recursal/Fanatic-Fandom huggingface dataset:
Modding Tips

### Disabling hot reload

Adding the following to your `Editor\Engine\Config\BaseEngine.ini` can sometimes allow you to package a mod that you otherwise couldn't (such as if you're running into UAT errors):
`[/Script/MechWarriorEditor.MWEditorRuntimeSettings]
bEnableModReplacementsHotReload=False`

### Saving variables in your mod

By creating an actor that inherits from MWPersistentActorInterface, you can save and load things. Any variable flagged as "SaveGame" will be saved, and loaded when the actor is respawned.

### Persistent Actors

If you want a singular always available actor to use for managing logic look here: Persistent Actors.

### Debug screen

When playing in-editor, pressing the Home key will bring up a debug screen with buttons that activate functions useful for testing. For example, giving yourself all weapons, changing your rep, or instantly completing objectives.

1. ↑ https://mw5mercs.com/news/2020/03/34-mw5-patch
Tutorial for Gay Loser Babies

- Plot

- Events

- Characters

#### **Appearence**

Arsene is a lightfoot halfling that stands at 3'3 feet in height with brown hair and eyes

#### **Personality**

Arsene is enamoured with solving mysteries, he has a tendency to become enveloped by his work and as a result comes off as unsociable to those that don't know him.

#### **Biography**

At a young age Arsene's parents got divorced, leaving him with his mother and separating him from his sister. Many years later, after Arsene had left his home he had been hired to investigate a criminal who was stealing mechanical tools form a Marlene Joster. During his investigation Arsene discovered that Marlene was his sister, this realisation caused the two to grow close together. Eventually, when Arsene solved the case of the tool thief he opted to leave Marlene's hometown with his sister as his assistant.
MercTech: Hunchback

## History:

Despite its 50-ton weight, the Hunchback would prove itself a phenomenal close-range brawler, capable of downing mechs much heavier than itself with its massive class-20 autocannon. Although carrying enough armor to weather an impressive amount of damage for a mech of its weight class, useful when trying to close in to autocannon range, the Hunchback is rather slow, forcing it stay with other units that can cover its lack of range and requiring its pilots to carefully maintain battlefield awareness. Sure enough, many overzealous pilots would meet their end after putting themselves into situations outside of the mech's capabilities.

The Hunchback would see a number of interesting variants. Because of the large housing in the shoulder where the autocannon normally resides, it was relatively easy to adapt completely different weapon systems in its place, with these variants often being called "Swaybacks", shifting the mech into a number of different roles. Aside from the Swayback variants, numerous upgraded models preserving the mech's original loadout would also be introduced throughout the 31st Century.

## Variants:

### HBK-4G:

Structure: Standard

Armor: Standard 10 tons

Engine: Standard 200

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 13 Single Heat Sinks

Cockpit: Standard

Equipment: 1x AC-20 w/ 2t ammo, 2x Medium Lasers, 1x Small Laser

### HBK-4H:

Structure: Standard

Armor: Standard 10 tons

Engine: Standard 200

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 13 Single Heat Sinks

Cockpit: Standard

Equipment: 1x AC-10 w/ 2t ammo, 4x Medium Lasers, 1x Small Laser

### HBK-4J:

Structure: Standard

Armor: Standard 10 tons

Engine: Standard 200

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 14 Single Heat Sinks

Cockpit: Standard

Equipment: 2x LRM-10s w/ 2t ammo, 5x Medium Lasers, 1x Small Laser

### HBK-4P:

Structure: Standard

Armor: Standard 10 tons

Engine: Standard 200

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 23 Single Heat Sinks

Cockpit: Standard

Equipment: 8x Medium Lasers, 1x Small Laser

### HBK-4SP:

Structure: Standard

Armor: Standard 10 tons

Engine: Standard 200

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 19 Single Heat Sinks

Cockpit: Standard

Equipment: 2x SRM-6s w/ 2t ammo, 4x Medium Lasers, 1x Small Laser
MercTech: Flea

## History:

Originally produced by the Free Worlds League as a militia mech before the formation of the Star League, the 20 ton Flea focuses on firepower over armor and agility, as it is expected to face infantry and combat vehicles rather than other battlemechs. With impressively an large and varied loadout for its weight, the Flea is suited for fighting various different types of targets, with most models carrying at least an anti-infantry weapon and an array of lasers against hardened targets. While its speed is average for its weight class, the lack of Jump Jets makes it less agile than most other light mechs, and it carries among the thinnest armor available for a production battlemech.

Becoming nearly extinct during the Succession Wars, it wouldn't be until the appearance of Wolf's Dragoons that a large number of original Fleas would appear in the Inner Sphere once more. The mech would be produced in the Capellan Confederation for a time after they stole the schematics from the Dragoons, but it would enter mass production throughout the Inner Sphere later in the mid 3050s.

## Variants:

### FLE-4:

Structure: Standard

Armor: Standard 2 tons

Engine: Standard 120

Top Speed: 97 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 1x Large Laser, 1x Flamer, 2x Small Lasers

### FLE-15:

Structure: Standard

Armor: Standard 3 tons

Engine: Standard 120

Top Speed: 97 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 2x Medium Lasers, 1x Flamer, 2x Small Lasers. 2x Machine Guns 1t ammo

### FLE-16:

Structure: Standard

Armor: Standard 3 tons

Engine: Standard 180

Top Speed: 145 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 2x Medium Lasers, 1x Flamer

### FLE-17:

Structure: Endo-Steel

Armor: Standard 3 tons

Engine: Standard 120

Top Speed: 97 kph (+ with MASC)

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 2x Medium Pulse Lasers, 1x Flamer, 2x Small Lasers, MASC

### FLE-19:

Structure: Endo-Steel

Armor: Standard 3 tons

Engine: Standard 120

Top Speed: 97 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 1x Flamer, 1x Rocket Launcher-10, 8x Light Machine Guns w/ 0.5t ammo
Modding UI

Proin vitae rhoncus erat, sed pulvinar metus. Morbi dictum orci sit amet lorem pretium, eget auctor libero cursus. Sed ex tortor, sagittis sit amet magna vitae, consectetur fermentum sapien. Cras dui nisl, iaculis nec porttitor sed, porttitor non odio. Nam vestibulum quam a est vestibulum, ut venenatis libero imperdiet. Quisque eget efficitur lectus, vel venenatis elit. Suspendisse et pharetra justo, a tincidunt turpis. Sed nec dui sed turpis elementum porta sit amet non nibh. Nulla porta semper nisl.

