recursal/Fanatic-Fandom huggingface dataset:
Gear/'Streak' SRM6 (P)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_SRM\_6\_Streak\_Pirate

Manufacturer: IH8

Commander, this is the dumbest thing I've ever seen. Some idiot wanted their streaks to fire every time, even if they didn't have a lock. So they hotwired the FCS. It's basically just an SRM6 now, but it weighs more.

Uses Streak SRM Ammo.

# Attributes

+ Follow-the-Leader Missiles will either all hit or miss. Most hits strike the same location.
+ 1 Evasion pips ignored by this weapon.
+ +1 accuracy with this weapon.
+ x2 critical hit chance with this weapon
+ Weapon damage varies between +/-3
+ Hits cluster toward same location, affected by clustering modifiers.

# Weapon Stats

Category: Missile

Type: SRM

SubType: SRM6
Gear/'Streak' SRM-2 (QS)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_SRM\_2\_Streak\_Quicsell

Manufacturer: Quicsell

More Quicsell Innovations! Try our 'Streak' SRM launchers. Thanks to our sophisticated target locking system, you can have Streak efficiency\* with normal SRM ammo!

<size=80%> \*Efficiency refers to rounds fired. Some missiles are expended for their guidance hardware, leading to a 50% ammo efficiency.<size=100%>

Uses SRM Ammo.

# Attributes

+ Short-Range Missiles fire a small salvo and can use multiple ammo types.
+ Expends 2 ammunition per shot.
+ MKII Streak only fires and generates heat for individual missiles that will hit.
+ Can be used with Artemis IV or V weapon attachments.

# Weapon Stats

Category: Missile

Type: SRM

SubType: SRM2
Gear/Advanced Laser AMS (C)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_AMS\_Laser\_Advanced\_Clan

Manufacturer: Clan Diamond Shark

With the advancements of AMS laser-based technology, this advanced version of the Clan Laser AMS is capable of protecting the carrier from a large number of missile salvos.

Left Click on Chance to hit during battle to switch firing mode

Alternate single mode provides less activations but increased protection from large volleys

# Attributes

+ Laser Anti-Missile System, fires at incoming missiles in range once every 10 meters.
+ Can fire up to 10 times per round.
+ AMS Deals 3 Dmg to missiles.
+ 65% Missile intercept chance per shot.
+ AMS fires up to 40 shots per activation.
+ 30 Heat per activation in AMS mode.
+ Sustain mode is -1 damage, -20 shots, -10 heat, 20% jam chance.
+ Can fire up to 2 times per round in alternate fire mode.

# Weapon Stats

Category: AntiPersonnel

Type: Laser

SubType: SmallLaser
Gear/Ammo HVAC2

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_HVAC\_2

Manufacturer: Generic

Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. 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

+ HVAC/2 Ammo - 24 Shots
+ 125 Cbills Cost per Shot.
+ Ammunition Box can explode for 12.5 damage, 6.3 heat and 3.1 stability per remaining shot
Gear/Ammo AC10 Flak

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AC\_10\_Flak

Manufacturer: Generic

Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. 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

+ +2 accuracy with ranged weapons.
+ +50% damage against Squads & Airborne units.
+ -50% damage against Other units.
+ AC/10 Ammo - 10 Shots
+ 450 Cbills Cost per Shot.
+ Ammunition Box can explode for 30 damage, 15 heat and 7.5 stability per remaining shot
Gear/Ammo AC2 QS

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AC\_2\_Quicsell

Manufacturer: Quicsell

Quicsell brand ammunition is guaranteed to be able to deliver higher potential damage than normal ammunition or your money back!\*

<size=80%> \*Damage may vary from round to round, warranty void upon firing. <size=100%>

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

+ Quicsell Ammo deals 10% lower average damage, but has a variance of +/-40%. It also contains 10% more ammunition, rounded up.
+ AC/2 Ammo - 34 Shots
+ 62.99 Cbills Cost per Shot.
+ Ammunition Box can explode for 12.5 damage, 6.3 heat and 3.1 stability per remaining shot
Gear/AOE Rocket 10

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_Rocket\_Heavy\_AOE\_10

Manufacturer: Death Blossom

This Rocket Launchers Warhead got replaced by a HE Payload spreading the damage over a wide Area on Impact.1 SHOT! VOLATILE!

# Attributes

+ Weapon carries internal ammo for a single attack.
+ -1 accuracy with this weapon.
+ Missile has 4 HP.
+ Deals area-of-effect damage within 40 meters of impact
+ Up to 6 area-of-effect damage to units in radius. Units further from the point of impact take less damage
+ Fires a salvo of 10 unguided rockets.
+ 85 Cbills Cost per Shot.
+ Internal Ammo Storage can explode for 5 damage, 1 heat and 0.5 stability per remaining shot on weapon destruction.

# Weapon Stats

Category: Missile

Type: LRM

SubType: LRM10
Gear/A-POD

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_Pod\_A

Manufacturer: Solaris Arms

An Anti-Personnel Pod (A-Pod) is a piece of equipment designed specifically for 'Mechs. When detonated, effectively fill an area 15 meters in diameter with deadly shrapnel. VOLATILE!

