recursal/Fanatic-Fandom huggingface dataset:
Free Commerce States

The **Free Commerce States** or **FCS** are a collection of spinners in the L5 Orbital Pattern that have banded together mostly as a free trade and mutual defense association. Originally, all of the spinners in the L5 Region were members, but in 134NT both the the L5 Alliance and the Rishiri Dominion broke away from the FCS and now operate independently.

## History

Originally all the spinners in the L5 Region were part of the Free Commerce States. Although there were many reasons for the split, the precipitating event was the destruction of Crihna Rock by Rishiri Spinner and Aegis Overlord in 134NT. This action was seen by the governments of Maquise Spinner and Brandor Spinner as destabilizing the region. In the aftermath the surviving Blades of Crihna pirates rampaged through space, severely affecting trade between the colonies.

## Members

* Kosaka Spinner, the capital of the FCS.
* Emerald Spinner, an interplanetary banking center.
* Gaos Spinner, a popular holiday destination in the L5 region.
* Tohru Spinner, an industrial station close to the dusty ring.
* Xianzai Spinner, a major trading hub between the L5 colonies, Earth, Luna, and beyond.

Technically, the spinners of the L5 Alliance and the Rishiri Dominion are still members of the FCS. However, they are represented at Kosaka Spinner by their respective governments.
Mecha:Harkney

Price | $720463

*A heavy support dreadnought used by the Blades of Crihna.*

The Harkney is a heavy support dreadnought used by the Blades of Crihna pirates. Like most Crihna mecha, it’s built from repurposed civilian technology- in this case, a freighting towboat. Despite its fearsome appearance the Harkney is relatively fragile. Thanks to its long range firepower, though, this should rarely be a problem.

The Harkney’s main weapon is a 500mm roundshot cannon. This gun is capable of ripping most battroids in half with a single volley, and those it doesn’t destroy outright will likely be crippled. Other weapons include an intercept laser, a particle cannon, eight Hurricane missiles, sixteen Clever Parrot missiles, and thirty two Incendiary missiles.

This mecha is protected by a class 4 ECM system. Although this is better than the ECM typically found on pirate mecha, it does little to offset the Harkney’s poor maneuverability and unimpressive speed. Fire control is provided by a class 2 targeting computer dubbed “The White Whale”.

Its typical role in battle will be to sit back and provide fire support so the lighter pirate mecha can close with the enemy. Its missiles are capable of disabling a lance of convoy guards quickly, while its main cannon can easily immobilize a target freighter.
Mecha:Corsair

Price | $331542

This is usually the first mecha acquired in GH1. Getting the Tutorial from Quentin Rood, a shopkeeper in Hogye. Successful progress through the tutorial will lead to the player being given a Corsair and some basic instruction in its use.

## In Combat

The Corsair is a starting mecha, which can defeat low PV enemies without bigger problems.

The Rocket Launcher can destroy Strongarms, Vespas, Doom Buggies, Rovers with one shot. It is also useful against the Badger or Swan.

The Laser Cannon is effective against Ultari, BuruBuru, Claymore and others mentioned above.
Maquise Spinner

Maquise Spinner is a spinner-type space colony in the L5 Orbital Pattern. It is the capital city of the L5 Alliance and home of Comet Metalworks. Approximately 18 million people live here.

The primary industry is mecha manufacturing.

## History

Maquise Spinner was one of the first new colonies built during the Exodus. Unlike previous colonies built during the Age of Superpowers, these new colonies were designed to house large civilian populations perminantly. Maquise Spinner was to be an enormous project, measuring 80km long by 12km wide. Construction began in NT8. The first colonists arrived in NT17, though the station would not be entirely completed until NT31.

Following this initial period of expansion there was no further need for such large colony cylinders. Most newer colonies are much smaller than those built during this "golden age of colonization".

## Places of note

Privateer's Club

* 1 stuff dealer (sells high end gear)
* 1 mechanic
* Mullins, Arena manager
* 1 Mech dealer

Maquise Spaceport

* 1 Cook
* 1 Mechanic
* 1 Ticket Agent
* Airlock
* 1 locked door

Maquise Hospital

* 1 cyberdoc
* 1 doctor

Alliance Plaza

* trainer, may offer freelancers L5 faction

Comet Tower

* 1 Locked room, leading to Comet Factory level
* Human Resources Manager, may offer freelancers Comet Metalworks faction
* 3 stuff dealers

Maquise Service Depot

* 1 mechanic
* 1 locked room

Maquise Shopping Centre

* 1 electronics dealer
* 1 mech dealer
* 1 armour dealer
* 1 stuff dealer
* 1 cook
* 1 arms dealer
Links

## Useful links

* GearHead homepage & blog
* GH1 at GitHub
* GH2 at GitHub
* Dungeon Monkey Eternal at GitHub
* GearHead at tvtropes
* GH1 International Version/Japanese Translation
* Polar Bear Comix
* Archived version of old wiki
* Archived version of old discussion forums
* Archived version of old homepage
* Ancient-but-still-functional discussion board hosted at Yahoo! Groups
* Japanese Wiki (Google Translation)
* Fansite with alternate artwork by Michael Horvath
* 32-bit graphics fork of GH1 v1.100 at GitHub
* GearHead Linux, FreeBSD and Mac OS X binaries by Michalis Kamburelis
Mecha:Thorshammer

Price | $608542 THD-35$755042 THD-36

*The **Thorshammer** is the RegEx Corporation's most popular mecha design.*

Large and armored, the Thorshammer with its Flame Cannon and Laser Cannons is deadly at close range. However, its Laser Cannons have had their range and rate of fire reduced, making them less useful than most mecha pilots would like.

