recursal/Fanatic-Fandom huggingface dataset:
Creature:Sentinel

**Sentinels** are extremely deadly corporate security robots that may be encountered in personal-scale combat. They are armed with two plasma cannons and one laser cannon. The plasma cannons have a range up to 30 and burst value 9; the laser cannon is similar to a version found in shops, having a range of up to 42. These three weapons are mounted in turrets allowing all-round fire. They also have 90 HP (35 Body). Needless to say, these are among the most dangerous enemies of the game.

Since they do not carry melee weapons, attacking at close range can be effective. However it may be difficult to survive long enough to get within melee range. They do have low Speed partly from encumbrance.

A neutral Sentinel appears on level 2 of the Sandstone Cave in Last Hope (it will become hostile if you give away your passcard). A hostile one is in the ruins under Kist, but you are warned beforehand as you see the incinerated skeleton of an unlucky adventurer by the stairs. The Flesh Pit also occasionally brings in Sentinels to challenge experienced fighters.

A high science skill will allow you to extract its Fire Control System. Otherwise you may obtain some mecha parts for Mecha Repair.
Magiker

En magiker i ultimativt udstyr.

**Magikeren** (tidligere kendt som Troldmanden) er en klasse som indbyggere af Habitica kan vælge når de når niveau 10.

Magikere optjenere erfaring og manapoint (MP) hurtigere end de andre klasser, og har også gode mulgiheder for hurtigt at få guld og genstande. Magikere kan også kaste evner på gøremål for at skade bosser yderligere eller bevare deres stribepræstationer. Magikerens evner kan også påvirker spillerens gruppe ved at booste medlemmernes Intelligens eller genskabe andre spilleres MP. De er magtfulde allierede at have for at gøre skade og 'genoplade' evner under bosskampe.

## Fordele

* Magikere kan stige i niveau hurtigere end de andre klasser, fordi deres primære attribut er Intelligens. At stige i niveau genfylder HP og giver attributpoints.
* *Chilling Frost-*evnen har den unikke egenskab at den 'fryser' stribepræstationer. Dette kan være værdifuldt for spillere, der værdsætter lange 'striber', og synes det er okay at have en enkelt fridag uden at miste deres fremskridt.
* *Burst of Flames-*evnen forårsager ekstra skade på bosser og giver ekstra erfaring.
* Magikere kan også forøge deres gruppes intelligens, hvilket forøger deres erfaringsrate, eller genskabe medlemmernes manapoints. Dette kan motivere gruppemedlemmer til at være mere aggressive i at fuldføre deres egne gøremål, eller tillade nogle af de andre klasser at bruge evner i en nødsituation.
* Med deres evner har en gruppe bestående at Magikere på h'jt niveau potentialet for at generere endeløse mængder MP, hvilket betyder uendelige buffs til deres Intelligens, hvilket igen betyder ubegrænset optjening af erfaring.

## Evner

* Konsultér siderne Evner og Buff for mere information om, hvordan evner og buffs virker.
* Alle evners effektivitet er baseret på kasterens attributter på det tidspunktet evnen bruges, og ikke på andre gruppemedlemmers attributter.
* Nogle evner påvirkes også af værdien af det mål, de kastes på.
* Nogle evner justerer værdien af det gøremål de kastes på. De har ingen længerevarende effekt på gøremålet.
* Evner vil aldrig markere et gøremål som udført. Du behøver ikke at udføre et mål før eller efter du bruger en evne på det. Du kan kaste evner på udførte og uudførte gøremål.
* Alle evner der buffer gruppen buffer også kasteren, med mindre andet er angivet.
* Buffs er effektive med det samme og varer ved til hvert gruppemedlems næste Cron.
* Evner påvirker ikke quests, med mindre andet er angivet.
* Consult the "Skills and Buffs" section in the User Data Display Tool to learn more about the precise effect each skill will have when you cast it.

* Burst of Flames
* Ethereal Surge
* Earthquake
* Chilling Frost

## Udstyr

Magikerens våben er de eneste tohåndsgenstande i spillet. De optager både våbenfeltet og skjold/venstrehåndsfeltet. Anvendes et Magikervåben, vil udstyr placeret i skjoldfeltet automatisk blive fjernet. Dette betyder, at du ikke can bruge genstande der skal placeres i skjoldfeltet. På samme måde fjernes Magikervåbnet, hvis du vælger at bruge et stykke udstyr i skjoldfeltet.

For mere information om Magikerens udstyr, se den tilsvarende engelske side.
Cyberpsycho

Your body is adjusted to cyberware, it's just your mind that suffers.

Prerequisite: Body 15
Effects: May avoid long term trauma by spending 1 Me and 2 Morale.

If you have no Cybertech skill, and less than 30 maximum Me, then
 you will spend Me faster than it comes in. The good news is that you
will also be training your Concentration skill at the fastest possible
rate, so you should soon have an Me score above 30. Since this talent
will cost you Me, it is poorly suited for characters that require a lot
of Me while dungeon-diving, like Martial Arts or Code Breaking users.
You will still have some Me to spend, but much less than you would
otherwise have available.
Equipment:Starburst Rifle

Nice range, combined with the accuracy bonus, this is your early sniper rifle for doing called shots on head locations.

The low DC means less overload, and the high accuracy can let you snipe off heads or limbs. The range is a nice plus. This rifle is a specialty weapon of the Luna II.