# Attributes

+ Weapon carries internal ammo for a single attack.
+ The user is immune to this weapon's AOE effects.
+ Up to 60 area-of-effect damage to units in radius. Units further from the point of impact take less damage
+ Deals area-of-effect damage within 45 meters of impact
+ Streak Launcher makes one To-Hit roll; Only fires if the roll succeeds, if it does all missiles hit.
+ Accuracy with weapons against PowerArmor & Protomech.
+ +100 Accuracy with weapons against their Unit Types.
+ Accuracy with weapons against All Others.
+ -100 Accuracy with weapons against their Unit Types.
+ 100 Cbills Cost per Shot.
+ Cannot be fired at Flying Targets

# Weapon Stats

Category: AntiPersonnel

Type: Autocannon

SubType: AC20
Gear/AP Gauss Rifle Battery

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Unique\_Weapon\_Gauss\_MagshotBattery\_Clan

Manufacturer: Solaris Arms

The Anti-Personnel Gauss Rifle is a scaled-down Gauss Rifle meant for work against conventional infantry and battle armor. The AP Gauss Rifle Battery is a total of eight AP Gauss Rifles slaved together to unleash a tidal wave of flachettes into an opponent while removing the redundant bulk and fire control burden of eight individual weapons. Uses MagShot Ammo.. VOLATILE!

# Attributes

+ +50% critical hit chance with this weapon
+ Weapon Heat/Damage/Stability falls off to 30% of starting value at long range
+ This weapon has a recoil of 1
+ AP Gauss Rifles fire a barrage of 3 small projectiles.
+ Hits cluster toward same location, affected by clustering modifiers.
+ +10 Accuracy against Battle Armor & Protomech units.
+ +100% damage against Battle Armor & Protomech units.
+ High-Energy Capacitors discharge violently for 3 damage, 1.5 heat and 0.8 stability per loaded ammunition on weapon destruction

# Weapon Stats

Category: Ballistic

Type: Gauss

SubType: Gauss
Gear/Advanced Zoom MK3

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Special\_AddOn\_AdvZoom\_Mk3

Manufacturer: Mitchell

The J-Peep Farsight was originally designed by Mitchell for their vehicle Fire Control System line. But managed to find its way onto mechs sporting long range, and highly accurate weaponry sometime in the late 3030s.

# Attributes

+ Specialist Equipment. Adds Unique Upgrades to the Mech. Uses Special Slot. Requires 0.3T Carry Capacity.
+ Advanced Zoom: Negates No Visual and provides +1 Ranged Accuracy up to 1080 meters.
Gear/AR12 Sheathed Beacon (1)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Gear\_Sensors\_AR12

Manufacturer: Kallon

The AR-12 Sheathed Directional Beacon with Guardian ECM Suite is a Star League Cockpit and Sensor system specifically designed for the Exterminator BattleMech, combining the benefits of an Active probe with a ECM system.

# Attributes

+ Advanced, Compact Electronic Warfare Suite: replaces basic Cockpit Sensor Systems.
+ EWS protects the carrier with ECM Shield of 4 and reduces Enemy Jamming by 4 on carrier.
+ EWS Probe increases Sight and Sensor Distance by 10%, counters Stealth/ECM by 1, improves info readout by 1 and Detects Mines within 150 Meters.
+ Active Probe AoE Sensor Lock: Establishes a Sensor Lock on all enemies within a 310 Radius, 2 Turn Cooldown and generates 15 Heat: May reveal stealthed and undetected enemies. Golden Circle.
Gear/Ammo AC20 QS

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AC\_20\_Quicsell

Manufacturer: Quicsell

Quicsell brand ammunition is guaranteed to be able to deliver higher potential damage than normal ammunition or your money back!\*

<size=80%> \*Damage may vary from round to round, warranty void upon firing. <size=100%>

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

+ Quicsell Ammo deals 10% lower average damage, but has a variance of +/-40%. It also contains 10% more ammunition, rounded up.
+ AC/20 Ammo - 6 Shots
+ 249.99 Cbills Cost per Shot.
+ Ammunition Box can explode for 50 damage, 25 heat and 12.5 stability per remaining shot
Gear/Ammo AC2 (PRE)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AC\_2\_Precision

Manufacturer: Generic

Precision AC Ammo carries self-guided gyrojet shells increasing accuracy. 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

+ 2 Evasion pips ignored by this weapon.
+ +30m to all range brackets
+ AC/2 Ammo - 20 Shots
+ 720 Cbills Cost per Shot.
+ Ammunition Box can explode for 12.5 damage, 6.3 heat and 3.1 stability per remaining shot
Gear/Ammo AC5 (PRE)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AC\_5\_Precision

Manufacturer: Generic

Precision AC Ammo carries self-guided gyrojet shells increasing accuracy. 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

+ 2 Evasion pips ignored by this weapon.
+ +30m to all range brackets
+ AC/5 Ammo - 13 Shots
+ 1350 Cbills Cost per Shot.
+ Ammunition Box can explode for 22.5 damage, 11.3 heat and 5.6 stability per remaining shot
Gear/Ammo HRAC20 (DBL)

# Description

Doubled Ammo Bins replace one ammo bins feeding and storing mechanism to 25% more shots into one location. 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

+ Double-size Ammo bin; 20% extra ammo per ton.
+ Heavy Rotary AutoCannon/20 Ammo - 12 Shots
+ 500 Cbills Cost per Shot.
Gear/AC5 Federated

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_Autocannon\_AC\_5\_Federated

Manufacturer: Federated

A flexible weapon, AC/5s strike a balance between long range, power, and performance. These weapons are commonly found on medium 'Mechs as their primary source of reliable damage. Like all Autocannon weaponry, AC/5s suffer from recoil effects from continuous fire.

Uses AC5 Ammo.

