recursal/Fanatic-Fandom huggingface dataset:
Zeron Armor

**Zeron** Biotech armor is *extremely* heavy, so put it on someone such as a robot who doesn't mind carrying a lot of weight. A full set would weigh 53.5kg, more than a full set of Maximus armor plus two Laser Cannons.

The AC is the same as Maximus armor, so the only reason to use this set is for the extra built-in items. Of these, the Flight Jets seem the most useful, as the only other personal-scale equipment that has them is the Wilco Jet Pack.

Firing the **Mega Smasher** beam gun causes STRAIN, draining St, so Athletics is a must. *("It appears to be powered by feeding off its wearer's blood.")*

## Where to Find

This armor can be obtained as a possible result of a Hwang-Sa Item Search quest. The full set would require at least six successful quests. Note that the reward is random and you can get duplicates if you do enough Item Searches.

## History

From a message by Joseph Hewitt:

> The Zeron Armor is a relic from the Age of Superpowers, and can only be found by searching certain ruins while following the Hwang-Sa missions. You don't have to be a member of Hwang-Sa Temple to find these ruins, but the information provided by other monks will be very helpful.
>
>

## Quest Details

Once started from Hwang-Sa, the quest involves going to towns and talking with NPCs until someone sends the PC to the location of a Tomb or Monolith. After doing this several times, ascend to the top of a ruined ten-story skyscraper.
Shield

**Shields** in the GearHead universe are arm-mounted protective barriers used to block attacks. All-round force field technology is underdeveloped, even in L5. However, the phase-effect, used in the Phase Cannons of Radcliff and Chimentero fame, is somewhat analogous to projected force technology, so future researchers might figure it out some day.

Several varieties of shield exist, both for mechs and for people. Most shield use probably takes place at the SF:2 (mech) scale, where beam shields offer a lightweight and effective countermeasure to most forms of physical attack. The GH2 Ice Wind and Daum are fairly early-game mechs that use beam shields.
Several mechs, especially in GearHead 2, use physical shields instead. Though physical shields are often significantly massier than the 0.5t of a beam shield, a significant amount of that mass is generally a weapon of some sort. The Atgeir and several Savin models equip physical shields.

Shields are also available at the personal scale. The Riot Shield is one example; the Ceram Shield or Buckler may also suit your needs.

## Tips

Though you can equip weapons and shields to the same arm, the weapons on/in a shield-bearing arm will be less accurate. Several SF:2 physical shields have weapons installed in the shield itself; attacks using those weapons do not suffer the accuracy penalty. Beam shields will do severe damage to any physical weapon they block--including mech limbs. Consider installing & consulting Target Analyzer software or otherwise attaining familiarity with your targets before engaging in Mecha Fu.
Skill Rolls

Skill rolls in Gearhead are open-ended: if you are sufficiently lucky, you can vaporize a Hunter-Destroyer using nothing but a broken herring.
Each skill is based upon a stat. Your "score" for a particular skill roll is your rank in that skill, plus any bonuses or penalties, plus a stat bonus of (stat + 2) / 3. Thus, the minimum stat bonus is +1, and a stat of 10 will give +4. Your score is then looked up on a table, and a number of dice are rolled.

If your score is more than 10, then you roll a d10 and d12 per 10, and the remaineder is looked up on the table as normal.
The average total of the rolled dice is roughly equal to your score, plus score/10 (rounded up) times 2. So if you need to roll a 10 or better, you can expect to succeed about half the time if you have a score of 8.
This is well and good, but the die-rolling system is open-ended: after the dice are selected as above and rolled, if a die lands on its largest number (i.e., 10 on a d10), the die is rolled again and added. And that's why, even when your opponents miss you 95% of the time and barely scratch you when they hit, you can still have your block knocked off by a single hit by a lucky Iron Monkey.

**An Example**

The minimum target roll for a critical hit is 25. (It can be higher if your opponent rolled an excellent defense, but he didn't do that this time.) You already hit your opponent. Your stats are Spot Weakness +8, Craft 14 (the relevant stat for Spot Weakness). There are no bonuses on the roll, so your score is 8 (skill) + 5 (stat) = 13. Looking at the chart, you will roll a d10 and a d12 for the first 10 of your score, and a d8 for the final 3. Your average roll for these dice is 18.34, so don't expect crits very often. You roll a 3 on the d12, a 9 on the d10, and an 8 on the d8. The 8 is rolled again, and you roll a 7. The total is 3 + 9 + 8 + 7 = 27, and you critically hit your opponent.

**Expected Values**

For the numbers-obsessed out there: the average result of an open-ended roll is the sum of each "side" on the dice, divided by the number of sides minus one. So an open-ended d4 will have an average roll of (1+2+3+4)/(4-1)=10/3.

**Thresholds for success rates**

For most purposes, skill roll results fall into three categories: almost never pass, pass sometimes, and almost always pass. If you're trying to open a door, almost never pass means you need to keep fooling with it until your fingers ache; pass sometimes means you maybe try once or twice, and almost always pass means you can count on getting through quickly (say under fire). If it's a "saving throw" type roll, well, you want "almost always pass". If it's a to-hit roll, you care what fraction are above a threshold. So, generally, quantiles are the important number.

