recursal/Fanatic-Fandom huggingface dataset:
Gear/Adv.UAV

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Unique\_UAV\_Freeman

Manufacturer: ScolTek

This Advanced UAV follows the paired mech giving it a high level view of the area through a continuous sensor feed. It scans the surroundings and highlights any enemies it spots.

# Attributes

+ Advanced UAV: Makes Enemies Easier to Spot by 3 within 300 meters. Yellow Circle.
+ 25% sensor range.
+ 25% increased sight range.
+ Night Vision enables Day time visual Detection range during Night and Dark Conditions.
+ Allows detection Minefields in 90m Radius. White dotted Circle.
Gear/AGM-10 Missile x1 (WM)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_WingMount\_AGM\_10\_x1

Manufacturer: Generic

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

# Attributes

+ Wing Mounted ordinance requires 0.25 Ton(s) Carry Weight.
+ WingMount reduces Movement & Jump by 4%, and increases Signature by 2%, per Ton of Carry Weight used. Eject to remove penalty.
+ Streak Launcher makes one To-Hit roll; Only fires if the roll succeeds, if it does all missiles hit.
+ 1 Evasion pips ignored by this weapon.
+ +1 accuracy with this weapon.
+ Missile has 20 HP.
+ -30% chance to to be shot down by AMS.
+ Cannot be fired at Flying Targets
+ Eject this weapon with CTRL+Click on Ammo panel. Removes Passive Effects, Unblocks Location & Dumps Ammo.
+ Weapon carries 1 salvos.
+ 4500 Cbills Cost per Shot.

# Weapon Stats

Category: WingMountedWeapon

Type: SRM

SubType: SRM2
Gear/Ammo Heavy Gauss

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Gauss\_Heavy

Manufacturer: Generic

Heavy Gauss ammo fires a heavier projectile drastically reducing range but increasing the damage profile. Does not explode.

# Attributes

+ HVY-Gauss Ammo - 4 Shots
+ Inert ammo; does not cook off or explode.
+ 750 Cbills Cost per Shot.
Gear/Ammo AC20 (DBL)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AC\_20\_Double

Manufacturer: Generic

Doubled Ammo Bins replace one ammo bins feeding and storing mechanism to fit 25% more shots into one location. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E.

# Attributes

+ Double-size Ammo bin; 20% extra ammo per ton.
+ AC/20 Ammo - 12 Shots
+ 500 Cbills Cost per Shot.
+ Ammunition Box can explode for 50 damage, 25 heat and 12.5 stability per remaining shot
Gear/Ammo H-MRM Thunder

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_MRM\_Heavy\_Thunder

Manufacturer: Generic

Each Thunder LRM missile contains five small but powerful anti-vehicle and anti-personnel mines which scatter out when fired, packing enough explosive force to damage the legs of many BattleMechs. 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

+ -5 damage dealt with this Ammo
+ Installs 1 mines within 8 meters of projectile impact. N/A% Chance to fail deploy.
+ 35% Chance to trigger Mines. N/A% Chance for Chain Detonation. N/A% Chance for Linked Detonation.
+ 2 Primary damage. 3 AoE Damage in 22 Radius.
+ N/A% reduced movement per mine
+ Thunder/FASCAM munitions lay mines wherever a missile hits the ground.
+ This Minefield has an IFF System and will not detonate on allies.
+ Missile has 3 HP.
+ Cannot be fired at Flying Targets
+ HMRM Ammo - 120 Shots
+ 75 Cbills Cost per Shot.
+ Ammunition Box can explode for 1.5 damage, 0.8 heat and 0.4 stability per remaining shot
Gear/AOE Rocket 15

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_Rocket\_Heavy\_AOE\_15

Manufacturer: Death Blossom

Heavy Rocket Launcher operate on the same Principle as the normal widespread Rocket Launcher, being unguided bolted on One Shot Throwaway Launchers do they carrier a heavier payload..1 SHOT! VOLATILE!

# Attributes

+ Weapon carries internal ammo for a single attack.
+ -1 accuracy with this weapon.
+ Missile has 4 HP.
+ Deals area-of-effect damage within 40 meters of impact
+ Up to 6 area-of-effect damage to units in radius. Units further from the point of impact take less damage
+ Fires a salvo of 15 unguided rockets.
+ 85 Cbills Cost per Shot.
+ Internal Ammo Storage can explode for 5 damage, 1 heat and 0.5 stability per remaining shot on weapon destruction.