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MercTech: Thunderbolt

## History:

Armor: Standard 13 tons

Engine: Standard 260

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 15 Single Heat Sinks

Cockpit: Standard

Equipment: 1x LRM-15 w/ 2t ammo, 1x Large Laser, 1x SRM-2 w/ 1t ammo, 3x Medium Lasers, 2x Machine Guns w/ 1t ammo

### TDR-5SS:

Structure: Standard

Armor: Standard 13 tons

Engine: Standard 260

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 21 Single Heat Sinks

Cockpit: Standard

Equipment: 1x PPC, 1x SRM-6 w/ 1t ammo, 3x Medium Lasers, 1x Flamer

### TDR-5S-T:

Structure: Standard

Armor: Standard 13 tons

Engine: Standard 260

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 23 Single Heat Sinks

Cockpit: Standard

Equipment: 1x Large Laser, 8x Medium Lasers

### TDR-9SE:

Structure: Standard

Armor: Standard 13.5 tons

Engine: Standard 260

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 15 Double Heat Sinks

Cockpit: Standard

Equipment: 1x Large Pulse Laser, 1x LRM-10 w/ 1t ammo, 3x Medium Lasers, 4x Jump Jets, 1x CASE
2004 FIFA 월드컵

**2004년 FIFA 월드컵**은 멕시코에서 개최된 11번째 FIFA 월드컵이다. 32개국이 멕시코에서 64경기를 치렀다. 멕시코는 지난 1986년 월드컵 이후로 18년만에 2번째로 대회를 개최하게 되었다.

## 개최국 선정

대륙별순환 원칙에 따라 아시아(2002년)와 오세아니아(2000년)는 제외되었다. 초기 프랑스가 먼저 유치에 관심을 보였으나 얼마안가 철회한다. 그 다음으로 가장 유치전에 관심을 가진 국가는 멕시코와 그리스뿐이었다. 그리스는 2004년 하계 올림픽과 같이 월드컵을 개최할려는 계획을 가지고 있었으나 비용 문제를 이유로 투표 직전에 유치를 철회한다. 결국 멕시코만이 단독으로 출마하게 되었고 만장일치로 선정된다.

## 지역 예선

대회 개최국 자격으로 본선 자동 진출 자격을 얻은 멕시코를 제외하고, FIFA 회원국은 예선을 통해 진출 자격을 획득할 수 있다.

### 본선 진출국

* 이란
* 일본

CAF (4개국)* 모로코
* 나이지리아
* 튀니지

OFC (1개국)* 호주

* 미국

CONMEBOL (4개국)* 아르헨티나
* 브라질
* 콜롬비아

* 그리스
* 네덜란드
* 포르투갈

## 시드 배정

 이 부분의 자세한 내용은 2004 FIFA 월드컵 시드 배정 문서를 참고하십시오.

* 아르헨티나
* 브라질
* 포르투갈
* 나이지리아
* 튀니지
* 미국
* 중국
* 이란
* 일본
* 체코
* 그리스
* 네덜란드
MercTech: Griffin

## History:

Originally designated a heavy-class battlemech at its introduction in the 25th Century, the 55-ton Griffin would stand the test of time and become among the most iconic battlemechs in history. Armed with a particle cannon and a long-ranged missile rack, the Griffin makes for an excellent sniper mech. Excellent armor, speed, and Jump Jets also give it surprising survivability and mobility, and making the design well-suited for front-line duty, which have lead to its commonality on the battlefield. The large amount of factories that produce the Griffin have allowed it to survive the Succession Wars relatively unscathed, with a large number of models present by the beginning of the Clan Invasion.

The Griffin is widely used across the Inner Sphere and even among Periphery nations, and each have produced their own variants over the years, in particular those upgraded with former LosTech equipment to better combat the Clan juggernaut. New variants continue to be produced well into the 32nd Century, with the Free Worlds League and the Wolf Empire still using them in large quantities.

