recursal/Fanatic-Fandom huggingface dataset:
Gear/Ammo AC10 QS

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AC\_10\_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/10 Ammo - 11 Shots
+ 149.99 Cbills Cost per Shot.
+ Ammunition Box can explode for 30 damage, 15 heat and 7.5 stability per remaining shot
Gear/Ammo H-MRM Apollo

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_MRM\_Heavy\_Apollo

Manufacturer: Generic

The Apollo Fire Control System was created by the Draconis Combine for the MRM specifically designed to be used with and requiring the Artemis System offer these Missiles unparalleled Accuracy .

# Attributes

+ Requires a weapon with attached Apollo Weapon Attachment to be fired.
+ HMRM Ammo - 120 Shots
+ Missile has 2 HP.
+ 100 Cbills Cost per Shot.
+ Ammunition Box can explode for 4 damage, 2 heat and 1 stability per remaining shot
Gear/Ammo Hellstorm Caseless

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Hellstorm\_Caseless

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

+ HellStorm Ammo - 18 Shots; Needs to be in same Location as the Weapon.
+ Caseless Ammo: Double ammunition per bin; 10% increased heat and jam chance.
+ Volatile Ammo rolls Twice to explode
+ 800 Cbills Cost per Shot.
+ Ammunition Box can explode for 17.5 damage, 9 heat and 2.5 stability per remaining shot
Gear/AC20 Devil's

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_Autocannon\_AC\_20\_Devil

Manufacturer: The Devil

So pirates are a superstitious lot but this is just ridiculous. The barrel has 666 carved down the side, a pentagram carved near the loading breech and, just for shits and giggles, a stick figure of a man with horns holding a pitchfork carved to look like he is humping the front of the barrel. Pirates are just stupid....

# Attributes

+ This weapon has a recoil of 6
+ Weapon damage varies between +/-99
+ +66% critical hit chance with this weapon
+ +1 accuracy with this weapon.
+ 1 Evasion pips ignored by this weapon.
+ Weapon has a jam chance of Recoil X 6 - Mitigated by Gunnery and Recoil Reduction
+ Autocannons are ballistic weapons with multiple ammo types.

# Weapon Stats

Category: Ballistic

Type: Autocannon

SubType: AC20
Gear/Ammo Heavy Flamer

BOT PAGE || RTVer:

# Description

ID: Ammo\_AmmunitionBox\_Generic\_HeavyFlamer

Manufacturer: Generic

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

+ Heavy Flamer Ammo - 20 Shots
+ Volatile Ammo rolls Twice to explode
+ 100 Cbills Cost per Shot.
Gear/Ammo Hyper Gauss

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Gauss\_Hyper

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 - 12 Shots
+ Inert ammo; does not cook off or explode.
+ 250 Cbills Cost per Shot.
Gear/Ammo AC10 (Slug)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AC\_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
+ +1 recoil with ranged weapons
+ AC/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 HMG (DBL)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_MachineGun\_Heavy\_Double

Manufacturer: Generic

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

# Attributes

+ Double-size Ammo bin; 20% extra ammo per ton.
+ HMG Ammo - 1000 Shots
+ 10 Cbills Cost per Shot.
+ Ammunition Box can explode for 1.5 damage, 0.8 heat and 0.4 stability per remaining shot
Gear/Ammo H-MRM Swarm

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_MRM\_Heavy\_Swarm

Manufacturer: Generic

The Swarm Missile System carries a Payload of Small Bomblets, instead of a conventional MRM Warhead, that showers a target Area with explosives. 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

+ -6 damage dealt with this Ammo
+ Deals area-of-effect damage within 45 meters of impact
+ Up to 4 area-of-effect damage to units in radius. Units further from the point of impact take less damage
+ -5 accuracy with this weapon.
+ Swarm Missile: Indirect fire; spreads cluster bombs in target area.
+ Missile has 3 HP.
+ Ammunition ignores target's cover.
+ Cannot be fired at Flying Targets
+ HMRM Ammo - 120 Shots
+ 66 Cbills Cost per Shot.
+ Ammunition Box can explode for 3 damage, 0.5 heat and 0.3 stability per remaining shot
Gear/AC20 (P)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_Autocannon\_AC\_20\_Pirate

Manufacturer: Kali Yama

The king of the battlefield, absolutely ruined by pirates. They've cut off half the barrel, made it hot-load two slugs at a time, and scratched obscenities all over it. They've basically turned this AC/20 into a sawed-off shotgun. VOLATILE!

