recursal/Fanatic-Fandom huggingface dataset:
Wobbuffet

*This article is a stub. You can help Pokémon GO Wiki by expanding it.*

 **Name (en)** | Wobbuffet

Wobbuffet is a
Psychic Type Pokémon originally from the Johto region (Generation II). Wobbuffet is a Pokémon that does not evolve, meaning any candy gained can only be used to power-up the Pokémon or unlock a 2nd charged move.

## References & External Links

* Wobbuffet on Azurilland Wiki
* Wobbuffet on Serebii.net
Remington 870

*This article is a stub. You can help Fear the Wolves Wiki by expanding it.*

 Mode
 Magazine
 Ammo
 Firing rate
 Accuracy
 Stability
 Mod slots

The **Remington 870** is a American pump-action shotgun available in *Fear the Wolves*.

## Mods

This weapon can accept the following mods:

* Barrel mods
	+ Shotgun Choke
* Magazine mods
	+ 12cal Bullet Loops
UMP45

*This article is a stub. You can help Fear the Wolves Wiki by expanding it.*

 Mode
 Magazine
 Ammo
 Firing rate
 Accuracy
 Stability
 Mod slots

The **UMP45** is a German fully automatic submachine gun available in *Fear the Wolves*.

## Mods

This weapon can accept the following mods:

* Barrel mods
	+ SMG Compensator
	+ SMG Suppressor
* Sight mods
	+ ACOG X4
	+ CompM4 X2
	+ Holo Sight
	+ Red Dot Sight
* Magazine mods
	+ Extended SMG Mag
	+ QuickDraw SMG Mag
VSS Vintorez

*This article is a stub. You can help Fear the Wolves Wiki by expanding it.*

 Mode
 Magazine
 Ammo
 Firing rate
 Accuracy
 Stability
 Mod slots

The **VSS Vintorez** is a Soviet semi-automatic sniper rifle available in *Fear the Wolves*.

## Mods

This weapon can accept the following mods:

* Barrel mods
* Sight mods
	+ PSO-1X4
* Magazine mods
	+ Extended SR Mag
APS

*This article is a stub. You can help Fear the Wolves Wiki by expanding it.*

 Mode
 Magazine
 Ammo
 Firing rate
 Accuracy
 Stability
 Mod slots

The **APS** is a Soviet fully automatic pistol available in *Fear the Wolves*.

## Mods

This weapon can accept the following mods:

* Barrel mods
	+ Pistol Suppressor
* Magazine mods
	+ Extended Pistol Mag
	+ QuickDraw Pistol Mag
Mod

*This article is a stub. You can help Fear the Wolves Wiki by expanding it.*

There are a number of **mods** available for weapons in *Fear the Wolves*. They can be applied to the barrel, magazine, or sights of firearms to add certain effects. They can also be removed in order to transfer them to newly acquired weapons.

## Barrel mods

These mods can be attached to the barrel of compatible firearms:

* AR Compensator
* AR Flash Hider
* Pistol Compensator
* Pistol Suppressor
* Shotgun Choke
* Shotgun Suppressor
* SMG Compensator
* SMG Suppressor

## Sight mods

These mods are scopes or alternative sights for compatible firearms:

* ACOG X4
* CompM4 X2
* Holo Sight
* Leupold X8
* PSO-1X4
* Red Dot Sight

## Magazine mods

These mods are replacements for or enhancements to the default, unmodded magazines of compatible firearms:

* 12cal Bullet Loops
* Extended Pistol Mag
* Extended SMG Mag
* Extended SR Mag
* QuickDraw AR Mag
* QuickDraw Pistol Mag
* QuickDraw SMG Mag
TOZ-34

*This article is a stub. You can help Fear the Wolves Wiki by expanding it.*

 Mode
 Magazine
 Ammo
 Firing rate
 Accuracy
 Stability
 Mod slots

The **TOZ-34** is an Russian over-under double-barreled break action shotgun available in *Fear the Wolves*.

## Mods

This weapon can accept the following mods:

* Barrel mods
	+ Shotgun Choke
* Sight mods
	+ CompM4 X2
	+ Holo Sight
	+ Red Dot Sight
* Magazine mods
	+ 12cal Bullet Loops
RPD

*This article is a stub. You can help Fear the Wolves Wiki by expanding it.*

 Ammo

The **RPD** is an assault rifle available in *Fear the Wolves*.

## Mods

This weapon can accept the following mods:

* Barrel mods
	+ AR Compensator
	+ AR Flash Hider
* Sight mods
	+ CompM4 X2
	+ Holo Sight
	+ Red Dot Sight
* Magazine mods
M4

*This article is a stub. You can help Fear the Wolves Wiki by expanding it.*

 Mode
 Magazine
 Ammo
 Firing rate
 Accuracy
 Stability
 Mod slots

The **M4** is a American burst-fire assault rifle available in *Fear the Wolves*.

## Mods

This weapon can accept the following mods:

* Barrel mods
	+ AR Compensator
	+ AR Flash Hider
* Sight mods
	+ ACOG X4
	+ CompM4 X2
	+ Holo Sight
	+ Leupold X8
	+ Red Dot Sight
* Magazine mods
	+ QuickDraw AR Mag
Beretta 93R

*This article is a stub. You can help Fear the Wolves Wiki by expanding it.*

 Mode
 Magazine
 Ammo
 Firing rate
 Accuracy
 Stability
 Mod slots

The **Beretta 93R** is a Italian burst-fire pistol available in *Fear the Wolves*.

## Mods

This weapon can accept the following mods:

* Barrel mods
	+ Pistol Compensator
	+ Pistol Suppressor
* Sight mods
	+ Red Dot Sight
* Magazine mods
	+ Extended Pistol Mag
	+ QuickDraw Pistol Mag
Vector

*This article is a stub. You can help Fear the Wolves Wiki by expanding it.*

 Mode
 Magazine
 Ammo
 Firing rate
 Accuracy
 Stability
 Mod slots

The **Vector** is a American fully automatic submachine gun available in *Fear the Wolves*.