# Attributes

+ +100% critical hit chance with this weapon
+ +50% Modifier to Through Armor Critical Chance, relative to base values for Damage and Type.
+ Weapon has a 6% jam chance - Mitigated by Gunnery
+ Can be used with Recoil Damper weapon attachments.
+ This weapon has an Anti-Air Factor of 10%
+ Autocannons are ballistic weapons with multiple ammo types.

# Weapon Stats

Category: Ballistic

Type: Autocannon

SubType: AC5
Gear/Actuator Enhancement System (Arms)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Gear\_ActuatorEnhancementSystem\_Arms

Manufacturer: Blackwell Heavy Industries

The Actuator Enhancement System (AES) is a combination of finely tuned myomer bundles and an enhanced DI computer interface that can improve the workings of a BattleMech's limbs. In many ways similar to the acuity enhancing servos and mechanisms tied into enhanced targeting computers, AES components serve to stabilize subtle variances in gross 'Mech movements, which can lead to greater weapon precision or improved balance adjustments. However, the systems are heavy and bulky.

# Attributes

+ Weighs 2.9% of the 'Mech's total mass
+ +1 accuracy for weapons mounted in the same location.
+ -1 recoil with ranged weapons in the equipment location.
+ +1 Accuracy for Punch Melee Attack.
+ +1 Accuracy for Physical Weapon Attack.
+ Can not be mounted on QuadMechs.
Gear/Ammo Fluid Oil

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Fluid\_Oil

Manufacturer: Generic

Pressurized Canister containing Oil for the Fluid gun, impairing a Targets Stability and Movement. It's also flammable. On a Critical Hit, the Pressurized Container will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E.

# Attributes

+ Target takes 1.5 stability damage for 2 turns
+ Target movement reduced by 50% for 2 turns
+ -25% Resistance to Heat Damage Taken
+ +8 stability damage dealt
+ Fluid Ammo - 20 Shots
+ 100 Cbills Cost per Shot.
+ Ammunition Box can explode for 1 damage, 0.5 heat and 0.3 stability per remaining shot
Gear/Ammo AC2 (INC)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AC\_2\_Incendiary

Manufacturer: Generic

Incendiary ammunition can be used in standard autocannons and their lighter cousins. Developed by NAIS scientists from the Federated Suns, these autocannon rounds contained an Inferno warhead and were covered in a thin coat of magnesium.

# Attributes

+ +10 heat damage dealt
+ -40% damage dealt with this Ammo
+ Target generates 5 heat for 2 turns.
+ AC/2 Ammo - 30 Shots
+ Volatile Ammo rolls Twice to explode
+ 180 Cbills Cost per Shot.
+ Ammunition Box can explode for 12.5 damage, 11.3 heat and 3.1 stability per remaining shot
Gear/Accurate Weapon - Gauss

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Quirk\_AccurateWeapon\_Gauss

Manufacturer: Fabrique Nationale

This unit features Gauss Rifle mounts of exceptional design and construction which leads to a marked increase in accuracy and reliability for such weapons.

# Attributes

+ +1 accuracy with Gauss rifles.
+ -1 recoil with Gauss weapons.
+ This Unit's Quirk.
Gear/Ammo Cluster Bomb x2 (Bay)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Bay\_Bomb\_Cluster\_x2

Manufacturer: Generic

A bomb that spreads its explosive force over a wide area with many small sub munitions. Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. On a Critical Hit, the Pressurized Container will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E.

# Attributes

+ +1 accuracy with this weapon.
+ 15 damage dealt with this Ammo
+ 5 stability damage dealt
+ Deals area-of-effect damage within 90 meters of impact
+ Up to 40 area-of-effect damage to units in radius. Units further from the point of impact take less damage
+ 20 Area-of-effect stability damage to units in radius.
+ Impact removes mines in a 2 hex radius.
+ Max Range of Bombs increased by evasive pips of bomber. BaseRange\*(Pips^0.133)
+ Bomb Ammo - 2 Shots
+ 4000 Cbills Cost per Shot.
+ Ammunition Box can explode for 27.5 damage, 3.8 heat and 1.9 stability per remaining shot
Gear/AC2 Kali Yama

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_Autocannon\_AC\_2\_KaliYama

Manufacturer: Kali Yama

Intended for use as supporting fire at very long range, AC/2s deal moderate damage with low heat and a large ammunition count per ton.

Uses AC2 Ammo.

# Attributes

+ This weapon has a recoil of 1
+ Weapon has a 5% jam chance - Mitigated by Gunnery
+ Can be used with Recoil Damper weapon attachments.
+ This weapon has an Anti-Air Factor of 7%
+ Autocannons are ballistic weapons with multiple ammo types.

# Weapon Stats

Category: Ballistic

Type: Autocannon

SubType: AC2
Gear/Ammo ArrowIV FASCAM Inferno

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_ArrowIV\_InfernoFascam

Manufacturer: Generic

FASCAM (Field Artillery Scatterable Mines) rounds, contains small but powerful anti-vehicle and anti-personnel mines which scatter out when fired,. 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

+ Thunder/FASCAM munitions lay mines wherever a missile hits the ground.
+ This Minefield has an IFF System and will not detonate on allies.
+ Installs 60 mines within 15 meters of projectile impact. N/A% Chance to fail deploy.
+ 70% Chance to trigger Mines. N/A% Chance for Chain Detonation. N/A% Chance for Linked Detonation.
+ 1 Heat damage. 1 AoE Heat Damage in 33 Radius.
+ N/A% reduced movement per mine
+ When on burning ground, these mines laugh at you.
+ Volatile Ammo rolls Twice to explode
+ Missile has 30 HP.
+ ArrowIV Ammo - 5 Shots
+ 3000 Cbills Cost per Shot.
+ Ammunition Box can explode for 50 damage, 25 heat and 12.5 stability per remaining shot
Gear/Actuator Enhancement System (Advanced)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Unique\_ActuatorEnhancementSystem\_Advanced

Manufacturer: Blackwell Heavy Industries

A prototype advanced version of the AES specifically made for superheavy 'Mechs. The system can only be mounted to the arms and does not supply any melee combat benefits.