# Attributes

+ This weapon has a recoil of 5
+ Weapon damage varies between +/-25
+ +50% critical hit chance with this weapon
+ Weapon has a 25% misfire chance - Mitigated by Gunnery
+ Autocannons are ballistic weapons with multiple ammo types.
+ Weapon can explode for 50 damage, 38.8 heat and 9.4 stability per shot loaded when destroyed

# Weapon Stats

Category: Ballistic

Type: Autocannon

SubType: AC20
Gear/Advanced Optics

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Quirk\_AdvancedOptics

Manufacturer: Mitchell

This Module allows any unit to employ Advanced Optics, including a Zoom, Thermal and Night Vision Mode

# Attributes

+ Advanced Zoom: +1 Ranged Accuracy Bonus every 240 meters up to 5.
+ Thermal Vision: Ranged Accuracy bonus of 1 for every 30 Target Heat, Decaying every 300 Meters; maximum +5.
+ Night Vision enables Day time visual Detection range during Night and Dark Conditions.
+ This Unit's Quirk.
Gear/AC2 Mydron

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_Autocannon\_AC\_2\_Mydron

Manufacturer: Mydron

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

+ +1 accuracy with this weapon.
+ 1 Evasion pips ignored by this weapon.
+ Weapon has a 5% jam chance - Mitigated by Gunnery
+ Mydron AC uses one ammo to fire a burst of 3 sub-projectiles.
+ Hits cluster toward same location, affected by clustering modifiers.
+ +20 chance to cluster on hit location with this Weapon
+ 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: AC2
Gear/ATM-12 (P)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_ATM\_12\_Pirate

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 nutcase's 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 to fire all common Inner Sphere Munitions.

VOLATILE!

Uses LRM/MRM/SRM Ammo.

Firing Modes: LRM, MRM, SRM

# Attributes

+ Jury-Rigged ATMs can fire MRM, LRM or SRM ammo.
+ Weapon damage varies between +/-1
+ Weapon has a 5% jam chance - Mitigated by Gunnery
+ This weapon has a recoil of 3
+ Weapon is capable of Indirect fire with LRM Ammo.
+ Hits cluster toward same location, affected by clustering modifiers.
+ 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: LRM20
Gear/Ammo Gauss AP

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Gauss\_AP

Manufacturer: Generic

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

# Attributes

+ +50% chance to deal a critical hit
+ 15 Damage dealt directly to Internals, always rolls for a Crit.
+ -50% damage dealt with this Ammo
+ Gauss Ammo - 8 Shots
+ Inert ammo; does not cook off or explode.
+ 750 Cbills Cost per Shot.
Gear/Ammo Inf Bomb (Bay)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Bay\_Bomb\_Inferno

Manufacturer: Generic

A simple Inferno Bomb. 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

+ 10 damage dealt with this Ammo
+ 10 heat damage dealt
+ Deals area-of-effect damage within 60 meters of impact
+ Up to 20 area-of-effect damage to units in radius. Units further from the point of impact take less damage
+ 30 Area-of-effect heat damage to units in radius.
+ Always ignites terrain.
+ 60m terrain radius burned.
+ 15 burn strength.
+ 3 burn duration.
+ Max Range of Bombs increased by evasive pips of bomber. BaseRange\*(Pips^0.133)
+ Inferno Ammo - 1 Shots
+ 3000 Cbills Cost per Shot.
+ Ammunition Box can explode for 7.5 damage, 22.5 heat and 1.3 stability per remaining shot
Gear/Ammo Hellstorm