# Weapon Stats

Category: Missile

Type: LRM

SubType: LRM15
Gear/AR12 Sheathed Beacon (2)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Unique\_Sensors\_AR12

Manufacturer: Kallon

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

# Attributes

+ Advanced, Compact Electronic Warfare Suite: replaces basic Cockpit Sensor Systems.
+ EWS protects the carrier with ECM Shield of 4 and reduces Enemy Jamming by 4 on carrier.
+ EWS Probe increases Sight and Sensor Distance by 12%, counters Stealth/ECM by 2, improves info readout by 2 and Detects Mines within 180 Meters.
+ Active Probe AoE Sensor Lock: Establishes a Sensor Lock on all enemies within a 310 Radius, 2 Turn Cooldown and generates 15 Heat: May reveal stealthed and undetected enemies. Golden Circle.
Gear/Ammo H-MRM FTL

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_MRM\_Heavy\_FTL

Manufacturer: Generic

The Follow The Leader Warhead (FTL) was developed during the Star League era, this alternate munition for LRM launchers functions like a standard LRM flight in every way except one: When a target is hit, every missile in the flight will hit. 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

+ Follow-the-Leader Missiles will either all hit or miss. Most hits strike the same location.
+ Missile has 2 HP.
+ -1 Heavy Medium-Range Missile damage
+ HMRM Ammo - 120 Shots
+ 66 Cbills Cost per Shot.
+ Ammunition Box can explode for 3.5 damage, 1.8 heat and 0.9 stability per remaining shot
Gear/Ammo HRAC20 SAFE

# Description

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

# Attributes

+ Ammo Bin has 95% reduced explosive potential
+ Heavy Rotary AutoCannon/20 Ammo - 4 Shots
+ 500 Cbills Cost per Shot.
Gear/AC10 Mydron

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_Autocannon\_AC\_10\_Mydron

Manufacturer: Mydron

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

+ +1 accuracy with this weapon.
+ 1 Evasion pips ignored by this weapon.
+ Weapon has a 12% jam chance - Mitigated by Gunnery
+ Mydron AC uses one ammo to fire a burst of 5 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 20%
+ Autocannons are ballistic weapons with multiple ammo types.

# Weapon Stats

Category: Ballistic

Type: Autocannon

SubType: AC10
Gear/Acid Spit (2)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Unique\_Weapon\_Xenorauder\_AcidSpit

Manufacturer: Solaris Arms

This 'Fluid Gun' was hardwired to a specialized Acid Container on this Black Marauder

Contains 10 Shots.

# Attributes

+ Bolt On Weapon Systems are attached to the Chassis and have accuracy Penalties. Uses Special Slot. Requires 1.5 Tons Carry Capacity.
+ Fluid Guns spray a wide variety of useful liquids; Status effects last 3 turns & stack 2 times.
+ Cannot be fired at Flying Targets
+ 60 Cbills Cost per Shot.

# Weapon Stats

Category: Special

Type: Flamer

SubType: Flamer
Gear/ATM-12 (C)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_ATM\_12

Manufacturer: CLAN

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

Uses ATM Ammo.

# Attributes

+ 1 Evasion pips ignored by this weapon.
+ +1 accuracy with this weapon.
+ +1 direct fire accuracy.
+ Hits cluster toward same location, affected by clustering modifiers.
+ 3 chance to cluster on hit location with this Weapon
+ Advanced Tactical Missile Launchers have an inbuilt Artemis IV system, and unique ammo.
+ Weapon is capable of Indirect fire.
+ This weapon has an Anti-Air Factor of 16%

# Weapon Stats

Category: Missile

Type: LRM

SubType: LRM20
Gear/Ammo HMG (INC)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_MachineGun\_Heavy\_Incendiary

Manufacturer: Generic

Incendiary HMG Ammo contain a primitive mixture commonly knows as 'White Peter', coating the target in a film of intense burning chemicals akin to a Inferno round.