Vikki uses the Thorshammer, unless you recruit her and give her another mecha yourself.

## Modding Tips

The low MV and TR can be greatly improved by uninstalling the Laser Cannons from the body, equippping them in the hands and mount points, and getting rid of the artillery weapons.  This leaves you with a -1 MV and -1 TR mecha capable of adding one more gun or possibly some armor or shields.  The drawback is the reduced range of the Laser Cannons, but with some Arc Jets and Overchargers you can get close to the enemy quickly and get into range; improving the sensors would also help to locate where the enemies are and know where you should dash into..
Kist

**Kist** is a Dead Zone city ruled by the Bone Devils. May conceivably once have been the Korea Institute for Science and Technology (KIST).

## Buildings

* General Store with mecha and personal-scale goods and services. Not all goods and services may be available, depending on shopkeeper relationship with the PC and whether the bandits have been driven out. However even when visiting Kist for the first time, the shopkeeper will still buy back goods, important because it is easy to end up with a big pile of personal-scale armor and weapons from fighting with the bandits when entering town.

* Kist Hospital

## Unique Quests and Opportunities

* There is a group which intends to overthrow the Bone Devils.
* There is a PreZero ruin underneath Kist in which one can find an Argoseyer if one has the proper items. (Crystal Disk, Fuel Rod)
Mecha:Zwar

Price | $3735737

*A heavy weapons battroid used during the unification war. In modern times it has been superseded by the Chimentero.*

The Zwar was originally created during the Unification War. Aegis commanders needed a heavy support mecha for immediate use. Two separate research projects, one for a heavy battroid and the other for an artillery arachnoid, were merged in the hope that there would be enough good parts between them to construct a single effective mecha. The Zwar was the result.

From the beginning pilots hated its appearance. The engineers decided to install only one arm to cut down on materials. Mechanics also hated this design; the plasma weapons are integrated with the engine, leaving little room for modification. Unfortunately for them, at the time of its introduction the Zwar was the only destroyer available to Aegis commanders.

The power and high rate of fire of the quad cannon did make up for a few of the Zwar's shortcomings. A number of aces even took it as their mecha of choice. Soon, though, the Chimentero was introduced and the Zwar was relegated to a rear line unit.
List of armor

This is a list of all the **armor** components that can be obtained in GearHead.

*This list is grossly incomplete.*
## Personal scale armor

Personal scale armor usually come in *sets* of similar armor
covering the whole body. Such a set consists of armor for two legs, two
arms, one body, and optionally one head. In GearHead 1 one has to hunt for individual pieces in stores to complete a set, while GearHead 2 stores might stock complete sets as well as an *a la carte* selection.

### GearHead 2

**S**: Sealed

**H**: Hardened
Mecha

**"Mecha"** is a catch-all term for vehicles in GearHead. As well as the traditional giant fighting robots it also covers ground vehicles and aircraft.

## By type

* GearHead 1
* GearHead 2

## By point value

* GearHead 1
* GearHead 2

## By name

* GearHead 1
* GearHead 2

## By faction

* GearHead 1
* GearHead 2

## See also

* Parts of a mecha
* Theme mecha designs
* Model credits
* Mecha stats table
List of GearHead 1 Mecha by Point Value

There are a total of 79 different mecha designs in GearHead 1: Arena. Here is a list of them grouped by Scale Factor and ranked by their Point Values for easy reference.

Note: There are significant differences between GearHead 1 and GearHead 2 and the Point Value of a Mecha in GearHead 1 will not necessarily match that of its counterpart in GearHead 2 and vice versa.
List of GearHead 2 Mecha by Faction

## Aegis Overlord

* AEF Luna II
* AEF-04 Zwar
* AET-52 Gigas
* BLB-01c BlueBird
* CHA-02 Chameleon
* CHA-02q Star Chameleon
* CHR-3L Chimentero

## Blades of Crihna

* Crihna Gorilla
* Crihna Harkney
* Crihna Kraken
* Crihna Skull
* MWC-30 Dao Deoji

## Comet Metalworks

* CMS-04 Ramuh
* CRN-1C Crown
* KOR-15 Galah
* KOR-15b Sheriff Galah
* KOR-55g Argos
* RIG-01 Zero Savin
* RIG-02 Overkill Savin
* RIG-03 Reaper Savin
* RIG-04 Fortress Savin
* RIG-05 Dragon Savin
* TR9-02 Trailblazer

## General

* CBG-87b Ice Wind
* CBG-88d Ice Wind
* GCF-2 Mebsy
* GCF-2d Strike Mebsy
* H-15 Picaro
* HL-401 Dora
* HMC-6 Wolfram
* LCA-1S Puma
* MCI-74 Neko
* SAN-X12 Assault Buru Buru
* SAN-X8c5 Mason Buru Buru
* SAN-X8f Buru Buru
* SAN-X9 Buru Buru
* SAN-X9c Urban Buru Buru
* SAN-X9cb Crossbones Buru Buru
* SAN-X9g Heavyfoot Buru Buru
* SAN-X9r5 Gunner Buru Buru
* ZLK-3 Corraich

## Hoeller Industries

* H-10 War Cry
* HY-2 Atgeir
* SAN-H2b Eyre
* SD-620 Shard
* SDR-2A Cogan
* ZAM-99 Roc

## MUGL Enterprises

* KC-1 Eggman
* MA-073 Tauner
* MB-06 Largo
* MMS-02 Green Pixie
* MOG-07 Haiho

## Pro Duelist Association

* A7800 Joust
* AD28 Custom Vadel
* CNA-15 Century
* OVK-677 Ovaknight
* RIG-03a2 Gladius
* RM-3 Secutor
* SAN-X12e Devil Buru Buru

## Red Mask Raiders

* RMA-01 Gaunt
* RMR-?? Bargol

## RegEx Corporation

* SAN-D1 Daum
* THD-36 Thorshammer
* WR-106 Wraith

## Silver Knights

* KSM-01b Ramstein
* SAN-X9sk StarWarrior Buru Buru

## Notes

1 Empty faction brackets. Possibly a bug.

2 Not sure what this means.
Gearhead RPG Wikia

*GearHead* and *GearHead 2* are two futuristic roguelike games, created by Joseph Hewitt. *GearHead 1* is the first roguelike to explore the world of "mecha" (giant robots). Lots of futuristic jobs and skills (mecha pilot, medic, etc.) are available, as well as piloting those mecha. A sequel, creatively named *GearHead 2*, is in the making, though the developer is currently focusing on another sequel *GearHead Caramel* with greatly different mechanics.