This table lists the score in the left column, and the difficulty level that yields a certain success rate in the other columns. These are based on about a hundred thousand simulated trials each.
Stats:Intercept (INTERCEPT)

Typically a feature of smaller (SF:0 or SF:1) weapons, Intercept weapons are capable of shooting down incoming missiles and rockets. They mostly work like parrying weapons: they need to be ready to fire, and the game selects the one with most accuracy (seems not to check BV at this stage). But later, ACC and BV are added to the intercept roll--so more BV is better. After intercepting the weapon, ammo or energy is spent and some time is needed for the weapon to be fired again just like a normal attack.
Speed (dpr)

How fast your mecha can move. This is tracked as separate ratings
for each movement system the mecha has (roll, skim, walk, fly).
Unsurprisingly, higher speed mechas move faster.

**Speed** is measured in **dpr** (decihexes per round). One decihex is equal to 1/10 of a tile (at Scale Factor 2). One Round is equal to 60 seconds.
Stats:Irrational Anger

**Irrational Anger** is a cyberdisfunction that causes the afflicted person to experience sudden irrational bursts of anger. While these bouts pose no danger in and of themselves, anyone who witnesses such an outburst is likely to take a dim view of the afflicted person.

## Stats

**Trauma Threshold**: 65
**Effects**: 2% chance of gaining a point of Villainous every 10 minutes
Terrain:Meat

Extracted from monster corpses by using Survival. Gives a -1 Morale penalty. Weight is 2.0kg, and food quantity is 25. These stats are somewhat comparable to a Noodle Cup.

Creatures that have a chance to produce meat include:

* Dragon Viper
* Dune Dragon
* Giant Frog
* Harrow Bear
* Rock Lizard
* Sea Dragon
* Spike Toad
* Velociraptor
Point Value (PV)

The **Point Value** (**PV**) or **price** of something is a guess of how dangerous it is. Nearly everything has a PV that is intrinsic to itself, or can be calculated by summing up the PV of its constituent parts. Personal equipment, including armor, weapons and even treasure, all carry a PV; a monster's PV scales with its lethality, and the base price of a mecha is its PV itself. You will never see a Monstrous for $2.

Characters have a PV based on their attributes and skills, so that gifted pilots increase the total PV of the mecha they are in.

PV itself is used to measure the worth of a mission; if one is employed to tackle hulking mecha or fierce Hunter-X synths one can expect the pay to be substantial. Experience gained from destroying an enemy is calculated from both the enemy PV
and one's own, reflecting the relative difficulty involved.

A mecha with a MV value greater than -4 is 20% more valuable per MV  above -4, and the same applies to TR.

The actual cost to buy an item in a shop is the PV by default, but it can be much less if the PC has a good relationship with the shopkeeper and a high Shopping  skill. Loot sold back to a shop will go for much less than its PV.

See Guides:Design File Editing#Price / Point Value (PV) for the formulas used to calculate the value of this stat. You can arbitrarily lower or raise an item's price using the Fudge number.
Snake Lake Waterfront

The **Snake Lake Waterfront** is a neighborhood in Snake Lake City known for its high crime rate and shops of questionable legality. Conversely, the Waterfront also hosts the headquarters of the Guardians and one of the largest spaceports in the Federated Territories.

## Shops and Attractions

* Guardian Station, headquarters of the Guardians which contains their recruiter offices
* Lakeside Chapel, local church with a non-elemental shrine
* Spaceport Authority, customs office for spaceport
* Boarding Party, local night club
* Honest Weasel, local shop which specializes in mecha and mecha gear
* Pirate's Den, black market mecha and personal-scale shop

## Notable Residents

* Rico Britaine, Guardian commander, recruiter and trainer; He is usually found in the Guardian Station
* Miaga, a reformed pirate who deals in goods with no questions asked
* Weasely Crusher, proprietor of Honest Weasel

## Recruiters, Trainers and Free Stuff

* Rico Britaine is the recruiter and trainer for the Guardians

## Unique Quests and Opportunities

* One of the NPCs in the area is a Bounty Hunter. If his reaction is high enough, he will inform you that Miaga runs a black market.
Stats:Thrown (THROWN)

Thrown melee weapons are exactly that. They can be thrown at distant targets, allowing for a ranged attack based on Armed Combat skill. The maximum range is determined by your Body attribute.

Thrown weapons can be used from inventory without needing to equip them.

If a melee weapon is thrown but does not return, equip a Magnet Token.
Stats:Rejection

**Rejection** is a cyberdisfunction that resulting from the afflicted person's body rejecting the cyberimplants within it. Without treatment, the afflicted person's immune system will continue to attack the cyberimplants causing additional damage.

## Stats

**Trauma Threshold**: 50
**Effects**: +1 Trauma every 10 minutes
Namok

**Namok** is a clean, orderly city in the Federated Territories. Located at one end of the Sunrise Bridge, Namok hosts the headquarters of the Solar Navy and Namok Spaceport and has one of the highest populations in the FedTer.

## Shops and Attractions

* Namok Oil, shop and garage for buying and maintaining mecha and mecha-related items
* Duelist's Hall, shop that sells personal scale equipment
* Mercy Hospital, local clinic
* The Colosseum, local arena
* Typhoon Restaurant, offers a wide variety of seafood
* A Bus Terminal that runs buses to Gyori for $100, and will arrange deliveries
* A City Hall that doubles as the recruiting offices for the Solar Navy
* A branch office of the RegEx Corporation

## Notable Residents

* Turing, a bounty hunter with a colorful past

## Recruiters, Trainers and Free Stuff

* The city's leader is the recruiter for the Solar Navy
* Once you have achieved high enough Heroic and Renown traits, and a have a high reaction with him, Turing will offer to train you in either mecha-related skills or personal combat related skills.
* A Mecha pilot will offer the you a mech if you have spoken to the Colosseum manager without a mech, or have a high enough Heroic trait. The higher your Heroic trait, the better the mech offered.
Wujung

Wujung is an old and impressive fortress-city. From here the Federation Defense Force patrols the edge of the deadzone. New construction has been built atop the ruins of the past.