When stats such as Mecha Gunnery and Pe are high enough, it becomes practical to make called shots using a less accurate weapon. At that point it is worth upgrading to a longer range, more powerful gun such as the Phase Cannon
Intelligens

**Intelligence** (INT) is a character attribute that affects experience and mana points. It is the primary attribute for Mages and the secondary attribute for Healers.

Higher Intelligence allows the player to earn more XP from doing tasks, which means that they will level up more quickly. It also increases the player's mana point (MP) cap and rate of MP regeneration.

Once the player's maximum MP is over 100 (requiring an Intelligence of 35 points or greater, as Maximum MP can be determined by the following formula:

M
a
x
i
m
u
m
M
# P
2
∗
I
N
T
30

{\displaystyle Maximum MP = 2 \* INT + 30}

), their maximum daily mana regeneration rate becomes 10% of their maximum MP, instead of a base 10 MP every Cron. Their mana gained from positive Habits becomes 0.25% of their maximum MP, instead of a base 0.25 MP, and mana gained per Daily, To-Do or To-Do checklist item becomes 1% of their maximum MP, instead of a base 1 MP.

A player of any class can increase their own Intelligence by allocating stat points to it (also adds 1 MP per point allocated to INT) or by equipping armor and weapons that provide a bonus to the INT stat. Mages and Healers gain an additional class bonus for wearing the INT-providing weapons and armor that are specifically intended for their class.

Mages can use the skill Earthquake to buff their own and their party mates' Intelligence by an amount determined by their own unbuffed Intelligence.

Players who use task-based allocation will gain Intelligence by completing Mental tasks.

### Scoring

Specifically, Intelligence points have the following effect on experience and mana:

* Increase experience gain by 2.5% per Intelligence point.
* Increase maximum mana points by 2 per Intelligence point.
* Increase mana regeneration by 2% of base regeneration per Intelligence point after reaching 100 MP.
Cybertech

Governs the repair and maintenance of cybernetic implants. It helps prevent cyberware malfunctions by increasing the amount of time it takes for 'malfunction points' to accumulate to damaging levels, and when used in conjunction with a Cyberware Toolkit can repair malfunctioning implants. Repair operations will use up some Mental Points.
South TV1

### 1991-1997

The launch of South TV2 brought needs to change the S into an 1, while keeping the logo's color and structure. This was launched on midnight between December 31, 1990 and January 1, 1991.

Commercial break
### 1997-present

At 6pm on September 8, 1997, South TV3 changed its logo, as South TV1 and South TV2 swapped colors. The logo would be represented by a stylish bird "carrying the number 1", which is still used.

Station ID (2015)Station ID (Bubbles, 2015)Station ID (2016)Closedown menu (26th March, 2016, 2:21am)A promo from *The Jessica Andrews Show* (26th March, 2016)A promo from Yellow Radio (26th March, 2016)On screen-bug during a *Part Timers* (26th March, 2016)A clock with commercials right after news (26th March, 2016, 5:59pm)Station ID (Kids, 2015) (This recorded on 23rd April, 2016, 6:59am)A promo from *Activ8* (23rd April, 2016, 7:09am)A screenshot menu for *YouTube Doki* (23rd April, 2016, 7:09am)On screen-bug during a *Generator Rex* (23rd April, 2016, 8:42am)Closedown menu (11th May, 2016, 3:18am)

**Defunct:**
South HD
Equipment:Crystal Disk

Used with the Fuel Rod to activate the Argoseyer in the ruins under Kist.

It is found in the sewers under Wujung University. 45 meters (9 floors) down you will find a staircase locked by a metal grate. (**L**)ooking will show, *"There's a lock on the grate. If only you had a key..."* Bring the Old City Key to be able to go down the staircase. The Crystal Disk is located 65 meters down, on a 3x3 block of green tiles where a down stair would normally be.

Once the Crystal Disk is picked up, revisiting the 65 meter level will show a down stair to the level below, for an infinite dungeon.

Description: *"This is an antique style datachip. It appears to be military grade."*

## See Also

* Guides:Recovering\_the\_Argoseyer\_(GH1)
Damage Points (DP)

Damage Points is a measure of how much damage an item can take before it becomes non-functional.

The next time you are looking at a salvaged limb, take a look in
the top right corner. That will tell you how much DP it has taken--and
how much it *can* take before it, and all its subsidiary parts, stops working.
Equipment:Flight Jets

Allows jump/flight, making it possible to fly past most obstacles, such as fortress walls and high hills. Flying allows you to use the Born To Fly talent, and flying mecha are -3 to be hit unless the attacking weapon has ANTIAIR.

Some types of mechas cannot fly at all, and heavier mechas require more jets to be able to fly.

All flight jets weigh half a ton, regardless of class.
Equipment:Laser Cannon

**Laser cannons** are a common weapon in the GearHead Universe. Models exist for both personal and mecha scale combat. The two models are significantly different.

## Personal scale

These Heavy Arms have excellent range and power, good in the mid to late game for PCs and lancemates that have Weight Lifting and a good Bo stat. They are single-shot weapons, so the Sniper talent can be used.

Two personal scale versions of the laser cannon exist. The first is sometimes found in stores, and the second is used by the Sentinel.

## Mecha scale

The LAS-10 laser cannon is one of the most popular weapons in the early to mid game due to its long range and high damage, with no ammunition required. In contrast to the personal scale version, they are relatively small mecha weapons and use the Mecha Gunnery skill.

In addition to the basic version, several mecha use other versions. The Harpy's is especially good, lighter and longer range than the others.

## See also

* Scourge Laser Cannon, used by the Aranos
* Heavy Laser Cannon, used by the Longman
Affixes

## Terminology

* **Group:** Similar affixes are grouped. Only one prefix or suffix can be picked from a group by the randomizer.