Most topics on this Wiki are about the first *GearHead* game.

## About this wiki

Welcome to the recreation of the *GearHead* Wiki! Feel free to register and submit content. All kinds of *GearHead* related information/materials are welcome. The *GearHead* Wiki is administrated by Veryinky and was originally administered by Kornel Kisielewicz with sysops named Burzmali and Erathoniel.

## Topics

* Guides — getting started, tips and tricks, game mechanics, plot spoilers
* Mecha, NPCs & Creatures — descriptions of the various mecha, NPC classes and monsters in the game
* People, Places & Factions — people and places in the GH universe
* Personal-Scale & Mecha Equipment — weapons, armor and other types of items
* Stats, Skills, Talents, Traits & Careers — character attributes
* Effects & Terrain — special effects and terrain types
* Timeline — chronicles of *GearHead* universe history
* Development — information on GH1 and GH2 development
* Links — links to *GearHead*-related sites, homepages, etc.
Guides:Mecha Repair

First off you need the Mecha Repair skill. For your repairs to yield decent results you will need about 4 points in the skill.

Secondly, you need a reasonable Craft and Ego stat (at least 10) as this will give you more Mental Points (more on this later) and repair results.

Thirdly, you will need "Repair Fuel". This can be bought from
most shops in the form of an item, like the "Mecha Repair Kit" --
capable of repairing 3,000 DP of damage and more than enough for you. Buy 2 of them and put one in your mecha.

The use of Mecha Repair will quickly drain your Mental Points
making it impossible for you to continue. You could just rest a few
hours or invest ranks in the Concentration
 skill. Once you get around the 5 rank mark (start off at around 3 as
frequent repair jobs will do the rest) you should be able to repair most
 non critical damage to a mecha.

The best part is you get a decent amount of XP from it.

BONUS FEATURE: If you have 5 ranks or more in Mecha Repair then you are eligible to buy the Tech Vulture
 feat which means that at the end of a battle that awards salvage you
have the opportunity to make a Mecha Repair roll to basically cut off a
part of an enemy Mecha and take it home with you. Every single component
 except the Body is affected by this and it really makes Mecha Engineering quite fun.

I for one have a modified Corsair
 with 4 legs, 2 arms, mounting points instead of hands (just as light,
can hold movement systems as well), 2 swords, 2 plasma rifles, 1 Phase
Cannon (yeah baby!), 2 heavy missile launchers (As in Garajiaja) and a
Flame Cannon.

Trust me. Mecha Engineering is one of (if not) the best skills in the game!
Mecha:Condor

Price | $329131

At one time the Condor was the Solar Navy's main aerial battroid. Recently however they have been searching for a more capable mecha to replace their aging fleet.

## Stats

 Weapons
 Systems

## Concept art

Render condor wip.jpgGh comparison condor.jpg
## Modding Tips

The Condor has a reasonable -2 MV and -2 TR for a flying mecha, but removing one of its arms (which don't have any weapons or jets anyway) lightens it enough to get -1 MV and -1 TR, and lets you add a few more jets for faster flight. The Condor has 4 mount points so the loss of an arm is minimal; the Class 4 engine limits you to equipping only 18.5t of weapons, which the 4 mount points and the remaining hand can achieve, plus you want a helmet to protect the cockpit, so the mount points can be enough without further modifiction.
Hwang-Sa Faction

*(This page covers the faction. For the location of the same name, see here.)*

The **Hwang-Sa Temple** faction specializes in Mysticism, Martial Arts and searching for PreZero artifacts.

## Joining

Successfully meditate at the **Shrine of Ascension** twice to be transported to the Proving Grounds alone. Search through rooms and passages with medium-difficulty enemies like fire penguins, and acquire the Mark of the Phoenix. Then find the stairs back up.

Afterwards, talk to Kaema, who will allow non-Villainous PCs to quit any current faction and join the Hwang-Sa Temple.

## Rewards

On joining, the PC will receive a Scylla and 500 XP. After that, each promotion will result in 100 XP and Martial Arts increased by 1. If the PC has not had enough faction experience for a full promotion, a $50000 cash reward will be given instead. *(Editor's note: The circumstances of the cash reward need to be clarified.)* At the minimum you seem to need to attain a Spirituality proportional to the promotion level you earn, in order to gain the Martial Arts increase.

Faction experience can be gained by meditating at elemental shrines and going on quests such as item searches.

Ranks are named as follows. The actual rank and name of the new Martial Arts move learned do not seem to make any difference; each promotion has the same stat increases. It's possible to continue advancing beyond the last listed rank, in which case you will still get 100 XP and Martial Arts increased by 1. This is arguably better than the other factions, which only give a flat 500,000 dollar reward for above-rank service, since the Martial Arts skill will require greater and greater effort to advance.