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Hellstorm

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

+ Hellstorm Ammo - 9 Shots; Needs to be in same Location as the Weapon.
+ 800 Cbills Cost per Shot.
+ Ammunition Box can explode for 17.5 damage, 9 heat and 2.5 stability per remaining shot
Gear/Ammo HVAC20

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_HVAC\_20

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 - 4 Shots
+ 500 Cbills Cost per Shot.
+ Ammunition Box can explode for 50 damage, 25 heat and 12.5 stability per remaining shot
Gear/Ammo HE Bomb x2 (Bay)

BOT PAGE || RTVer: HHR 1.4.8

# Description

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

Manufacturer: Generic

A High Explosive Bomb. 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

+ 25 damage dealt with this Ammo
+ 15 stability damage dealt
+ Deals area-of-effect damage within 60 meters of impact
+ Up to 50 area-of-effect damage to units in radius. Units further from the point of impact take less damage
+ 25 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)
+ HE Ammo - 2 Shots
+ 2500 Cbills Cost per Shot.
+ Ammunition Box can explode for 37.5 damage, 6.3 heat and 3.1 stability per remaining shot
Gear/Ammo HVAC10

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_HVAC\_10

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/10 Ammo - 8 Shots
+ 312 Cbills Cost per Shot.
+ Ammunition Box can explode for 30 damage, 15 heat and 7.5 stability per remaining shot
Gear/Adv. AMS

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_AMS\_Advanced

Manufacturer: RISC

The 'Iron Dome' Advanced Point Defense System, which is also known as APD or APDS, is an Anti-Missile System designed to protect multiple units from incoming missile fire, able to blanket the sky with a shroud of metal.

Uses AMS Ammo.

# Attributes

+ Advanced AMS Protects Teammates & Allies.
+ Can fire up to 4 times per round.
+ AMS Deals 1 Dmg to missiles.
+ 65% Missile intercept chance per shot.
+ AMS fires up to 40 shots per activation.
+ 3 Heat per activation in AMS mode.

# Weapon Stats

Category: AntiPersonnel

Type: MachineGun

SubType: MachineGun
Gear/Ammo LBX10 SLUG

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_LBX\_10\_Slug

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

+ LBX/10 Ammo - 10 Shots
+ +25% stability damage dealt
+ Munitions Range: +0Min, +30Short, +60Med, +90Long, +120Ex.
+ 300 Cbills Cost per Shot.
+ Ammunition Box can explode for 30 damage, 15 heat and 7.5 stability per remaining shot
Gear/Ammo Heavy Rifle

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Rifle\_Heavy

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

+ HeavyRifle Ammo - 6 Shots; Needs to be in same Location as the Weapon.
+ 250 Cbills Cost per Shot.
+ Ammunition Box can explode for 30 damage, 15 heat and 7.5 stability per remaining shot
Gear/AC5

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_Autocannon\_AC\_5

Manufacturer: GM

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

+ 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
Clan Burrock

Star system Homeworld | Albion

## Background

**Clan Burrock** was one of the original twenty Clans founded by Nicholas Kerensky, named for an invertebrate endemic to the planet Dagda that could borrow though solid rock. Clan Burrock was most noted for its secret affiliation with the Dark Caste, a relationship that was exposed in 3059 and led directly to that Clan's Absorption by Clan Star Adder. A number of former Burrocks attempted to resurrect their Clan within the Tanite Worlds during the Wars of Reaving; the last of these holdouts were crushed in 3074.
Gear/Ammo AC5 QS (VALU)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AC\_5\_Quicsell\_Double

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.
+ Double-size Ammo bin; 20% extra ammo per ton.
+ AC/5 Ammo - 55 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/Ammo HRAC10

# Description

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

+ Heavy Rotary AutoCannon/10 Ammo - 8 Shots
+ 325 Cbills Cost per Shot.
Gear/'Streak' SRM-4 (QS)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_SRM\_4\_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: SRM4
Gear/AC2 Defiance

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_Autocannon\_AC\_2\_Defiance