* **\*alvl:** Affix level.

* **rlvl:** Required level.

* **Freq:**The spawn frequency for affixes in the same group. Higher Freq affixes will spawn more often.

* **Items:** List of items that can spawn this affix.

* **Excluded Items:** List of items that cannot spawn this affix.
* **ilvl:** Item level.
* **qlvl:** Quality level.
* **mlvl:** Magic level.

**\*Affix** level of an item is determined using the following routine (using integer numbers only):

1. If (ilvl > 99) then ilvl=99.
2. If (qlvl > ilvl) then ilvl=qlvl.
3. If (mlvl > 0) then alvl=ilvl+mlvl; skip to step 5.
4. If (ilvl < (99-qlvl/2)) then alvl=ilvl-qlvl/2, else alvl=2\*ilvl-99
5. If (alvl > 99) then alvl=99

​
Unique Normal Crossbows

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Leadcrow

Two-Hand Damage: 28 To 42 (Base Damage: 17-25)
Required Strength: 21
Required Dexterity: 27
Required Level: 9
Item Level: 12
Base Weapon Speed: [-10]

+70% Enhanced Damage
+40 to Attack Rating
25% Deadly Strike
+10 to Dexterity
+10 to Life
+30% Poison Resistance

Ichorsting

Two-Hand Damage: 37 To 67 (Base Damage: 25-45)
Required Strength: 40
Required Dexterity: 33
Required Level: 18
Item Level: 24
Base Weapon Speed: [0]

+20% Increased Attack Speed
50% Projectile Pierce Chance
+50% Enhanced Damage
+50 to Attack Rating
+30 Poison Damage over 3 Seconds
+20 to Dexterity

Hellcast

Two-Hand Damage: (66-70) To (124-131) (Base Damage: 39-73)
Required Strength: 60
Required Dexterity: 40
Required Level: 27
Item Level: 36
Base Weapon Speed: [10]

+20% Increased Attack Speed
Fires Explosive Arrows or Bolts
+(70 - 80)% Enhanced Damage
+70 to Attack Rating
Adds 15-35 Fire Damage
+15% Maximum Fire Resistance
+15% Fire Resistance

Doomslinger

Two-Hand Damage: (27-34) To (54-68) (Base Damage: 17-34)
Required Strength: 40
Required Dexterity: 50
Required Level: 28
Item Level: 38
Base Weapon Speed: [-40]

+1 to Amazon Skill Levels
+30% Increased Attack Speed
35% Projectile Pierce Chance
+(60 - 100)% Enhanced Damage
+15 to Life

Back to index
The Backyardigans Swing-Along (C)

Guests are invited on a swinging adventure with The Backyardigans.

The Backyardigans get ready for an adventure while children take a spin on this kid-sized swing ride. The two and a half minute ride begins when the free hanging swings start turning and lifting. As the riders pick up speed the swings will slant, offering a soaring experience the kids will ever forget!
Draconic Sequence

According to the Hwang-Sa Encyclopedia Series:

> The Draconic Sequence is a genetic marker found in many NewType animals. The original Draconic Sequence is thought to have been a biological weapons program, combining the DNA from eleven different species plus a number of custom genes. After the fall of the superpowers this sequence found its way into the gene web. Today, a number of draconic species exist.
>
>

> Characteristics of Draconic modification include armored skin, carnivorism, giantism, and bioweaponry. Cross-species contamination with human beings has not been recorded, and attempts to intentionally bind the Draconic Sequence to the human genome have universally ended in failure.
>
>

Using the Survival skill on these types of monsters will generally procure a Dragon Heart.
Equipment:Dual Laser Rifle

A heavy ranged weapon available from shops such as Quentin's.  More DC than any of the small arms, although not as fast.  Compared to other heavy weapons, it is lighter but has much shorter range and is less powerful.

Players planning to use heavy weapons may want to start with Dual Laser Rifles and then switch to Laser Cannons or Plasma Cannons in the mid to late game.
Comet Metalworks

Comet Metalworks is a corporation based in the L5 Alliance. Its main headquarters are in the Comet Tower in Maquise Spinner, with other facilities present in other L5 Alliance spinners. The company is involved in Mecha manufacturing and is notable for building the Savin battroid.

Comet Metalworks NPCs can be recognized by their yellow uniforms. Comet Metalworks private Mecha forces are painted turquoise and desert yellow with purple trim.
Buildings:Mecha Shops

Mechanics can repair mechas, and in many mecha shops Mecha are available for purchase. Mechanics and Shopkeepers (but not Bandits or Corporate Executives) can also repair personal-scale items that may get damaged in mecha combat.

Mech Extras are certain weapons and other mecha equipment, including:

* PHS-8 Phase Cannon

* LAS-10 Laser Cannon

* DRL-3 Drone Launcher

As in any type of shop, these items have a random chance of appearing. Also you will not see Phase Cannons for sale until you have built up a good supply of cash, because shopkeepers don't offer their best goods to poor customers. Many items such as the 6 shot Light Nuclear Missiles will never appear separately; you'll have to buy the whole Monstrous  to get it.

Some of these shops also sell Personal Gear, listed on that page.

In addition to the people below listed as offering delivery, mechas can be shipped to any FedTerr town by bus.