# Attributes

+ +1 heat damage dealt
+ -1 machinegun damage
+ HMG Ammo - 400 Shots
+ Volatile Ammo rolls Twice to explode
+ 20 Cbills Cost per Shot.
+ Ammunition Box can explode for 1 damage, 1 heat and 0.3 stability per remaining shot
Gear/AOE Rocket 20

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_Rocket\_Heavy\_AOE\_20

Manufacturer: Death Blossom

Heavy Rocket Launcher operate on the same Principle as the normal widespread Rocket Launcher, being unguided bolted on One Shot Throwaway Launchers do they carrier a heavier payload..1 SHOT! VOLATILE!

# Attributes

+ Weapon carries internal ammo for a single attack.
+ -1 accuracy with this weapon.
+ Missile has 4 HP.
+ Deals area-of-effect damage within 40 meters of impact
+ Up to 6 area-of-effect damage to units in radius. Units further from the point of impact take less damage
+ Fires a salvo of 20 unguided rockets.
+ 85 Cbills Cost per Shot.
+ Internal Ammo Storage can explode for 5 damage, 1 heat and 0.5 stability per remaining shot on weapon destruction.

# Weapon Stats

Category: Missile

Type: LRM

SubType: LRM20
Gear/AMS (C)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_AMS\_Clan

Manufacturer: CLAN

The Anti-Missile System is used to destroy missiles before they strike their target. This is accomplished by using a short ranged rapid firing weapon which shoots at the missiles.

Uses AMS Ammo.

# Attributes

+ Anti-Missile System, fires at incoming missiles in range once every 10 meters.
+ Can fire up to 3 times per round.
+ AMS Deals 1 Dmg to missiles.
+ 60% Missile intercept chance per shot.
+ AMS fires up to 30 shots per activation.
+ 1 Heat per activation in AMS mode.
+ Burst mode is +30 shots, -10% accuracy, +1 heat, 50% jam chance, and uses 2 ammo per shot.
+ Can fire up to 2 times per round in alternate fire mode.

# Weapon Stats

Category: AntiPersonnel

Type: MachineGun

SubType: MachineGun
Gear/Accurate Weapon - Missiles

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Quirk\_AccurateWeaponCategory\_Missiles

Manufacturer: Fabrique Nationale

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

# Attributes

+ +1 accuracy with missile weapons.
+ +0.1 chance to cluster on hit location with Missiles that can Cluster
+ This Unit's Quirk.
Gear/Ammo HMG (SAFE)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_MachineGun\_Heavy\_Protected

Manufacturer: CASE'd

Protected Ammo Bins are specially designed to reduce the damaged caused by an ammo explosion.

 Ctrl+click on ammunition counter to eject ammo.

# Attributes

+ Ammo Bin has 95% reduced explosive potential.
+ HMG Ammo - 320 Shots
+ 13 Cbills Cost per Shot.
+ Ammunition Box can explode for 0.1 damage, 0 heat and 0 stability per remaining shot
Gear/A-POD (Bolt-On)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: BoltOn\_Weapon\_Pod\_A

Manufacturer: Solaris Arms

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

# Attributes

+ Bolt On Weapon Systems are attached to the Chassis and have accuracy Penalties. Uses Special Slot. Requires 0.5 Tons Carry Capacity.
+ Weapon carries internal ammo for a single attack.
+ The user is immune to this weapon's AOE effects.
+ Up to 60 area-of-effect damage to units in radius. Units further from the point of impact take less damage
+ Deals area-of-effect damage within 45 meters of impact
+ Streak Launcher makes one To-Hit roll; Only fires if the roll succeeds, if it does all missiles hit.
+ Accuracy with weapons against PowerArmor & Protomech.
+ +100 Accuracy with weapons against their Unit Types.
+ Accuracy with weapons against All Others.
+ -100 Accuracy with weapons against their Unit Types.
+ 100 Cbills Cost per Shot.
+ Cannot be fired at Flying Targets

# Weapon Stats

Category: Special

Type: Autocannon

SubType: AC20
Gear/Ammo HMG (Half)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_MachineGun\_Heavy\_Half

Manufacturer: Generic

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

# Attributes

+ HMG Ammo - 200 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/AC5 Kali Yama

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_Autocannon\_AC\_5\_KaliYama

Manufacturer: Kali Yama

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

Uses AC5 Ammo.