## Variants:

### GRF-1N:

Structure: Standard

Armor: Standard 9.5 tons

Engine: Standard 275

Top Speed: 81 kph

Gyro: Standard

Heat Sinks: 12 Single Heat Sinks

Cockpit: Standard

Equipment: 1x PPC, 1x LRM-10 w/ 2t ammo, 5x Jump Jets

### GRF-1S:

Structure: Standard

Armor: Standard 9.5 tons

Engine: Standard 275

Top Speed: 81 kph

Gyro: Standard

Heat Sinks: 16 Single Heat Sinks

Cockpit: Standard

Equipment: 1x Large Laser, 1x LRM-5 w/ 1t ammo, 5x Jump Jets

### GRF-2N:

Structure: Endo-Steel

Armor: Ferro-Fibrous 10 tons

Engine: Standard 275

Top Speed: 81 kph

Gyro: Standard

Heat Sinks: 11 Double Heat Sinks

Cockpit: Standard

Equipment: 1x ERPPC, 2x SRM-6 w/ 2t ammo, 5x Jump Jets, Guardian ECM, 1x CASE

### GRF-3M:

Structure: Standard

Armor: Standard 10 tons

Engine: Extra-Light 275

Top Speed: 81 kph

Gyro: Standard

Heat Sinks: 13 Double Heat Sinks

Cockpit: Standard

Equipment: 1x LRM-20 w/ 2t ammo, 1x ERPPC, 1x Small Laser, 5x Jump Jets, 1x CASE

## Hero Variants:

### Sparky:

Structure: Standard

Armor: Standard 10.5 tons

Engine: Standard 275

Top Speed: 81 kph

Gyro: Standard

Heat Sinks: 13 Single Heat Sinks

Cockpit: Standard

Equipment: 1x PPC, 5x Medium Lasers, 5x Jump Jets
Modding Vehicles

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Curabitur mollis rhoncus erat, et condimentum turpis hendrerit sit amet. Nullam ut pharetra lectus, semper dictum lectus. Mauris sollicitudin ultrices sapien, vel sollicitudin ex iaculis vitae. Nulla dignissim augue magna, nec venenatis sem ornare eu. Fusce sed dui gravida, pellentesque nunc ac, lacinia ante. Curabitur aliquet dui justo, ac tristique est fringilla vel. Morbi laoreet libero non nisi vestibulum venenatis sed nec dui. Pellentesque eu purus a massa consequat luctus in eu risus. Phasellus convallis, purus ut porta posuere, lorem ante congue turpis, in congue justo ex eget nibh. Duis in urna eu urna ultricies dignissim nec eget tellus. Vivamus vitae nibh sagittis, eleifend nisi sed, pellentesque massa. Nunc egestas purus a dui consectetur, vitae auctor est eleifend. Mauris dictum quam sem, eu dignissim velit vestibulum in. Ut eget erat in lorem gravida rutrum nec vitae lectus. Ut in ex id quam pharetra iaculis. Curabitur pharetra eros eget cursus commodo.
MercTech: Dragon

## History:

Originally pitched to the SLDF to replace the aging Shadow Hawk, the 60 ton Dragon would instead be put into production for the Draconis Combine, becoming its standard heavy mech during the Succession Wars. With good speed for a heavy mech and good armor for a 60 tonner, the Dragon makes for a difficult to kill mech, especially when it relies on long-ranged weaponry, namely an autocannon and a long-ranged missile rack built into the center torso, with a couple medium-class lasers to use should an enemy manage to close in.

Despite its status as a mainstay mech for the Combine, the Dragon wouldn't see a significant number of upgraded variants over the centuries. A new version of it, the Grand Dragon, based on a PPC-equipped variant of the Dragon, would enter production during the Clan Invasion, and would quickly replace the original as the new posterchild of the Combine.

## Variants:

### DRG-1N:

Structure: Standard

Armor: Standard 10 tons

Engine: Standard 300

Top Speed: 81 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 1x AC-5 w/ 1t ammo, 1x LRM-10 w/ 2t ammo, 2x Medium Lasers

### DRG-1C:

Structure: Standard

Armor: Standard 13 tons

Engine: Standard 300

Top Speed: 81 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 1x AC-2 w/ 1t ammo, 1x LRM-10 w/ 2t ammo, 2x Medium Lasers

### DRG-5N:

Structure: Standard

Armor: Standard 10 tons

Engine: Standard 300

Top Speed: 81 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 1x Ultra AC-5 w/ 1t ammo, 1x LRM-10 w/ 2t ammo, 1x Medium Laser, 2x CASE
MercTech: Centurion

## History:

Designed as a partner to the Trebuchet missile support mech, the 50 ton Centurion would become a staple in the Federated Suns' military. Although not particularly fast for its weight class, the Centurion carries an impressive arsenal which can deal impressive damage at all ranges.

The destruction of its factory during the Succession Wars would lead to a decline of available examples, enough so that there were considerations to phase it out for the similar Enforcer, but the creation of a new factory in the early 31st Century would not only save the Centurion, but bring new, more advanced models to the market as new technologies would be introduced. Much of the Centurion's popularity would come from Justin Allard's, and later his son Kai's, legendary victories in the Solaris arenas piloting their custom Centurion, Yen Lo Wang. Kai would even use Yen Lo Wang to deadly effect against the Clans as they would push into the Lyran side of the Federated Commonwealth.

## Variants:

### CN9-A:

Structure: Standard

Armor: Standard 8.5 tons

Engine: Standard 200

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 1x AC-10 w/ 2t ammo, 1x LRM-10 w/ 2t ammo, 2x Medium Lasers

### CN9-AH:

Structure: Standard

Armor: Standard 8.5 tons

Engine: Standard 200

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 1x AC-20 w/ 2t ammo, 1x LRM-10 w/ 2t ammo

### CN9-AL:

Structure: Standard

Armor: Standard 11 tons

Engine: Standard 200

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 16 Single Heat Sinks

Cockpit: Standard

Equipment: 1x Large Laser, 1x LRM-10 w/ 2t ammo, 2x Medium Lasers, 1x Small Laser

### CN9-D:

Structure: Endo-Steel

Armor: Standard 8.5 tons

Engine: Extra-Light 300

Top Speed: 97 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 1x LB 10-X w/ 2t ammo, 1x LRM-10 w/ Artemis-IV w/ 2t ammo, 2x Medium Lasers, 1x CASE
MercTech: Assassin

## History:

Believed to have only been adopted by the SLDF by overinflated specifications as well as bribery, the 40 ton Assassin would nonetheless prove itself to be a popular light-hunter mech. The Assassin is faster and more maneuverable than most light mechs, allowing it keep up with them and make use of its medium-class laser and short-range missiles, and, should its targets happen to stay outside their range, it can also rely on a five-tube LRM system for long-range reach. The Assassin's primary drawback is its lackluster armor, about as thick as the scout mechs it's expected to face.