## Buildings

* Barbecue Nara
* Allied Armor
* Elite Armaments
* Wujung Tires
* Bus Terminal
* Black Isle Pub
* Wujung Hospital
* Blue Fortress

There are several shops and services for mecha in this city, but not as much for personal scale items. In particular, there is nowhere local to purchase food items for dives into the sewers.

## Wujung University

Reached by taking the bus stop in the middle of Wujung. For courses offered at the university, see Guides:Skill Schools (GH1).

Besides the school, there is a Chaplain's Office with a non-elemental shrine and a priest who gives Burial Urns, useful for Spiritual characters.

Patch is a named NPC who resides here.

## Sewers

There are two different sections of the sewers, one entrance from Wujung and one from Wujung University. They contain the Old City Key and Crystal Disk respectively. These dungeons are unstable. They do contain 3x3 blocks of green tiles that make it easier to find stairs.
Spiritual / Pragmatic

Spiritual characters are those who are more inclined toward faith. Meditation at altars is their bag. Meditating at altars will make you more spiritual.

*Dataslycer: The main reason to be spiritual is for the elemental shrine bonuses.*

Pragmatic characters, on the other hand, prefer to trust logic and what their senses (and implants) tell them, taking a more practical approach to life. They tend to suffer less trauma when having cyberware installed, and can get the Extropian talent. Choosing to have cyberware installed is itself a pragmatic decision and this index will shift to reflect that.

Asking how much you'll be paid will generally make you pragmatic.
Stats:Non-Lethal (NONLETHAL)

*This article refers to a feature included in*GearHead 2*. The feature does not exist in GearHead 1.*

Non-lethal is a status effect for personal scale weapons (SF:0). The weapon causes damage to Stamina. When Stamina runs out, it will begin affecting Health, so it is still possible to kill with a non-lethal weapon, although it takes some time. Enemies are more likely to surrender when they are out of Stamina.

Non-lethal weapons always inflict a maximum of 1 point of damage to non-biological targets regardless of their DC.
Omega 1004

Omega 1004 is a sentient robot. He was built at the Namok Technological Institute in NT100.

Unit 1004 of the Omega Series could learn far more quickly than the other units, but was sometimes undependable. The scientists working on the project were surprised when unit 1004 started to exhibit personality traits that it had not been programmed with. Within two years the unit had taught itself to speak and expressed a desire to see the world outside the laboratory.

In NT105 Omega 1004 was refitted with sensor gear and released as an explorer into the dead zone. Over the next twenty years he mapped out much of the Midworld Desert. He explored the Ziggurat and frequently cooperated with the monks of Hwang-Sa Temple.

In NT124 the Namok Technological Institute faced bankrupcy. A bounty hunter was sent to collect Omega 1004, since he was still considered NTI property. Omega 1004 entrusted his brain to a Hwang-Sa monk and allowed his body to be captured. He would spend the next few years as the central computer at Hwang-Sa's library. During this time the techno-monks compared his meson array brain with that of another Omega Series robot they had acquired when NTI's property was sold off. They discovered that Omega 1004 most likely achieved sentience because of a manufacturing defect.

By NT129 Omega 1004 was eager to see the world again. A damaged Androbot was purchased from a junk seller and Omega 1004's brain installed into it. Once more he set out for parts unknown.

Sometime around NT145 Omega 1004's body malfunctioned, leaving him trapped in a cave. He remained there until being found and repaired by an adventurer ten years later. Some time later he joined forces with the other adventurers who helped defend Snake Lake City during the Typhon Incident.

## GearHead 1

Omega 1004 is a recruitable character in GearHead 1.
Skills:Mecha Engineering

This skill is a must for anyone who wants to be able to custom modify their mecha, as it determines your character's ability to remove and integrate systems into your mecha. The higher the skill level, the lower the chance of a component being accidentally destroyed during installation or removal, and a high level also allows more complex equipment to be integrated into the mecha. Using this skill uses up some Mental Points.

This skill is trained, giving you improvements and experience points, by using it to install or remove components from mecha. So, for example, you can simply sit there installing and uninstalling that SF1 Mace into that spare Right Leg until eventually you fail badly enough to lose the Mace.
Thieves Guild

The thieves guild is the hidden organization of thieves and bandits in the Federated Territories believed to be located somewhere in Isphil. The guild is a joinable faction, but if you plan to join them, read Joining\_the\_Thieves\_Guild before looking for them, as it is easy to accidentally lock yourself out of being able to join.

Further, if you *do* manage to join the Thieves Guild, note that its promotion system is subtly different from the other factions. Be prepared to prove that you deserve promotion.
Resistance

The **Resistance** skill allows one to avoid unpleasant personal scale status effects, which include poisoning and burns.
 A character with high Resistance will be much less likely to suffer
from status effects after being hit by a weapon that imparts these
effects, and can also recover more quickly from successful
status-effecting attacks.