# Attributes

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

# Weapon Stats

Category: Ballistic

Type: Autocannon

SubType: AC5
Gear/Ammo AAA Missile (Bay)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Bay\_AAA\_Arrow

Manufacturer: Generic

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

# Attributes

+ 100 damage dealt with this Ammo
+ 25 stability damage dealt
+ Up to 20 area-of-effect damage to units in radius. Units further from the point of impact take less damage
+ Streak Launcher makes one To-Hit roll; Only fires if the roll succeeds, if it does all missiles hit.
+ 15 Evasion pips ignored by this weapon.
+ +2 Accuracy against VTOL units.
+ -20 Accuracy against Ground Units units.
+ 180 Minimum Range.
+ 3000 Short Range.
+ -50% chance to to be shot down by AMS.
+ Missile has 40 HP.
+ Missile Ammo - 1 Shots
+ 9000 Cbills Cost per Shot.
+ Ammunition Box can explode for 60 damage, 25 heat and 12.5 stability per remaining shot
Gear/AP Gauss Rifle

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_Gauss\_Magshot\_Clan

Manufacturer: CLAN

Developed by Clan Jade Falcon, the Anti-Personnel Gauss Rifle is a scaled-down Gauss Rifle meant for work against conventional infantry and battle armor. Uses Magshot Ammo.. VOLATILE!

# Attributes

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

# Weapon Stats

Category: Ballistic

Type: Gauss

SubType: Gauss
Gear/Ammo Flamer AOE

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Flamer\_Heavy\_AOE

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

+ Deals area-of-effect damage within 60 meters of impact
+ Up to 5 area-of-effect damage to units in radius. Units further from the point of impact take less damage
+ +10 Area-of-effect heat damage to units in radius.
+ -50% 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 7.5 damage, 7.5 heat and 1.3 stability per remaining shot
Gear/AC10 Defiance

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_Autocannon\_AC\_10\_Defiance

Manufacturer: Defiance

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 1
+ Weapon has a 12% jam chance - Mitigated by Gunnery
+ Can be used with Recoil Damper weapon attachments.
+ This weapon has an Anti-Air Factor of 15%
+ Autocannons are ballistic weapons with multiple ammo types.

# Weapon Stats

Category: Ballistic

Type: Autocannon

SubType: AC10
Gear/ATM-9 (P)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_ATM\_9\_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: LRM15
Gear/Ammo HRAC20

# 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/20 Ammo - 5 Shots
+ 500 Cbills Cost per Shot.
Gear/AR14 Sheathed Beacon

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Unique\_Sensors\_AR14

Manufacturer: Kallon

The AR-14 Sheathed Directional Beacon with Angel ECM Suit is a Star League Cockpit and Sensor system specifically designed for the Chameleon Polarization Shield, combining the benefits of an Active probe with a ECM system.

# Attributes

+ Advanced, Compact Electronic Warfare Suite: replaces basic Cockpit Sensor Systems.
+ EWS protects the carrier with ECM Shield of 6 and reduces Enemy Jamming by 6 on carrier.
+ EWS Probe increases Sight and Sensor Distance by 15%, counters Stealth/ECM by 2, improves info readout by 2 and Detects Mines within 200 Meters.
+ Active Probe AoE Sensor Lock: Establishes a Sensor Lock on all enemies within a 310 Radius, 2 Turn Cooldown and generates 15 Heat: May reveal stealthed and undetected enemies. Golden Circle.
Gear/AC20

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_Autocannon\_AC\_20

Manufacturer: Kali Yama

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
+ Autocannons are ballistic weapons with multiple ammo types.
+ Can be used with Recoil Damper weapon attachments.

# Weapon Stats

Category: Ballistic

Type: Autocannon

SubType: AC20
Gear/Ammo AC20 (PRE)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AC\_20\_Precision

Manufacturer: Generic

Precision AC Ammo carries self-guided gyrojet shells increasing accuracy. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E.

# Attributes

+ 2 Evasion pips ignored by this weapon.
+ +30m to all range brackets
+ AC/20 Ammo - 3 Shots
+ 2500 Cbills Cost per Shot.
+ Ammunition Box can explode for 50 damage, 25 heat and 12.5 stability per remaining shot
Gear/Ammo Gauss (DBL)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Gauss\_Double

Manufacturer: Generic

Doubled Ammo Bins replace one ammo bins feeding and storing mechanism to 25% more shots into one location. Does not explode.