As can be seen from the list, the rumor is true; Namok Spaceport really is the best place to go shopping. Frigate Up offers everything mecha-related. However places like Honest Weasel are also noteworthy, because since they only sell mechas, the list of available mechas is longer *(needs verification)*.
Aerofighter

Aerofighters are aircraft, fighters, bombers and some spacecraft. They tend to be extremely fast and provide a stable platform for weapons targeting. Unfortunately they're not as maneuverable as ground mecha, tend to have poor armour in order to save weight and have a wide turning circle. They're also prone to crashing once their wings are shot off. All aerofighters have a stall speed of 150 dpr, so when modding an aeromech be sure any additional weight you add does not reduce its speed below this value. This class of mecha is only recommended for the expert player.

-5 MV, -1 TR. Jets and the like; has a similar -3 to be hit for flying, though it also has the worst MV in the game. Has a stall speed of 150; if you fly slower than this, you will crash, but Aerofighters have a major bonus to flying speed. AeroFighters get a 100% bonus to Flying Thrust if their total wing points is greater than than the mecha size.

Note: because you automatically pick up all equipment after a battle, you may end up on the world map overloaded. If this happens, drop most of your equipment. The speed requirement is two-sided: you must always move fast, so you will occasionally have to spend time turning around. On the plus side, this means that all your weapons will be ready to fire again by the time you've turned, and you will always be at least -7 to be hit (or -10 if you count the bonus against non-ANTIAIR weapons).
Equipment:Bracelet

Dropped from a Murder Club member after they are killed. Investigate to find out which department store it came from, which will be the location of the next Murder Club member. Then sell it for a good price.

Allowing the member to surrender to authorities instead of killing them will mean there is no quick way to find the next location. Instead, you'll need to wait awhile and then go back to the main person in charge of the investigation for instructions.
Equipment:Ceremonial Blade

A personal-scale melee weapon found along with some bananas (food) after being thrown into the volcano from Tokto Village.

As the name "ceremonial" suggests, this is not a good weapon when used for actual fighting. Hopefully when you land in the volcano, you will have remembered to bring a better weapon along!

## See Also

* Sample Jar
* Tattered Diary
Nick-O-Round (C)

Grab the reins of your favorite horse and enjoy a ride on an antique carousel.

Built in 1923, the Nick-O-Round is the oldest ride at Carowinds. Riders get to choose from 68 hand-carved wooden horses and a couple of chariot seats before they embark on a whimsical journey located at the heart of Nickelodeon Central. Among the many leaping horses is the lead horse, who can be distinguished by his golden hooves.

The Character Carousel is a family favorite! It even provides a great place to cool off in the shaded line area.
Equipment:Monomolecular Whip

A powerful but inaccurate weapon, effective in the mid to late game.  A high level of Armed Combat can help mitigate the accuracy penalty.  Its FLAIL capability also helps compensate for lack of accuracy because attacks cannot be parried.

Can be purchased in stores.  Also wielded by a few dangerous enemies.
Equipment:Survival Bar

A type of food that can be bought in packs of three. It is one of the least filling foods (quantity 15) and weighs 3.5 kg. You will lose 3 morale for eating it.

Eating all three survival bars will leave you with less nutrition than a standard ration and a higher morale penalty than a survival sludge. It also weighs as much as a standard ration. It is best to avoid this food if possible.

Description: "It's everything that a human needs to stay alive packaged in a crunchy bar!"
Petyhorcy

Rodzaj wojsk
 Rodzaj sił zbrojnych
 Skład

**Petyhorcy**, *pietyhorcy* (łac. *pientho-horcensis*), *czerkiesi* – lekka jazda litewska używana w XVI-XVIII wieku. Odpowiednik jazdy kozackiej, późniejpancernych w Koronie. Formacja wspierająca husarię, często używana do oskrzydlania, przełamanego przez husarię frontu przeciwnika.

## Charakterystyka formacji

Petyhorcami nazywano pierwotnie jazdę typowo lekką, pochodzenia

kaukaskiego. Tworzyli ją początkowo prawdopodobnie górale kaukascy osiadli na Litwie (tzw. Piatihorcy od Pięciu Gór w państwie Czerkiesów), później także Tatarzy litewscy i miejscowa szlachta.  Nie używali oni uzbrojenia ochronnego poza misiurką i karwaszami. Dysponowali natomiast kopią, według jednych źródeł identyczną z husarską, według innych - nieco lżejszą. Tego typu chorągwie petyhorskie istniały na pewno w czasach Stefana Batorego. Jedna z nich, pod dowództwem rotmistrza Temruka Szymkowica brała udział w wojnie z Gdańskiem i wyprawach na Moskwę.
Development

## Reference & Guides

* Art
	+ Creating artwork
	+ Rendering LDraw models for use in *GearHead*
	+ Assembling Sprites into composite images using ImageMagick
	+ Dithering: Converting images with alpha channels to dithered images without a mask
	+ POVRay Alpha Shadow Tutorial
* Design file editing
* Creating plots and other narrative content
* *GearHead* Scripting Language
* How to compile *GearHead*
* Savegame editing
* Testing for bugs
* SDL colors

## Tasklists & Requests

* Scripting Task List
* Artwork tasklist
* Feature Requests

## Updates & Logs

* *GearHead 1* Changelog
* Branches and Variants of *GearHead*
* User-made Patches

## Discussions

Graphics development discussions
* Portraits Discussion
* GH2: Graphics Content and New Experiment
* My GH Portraits

Game mechanics discussions

* Shopkeeper Mechanics
* Brainstorming: What to do in town?
* GH2 Core Story: The Dramatic Choice
* GH2: New Software Types
* Rumor Mechanics
Equipment:Plasma Cannon

Personal scale heavy ranged weapons useful in the mid to late game. The good DC combined with high BV makes for a very powerful weapon, although not as long range as a laser cannon.