## Mods

This weapon can accept the following mods:

* Barrel mods
	+ SMG Compensator
	+ SMG Suppressor
* Sight mods
	+ ACOG X4
	+ CompM4 X2
	+ Holo Sight
	+ Red Dot Sight
* Magazine mods
	+ Extended SMG Mag
	+ QuickDraw SMG Mag
Groza

*This article is a stub. You can help Fear the Wolves Wiki by expanding it.*

 Mode
 Magazine
 Ammo
 Firing rate
 Accuracy
 Stability
 Mod slots

The **Groza** is a Russian fully-automatic bullpup assault rifle available in *Fear the Wolves*.

## Mods

This weapon can accept the following mods:

* Barrel mods
* Sight mods
	+ ACOG X4
	+ CompM4 X2
	+ Holo Sight
	+ Red Dot Sight
* Magazine mods
	+ QuickDraw AR Mag
SV98

*This article is a stub. You can help Fear the Wolves Wiki by expanding it.*

The **SV98** is a sniper rifle available in *Fear the Wolves*.

## Mods

This weapon can accept the following mods:

* Barrel mods
* Sight mods
	+ ACOG X4
	+ CompM4 X2
	+ Holo Sight
	+ Leupold X8
	+ Red Dot Sight
* Magazine mods
	+ Extended SR Mag
CompM4 X2

*This article is a stub. You can help Fear the Wolves Wiki by expanding it.*

**CompM4 X2** is a type of mod available in *Fear the Wolves*.

## Effects

* Optical sniper sight with 2x magnification

## Weapons

This mod can be applied to the sights of the following guns:

* AEK-919
* UZI
* Vepr-12
* M4
* RPD
* TOZ-34
* SV98
* A-545
* VHS-2
* AK-74
* Groza
* Vector
* SVU
* UMP45
Vepr-12

*This article is a stub. You can help Fear the Wolves Wiki by expanding it.*

 Mode
 Magazine
 Ammo
 Firing rate
 Accuracy
 Stability
 Mod slots

The **Vepr-12** is a Russian semi-automatic shotgun available in *Fear the Wolves*.

## Mods

This weapon can accept the following mods:

* Barrel mods
	+ Shotgun Choke
	+ Shotgun Suppressor
* Sight mods
	+ CompM4 X2
	+ Holo Sight
	+ Red Dot Sight
* Magazine mods
	+ QuickDraw AR Mag
UZI

*This article is a stub. You can help Fear the Wolves Wiki by expanding it.*

 Mode
 Magazine
 Ammo
 Firing rate
 Accuracy
 Stability
 Mod slots

The **UZI** is an Isreali fully automatic submachine gun available in *Fear the Wolves*.

## Mods

This weapon can accept the following mods:

* Barrel mods
	+ SMG Compensator
	+ SMG Suppressor
* Sight mods
	+ CompM4 X2
	+ Holo Sight
	+ Red Dot Sight
* Magazine mods
	+ Extended SMG Mag
	+ QuickDraw SMG Mag
C-LRM 5

20.6

## Overview

At 1 ton, the C-LRM 5 is the smallest of the Clan Long Range Missile family. Its indirect fire allows support 'Mechs to pummel the enemy from a safe distance. The C-LRM 5 is capable of light damage at range but the small number of missiles fired means ammunition shortages are not a problem. An LRM's minimum range is 180m, below which the damage decreases to nearly nothing at point blank range. The C-LRM 5 is also subject to Heat Scaling.

### ECM

While ECM makes the effective use of LRMs more difficult, it is possible. If you are alone with an ECM equipped foe, staying within 181 and 200m will allow you to use your weapons with lock. If you have a TAG spotter, as long as they are at least 181m from the target and maintain the tag on the target, you will have your target lock. If you have a PPC spotter, you have your target as long as they keep the ECM disabled.

### IS Comparison

Clan LRMs have several differences from their Inner Sphere counterparts.

* They fire in a stream rather than launching all tubes simultaneously.
* Clan LRMs will still do damage even if the target is within the 180 meter minimum range. However, damage decreases as the target gets nearer.
* Clan LRMs do more damage per missile and generate more heat.
* Clan LRMs also require fewer Critical Slots and weigh less.

## References

1. ↑ Piranha Games\MechWarrior Online\Game\GameData.pak\Libs\Items\ItemStats.xml
2. ↑ How screen shake is calculated
Gear

*This article is a stub. You can help Fear the Wolves Wiki by expanding it.*

**Gear** available in *Fear the Wolves* includes armor, hazmat suits, masks, backpacks, and oxygen tanks.

## Helmets

Helmets provide armor value and explosion defense. The more protective the helmet, the harder it is to find.

The available helmets include:

* Biker Helmet
* Medium Helmet
* Heavy Helmet

## Chest armor

Chest armor provides armor value and explosion defense. The more protective the armor, the more difficult it is to find.

The available chest armor includes:

* Light Armor
* Medium Armor

## Pants

Pants provide armor value and explosion defense. The more protective the pants, the more difficult they are to find.

The available pants include:

* Light Pants
* Medium Pants

## Suits

Suits provide radiation defense and some armor value. Each higher level is more difficult to find.

The available suits include:

* Hazmat Suit
* Hazmat Suit (Lvl. 2)
* Hazmat Suit (Lvl. 3)

## Masks

Masks provide radiation defense, with greater marks more difficult to find than lower ones.

The available masks include:

* Civil Respirator MK1
* Civil Respirator MK2

## Back gear

Back gear provides additional inventory slots and/or a supply of oxygen. An oxygen supply enables immunity to radiation for as long as it lasts.

The available back gear includes:

* Small Backpack
* Medium Backpack
* Large Backpack
* Oxygen Tank MK1
* Oxygen Tank MK2
* Oxygen Tank MK3
SVU

*This article is a stub. You can help Fear the Wolves Wiki by expanding it.*

 Mode
 Magazine
 Damage
 Firing rate
 Accuracy
 Stability
 Mod slots

The **SVU** is a Russian fully automatic bullpup sniper rifle available in *Fear the Wolves*.

## Mods

This weapon can accept the following mods:

* Barrel mods
* Sight mods
	+ ACOG X4
	+ CompM4 X2
	+ Holo Sight
	+ Leupold X8
	+ PSO-1X4
	+ Red Dot Sight
* Magazine mods
	+ Extended SR Mag
AK-74

*This article is a stub. You can help Fear the Wolves Wiki by expanding it.*

 Mode
 Magazine
 Ammo
 Firing rate
 Accuracy
 Stability
 Mod slots

The **AK-74** is a Soviet fully automatic assault rifle available in *Fear the Wolves*.