The mecha-scale analogue to Resistance is Electronic Warfare.
Places

* Earth
	+ Federated Territories
		- Snake Lake City
			* Downtown Snake Lake
			* Snake Lake Corporate Zone
				+ BioCorp Basement
			* Snake Lake Park
				+ Snake Lake Nature Trail
			* Snake Lake Waterfront
			* Snake Lake City Sewer
				+ Bone Cracker's Lair
		- Wujung
			* Wujung University
			* Wujung Undercity
		- Namok
			* Namok Spaceport
		- Gyori
			* The Factory
		- Mauna
			* Mauna Cavern
		- Ipshil
			* Brock's Wine Cellar
				+ Ipshil Sewers
					- Ipshil Catacombs
						* Ipshil Sump
		- Hogye
			* Hogye Mine
		- Last Hope
			* Sandstone Cave
				+ Anubis Lab Site
	+ Dead Zone
		- Ironwind Fortress
		- Markheim Fortress
			* Cesar Wreckage
		- Kist
			* Kist Ruins
		- Nara Ruins
			* Cyclops City
		- Poisonous Swamp
			* The Ziggurat
				+ Ziggurat Downspiral
		- Hwang-Sa Temple
			* Proving Grounds
	+ Tokto Island
		- Tokto Village
		- Volcano
	+ Pirate's Point
	+ A Dark Cave
	+ Slimy Cave
	+ Enemy Fortress
* L5 Orbital Pattern
	+ L5 Alliance
		- Maquise Spinner
		- Athera Spinner
		- Brandor Spinner
		- Cesena Spinner
		- Fuchal Spinner
		- Cayley Rock
	+ Rishiri Dominion
		- Rishiri Spinner
	+ Free Commerce States
		- Kosaka Spinner
		- Emerald Spinner
		- Gaos Spinner
		- Theles Spinner
		- Tohru Spinner
		- Xianzai Spinner
		- Galconde Spinner
* L4 Orbital Pattern
	+ Pelutho Spinner
* Luna
	+ Aegis Overlord
		- Aegis Dome
		- Eagle Dome
		- Tycho Madang
* Mars
Primal Genome

The **Primal Genome** is an artifact that contains a wealth of information about biotechnology and possibly information concerning the origins of the Progenitor and Cyclops. It can be found in a chest in the Ipshil Sump defended by members of the Thieves Guild. Once recovered, using Code Breaking, Science or Biotechnology on the genome will allow the PC to read the unencrypted it contains, giving them 500 skillXP in Biotechnology.

## See also

* Find Primal Genome, a quest to recover this item for the Cyclops
* Joining the Thieves Guild, the Primal Genome plays a minor role in joining this faction
Ornithoid

A bird-form mecha.

-1 MV, -2 TR. Effectively, a Zoanoid Aerofighter. Has most of the bonuses and penalties of Aerofighters for fighting, though somewhat slower. Ornithoids get a 50% bonus to Flying Thrust if their total wing points is greater than than the mecha size and an additional bonus to Flying Thrust equal to the total number of wing points multiplied by 80.
Snake Lake City Sewer

**Snake Lake City Sewer** is the sewer of Snake Lake City.

It can be reached by going down a manhole somewhere in Downtown Snake Lake. The first level contains the Data Cartridge. The second level is home to a student doing research on the alligator Bone Cracker, while the third level is the alligator's lair itself.
Tech Vulture

When awarded salvage, you'll grab everything worth taking. (can salvage individual modules from defeated mecha)

Prerequisite: Mecha Repair +5

Generally considered to be the most useful talent available. If a
 battle scenario allows the player to gather salvage then the player
will almost certainly be awarded parts of destroyed enemy mechas, such
as heads, limbs and wings. These can be stripped of useful parts using
the Mecha Engineering skill. Those parts can then either be used to enhance mecha owned by the player character, or sold for cash in the appropriate places.
As of version 0.830 this talent requires a successful Mecha Repair
 skill roll for each module to be salvaged, so it's worthwhile boosting
that skill even higher than the 5 point prerequisite to make the most of
 salvage.

#### Nuts and Bolts

The program selects a random non-torso module (i.e., limb) of every mecha on the battlefield. For each module, you then must roll over 15 for your Mecha Repair
 skill to keep the module. If your Craft is 13, then you will want a
Mecha Repair skill of at least +6 to salvage one module from roughly
half of the destroyed enemy mecha on the battlefield.
Swarm Missiles

**Swarm Missiles** can fairly be described as the generic missile launcher of the GearHead universe. You'll probably encounter them in most battles. Like most missile launchers, most of their mass is the ammunition, so they make a good choice for adding just that little extra punch to a mech.

As the name implies, Swarm Missiles have the SWARM attribute, which means that they will divide themselves among potential targets in a given area. For example, if you aim a 5-missile salvo at one mech, with two other mechs within (roughly) five tiles or so, the salvo will divide itself between the mechs and attack all three. Figure two missiles each to two mechs and one lucky mech must only deal with one.

Anecdotal reports on the Gearhead forums note that Swarm Missiles are the easiest weapons to defend against in the game; conversely, they are inexpensive both to purchase and to reload and can be mounted in quantity. In late game, you might consider firing off the whole rack (BV setting: All) at one target. It's difficult to dodge all 20, 40, or even 100 missiles, and being hit even by half will still put a severe dent in most mechs' armor.
Round

A **Round** in *GearHead* is equal to 60 seconds.

