recursal/Fanatic-Fandom huggingface dataset:
Character System

*Freeman: Guerrilla Warfare* features a **character system**, determining your character's natural abilities in the field.

Characters have an attributes system, featuring 5 main categories that determine his or her various capabilities during and outside combat, these are called *attributes*. Attributes affect the core of your player and allow you to choose which skills you would like to specialize in. All attributes have a maximum level of 15.There are 11 subcategories called *skills* which affect gameplay as well. These skills increase the capacity of certain things such as the amount of prisoners you have, and even are capable of increasing the pace the player moves at on the world map. All skills have a maximum level of 5. After skills, there are weapon points which function like proficiency with items. The higher the amount of points in a weapon or armor type the better the armor you can equip or the more damage and accurate the weapon will be. All weapon points have a maximum level of 100.

## Attributes

#### **Marksmanship**

**"**Each point slightly reduces recoil and increases your chance of striking vital targets for critical damage**"**

Every point you place in this attribute will reduce recoil and increase the chance of "critical hits" which happen after you hit an enemy doubling the damage of the shot that had hit. Each gun also has a **marksmanship** level that the player must reach to be able to be used.

Skills associated: None.

#### **Constitution**

**"**Each point increases your maximum health**"**

Skills associated: Inventory, Marching speed.

#### **Agility**

**"**Each point increases your movement speed and stamina**"**

Skills associated: Looting.

#### **Leadership**

**"**Each point increases the number of soldiers you can have in your party by 7**"**

Skills associated: Commands, Prisoner Management, Instructor .

#### **Intelligence**

**"**Each point increases the experience you gain from battles and missions**"**

Skills associated: Medical, First Aid, Trading, Diplomacy, Steal.

## Skill Points

###### **Commands**

"Each point increases the number of squads you can deploy on the battlefield.**"**

###### **Prisoner Management**

"Each point increases the number of prisoners you can detain by 5."

###### **Instructor**

"Each point increases the experience gained by you and your soldiers."

###### **Inventory**

"Each point increases your inventory capacity by 12."

###### **Marching Speed**

"Each point increases your movement speed on the world map by 10%."

###### **Looting**

"Each point increases the loot you acquire from battle by 10%"

###### **Medical**

"Each point increases rate at which you and your soldiers can heal."

###### **First Aid**

"Each point increases the chance your soldiers will survive, and the effectiveness of medkits."

###### **Trading**

"Each point increases the buying discount and selling price you can haggle by 4%."

###### **Diplomacy**

"Each point increases your ability to persuade, intimidate, and talk your way out of trouble."

###### **Steal**

"Each point increases the amount you can steal and remain undetected."
AMS Comparison

Below is a sortable table of all the lootable Anti-Missile Systems in RogueTech.

##### NOTES

* An AMS will generate the listed heat for each activation that uses up the full number of shots (and a suitable fraction of the heat if only some shots are fired.)
* "Activations" indicates how many times per round the AMS may fire. This value is reset when a unit takes it's turn. Jamming will still prevent further fire.
* If a system indicates "Protect Allies", it will fire at *any* unfriendly missile within range, regardless of what mech the missile is targeting.
	+ *This **may*** *intercept missiles fired by one enemy at another enemy in 3-way fights.*
* "Average Damage" is listed for a single activation, calculated very simply as `damagePerShot x shots x hitChance`
* The SRM Counter-Missile Ammunition is described as though launched through a single SRM6 launcher. Any SRM-capable launcher may be used.
> This table is manually composed and was last updated for **HHR 1.0.0.0**.
>
>
Activeable Equipment Failure Chances

**THIS PAGE IS OLD AF AND IS ONLY AN EXAMPLE OF HOW ROLLS WORK FOR DIFFERENT EQUIPMENT. DO NOT USE FOR ANY CURRENT CALCULATIONS.**
Since RT 0.999 , there is now Custom Activeable Equipment which can be toggled in battles, but they have their downsides if the Pilot's Piloting Skill is too LOW or Length of Activation is too LONG.
FAQ General

## FAQ General Index

* **Will it be possible to join a faction? How many factions are there?**

*You can join faction later but we plan to add this feature during early access. There are currently 5 non-player factions so far.*

* **Will there be a larger campaign map?**

*We will gradually extend our world map and add more details.*

* **Will there be customization available for soldiers?**

*This option is not available yet and we are considering it.*

* **Will there be a more detailed playable character customization model available?**

*We will add portrait selection and uploading so that you can have self-identity. We will think about full character customization later.*

* **Will there be civilians in the game to create a more lively atmosphere?**

*We may consider adding civilians when you enter towns. During combat however, civilians will be hidden for optimization reasons.*

## See Also

* FAQ Index
* Quick Fixes
Aurigan Pirates

Pre‑RogueWar Foes | * Aurigan Mercenaries
* Aurigan Directorate
* Taurian Concordat
* Magistracy of Canopus
* Aurigan Restoration
 Star system Homeworld | N/A

## Background

The unsettled and abandoned systems of the Rimward Frontier are a haven for pirates both in-system predators and renegade JumpShip captains who transport pirate DropShips from one system to another, taking a cut of any illicit profits.