# Attributes

+ Weighs 3.5% of the 'Mech's total mass
+ +2 accuracy for weapons mounted in the same location.
+ -2 recoil with ranged weapons in the equipment location.
+ Can not be mounted on QuadMechs.
+ Can only be used with Superheavy Mechs.
Gear/AR12 Sheathed Beacon

# Description

ID: Gear\_Sensors\_AR12

Manufacturer: Kallon

The AR-12 Sheathed Directional Beacon with Guardian ECM Suite is a Star League Cockpit and Sensor system specifically designed for the Exterminator BattleMech, combining the benefits of an Active probe with a ECM system.

# Attributes

+ Advanced, Compact Electronic Warfare Suite: replaces basic Cockpit Sensor Systems
+ EWS protects the carrier with ECM Shield of 4 and reduces Enemy Jamming by 4 on carrier.
+ EWS Probe increases Sight and Sensor Distance by 10%, Detection by 1, information readout by 1 and Detects Mines within 150 Meters
+ Active Probe AoE Sensor Lock: Establishes a Sensor Lock on all enemies within a 310 Radius, 2 Turn Cooldown and generates 15 Heat: May reveal stealthed and undetected enemies. Golden Circle.

# Affinity Provided

Affinity is only provided when this gear is Fixed (that is cannot be removed) to a unit.
Gear/Ammo AC5

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AC\_5

Manufacturer: Generic

Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. 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

+ AC/5 Ammo - 20 Shots
+ 225 Cbills Cost per Shot.
+ Ammunition Box can explode for 22.5 damage, 11.3 heat and 5.6 stability per remaining shot
Gear/ATM 9 (P) SM

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Unique\_Weapon\_ATM\_9\_Corsair

Manufacturer: Ze Khan

This was an Advanced Tactical Missile system, before someone turned it into this wreckage. This is the famous case of getting a weapon into some nutcases hand but no ammo for it. The whole system has been turned upside down, the Artemis got completely yanked out and they put a jury rigged RAC-feeder in its place, allowing the speed at which it launches Missiles to be adjusted, but i'd be carefull setting it to high speed, though slower speeds improve its lock on speed.

VOLATILE!

Uses LRM/MRM/SRM Ammo.

Firing Modes: LRM, MRM, SRM

# Attributes

+ Jury-Rigged ATMs can fire MRM, LRM or SRM ammo.
+ Weapon has a jam chance of Recoil X 10% - Mitigated by Gunnery and Recoil Reduction
+ Weapon is capable of Indirect fire with LRM Ammo.
+ Shoulder Mounted Weapon packs replace Shoulder and Upper arm actuators
+ Weapon can explode for 4.5 damage, 2.8 heat and 0.6 stability per shot loaded when destroyed

# Weapon Stats

Category: Missile

Type: LRM

SubType: LRM15
Gear/AC5 Defiance

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_Autocannon\_AC\_5\_Defiance

Manufacturer: Defiance

A flexible weapon, AC/5s strike a balance between long range, power, and performance. These weapons are commonly found on medium 'Mechs as their primary source of reliable damage. Like all Autocannon weaponry, AC/5s suffer from recoil effects from continuous fire.

Uses AC5 Ammo.

# Attributes

+ This weapon has a recoil of 1
+ Weapon has a 8% jam chance - Mitigated by Gunnery
+ Can be used with Recoil Damper weapon attachments.
+ This weapon has an Anti-Air Factor of 10%
+ Autocannons are ballistic weapons with multiple ammo types.

# Weapon Stats

Category: Ballistic

Type: Autocannon

SubType: AC5
Gear/Ammo H-MRM (Slug)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_MRM\_Heavy\_SolidSlug

Manufacturer: Quicsell

Solid Slug ammo is great for training exercises or demolitions work, but is ineffective at dealing damage to mechs or military vehicles. 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

+ Solid Slug ammo is ineffective against most combat units, but deals a lot of stability damage and is effective against buildings. Mind the recoil.
+ -90% damage dealt to armor
+ -50% damage dealt to structure
+ 200% stability damage dealt
+ +1 recoil with ranged weapons
+ -1 accuracy with this weapon.
+ Missile has 5 HP.
+ 1.5x chance to to be shot down by AMS.
+ HMRM Ammo - 120 Shots
+ 25 Cbills Cost per Shot.
+ No indirect fire.
+ Ammunition Box can explode for 4 damage, 2 heat and 1 stability per remaining shot
Gear/Ammo LBX20 HE

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_LBX\_20\_HE

Manufacturer: RISC

In an attempt to Improve the Combat Profile of LBX AutoCannons RISC Engineers created a completely new HE Shell. It causes massive explosion around the Impact. 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

+ +1 accuracy with this weapon.
+ Weapon base damage is converted into Area of Effect, direct hit damage reduced 75%
+ Deals area-of-effect damage within 75 meters of impact
+ Ammo adds a 17% jam chance - Mitigated by Gunnery
+ LBX/20 Ammo - 5 Shots
+ Impact removes mines in a 3 hex radius.
+ 1700 Cbills Cost per Shot.
+ Ammunition Box can explode for 50 damage, 6.3 heat and 3.1 stability per remaining shot
Gear/ATM-6 (C)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_ATM\_6

Manufacturer: CLAN

The Advanced Tactical Missile system (ATM) was developed by Clan Coyote and allows its users to choose between three different types of ammunition. ATMs also include an integral Artemis IV Fire Control System.