## Mods

This weapon can accept the following mods:

* Barrel mods
	+ AR Compensator
	+ AR Flash Hider
* Sight mods
	+ ACOG X4
	+ CompM4 X2
	+ Holo Sight
	+ PSO-1X4
	+ Red Dot Sight
* Magazine mods
	+ QuickDraw AR Mag
Fear the Wolves

Media/distribution | Digital

***Fear the Wolves*** is a Chernobyl-based battle royale game developed by Ex-STALKER developers Vostok Games and published by Focus Home Entertainment.

## Description

***Fear the Wolves*** drops players, in squads or as lone wolves, into the oppressive environments of a radiation-ravaged Chernobyl. The classic Battle Royale mode forces them to fight to be the last man standing out of 100 fighters. Another intense and original game mode will also bring a fierce new twist to the genre.

To secure the top spot, players will need to worry about more than just other survivors. Across the hostile wastes, everyone is threatened by deadly anomalies and the dynamically-changing weather. Along with a day-night cycle, this constantly forces survivors to adapt their strategies, and players can find protective gear that allows them to explore dangerous off-limit zones. All the while, the howls of mutated creatures echo through the wasteland…

## System requirements

Minimum requirements

* Requires a 64-bit processor and operating system
* **OS:** Windows 7/8/10 (64 bits)
* **Processor:** Intel Core i3-2130 (3.4 GHz)/AMD FX-4100 (3.6 GHz)
* **Memory:** 8 GB RAM
* **Graphics:** 1 GB, GeForce GTX 650 Ti/Radeon R7 260
* **Network:** Broadband Internet connection
* **Storage:** 16 GB available space

Recommended requirements

* Requires a 64-bit processor and operating system
* **OS:** Windows 7/8/10 (64 bits)
* **Processor:** Intel Core i7-3930K (3.2 GHz)/AMD Ryzen 5 1600 (3.2 GHz)
* **Memory:** 16 GB RAM
* **Graphics:** 4 GB, GeForce GTX 970/Radeon R9 390
* **Network:** Broadband Internet connection
* **Storage:** 16 GB available space

## Game support

Fear the Wolves Wiki is focused on creating the definitive guide to *Fear the Wolves*. But while we make an effort to be complete, which may include game bugs and fixes for them, we are not an official game support channel. Please direct support requests to the technical support forum on Steam.

## External links

* Official site
* Steam
* Facebook
* Twitter
* Youtube
* Vostok Games
* Focus Home Interactive
Battlemap

This page is about the **Battlemap** (or *Battlegrid*, *Grid*) and the **Lance Commander**.

A small version of the *Battlemap* can be found in the HUD of the Cockpit, which comes with some differences.
A comprehensive overview to the different playable maps can be found at Maps.
Note, there's no need to be equipped with a Command Console to call the *grid* or become a *Lance Commander*.

## Battlemap

 Key-'B' (default) will toggle the *Battlegrid*, which is dominated by a central map of the actual battlezone. If the *grid* is active, only *battlegrid* related functions are available! (note2self: *do i lose control? mouse still moves upper torso, what about speed/left/right? nevertheless, mousebuttons and 'i' are reassigned - what if 'b' is reassigned, which key will work?*)

The map shows:

* Starting point of (2) your lance, team blue, and (3) the enemy, team red.
* Location and heading of your lance's units (whereas your own 'Mech is highlighted yellow) within the map.
* Alpha-numeric sections, the socalled *Battlegrid*, giving each spot on the map coordinates to roughly locate it fast.
* Commands (4) of the Lance Commander.

Top left of the map holds the  button and your *rang* (right now empty = regular unit; more: Lance Commander).

Top right of the map is a short instruction on the commands available to the *Lance Commander*.

Along the bottomside goes an overview on all available actions that can be taken, as described below.

### Zoom & Pan

 Hold right mouse-button and move mouse to shift map, scroll mouse-wheel to zoom it.

### Intel Gathering

 Key-'I' toggles information about lancemates name and health, similar to 'Q' from cockpit view.

## Lance Commander

Take Command
Upper left corner is the  button, which, if succesfully activated, makes you lance  and extends the functional range of the mouse.

Resign Command
If the command of the lance is successfully taken  shows up.

Lance Commander

A Lance Commander can left-click to  sequence at the designated spot of the map.

Upper right corner holds a cheat sheet on commands available to the Commander:

 (no use to click on it, commands are issued directly on the map!)

**A command is activated and issued to all lance units by left clicking on the map and chosing a command from the popup, at which a new waypoint is created, that shows the assigned command.**

Lance units will have a new waypoint on their heading tape (similar to Capture Points). This allows team mates to easily orient themselves towards the new command waypoint.

Lance Commander's messages are highlighted in chat:

temporary sandbox on overlay
Clan Ghost Bear

**Clan Ghost Bear** is a Clan faction in *MechWarrior Online*. Further details can be found here http://www.sarna.net/wiki/Clan\_Ghost\_Bear.

## Player Affiliated Units

Clan Ghost Bear affiliated online units;

To add your Clan Ghost Bear unit to this list, use this form and enter Clan Ghost Bear in the faction field.
{{#ask:Unit Faction::Clan Ghost Bear
}}
C-LB 2-X Autocannon

16.6

### Chance of Critical Hits

Like the Machine Gun and Flamer, each pellet has roughly a 66% chance to deal critical damage. Each pellet will do 2X the damage to internal structure components. It has a 39% chance to deal 1 critical hit, 22% chance to deal 2 critical hits, and 6% chance to deal 3 critical hits. The max damage each pellet can do is 6 compared to the normal 1 point of damage each pellet does to armor.

### Related

* C-LB 5-X Autocannon
* C-LB 10-X Autocannon
* C-LB 20-X Autocannon
* LB 10-X Autocannon

## References

1. ↑ Piranha Games\MechWarrior Online\Game\GameData.pak\Libs\Items\ItemStats.xml
2. ↑ How screen shake is calculated
3. ↑ Piranha Games\MechWarrior Online\Game\GameData.pak\Libs\Items\ItemStats.xml
Beagle Active Probe

## Overview

The **Beagle Active Probe**, or **BAP**, is a sensor suite that enhances the units onboard detection systems. Essentially it boosts radar coverage, locking and scan strength. It also can counter ECM at close range.