## Pirate Trader Link

Aurigan Pirates work with the following Pirate Factions:

Circinus Federation

Elysian Fields

Greater Valkyrate

Oberon Confederation

Tortuga Dominions
Kader

**Kader** sind der Wichtigste Teil deiner Armee. Die Anzahl der Kader die du Besitzen kannst, wird vom Führungs Skill bestimmt, während die Anzahl der Kontrollierbaren Kader vom Kommandier Skill bestimmt wird.

Extra Kader können in Städten rekrutiert werden. Jeder Kader hat einen Festgelegten Sold und verbraucht eine bestimmte Menge an Essen; ist dieses aufgebraucht hat das einen negativen Effekt auf Moral. Geld Boni können benutzt werden um Moral zu erhöhen.

## Verbesserungen

Jeder Kader erhält durch Kämpfe Erfahrung. Wenn diese Erfahrung ein Bestimmtes Limit erreicht, kann der jeweilige Kader Verbessert werden.

## Liste

### Uman Kader

Uman Cultisten
1x Coral-74 SMG
3x KA13

Uman Terroristen
1x KBS Breacher
1x ARA4
2x Granaten
1.x Unterlauf Granaten
Version 0.122

This is a quick patch to fix a few things and added a few features.

Patch Notes:

-Minor changes on the skirmish map(removed some structures)

-Resumed the red dot enemy marker.

-Fixed the shaky shadows. (Separated the main camera and the weapon camera to allow accurate rendering)

-Guns no longer poke through the walls or the ground.

-Added Binocular. -Added Flashlight attachment.

-Added a progress bar when using the medkit.

-Optimized the world map and the strategy map FPS.

-Updated the instructions(work in progress)
Armed Bodyguard

More expensive than Militia SMG, and with a bit more variety in skills. While militia SMG have basically only SMG skills, armed bodyguards have respectable armor skills and some pistol skill (which is admittedly near useless for an SMG fighter). They are almost always looking quite sharp when hired with their sunglasses, though.

They'll outlive your SMG militia, and they aren't as expensive as the elite units. Not amazing, not bad. Strong early game troop, and while their generous armor skills and health pool will keep them in your roster, they will be outclassed by professional soldiers.

Wage: 100
Clan Ghost Bear

Star system Homeworld | Alshain

## **Background**

Powerful Clansmen, **Clan Ghost Bear** is one of the original twenty Clans founded by Nicholas Kerensky. Just like their totem animal, the ghost bear found on Strana Mechty, members of this Clan are known for their conservative nature and their strong sense of family. Among the strongest of the Clans and the most stable, their cautious nature ensures they never rush into a situation unprepared, but also makes them slow to change with their unofficial mantra being "wait and see." Originally of the Crusader mindset, they were one of the four original Clans to participate in the Clan Invasion in 3050, but following the Battle of Tukayyid their philosophy changed towards the Wardens, which they officially announced on the eve of the Great Refusal. Since then the Clan has moved whole-sale into the Inner Sphere where they renamed their realm the Ghost Bear Dominion.
Classified

## WARNING

YOU ARE ATTEMPTING TO ACCESS CLASSIFIED INFORMATION. TURN AROUND IMMEDIATELY.

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

These redirects to Classified are generated by a bot that pulls directly from live Game Data.
Materiel that salvages to player usable equivalent will instead link to equivalent.