# Attributes

+ Double-size Ammo bin; 20% extra ammo per ton.
+ Gauss Ammo - 20 Shots
+ Inert ammo; does not cook off or explode.
+ 375 Cbills Cost per Shot.
Gear/Ammo Heavy Flamer AOE

BOT PAGE || RTVer:

# Description

ID: Ammo\_AmmunitionBox\_AOE\_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

+ Deals area-of-effect damage within 60 meters of impact
+ 5 area-of-effect damage to units in radius.
+ +10 Area-of-effect heat damage to units in radius.
+ -50% 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/Adv. Command Mod Mk II

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Unique\_AdvancedCommandModule\_Mk2

Manufacturer: Grumium Creations

The Advanced Command Module Mark II is a further improvement of the original Module from the Cyclops line of 'Mechs. By utilizing the increased space and internals available on a superheavy 'Mech the functionality is further improved and optimized.

# Attributes

+ CommGear: +3 Tactics skill for all teamates. Does not stack.
+ Tacticon: +3 Initiative for all Company units. Does not stack.
+ +20% increased sight range for the Company. Does not stack.
+ +20% increased sensor range for the Company. Does not stack.
+ +1 Company accuracy with indirect fire. Total maximum bonus from all sources is 3.
+ Modifies Scatter of missed indirect fire shots by Min -10% and Max -20% distance for all Company units. Does not stack.
+ 1 Resolve per Round for each Company unit. Stacks 3 times maximum.
+ Area Sensors: Enemies within 270 receive non-stacking 3 Sensor Ping and 30% Visibility/Signature. Green Circle.
+ C3 Master: Enables standard C3 Master/Slave network
+ C3i: Unit can participate in C3i network.
+ All Company units with C3 Slave gear receive 20% Sensors and 10% Sight Distance and +2 sensor check.
+ All Company units with C3 Slave gear receive non-stacking bonus of +1 Initiative.
+ Active Probe AoE Sensor Lock: Establishes a Sensor Lock on all enemies within a 500 Radius, 6 Turn Cooldown and generates 20 Heat: May reveal stealthed and undetected enemies. Golden Circle.
+ 20% sensor range.
+ 20% increased sight range.
+ Fog of War stays revealed around this unit.
Gear/Ammo HRAC20 (CL)

# Description

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

+ Heavy Rotary AutoCannon/20 Ammo - 10 Shots
+ Caseless Ammo: Double ammunition per bin; 15% increased heat and jam chance.
+ Volatile Ammo rolls Twice to explode
+ 575 Cbills Cost per Shot.
Gear/AC5 Imperator

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_Autocannon\_AC\_5\_Imperator

Manufacturer: Imperator

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

Uses AC5 Ammo.

# Attributes

+ This weapon has a recoil of 1
+ Weapon has a 6% jam chance - Mitigated by Gunnery
+ Rapid Fire can fire twice with 15% Chance to Misfire and Damage itself.
+ Can be used with Recoil Damper weapon attachments.
+ This weapon has an Anti-Air Factor of 15%
+ Autocannons are ballistic weapons with multiple ammo types.

# Weapon Stats

Category: Ballistic

Type: Autocannon

SubType: AC5
Gear/Ammo Arrow IV Missile (Bay)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Bay\_ArrowIV

Manufacturer: Generic

A single Arrow IV Missile set for air launch by flying units against ground targets. 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

+ 20 damage dealt with this Ammo
+ Deals area-of-effect damage within 90 meters of impact
+ Up to 100 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.
+ 180 Minimum Range.
+ 3000 Short Range.
+ Weapon is capable of Indirect fire.
+ Cannot be fired at Flying Targets
+ -30% chance to to be shot down by AMS.
+ Missile has 30 HP.
+ Missile Ammo - 1 Shots
+ 2000 Cbills Cost per Shot.
+ Ammunition Box can explode for 60 damage, 5 heat and 2.5 stability per remaining shot
Gear/Ammo AC2 (CL)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AC\_2\_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/2 Ammo - 60 Shots
+ Caseless Ammo: Double ammunition per bin; 7% increased heat and jam chance.
+ Volatile Ammo rolls Twice to explode
+ 120 Cbills Cost per Shot.
+ Ammunition Box can explode for 12.5 damage, 6.3 heat and 3.1 stability per remaining shot
Gear/Ammo AC5 (DBL)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AC\_5\_Double

Manufacturer: Generic

Doubled Ammo Bins replace one ammo bins feeding and storing mechanism to fit 25% more shots into one location. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E.