* Neophyte
* Initiate
* Devotee
* Adept
* Master of the Four Winds
* Master of the World Tree
* Master of the Silver Waves
* Master of the Dragon's Flame
* Master of the Sun and Moon
Mecha:Razer

Price | $184828 TR-92$215796 TR-92-C Hitman$238924 TR-93 XS

The Razer is a light bipedal walking tank. Three variants are available that differ only in what weapon system is used in Razer's paired weapons array.

## Variants

### TR-92 Razer

The original TR-92 has a pair of Machine Guns that pose little threat to large, armored opponents, but they work well enough against light mecha and powered armor.

 Weapons

### TR-92-C Hitman Razer

The TR-92-C Hitman variant exchanges the machine guns for a more heavy hitting pair of Rocket Launchers. As the name implies, the Hitman is not ideal for facing multiple opponents, as it has an extremely limited supply of rockets.

 Weapons

### TR-93 XS Razer

The TR-93 XS is an improvement over the previous two models, featuring a pair of Pulse Lasers that are much more accurate and have twice the range of the older model's machine guns while having no ammunition constraints.

 Weapons
Mecha Gunnery

### GearHead 1

The **Mecha Gunnery** skill reflects your character's ability to accurately aim ranged mecha weapons with a DC of 10 or less. It is linked to the Reflexes attribute.

### GearHead 2

Mecha Gunnery covers all ranged weapons, except those that are thrown.

### GearHead Caramel

Like GearHead 2 this covers all ranged weapons. The Mecha Artillery skill has been merged with Mecha Gunnery and all ranged Mecha-scale weapons, including missiles and rockets, use this skill.
Mecha:Haiho

Price | $246165

MUGL Enterprises wasn't always known for its mecha division- this corporation rose to prominence largely on the strengths of its lifestyle goods and character marketing divisions. When the advanced robotics team was given the chance to design an asteroid mining battroid, they jumped at the chance. It was hoped that this mecha would allow them to finally be taken seriously.

The Haiho is quite small for an industrial mek, but its heavy myomers provide with with more strength than a regular battroid twice its size. It comes equipped with a rocket-driven hammer, a mining laser, and flight jets. The design was popular with mining companies who appreciated its low cost and easy maintenance.

The design was also popular with cavaliers- especially those in the 16 to 22 age range who were likely to also be customers of MUGL's character goods. The marketing department made sure that the mecha retained the "chubby cuteness" that MUGL is famous for. It became common for young female mecha pilots to paint the words "100 Tons" on the side of the rocket hammer.

The "cuteness" of the Haiho is a case of form following function. The large round plate at the front of the body is a mining shield, and the roundness of the limbs is partially because of the bulk of the heavy myomer muscles. Following the success of this project the advanced robotics team had their budget doubled and went on to produce several more successful mecha.
List of GearHead 1 Mecha by Name

* Alba
* Anubis1
* Aranos
* Argoseyer1
* Badger
* Buru Buru
	+ SAN-X9 Buru Buru
	+ SAN-X9b Armored Buru Buru
	+ SAN-X9c Urban Buru Buru
	+ SAN-X9d Nova Storm Buru Buru
	+ SAN-X9e Phalanx Buru Buru
	+ SAN-X9g HeavyFoot Buru Buru
	+ SAN-X12 Assault Buru Buru
* Century
* Chameleon
* Chimentero
* Claymore
* Condor
* Corsair
* Daum
* Domino
* Doom Buggy
* Esher
* Excalibur4
* Excel
* Fenris
* Gigas
* Gladius1
* Gobuksan
* Hariseng
* Harpy
* Heavy Transport2
* Ice Wind
* Jos
* Joust
* Kojedo
* Longman
* Luna II
* Maanji
* Monstrous
* Musketeer
* Neko
* Nighthawk3
* Osprey
* Ovaknight
* Petrach
* Phoenix
* Puma
* Queztal
* Radcliff
* Razer
* Renegade
* Rover
* Savin
	+ RIG-01 Zero Savin
	+ RIG-02 Overkill Savin
	+ RIG-03 Reaper Savin
	+ RIG-04 Fortress Savin
	+ RIG-05 Dragon Savin
* Scylla
* Strongarm
* Swan
* Thorshammer
* Trailblazer
* Truck2
* Ultari
* Vadel
* Vespa
* Wasp
* Wolfram
* Wraith
* Zerosaiko

## Notes

1 Mecha is unique, only one will be created per game.

2 Mecha is not usable by the PC.

3 Mecha is only mentioned in the flavor text.

4 Model was created by Joseph but mecha is not mentioned elsewhere.
Mecha Sporch

Mecha Sporch is the name of a small, local mecha arena located in Hogye. Of the four mecha tournaments in the world of GearHead 1, it is the smallest and the easiest.

## First Mecha

When you start out in Hogye, you will need a mecha. The Rover provided by Doctor Kim is not very arena-worthy and even the Hogye Mines may be risky to enter at this point. However, the organizer at Mecha Sporch will gladly provide you a mecha from the arena showroom if you can answer three questions by Vikki Shingo. You will need to have learnt the Mecha Artillery, Mecha Fighting and Mecha Piloting skills to a decent level (3) to be able to answer all the questions in the quiz. This mecha is either a Puma or a Joust.

## Renown Boost

Because of the relative ease of the tournament, winning matches here is an easy way to bolster your renown. Winning also provides a general morale boost.

## Matches

Most of the time, matches will be against Scale Factor (SF) 1 opponents. Since the majority of mecha (and thus weapons) that the player will use are SF2, you may have difficulty striking your opponent without using explosive missiles or regular weapons with a positive accuracy bonus. Thus it may be wise to obtain a few SF1 weapons, like Mech Cannons and Light Autocannons, and installing them into your mecha for use against these opponents.