The Assassin saw the most use within the Free Worlds League during the Succession Wars, who appreciated the mech's excellent maneuverability, but even there the design would slowly be phased out due to a lack of replacement parts. The mech had few variants over its lifetime, including a Davion refit that added an array of small-class lasers to increase its offense, a LosTech refit, and a poorly-received Lyran model relying on an advanced autocannon.

## Variants:

### ASN-21:

Structure: Standard

Armor: Standard 4.5 tons

Engine: Standard 280

Top Speed: 113 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 1x LRM-5 w/ 1t ammo, 1x SRM-2 w/ 1t ammo, 1x Medium Laser, 7x Jump Jets

### ASN-101:

Structure: Standard

Armor: Standard 4 tons

Engine: Standard 280

Top Speed: 113 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 1x LRM-5 w/ 1t ammo, 1x SRM-2 w/ 1t ammo, 1x Medium Laser, 3x Small Lasers, 5x Jump Jets

### ASN-23:

Structure: Standard

Armor: Standard 4.5 tons

Engine: Standard 280

Top Speed: 113 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 1x LRM-5 w/ Artemis IV w/ 1t ammo, 1x Medium Pulse Laser, 7x Jump Jets

### ASN-30:

Structure: Endo-Steel

Armor: Standard 6.5 tons

Engine: Light 280

Top Speed: 113 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 1x LB 5-X w/ 1t ammo, 1x ER Medium Laser, 7x Jump Jets
MercTech: Nightstar

## History:

The first in a new line of Marauder-class battlemechs, the 95 ton Nightstar would enter production during the Amaris Civil War, after Amaris-loyal troops were observed to be targeting Marauder-piloting commanders. Sporting a pair of arm-mounted Gauss Rifles and an extended-range particle cannon as primary weapons, the Nightstar offers unparalleled firepower at long ranges, while pulse lasers and a backup small-class laser offers some additional firepower should enemies be able to close in.

The Nightstar would only be in production for a few decades, until its factories would be destroyed during the First Succession War, while any remaining examples would be destroyed or scrapped within the next few centuries. By the early 31st Century, few would know that it ever existed, but this would change when the Federated Commonwealth would acquire its schematics and it would re-enter production for the first time in nearly 300 years.

## Variants:

### NSR-9J:

Structure: Standard

Armor: Standard 18.5 tons

Engine: Extra-Light 285

Top Speed: 48 kph

Gyro: Standard

Heat Sinks: 14 Double Heat Sinks

Cockpit: Standard

Equipment: 2x Gauss w/ 7t ammo, 1x ERPPC, 2x Medium Pulse Lasers, 1x Small Laser
MercTech: Wolverine

## History:

Armor: Standard 9.5 tons

Engine: Standard 275

Top Speed: 81 kph

Gyro: Standard

Heat Sinks: 12 Single Heat Sinks

Cockpit: Standard

Equipment: 1x AC-5 w/ 1t ammo, 1x SRM-6 w/ 1t ammo, 1x Medium Laser, 5x Jump Jets

### WVR-6K:

Structure: Standard

Armor: Standard 11.5 tons

Engine: Standard 275

Top Speed: 81 kph

Gyro: Standard

Heat Sinks: 14 Single Heat Sinks

Cockpit: Standard

Equipment: 1x Large Laser, 1x SRM-6 w/ 1t ammo, 2x Medium Laser, 1x Small Laser
MercTech: Banshee

## History:

Armor: Standard 15 tons

Engine: Standard 380

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 16 Single Heat Sinks

Cockpit: Standard

Equipment: 1x AC-5 w/ 1t ammo, 1x PPC, 1x Small Laser

Armor: Standard 15 tons

Engine: Standard 380

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 16 Single Heat Sinks

Cockpit: Standard

Equipment: 2x PPCs, 2x Medium Lasers, 1x Small Laser

Armor: Standard 15 tons

Engine: Standard 380

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 11 Single Heat Sinks

Cockpit: Standard

Equipment: 1x AC-10 w/ 2t ammo, 1x PPC, 1x Small Laser

Armor: Standard 15 tons

Engine: Standard 285

Top Speed: 48 kph

Gyro: Standard

Heat Sinks: 21 Single Heat Sinks

Cockpit: Standard

Equipment: 1x AC-10 w/ 2t ammo, 2x PPCs, 1x SRM-6 w/ 1t ammo, 4x Medium Lasers, 2x Small Lasers

### BNC-5S:

Structure: Standard

Armor: Standard 15 tons

Engine: Extra-Light 380

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 14 Double Heat Sinks

Cockpit: Standard

Equipment: 1x Gauss w/ 1t ammo, 2x ERPPCs, 1x SRM-6 w/ 1t ammo, 2x Medium Lasers, 2x Small Lasers

### BNC-6S:

Structure: Endo-Steel

Armor: Standard 14.5 tons

Engine: Light 380

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 10 Double Heat Sinks

Cockpit: Standard

Equipment: 1x Heavy Gauss w/ 5t ammo, 1x LB 10-X w/ 2t ammo, 1x Small Laser, 2x CASE
MercTech: Jenner

## History:

A staple light mech designed and fielded by the Draconis Combine military, the 35 ton Jenner would become one of the Combine's most iconic light mechs, used as a fast strike mech and often paired with the Panther for fire support. The Jenner combines an excellent top speed of over 110kph and Jump Jets with a powerful array of close-ranged lasers and missiles, giving it devastating hit and fade capabilities, although this comes at the cost of lackluster protection, with 4 tons of armor being comparable to what is mounted on mechs almost half the Jenner's weight. A Jenner pilot must be wary of their surroundings and know when to strike, as incoming fire from many heavier mechs can instantly put it out of combat, but support fire from an accompanying Panther can help mitigate this, which is why these two mechs are most often seen together.

