Custom Ammo Components

Custom Ammo Components (CAC) is a BattleTech mod that... ipsum lorem ipsum lorem ipsum lorem ipsum lorem ipsum lorem ipsum lorem ipsum lorem ipsum lorem ipsum lorem ipsum lorem ipsum lorem ipsum lorem

# RogueTech Combat

CAC also handles a lot of the revamped combat system in RogueTech, having a base from AIM. Many vanilla bugs are fixed and new functions added.

#### WIP UI things mostly:

* Colored facing ring and floating armour bar. <---- Filthy british spelling
* Damaged Structure under armor displayed as ???
* Show heat, instability, distance, and movement numbers.
* Show ammo count in paper doll hover.
* Show base hit chance in accuracy modifier popup.
* Show MechWarrior stats in hover/right-click hint.
* Post-move to-hit penalties and heat factored in action preview.
* (Optional) Show Mech Tonnage. <--- Which mech?
* (Optional) Show Corrected Hit chance and Called Shot Chance. <---- correct vs wat?

#### Hit Chance Modifiers:

RogueTech adds several factors that affect weapon accuracy for better or worse. The net modifier can be large and it's important to understand the factors.

No roll fudging, no hidden modifiers, straight RNG

* Line of fire fixed and stylized:  Red = Frontal, Dotted = Indirect, Cyan = Flank, Green = Rear.
* Obstructed fire does 10% less damage and has a -2 Accuracy penalty applied

* Flank and rear attack Bonus. **Accuracy +1 Flanking and +2 Rear**
* Attacking downhill has a positive To-Hit modifier; Attacking uphill has a negative To-Hit modifier; +/- 1 per 50 meters of elevation.
* Weapons have optimum ranges, accuracy is -2 at Medium range, -4 at Long range and -8 at Extreme range.
* Weapons with a minimum range have -8 accuracy if fired from too close.

Detection and Electronic Warfare

RT has a deep an nuanced sensor explained LINK GOES HERE. For the purposes of this article

No Sensors -7

No Sight -5

Neither/"Firing Blind": -13

Something about hit generator types, single vs cluster vs streak.

#### CRITS

Some stuff about RT crit mechanics goes here

TAC mechanics,

Crit chance scales up with structure damage

multi-crits per hit,

crit transfer

vehicle and turret crits enabled; same chances for all teams

#### Misc should be covered somewhere:

ammo ejecting

melee positioning

## AIM Legacy

tune down roll correction, show distance numbers, or a detailed attack log. The default settings aim to preserve the balance of vanilla game.
This mod does not modify game data. Saves made with this mod on will not be affected by disabling or removing this mod.
ALL features can be enabled or disabled individually.

**Bug Fixes and HUD Enhancements**
* Grey head disease fixed.
* Line of fire fixed and stylized:  Red = Frontal, Dotted = Indirect, Cyan = Flank, Green = Rear.
* Colored facing ring and floating armour bar.
* Damaged Structure Display fixed and enhanced.
* Obstructed fire has a 10% DR and -2 Accuracy penalty applied
* Multi-Target Back Out fixed.
* Make sure 0 HP means dead, never zombie.
* Show heat, instability, distance, and movement numbers.
* Show ammo count in paper doll hover.
* Show base hit chance in accuracy modifier popup.
* Show MechWarrior stats in hover/right-click hint.
* Post-move to-hit penalties and heat factored in action preview.
* (Optional) Show Mech Tonnage.
* (Optional) Show Corrected Hit chance and Called Shot Chance.

**Mechanic Enhancements**
* Unlock hit chance stepping (make odd Gunnery useful).
* Called shots cluster around called mech location.
* Precise hit distribution that improves SRM and MG called shot.
* More melee modifiers, and fixes the absent of stood up penalty.
* Flank and rear attack Bonus. **Note: For RT the default is Accuracy +1 Flanking and +2 Rear**
* Allow net bonus hit modifiers.
* Allow negative height modifier.
* Remove melee position locking.
* Ammo loader AI that balance ammo usage to minimise explosion.
* Auto jettison useless ammo.

**New Critical Hit System**
* Skip criting the dead mechs.
* Vehicle and turret critical hits.
* Critical hits follow damage transfer. **Note: For RT the default is this disabled**
* Prevent critical hit on locations with intact structure.
* Give normal crit chance to NPC allies. Enemies adjustable.
* (Optional) Adjust normal critical hit chances and mix/max cap.
* (Optional) Allow Through Armour Critical hit (TAC). **Note: For RT the default is 55% of Armor remaining**
* (Optional) Allow critical hit re-roll and location transfer. **Note: For RT the default is this disabled**
* (Optional) Allow multiple critical hits per weapon. **Note: For RT the default is this disabled**

**Other Adjustables**
* Tabular attack log that can be opened directly in Excel.
* Old attack logs are archived and auto-deleted in background.
* Adjustable roll correction strength, default halved.
* Adjustable miss streak breaker. **Note: For RT the default is off, no roll fudging**
* Adjustable base hit chances.
* Adjustable hit chance stepping and min/max cap.
* Adjustable attack modifier list.
* Control display precision of hit chance and called shot chance.

More info at the mod's Nexus Mods webpage.

AIM, Attack Improvement Mod, was one of the early mods to provide expanded weapon capabilities, quality of life UI improvements. It has since been largely absorbed and superseded by Custom Ammo Categories.

## Dev needs to plunk info on this page

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