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

```
Clan Cloud Cobra

Star system Homeworld | Homer

## Background

**Clan Cloud Cobra** was one of the original twenty Clans founded by Nicholas Kerensky, named after the cloud cobras found on Arcadia. The Clan's heavily religious orientation and faith-based Cloisters were the legacy of its first Khan, Windham Khatib, who had been a chaplain in the Star League Defense Force. They were also known as one of the most devious and cunning Clans with a talent for politics as well as warfare.

The Cloud Cobras participated in the liberation of Babylon during the Pentagon Campaign but suffered heavy losses, inhibiting their later growth. The Clan was among the first to begin the use of genetic manipulation, creating an eugenics program which would be copied by and become synonymous with the Clans to this day. Politically the Cloud Cobras became moderately Warden in the years prior to Operation Revival, although they maintained little contact with other Clans. Recusing themselves from the trials for a place in the invasion of the Inner Sphere, the Cobras instead opted to husband their strength and managed to emerge from the chaotic events of the 3060s and '70s as the second-strongest surviving Home Clan. By 3090 the Cloud Cobras were a major power in the Clan Homeworlds and evenly split between the Bastion and Aggressor philosophies.
Called Shots

Called shots can be triggered by effects or the Offensive Push skill. Called shots allow for the pilot to target a specific component, increasing the chance for shots that rolled successfully to hit that specific component.

When targeting a shut down mech, called shots to any location are available regardless of equipment or visuals.

## Offensive Push

When using Offensive Push, the pilot MUST have Visuals on the target. However, shots can be direct or indirect - Line of Sight (Visuals) and Line of Fire calculations are made separately.
Clan Smoke Jaguar

Star system Homeworld | Huntress

## **Background**

**Clan Smoke Jaguar** was one of the original twenty Clans founded by Nicholas Kerensky. Members of Clan Smoke Jaguar took fierce pride in their namesake, a predator descended from the Terran jaguar whose genes were altered in the laboratory to enable it to survive in a harsher environment and then imported to Strana Mechty. They were also every bit as feral as the smoke jaguar was, believing that the Clans' revered founder modeled all of Clan society on their totem animal and basing their argument on an oft-quoted journal entry of Kerensky's which they revered second only to *The Remembrance*. The Smoke Jaguar Clan began the Crusader philosophy and was one of the four original Clans to take part in Operation Revival, the Clans' attempted conquest of the Inner Sphere. However they were defeated at the pivotal Battle of Tukayyid and later Annihilated by the reborn Star League during Operation Bulldog and Operation Serpent. The Clan was also responsible for the creation of ProtoMechs, which quickly spread amongst the other Clans during the Wars of Possession.
Clan Coyote

Star system Homeworld | Tamaron

## Background

**Clan Coyote** was one of the original twenty Clans founded by Nicholas Kerensky. They proudly take as their totem animal the coyotes brought with the Star League exiles from Terra, which can now be found on Tamaron and many other worlds of the Kerensky Cluster.

Forged by Khan Dana Kufahl, a member of an anti-Amaris resistance movement on Terra called "The Spirit of the Coyote", the Clan cultivates a tradition based on Native American mysticism, and were the first to practice zellbrigen, well before ilKhan Nicholas Kerensky codified the tradition. Their most significant and revolutionary contribution to Clan society was arguably the introduction of the OmniMech in 2854.

Traditionally one of the strongest Clans and the closest ally of Clan Wolf, many events of the late thirtieth and thirty-first centuries have weakened their position. Considered to be the most conservative of the Warden Clans, they had retained their Warden viewpoint well into the Operation Revival era and beyond. Though they would dramatically regain much of their strength in the later portion of the thirty-first century, much of it was due to the influence of the Societyand was quickly spent in a gambit that pitted them against the rest of the Clans. The Society's influence, and the subsequent treasonous actions of many Coyotes would cost the Clan dearly as the Wars of Reaving came to their bloody conclusion, nearly forfeiting their Clan's very existence. As a result, the Coyotes would face vastly different circumstances than what they had known during the previous centuries, being a Clan that has been through the fires of their own near-destruction, and after that, through a deep cleansing of their collective spirit. The Coyotes of the post-Reaving era have essentially been reborn, both as a Clan and as individual warriors. Much like their totem, they have survived to continue their journey as the Clans enter a new age.
Chainelane Isles

Pre‑RogueWar Foes | None

The Chainelane Isles is a region in the deep periphery spanning some 100 lightyears and situated 100 lightyears coreward of the Greater Valkyrate. Described as a "miniature Inner Sphere", the Isles are not a unified realm but instead are home to numerous small duchies or principalities. Like the successor states of the Inner Sphere, these neighboring principalities constantly vie for supremacy and have been fighting Succession War-style combat for a long time.