The Jenner would remain in production within the Combine, even during the invasion of the Federated Suns in the 32nd Century. In the span of its production, it would see a large number of new variants incorporating newly-developed weapons, equipment and armor types, and the sheer number of Jenners used in combat would lead to many spreading throughout the Inner Sphere thanks to the Combine's neighbors or mercenaries. The Jenner would even be used as a base for the Combine's Owens scout omnimech.

## Variants:

### JR7-D:

Structure: Standard

Armor: Standard 4 tons

Engine: Standard 245

Top Speed: 113 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 1x SRM-4 w/ 1t ammo, 4x Medium Lasers, 5x Jump Jets

### JR7-F:

Structure: Standard

Armor: Standard 7 tons

Engine: Standard 245

Top Speed: 113 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 4x Medium Lasers, 5x Jump Jets

### JR7-K:

Structure: Standard

Armor: Ferro-Fibrous 3.5 tons

Engine: Standard 245

Top Speed: 113 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 1x SRM-4 w/ 1t ammo, 4x Medium Lasers, CASE
Pinky

Pinky is 17 years old

**Pinky** is the main character in the Teen-Z universe. She is undeniably the character with the most screen time and the one the audience is supposed to relate to.

## Appearance

Pinky is a humanoid cat with light pink skin, rosy cheeks, pink hair. She has brown cat ears as well as a tail, as well as cat-eye lashes.She has a heart on her right cheek. Though she has multiple outfits, she's typically wearing a black cheerleader uniform with white accents.

## Abilities

* Can levitate objects
* Telekinesis
* Duplicate objects by touching them
* Time travel backwards

## Personality

Pinky usually is nice but can sometimes be rude. For example, in the episode, "Good Girl vs Bad Girl Challenge" she Pushes Nerd over and smirks at her when all the other girls start admiring her dress. She can be described as popular, tall, attractive, and nice.

## Relationships

### Greeny

Pinky and Greeny are roommates and also seem to be best friends as well. They are always hanging out together and seem to enjoy each other's company

### Bully

Pinky's ex-boyfriend. After they broke up she attempted to get back together with him but failed.

## Trivia

* In the pilot, Pinky had a set of human ears and cat ears. This was fixed in the style change.
* Calls her fans Pinky Cats (According to the spin off series-Pinky-Z)
* Is allergic to nuts according to episode "Best Ways To Skip School"
* Has her birthday in October according to Pinky-Z's episode "RICH POPULAR vs BROKE NERD"
* (Before breakup with luvboy) She got mad/furious at luvboy when he got disgusted by the pizza she was eating and was offering her salad instead wich made her mad and stormed outside.

## Gallery

Pinky in the PilotPunk version of PinkyPinky inside Z-MartPinky's bad makeup dayPinky's Ice Cream standPinky as a childCat Mon and CatPinky Vs. KidPinky in the pilot.
MercTech: Medium Range Missiles

Based on lessons learned from the Draconis Combine's Deadfire missiles for the SRM and LRMs, Combine scientists downsized LRM missiles by removing their guidance systems and reducing their fuel capacity. Because these missiles were significantly lighter and more compact than LRMs, the scientists were able to double the number of firing tubes on the launcher, creating the Medium Range Missile launcher. Available in 10, 20, 30 and 40 tube versions, MRMs are capable of horrendous damage for their relatively light weight, although they lack the guided accuracy and range of their LRM counterparts. These low-tech and low-cost weapons have become popular within the Combine military, who appreciate their ruggedness and sheer power.

The Clans have so far not shown any interest in reverse-engineering these weapons, likely because they see them as a step back in missile technology.

There has been evidence of Combine scientists attempting to rectify the inaccurate nature of the weapon through an attachment to the launcher, although further digging is needed at this time.
MercTech: Rocket Launcher

While unguided high-explosive rockets have existed for over a millennia, and have been in constant use by infantry since thanks to its simplicity, the existence of more sophisticated guided missiles had replaced them on combat units in the Inner Sphere. Although the facilities and knowhow to produce and maintain the more advanced missiles are readily available in the Inner Sphere, such luxuries are rare in the Periphery, where technology is often a millennia behind in some nations or independent planets.

Seeking a simple weapon for use against usually technologically inferior opponents, the Marian Hegemony had devised a simple, yet effective method of mounting rocket systems onto combat vehicles and mechs. These rocket launchers are one-shot systems, available in 10, 15 and 20 racks, where the rockets are mounted inside a container that can be quickly and easily replaced once they've been used. Marian units relying on these weapons are expected to fire their salvo where needed and then retreat to supply zones where the rocket containers are replaced.

Although primitive by Inner Sphere standards, the Great Houses had learned to appreciate the sheer immediate firepower in these lightweight and compact weapons, and had begun to employ them in battlefields with plentiful supply lines.

Rocket launchers can fire in three different ways:

Single fire: One rocket is fired at a time, useful for preserving rockets throughout a mission.

Ripple fire: Fires all the remaining rockets within a few seconds.

Salvo fire: Fires all the remaining rockets simultaneously, for if you need to maximize damage against a single target.
MercTech: Workbench

## Workbench

The workbench can be found in the mech lab and is a place where you can repair and upgrade your weapons.

### Disassemble:

This option will let you deconstruct a weapon you no longer need in order to harvest parts. This will remove the weapon from your inventory and cannot be undone. This is the only way to the required components to improve and repair your other weapons.

### Refurbish:

If you are playing with weapon degradation enabled you will notice your weapons slowly losing quality. The refurbish option in the workbench will allow you to return the weapon quality to full. Pilots should be warned that if the quality of an Item reaches 0% it will drop down a tier level.