Uses ATM Ammo.

# Attributes

+ 1 Evasion pips ignored by this weapon.
+ +1 accuracy with this weapon.
+ +1 direct fire accuracy.
+ Hits cluster toward same location, affected by clustering modifiers.
+ 3 chance to cluster on hit location with this Weapon
+ Advanced Tactical Missile Launchers have an inbuilt Artemis IV system, and unique ammo.
+ Weapon is capable of Indirect fire.
+ This weapon has an Anti-Air Factor of 8%

# Weapon Stats

Category: Missile

Type: LRM

SubType: LRM10
Gear/Accurate Weapon - MG

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Quirk\_AccurateWeapon\_Machinegun

Manufacturer: Fabrique Nationale

This unit features MachineGun mounts of exceptional design and construction which leads to a marked increase in accuracy and reliability for such weapons.

# Attributes

+ +2 accuracy with machinegun weapons.
+ This Unit's Quirk.
Gear/Accurate Weapon - HMRM

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Quirk\_ImprovedHMRM

Manufacturer: RISC

This unit features Heavy MRM auxiliary systems assisting in targeting and flight plan calculations, leading to a marked increase in accuracy and reliability for such weapons.

# Attributes

+ +1 accuracy with Heavy Medium-Range Missiles.
+ -10% multiplier to Jam Chance for Heavy MRM launchers
+ -20% heat generated by HMRM weapons.
+ This Unit's Quirk.
Gear/Ammo AMS (DBL)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AMS\_Double

Manufacturer: Generic

Doubled Ammo Bins replace one ammo bins feeding and storing mechanism to 25% more shots into one location. 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

+ Double-size Ammo bin; 20% extra ammo per ton.
+ AMS Ammo - 500 Shots
+ 5 Cbills Cost per Shot.
+ Ammunition Box can explode for 0.5 damage, 0.3 heat and 0.1 stability per remaining shot
Gear/Ammo HVAC5

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_HVAC\_5

Manufacturer: Generic

Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. 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

+ HVAC/5 Ammo - 16 Shots
+ 218 Cbills Cost per Shot.
+ Ammunition Box can explode for 22.5 damage, 11.3 heat and 5.6 stability per remaining shot
Gear/Advanced Zoom MK1

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Special\_AddOn\_AdvZoom\_Mk1

Manufacturer: Mitchell

The J-Peep Farsight was originally designed by Mitchell for their vehicle Fire Control System line. But managed to find its way onto mechs sporting long range, and highly accurate weaponry sometime in the late 3030s.

# Attributes

+ Specialist Equipment. Adds Unique Upgrades to the Mech. Uses Special Slot. Requires 0.1T Carry Capacity.
+ Advanced Zoom: Negates No Visual and provides +1 Ranged Accuracy up to 540 meters.
Gear/ATM 3 (OS)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_Protomech\_ATM\_OneShot

Manufacturer: CLAN

Designed by Clan Coyote in 3068 as a way to integrate the Advanced Tactical Missile System on ProtoMechs. While many sacrifices had to be made to fit it on Protomechs. While it can use any type of ATM and IATM ammo but it only carries a single reload.

# Attributes

+ ProtoMech only weapon. Has 3 tubes with advanced guidance and Streak system. Has 3 internal shots no reloads
+ 2 Evasion pips ignored by this weapon.
+ +1 accuracy with this weapon.
+ 3 chance to cluster on hit location with this Weapon
+ Streak Launcher makes one To-Hit roll; Only fires if the roll succeeds, if it does all missiles hit.
+ Hits cluster toward same location, affected by clustering modifiers.
+ 124 Cbills Cost per Shot.

# Weapon Stats

Category: Missile

Type: LRM

SubType: LRM5
Gear/Ammo Hyper Gauss (Half)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Gauss\_Hyper\_Half

Manufacturer: Generic

Hyper Assault Gauss Rifles fire a multitude of Small Caliber Gauss slugs akin to a Rotary AutoCannon, shredding its target. Does not explode.

# Attributes

+ HYP-Gauss Ammo - 6 Shots
+ Inert ammo; does not cook off or explode.
+ 250 Cbills Cost per Shot.
Gear/Ammo LBX10 (Lead Slug)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_LBX\_10\_SolidSlug

Manufacturer: Quicsell

Solid Slug ammo is great for training exercises or demolitions work, but is ineffective at dealing damage to mechs or military vehicles. 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

+ Solid Slug ammo is ineffective against most combat units, but deals a lot of stability damage and is effective against buildings. Mind the recoil.
+ -90% damage dealt to armor
+ -50% damage dealt to structure
+ 200% stability damage dealt
+ +2 recoil with ranged weapons
+ LBX/10 Ammo - 10 Shots
+ 150 Cbills Cost per Shot.
+ Ammunition Box can explode for 30 damage, 15 heat and 7.5 stability per remaining shot
Gear/Ammo ArrowV

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_ArrowV

Manufacturer: Generic

Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. 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

+ Missile has 50 HP.
+ ArrowV Ammo - 3 Shots
+ 3000 Cbills Cost per Shot.
+ Ammunition Box can explode for 82 damage, 41 heat and 20.5 stability per remaining shot
Gear/Accurate Weapon - AC

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Quirk\_AccurateWeapon\_Autocannon

Manufacturer: Fabrique Nationale

This unit features autocannon mounts of exceptional design and construction which leads to a marked increase in accuracy and reliability for such weapons.

