturer: Generic
Originally conceived as an electronics countermeasure attack against a targeted BattleMech's targeting and tracking systems, its designers quickly discovered that the prototype Magnetic Pulse Warhead also had the unintended side-effect of momentarily weakening the magnetic shielding of Fusion Engines, triggering a notable 'heat spike' before the engine's containment returned to normal.. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E.
=Attributes=
Tonnage	Slots	Value 	Allowed Locations	Disallowed Locations
1 	1 	150000	All 	All
* EMP Applies stacking ECM Jamming of 1.
* EMP increases enemy heat generation by 1%.
* +1 heat damage dealt
* -70% damage dealt with this Ammo
* Missile has 2 HP.
* LRM Ammo - 120 Shots
* 125 Cbills Cost per Shot.
* Ammunition Box can explode for 2.5 damage, 1.8 heat and 0.6 stability per remaining shot
=Ammo Stats=
Ammo 	Ammo 	Component ExplosionSelf Damage Per Round	Component ExplosionSelf Damage Per Round	Component ExplosionSelf Damage Per Round
Capacity	Cost Per Round	Norm 	Heat 	Stab
120 	125 	2.5 	1.75 	0.625
=Used By Mechs=
Mechs 	Mechs 	Mechs
ASNII-O 	BC-O aka BADB CATHA	BSW-GTL
BSW-GTL2	CYA-L8R 	GRF-3-X
GTL-1OA 	KHP-7R 	SHM-OB
= Item Salvage Rules =
Item can be salvaged by player: Yes
 || RTVer: Lance-A-Lot 1.0.0 || Render 2.2