Sentinels carry two of these. A different version is available for purchase from shops.

 15

It is dangerous to equip a lancemate with the LINE version, because the PC or other lancemates in between them and their target can get hit, possibly with a fatal result.

From BattleTechWiki:

> The **Plasma Cannon** is an energy weapon that affects its target primarily through the transfer of heat. It fires superheated material in a state similar to that found in fusion reactions and solar flares.
>
>
Equipment:Chitin Helm

A tough, light helmet found in a locker in the Ziggurat. As light as a Ceram helmet but gives much more protection, so this is a valuable special item.

Unlike standard armor, requires Bio Technology to repair, which also means an extra 0.5kg to carry a Biotech Lab Set. Or give the skill and the repair item to a lancemate.
Equipment:Data Cartridge

This item is part of the quest that begins the main plot of the game in Snake Lake City. The PC will typically work with a Guardian from the Guardian's HQ building. Alternatively, work with a Bandit to go the Chaotic route. After the quest, either one can be a potential lancemate.

Investigation will show that the Data Cartridge contains a map. Find the cartridge and return it to the Guardian or Bandit, who will then invite the PC to a mission at the location shown on the map.

A different Data Cartridge is involved in the Corporate Espionage quest. It does not contain a map.
Buildings:Places To Eat

Unlike food items, all places to eat fill up the PC to the same amount, and none cause a negative morale change.

In terms of nutrition, the Hogye Diner is the most cost efficient, useful in the early game when finances are in short supply. Later on, the morale boost of many restaurants is often worth the extra price.

## Locations without places to eat

In the Dead Zone, bring extra food when visiting Ironwind Fortress and the Nara Ruins, as there is no way to get food.

Although Downtown Snake Lake does not have a place to eat, the Hot Dog Stand sells food items, and Twilingate's is close by. Hwang-Sa, Kist and Tokto Island do not have places to eat, although food items can be obtained in various ways.

Places such as Wujung University provide training and no place to eat, so either go back to Barbecue Nara in between studying or else bring food items.
Equipment:Gauss Rifle

From BattleTechWiki:

> The **Gauss Rifle** utilizes a series of electromagnets to propel slugs of ferrous nickel-iron alloy at extremely high velocities, making it a devastating and lethal long-range weapon. The Gauss Rifle does not use combustible propellant. The sheer mass and bulk of the weapon limits its applications.
>
>
Equipment:Survival Sludge

Quite filling and light food, but bad tasting with a significant morale penalty of 5. The quantity is 60. Possibly useful for emergencies, but not as good as a Nutrient Pill although much cheaper.

Description: "According to the label, this can contains a full day's worth of essential vitamins and nutrients."
Creature:World Maggot

An extremely large creature. One guards the top floor of the Ziggurat, and others may be found in places such as the Ziggurat Downspiral or under Kist. Because of its high speed, running away is not a viable strategy.

Attacks include melee Jaws and a Toxic Spit beam gun, both of which are BRUTAL. Also has melee and ranged Poison Spines.
Lazytown Sportacopters (C)

The littlest of pilots and their parents get an aerial view of Nickelodeon Central from small, elevated helicopters!

Soar the skies of Nickelodeon Central on Lazytown Sportacopters. Pilots of all ages get to experience a great panoramic view of Nickelodeon Central from helicopter cars traveling on an elevated monorail.
Creature:Smog Monster

Can shoot Smog Bomb missiles with a GAS area of effect. This can cause significant health problems for the PC and a team of lancemates.

Also damaging is its Acidic Spittle attack, a beam gun with BURN POISON SCATTER.

Then there is the Smoke Bomb beam gun. This is not very dangerous.

For melee it has Fangs, similar to but somewhat more powerful than the ordinary rat.
Equipment:Chainsword

One of the better personal melee weapons, especially early game. Has ARMORPIERCING with decent damage and reasonably lightweight.  Higher DC than a MonoSword, although somewhat slower and heavier.

*Description: "A sword with a spinning chainsaw for a blade. A trigger on the hilt controls the chain itself."*
Critical Hit

Determining if an attack is a critical hit is a simple skill roll, but the target number to roll over is flexible. The target number is the highest defenses roll, but if the roll was less than 25, then the target is 25. The relevant skill is Spot Weakness.

If you roll over the target number, then you will gain one additional Penetration, plus one more for each 5 points you beat the target number by.
Equipment:Golden Axe

The **Golden Axe** is an energy melee weapon found only on the Gladius.

The Golden Axe is one of the most powerful melee weapons available. It is one of the few SF2 weapons with the THROWN and RETURN attributes. The heavier and less damaging Trident is the only similar weapon.

The Golden Axe is equaled in many ways by the Nova Scythe, which cannot be thrown.
Creature:Hunter-X

**Hunter-X** is a catch-all term for the various Hunter Synth biomonsters. They destroyed the town of Nara. BioCorp labs performs research on them in the Snake Lake Corporate Zone.

They fight with melee jaws and beam guns.