Manufacturer: Defiance

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

+ 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 Heavy Flamer Sticky

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# Description

ID: Ammo\_AmmunitionBox\_Sticky\_HeavyFlamer

Manufacturer: Generic

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

+ Burning increases target heat generation by 25%.
+ Target generates +5 heat for 2 turns.
+ Always ignites terrain.
+ 10 burn strength.
+ 3 burn duration.
+ -5 damage dealt with this Ammo
+ -10 flamer heat damage
+ Heavy Flamer Ammo - 20 Shots
+ Volatile Ammo rolls Twice to explode
+ 100 Cbills Cost per Shot.
Gear/Ammo HMG (TRC)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_MachineGun\_Heavy\_Tracer

Manufacturer: Generic

Tracer ammunition are slug-firing rounds to aid in the targeting of rapid-firing weapons. Inserted at regular intervals with regular rounds, a small amount of pyrotechnical chemical at the base of the tracer produces a bright light as it moves through the air. The glowing effect shows the path of the weapon's shots so that the firer may easily adjust their aim for maximum effect.

# Attributes

+ +1 accuracy with this weapon.
+ 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 ATM (Half)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_ATM\_Half

Manufacturer: CLAN

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 4 HP.
+ ATM Ammo - 30 Shots
+ 124 Cbills Cost per Shot.
+ Ammunition Box can explode for 5 damage, 2.5 heat and 1.3 stability per remaining shot
Gear/ATM-3 (P)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_ATM\_3\_Pirate

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 nutcase's 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 to fire all common Inner Sphere Munitions.

VOLATILE!

Uses LRM/MRM/SRM Ammo.

Firing Modes: LRM, MRM, SRM

# Attributes

+ Jury-Rigged ATMs can fire MRM, LRM or SRM ammo.
+ Weapon damage varies between +/-1
+ Weapon has a 5% jam chance - Mitigated by Gunnery
+ This weapon has a recoil of 1
+ Weapon is capable of Indirect fire with LRM Ammo.
+ Hits cluster toward same location, affected by clustering modifiers.
+ 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: LRM5
Gear/Ammo HMRM ER

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_MRM\_Heavy\_ER

Manufacturer: Generic

Extreme Range Heavy MRM Ammo utilizes more advanced flight computers and stabilizer to drastically increase their range. 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 Heat/Damage/Stability falls off to 30% of starting value at long range
+ +33% to all range brackets
+ +90 minimum range
+ Missile has 3 HP.
+ HMRM Ammo - 120 Shots
+ 66 Cbills Cost per Shot.
+ Ammunition Box can explode for 4 damage, 2 heat and 1 stability per remaining shot
Gear/Actuator Enhancement System (Quad)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Gear\_ActuatorEnhancementSystem\_Quad

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 8% of the 'Mech's total mass
+ 2 slots reserved in all Legs.
+ Modifier of +1 to Piloting: Allows exceeding maximum skill level.
+ +1 Accuracy for Kick Melee Attack.
+ +1 Accuracy for Charge Melee Attack.
+ -10% Stability damage taken
+ 20% Reduced Chance for Knockdown when firing weapons that can cause a knockdown. Effect Stacks.
+ +20% walking distance.
+ Can only be mounted on Light & Medium Mechs.
+ Can only be mounted on QuadMechs.
Gear/'Gauss' Rifle QS

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_Gauss\_Rifle\_Quicsell

Manufacturer: Quicsell

A 'Gauss' Rifle for those who can't get their hands on enough of the ever hard to find Gauss ammo, our version completely sidesteps the problem by using an AC2 round! VOLATILE!

Uses AC2 Ammo.