### Repair:

This option will let you repair damaged or destroyed weapons. Unlike in the vanilla game if a weapon is fully destroyed it is not lost and can be repaired here. Though the cost in components may cause some to find it more worth while to simply buy a new weapon if it is fully destroyed.

### Upgrade:

Here is where you can spend components to raise your weapon up a tier. This prosses can be expensive but will let you upgrade weapons from T0-T5.
MercTech: Marauder II

## History:

The Marauder has had a legendary reputation since its introduction in the 27th Century, with its lethal combination of armor and firepower. Wolf's Dragoons, seeking to take the proven design and make into an assault-class mech, contracted Blackwell Industries, then just a components manufacturer, to modify the mech to their specifications. Now a 100 ton chassis, the Marauder II is as heavy as an Atlas, with identical armor load and top speed, while still preserving its predecessor's proven loadout, relying on twin particle cannons and medium-class lasers in its pod-like arms and, seemingly taking cue from the Davions, replacing the autocannon with a large-class laser instead. The lack of an autocannon removes any issue of ammunition dependency or explosions, making the Marauder II a true zombie that can take horrendous damage and still keep fighting. The biggest changes from the original Marauder's loadout are a large amount of additional heat sinks, comparable to an Awesome's, and the presence of Jump Jets, adding a great amount of mobility to the mech and making it the heaviest jump-capable design to exist in the Inner Sphere.

The Marauder II would remain exclusive to the Dragoons for a few decades, until they would give Blackwell permission to sell it to customers that they approve of. The mech would eventually see use within virtually all the Great Houses, and would see new variants with the latest weapons and electronics technologies well into the 32nd Century.

## Variants:

### MAD-4A:

Structure: Standard

Armor: Standard 19 tons

Engine: Standard 300

Top Speed: 48 kph

Gyro: Standard

Heat Sinks: 29 Single Heat Sinks

Cockpit: Standard

Equipment: 2x PPCs, 1x Large Laser, 2x Medium Lasers, 3x Jump Jets

### MAD-5A:

Structure: Standard

Armor: Standard 19 tons

Engine: Standard 300

Top Speed: 48 kph

Gyro: Standard

Heat Sinks: 29 Single Heat Sinks

Cockpit: Standard

Equipment: 1x LB 10-X w/ 3t ammo, 2x ERPPCs, 2x Medium Lasers
Party of DnRP Wiki

A Wiki to keep track of our silly little D&D games!

## Server Info

Discord's logo in GIF form, containing all the main characters from The Frozen World

### Admins

Chloe "Sogy"Jake "The Mime"

TooHot "Brittany"

Linda "Litel\_Doggo"

Bee "The Validation Machine"

Dru "SleepaDru"

Josh "King R3T4RD"

## DMs

MimeToohot

King

Bearbeet

L.P

Sogy

**Welcome to the Party of DnRP Wiki!**
MercTech: Blackjack

## History:

The unfortunate victim of a defamation campaign, the 45 ton Blackjack would have its reputation ruined before it even began production, relegating it to militia duty across the Inner Sphere. Originally intended as a counter-insurgeancy mech, with flamers for use against infantry and a brace of lasers against hardened targets, the production Blackjack, and all of its later variations, instead became a fire-support mech, mounting light autocannons or heavy energy weapons in the arms to engage at enemies at range.

Virtually all the Great Houses looked down at the wrongly-slandered mech since its introduction. It wouldn't be until 3022 on the Davion world of Xhosa VII that a militia unit composed of Blackjacks would down wave after wave of Combine light mechs, exorcising its poor reputation and endearing it to the Federated Suns, who would order new variants built. While some new models would be built with new technologies after the Clan Invasion, the newly-respected mech would see an Omni-counterpart created as well.

## Variants:

### BJ-1X:

Structure: Standard

Armor: Standard 8.5 tons

Engine: Standard 180

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 18 Single Heat Sinks

Cockpit: Standard

Equipment: 4x Medium Lasers, 4x Flamers

### BJ-1:

Structure: Standard

Armor: Standard 8.5 tons

Engine: Standard 180

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 11 Single Heat Sinks

Cockpit: Standard

Equipment: 2x AC-2s w/ 1t ammo, 4x Medium Lasers, 4x Jump Jets

### BJ-1DB:

Structure: Standard

Armor: Standard 7.5 tons

Engine: Standard 180

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 17 Single Heat Sinks

Cockpit: Standard

Equipment: 2x Large Lasers, 2x Medium Lasers, 4x Jump Jets

### BJ-1DC:

Structure: Standard

Armor: Standard 8.5 tons

Engine: Standard 180

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 12 Single Heat Sinks

Cockpit: Standard

Equipment: 2x AC-2s w/ 1t ammo, 4x Medium Lasers, 2x Small Lasers

### BJ-3:

Structure: Standard

Armor: Standard 8.5 tons

Engine: Standard 180

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 10 Double Heat Sinks

Cockpit: Standard

Equipment: 2x PPCs, 4x Medium Lasers, 4x Jump Jets
The Skeletal Mesh

Maecenas ut tortor at ligula faucibus ullamcorper vel ut ligula. Sed a consectetur diam. Vestibulum semper suscipit enim, eget facilisis sem fringilla sed. Nam sit amet nisl eros. Sed accumsan, orci vel viverra viverra, mauris ligula semper augue, non imperdiet ipsum velit pretium tellus. Vivamus in imperdiet nunc. Curabitur tincidunt vulputate vehicula. Vestibulum a convallis mauris, a malesuada velit. Morbi in ante elementum, volutpat sapien maximus, maximus felis. Vestibulum vitae risus eu mauris dignissim aliquam. Vestibulum porta rhoncus rhoncus. Aliquam sodales sit amet justo et mattis.