### Hunter-Scout

* HP:27
* Jaws DC4

### Hunter-Killer

* Jaws DC6

* Bio-Laser DC5 Beam Gun

### Hunter-Slayer

* Jaws DC9 EXTEND
* Bio-Plasma Beam Gun DC7 BV3 SCATTER

* Tail Scythe DC7 ARMORPIERCING

### Hunter-Berserker

* Jaws DC9 EXTEND POISON
* Multi-Blaster Beam Gun DC7 BV5

### Hunter-Destroyer

* Jaws DC9 EXTEND
* Multi-Blaster Beam Gun DC4 BV5
* Bio-Plasma Beam Gun DC6 BV3 SCATTER x2
Called shot

A **called shot** is an attack, whether on a SF0 monster or SF2 mecha, that aims at one specific part of the opponent. For example, if the arm of a mecha is targeted, hit and destroyed, the equipment on that arm will no longer be of use to the pilot, but the rest of the mecha should not be harmed. (The body may still take damage from a called shot that destroys a limb, head or turret, however.) Targeting individual parts of an opponent is obviously more difficult than trying to hit the opponent entirely; a called shot involves an attack penalty of 5 for the body, and 10 for the extremities.

Called shots are most useful for getting high-quality salvage from enemy mecha. Zoanoid mecha, among others, can be disabled and captured by destroying only their heads. Battroids can also be captured by destroying their legs, immobilizing them, allowing one to pressure their pilots into ejecting. Alternatively, by destroying only the body of a mecha, one can salvage armor from the other limbs. In personal-scale combat, opponents can be killed by aiming at their heads, leaving their body armor mostly intact.

Clearly, called shots cannot be made using spread weapons, like missiles, shotguns, grenades and the Plasma Cannon. Weapons with a BV higher than one will only fire once when making a called shot; this can be used to conserve limited ammunition.
Equipment:Sensors

A sensor provides a +1 SE bonus per level; so a Class 5 Sensor will modify the base -7 SE penalty by +5 for a final SE of -2. Base SE is the same for all mecha types: it's -8 with no sensor, or -7 if one is present. If the sensor is mounted on the head, there is a further +3 bonus. Unlike MV and TR, the final SE value is usually higher than 0.

An excellent Class 8 senor can be obtained near the beginning of the game from an Aranos.

Additional sensors will not increase the SE bonus, but they may be used as backups like the Vadel.

Note that if your mecha does not have a head, you may add one. Because the SE rating comes from the *first* sensor on the list of parts, you may need to remove and reinstall some limbs so that the sensor on the head is higher in the parts list than any backup sensor you may have. A common trick is to install a head on the headless mecha, remove a leg, and then reinstall the leg. Put your sensor package in the head, and your backup sensor in the leg you reinstalled.

Like targeting computers, sensors weigh basically nothing on a mecha scale. Unlike targeting computers, the weight and DP does vary.

 Class 5
 Class 7
 Class 8
Equipment:Pick

Both the Pick (personal scale) and Pick-Axe (mecha scale) are melee weapons that are quite heavy yet do only a modest amount of damage.

The Pick-Axe is found on the Wolfram, which is available in the early game. Even then, there are usually better options.

In GearHead, picks are not used to dig through walls or floors, despite the description. They have the same function as any other melee weapon.

*Description: "A tool for digging. Also a passable weapon."*
Equipment:Chocolate Bar

**Chocolate Bars**, while having not a lot of nutritional value for the price (the quantity is only 5), are a good way to boost one's morale by 2, based on the presumption that everyone likes chocolate.

It also weighs only 0.5kg (which is actually a lot of chocolate, but the lightest weight of an item in your inventory), so that you can carry around a barf-worthy amount of chocolate wherever you go.

Description: "Some delicious chocolate."
Equipment:Phase Cannon

This is the holy grail of the mecha gunnery skill class.  Max range of 144 lets you shoot anywhere onto the map right from your starting position! Armor piercing to boot!

Your late game config should consist of multiple phase canons letting you chain fire them at targets across the map. Found in the Radcliff (two cannons!). To obtain them, either shoot off its head or purchase a Radcliff from a shop. Some shops also carry Phase Cannons separately, which are well worth the price.

It's an even debate on whether this is better than Breaker Cannons or not. You'll be able to fire clear across the map, snipe off heads to get near-mint mecha, and armor isn't a major issue. The drawback is that it does less damage, but if most of your enemies are less durable than, say, the Savin, this is often an academic issue. The incredible range on this gun edges out the Breaker Cannon if you have enough Phase Cannons and enough Initiative to fire many, many shots before the enemy is in range; but if your mecha is fast enough, the time spent getting into a Breaker Cannon's range is minimal.

A curious note from the Shield wiki page:

> The phase-effect is somewhat analogous to projected force technology, so future researchers might figure it out some day.
>
>
Equipment:Phobos Emeralds

Phobos Emeralds are formed on Phobos and Deimos during cosmic storms. They can be unusually large at times. An enormous absolutely flawless emerald is worth a fortune.

Martian Princesses are sometimes known to carry Phobos Emeralds with them when fleeing their native land while being chased by assassins.
Equipment:Armor

**Armor** is some inanimate, physical shielding used to cover oneself in. There is a considerable variety of armor available, balancing weight, protection, cost, features, and (in GearHead 2) stats bonuses.

Armor is always equipped, not installed. This means that you can easily obtain the armor of defeated enemies after a battle. Each armor component can cover exactly one type of body part. You cannot wear a helmet on your body, or protect a mecha's legs with arm armor components.

## Personal armor

Personal armor comes in a variety of brands and names. Two important factors are their weight, which may slow you down, and armor class (AC), which is the number of damage points (DP) they can take before becoming useless scrap hanging on your body. Cost is clearly an issue for less wealthy characters, but it is not a good idea to cut corners on personal safety for richer ones. In GearHead 2, it is usually wise to stick to space suits as you will be seeing a lot of space combat. Recently corporations have been producing limited numbers of experimental active armor for sale in affiliated stores, that work with the user to increase their stats. In the modern commercial centers of GearHead 2 spinners, personal armor is often sold in packages, such as a space suit set containing airtight, rebreathing armor for a whole body: the head, body, both arms and both legs.