Though BattleMech technology is present within the Isles, none of the Chainelane Isle states are able to manufacture their own BattleMech forces. 'Mechs are rare and prized assets much like in the lostech-ridden Succession Wars era of the Inner Sphere. Each nation within the Isles also deals with traders upon chance encounters, and attempts to acquire modern technology. Because the states of the Chainelane Isles rarely acquire the technology required to significantly turn the tide of war, wars within the Isles are fought almost exclusively by infantry and conventional armor. Though warfare within the Isles may be grinding upon the combatant armies, the collateral damage caused by this warfare is minimal at most, and few borders change within the Isles.

During the Clan Invasion of the Inner Sphere, the Chainelain Isles stood in the path of the Clan juggernaut. However, only the Duchy of Vendôme's military effectively disappeared "overnight" within the Isles. This led to speculations by ComStar that the Clans may have tested their mettle on an "Inner Sphere" opponent before reaching the Inner Sphere's periphery border.

In 3055, conflicting mercantile interests between Clan Diamond Shark and the Hanseatic League resulted in skirmishes near Chainelane space. Though the Diamond Sharks defeated the Hanseatic CPF, trade has not diminished between the Hansa and the Isles
Clan Nova Cat

Star system Homeworld | Tharkad

## **Background**

**Clan Nova Cat** was one of the original twenty Clans founded by Nicholas Kerensky. Named for the Nova Cat of Dagda dues to its alert readiness towards danger, the Clan was known for its unconventional practices, including the use of mystical visions to guide their decisions. Originally the Clan fell in with the Crusader cause and joined in the Clan Invasion of the Inner Sphere, but after their defeat they not only switched to the Warden philosophy but joined the Inner Sphere in creating a Second Star League. For their actions the Clan was Abjured by the other Clans and they were forced to settle on worlds inside the Draconis Combine with the blessing of the Combine leadership. The Clan was eventually wiped out by Draconis Combine forces after supporting a rebellion against the Dragon Throne. A splinter group, the Spirit Cats, is now all that remains of the once-mighty Nova Cats.
Draconis Combine

Pre‑RogueWar Allies | * Marik
* Liao
 Pre‑RogueWar Foes | * Davion
 Star system Homeworld | Luthien

## Background

The Draconis Combine is one of the five Successor States of the Star League, located coreward and spinward of Terra. Ruled by House Kurita, the Combine has always been aggressively expansionist-the head of the Combine was the first of the Council Lords to declare himself the new ruler of the collapsing Star League. Regularly in conflicts along its borders with all its neighbors, the Combine is a highly structured, militaristic society, with rulership in the hands of the Coordinator, the commander-in-chief of the Draconis military. The Combine's culture is heavily influenced by the Japanese roots of the ruling family-despite the minority status of those with Japanese ancestry-as this cultural heritage is imposed from above by the predominantly Japanese ruling class.

## Faction Leader

The current leader of the Combine is Coordinator Takashi Kurita, a level headed individual noted for his sharp wit, as well as tongue, and claims to be an honorable individual worthy of leading the Dragon. Although less conservative in recent years, he still holds to his Ironed Will and code of Bushido.
Clan Jade Falcon

Star system Homeworld | Sudeten

## **Background**

**Clan Jade Falcon** is one of the original twenty Clans created by Nicholas Kerensky. It was named for the Jade Falcon, a genetically engineered mix of peregrine and gyrfalcon, which the Clan's founding Khan Elizabeth Hazen was the first to tame. A strictly traditionalist and ardent Crusader Clan, the Jade Falcons long viewed Clan Wolf as their most hated rival for their strength, ideological position, and (most of all) possession of the coveted Kerensky Bloodname. The Jade Falcons participated in the initial invasion of the Inner Sphere and seized many Lyran worlds from the Federated Commonwealth. They were the first Clan to taste defeat at the hands of Inner Sphere forces, losing on Twycross in 3050. Achieving a draw with the ComGuards in the Battle of Tukayyid, they later schemed and plotted to undo the resulting Truce. They were nearly destroyed by their Refusal War with the Wolves in an attempt to do just that, losing many warriors in the fight and both of their Khans in subsequent politicking. Their new Khan launched a daring strike at Coventry in the Lyran Alliance and managed to restore the Jade Falcons' strength by winning possession of other Crusader units in the Harvest Trials. The Jade Falcons beat the ComGuards during the Great Refusal on Strana Mechty and then pushed the Steel Vipers out of their Occupation Zone; after that, they seized (and lost) several more Lyran worlds during the FedCom Civil War. They still eye Terra and have not given up hope of claiming it.
Clan Fire Mandrill

Star system Homeworld | Shadow

## **Background**

Clan Fire Mandrill was one of the original twenty Clans founded by Nicholas Kerensky, named for a genetically altered species of mandrill introduced by the Star League-In-Exile to the Pentagon World of Eden.

From its earliest days Clan Fire Mandrill mimicked the fractious nature of its totem, as different Bloodhouses formed *Kindraa* (Kindred Associations) that clashed repeatedly with one another as well as with other Clans. As a result, the Mandrills remained one of the less influential Clans throughout their history. While classed as a Crusader Clan by the time of Operation Revival, a number of Kindraa espoused Warden ideals. This ideological rift, on top of the chronic Kindraa infighting, prevented the Mandrills from gaining a place among the Invading Clans, and they remained a marginal player in Clan politics during the turbulent events of the 3050s and '60s. Attempts to promote inter-Kindraa unity during this period ultimately failed, and during the Wars of Reaving Clan Fire Mandrill was destroyed piecemeal, being declared officially non-existent by the Grand Council in February 3075.