Proin sed nibh nec purus bibendum laoreet et sit amet leo. Proin eu enim id tellus consectetur ullamcorper. Donec at mi magna. Ut nec magna faucibus ipsum pharetra suscipit ac non sem. Ut egestas dapibus ligula vitae ultricies. Nullam ac laoreet leo, eget finibus nulla. Cras ultricies sagittis lacus vel finibus. Cras vitae tellus in nibh tincidunt rhoncus eget ac nulla. Aenean laoreet laoreet nisi, in vestibulum lectus dignissim sit amet. Mauris euismod elit justo, in placerat massa dignissim vel. Sed blandit risus turpis.
MercTech: Warhammer

## History:

Among the most iconic battlemechs in existence, even those with poor knowledge of the war machines will recognize the 70 ton Warhammer from the many posters strewn about all over the Inner Sphere. Designed for proper front-line combat, the Warhammer relies on a pair of arm-mounted particle cannons which can deal significant damage at long ranges, and up close, it can rely on a battery of secondary weapons. The fact that many legendary mechwarriors were Warhammer pilots is testament to its lethality, and helps to bolster its image.

The Warhammer never stopped being produced since its introduction in the early 26th Century, and never stopped seeing upgraded models sporting the latest technologies. Even during the Succession Wars, the abundance of factories spared it from the fate many other designs suffered during the horrific conflicts, and the Warhammer would remain the standard front-line heavy of most Houses. With the technologies recovered from the Helm Memory Core and the new ones developed after the Clan Invasion, new Warhammer variants would continue to be designed well into the Dark Age.

## Variants:

### WHM-6R:

Structure: Standard

Armor: Standard 10 tons

Engine: Standard 280

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 18 Single Heat Sinks

Cockpit: Standard

Equipment: 2x PPCs, 1x SRM-6 w/ 1t ammo, 2x Medium Lasers, 2x Small Lasers, 2x Machine Guns w/ 1t ammo

### WHM-6D:

Structure: Standard

Armor: Standard 14 tons

Engine: Standard 280

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 20 Single Heat Sinks

Cockpit: Standard

Equipment: 2x PPCs, 2x Medium Lasers, 2x Small Lasers
Modding Missions

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Modding Basics

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nulla nunc enim, hendrerit in suscipit sed, gravida a arcu. Aenean accumsan sit amet justo sed mollis. Suspendisse porta, ligula id rhoncus consequat, sapien ipsum efficitur mi, sit amet tincidunt diam mauris eget lorem. Nam consectetur mauris nec sapien tincidunt rhoncus. Quisque eu risus bibendum, rutrum ligula eu, elementum mauris. Mauris urna lorem, ultricies non massa et, consectetur scelerisque eros. Nullam pulvinar, diam at aliquet interdum, nibh ligula placerat tellus, sit amet malesuada eros dolor auctor felis. Nulla tincidunt lacus risus, sed fermentum tortor luctus vel. Maecenas placerat lorem tortor, in sagittis odio gravida quis. Nunc ultrices lorem in arcu consequat sollicitudin. Aliquam ligula nisl, vestibulum a ullamcorper ornare, varius maximus eros.

Cras ac lobortis erat, vel facilisis ligula. Nam mauris arcu, varius in lacinia eu, tristique in libero. Nulla facilisi. Cras vitae lorem sagittis, egestas urna at, pulvinar enim. Duis vel fringilla erat. Nunc egestas eget ex in fermentum. Nullam at bibendum arcu, ut viverra erat.

Cras porta ante ultricies neque rutrum semper. Suspendisse convallis dui libero, sit amet vulputate ligula efficitur vel. Nullam ut laoreet risus. Proin leo nisl, tempor id purus a, scelerisque efficitur purus. Integer nec velit lorem. Nullam pharetra, justo vel varius volutpat, ante enim lobortis est, lacinia eleifend nisl magna a dui. Donec pretium justo eget cursus egestas. Cras malesuada dolor sed dapibus aliquet. Nam eget augue ex. Praesent vehicula, lacus et suscipit faucibus, ipsum dolor sagittis odio, eget pellentesque velit enim sed eros. Orci varius natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Curabitur et euismod libero. Integer sit amet pulvinar dui. Phasellus porta ut lectus vel faucibus. Vestibulum ipsum eros, dapibus ut tempus eu, molestie sed elit. Praesent consequat blandit odio, auctor convallis sapien hendrerit ut.
MercTech: Battlemaster

## History:

Armor: Standard 14.5 tons

Engine: Standard 340

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 18 Single Heat Sinks

Cockpit: Standard

Equipment: 1x PPC, 1x SRM-6 w/ 2t ammo, 6x Medium Lasers, 2x Machine Guns w/ 1t ammo

### BLR-1D:

Structure: Standard

Armor: Standard 15.5 tons

Engine: Standard 340

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 24 Single Heat Sinks

Cockpit: Standard

Equipment: 1x PPC, 4x Medium Lasers, 2x Machine Guns w/ 1t ammo

### BLR-1S:

Structure: Standard

Armor: Standard 14.5 tons

Engine: Standard 340

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 20 Single Heat Sinks

Cockpit: Standard

Equipment: 1x LRM-15, 1x LRM-5, 2t LRM ammo, 2x SRM-2s w/ 1t ammo, 4x Medium Lasers

### BLR-3S:

Structure: Standard

Armor: Standard 14 tons

Engine: Extra-Light 340

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 22 Single Heat Sinks

Cockpit: Standard

Equipment: 1x LRM-20 w/ 2t ammo, 1x SRM-6 w/ 2t ammo, 6x Medium Pulse Lasers, 2x CASE

### BLR-3M:

Structure: Standard

Armor: Standard 14.5 tons

Engine: Standard 340

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 18 Double Heat Sinks

Cockpit: Standard

Equipment: 1x ERPPC, 1x SRM-6 w/ 2t ammo, 6x Medium Lasers, 1x Machine Gun w/ 1t ammo, 1x CASE
MercTech: Heat

## Heat Mechanics

Unlike in vanilla MW5 MercTech changes the penalties of high heat from the simple shut down and structure damage mechanics. Most of these options can be changed in the Campaign Options at the start of a new Campaign.