# Attributes

+ Gauss Rifles are high damage, long-ranged weapons with low heat. Powers Down to prevent Explosion when out of Ammo.
+ Expends 2 ammunition per shot.
+ This weapon deals full damage at point blank range, but falls off to 36% damage at its maximum range.
+ Can be used with Recoil Damper weapon attachments.
+ This weapon has an Anti-Air Factor of 10%
+ Weapon can explode for 38 damage, 22.5 heat and 8.8 stability per shot loaded when destroyed

# Weapon Stats

Category: Ballistic

Type: Gauss

SubType: Gauss
Gear/Ammo AMS (CL)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AMS\_Caseless

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

+ Ammo adds a 10% jam chance - Mitigated by Gunnery
+ +100% Heat per activation in AMS mode.
+ Caseless Ammo: Double ammunition per bin.
+ Volatile Ammo rolls Twice to explode
+ AMS Ammo - 400 Shots
+ 7 Cbills Cost per Shot.
+ Ammunition Box can explode for 0.5 damage, 0.3 heat and 0.1 stability per remaining shot
Gear/Ammo AC10 (AP)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AC\_10\_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

+ 15 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/10 Ammo - 6 Shots
+ 1200 Cbills Cost per Shot.
+ Ammunition Box can explode for 37.5 damage, 15 heat and 7.5 stability per remaining shot
Gear/Ammo ArrowIV FASCAM

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_ArrowIV\_Fascam

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.
+ 2 Primary damage. 1 AoE Damage in 33 Radius.
+ NA% reduced movement per mine
+ When on burning ground, these mines lose their IFF and Stealth (if equipped).
+ -80% damage dealt with this Ammo
+ 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/Ammo Inf Mines Bomb x2 (Bay)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Bay\_Bomb\_Mine\_Inferno\_x2

Manufacturer: Generic

Field Artillery Scatterable Mines Bomb, Inferno. 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

+ 10 heat damage dealt
+ Thunder/FASCAM munitions lay mines wherever a missile hits the ground.
+ Installs 15 mines within 15 meters of projectile impact. N/A% Chance to fail deploy.
+ 50% Chance to trigger Mines. N/A% Chance for Chain Detonation. N/A% Chance for Linked Detonation.
+ 2 Primary damage. 0 AoE Damage in 30 Radius.
+ 1 Heat damage. 2 AoE Heat Damage in 30 Radius.
+ N/A% reduced movement per mine
+ Always ignites terrain.
+ Max Range of Bombs increased by evasive pips of bomber. BaseRange\*(Pips^0.133)
+ Inferno Mine Ammo - 2 Shots
+ 7200 Cbills Cost per Shot.
+ Ammunition Box can explode for 2.5 heat per remaining shot
Gear/Ammo Guided Bomb (Bay)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Bay\_Bomb\_Guided

Manufacturer: Generic

A precision guided Bomb. 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

+ Weapon is capable of Indirect fire.
+ +30 to all range brackets
+ 2 Evasion pips ignored by this weapon.
+ +2 accuracy with this weapon.
+ 50 damage dealt with this Ammo
+ 25 stability damage dealt
+ Deals area-of-effect damage within 60 meters of impact
+ Up to 15 area-of-effect damage to units in radius. Units further from the point of impact take less damage
+ 10 Area-of-effect stability damage to units in radius.
+ Impact removes mines in a 1 hex radius.
+ Max Range of Bombs increased by evasive pips of bomber. BaseRange\*(Pips^0.133)
+ Guided Ammo - 1 Shots
+ 5000 Cbills Cost per Shot.
+ Ammunition Box can explode for 32.5 damage, 12.5 heat and 6.3 stability per remaining shot
Gear/Ammo AC10 QS (VALU)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AC\_10\_Quicsell\_Double

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.
+ Double-size Ammo bin; 20% extra ammo per ton.
+ AC/10 Ammo - 27 Shots
+ 149.99 Cbills Cost per Shot.
+ Ammunition Box can explode for 30 damage, 15 heat and 7.5 stability per remaining shot
Gear/Ammo Hyper Gauss (DBL)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Gauss\_Hyper\_Double

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 - 30 Shots
+ Inert ammo; does not cook off or explode.
+ 250 Cbills Cost per Shot.
Gear/Active Probe (C)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Gear\_Probe\_Active\_Clan

Manufacturer: CLAN

The Beagle Active Probe (BAP) is a suite of enhancement technology that, when attached to general electronic sensors, enables the equipped unit to detect and classify other battlefield units whether they are camouflaged or even shut down, with the exception of conventional infantry. The Clans never 'lost' the technology, but dispensed with the 'Beagle' surname when they polished the concept.