Note that the given DP rating of an armor component is no guarantee. Attacks do not need to destroy all the armor on a body part before damaging the internals. This is especially true for high-DC or hard-hitting armorpiercing and armor-skipping weapons. On the other hand, diffusive weapons, such as explosives and shrapnel, tend to wear out armor very quickly but evenly, only reaching the internals after most of the armor has been chipped away at. How and how well armored your opponents are should influence your choice of weaponry and tactics.

## Mecha armor

Armor for mecha is not very different, except they tend to be fairly generic, with most armor identified by *class*, and are rated by DP instead of AC. Class 1 armor has 50 DP of integrity, with each additional class adding 50 more DP. Heavier armour also tends to add on lots of weight to your mecha. Posh mecha, on the other hand, are usually covered in expensive but more lightweight armor, made from composite materials. Some mecha producers laboriously craft special armor for their favorite mecha series, and give the armor unique names.

Mecha armor all have 1 CMX of internal capacity, allowing one to install other components in armor using the Mecha Engineering skill. This feature is most often abused in GearHead 1, allowing one to fit dozens of CMX points of weapons and propulsion systems into a single slab of armor, a habit shared by many hobbyists and mecha designers alike. Personal-scale armor can also conceal various weapons, but these are permanently built in by the manufacturer.

## See also

* Shields
* List of armor obtainable in GearHead
* Mecha design guide for hobbyists
* GearHead hacking guide for developers
Downtown Snake Lake

**Downtown Snake Lake** is the downtown area of Snake Lake City, the administrative center of the Federated Territories.

You enter this area when you enter Snake Lake City from the world map. From here you can catch an intracity bus to Snake Lake Corporate Zone, Snake Lake Park or Snake Lake Waterfront.

## Locations

* Bus Terminal to Namok, Wujung and Hogye.
* Federation Hall, the seat of local government.
* Guardian's HQ, the office of the Guardian chief.
* A Hot Dog Cart, selling Hot Dogs for $20 that have the same stats as Sashimi but no Morale effect.
* Hunter's Guild, a bounty hunting center.
* A Mansion that can be broken into for valuables.
* Monkey Wrench, a mecha garage and repair supplies shop.
* Robot Warriors, the premier mecha arena of the Federated Territories. Before entering, you must win all three other arenas.
* Snake Lake City Sewer, accessible from a small manhole.
	+ Bone Cracker's Lair
* Snake Lake Clinic.
* Snake Lake Mall, a shopping mall where you can buy weapons, armor and other adventuring equipment.
* Soju Haus, a bar.
Equipment:Wheels

Wheels allow rolling as an alternative to walking. However they cannot skim over water or fly over walls. Also they cannot roll through rough terrain such as hills and forests, so you cannot take advantage of cover.

In short, wheels are rubbish. It is recommended to replace them with hover jets at least.

Rolling allows you to use the Road Hog and Hull Down talents. Wheels weigh half a ton per class, and tracks weigh one ton per class, so moving faster costs a lot of weight. Furthermore, your maximum rolling speed comes when you have (mecha class \* 2 - 2) classes of wheels/tracks mounted; adding extras does not make you move faster.

Wheels are common on SF1 mecha. The wheels sold separately in shops are standard SF2 size.
Equipment:Hover Jets

These allow skimming, which is faster than walking/running and lets you move over water. Hover jets are better than wheels or tracks. Class 5 jets are readily available from the common Buru Buru.

Skimming has no talents associated with it, so you should put extra points into Mecha Piloting (expensive!) to stay alive. You can use either Hover Jets or Arc Thrusters to gain skimming speed (and just pile them on to go faster), but Arc Thrusters are recommended as they will also allow you to jump. However the class 13 jets are worth considering for late-game builds.

Jets weigh half a ton, regardless of class.
Equipment:Light Nuclear Missiles

Missiles and rockets are often shunned due to their inability to get enough penetration to actually destroy targets. However these nukes are the exception. Each shot is powerful and can hit many targets, often disabling or destroying multiple enemies at the very beginning of the fight. The downside is that each shot is extremely expensive.

Clips from the Gigas only carry one missile, but the clip of the Monstrous has a magazine of six. To get it, build up a high Shopping skill and relationship with the seller before buying a Monstrous. This is typically a purchase made in the later part of the game.

Nukes obtained from destroying a Gigas can be sold for huge amounts of cash. Note that these missiles will greatly increase the value of your mecha, which could make it harder to gain XP.
Bear Bastard

A bandit/pirate who challenges the PC to a fight in order to become a lancemate. He has the Body Builder and Kung-Fu talents, and the very high Bo stat of 20. Notable skills are Intimidation and Performance, both at 15.

He does start with some basic mecha combat skills as well. If he helps in a mecha battle before joining as a lancemate, he drives a Daum.

This is not necessarily one of the more powerful lancemates. However his unusual stats and storyline may make him entertaining.

Introduced in the Gearhead storyline of Joseph Hewitt's web-comic. Took part in The Typhon Incident.
Equipment:SWAT Helmet

Good head armor with a built-in Electronic Device. More AC and lighter than a Maximus helmet.

Given for making Junior Inspector with the Guardians.