* 25% increased sensor range
* 25% decreased target info acquisition time
* Allows targeting of unpowered 'Mechs within 120m
* It counters 1 ECM within the range of 360m. It works the same way as an ECM in counter mode.
* If a 'Mech has both BAP and ECM installed, the counter ECM feature gets overwritten by ECM. So the 'Mech will only get the increased sensor range, the decreased target info acquisition time and the ability to target unpowered 'Mechs.

## News

Nov 14, 3048: Ceres Metals announced field testing of the **Apple Churchill 2000 sensor suite**, which syncs with the *BAP*.

## Changelog

* **November 20, 2012:** Added to the game.

1. ↑ 1.0 1.1  Patch Notes - 1.4.276.0 - 18/04/2023
2. ↑ Piranha Games\MechWarrior Online\Game\GameData.pak\Libs\Items\ItemStats.xml
3. ↑ How screen shake is calculated
4. ↑ 4.0 4.1 4.2 Patchnotes v1.0.150 20 November 2012
5. ↑ 5.0 5.1 Patch Notes - 1.2.223 - 21/05/2013
Autocannon 5

12

## Overview

This class of Autocannon halves the damage of the AC 10 for the ability to shoot faster and farther with less heat. At eight tons, the weight of the AC 5 is relatively light for an Autocannon. Each ton of ammo yields an ample 30 rounds.

A notable user of the AC/5 includes the Dragon DRG-1N.

## Related Weapons

-Ultra Autocannon 5: A version that can fire faster.

## References

1. ↑ Piranha Games\MechWarrior Online\Game\GameData.pak\Libs\Items\ItemStats.xml
2. ↑ How screen shake is calculated
Clan Smoke Jaguar

**Clan Smoke Jaguar** is a Clan faction in *MechWarrior Online*. Further details can be found here http://www.sarna.net/wiki/Clan\_Smoke\_Jaguar.

## Player Affiliated Units

Clan Smoke Jaguar affiliated online units;

To add your Clan Smoke Jaguar unit to this list, use this form and enter Clan Smoke Jaguar in the faction field.
{{#ask:Unit Faction::Clan Smoke Jaguar
}}
Camacho’s Caballeros called accusations “baseless” it kidnapped a Cassandra Suthorn following a raid on Larsha last year.

Nov 20, 3048: Camacho’s Caballeros called accusations “baseless” it kidnapped a Cassandra Suthorn following a raid on Larsha last year.

**Primary Factions Involved:**

* Free Worlds League
* Capellan Confederation

**Notable Characters:**

* Cassandra Suthorn

#### External Reference

* Article on mwomercs.com - click for more information
Charles Marik

**Charles Marik** was Captain-General of the Free Worlds League at the start of the Second Succession War.

## ComStar War

With the League's intelligence agency SAFE suffering crippling damage during the First Succession War, Charles tried to convince his sister Jeannette Marik, a member of the neutral communications organisation ComStar, to use her internal contacts to obtain intelligence information detailing the military intentions of the League's enemies, the Lyran Commonwealth and the Capellan Confederation.

Jeannette would ultimately provide her brother with a significant amount of important intel that allowed the FWLM to make considerable gains against the Lyran and Capellans during the early years of the Second Succession War, but after suffering a number of setbacks Charles began to believe ComStar was also supplying intel to his enemies. Lacking conclusive proof to back his belief of ComStar's duplicity, Charles attempted to acquire it by leaking word of a supposedly newly discovered SLDF storehouse on Cursa via both ComStar and directly to his sister. After Liao troops landed on the abandoned and worthless world, in 2837 an enraged Charles ordered the last active FWLM WarShips to obliterate the Class A HPG station and all ComStar personnel on Oriente, including his sister.

Claiming Charles accusations were untrue, ComStar Primus Conrad Toyama responded with the Exclusion of the Free Worlds League, ordering the shutdown of all HPG stations in that realm and sending their personnel into hiding until the Captain-General agree to accept blame and pay for the reconstruction of the station. As the League and ComStar's covert divisions fought a shadow war, the four other Successor States took advantage of the interdiction and launched offensives against the hamstrung nation, the League being pushed to breaking point. Charles resisted for almost two years, but as his internal enemies wore down his support and large swathes of League worlds were captured, he eventually sent his son under the white flag of truce to Terra in late 2838.
Arctic Cheetah

The *Arctic Cheetah* is a light Clan OmniMech. Designed around an Endo-Steel frame and utilizing Ferro-Fibrous armor, it makes the most of weight-saving technology. A 240 XL engine gives it a speed of 129.6 kph. A very capable design combining speed, jump jets, and decent firepower for any light 'Mech.

In lore, the *Arctic Cheetah* was developed by Clan Ice Hellion. The factory and the design were captured by Clan Smoke Jaguar.
Autocannon 20

14

## Overview

The AC 20's massive slugs cause tremendous damage on impact, and can even destroy some scout 'Mechs with a single hit. However, the AC 20's legendary damage begins to decrease beyond 270m. Even so, the ballistic maximum range profile means that it can still deal reduced damage up to two times its optimal range (up to 540m).

All this firepower does come at a cost. The weapon itself weighs a whopping fourteen tons and takes up ten slots of space, making it the largest weapon in the game. Even with the presence of an appropriate hardpoint, its 10-slot bulk prohibits it from being mounted in the arms of almost all 'Mechs, and the use of an XL Engine will prevent it from being mounted in a side torso as well. Its ammo is similarly heavy; each ton of AC 20 ammo contains a measly seven rounds.

Very few 'Mechs can mount the AC20 in an arm location. The hand and lower arm actuators must not be installed to free up enough room for the weapon. Some notable examples of 'Mechs that can mount an AC20 in the arm are the *Centurion CN9-YLW*, *Raven RVN-4X*, *Highlander HGN-733C*, the *UrbanMech*, the *JagerMech*, and all versions of the King Crab. Note that the absence of these same actuators also mean that these 'Mechs cannot move their arms side-to-side (0° horizontal arm movement).

## Related

-Gauss Rifle: Has a similar DMG rating but can reach out farther.

## References

1. ↑ Piranha Games\MechWarrior Online\Game\GameData.pak\Libs\Items\ItemStats.xml
2. ↑ How screen shake is calculated
Artemis IV FCS

## Overview

Historically the **Artemis IV Fire Control System** was introduced in 2598.