> *When I started programming GH I found it convenient to have a standard unit of time, which I referred to in the docs as a round. One round is sixty ticks of the game clock; each tick now corresponds to one second. So, a speed 5 weapon takes 12 seconds to recharge. Initially I wanted one tick to represent a tenth of a second, but this granularity was too fine and caused the game to run too slowly.*
>
>
Stats:Overload (OVERLOAD)

Overload weapons will cause electrical damage to the targets powerplant. It has the same effect as though the target had fired a lot of energy weapons, increasing heat to degrade their MV and TR until the overload is dissipated.

## Game Mechanics

Using energy weapons causes your engine to overload, which will eventually cause MV and TR penalties. An energy weapon causes its DC + BV in overload points, per shot (or burst). This is modified in the following ways:

* Triple for a HYPER weapon
* Double for a BLAST weapon
* Quartered for each scale the mecha is larger than the weapon
* Halved if the mecha has a High Output engine
* The size of the mecha is subtracted from the overload at this point

Each mecha has a capacity of its size \* 10 overload before it starts losing MV and TR. A large, high-output mecha can fire a Heavy Laser Cannon for quite some time, but a small mecha with a normal engine will start overheating after just a few shots of the same weapon. Each 10 points of overload over the mecha's capacity will cause a penalty of -1 to MV and TR, starting at 15 overload over capacity for a -1.

A mecha will lose 1 overload point for every 10 seconds of game-time that pass. Note that melee energy weapons will overload, too, so you'll only get a handful of swings with that energy scythe before your mecha starts boiling.

## Damage Effects

Weapons that cause OVERLOAD will overheat your opponent's mecha if you hit, but first there is a defense roll of their Electronic Warfare skill against your Electronic Warfare skill. If you beat your opponent's roll, then you add the weapons DC, plus 1d(DC), plus (1/3 of the amount you beat your opponent's Electronic Warfare skill by), plus 5.

In other words, a single hit by an OVERLOAD weapon isn't nearly enough to overload your opponent. An average roll when you barely beat your opponent with the largest OVERLOAD weapon available, the Superheavy Particle Cannon (DC 13, OVERLOAD) will cause 13 + 7.5 + 0 + 5 = 25 points of Overload. If your opponent isn't overloaded at all, then it will take 3-4 hits to overload them. If your opponent is already overloaded, then this will cause 2-3 more points of penalty to their MV and TR.

Of course, by the time you can mount Superheavy Particle Cannons, you have much better weapons available to you, which can reduce some mecha to scrap in a few hits. Like most status ailments, this weapon is more effective when used *against* you than when used *by* you. When you're facing down a half-dozen mecha by yourself, who cares that one of them is overloaded?

## See Also

* Engine
* High-Output Engine
Skills:Mecha Fighting

This skill is used when attacking in mecha combat using your mecha's limbs, and when using a mecha shield to block enemy attacks. When used in conjunction with the the Kung-Fu talent the amount of damage done to the enemy mecha's pilot is increased, allowing them to be killed and their mech to be captured intact.
Trauma (Trauma)

**Trauma** is of vital importance when choosing a piece of Cyberware.
 The higher the Trauma rating, the more difficult the implantation
procedure will be, and the more likely that the Cyberware will
malfunction. Note that the Trauma rating listed when buying a piece of
Cyberware is not necessarily the level of Trauma you'll undergo when
going through with the procedure. That depends on the Cybertech skill of the Cyberdoc. Characters with the Spiritual trait will tend to experience more Trauma when a piece of Cyberware is installed than other characters.
Stats:Major Neural Failure

**Major Neural Failure** is a severe cyberdisfunction which results in significant impairment the afflicted person's neurological system. This condition results in a near total loss of muscle control cause loss of coordination, speech, visual acuity and concentration.

## Stats

**Trauma Threshold**: 80
**Effects**: Re -5, Sp -6, Pe -5, Cr -3, Eg -5, Kn -1, and Ch -7
Stats:Burn (BURN)

Fiery weapons, such as some monster attacks and certain missiles, may set one's person or mecha on fire. A person can extinguish a fire on themselves using the General Repair skill, and a pilot can cool down their mecha using Mecha Repair. Otherwise, every few turns the fire causes additional damage to one's armour and damage or hit points. The chances of getting burned by an attack are influenced by the Resistance and Electronic Warfare skills for personal-scale and mecha-scale combat, respectively.

In GearHead 2, applying the Repair skill will extinguish fires.
Stats:Stun (STUN)

**Stun** is a Status Effect caused when a character is hit with a weapon with the STUN attribute. Stunning may also be caused as a result of being hit by a Martial Arts attack. Stunning renders a character temporarily sluggish.

## Stats

* **Characters Affected**: Biological, Biotechnological
* **Skill to Repair**: First Aid
* **Repair Points Needed**: 1
* **Recovery Method**: Chance to recover using Resistance every 3 minutes
* **Target to Recover**: 4
* **Effects**: Sp -5
Stats:Cyberware Location

All cyberware except the Self-Diagnostic fit into one of various bodily locations. Generally, the location in which a piece of cyberware can be fitted determines the type of attributes or skills it enhances.

The cyberware locations include:

* Brain
* Brainstem
* Ears
* Eyes
* Heart
* Musculature
* Skeleton
* Spine
Talents:Tech Vulture

When awarded salvage, you'll grab everything worth taking. (can salvage individual modules from defeated mecha)

Prerequisite: Mecha Repair +5

Generally considered to be the most useful talent available. If a battle scenario allows the player to gather salvage then the player will almost certainly be awarded parts of destroyed enemy mechas, such as heads, limbs and wings. These can be stripped of useful parts using the Mecha Engineering skill. Those parts can then either be used to enhance mecha owned by the player character, or sold for cash in the appropriate places.
As of version 0.830 this talent requires a successful Mecha Repair skill roll for each module to be salvaged, so it's worthwhile boosting that skill even higher than the 5 point prerequisite to make the most of salvage.