# Attributes

+ Double-size Ammo bin; 20% extra ammo per ton.
+ AC/5 Ammo - 50 Shots
+ 225 Cbills Cost per Shot.
+ Ammunition Box can explode for 22.5 damage, 11.3 heat and 5.6 stability per remaining shot
Gear/AC10 Federated

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_Autocannon\_AC\_10\_Federated

Manufacturer: Federated

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

+ +100% critical hit chance with this weapon
+ +50% Modifier to Through Armor Critical Chance, relative to base values for Damage and Type.
+ This weapon has a recoil of 1
+ Weapon has a 9% jam chance - Mitigated by Gunnery
+ Can be used with Recoil Damper weapon attachments.
+ This weapon has an Anti-Air Factor of 15%
+ Autocannons are ballistic weapons with multiple ammo types.

# Weapon Stats

Category: Ballistic

Type: Autocannon

SubType: AC10
Gear/AC5 Mydron

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_Autocannon\_AC\_5\_Mydron

Manufacturer: Mydron

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

+ +1 accuracy with this weapon.
+ 1 Evasion pips ignored by this weapon.
+ Weapon has a 10% jam chance - Mitigated by Gunnery
+ Mydron AC uses one ammo to fire a burst of 4 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 15%
+ Autocannons are ballistic weapons with multiple ammo types.

# Weapon Stats

Category: Ballistic

Type: Autocannon

SubType: AC5
Gear/Ammo LBX20 (Lead Slug)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_LBX\_20\_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
+ +3 recoil with ranged weapons
+ LBX/20 Ammo - 5 Shots
+ 250 Cbills Cost per Shot.
+ Ammunition Box can explode for 50 damage, 25 heat and 12.5 stability per remaining shot
Gear/AMS MK2

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_AMS\_Mk2

Manufacturer: Blankenburg Technologies

The Anti-Missile System is used to destroy missiles before they strike their target. The Blankenburg Technologies MacArthur II offers increased protection through an extremely sophisticated targeting system enabling it to track any and all incoming Missiles.

Uses AMS Ammo.

# Attributes

+ Anti-Missile System, fires at incoming missiles in range once every 10 meters.
+ Advanced AMS Protects Teammates & Allies.
+ Can fire up to 3 times per round.
+ AMS Deals 1 Dmg to missiles.
+ 65% Missile intercept chance per shot.
+ AMS fires up to 35 shots per activation.
+ 1 Heat per activation in AMS mode.
+ Expends 1.5 ammunition per shot.

# Weapon Stats

Category: AntiPersonnel

Type: MachineGun

SubType: MachineGun
Gear/Advanced Optics MK2

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Special\_AddOn\_AdvancedOptics\_Mk2

Manufacturer: Mitchell

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

# Attributes

+ Specialist Equipment. Adds Unique Upgrades to the Mech. Uses Special Slot. Requires 0.7T Carry Capacity.
+ Advanced Zoom: Negates No Visual and provides +1 Ranged Accuracy up to 810 meters.
+ Thermal Vision: Ranged Accuracy bonus of 2 for every 60 Target Heat, Decaying every 220 Meters; maximum +5.
+ Night Vision enables Day time visual Detection range during Night and Dark Conditions.
Gear/Ammo Flamer

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Flamer\_Heavy

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

+ HeavyFlamer Ammo - 20 Shots
+ Volatile Ammo rolls Twice to explode
+ 100 Cbills Cost per Shot.
+ Ammunition Box can explode for 5 damage, 7.5 heat and 1.3 stability per remaining shot
Gear/Ammo AC20 (SAFE)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AC\_20\_Protected

Manufacturer: CASE'd

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

# Attributes

+ Ammo Bin has 95% reduced explosive potential.
+ AC/20 Ammo - 4 Shots
+ 625 Cbills Cost per Shot.
+ Ammunition Box can explode for 2.5 damage, 1.3 heat and 0.6 stability per remaining shot
Gear/Ammo Chemical Small

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Laser\_Chemical\_Small

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 - 60 Shots
+ 50 Cbills Cost per Shot.
+ Ammunition Box can explode for 7.5 damage, 3.8 heat and 1.9 stability per remaining shot
Gear/Ammo HRAC20 (Half)

# 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/20 Ammo - 3 Shots
+ 500 Cbills Cost per Shot.
Gear/Ammo Guided Bomb x2 (Bay)

BOT PAGE || RTVer: HHR 1.4.8

# Description

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

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)
+ Bomb Ammo - 2 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/ATM-9 (C)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_ATM\_9

Manufacturer: CLAN

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

Uses ATM Ammo.