That said, scale factor 1 mecha piloted by the simple AI of GearHead 1 poses little threat to your scale factor 2 mecha towering over them. Feel free to spend as much time as you like swinging your mecha's arms and legs to crush your opponent if ammunition is short, or your mecha is overheating from overuse of energy weapons.

You will need to win ten matches (losses don't count except against your renown, and your wallet) to be crowned a Mecha Sporch champion, to receive the grand prize of a random Buru Buru variant, and to enter Robot Warriors in Downtown Snake Lake (after winning in the Warhammer Arena and the Colosseum as well).

## Recruiting Vikki

After winning the above ten matches in Mecha Sporch, Vikki Shingo can be recruited as one of your lancemates.
Mounts (Mnt)

A **mount** is a mecha
 component which allows other components to be attached to the mecha
externally. Most mecha are manufactured with a few mounts; otherwise,
you may install salvaged mounts onto a mecha, with some restrictions
(you cannot install more than one mount into a limb, for example). Up to
 one weapon, and one propulsion system or overcharger can all be attached to a single mount. (In GearHead 2, mounts may only house a single weapon at present.)

Mounting components makes retrofitting your mecha for speed and
lethality much easier. Equipping and dropping components never damages
them and does not use up any Me, unlike actually installing and removing them in the mecha chassis using the Mecha Engineering skill. Mounted components also carry a smaller MV
 penalty than installed ones of the same mass. The downside is that the
mount itself takes up mass, so mounts are generally much more useful
when they are used to mount heavy components that would not fit nicely
in the mecha otherwise. To illustrate the tradeoff, one may choose to
mount a 5-ton laser cannon and install a half-ton nova sword.

In combat, mounted ammunition packs are less likely to
catastrophically explode when destroyed; the attack needs an additional
point of penetration
 compared to ammunition for installed weapons. In the worst of
emergencies, when your main weapon arm is blown off, you can also just
swap the weapon to a mount on another module; this takes several seconds
 but may save a lost battle. Installed weapons cannot be salvaged in
this way. On the other hand, mounts themselves do not have much DP, so you could expect to have your mounted weapons disabled more often.
The number of mounts on a mecha are displayed as **Mnt:** under the "Tech Stats" menu in shops and under the Headquarters (uppercase **H**) menu. They go by many names; they can be named **weapon mounts**, **body mounts** , or **arm mounts**, and given a right/left designation; the Wolfram, in fact, calls them **hardpoints**. However, they all weigh half a ton, can take 25 points of damage (for SF:1 mecha the mass and DP are of course scaled down by 5), and are essentially the same.
Mecha:Ultari

Price | $64341 F-model$127019 P-model$278814 K-model

The Utari is an old medium tank that was produced in large quantities. In the current day, it is no match against modern tanks or even most mecha. There have been attempts to extend the useful life of this design by replacing its main gun with more advanced weapon systems, but this is largely a wasted effort.

## Stats

### ULT-16k Ultari

 Weapons
 Systems
Flirtation

Along with Conversation this skill can be used to rapidly convert NPCs of the opposite gender into liking your character a great deal. As of v1.300, however, Flirtation now works differently, as the gender and romance mechanics have been changed and is no longer strictly binary and heteronormative (and bisexuality is no longer treated as a superpower).
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.

### GearHead Caramel

Mecha Fighting and Mecha Weapons have been merged into the single skill **Mecha Fighting**. It now covers mecha-scale shield blocking, mecha-scale weapons parrying, attacking with mecha-scale melee weapons, and attacking with mecha limbs.
List of characters from Mischa's Story

The following is a list of character from the GearHead story arc that was included in Joseph Hewitt's webcomic Ataraxia Theatre titled Mischa's Story. According to Joseph, the events that occurred during the story are a canonical part of the GearHead universe, but as of the release of GearHead 2 v0.520, none of the events or characters have appeared in the games.

## Main characters

Mischa Admoni
Bounty hunter, socialite, the protagonist of the story
Blood Ace
Red Raiders pirate lord who is being hunted by Mischa for the bounty on his head
Bjorn
Mischa's robot sidekick
Tama Smitt
Mecha pilot and cavalier hopeful from Cayley Rock, wannabe sidekick to Mischa
## Supporting characters

Aileen
Pirate trader based on Cayley Rock
Aizek
Space pirate associate of Blood Ace
Allie
Member of the Blades of Crihna stationed on Cayley Rock
Kolo
Petty criminal and acquaintance of Mischa
Sonata
Cayley rock cavalier, one of Mischa's rivals
Tai
Rock legend, former member of Love Magnet
Vendi Veers
Reporter for the Style Up Network
Gavin Smitt
Tama's older brother
Mecha:Claymore

Price | $127334

*The Claymore is one of the oldest battroid mecha designs, dating from the Age of Superpowers. Though completely obsolete new Claymores are still being produced in DeadZone workshops.*

This was the first Multi-Purpose Battlesuit put into general production. The flexibility offered by its hands and humanoid form offered great advantages over the Esher and Nighthawk mecha which were popular at the time.

## Stats

 Weapons
 Systems
Green Zone

After the Night of Fire, some land areas on Earth revived very quickly and allowed human civilization to flourish; these areas are called the **Green Zone**. The Federated Territories regulates and maintains many cities in the Green Zone. It is thought that certain green zones are the result of genetic contamination from PreZero biotech research.