# Attributes

+ +1 accuracy with all autocannons and rifles.
+ -1 recoil with all autocannons and rifles
+ This Unit's Quirk.
Gear/ATM-3 (C)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_ATM\_3

Manufacturer: CLAN

The Advanced Tactical Missile system (ATM) was developed by Clan Coyote and allows its users to choose between three different types of ammunition. ATMs also include an integral Artemis IV Fire Control System.

Uses ATM Ammo.

# Attributes

+ 1 Evasion pips ignored by this weapon.
+ +1 accuracy with this weapon.
+ +1 direct fire accuracy.
+ Hits cluster toward same location, affected by clustering modifiers.
+ 3 chance to cluster on hit location with this Weapon
+ Advanced Tactical Missile Launchers have an inbuilt Artemis IV system, and unique ammo.
+ Weapon is capable of Indirect fire.
+ This weapon has an Anti-Air Factor of 4%

# Weapon Stats

Category: Missile

Type: LRM

SubType: LRM5
Gear/Ammo AGM-10 (Bay)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Bay\_AGM\_10

Manufacturer: Generic

Air to Ground Missiles (AGM) are guided missiles designed to be launched from aircraft at targets on the ground or at sea. They provide heavier punch and greater standoff distance that unguided rocket pods. Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. On a Critical Hit, the Pressurized Container will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E.

# Attributes

+ 60 damage dealt with this Ammo
+ Streak Launcher makes one To-Hit roll; Only fires if the roll succeeds, if it does all missiles hit.
+ 1 Evasion pips ignored by this weapon.
+ +1 accuracy with this weapon.
+ Munitions Range: 150Min, 210Short, 420Med, 630Long, 840Ex.
+ Missile has 20 HP.
+ -30% chance to to be shot down by AMS.
+ Cannot be fired at Flying Targets
+ Missile Ammo - 2 Shots
+ 4500 Cbills Cost per Shot.
+ Ammunition Box can explode for 30 damage, 15 heat and 7.5 stability per remaining shot
Gear/Ammo Helical Railgun

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Railgun\_Helical

Manufacturer: Clan Steel Viper

Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Does not explode.

# Attributes

+ Hellical Railgun Ammo - 12 Shots
+ Inert ammo; does not cook off or explode.
+ 6000 Cbills Cost per Shot.
Gear/AGM-10 Missile x2 (WM)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_WingMount\_AGM\_10\_x2

Manufacturer: Generic

Air to Ground Missiles (AGM) are guided missiles designed to be launched from aircraft at targets on the ground or at sea. They provide heavier punch and greater standoff distance that unguided rocket pods.

# Attributes

+ Wing Mounted ordinance requires 0.5 Ton(s) Carry Weight.
+ WingMount reduces Movement & Jump by 4%, and increases Signature by 2%, per Ton of Carry Weight used. Eject to remove penalty.
+ Streak Launcher makes one To-Hit roll; Only fires if the roll succeeds, if it does all missiles hit.
+ 1 Evasion pips ignored by this weapon.
+ +1 accuracy with this weapon.
+ Missile has 20 HP.
+ -30% chance to to be shot down by AMS.
+ Cannot be fired at Flying Targets
+ Eject this weapon with CTRL+Click on Ammo panel. Removes Passive Effects, Unblocks Location & Dumps Ammo.
+ Weapon carries 2 salvos.
+ 4500 Cbills Cost per Shot.

# Weapon Stats

Category: WingMountedWeapon

Type: SRM

SubType: SRM2
Gear/Ammo ArrowIV Inferno

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_ArrowIV\_Inferno

Manufacturer: Generic

Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. 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

+ Weapon base damage is converted into Area of Effect, direct hit damage reduced 80%
+ Deals area-of-effect damage within 90 meters of impact
+ Up to 40 area-of-effect damage to units in radius. Units further from the point of impact take less damage
+ 40 Area-of-effect heat damage to units in radius.
+ Always ignites terrain.
+ 60m terrain radius burned.
+ 20 burn strength.
+ 3 burn duration.
+ Volatile Ammo rolls Twice to explode
+ Missile has 30 HP.
+ ArrowIV Ammo - 5 Shots
+ 2000 Cbills Cost per Shot.
+ Ammunition Box can explode for 70 damage, 45 heat and 12.5 stability per remaining shot
Gear/Adv. Command Mod

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Unique\_AdvancedCommandModule

Manufacturer: Stormvanger

The Cyclops HQ comes equipped with a sophisticated and powerful Advanced Command Module. Granting the entire Command Improved Communication and Coordination.