#### Nuts and Bolts

The program selects a random non-torso module (i.e., limb) of every mecha on the battlefield. For each module, you then must roll over 15 for your Mecha Repair skill to keep the module. If your Craft is 13, then you will want a Mecha Repair skill of at least +6 to salvage one module from roughly half of the destroyed enemy mecha on the battlefield.
Warhammer Arena

The Warhammer Arena is located in Gyori and is operated by Kettel Industries. The Warhammer Arena, like Mecha Sporch in Hogye and the Colosseum in Namok, crowns you a champion after ten wins, which is required to enter Robot Warriors. Out of these three early arenas, the Warhammer Arena is the only one to provide full salvage of defeated enemies, so that you can obtain intact mecha (and even mecha modules if you are a Tech Vulture) in addition to equipped weapons and armor.

## GearHead 1 Information

 Number of battles
 Difficulty increase per victory
 Grand Prize
Salvage

**Salvage** is the generic term for taking mechas and mecha parts after a victory in a mecha-scale battle.

### GearHead 1 and 2

You can pick up equipped items from dead mechs by standing on their corpse and using the "pick up" command in the field menu, usually bound to the "," button.

Many combat scenarios reward salvage, such that if you complete the combat scenario successfully, you get all non-operational and non-destroyed mecha (such as by shooting off the head of mecha with head cockpits, or intimidating the pilot so much they decide to eject); such mecha will remain standing on the map. In addition, if you have the Tech Vulture trait, you also have a random chance of acquiring limbs even from destroyed mecha.

### GearHead Caramel

Salvage is automatically rewarded to you if you complete all mission objectives. You will be rewarded with at most one mecha. If there is at least one non-operational but not destroyed mecha, then that is added to the list of possible salvage candidates. Destroyed mecha have a chance of being added to the list of possible salvage candidates, based on your lance's Knowledge stat, and Repair or Bio Technology, depending on the mecha's material. The lance's score is the highest score among all members, so having multiple lance members with Repair does not help with better salvage chances.

There is no way to pick up equipped items from destroyed mecha.
Villainous / Heroic

This pairing tracks your character's moral behaviour through the
campaign. Characters who prey on the weak, take advantage of the
trusting and generally act like evil predators will shift toward
Villainy. If your character does charity work, helps out where possible
 and makes like a saint they'll shift toward Heroism. Villainous
characters are much more likely to provoke negative reactions in NPCs.
Stats:Drone (DRONE)

The Drone effect creates a Class 1 drone in the same scale as the weapon that fired it, for every shot fired. These drones are allied to the firer's team, and attack the enemy. They are equipped with a standard Las-5 light laser. The DC of the weapon that created them determines their skill level. The standard Drone effect weapons in the basic game are DC 10 Missile launchers, although the Chimentero has a DC 12 Drone Launcher.
Terrain:Sashimi

A sushi plate extracted from corpses by using Survival. Gives a +1 Morale bonus. Weight 2.0kg, and food quantity is 20. So the stats are like a Deluxe Noodle Cup but heavier.

This is better than meat, the other kind of food produced by using Survival.

Seafood creatures whose corpses have a chance to produce sashimi include crabs, lobsters, and toxic urchins.
Stats:Experience (XP)

**Experience** (**XP**) works the same way it does in every other role-playing game in existence. When you perform actions, like fighting monsters, blasting mecha, busking on streets and tinkering with machines, you gain experience points ("XP"), measuring your character's statistical progress in the game world.

In GearHead, there are two kinds of experience that can be gained.

One is skill-specific; performing an action associated with a given skill (such as firing a gun while one has learned how to handle small arms) will lead to experience gained in that skill.

Additionally, these actions also lead to extra general experience being gained; this is the experience shown in the character information menu (uppercase **C**) and can be spent learning new skills, improving existing ones (without first exercising them), purchasing talents or improving ones' attributes.

In order to be advanced, a stat (that is, an attribute) must have sufficient skills at the sufficient level. To improve a skill N times, the PC must know (N+2)/2 skills based on that stat, and they all must be at least of rank ((N-1)/2+6). If a skill is 2 or more times as high as it needs to be, it counts as two (or more) skills towards how many skills you know.

For example, to advance a stat once, at least one skill must be at level 6 or above. To advance the same stat a second time, at least two skills must be at level 6.

 1
 2
 3
 4
 5
 6
 7
 N

Whether one spends free experience points on a skill, or gains them implicitly by practising the skill, proficiency in the skill will gradually increase.

The skill gained from an action is roughly proportional to the effort expended in performing it. For combat experience, the PV of the opponent is balanced against your own PV to approximate the difficulty level involved; obviously if one can obtain weapons and equipment of low PV but high quality one can expect to obtain more XP from a given enemy difficulty.
Quentin Rood

**Quentin Rood**, appearing in-game as **Quentin**, is a recurring GearHead 1 character. He is the owner of Ki Rin MegaMart, and the shopkeeper, mechanic and general all-purpose handyman of Hogye village.

He sponsored Vikki Shingo's first mecha arena match. The player can also choose to receive varying degrees of assistance from him in the beginning of the game.