# Attributes

+ 1 Evasion pips ignored by this weapon.
+ +1 accuracy with this weapon.
+ +1 direct fire accuracy.
+ Hits cluster toward same location, affected by clustering modifiers.
+ 3 chance to cluster on hit location with this Weapon
+ Advanced Tactical Missile Launchers have an inbuilt Artemis IV system, and unique ammo.
+ Weapon is capable of Indirect fire.
+ This weapon has an Anti-Air Factor of 12%

# Weapon Stats

Category: Missile

Type: LRM

SubType: LRM15
Gear/Ammo ArrowIV

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_ArrowIV

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

+ Deals area-of-effect damage within 90 meters of impact
+ Weapon base damage is converted into Area of Effect, direct hit damage reduced 80%
+ Up to 100 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.
+ Missile has 30 HP.
+ ArrowIV Ammo - 5 Shots
+ 2000 Cbills Cost per Shot.
+ Ammunition Box can explode for 100 damage, 25 heat and 12.5 stability per remaining shot
Gear/Ammo Chemical Medium

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Laser\_Chemical\_Medium

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 - 30 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/Actuator Enhancement System (Legs)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Gear\_ActuatorEnhancementSystem\_Legs

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 5.7% 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
+ 15% Reduced Chance for Knockdown when firing weapons that can cause a knockdown. Effect Stacks.
+ +10% walking distance.
+ Can only be mounted on Light & Medium Mechs.
+ Can not be mounted on QuadMechs.
Gear/Advanced Tracking

BOT PAGE || RTVer: Mechattan Project 1.0.2.0

# Description

ID: Special\_LegendKiller

Manufacturer: SLDF

the Original Garret D2j Tracking Suite, exclusive to a limited run of the RifleMan BattleMech was its unparalelled accuracy a mystery said to *Kill Legends*.

# Attributes

+ 360 firing Arc with ranged weapons
+ +2 accuracy at Extreme Range.
+ +1 accuracy at Long Range.
+ Provides +1 Evasion pips ignored
+ x2 multiplier to Anti-Air Factor of this unit's weapons
+ This Mech's Quirk.

# Affinity Provided

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

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Laser\_Chemical\_Large\_Double

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

+ Double-size Ammo bin; 20% extra ammo per ton.
+ Chemical Ammo - 40 Shots
+ 185 Cbills Cost per Shot.
+ Ammunition Box can explode for 20 damage, 10 heat and 5 stability per remaining shot
Gear/Ammo HRAC10 (DBL)

# Description

Doubled Ammo Bins replace one ammo bins feeding and storing mechanism to 25% more shots into one location. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E.

# Attributes

+ Double-size Ammo bin; 20% extra ammo per ton.
+ Heavy Rotary AutoCannon/10 Ammo - 20 Shots
+ 325 Cbills Cost per Shot.
Gear/Ammo AC2 (DBL)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AC\_2\_Double

Manufacturer: Generic

Doubled Ammo Bins replace one ammo bins feeding and storing mechanism to fit 25% more shots into one location. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E.

# Attributes

+ Double-size Ammo bin; 20% extra ammo per ton.
+ AC/2 Ammo - 75 Shots
+ 120 Cbills Cost per Shot.
+ Ammunition Box can explode for 12.5 damage, 6.3 heat and 3.1 stability per remaining shot
Gear/Ammo ATM HE

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_ATM\_HE

Manufacturer: CLAN

High Explosive ATM ammo carries a larger payload in exchange for fuel. 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
+ -50% to all range brackets
+ Missile has 4 HP.
+ ATM Ammo - 60 Shots
+ 124 Cbills Cost per Shot.
+ Ammunition Box can explode for 6.5 damage, 3.3 heat and 1.6 stability per remaining shot
Gear/Adv. M.A.S.C.