## Places in the Green Zone

**Inhabitations**

* Hogye, a former mining town and currently a small farming village
* Snake Lake, a bustling city and the seat of FedTer government
* Ipshil, a modern nightlife city
* Wujung, a historical and institutional city
* Gyori, a small industrial city home to Kettel factories
* Namok, another large city, which houses a spaceport
* Pirate's Point, a rowdy harbour town
* Mauna, a resort town

**Other locations**

* Nara Ruins, the ruins of Nara village
* Calmegie Research Station, reached from a cave outside Hogye
* A deep cave outside Namok which is home to the Water Shrine
Mecha:Ovaknight

Price | $8072817 GH1$5340515 GH2

The Federation Defense Force's heavy artillery mecha. The OvaKnight is constructed around a light spaceship engine which powers its devastating core cannon. Unlike most battroids it has a head-mounted cockpit.

## Stats

#### GH1

 Weapons
 Systems

#### GH2

 Weapons
 Systems

## Concept art

Concept ovaknight.jpgMecha Ovaknight.gifPoster ovaknight.jpgGh comparison ovaknight.jpg
## Tips

Ovaknights are good targets for capturing, not to strip them of their components or to use, but to sell. The Plasma Core Cannon is integral to the Ovaknight, so its high Gyro level is wasted lugging around that slow, heavy cannon. The Plasma Core Cannon is overpriced, however, and with a good relationship with any mechanic you can sell a captured Ovaknight for slightly less than 2 million. That would be enough for you to buy one of the cheaper Savin variants. Do remember to take the Class 8 Body Armor and remove the lousy weapons encrusting it before you sell; it's the lightest Class 8 Body Armor at 2.0t. The Class 3 Leg Armors are also quite light at 0.5t apiece; of course they are only Class 3 but if you're willing to lose armor to get some MV, the six on a single Ovaknight should bee more than enough for all your tinkering needs.
Mecha:Cogan

Price | $616474

*A variable fighter built by Hoeller Industries for the Rocket Stars.*

The **Cogan** is a mid-grade mech which can transform from a fairly typical Battroid configuration to a high-speed Aerofighter, and vice versa, on demand. This feature is significantly impressive and a major selling point for pilots who like to look good when they fight, such as Rocket Stars and the occasional arena fighter.

However, the intricate nature of the transformation system leaves comparatively little room for customizing the mech, as opposed to other designs. Further, the Intercept Laser and Plasma Cannon are integral to the design and cannot be removed during aftermarket customization. Finally, the Aerofighter form's poor maneuverability makes that form of the Cogan significantly more vulnerable in space combat, where altitude becomes a non-factor. Thus, the Cogan is best suited for ground-based pilots who want to just jump in and go.

## Stats

**Battroid:**

 -2
 Weapons
 Systems

**Aerofighter:**

 -8
 Weapons
 Systems
List of GearHead 2 Mecha by Type

# Aerofighters

* Cogan
* Corraich
* Gigas
* Kraken
* Shard
* Wraith

# Battroids

* Argos
* Atgeir
* Bargol
* Buru Buru
	+ SAN-X8c5 Mason Buru Buru
	+ SAN-X8f Buru Buru
	+ SAN-X9 Buru Buru
	+ SAN-X9c Urban Buru Buru
	+ SAN-X9cb Crossbones Buru Buru
	+ SAN-X9g Heavyfoot Buru Buru
	+ SAN-X9r5 Gunner Buru Buru
	+ SAN-X9sk StarWarrior Buru Buru
	+ SAN-X12 Assault Buru Buru
	+ SAN-X12e Devil Buru Buru
* Century
* Chameleon
* Chimentero
* Cogan
* Crown
* Daum
* Eggman
* Eyre
* Galah
	+ KOR-15 Galah
	+ KOR-15b Sherriff Galah
* Gaunt
* Gladius
* Gorilla
* Haiho
* Hariseng
* Ice Wind
	+ CBG-87b Ice Wind
	+ CBG-87d Ice Wind
* Joust
* Luna II
* Ovaknight
* Phoenix
* Picaro
* Pixie
* Puma
* Radcliff
* Ramstein
* Ramuh
* Savin
	+ RIG-01 Zero Savin
	+ RIG-02 Overkill Savin
	+ RIG-03 Reaper Savin
	+ RIG-04 Fortress Savin
	+ RIG-05 Dragon Savin
* Secutor
* Thorshammer
* Trailblazer
* Vadel
* War Cry
* Wolfram
* Zerosaiko
* Zwar

# Gerwalkers

* Dora
* Neko
* Roc

# Hoverfighters

* BlueBird
* Harkney
* Skull
Guides:Skill Schools (GH1)

A number of NPCs offer skill training, usually for a price. Cost is about $200 per 1 skill point, so for example if 500 XP is needed to upgrade a skill, it may be necessary to spend about $100,000. If your relation with the teacher is less than 100 your training will be less effective (-20% for 0 relation, -40% for -100 relation). If your Knowledge (Kn) is less than 9 your training will be less effective (-10% for every point below 9). If your Knowledge (Kn) is above 13 your training will be more effective (+5% for every point above 13).

To avoid paying more than necessary, it might be worth paying in several smaller amounts until the skill increases.

Your current faction also provides a trainer.

May skills can be increased simply by using them, for example Concentration. Other ways to train include interactive props and faction promotion rewards.
Mount

A **mount** is a mecha component which allows other components to be attached to the mecha externally. Most mecha are manufactured with a few mounts; otherwise, you may install salvaged mounts onto a mecha, with some restrictions (you cannot install more than one mount into a limb, for example). Up to one weapon, and one propulsion system or overcharger can all be attached to a single mount. (In GearHead 2, mounts may only house a single weapon at present.)

Mounting components makes retrofitting your mecha for speed and lethality much easier. Equipping and dropping components never damages them and does not use up any Me, unlike actually installing and removing them in the mecha chassis using the Mecha Engineering skill. Mounted components also carry a smaller MV penalty than installed ones of the same mass. The downside is that the mount itself takes up mass, so mounts are generally much more useful when they are used to mount heavy components that would not fit nicely in the mecha otherwise. To illustrate the tradeoff, one may choose to mount a 5-ton laser cannon and install a half-ton nova sword.