Artemis IV FCS is an advanced targeting system that can be attached to Long Range Missile and Short Range Missile launchers. It cannot be attached to either NARC Beacon or Streak Short Range Missile launchers.

Effect
Improves the lock-on-time and tracking strength of LRMs by 50%.
Improves the grouping size of SRM volleys by 34%.
Does not add guidance to SRMs.
Does not affect Streak SRMs at all.
Using TAG and Artemis together decreases weapon lock and missile tracking strength on time by 75%
Does not work on indirectly fired missiles. Line of sight from the firing unit to target must be present.
Artemis replaces all bonuses from NARC even if Artemis does not have LOS

Artemis

Makes use of its own *Artemis* ammunition.
Can be applied to all standard LRM and SRM launchers, except *Streaks*.
Capable weapons will take up one extra Critical Slot and seems to weigh 1 ton more than usual.
## Upgrade

* Mechlab Upgrade panel has a *Missile Guidance* category with two options: Standard / Artemis.

The *Artemis* option will only be selectable if the ‘Mech has missile Hardpoints.
The ability to select the upgrade will depend on availability of sufficient Critical Slots and tonnage.
* Changing options will automatically upgrade/downgrade any existing eligible Missile Weapon and swap any eligible missile ammo to the proper type.
* The price of the upgrade includes cost of the upgrade itself plus cost for the ammo (if there's not enough in the inventory). Base price is 250,000 CB to install, 125,000 CB to remove the system.
* MWO does not allow a mixture of launchers that have Artemis and launchers that don't (except Streaks).

* Mechlab 'Loadout' equip list will only show up *Artemis* eligible versions of weapons and ammo if the upgrade is installed

**November 6, 2012:** Artemis IV FCS added to MWO.

### References

1. ↑ Patchnotes 1.0.142 - 06/11/2012
2. ↑ Breakdown Post
Caustic Valley

## Overview

FactsGeographicMovementKillsDeaths[edit]

[edit]

[edit]

[edit]

[edit]

Caustic Valley is a open desert type map. As the ambient temperature is hotter than most other maps, heat sinks are less effective, so making each shot count is key.

#### Landmarks

* The mountain in the center of the map is also called the Crater or Caldera.
* Has many off and on thermal vents in the ground. If a mech overheats (and shuts down) on one of these, it can take up to 4x longer to cool to acceptable levels. (They can override, but there is an increased risk of self destruction.)

##### Bases

* One is located in a refinery at B3.
* The other is located on the far side of the map and behind the center hill at F4/F5.
* in conquest mode additional capture zones are present in C5, D4 and E2

#### Common Strategies

* Attack on left side, all mechs go to the left side of the crater. (You might want to send a scout to the other side to check for enemy activity.)
* Attack on right side which is the opposite of the above.
* Attack through the Middle of the crater all mechs go through the middle of the map and attack from the Crater. Ballistic and missile equipped mechs have less trouble with this strategy than those with energy weapons.
* Defend at base. Unless you send your scouts out to recon, you have no idea which way the enemy Lance is coming from. But when your scouts find them, this strategy can turn into a useful counter attack.
* Defending the crater most of your lance stays in the crater and defends. The crater allows response to all sides, making it a useful strategy as long as your lance doesn't overheat.
* Flanking on the 2 line gives a concealed approach although it is quite distant from the crater.

### Tips

* Chain fire will help with heat management on this map.
* The crater is a very hot region of the map and care should be taken when fighting in it.

### External Links

http://mwomercs.com/game/maps/caustic-valley

http://mwo.smurfy-net.de/map#n=causticvalley&m=assault
Autocannon 10

13

## Overview

The AC 10 does good damage per shot and can cause havoc out to medium ranges.

This firepower does come at a cost. The weapon itself weighs a relatively heavy twelve tons and a ton of AC 10 ammo yields a mediocre fifteen rounds.

Notable users of the AC/10 include the Centurion CN9-A and the Atlas AS7-RS.

## Related

* A variant of the AC 10 is the LBX AC 10.
* The Large Laser and PPC have similar range profiles to the AC 10.

## References

1. ↑ Piranha Games\MechWarrior Online\Game\GameData.pak\Libs\Items\ItemStats.xml
2. ↑ How screen shake is calculated
C-AC/20

14.4

## Overview

C-AC/20 is a clan weapon that fires four 5 damage projectiles in a burst. This differs greatly from the Inner Sphere AC/20 that fires a single high damage slug.

## Related

AC/20 inner sphere weapon variant. Fires a single high damage slug.
C-ULTRA AC/20 Double firing version

## References

1. ↑ Piranha Games\MechWarrior Online\Game\GameData.pak\Libs\Items\ItemStats.xml
2. ↑ How screen shake is calculated
Clan Jade Falcon

**Clan Jade Falcon** is a Clan faction in *MechWarrior Online*. Further details can be found here http://www.sarna.net/wiki/Clan\_Jade\_Falcon.

## Player Affiliated Units

Clan Jade Falcon affiliated online units;

To add your Clan Jade Falcon unit to this list, use this form and enter Clan Jade Falcon in the faction field.
{{#ask:Unit Faction::Clan Jade Falcon
}}
Clan Nova Cat

The **Nova Cats** originated as one of the twenty Clans spawned by Nicholas Kerensky. Now Abjured, they still tend to follow the beliefs and practices followed by the other Clans. However, they do share notable differences with the other Clans.

## Religion

While technically atheistic, the Nova Cats follow a spiritual way of life that has many religious overtones. Known as Nova Cat Mysticism, this way of life is heavily influenced by ritual and visions. While not an official, government sponsored religion, Nova Cat Mysticism is widespread throughout the Clan and entrenched in the Warrior Caste.

The position of Oathmaster retains its original goal in the Nova Cats. It has also taken on a guiding role among the Cats, and the visions of the Oathmaster continue to help shape Nova Cat decision making and policy.

## Blood Names

While Abjured among the Clans in general, the Nova Cats still maintain the tradition of Bloodnames.