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Quirk\_AdvancedMASC

Manufacturer: Deadly Sins

Introduced in 2740 by the Terran Hegemony, the Myomer Accelerator Signal Circuitry (MASC) is a piece of equipment that allows a BattleMech to move at twice its walking speed. This Advanced version is compatible with TSM but gives a reduced Max Movement Burst. Activatable: DEALS DAMAGE AND CRIT TO LEGS ON FAILURE

# Attributes

+ Use Components Menu to Toggle Item.
+ Can only be activated before movement.
+ +40% Run Multiplier when active.
+ 5% failure chance on activation and each turn until deactivated.
+ +10% additional failure chance on consecutive turns.
+ Legs receives failure penalty.
+ Deals critical hit to location on failure.
+ Chance of failure is reduced by 2% per Piloting skill.
+ 3 structure damage to location on failure.
+ This Unit's Quirk.
Gear/Ammo AC2 (SAFE)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AC\_2\_Protected

Manufacturer: CASE'd

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

# Attributes

+ Ammo Bin has 95% reduced explosive potential.
+ AC/2 Ammo - 23 Shots
+ 163 Cbills Cost per Shot.
+ Ammunition Box can explode for 0.6 damage, 0.3 heat and 0.2 stability per remaining shot
Gear/Ammo AGM-10 x2 (Bay)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Bay\_AGM\_10\_x2

Manufacturer: Generic

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

# Attributes

+ 60 damage dealt with this Ammo
+ Streak Launcher makes one To-Hit roll; Only fires if the roll succeeds, if it does all missiles hit.
+ 1 Evasion pips ignored by this weapon.
+ +1 accuracy with this weapon.
+ Munitions Range: 150Min, 210Short, 420Med, 630Long, 840Ex.
+ Missile has 20 HP.
+ -30% chance to to be shot down by AMS.
+ Cannot be fired at Flying Targets
+ Missile Ammo - 4 Shots
+ 4500 Cbills Cost per Shot.
+ Ammunition Box can explode for 30 damage, 15 heat and 7.5 stability per remaining shot
Gear/Ammo AMS HE

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AMS\_HE

Manufacturer: Generic

HE AMS Shells are an adaption of old time flak shells, firing time delayed explosive into the path of incoming Missiles. 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 20% jam chance - Mitigated by Gunnery
+ AMS Deals +2 Dmg to missiles.
+ AMS fires up to x0.5 shots per activation.
+ AMS Ammo - 100 Shots
+ Volatile Ammo rolls Twice to explode
+ 15 Cbills Cost per Shot.
+ Ammunition Box can explode for 1.5 damage, 0.8 heat and 0.4 stability per remaining shot
Gear/'Streak' SRM-6 (QS)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_SRM\_6\_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: SRM6
Gear/Adv. AMS (P)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_AMS\_Advanced\_Pirate

Manufacturer: Some idiot

Some sort of savant made this; although clearly they had more engineering sense than the common sort. This is two light machinegun arrays forced into an AMS gimbal and hardwired to a sophisticated auto-tracking radar.

Uses LMG Ammo.

# Attributes

+ Anti-Missile System, fires at incoming missiles in range once every 10 meters.
+ Advanced AMS Protects Teammates & Allies.
+ Can fire up to 8 to 3 times per round.
+ AMS Deals 1 Dmg to missiles.
+ 80% to 65% Missile intercept chance per shot.
+ AMS fires up to 8 to 48 shots per activation.
+ 2 to 12 Heat per activation in AMS mode.
+ Expends 1 to 1.5 ammunition per shot.
+ Weapon has a 7% jam chance per shot after the first - Mitigated by Gunnery
+ Can fire 12x4 shots as a Machine Gun.
+ Weapon has 40% jam chance when firing in LMG mode
+ +10 Accuracy against Battle Armor & Protomech units.
+ +200% damage against Battle Armor & Protomech units.

# Weapon Stats

Category: AntiPersonnel

Type: MachineGun

SubType: MachineGun
Gear/Ammo LBX10 CLUSTER (Half)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_LBX\_10\_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 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 - 5 Shots
+ 500 Cbills Cost per Shot.
+ Ammunition Box can explode for 30 damage, 15 heat and 7.5 stability per remaining shot