# Attributes

+ CommGear: +2 Tactics skill for all teamates. Does not stack.
+ Tacticon: +3 Initiative for all Company units. Does not stack.
+ +15% increased sight range for the Company. Does not stack.
+ +15% increased sensor range for the Company. Does not stack.
+ +1 Company accuracy with indirect fire. Total maximum bonus from all sources is 3.
+ Modifies Scatter of missed indirect fire shots by Min -10% and Max -20% distance for all Company units. Does not stack.
+ 1 Resolve per Round for each Company unit. Stacks 3 times maximum.
+ Area Sensors: Enemies within 270 receive non-stacking 3 Sensor Ping and 30% Visibility/Signature. Green Circle.
+ C3 Master: Enables standard C3 Master/Slave network
+ C3i: Unit can participate in C3i network.
+ All Company units with C3 Slave gear receive 20% Sensors and 10% Sight Distance and +2 sensor check.
+ All Company units with C3 Slave gear receive non-stacking bonus of +1 Initiative.
+ Active Probe AoE Sensor Lock: Establishes a Sensor Lock on all enemies within a 500 Radius, 6 Turn Cooldown and generates 20 Heat: May reveal stealthed and undetected enemies. Golden Circle.
+ 15% sensor range.
+ 15% increased sight range.
+ Fog of War stays revealed around this unit.
Gear/Ammo HMG (AP)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_MachineGun\_Heavy\_AP

Manufacturer: Generic

Armour Piercing HMG Ammo contains APFSDS, Armor-Piercing Fin-Stabilized discarding Sabot, shell's that can 'Punch through' the toughest hide and hit vital components.

# Attributes

+ -50% chance to deal a critical hit
+ +50% damage dealt to armor
+ -50% damage dealt to structure
+ HMG Ammo - 400 Shots
+ 20 Cbills Cost per Shot.
+ Ammunition Box can explode for 1.5 damage, 0.8 heat and 0.4 stability per remaining shot
Gear/Ammo AC5 QS

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AC\_5\_Quicsell

Manufacturer: Quicsell

Quicsell brand ammunition is guaranteed to be able to deliver higher potential damage than normal ammunition or your money back!\*

<size=80%> \*Damage may vary from round to round, warranty void upon firing. <size=100%>

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

+ Quicsell Ammo deals 10% lower average damage, but has a variance of +/-40%. It also contains 10% more ammunition, rounded up.
+ AC/5 Ammo - 22 Shots
+ 112.99 Cbills Cost per Shot.
+ Ammunition Box can explode for 22.5 damage, 11.3 heat and 5.6 stability per remaining shot
Gear/AC20 Imperator

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_Autocannon\_AC\_20\_Imperator

Manufacturer: Imperator

The king of the battlefield in terms of raw damage, AC/20s hit harder than any other weapon. However, this comes at the expense of weight, range, and severely limited ammunition. Like all Autocannon weaponry, AC/20s suffer from recoil effects from continuous fire.

Uses AC20 Ammo.

# Attributes

+ This weapon has a recoil of 2
+ Weapon has a 10% jam chance - Mitigated by Gunnery
+ Rapid Fire can fire twice with 25% Chance to Misfire and Damage itself.
+ Autocannons are ballistic weapons with multiple ammo types.
+ Can be used with Recoil Damper weapon attachments.

# Weapon Stats

Category: Ballistic

Type: Autocannon

SubType: AC20
Gear/Ammo AC20 (Half)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AC\_20\_Half

Manufacturer: Generic

Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. 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

+ AC/20 Ammo - 3 Shots
+ 416 Cbills Cost per Shot.
+ Ammunition Box can explode for 50 damage, 25 heat and 12.5 stability per remaining shot
Gear/Ammo AC2 (Half)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AC\_2\_Half

Manufacturer: Generic

Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. 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

+ AC/2 Ammo - 15 Shots
+ 120 Cbills Cost per Shot.
+ Ammunition Box can explode for 12.5 damage, 6.3 heat and 3.1 stability per remaining shot
Gear/Ammo HRAC10 SAFE

# Description

C.A.S.E. equipped ammunition bins are designed with blast plates facing away from vital components on a mech. Once sensors have detected an ammunition explosion, the plate nearest to the outside is jettisoned. Causing much of the explosive potential to expand towards the free space outside, and away from the mech.

# Attributes

+ Ammo Bin has 95% reduced explosive potential
+ Heavy Rotary AutoCannon/10 Ammo - 6 Shots
+ 325 Cbills Cost per Shot.
Gear/Ammo AAA Missile x2 (Bay)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Bay\_AAA\_Arrow\_x2

Manufacturer: Generic

A single Anti-Air Arrow (AAA) Missile set for air launch by flying units. Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. On a Critical Hit, the Pressurized Container will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E.

# Attributes

+ 100 damage dealt with this Ammo
+ 25 stability damage dealt
+ Up to 20 area-of-effect damage to units in radius. Units further from the point of impact take less damage
+ Streak Launcher makes one To-Hit roll; Only fires if the roll succeeds, if it does all missiles hit.
+ 15 Evasion pips ignored by this weapon.
+ +2 Accuracy against VTOL units.
+ -20 Accuracy against Ground Units units.
+ 180 Minimum Range.
+ 3000 Short Range.
+ -50% chance to to be shot down by AMS.
+ Missile has 40 HP.
+ Missile Ammo - 2 Shots
+ 9000 Cbills Cost per Shot.
+ Ammunition Box can explode for 60 damage, 25 heat and 12.5 stability per remaining shot
Gear/Ammo HVAC20 Half

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_HVAC\_20\_Half

Manufacturer: Generic

Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. 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

+ HVAC/20 Ammo - 2 Shots
+ 500 Cbills Cost per Shot.
+ Ammunition Box can explode for 50 damage, 25 heat and 12.5 stability per remaining shot
Gear/Ammo AMS Flare (Bay)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Bay\_Flare

Manufacturer: Generic

Chaff Flare with automatic Launcher. Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. On a Critical Hit, the Pressurized Container will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E.