**General Bloodnames:**

* Deleportas
* Devalis
* Watson

**MechWarriors:**

* Drummond
* Nostra
* Lossey
* Rosse

**Elementals:**

* Lenardon
* West
* Winters

**Aerospace Pilots:**

* Bavros
* Leroux

## Treatment of the Lower Castes

The Nova Cat Merchant Caste is granted a degree of independence unknown in most other Clans. Allowed to operate freely, the Merchant Caste contributed much to the Nova Cats power before their abjuration. Post-Abjuration, they remain an important fixture in Nova Cat society. The Nova Cat merchant fleet maintains a large number of Carrack class warships modified for Merchant use.

The Nova Cats treat their other lower castes in a manner described as 'fair-handed.'

## Crusader vs Warden

Traditionally, the Nova Cats fell into the group known as the Crusader Clans. Interpreting visions that pointed to their inevitable presence in the Inner Sphere, and goaded on by a profit seeking Merchant Caste, the Nova Cats felt that retaking the Inner Sphere was part of their destiny.

Post-Tukkayid, this attitude started to change. Under the guidance of Biccon Winters, the Nova Cats drifted to a more Warden based position. This culminated in the Nova Cats siding with the Inner Sphere during the Great Refusal and they are now fully considered a Warden Clan.
Acronym Glossary

**AC:** Autocannon

**AMS:** Anti-Missile System. A defensive system which shoots down incoming missiles as they approach the mech on which the system is installed. Provides some extra defense against SRM and LRM attacks.

**AOE:** Area of Effect

**C3:** The acronym itself stands for Command, Control, and Communications. However, in BattleTech terms it is the name of a computer system which aids this function by allowing mechs equipped with C3 computers to communicate additional information with one another.

**CASE:** Cellular Ammunition Storage Equipment. A storage compartment for ammunition that protects the mech in the advent of a direct hit on the ammunition. Without CASE an ammunition hit can be devastating to the mech.

**DFA:** Death From Above. An form of attack whereby one mech uses its jump jets to jump up and then land on top of another mech. Can be a devastating form of attack if the mech performing the attack is of a heavier weight class than the mech on the receiving end.

**ECM:** Electronic Countermeasures.

**HOTAS:** Hands on Throttle and Stick. Advanced game controllers that include a joystick for the right hand and a throttle for the left hand, and often additional bells and whistles.

**HUD:** Heads-up Display

**IDF:** Indirect Fire

**LOSD:** Line of Sight/Detection

**LP:** Loyalty Points. See the section titled “Loyalty and Rank” for a complete explanation.

**LRM:** Long Range Missiles

**MWO:** MechWarrior: Online

**MXP:** Mech Experience Points. See the section titled “Experience” for a complete explanation.

**PGI:** Piranha Games, Inc.

**PPC:** Particle Projection Cannon

**SRM:** Short Range Missiles

**TAG:** Target Acquisition Gear. Equipped in place of a weapon, this is a targeting laser that enables a MechWarrior to paint targets for attack by the Artemis IV artillery system.

**UAV** Unmanned Aerial Vehicle

**XP:** Experience Points

## MWO Primer Contents

* Introduction
* Backstory
* Gameplay
* BattleMechs
* Experience and Leveling
* Warfare in 3049
* Mech Lab

**Appendices**

* **Acronym Glossary**
* System Requirements
* Additional Reading
C-ULTRA AC/20

15.4

## Overview

Clan ultra autocannon 20 is ballistic weapon that fires burst of four 5 damage projectiles and is able to fire again before cycle time is complete with risk of jamming. As weapon has same weight as C-AC/20, this doubles possible DPS for while compered to normal autocannon, which is dimished by jamming.

## References

1. ↑ Piranha Games\MechWarrior Online\Game\GameData.pak\Libs\Items\ItemStats.xml
2. ↑ How screen shake is calculated
C-AC/10

14.3

## Overview

C-AC/10 is clan ballistic weapon. It fires three projectiles in burst each dealing 3.33. damage This differs greatly from AC/10 of Inner Sphere that fires single slug. Interestingly has same ammo per ton as C-AC/5.

## Related

AC/10 inner sphere version of weapon. Fires single slug.

C-ULTRA AC/10 Double firing version.

## References

1. ↑ Piranha Games\MechWarrior Online\Game\GameData.pak\Libs\Items\ItemStats.xml
2. ↑ How screen shake is calculated
3. ↑ [1], Smurfy's weapon lab.
Citizens For Safety petition Archon to mandate the replacement of the centuries’ old nuclear reactor below Tharkad City.

Apr 12, 3049: Citizens For Safety petition Archon to mandate the replacement of the centuries’ old nuclear reactor below Tharkad City.

**Primary Factions Involved:**

* Lyran Commonwealth
* Federated Commonwealth

**Notable Characters:**

* Melissa Steiner-Davion

#### External Reference

* Article on mwomercs.com - click for more information
Beginners Guide to MWO

-Beginners Guide to *MechWarrior Online*-
WaddeHaddeDudeda

## Contents

2) Goal of the Game

2a) Assault Mode
2aa) Destroying All Enemy Mechs
2ab) Capturing a Base
2b) Conquest Mode
2c) Testing Grounds
3) Interface/Basics

3a) Keys/Functions
3b) The Hud
4) Economy

4a) ComStar Bills
4aa) Trial Mechs
4ab) Cadet Bonus
4b) Mech Credits
5) The Mechlab

5a) Heat, Heat Sinks, Engines, and you!
5aa) Waste Heat
5ab) Heat Sinks
5ac) Examples of Calculation
5b) Weapons Roundup
5ba) Energy-Type Weapons
5bb) Missile-Type Weapons
5bc) Ballistic-Type Weapons
5bd) The Good, the Bad, the Conclusion
5c) Equipment Roundup
5d) Mech Upgrades
5e) My First Mech
5F) Expertise
5fa) Critical Hits
5fb) Consumption of Ammunition
6) Experience Points
7) Modules
8) Games in Groups

8a) Friends
8b) Groups
9) Links and Further Information

## Preamble and Acknowledgment

The following words are mainly directed towards anyone born BEFORE 1985 and who still enjoys (and values) the pleasure of being given a manual with their favorite game.
Also, people who have never heard anything of “Battletech” before in their entire life and yet ended up at MW:O are more than welcome to risk a look.

The following “Wall of Text” is aimed to provide you with an introduction to the world of *MechWarrior Online* and guide new players through their very first steps in the game. Unfortunately, the current game GUI is not very intuitive so this guide will help you understand this part of the game.