# Attributes

+ +25% sensor range.
+ +20% increased sight range.
+ Passive Sensor Probes: Counters ECM/Stealth by 1.
+ Bonus of 2 to sensor detection: provides additional target information.
+ Allows detection Minefields in 90m Radius. White dotted Circle.
Gear/Ammo AC10 (CL)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AC\_10\_Caseless

Manufacturer: Generic

Caseless autocannon ammunition was developed by the Federated Commonwealth to provide more ammunition. Instead of a standard metal or plastic shell casing filled with propellant, the caseless autocannon round had the propellant 'packed' around the projectile. 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/10 Ammo - 20 Shots
+ Caseless Ammo: Double ammunition per bin; 9% increased heat and jam chance.
+ Volatile Ammo rolls Twice to explode
+ 300 Cbills Cost per Shot.
+ Ammunition Box can explode for 30 damage, 15 heat and 7.5 stability per remaining shot
Gear/Ammo AMS (Half)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AMS\_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

+ AMS Ammo - 100 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 Gauss (Half)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Gauss\_Half

Manufacturer: Generic

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

# Attributes

+ Gauss Ammo - 4 Shots
+ Inert ammo; does not cook off or explode.
+ 375 Cbills Cost per Shot.
Gear/Active Probe

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Gear\_Probe\_Active

Manufacturer: Hellespont

The Active Probe (AP) is your most basic battlefield probe system, allowing a battlemech's sensors to filter out and examine a wider array of information.

# Attributes

+ +5% sensor range.
+ +10% increased sight range.
+ Passive Sensor Probes: Counters ECM/Stealth by 1.
+ Bonus of 1 to sensor detection: provides additional target information.
+ Allows detection Minefields in 60m Radius. White dotted Circle.
Gear/Ammo AC20

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AC\_20

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 - 5 Shots
+ 500 Cbills Cost per Shot.
+ Ammunition Box can explode for 50 damage, 25 heat and 12.5 stability per remaining shot
Gear/Active Camouflage

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Gear\_ArmorMod\_ActiveCamouflage

Manufacturer: Prototype

Active Camouflage Systems can be added to a existing Stealth Armour giving it Mimetic capabilities. Reserves 1 slot in every Location except the Head and requires a Stealth Armour.

# Attributes

+ Armor Modification: 1 Per Unit. Must be installed in Center Torso.
+ Provides Mimetic Stealth when Activated. Can be Added to a Stealth Armor System.
+ 35% Mimetic Stealth Visibility Reduction with 4 Charges Multiplier. Charges Decay by 1 for every 3 Hex moved.
+ Reserves 1 slots per Location except Head and CT.
+ -40% Visibility
+ +10% weapon heat generated when active.
+ +5 heat per turn when active.
+ Requires an ECM or EW system to be installed.
+ 15% Tech Point cost to repair armor
+ 20% C-Bill cost to repair armor
Gear/Ammo LBX20 SLUG (HALF)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_LBX\_20\_Slug\_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

+ +25% stability damage dealt
+ Munitions Range: +0Min, +30Short, +60Med, +90Long, +120Ex.
+ LBX/20 Ammo - 3 Shots
+ 500 Cbills Cost per Shot.
+ Ammunition Box can explode for 50 damage, 25 heat and 12.5 stability per remaining shot
Gear/Ammo Chemical Medium (Half)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Laser\_Chemical\_Medium\_Half

Manufacturer: Generic

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

+ Chemical Ammo - 15 Shots
+ 100 Cbills Cost per Shot.
+ Ammunition Box can explode for 12.5 damage, 6.3 heat and 3.1 stability per remaining shot
Gear/AC20 Defiance

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_Autocannon\_AC\_20\_Defiance