# Attributes

+ 0 damage dealt with this Ammo
+ Anti-Missile Missile System, fires at incoming missiles in range once every 10 meters.
+ AMS Deals 4 Dmg to missiles.
+ 80% Missile intercept chance per shot.
+ AMS fires up to 10 shots per activation.
+ Munitions Range: 0Min, 30Short, 60Med, 90Long, 120Ex.
+ 10 shots fired with this ammo.
+ Missile Ammo - 50 Shots
+ 250 Cbills Cost per Shot.
Gear/Accelerated AC20

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_Autocannon\_AAC\_20

Manufacturer: Starleague

Prototype of a completely new auto cannon concept, the Accelerated Autocannon. Using complex feedback loops for the highly pressurized gases released when firing an autocannon, the speed of the projectile can be increased by almost the double. The result is a considerable increase in both damage and range. The weapon is however very suspectable to wear and tear and requires constant maintenance and care or the compressed gas tubes might explode, causing considerable damage to the firing unit. Due to the large increase in heat generated and the chance for internal explosions, the weapons system never saw any real use outside of the Scuti superheavy 'Mech.

Uses AC20 Ammo.

# Attributes

+ This weapon has a recoil of 4
+ Weapon has 15% chance per shot to misfire when firing. Jam Modifiers to Mitigate.
+ 22% Chance for Knockdown when firing this weapon, stacks additively with any other weapon that can cause a knockdown. -100% chance for knockdown if you braced in the round prior. Moving before firing cancels the bracing bonus.
+ Autocannons are ballistic weapons with multiple ammo types.
+ Can be used with Recoil Damper weapon attachments.
+ Can only be used with Superheavy Mechs.

# Weapon Stats

Category: Ballistic

Type: Autocannon

SubType: AC20
Gear/Ammo AC5 Flak

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AC\_5\_Flak

Manufacturer: Generic

Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. 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

+ +2 accuracy with ranged weapons.
+ +50% damage against Squads & Airborne units.
+ -50% damage against Other units.
+ AC/5 Ammo - 20 Shots
+ 338 Cbills Cost per Shot.
+ Ammunition Box can explode for 22.5 damage, 11.3 heat and 5.6 stability per remaining shot
Gear/AC10 Kali Yama

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_Autocannon\_AC\_10\_KaliYama

Manufacturer: Kali Yama

One of the most powerful and efficient weapons mounted in combat, AC/10s are known for their heavy damage and ability to stagger opponents. Like all Autocannon weaponry, AC/10s suffer from recoil effects from continuous fire.

Uses AC10 Ammo.

# Attributes

+ This weapon has a recoil of 2
+ Weapon has a 12% jam chance - Mitigated by Gunnery
+ Can be used with Recoil Damper weapon attachments.
+ This weapon has an Anti-Air Factor of 15%
+ Autocannons are ballistic weapons with multiple ammo types.

# Weapon Stats

Category: Ballistic

Type: Autocannon

SubType: AC10
Gear/Ammo AC5 (AP)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AC\_5\_AP

Manufacturer: Generic

Armour Piercing AC Ammo grants an increased chance for critical hits. 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

+ 11 Damage dealt directly to Internals, always rolls for a Crit.
+ -30% damage dealt with this Ammo
+ +100% chance to deal a critical hit
+ -1 accuracy with this weapon.
+ AC/5 Ammo - 13 Shots
+ 900 Cbills Cost per Shot.
+ Ammunition Box can explode for 28 damage, 11.3 heat and 5.6 stability per remaining shot
Gear

Last Updated RT Version HHR 1.4.8

[This page and sub pages are generated by script from live game data. Changes will not stick and errors must be reported via ticket on Discord for a permanent fix.]

Gear and Equipment are often used interchangably, but for the purposes of this wiki section, Equipment refers to the gear that can be specifically found under the Equipment tab in the MechBay.

### Overview

RogueTech expands gear variety available in the core Battletech game and adds new categories. Some of the gear is mandatory and without it mech won't be able to operate while other is completely optional and it is up to player to decide whether they want to use it or not.

* Mandatory gear: structure, engine core, heatsinks, Fire Control System (FCS), cockpit, life support, armour, gyro, arms
* Optional gear: Electronic Warfare Suites (EWS), Electronic Countermeasures (ECM), jump jets

Some of the gear can be fixed in a specific mech model, it can be identified by diagonal stripe pattern instead of a solid fill. This gear cannot be removed from the mech. If the gear gets destroyed during the battle, you will always be able to repair it afterwards, unless the mech was not salvaged.

### Gear Guides

* Electronic Warfare Guide
* Visibility Guide
* Accuracy Guide

### Equipment Categories

These categories are organized in the same fashion that you see in MechBay. As a result, some gear may show up in multiple areas of the lists, as they are part of mulitple categories.

Gear/Weapons

Gear/Ammunition

Gear/Internals

Gear/Equipment
Gear/Ammo LBX20 CLUSTER (DOUBLE)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_LBX\_20\_Cluster\_Double

Manufacturer: Generic

Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. 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

+ +50% critical hit chance with this weapon
+ +1 Evasion pips ignored by this weapon.
+ +15% damage dealt with this Ammo
+ Shell separates into 10 projectiles.
+ 25% damage penalty below separation range.
+ Shell separates after 60 meters.
+ Hits cluster toward same location, affected by clustering modifiers.
+ Accuracy with weapons against VTOL.
+ +2 Accuracy with weapons against their Unit Types.
+ LBX/20 Ammo - 12 Shots
+ 850 Cbills Cost per Shot.
+ Ammunition Box can explode for 50 damage, 25 heat and 12.5 stability per remaining shot