FS-PM

Firestarter FS-PM

 FIRESTARTER | **FS-PM**
(Prototype)
(Pirate)

Firepower - 21 DMG, 0 Stab.

Heat - 30 Heatsinking, 32 Alpha strike, 12 Jump, 100 Shutdown

Movement - 275 /11 hex Sprint, 160 /7 hex Walk, 210 Jump, 6 TT

Range, 510 max, 132 Opt

Durability - 291 Structure, 440 armour, 100% stab def, 35 dfa self

Melee - 35 Base DMG, -17 Quirk, 18 Total Dmg, 9 Stab., 35 DFA
Clan Wolf

Star system Homeworld | Gienah

## **Background**

**Clan Wolf** was not only one of the original twenty Clans founded by Nicholas Kerensky, it was given the distinct honor of carrying forth Kerensky's name and his genetic legacy. This status as caretaker of the Kerensky Bloodname also served as a source of conflict with other Clans, especially Clan Jade Falcon, which felt slighted by the ilKhan's decision. Named for the massive wolves of Strana Mechty, which grow to nearly twice the size of their ancestors on Terra, the Wolf Clan has been a dominant force in the Clans since it's inception. Responsible for the Annihilation of Clan Wolverine and the Absorption of Clan Widowmaker, Clan Wolf was also instrumental in the development of Battle Armor. The leader of the Warden faction in the Grand Council, the Clan was nevertheless forced to participate in the Clan Invasion of the Inner Sphere, where they proceeded to outshine all other Clans in the number of worlds conquered. Clan Wolf was nearly destroyed by its hated enemy the Jade Falcons in the Refusal War that followed, but although the Clan survived it was split in two: a Crusader-minded Clan Wolf and Warden-minded Clan Wolf-in-Exile.
Destroy Base Triggers

This is an image collection of the "Trigger Zones" to trigger the reinforcements on certain Destroy Base missions to allow the objectives to update. These usually surround the base, though some are quite hidden and small.

Please file a ticket on the Roguetech Discord with logs and a screenshot of you standing in the trigger zone if you cannot get the objectives to update using the images in this section.

## Badlands

Badlands maps and triggers.

## Desert

 Desert maps and triggers.

## Highlands

 Highlands maps and triggers.

## Jungle

 Jungle maps and triggers.

## Lowlands

 Lowlands maps and triggers.

## Lunar

 Lunar maps and triggers.

## Martian

 Martian maps and triggers.

## Polar

 Polar maps and triggers.

## Tundra

 Tundra maps and triggers.

## Urban

 Urban maps and triggers.
Clan Snow Raven

Star system Homeworld | Lum

## **Background**

**Clan Snow Raven** was founded by Stephen McKenna (a distant relative of the famous James McKenna who hailed from the Terran Hegemony). The Snow Ravens are a complicated Clan that have taken a unique path, due to several catastrophes in their early history. Famed for their heavy use of naval assets, as well as their conniving and efficient nature, the Snow Raven Clan, despite being mistrusted and misunderstood by other Clans, eventually rose to power in the years after the Clan Invasion.
Clan Goliath Scorpion

Star system Homeworld | Roche

## **Background**

**Clan Goliath Scorpion** was one of the original twenty Clans founded by Nicholas Kerensky, named after the Goliath Scorpions found on Babylon. Staunch Wardens, the Goliath Scorpions value precision over brute force, while believing strongly in visions and quests. They take *Necrosia*, a drug based on the venom of the goliath scorpion, to aid in these visions. This Clan believed in looking to the past in order to rebuild the Star League, piece by piece, though their obsession with this goal blinded them to outside events on occasion. The Goliath Scorpions famously provided Clan Wolf the deep-sea diving Exoskeletons which would serve as the progenitors for modern Battle Armor. After the Wars of Reaving they were Abjured and expelled from Clan Space. They then conquered Nueva Castile in the Deep Periphery and renamed it Escorpion Imperio.
Clan Star Adder

Star system Homeworld | Sheridan

## **Background**

One of the original twenty Clans created by Nicholas Kerensky, **Clan Star Adder** was long known for their practicality and desire for unity. Like their namesake, the star adder of Arcadia, the warriors of this Clan viewed themselves as perfect hunters, unhindered by corrupting distractions. For this reason they largely kept themselves aloof from Clan politics, though they joined the Crusader faction in calling for a return to the Inner Sphere. While the Star Adders failed to take part in the invasion, after the Burrock Absorption they quickly became one of the largest and most powerful Home Clans. In the Great Refusal they achieved one of the few wins for the Clans and expanded their already-considerable holdings during the Wars of Possession. Though the Wars of Reaving were very destructive to the Clan homeworlds, the Star Adders were able to weather the firestorm and emerge in a strong leadership position among the survivors.
Elite Pilots and Mechs

An optional submod in the Roguetech installer containing a set of new opponents and challenges designed to make the life of your mech warriors, that little bit more fun. Included are elite pilots, new lance sub-types, custom mechs and a challenging set of ''duels''. Created by Lady Alekto.

## Elite Pilots

These are Pilots usually with a light unique quirk and skills above the average AI Enemy

They are named and contain many Modders who contributed to the Community or the Mod