Manufacturer: Defiance

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 15% jam chance - Mitigated by Gunnery
+ 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 HMRM AX

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_MRM\_Heavy\_Acid

Manufacturer: Generic

This warhead replaces the normal explosive charge of the standard heavy medium-range missile and infuses it with Acid, melting a target's armor. 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.
+ -1 damage dealt with this Ammo
+ +80% damage dealt to armor
+ -50% damage dealt to structure
+ Missile has 3 HP.
+ HMRM Ammo - 120 Shots
+ 83 Cbills Cost per Shot.
+ Ammunition Box can explode for 3.5 damage, 1.8 heat and 0.9 stability per remaining shot
Gear/Ammo Fluid Acid

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Fluid\_Acid

Manufacturer: Generic

Pressurized Canister containing Acid for the Fluid gun, weakening a targets Armor Drastically. 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 20% more damage for 2 turns.
+ +18 damage dealt with this Ammo
+ +50% damage dealt to armor
+ -50% damage dealt to structure
+ Fluid Ammo - 20 Shots
+ 250 Cbills Cost per Shot.
+ Ammunition Box can explode for 10 damage, 5 heat and 2.5 stability per remaining shot
Gear/AC10 (P)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_Autocannon\_AC\_10\_Pirate

Manufacturer: Western

Someone carved X's and O's all over the barrel of this poor AC/10 and then let rust set in. I tried to wash the scum off of it and it looked like it was bleeding. I'd suggest you send it out the air lock.

# Attributes

+ This weapon has a recoil of 4
+ 1 Evasion pips ignored by this weapon.
+ +1 accuracy with this weapon.
+ Weapon damage varies between +/-20
+ Weapon has a jam chance of Recoil X 5 - Mitigated by Gunnery and Recoil Reduction
+ Autocannons are ballistic weapons with multiple ammo types.
+ This weapon has an Anti-Air Factor of 15%

# Weapon Stats

Category: Ballistic

Type: Autocannon

SubType: AC10
Gear/ATM-6 (P)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_ATM\_6\_Pirate

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 nutcase's 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 to fire all common Inner Sphere Munitions.

VOLATILE!

Uses LRM/MRM/SRM Ammo.

Firing Modes: LRM, MRM, SRM

# Attributes

+ Jury-Rigged ATMs can fire MRM, LRM or SRM ammo.
+ Weapon damage varies between +/-1
+ Weapon has a 5% jam chance - Mitigated by Gunnery
+ This weapon has a recoil of 2
+ Weapon is capable of Indirect fire with LRM Ammo.
+ Hits cluster toward same location, affected by clustering modifiers.
+ 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: LRM10
Gear/Ammo Flamer Sticky

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Flamer\_Heavy\_Sticky

Manufacturer: Generic

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

+ Burning increases target heat generation by 25%.
+ Target generates +5 heat for 2 turns.
+ Always ignites terrain.
+ 10 burn strength.
+ 3 burn duration.
+ -5 damage dealt with this Ammo
+ -10 flamer heat damage
+ HeavyFlamer Ammo - 20 Shots
+ Volatile Ammo rolls Twice to explode
+ 100 Cbills Cost per Shot.
+ Ammunition Box can explode for 2.5 damage, 1.3 heat and 0.6 stability per remaining shot
Gear/AMS Flare

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: BoltOn\_Weapon\_AMS\_Flare

Manufacturer: QuicSell

These Flare Launchers are an Automatic Anti-Missile-System firing a cloud of small explosive warheads with chaff at any incoming missile trying to destroy it or disorient its guidance.5 SALVOS **VOLATILE!**

**Attributes
==========****| Tonnage
+ Anti-Missile Missile System, fires at incoming missiles in range once every 10 meters.
+ Can fire up to 2 times per round.
+ AMS Deals 5 Dmg to missiles.
+ 80% Missile intercept chance per shot.
+ AMS fires up to 10 shots per activation.
+ Weapon carries 50 shots.
+ +2% Visibility
+ +2% sensor signature.
+ 250 Cbills Cost per Shot.****Weapon Stats
============**Category: Special