Hopefully, even “old dawgs” will learn one or two new tricks from reading this guide.

**Important Tip**

```
''Protip-Boxes indicate USEFUL INFORMATION and are the PERSONAL OPINION of the author. The same applies for changes written in italic font.''

```

I'd also like to thank everyone within the *MechWarrior Online* (and other) communities who dedicate time to lend a hand to new players, guiding them through the very first (difficult) hours.

Also many thanks to the people who do the “datamining” after every patch.
You are the people who deliver relevant, useful and sometimes amusing information. Without that information many chapters in this guide wouldn't have been possible.
So “thank you” Sirs and Sirettes!

Finally, I want to say thank you to ”Weebz”/Mark P. a thousand times, for dealing with my faulty engrish and for taking the effort to enhance the readability flow of this guide a lot!
It definitively wears your handwriting now mate!

Last but not least, I’d like to thank YOU! Yes, you, the reader of this guide!
You gave me the drive to start and finish this guide in countless hours of my freetime!
I'm very pleased that you found your way here and hope that you will enjoy it and find it useful.

-“Wadde”/Chris R.
Arnaud Rai rails against Commonwealth Press for not publishing his manifesto; Press calls his papers “conspiracy trash”

Feb 09, 3049: Arnaud Rai rails against Commonwealth Press for not publishing his manifesto; Press calls his papers “conspiracy trash”

**Primary Factions Involved:**

* Federated Suns
* Lyran Commonwealth
* Federated Commonwealth

**Notable Characters:**

* Arnaud Rai

#### External Reference

* Article on mwomercs.com - click for more information
C-LB 10-X Autocannon

16.8

### Chance of Critical Hits

Like the Machine Gun and Flamer, each pellet has roughly a 66% chance to deal critical damage. Each pellet will do 2X the damage to internal structure components. It has a 39% chance to deal 1 critical hit, 22% chance to deal 2 critical hits, and 6% chance to deal 3 critical hits. The max damage each pellet can do is 6 compared to the normal 1 point of damage each pellet does to armor.

### Related

* LB 10-X Autocannon
* C-LB 20-X Autocannon
* C-LB 5-X Autocannon
* C-LB 2-X Autocannon

## References

1. ↑ Piranha Games\MechWarrior Online\Game\GameData.pak\Libs\Items\ItemStats.xml
2. ↑ How screen shake is calculated
3. ↑ Piranha Games\MechWarrior Online\Game\GameData.pak\Libs\Items\ItemStats.xml
Clan Long Range Missile

This page contains speculation on content or features that may be added to MWO in the future but has not been confirmed as complete or in development.

## Overview

The Clan LRM-5 is the smallest and lightest of the Clan Long Range Missile family. Its light weight and small size give even small 'Mechs the ability to strike at range. Each missile does 0.7 points of damage.

## References

1. ↑ Piranha Games\MechWarrior Online\Game\GameData.pak\Libs\Items\ItemStats.xml
2. ↑ How screen shake is calculated
Clan Web Ring

This web ring makes use of RSS feeds. This allows any website that adds this feed to their site to be updated from this single page.

If you would like to add your Clan to the Clan Web Ring, follow these steps:

1: Use this Web Ring Form and add your Clan to the list.

2: Add this Clan Web Ring to your Clan's webpage by simply inserting the following HTML code:

<script language="JavaScript" src="http://mwowiki.org/feed/feed2js.php?src=http%3A%2F%2Fmwowiki.org%2Findex.php%3Ftitle%3DClan\_Web\_Ring%26action%3Dfeed%26feed%3Drss&utf=y&html=a" charset="UTF-8" type="text/javascript"></script>
<noscript>
<a href="http://mwowiki.org/feed/feed2js.php?src=http%3A%2F%2Fmwowiki.org%2Findex.php%3Ftitle%3DClan\_Web\_Ring%26action%3Dfeed%26feed%3Drss&utf=y&html=y">View RSS feed</a>
</noscript>
<style type="text/css"> .rss-box li{ list-style: none; } </style>

If you would like to add the RSS or Atom feeds to your side your own way, you can use these links:

RSS Feed | Atom Feed
<startFeed />

## -Clan Web Ring-

<endFeed />

This page uses Page has default form::Clan Web Ring form.
C-Ultra AC/5

15.2

## Overview

C-Ultra AC/5 is clan ballistic weapon. It fires two projectiles in burst each dealing 2.5. damage and is able fire twice before cycle ends similarly to Ultra AC/5 of Inner Sphere. Interestingly has same ammo per ton as C-AC/10 and C-Ultra AC/10.

## Related

Ultra AC/5 Inner sphere version of weapon. Fires single slug.

C-AC/5 Single firing version.

## References

1. ↑ Piranha Games\MechWarrior Online\Game\GameData.pak\Libs\Items\ItemStats.xml
2. ↑ How screen shake is calculated
3. ↑ [1], Smurfy's weapon lab.
Centurion CN9-YLW

## Overview

This custom variant of the Centurion is named *Yen-Lo-Wang* for the Chinese god of death. The *CN9-YLW* was made famous by the victories of Justin Xiang Allard in the Solaris VII arenas. It mounts a massive Autocannon 20 in its right arm and a pair of Medium Lasers. It is unclear if the Hatchet normally found on the design will eventually be available in MechWarrior Online.

### Strengths

* Can equip an AC 20
* Hero 'Mech

### Weaknesses

* Purchased with MC only.
* Lopsided Armament - Loss of the Right Arm removes most of this 'Mech's firepower. The left arm has no weapons.
* Limited traversal of energy weapons - Lasers are torso mounted, limiting vertical traversal. Fighting on cliffs is not recommended.

### Hero Mech

This 'Mech is only available for purchase with MC, costing 3,750 MC. It comes with a unique skin and provides a 30% C-Bill bonus.

### Arm Critical Slots

* Left Arm: Shoulder, Upper Arm Actuator, 10 open slots.
* Right Arm: Shoulder, Upper Arm Actuator, Lower Arm Actuator, Hand Actuator, 8 open slots.

The massive AC 20 cannot normally fit onto most 'Mechs arms. Special extra critical slots are provided to allow for it by removing the hand and lower arm actuator. As a result, the arms cannot turn sideways for extra reach. Although the arm has two Ballistic slots, the AC20 occupies the entirety of the critical slot space in the arm.