## New Extra Challenging Lances

3 sets of additional Lances for the spawner.

### Battle Lances

A collection of 4 Legendary Type 'Mech's piloted by an Elite Pilot each, pushing you to your Limits.

These can spawn in place of any "Battle" Lance.

### Stealth support

A collection of 4 stealth units piloted by high class NPC's, they will hunt you.

No Faction restrictions.

These can spawn in place of any "Support" Lance.

### Mixed Fire

Lances consisting of 1 Elite/Legendary, 1 Stealth, 1 Predator(Upgraded Sensors) and 1 Faction specific "Anything", bringing a balanced mix of abilities.

These can spawn in place of any "Fire" Lance.

## Dueling Contract

En Garde, Riposte and Coupe

3 Contracts that always spawn a Elite Lance and will test your Unit and Commanding Skills.

## Elite Battlemechs

A Collection of extraordinary BattleMech's that are absolutely flexible in their Loadouts and bring powerfull unique Gear with them.

You can find the full list of elite mechs **here**
Clan Steel Viper

Star system Homeworld | New Kent

## **Background**

**Clan Steel Viper** was one of the original twenty Clans founded by Nicholas Kerensky, named after the Steel Vipers found on Babylon. Their beginnings were marked by treachery due to the actions of their founder, now simply known as the Traitor Khan, and they were long regarded by other Clans as self-serving. However, the Steel Vipers would eventually find their calling in espousing the recreation of the Star League, not through conquest but cooperation with the Inner Sphere. Despite this decidedly Warden philosophy many warriors within the Clan hold to the Crusader viewpoint, and the Steel Vipers took part in the Clan Invasion. While capturing many Inner Sphere worlds the Steel Vipers were eventually driven back to Clan space by their rival, Clan Jade Falcon. Under Brett Andrews, the clan played a major part in initiating and conducting the Wars of Reaving, but in the end were themselves annihilated by the other clans when the language of the Reavings were turned against them.
Fire Modes, Ammo Switching & Custom Ammo

Roguetech supports custom ammunition types, so HMGs, LMGs, MRMs, LBXs, RACs and other weapon systems now have their own ammo types. Custom ammunition also allows you to different ammo types for each weapon, e.g., regular, inferno, and AA rounds.

In-battle, you can switch between ammo types by Left Clicking the `%` mark of that weapon slot in the combat HUD. In the mechbay, you can click on the wrench to set your weapon order, then double-click on each launcher/cannon/whatever to set its firing-mode and starting ammunition.

## Fire Modes

### PPC:

Toggle Field Inhibitor

* FION: Normal Behaviour

* FIOFF 50% Chance for Misfire No Minimum Range +1 Recoil

### UAC:

Toggle Double-Tap

* X1-2

* Select between 1 or 2 shots

* With all recoil and heat generated on double tap as if fired twice

### RAC:

Toggle Fire rate

* X1-6

* Select between 1-6 shots

* Each Adding Recoil and Heat for each additional Shot and increased chance to jam beyond 3 shots

### IS LRM:

Toggle Hotloaded

* STD: Normal Behaviour

* HL(HotLoaded): 50% Chance for Misfire No Minimum Range -1 Accuracy

### Variable Speed Pulse Laser

Charge type X1-X4 Shots

* Increased heat and slightly reduced damage and accuracy with additional shots

### Bombast:

Select Charge

* STD +1 Accuracy

* RNG -15 Dmg +5 Heat +30% Range

* DMG +25 Dmg +1 Recoil +10 Heat -30% Range

### Pirate ATM

Cycle fire rate

* Get improved accuracy and slower speed but increased recoil and misfire chance at higher speeds

### Pirate Light/Heavy PPC

Similar to the Bombat Laser

* Not STD shots can cause a misfire and increase heat generated

* Std Behaves like a LPPC

OC - OverCharge

* Set the Capacitor to a high output
* Increased damage and recoil

FC - Fast Charge

* Use the capacitor to quickly load the PPC
* Increased Accuracy and Evasion Ignore
Gear/Ammo AC20 (Slug)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AC\_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
+ +1 recoil with ranged weapons
+ AC/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
Federated Suns

Pre‑RogueWar Allies | * ComStar
 Pre‑RogueWar Foes | * Kurita
 Star system Homeworld | New Avalon

## Background

The Federated Suns is one of the five Successor States of the Star League, located rimward and spinward of Terra. Ruled by House Davion, the Federation is the most powerful of the five, and the people of the Federation pride themselves on their self-proclaimed role as defenders of justice and liberty. The Federation is quite capable of ruthless, decisive action, though, and its idealism readily gives way to pragmatism when called for. The current ruler of the Federation, Prince Hanse Davion, is an experienced and unconventional military commander. The Federation's alliance with the Lyran Commonwealth effectively ended the Third Succession War.
Gear/Ammo ATM ER (Half)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_ATM\_ER\_Half

Manufacturer: CLAN

Extreme Range ATM Ammo utilizes more advanced flight computers and stabilizer to drastically increase their range. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E.

# Attributes

+ -3 Advanced Tactical Missile damage
+ -1 stability damage dealt
+ +90% to all range brackets
+ Missile has 4 HP.
+ ATM Ammo - 30 Shots
+ 124 Cbills Cost per Shot.
+ Ammunition Box can explode for 3.5 damage, 1.8 heat and 0.9 stability per remaining shot
Free Worlds League

Pre‑RogueWar Allies | * Kurita
* ComStar
 Pre‑RogueWar Foes | * Liao
 Star system Homeworld | Atreus