The Chitin Helm plus Internet Phone is the same weight, has less AC but includes News functionality. The Internet Phone is fragile and easily damaged in combat, so the SWAT Helmet may be slightly better overall.
Equipment:Golden Chainsword

A special melee weapon, the grand prize from The Flesh Pit. Slightly faster, lighter and more accurate than the Bonesword. The only weapon that can match its accuracy is the Rapier. Much better than the ordinary Chainsword from which it is undoubtedly derived.

This is among the best melee weapons in the game, and a fitting arena prize.

## See Also

* Command Sabre
* Hammer of Justice
Engine

The engine determines how many energy weapons can be fired before overloading. Those which are High-Output can handle much more.

An engine is required for every mecha to operate. In order for a mecha to count as not destroyed, its body + engine must have some hits remaining. SF2 engines have 75 DP, and SF1 (Class 1) engines have 15 DP. Some engines also have extra armor as shown in the table.
Born to Fly

You are an expert with flying mecha. (+3 Mecha Piloting while flying)

Prerequisite: Mecha Piloting +5

If you specialise in flying and jumping mecha then this talent is
 worth considering. The mecha piloting skill determines your
character's ability to dodge
 incoming attacks and as most flying mecha are pretty poor at that, the
Born to Fly talent can make a significant difference to your ability to
survive in battle.

*"If you find a mecha with decent movement and add this talent, you are very hard to hit putting into consideration of possible ECM, Decent MV, +5 Mecha Piloting, and airborne's innate +3 mv evasion vs non-anti air weapons. I recommend getting stunt driver since you pretty much need to be going fast to stay airborne. With those two talent, you will have excellent evasion skills". -Dataslycer*
Equipment:Overchargers

Overchargers increase the "full speed" of a mecha, be it running, skimming, or anything else. This is particularly dramatic for running, because it is difficult to increase walking speed. Each limb of a mecha can only hold one movement component (wheels, jets, etc.), but it can also hold one overcharger, regardless of whether or not it holds wheels or jets. Overchargers weigh half a ton, regardless of class.

Overchargers are the best way to increase the speed of a walking mecha, but they only work while you run, so you will have a targeting penalty.

Each additional limb will allow you to mount two more move-systems, and two more overchargers: one of each installed in the limb, and one of each for the one mounting point allowed per limb.

Overchargers are very good components, but they take a lot of component space. Make sure to have good Mecha Engineering skills before trying to install them. They increase the speed of your mech, sometimes dramatically, and are useful for everyone, because they let you move more distances while giving your enemies less time to shoot at you.

 Class 7
 Class 8
Equipment:Nova Scythe

The **Nova Scythe** is an SF2 energy melee weapon found only on the Reaper Savin.

The Nova Scythe is among the most powerful melee weapons available. It deals an impressive 23x10 damage, matched only by the Golden Axe. Unlike the Golden Axe, the Nova Scythe has the very desirable ARMORPIERCING attribute.

Because it comes standard on the Reaper Savin, it can be called the most damaging melee weapon *available for purchase.*
Equipment:ECM Suite

An **ECM** (**E**lectronic **c**ounter**m**easures) **Suite** is an electronic mecha component.

When installed in a mecha, an ECM system allows a pilot to attempt an ECM defense roll to jam incoming ranged attacks. ECM suites vary in class; higher class systems grant a bigger bonus to the roll, but they cost a lot more.

## GearHead 1

In GearHead 1, ECM systems are SF:0 and so always take up one CMX of capacity in your mecha.

If you are lucky, a mecha shop might stock ECM Suites of classes 1-6. Note that since they are SF:0 you will be carrying them on your person after purchase and will have to transfer them to your mecha first. Many expensive mecha also come with ECM suites. The only way to obtain a class 7 ECM system is to rip it out of a Harpy. Only one class 9 ECM system can ever be obtained per game, from the Argoseyer.

## GearHead 2

In GearHead 2, ECM systems are SF:2, as are sensors and mecha computers that were also SF:0 in GearHead 1. This means that they will appear in your Field HQ when purchased, and you cannot carry them. On the other hand, they all seem to weigh 1 unit (0.5 t) and occupy 1 CMX of space in your mecha.

When one successfully jams an attack using ECM, the message "*<Pilot>* disrupted the attack." is printed.
Equipment:Aerial Photograph

Found during a random basement dive quest. Use skills such as Investigation to see what the photo is of. Then go to that location to continue the hunt.

The person who gave the quest will say that it is not worth splitting the reward. So sell it to a shop for a modest amount of money.

## See Also

* Macaroni and Cheese
* Bracelet
* Crystal Fragment
* Antique Steel Case
Code Breaking

**Code Breaking** allows a character to bypass security systems such as passwords and computers and, more commonly, locked doors and containers. This skill uses up, and is best used with, any Mental Points available, but even if one has exhausted one's mental state, Code Breaking will still work with diminished effect.

In GearHead 1, unlocking doors is a very easy way to gain 50 XP; in GearHead 2 far fewer points are awarded for a successful security breach.

Code Breaking is required to complete some side quests, like retrieving the Argoseyer biomecha.
Equipment:The Fire of Heaven

**The Fire of Heaven** is an *extremely* powerful personal-scale grenade, one possible result of a Hwang-Sa Item Quest. Whatever you throw it at is likely to die, and be sure that thing is far away or you may end up dead too from the BLAST or another of its many damage effects.

The Fire of Heaven can be found in a PreZero treasure hunt culminating in entering a tower. Either this or one of the Zeron Armor components will be the prize. See the Zeron Armor article for the quest details.