* By asking Megi for the "tutorial", you are directed to Quentin, who presents you with an essentially limitless inventory you can buy starting weapons and armour from.
* You are then offered a job cleaning the Mecha Sporch locker room, from which you can receive some money and a Corsair.
* Quentin then offers to teach you the basics of mecha piloting, and if you go along, you get a decent dose of starting XP.
Performance

This skill requires the possession of some kind of musical instrument. It represents your character's ability to entertain NPCs by putting on a show, busking if you will. Depending on skill level
and the quality of instrument used, NPCs within range of the instrument
may be entertained enough to give some money to your character in
appreciation. Using this skill will use up some of your Stamina Points and Mental Points.

## Mechanics

When you use performance every non-hostile NPC (includes lancemates, friendly animals, and robots) in range of your instrument is checked relative to your performance skill roll.

### Performance Points

You start with 0 "performance points". For each NPC:

- If you impress the NPC you gain 1 performance point and some experience.

- If you really, really impress the NPC you gain an additional point (2 total).

- If you do really bad you lose 1 point.

When you impress an NPC it may (50% chance) be a bit harder to impress then next time.

Performance points are capped at your performance level + 1.

### Outcomes

If you get less than 0 performance points you lose a bit of moral.

If you get 0 or 1 point nothing happens.

if you get 2 or more points and aren't out of mental energy and/or stamina then you get some cash.

The amount of cash is equal the amount of exp required to level up from level "performance points" - 1 to level "performance points" divided by 10.

Eg:

Note again that performance points are capped at your performance level + 1.
Stats:Trauma (Trauma)

**Trauma** is of vital importance when choosing a piece of Cyberware. The higher the Trauma rating, the more difficult the implantation procedure will be, and the more likely that the Cyberware will malfunction. Note that the Trauma rating listed when buying a piece of Cyberware is not necessarily the level of Trauma you'll undergo when going through with the procedure. That depends on the Cybertech skill of the Cyberdoc. Characters with the Spiritual trait will tend to experience more Trauma when a piece of Cyberware is installed than other characters.
Wangtta / Renowned

This pairing represents your character's reputation in the Federated Territories.
 If you tend to lose arena battles, fail at missions and generally get
hosed then your reputation will shift toward being Wangtta. On the
other hand, successful missions and arena battles will get you points in
 Renown. This index is also used to set the general difficulty level of
 the game. The more Renown you get, the higher the PV of enemy forces in missions and the deeper you'll need to go on Dungeon Retrieval runs. Renown cannot be increased beyond 100.

Completing a mission will typically gain you +1 renown. Failing a mission will typically reduce your renown by 25% or at least 5 points (whichever is more severe). If the game is getting too difficult, deliberately failing one mission should reduce your renown enough to make it significantly easier.

Having negative Renown (being Wangtta) doesn't make the game any easier than having 0 Renown. Additionally it will make your character less liked when interacting with NPCs.

*Dataslycer: You also get a lot more money from completing high renown missions.*
Tokto Island

With a hovering mecha, journey over the water far south of Namok to find **Tokto Island**. On the island is a small village where the PC is not welcome.

In the village, a mysterious being named Ladon is feared but honored.

The professor in Namok had an assistant who was doing research here and went missing.

## Local Residents and Places of Interest

* Explorer's Hut, where the Sample Jar may be found.
* Village Leader, the chieftain who will offer you a dangerous choice
* Shaman, found in the Shaman's Hut
* Fisherman who works near the beach and can give rides back to the mainland
* Characters with high Awareness may search the beach for a hidden Buru Buru. Use Science to get it.
Stats:Scatter (SCATTER)

Scatter weapons will spread their damage over your enemy roughly evenly. They'll do less damage directly to health, but will 'eat' through armour fairly quickly. In this regard they are similar to explosive and linear weapons. Examples of scattering weapons are shotguns, the plasma rifle, and various mecha beam and projectile guns.
Rocket Stars

The elite mecha forces of Yatate Spinner, defenders of the Rishiri Dominion. They are described in game as a 'mercenary force' by a Rishiri Dominion NPC, contrasting them with the more conventional national military the Rishiri Dominion is creating.

Rocket Star NPCs wear purple and grey uniforms and pilot pink Mecha.
Traits

Traits are a series of characteristics that are tracked by the game to reflect your character's behaviour throughout the RPG campaign. They're each divided into sets of pairs of opposites, as listed below.

Aside from some special cases, traits tend to be most influential when dealing with NPCs. If an NPC shares a particular trait with your character then they'll be more
inclined to sympathize. NPCs with traits in opposition to your character will be less likely to sympathize, and hence will not get along with your character. This doesn't apply when traits are only
weakly held by either party. So, if you only have a few points in a given trait, then there'll be no particular result.

You can select up to three traits to define the personality of your character. This portion of character creation is optional, so feel free to choose none if you don't want to bother with it.

* Villainous / Heroic
* Chaotic / Lawful
* Shy / Sociable
* Easygoing / Passionate
* Melancholy / Cheerful
* Wangtta / Renowned
* Spiritual / Pragmatic
Sniper

One shot is all you ever need. (bonus to single fire damage rolls)

**Prerequisite**: Spot Weakness +5

More specifically, this increases the additional damage that Spot Weakness already provides to single-shot (non-BV) ranged attacks.  This works for both personal and mecha combat, though its effect is more pronounced when using low-DC weapons.
Ziggurat

The **Ziggurat** is a large structure found north of Markheim Fortress in the Dead Zone, surrounded by a poisonous swamp. It appears to have been a large military installation belonging to Pax-Europa and went by the name Kalliskhan. It holds various artifacts of the past such as the Fuel Rod of the Argoseyer and a computer terminal on the top floor (level 5) with information about the events preceding the Night of Fire.