## Background

The Free Worlds League is one of the five Successor States of the Star League, located rimward and anti-spinward of Terra. Ruled by House Marik, the League was, with the Capellan Confederation, one of the original signatories of the treaties that would eventually form the Star League. After the fall of the Star League, the Free Worlds League granted broad control over its economy and government to the commander of its military, the Captain-General. The League is known for being a powerful mercantile state, but the Succession Wars have nearly destroyed its economy. The current ruler of the League is Captain-General Janos Marik.
Gear/AC10 BB5X

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_Autocannon\_AC\_10\_Quicsell

Manufacturer: QuicSell

Need something loud and nasty but cant afford Defiance Boomboxes? We at QuicSell got just the right thing, our Tech's worked hard to bring you this Top of the Line AutoCannon/10. SUPER LOW SAVINGS TO KEEP YOU LAND FREE!

# Attributes

+ This weapon has a recoil of 3
+ Weapon has a jam chance of Recoil X 8 - Mitigated by Gunnery and Recoil Reduction
+ Autocannons are ballistic weapons with multiple ammo types.
+ Can be used with Recoil Damper weapon attachments.
+ This weapon has an Anti-Air Factor of 15%

# Weapon Stats

Category: Ballistic

Type: Autocannon

SubType: AC10
ComStar

Star system Homeworld | Terra

## Background

ComStar, the institution and religion, grew out of the Star League Department of Communications, as reenvisioned by Jerome Blake, Minister of Communications. ComStar is transnational, beholden to none of the Successor States, and its priesthood exclusively controls access to the only means of faster-than-light communications, the HyperPulse Generators. ComStar facilities and personnel are sacrosanct, a status enforced aggressively by the institution; offending states - even entire Successor States - can find themselves cut off from the rest of the Inner Sphere, unable to communicate or trade. The current head of ComStar is Primus Julian Tiepolo.
Clan Hell's Horses

Star system Homeworld | Csesztreg

## Background

**Clan Hell's Horses is one of the original twenty Clans founded by Nicholas Kerensky, named for the Hell's Horses genetically engineered for the highland deserts of Circe. The Clan lives by the motto that "man comes before machine," a philosophy which values the individual soldier over whichever tool of warfare he uses. While this philosophy has resulted in some battlefield practices unique among the Clans, it also permeates other aspects of Clan Hell's Horses, such that all Clan members are treated as an integral part of the greater whole, regardless of their birth. Clan Hell's Horses are also famous for giving birth to what would become Elementals, genetically modified super-soldiers who have formed an important part of Clan warfare since their introduction. Despite being led by Crusaders, the Clan did not take part in Operation Revival, though it managed to secure a number of Inner Sphere worlds in its aftermath.**
Clan Diamond Shark

Star system Homeworld | Unknown

## Background

**Clan Diamond Shark**, originally named Clan Sea Fox, was one of the first twenty Clans created by Nicholas Kerensky. Its willingness to change its own name exemplified the Clan's flexibility and progressive thinking - it was the only Clan which permitted universal suffrage - and helped make it one of the strongest and wealthiest during the Clans' history. Known derisively as the "Merchant Clan" by their jealous rivals, they nevertheless took great pride in their accomplishments and their direct contributions to the creation of the Clans. The Clan's original totem animal, the Sea Fox, was chosen for it by Kerensky for the honor it showed its prey before striking. The Clan then took as their new totem the Diamond Shark, which nearly wiped out the Sea Fox when it was introduced to the oceans of Strana Mechty, as a sign of respect to a superior predator.
Capellan Confederation

Pre‑RogueWar Allies | * Kurita
 Pre‑RogueWar Foes | * Aurigan Pirates
* Marik
* Davion
* Steiner
 Star system Homeworld | Sian

## Background

The Capellan Confederation is one of the five Successor States of the Star League, located rimward of Terra. Ruled by House Liao, the Confederation is the smallest and newest of the Successor States and often the loser in conflicts against the other powers of the Inner Sphere. It is an authoritarian police state, with philosophical origins in a text known as the Korvin Doctrine, which argues for total subservience of the individual to the state. Citizens of the Confederation must earn their position and the benefits of citizenship through service to their community. The current ruler of the Confederation is Chancellor Maximilian Liao, a shrewd planner and master manipulator.
Gear/Ammo Cruise Missile50

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_CruiseMissile\_50

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 400 meters of impact
+ Up to 250 area-of-effect damage to units in radius. Units further from the point of impact take less damage
+ 90 Area-of-effect heat damage to units in radius.
+ 90000 Cbills Cost per Shot.
+ CruiseMissile Ammo - 1 Shots
+ Ammunition Box can explode for 175 damage, 70 heat and 12.5 stability per remaining shot
Gear/Accurate Weapon - Ballistics

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Quirk\_AccurateWeaponCategory\_Ballistics

Manufacturer: Fabrique Nationale

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

# Attributes

+ +1 accuracy with ballistic weapons.
+ -1 recoil with ballistic weapons
+ This Unit's Quirk.
Gear/Ammo AC20 Flak

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AC\_20\_Flak

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

+ +2 accuracy with ranged weapons.
+ +50% damage against Squads & Airborne units.
+ -50% damage against Other units.
+ AC/20 Ammo - 5 Shots
+ 750 Cbills Cost per Shot.
