Gear/Ammo MRM EMP (C)

|| RTVer: Lance-A-Lot 1.0.0 || Render 2.2
=Description=
ID: Ammo_AmmunitionBox_MRM_EMP_Clan
Manufacturer: Society
Though they do inflict damage directly on a target, what makes these munitions so effective is their secondary effects. The warheads blanket the target in electromagnetic noise, causing the target to move more slowly, overheat, and interfere with sensor systems. 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 	250000	All 	All
* Target movement reduced by -5% for 2 turns
* Target heat sinks impaired by -2% for 2 turns
* Target sight reduced by -3% for 2 turns
* Target Sensor strength reduced by -15% for 2 turns
* -80% Medium-Range Missile damage
* Clan MRM Ammo - 200 Shots
* Missile has 2 HP.
* 115 Cbills Cost per Shot.
* Ammunition Box can explode for 0.5 damage, 0.3 heat and 0.1 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
200 	115 	0.5 	0.25 	0.125
=Used By Mechs=
Mechs	Mechs 	Mechs
ACT-2	HEP-IIC-ZA	HYP-A
= Item Salvage Rules =
Item can be salvaged by player: Yes
 || RTVer: Lance-A-Lot 1.0.0 || Render 2.2