### Heat Scale

In the current build of the game every mech has a heat value that ranges from 0 to 90. Mechs will operate normally up to 60 points of heat but depending on Campaign Options will begin to suffer negative effects beyond this point until forcibly shutting down at 90 points. Unlike vanilla Heat Sinks will not increase this limit and only effect heat dissipation. In the players UI heat is read as 100% at 60 points and 150% at 90 points.

### Ammo Explosions

If the Ammo Explosion Checks is enabled in Campaign Options, your ammo has a chance to explode the hotter your coolant is. Every 5 seconds this check is done, with 2 successful checks required before the ammo will cook off. The max chance is 20% with your coolant bar at red.

### Shut Down and Override

Unlike in the vanilla game you can't simply turn on override and power through your heat limit. Rather MercTech tries to simulate the piloting roll required to keep a mech from shutting down. Starting at 110% heat (66 points) a shutdown roll will be run every 5 seconds. If this check fails a warning will appear on the HUD and the pilot will have a limited window to hit the override key or the mech will shut down. If heat reaches 150%(120 points) the mech will force a shut down regardless of the pilots actions.

Engine Shut Down
 72
 78
 84
 90

### Speed Penalty

Based again on the limit you chose for Heat effects percentage in Campaign Options this effect can kick in anywhere from 0 heat to 100%(60 points) heat. Once you reach the the selected heat limit your mech will have its top speed reduced down to 20% based on how close you are to 150%(90 points) of heat. This means that if your Heat effects percentage is set to 0% you will have a gradual reduction in speed as your mech gets hotter. If you have it set to 100% then your mech will not feel any effects until your heat reaches 100(60 points) then your speed will quickly begin to drop until you reach 20%.

### HUD Glitching

After 100% heat, your HUD will begin to glitch like it is in an ECM field. The higher the heat, the more intense the glitching.

### Coolant

All mechs start out with 100% coolant (represented by the green bar around the heat gauge). Any time your heat level is above 100%, the coolant will begin to overheat and the bar will change from green to red. Once it hits red, the coolant will begin to vent, lowering your heat twice as fast as your standard cooling rate. As your coolant is vented, your coolant bar will lower. This represents how much coolant you have left in your mech. The lower this bar, the lower the cooling rate. The lowest it can go is 20% coolant left, at that point your cooling rate is 20% of what it was.

You can manually vent your coolant (default key of 'U') to lower your heat levels, at the expense of lowering your cooling rate for the rest of the mission.
MercTech: Quickdraw

## History:

Armor: Standard 8 tons

Engine: Standard 300

Top Speed: 81 kph

Gyro: Standard

Heat Sinks: 13 Single Heat Sinks

Cockpit: Standard

Equipment: 1x LRM-10 w/ 1t ammo, 1x SRM-4 w/ 1t ammo, 4x Medium Lasers, 5x Jump Jets

### QKD-4H:

Structure: Standard

Armor: Standard 8 tons

Engine: Standard 300

Top Speed: 81 kph

Gyro: Standard

Heat Sinks: 13 Single Heat Sinks

Cockpit: Standard

Equipment: 1x LRM-10 w/ 1t ammo, 1x SRM-4 w/ 1t ammo, 4x Medium Lasers, 5x Jump Jets

### QKD-5K:

Structure: Standard

Armor: Ferro-Fibrous 8 tons

Engine: Standard 300

Top Speed: 81 kph

Gyro: Standard

Heat Sinks: 16 Double Heat Sinks

Cockpit: Standard

Equipment: 1x SRM-4 w/ 1t ammo, 6x Medium Lasers, 5x Jump Jets
MercTech: Hatamoto-Chi

## Variants:

### HTM-26T:

Structure: Standard

Armor: Standard 14.5 tons

Engine: Standard 300

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 17 Single Heat Sinks

Cockpit: Standard

Equipment: 2x PPCs, 2x SRM-6s w/ 1t ammo

### HTM-27T:

Structure: Endo-Steel

Armor: Standard 15.5 tons

Engine: Standard 300

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 18 Single Heat Sinks

Cockpit: Standard

Equipment: 2x PPCs, 2x SRM-6s w/ 2t ammo, 2x CASE

### HTM-27W:

Structure: Standard

Armor: Standard 15.5 tons

Engine: Standard 300

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 18 Single Heat Sinks

Cockpit: Standard

Equipment: 1x AC-5 w/ 1t ammo, 2x PPCs
Modding Weapons

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Proin ut sapien libero. Nulla facilisi. Ut nisl mauris, iaculis porttitor neque at, ullamcorper varius felis. Nulla venenatis mauris non neque rhoncus placerat. Praesent libero quam, tempor in mi eget, auctor tincidunt lectus. Donec neque dui, posuere et tincidunt sit amet, porta ut tortor. Donec sed nunc nisi. Nam cursus tellus id tellus interdum pellentesque. Vestibulum blandit vitae felis ac placerat. Pellentesque finibus arcu quis suscipit luctus. Maecenas sit amet ornare mauris. Maecenas vestibulum, ipsum ut consectetur bibendum, justo sem mattis purus, sed ullamcorper ex neque sed enim. Proin consequat leo non hendrerit pharetra. Nulla vehicula dictum sodales.