For Mysticism characters, it also houses the Shrine of Heaven which is one of the elemental shrines (found in a room on the top floor).

Many hidden or locked doors and several hidden boxes and lockers exist in the Ziggurat, so good Investigation and Code Breaking skills, as well as a high-DC melee weapon may come in very useful.

The Ziggurat is well known among Markheim Fortress residents to be a dangerous place. The biggest indirect danger is poison, which can affect the character either through monster attacks or through breathing the poisoned air itself. Resistance, First Aid and Medicine can mitigate this problem.

The Ziggurat is presumably so dangerous, that if the character dies there, no one will dare to rescue them. This means you may have to fight your way out after dying. Chocolate Bars may make this somewhat easier.

The Ziggurat Downspiral, a very unstable part of the ruin, can be entered through a stairway on the fourth level.

The following items can be found in the Ziggurat:

* Level 2
	+ Bonesword in a locked box.
* Level 3
	+ Chitin Helm in a locked box.
	+ Chitin Breastplate in a locked box.
* Level 4
	+ Stairs down to the Ziggurat Downspiral.
* Level 5
	+ Heaven's Shrine, guarded by a World Maggot.
	+ A hackable computer that will give some backstory about the Ziggurat and Argoseyer.
Speed

**Speed** may refer to:

* Stats:Speed (Sp), the personal attribute
* Stats:Speed (SPD), the weapon attribute
* Stats:Speed (dpr), the mecha attribute

**This article is a disambiguation page for Speed**

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.
Stats:Cerebrospinal Shock

**Cerebrospinal Shock** is a severe cyberdisfunction which sends the afflicted person into violent seizures. This condition periodically leaves the afflicted person unable to control his own body.

## Stats

**Trauma Threshold**: 85
**Effects**: Suffer from a 5 die STONE effect every 3 minutes, can be resisted with the Resistance skill
Spinner

A **spinner** refers to a space colony, usually built as an O'Neil cylinder, for human work and inhabitation. In GearHead 2 the player hails from one of the many spinners surrounding the post-apocalyptic Earth in the L5 Orbital Pattern. Artificial gravity is provided by the rotation of the colony. The word "Spinner" may also refer to a resident of these colonies.
Rishiri Dominion

The **Rishiri Dominion** is a collection of spinners in the L5 region governed by the Rishiri council. While the Rishiri Dominion has close ties to the Aegis Overlord Government on Luna, and amicable relations the Free Commerce States, relations with the L5 Alliance are strained and border on openly hostile.

## History

The Rishiri Dominion was established by Rishiri Spinner during the aftermath of the destruction of Crihna Rock by Rishiri and Aegis Overlord forces in 134NT. Representatives from the spinners that would later form the L5 Alliance charged that Rishiri Spinner should be punished for their use of military forces without authorization from the Senate. When the dust settled, Rishiri Spinner was joined by Yatate Spinner and Galconde Spinner to form the Rishiri Dominion.

## Politics

Rishiri Dominion hopes to apply the Aegis Doctrine to the L5 region of space; the doctrine is frequently summarized as "strength through unity". To achieve this unity the Dominion opposes the existence of unaligned and lawless colonies. Although most Rishiri citizens would not go so far as to claim that unaligned colonies should be destroyed (the destruction of Crihna Rock was an unpopular move even at home), many support such things as recolonization and containment.

The Rishiri Dominion does not wish to install an Aegis-style totalitarian government in space; they hope to emulate what they see as the positive aspects of Aegis Overlord without copying the negative aspects as well. There are some within Rishiri who question whether this is even possible, or whether placing so much importance on unity will inevitably lead to a police state. The Rishiri council believes that the space colonies can and should form a new, Utopian civilization. Forces which oppose this ideal, such as the bohemian colonies and the Blades of Crihna pirates, should be eliminated.

## Members

Rishiri Spinner is the capital of the Rishiri Dominion.

Yatate Spinner joined the Rishiri Dominion shortly after the split from the Free Commerce States. The military force of Yatate, the Rocket Stars, did not take part in the battle at Crihna Rock, but were influenced to join the Dominion both because of cultural ties and in order to prevent a war with the Alliance.

Galconde Spinner is the research center of the Rishiri Dominion.
Skills:Cybertech

Governs the repair and maintenance of cybernetic implants. It helps prevent cyberware malfunctions by increasing the amount of time it takes for 'malfunction points' to accumulate to damaging levels, and when used in conjunction with a Cyberware Toolkit can repair malfunctioning implants. Repair operations will use up some Mental Points.
Ziggurat Downspiral

The **Downspiral** found in the Ziggurat is a highly unstable and dangerous section through which the player has to descend to find the Argoseyer's Fuel Rod. It can be entered through a staircase on the fourth level of the Ziggurat and is one of the most grueling parts of the game.

Like certain other dungeons, and unlike the rest of the Ziggurat, taking stairs to another level takes quite a while and the PC may easily grow hungry because of this.

Taking stairs prints a message that tells the current level. The Downspiral itself is four levels deep, which would presumably bring the player back to or just below ground level (four levels up in the main part, and four levels down in the Downspiral).