Type: LRM

SubType: LRM5

**Used By Mechs

**Item Salvage Rules
==================**Item can be salvaged by player: Yes
Gear/AA iATM Rack (WM)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_WingMount\_AAiATM\_12\_x3

Manufacturer: Clan

3 SHOTS! VOLATILE!

# Attributes

+ Wing Mounted ordinance requires 1.5 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 Damage dealt directly to Internals, always rolls for a Crit.
+ Up to 4 area-of-effect damage to units in radius. Units further from the point of impact take less damage
+ Deals area-of-effect damage within 30 meters of impact
+ Accuracy with weapons against VTOL.
+ +4 Accuracy with weapons against their Unit Types.
+ Accuracy with weapons against Ground Units.
+ -8 Accuracy with weapons against their Unit Types.
+ Missile has 6 HP.
+ -33% chance to to be shot down by AMS.
+ Eject this weapon with CTRL+Click on Ammo panel. Removes Passive Effects, Unblocks Location & Dumps Ammo.
+ Weapon carries 3 salvos.
+ 250 Cbills Cost per Shot.

# Weapon Stats

Category: WingMountedWeapon

Type: SRM

SubType: SRM2
Gear/Ammo LBX20 CLUSTER (HALF)

BOT PAGE || RTVer: HHR 1.4.8

# Description

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

+ +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 - 3 Shots
+ 850 Cbills Cost per Shot.
+ Ammunition Box can explode for 50 damage, 25 heat and 12.5 stability per remaining shot
Gear/Ammo LBX10 CLUSTER

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_LBX\_10\_Cluster

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 90 meters.
+ Hits cluster toward same location, affected by clustering modifiers.
+ Accuracy with weapons against VTOL.
+ +2 Accuracy with weapons against their Unit Types.
+ LBX/10 Ammo - 10 Shots
+ 500 Cbills Cost per Shot.
+ Ammunition Box can explode for 30 damage, 15 heat and 7.5 stability per remaining shot
Gear/Acid Spit

Weapon\_Xenorauder\_AcidSpit

# WARNING

YOU ARE ATTEMPTING TO ACCESS CLASSIFIED INFORMATION.

```
This item or unit has been marked as restricted (not directly for player use) or spoiler by the Developers.

If you feel this was done in error, open a ticket on Discord.

```

# Item Salvage Rules

Item can be salvaged by player: No
Item salvages into: Gear/Fluid Gun (2)
Gear/Ammo Fluid Paint

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Fluid\_Paint

Manufacturer: Generic

Pressurized Canister containing Magnetized Paint for the Fluid gun, impairing a Targets Vision and Accuracy and covering it in high visibility paint. 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 suffers -80% to sight, -2 accuracy and +25% visibility for 3 turns
+ Fluid Ammo - 20 Shots
+ 50 Cbills Cost per Shot.
+ Ammunition Box can explode for 1 damage, 0.5 heat and 0.3 stability per remaining shot
Gear/AC10 Imperator

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_Autocannon\_AC\_10\_Imperator

Manufacturer: Imperator

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 8% jam chance - Mitigated by Gunnery
+ Rapid Fire can fire twice with 20% Chance to Misfire and Damage itself.
+ Can be used with Recoil Damper weapon attachments.
+ This weapon has an Anti-Air Factor of 20%
+ Autocannons are ballistic weapons with multiple ammo types.

# Weapon Stats

Category: Ballistic

Type: Autocannon

SubType: AC10
Gear/Ammo ATM ER

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_ATM\_ER

Manufacturer: CLAN

Extreme Range ATM Ammo utilizes more advanced flight computers and stabilizer to drastically increase their range. 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

+ -3 Advanced Tactical Missile damage
+ -1 stability damage dealt
+ +90% to all range brackets
+ Missile has 4 HP.
+ ATM Ammo - 60 Shots
+ 124 Cbills Cost per Shot.
+ Ammunition Box can explode for 3.5 damage, 1.8 heat and 0.9 stability per remaining shot