In combat, mounted ammunition packs are less likely to catastrophically explode when destroyed; the attack needs an additional point of penetration compared to ammunition for installed weapons. In the worst of emergencies, when your main weapon arm is blown off, you can also just swap the weapon to a mount on another module; this takes several seconds but may save a lost battle. Installed weapons cannot be salvaged in this way. On the other hand, mounts themselves do not have much DP, so you could expect to have your mounted weapons disabled more often.

The number of mounts on a mecha are displayed as **Mnt:** under the "Tech Stats" menu in shops and under the Headquarters (uppercase **H**) menu. They go by many names; they can be named **weapon mounts**, **body mounts** , or **arm mounts**, and given a right/left designation; the Wolfram, in fact, calls them **hardpoints**. However, they all weigh half a ton, can take 25 points of damage (for SF:1 mecha the mass and DP are of course scaled down by 5), and are essentially the same.

## See also

* Hands are similar to mounts but are distinct components.
* Mecha:Modules lists the number of mounts that can be installed in each module type.
* Guides:Mecha Design for numbers and formulae
Maneuverability (MV)

MV represents the mecha's agility and ability to make high speed moves. It never has a value higher than 0, and will most often be a negative value. MV is deducted from your character's Mecha Piloting skill when evading incoming fire, or pulling high-risk maneuvers such as stepping off high ground. This means that mecha with a low MV score will be hit more often in combat and be more likely to crash. It also determines the speed at which a mecha can change direction.

MV is calculated as follows:

1. Start with a fixed value based on the mecha model. Three factors play into this: mecha type (Zoanoids are best, Aero Fighters worst), whether or not the cockpit is in the head (+1 bonus), and the quality of the Gyroscope (Examine the Gyro component in the Field HQ or shop screen to find its quality).
2. Take the mecha's intrinsic mass (its weight with empty inventory and equipment) and divide it by 7.5t, rounding down. This is the intrinsic mass penalty. For example, an intrinsic mass of 28t modifies MV by -3, an intrinsic mass of 30t modifies MV by -4.
3. Take the mecha's inventory mass (everything that is equipped or carried in inventory) and divide it by a value that depends on the size of the mecha, namely (7.5t + 0.5t \* size), again rounding down, then subtracting 1 if it is greater than zero. This is the inventory penalty. For example, a Fenris (size 4) will get the first penalty point at a carried weight of 2 \* 9.5t = 19t, the second point at 28.5t, and so on.
4. Add the quality of the Gyroscope, minus 1.
5. The resulting value is clipped to the range (-6, 0).

There are further modifications in exceptional circumstances (Overloading, Gyroscope destroyed, ...), but this is how it works for a normal, fully repaired mecha.

TR is calculated in the same way, except that the targeting computer class is used in place of the gyroscope class, and that the fixed bonus for the different mecha types is different. For TR, Groundhuggers are best and Ornithoids worst.
Leadership

This is your character's ability to co-ordinate the actions of their allies. It determines the maximum number of lancemates your character can recruit. It also increases your character's share of mission XP when fighting with lancemates.

## Mechanics

Your "Lancemate Points" is calculated by the following formula.

> ( Charm + **Leadership** + (Renowned div 10 ) ) div 4
>
>

A tamed animal or non-sentient robot costs one point to add to your lance.

A human or sentient robot costs two points. This is equivalent to 8 points of Charm or Leadership, or 80 renown.

As an example, for Charm 13, Leadership +8, and Renowned 100, that makes (13+8+10) div 4 = 7, which allows (7 div 2) = 3 lancemates plus 1 pet.
Initiative Score

Your character's **Initiative Score** (not to be confused with the Initiative
 skill) determines how many times you can attack in three minutes. Even

the slowest character can attack once every 20 seconds, though.

> "This is from memory, so I could be getting some details
>
>
> wrong. Your Initiative score (rank + skill bonus) gives the number of
> actions you can take in three rounds (180 game seconds). The initiative
> score can never drop below 6.
>
>
> Initiative Score = ( Speed + 2 ) div 3 + Initiative Skill
>
>
> Actions Per Round = Initiative Score / 3
>
>
> Time Per Action = 180 / Initiative Score
>
>
> Action points are never really calculated by the game; everything works
> according to time. However, I guess we could say that every character
> gets 60 action points per round, and Initiative skill decreases the AP
>
>
>
> cost of actions." -*Joseph Hewitt*
>
>
Terrain:Physics Workbench

Terrain props located in the Sciences building in Wujung University. Characters can use Science to gain one of several randomly selected skills including Medicine and Mecha Engineering.

One way to increase a scientific skill is to first use a workbench, and then talk to the instructor and keep spending money to train in that same skill until it increases.
Stats:Experimental (EXPERIMENTAL)

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

Experimental is a status effect associated with weapons. It causes the weapons to produce unpredictible effects approximately three out of every five shots.

## Spoiler

* 1-11: Acc +5
* 12: Acc -10
* 13: Double the number of dice for damage
* 14: Roll only one die for damage
* 15: Weapon produces a Blast of 1-3
* 16: Divide the damage dice by three, then produce a Blast of 1-6
* 17: Produce a Smoke Blast of radius 1-4
* 18: Produce a Smoke shot
* 19: Divide the damage dice by two, then make attack Hyper
* 20: Make a Haywire attack
* 21-22: Make a Burn attack
* 23: Attack becomes Nonlethal
* 24: Roll only one die for damage, but it's a Disintegrate attack
* 25: Cause a Stun
Hogye

**Hogye** is a small inland farming community in the federated territories. At one time Hogye was a important mining town, but after the mines were played out many people left to find new work, but enough remain to maintain a quiet stable community. The biggest threat to the town's stability are periodic attacks by raiders intent on looting the town food stores.