+ Ammunition Box can explode for 50 damage, 25 heat and 12.5 stability per remaining shot
Gear/Ammo Heavy Gauss AP

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Gauss\_Heavy\_AP

Manufacturer: Generic

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

# Attributes

+ +50% chance to deal a critical hit
+ 25 Damage dealt directly to Internals, always rolls for a Crit.
+ -50% damage dealt with this Ammo
+ HVY-APGauss Ammo - 4 Shots
+ Inert ammo; does not cook off or explode.
+ 1500 Cbills Cost per Shot.
Gear/Ammo AC10 (SAFE)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AC\_10\_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/10 Ammo - 7 Shots
+ 428 Cbills Cost per Shot.
+ Ammunition Box can explode for 1.5 damage, 0.8 heat and 0.4 stability per remaining shot
Gear/Accurate Weapon - Energy

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Quirk\_AccurateWeaponCategory\_Energy

Manufacturer: Fabrique Nationale

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

# Attributes

+ +1 accuracy with energy weapons.
+ -5% heat generated by energy weapons.
+ This Unit's Quirk.
Gear/AC2 Federated

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_Autocannon\_AC\_2\_Federated

Manufacturer: Federated

Intended for use as supporting fire at very long range, AC/2s deal moderate damage with low heat and a large ammunition count per ton.

Uses AC2 Ammo.

# Attributes

+ +100% critical hit chance with this weapon
+ +50% Modifier to Through Armor Critical Chance, relative to base values for Damage and Type.
+ Weapon has a 3% jam chance - Mitigated by Gunnery
+ Autocannons are ballistic weapons with multiple ammo types.
+ Can be used with Recoil Damper weapon attachments.

# Weapon Stats

Category: Ballistic

Type: Autocannon

SubType: AC2
Gear/AC10

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_Autocannon\_AC\_10

Manufacturer: Western

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
+ 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/Ammo Heavy Rifle (CL)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Rifle\_Heavy\_Caseless

Manufacturer: Generic

Made from ancient Blue Prints, this Rifle Munitions is encased in its propellant to save up space at cost of reliability. 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

+ CL-HeavyRifle Ammo - 12 Shots; Needs to be in same Location as the Weapon.
+ Caseless Ammo: Double ammunition per bin; 10% increased heat and jam chance.
+ Volatile Ammo rolls Twice to explode
+ 250 Cbills Cost per Shot.
+ Ammunition Box can explode for 30 damage, 15 heat and 7.5 stability per remaining shot
Gear/Ammo Inf Mines Bomb (Bay)

BOT PAGE || RTVer: HHR 1.4.8

# Description

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

Manufacturer: Generic

Field Artillery Scatterable Mines Bomb, Inferno. Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. On a Critical Hit, the Pressurized Container will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E.

# Attributes

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

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_MachineGun\_Heavy

Manufacturer: Generic

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

# Attributes

+ HMG Ammo - 400 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/Advanced Zoom MK2

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Special\_AddOn\_AdvZoom\_Mk2

Manufacturer: Mitchell

The J-Peep Farsight was originally designed by Mitchell for their vehicle Fire Control System line. But managed to find its way onto mechs sporting long range, and highly accurate weaponry sometime in the late 3030s.

# Attributes

+ Specialist Equipment. Adds Unique Upgrades to the Mech. Uses Special Slot. Requires 0.2T Carry Capacity.
+ Advanced Zoom: Negates No Visual and provides +1 Ranged Accuracy up to 810 meters.
Gear/Ammo HRAC10 (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/10 Ammo - 16 Shots
+ Caseless Ammo: Double ammunition per bin; 13% increased heat and jam chance.
+ Volatile Ammo rolls Twice to explode
+ 370 Cbills Cost per Shot.
Gear/Ammo AC5 (INC)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_AC\_5\_Incendiary

Manufacturer: Generic

Incendiary ammunition can be used in standard autocannons and their lighter cousins. Developed by NAIS scientists from the Federated Suns, these autocannon rounds contained an Inferno warhead and were covered in a thin coat of magnesium.

# Attributes

+ +18 heat damage dealt
+ -40% damage dealt with this Ammo
+ Target generates 9 heat for 2 turns.
+ AC/5 Ammo - 20 Shots
+ Volatile Ammo rolls Twice to explode
+ 338 Cbills Cost per Shot.
+ Ammunition Box can explode for 22.5 damage, 20.3 heat and 5.6 stability per remaining shot
Gear/Ammo Hellfire Missiles (Bay)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Bay\_Hellfire

Manufacturer: Generic

An advanced high damage missile pod filling a role similar to a rocket launcher, with range and guidance competitive with ATM. Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. On a Critical Hit, the Pressurized Container will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E.

# Attributes

+ 10 damage dealt with this Ammo
+ 2 stability damage dealt
+ Munitions Range: 180Min, 180Short, 360Med, 540Long, 720Ex.
+ 20 shots fired with this ammo.
+ Missile has 2 HP.
+ Missile Ammo - 20 Shots
+ 300 Cbills Cost per Shot.
+ Ammunition Box can explode for 5 damage, 2.5 heat and 1.3 stability per remaining shot
Gear/Ammo Heavy Gauss (DBL)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_Gauss\_Heavy\_Double

Manufacturer: Generic

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

# Attributes

+ Double-size Ammo bin; 20% extra ammo per ton.
+ HVY-Gauss Ammo - 10 Shots
+ Inert ammo; does not cook off or explode.
+ 750 Cbills Cost per Shot.