### Online Mech Lab Tools

This online Mech Lab tool will let you build any load outs without having to purchase the 'Mech or spend C-Bills first.

* Smurfy's MWO Centurion CN9-YLW Online Mech Lab Page

### Mech Build Guides

Get help, discuss, or show off your custom 'Mechs on the forums:

* www.MechSpecs.com/
* www.NoGutsNoGalaxy.net/forum/

## Concept Art

* Yen-Low-Wang Unique Skin
* Yen-Low-Wang Preview

## References

1. ↑ CN9-YLW.mdf file (Piranha Games\MechWarrior Online\Game\Objects.pak\Objects\mechs\Centurion\CN9-YLW.mdf)
C-LRM 20

20.9

## Overview

At 5 tons, the C-LRM 20 is the largest of the Clan Long Range Missile family. Its indirect fire allows support 'Mechs to pummel the enemy from a safe distance. The C-LRM 20 is capable of heavy damage at range but the large number of missiles fired at once means ammunition shortages can be fairly common. An LRM's minimum range is 180m, below which the damage decreases to nearly nothing at point blank range. The C-LRM 20 is also subject to Heat Scaling.

### ECM

While ECM makes the effective use of LRMs slightly more difficult, it is possible. If you are alone with an ECM equipped foe, staying within 181 and 200m will allow you to use your weapons with lock. If you have a TAG spotter, as long as they are at least 181m from the target and maintain the tag on the target, you will have your target. If you have a PPC spotter, you have your target as long as they keep the ECM disabled.

### IS Comparison

Clan LRMs have several differences from their Inner Sphere counterparts.

* They fire in a stream rather in groups of however many missiles there are tubes for.
* Clan LRMs will still do damage even if the target is within the 180 meter minimum range. However, damage decreases as the target get nearer.
* Clan LRMs do more damage per missile and generate more heat.
* Clan LRMs also require fewer Critical Slots and weigh less.

## References

1. ↑ Piranha Games\MechWarrior Online\Game\GameData.pak\Libs\Items\ItemStats.xml
2. ↑ How screen shake is calculated
C-ULTRA AC/2

15.1

## Overview

C-Ultra AC/2 is clan ballistic weapon. It fires single projectile and is able to fire again before cycle ends at risk of jamming, similar to Ultra AC/5 of Inner Sphere.

## Related

Ultra AC/5 Only ultra autocannon of Inner Sphere

C-AC/2 Single firing version.

## References

1. ↑ Piranha Games\MechWarrior Online\Game\GameData.pak\Libs\Items\ItemStats.xml
2. ↑ How screen shake is calculated
Banshee

The Banshee, introduced in 2445 by the Terran Hegemony, is a 'Mech that was designed specifically for close-assault operations during the early years of BattleMech warfare. A contemporary of the Mackie and Emperor, the Banshee is undeniably fast for one of the heaviest 'Mechs ever produced, and with fifteen tons of armor it is better protected than most other assault 'Mechs. However the use of a massive GM 380 fusion engine left little room for weaponry, and even at the time of its introduction the Banshee was considered under-gunned compared to its privately-built competition. As critics noted, what use was impressive armor and mobility if a better-armed enemy could overwhelm and destroy it? The result was a mediocre 'Mech which even the lowly Rifleman could beat as long as it prevented the Banshee's mass from coming into play.

The Hegemony soldiered on though, producing five thousand Banshees in a decade before its poor combat performance finally forced them to stop production in 2455 and the 'Mech was relegated to training and militia units for the next few centuries. Even during the Succession Wars the 'Mech's poor reputation meant many commanders saw it as a liability rather than an asset; unless they were fighting on a backwater Periphery world or as part of a poorly-equipped outfit, most Banshees were placed in second-line reserves to provide fire support or fulfill the role of brawlers so that better-armed 'Mechs need not engage in hand-to-hand combat. In this way fully a third of the original Banshee production run remained operational by the dawn of the 31st Century and could be found throughout the Inner Sphere and Periphery, with the lion's share residing within the Lyran Commonwealth..

Metamechs Banshee Mastery Guide
All MGA Pilots

The current Gunfighter roster is as follows (in alphabetical order):

**CORE PILOTS**:

* Aym
* Cootz
* Corridon
* Chili
* Durant Carlyle
* Einarr
* Kubilai
* Kunae
* MC Hammer
* ShortPhuse
* Sid Axion
* Stingr4y
* Stoph

**AFFILATE\* Pilots**

* Caine2112 (Redmoon Angels)
* Endude (Silver Hawks)
* Joe Luck (4th Regulan Hussars)
* Hyper Nova (Silver Hawks)
* KamiRMA (Redmoon Angels)

\*Affiliate pilots belong to a parent Free World's League Military Unit. They have volunteered to wear the badge of the Gunfighter Alliance to further the strength of the House Marik.
Adder ADR-Prime

## Overview

The *ADR-Prime* is a dual PPC sniper. A Targeting Computer helps improve accuracy.

As an OmniMech, it can use OmniPods from other Adder variants for additional hardpoint variations.

The *ADR-Prime* was one of the Clan 'Mechs available for purchase during Operation Revival, featuring a unique skin and a 30%  bonus.

### Strengths

* Can use AMS
* Small size can be a boon for a sniper.

### Weaknesses

* No Jump Jets

*No results*

## References

1. ↑ ADR-Prime.mdf file (Piranha Games\MechWarrior Online\Game\Objects.pak\Objects\mechs\Adder\ADR-Prime.mdf)
Autocannon

## General Overview

### Standard Autocannons

The Autocannon is a self-reloading direct-fire ballistic weapon. They are grouped into various classes with the Autocannon 20 at the short-range end and the Autocannon 2 at the long-ranged end. Autocannons are more heat efficient than energy weapons but are heavier and ammunition dependent. The number in the autocannons description indicates the damage caused by a hit within effective range, and like all ballistic weapons autocannon's have longer non-effective ranges able to cause reduced damage out to three times their effective range.

### Advanced Autocannons

The Ultra Autocannon 5 and the LB 10-X Autocannon are currently the only two advanced autocannons implemented in MWO although others may become available with the introduction of the Clans.

#### Plurality

"Autocannons" as plural is preferred to maintain the same rules of plurality for all weapon types.