The PC begins the game in Hogye.

## Buildings

* Ki Rin MegaMart, shop that buys and sells a little of everything, and has facilities to repair everything from watches to mecha
* Hogye Clinic, local clinic
* Mecha Sporch, local arena
* A Bus Terminal that runs buses to Snake Lake City for $50, and will arrange deliveries
* A Diner that serves a $20 hamburger platter

## Other Places

Hogye Mines, which has been abandoned and condemned since the mines ran out. It now swarms with monsters, but an adventurous beginner can retrieve an old Wolfram deep inside.

## Notable Residents

* Megi, the town's mayor
* Hyolee, a local researcher
* Quentin Rood, proprietor of Ki Rin MegaMart
* Vikki Shingo, a mecha pilot who hangs out at Mecha Sporch
* Doctor Kim, the doctor who runs the Hogye Clinic
* Nurse Park, Doctor Kim's assistant

## Unique Quests

* Tutorial
* Delivery for Doctor Kim
* Crime Story
* Find Hyolee's notes
Mecha Equipment

## Ranged Weapons & Ammunition

Definitions

* Name: Item name
* DC: Damage class, 3 x DC to calculate damage. Eg: Autogun is DC 2 so it does 6 damage.
* RNG: Range in squares/meters
* ACC: Accuracy bonus/penalty
* SPD: Speed, higher means
* BV: Burst Value, how many bullets are fired per pull of the trigger.
* MAG: Magazine size
* DP: Damage points, how durable the item is
* kg/t: Weapon's mass.
* PV: Point Value, determines item cost both in shops and for hostile NPCs equipping themselves.
* Effects: Special damage effects of the weapon

## Armor & Shields

### Mecha Shields

* Body Shield
* Large Beam Shield
* Large Shield
* Medium Beam Shield
* Medium Shield
* Shoulder Shield
* Small Beam Shield
* Small Shield
* Fire Shield

## Miscellaneous

### Movement Systems

* Wheels
* Tracks
* Hover Jets
* Flight Jets
* Arc Thrusters
* Overchargers

### Electronics

* Sensors
* Targeting Computer
* ECM Suite
Mecha:Gaunt

Price | $290700

*A light striker used by the Red Mask Raiders.*

The RMA-01 Gaunt was the first unique design fielded by the Red Mask Raiders. It appeared shortly after Queen Rei Tajiko Madas took control of the fleet in NT155. Unlike the Crihna Gorilla, the Gaunt is built for speed and maneuverability. In standard configuration it carries a 70mm rocket rifle, a plasma torch, a six-rack of night missiles, and five anti-armor missiles.

With its wings stowed the Gaunt is merely 11m tall, making it one of the most compact battroids in its weight class. Its appearance has been described as reminiscent of a flying monkey. Some pilots express concern about the conspicuous front-mounted canopy, but this doesn’t really affect the model’s survivability since any direct hit to the body is likely to blow the fusion engine anyhow.

The trick to piloting a Gaunt is to avoid getting hit in the first place. Its speed and long range weapons mean that it rarely has to get too close to its enemies, and there are few mecha in L5 which can outmaneuver it. The Gaunt’s usual tactic is to strike hard and then get the hell out. They are typically deployed in waves, with two wings of Gaunts followed up by a heavier mecha.

The Gaunt is at least as sophisticated as the mecha built by the spinner colonies. Before the arrival of Queen Madas pirates were limited to clunky kitbashed mecha; now, the Red Mask Raiders have access to some of the finest military hardware in the solar system. It is thought that this design was the first one released because it requires few resources to produce. That way, the Queen was quickly able to build a sizable force with which to steal more materials to build even larger mecha.
Health Points (Hp)

This attribute is a measure of the amount of physical damage your character can take. It is used up when your character is injured, and will recover over time. Recovery can be greatly accelerated with medical assistance, either through the use of medical skills, the payment of a doctor or nurse to heal wounds, or the use of Quick Fix or Regen pills. It is determined by the Body attribute and the Vitality skill.

## Formulas

**Hp** is calculated as follows:

```
Hp = (BodyStat + 5) div 2
Hp = Hp + VitalitySkill

```

Every ten in game minutes you regenerate 1 HP.
Mecha:Gigas

Price | $11839660 GH1$2161991 GH2

*The **Gigas** is the Aegis Overlord's main bomber.*

The Gigas may not be very worth owning. Most of its cost is in its twin nuclear missiles, but you can only fire twice and they do not have an overwhelming blast radius (Leveler Missiles have a much larger blast). They are also extremely expensive (over $10,000 *per missile*) to reload. Additionally, it has poor MV, TR and SE scores, although all three can be improved to some degree.

## Stats

#### GH1

 Weapons
 Systems

#### GH2

 Weapons
 Systems
Last Hope

**Last Hope** is the FedTer city closest to the Dead Zone and furthest from the capital. Located at the western edge of FedTer, Last Hope was established largely to support the BioCorp operations in the area.

## Shops and Attractions

* BioCorp Head Office, main office for BioCorp which contains the office of the President
* Frontier Service, local mechanic and eatery
* General Provisioner, shop that carries personal scale equipment
* Hope Hospital, local hospital
* Busgang Transit, shipper who arranges deliveries and provides directions

## Recruiters, Trainers and Free Stuff

* The President of BioCorp is the recruiter and trainer for BioCorp

## Unique Quests

* A Monster Awakened, involving Cetus and the BioCorp Labs Passcard.