Roguetech Wiki

Course Correct 1.2.2 - 2025-06-07[]

  • Fix for contracts not generating on Galatea on 3151 map.
    • Important: This fix only works on new careers. If a new career is not an option, it is recommended to not visit the system.
  • Fix for certain AI units being unable to spawn in specific situations.
  • Fix for some ammunition not being shuffled correctly onto AI units.

  • Protected Actuators - Added effect: AP critical chance to self with value -5%.
  • Protected Mechanisms
    • Changed critical hit chance against self from x0.7 to x0.8.
    • Added effect: AP critical chance to self with value -10%.

Mech[]

  • Blood Kite - Changed model from Battlemaster to Talos.
  • Cataphract 'Jury Rig' (New) - New custom Periphery elite variant. Available in the RogueElites module.
  • Cyclops 'Carry All' (New) - New custom Periphery elite variant. Available in the RogueElites module.
  • Grimdark - Changed structure Center Torso 160 -> 155.
  • Liberator - Changed model from Crusader to Black Knight.
  • Neanderthal 'Clubman' (New) - New custom Periphery elite variant. Available in the RogueElites module.
  • Omega SHP-P - Changed drop cost modifier from x1.24 to x1.26. Added hardpoint at Right Arm: Ballistic. Set Unique flag, unique mech duplicate replacement to Stone Rhino 1.
  • Penetrator 'FlashFire' (New) - New custom Periphery elite variant. Available in the RogueElites module.
  • Quickdraw 'Stompy' (New) - New custom Periphery elite variant. Available in the RogueElites module.
  • Stalker 'Blasto' (New) - New custom Periphery elite variant. Available in the RogueElites module.
  • Thug 'Crook' (New) - New custom Periphery elite variant. Available in the RogueElites module.
  • Thunderbolt 'Breacher' (New) - New custom Periphery elite variant. Available in the RogueElites module.
  • Warthog WTG-A10 - Changed drop cost modifier from x1.05 to x1.07. Added hardpoint at Left Arm: 2 x Ballistic, hardpoint at Right Arm: AntiPersonnel. Set unique mech duplicate replacement to Warthog WTG-CH34P, Unique flag.
  • Warthog WTG-CH34P (New) - New non-unique variant, replaces the R/AC/10 (BRRT) in Center Torso with Rotary AC/10 (P) in Right Torso.

Mech Squad[]

  • Celerity CLR-03OMM 'Rajah' - Set unique mech duplicate replacement to Celerity CLR-03-OA.

Vehicle[]

  • Dugite MBT (B) - Added Angel ECM (C) at Front. Removed Angel ECM at Front.
  • Dugite MBT (Prime) - Added Coolant at Turret / Angel ECM (C) at Front / Heat Sink at Turret. Removed Angel ECM at Front / Coolant at Rear.
  • Kefira HCV (A) - Added Engine Core 210 at Rear. Removed Engine Core 175 at Rear.
  • Kefira HCV (B) - Added Ammo iATM Inferno at Turret / Ammo iATM ER at Turret / BC Energy at Front / Engine Core 210 at Rear. Removed Engine Core 175 at Rear / Heat Sink at Rear.
  • Kefira HCV (C) - Added TAG at Turret / Engine Core 210 at Rear, hardpoint at Turret: AntiPersonnel. Removed Engine Core 175 at Rear.
  • Kefira HCV (Prime) - Added Angel ECM (C) at Front / Engine Core 210 at Rear. Removed Engine Core 175 at Rear.
  • Naja MBT (B) - Added FCS Improved (C) at Front. Removed FCS Aries at Front.

  • Added tooltip clarifying direct fire accuracy penalty to Mortars.
  • Added variable damage and changed damage value to be a percentage for tooltip on iATM/ATM ammunition boxes
  • BA Heavy Flamer - Set recoil to 1.
  • BA LB-X AC - Changed range from 60/150/240/330 to 60/150/240/300.
  • BA Medium VSPL - Changed accuracy bonus from +1 to +2, range accuracy bonus distance from 180m to 150m, range from 90/180/300/360 to 60/150/270/300.
  • BA Small VSPL - Changed accuracy bonus from +1 to +2, damage from 25 to 30, instability damage from 2.5 to 3, range accuracy bonus distance from 150m to 120m, range from 90/150/210/300 to 60/120/180/240.
  • Broadside - Changed AP critical chance multiplier from 0.03 to 0.05, critical chance multiplier from 0.6 to 1, damage from 10 to 12, hit flying targets from false to true, range from 180/210/420/630/690 to 30/210/420/630/690, weapon hit generation from grouped hits to individual hit rolls.
  • Grenade Launcher (Vehicle) - Set direct fire accuracy to -1.
  • iATM-12 (C) - Updated firing mode Streak: Changed damage from 8.5-11.5 to 8.4-11.6.
  • iATM-3 (C) - Updated firing mode Streak: Changed damage from 8.5-11.5 to 8.4-11.6.
  • iATM-6 (C) - Updated firing mode Streak: Changed damage from 8.5-11.5 to 8.4-11.6.
  • iATM-9 (C) - Updated firing mode Streak: Changed damage from 8.5-11.5 to 8.4-11.6.
  • Large VSPL - Changed accuracy bonus from +1 to +2, range accuracy bonus distance from 270m to 240m, range from 120/270/450/540 to 120/240/450/480.
  • Medium VSPL - Changed accuracy bonus from +1 to +2, range accuracy bonus distance from 180m to 150m, range from 90/180/300/360 to 60/150/270/300.
  • MTR/6 - Set direct fire accuracy to -1.
  • Small VSPL - Changed accuracy bonus from +1 to +2, damage from 35 to 30, instability damage from 3.5 to 3, range accuracy bonus distance from 150m to 120m, range from 90/150/210/300 to 60/120/180/240.


Course Correct 1.2.1.1 - 2025-06-03[]

  • Hot-fix for FCS Pirate

Course Correct 1.2.1 - 2025-06-03[]

  • Fix for not being able to gain reputation with many factions on the new 3151 map.
  • Fix for Airfield map not showing all assets.
  • Fix for issue with salvage.
  • Changed Battle Armor accuracy penalty when firing from firing ports to be based on range bracket.
    • Note: Values are on top of the standard accuracy range bracket penalties.
Range Bracket Old Accuracy Penalty New Accuracy Penalty
Minimum -4 -4
Short -4 -5
Medium -4 -6
Long -4 -9
Extreme -4 -12
  • Doom on Two Legs' (MechWarrior Quirk) - Corrected tooltip. Affinity bonus is for assault mechs, not heavy.
  • Walking Apocalypse' (MechWarrior Quirk) - Corrected tooltip. Affinity bonus is for assault mechs, not heavy.
  • Aries Initiative (Chassis Affinity) - Added accuracy bonus of +1.
  • MiG rehire events - Corrected some event text.
  • Aries FCS - Removed accuracy of +1 and breaching shot.
  • Pirate FCS - Removed evasion ignore bonus of +1. Replaced weapon heat generated penalty of +10% with heat generated per turn of +12.
  • FCS Missile Accuracy - Fixed grouping modifier to only have effect on missile weapons as intended.
  • AC10 QS Ammo - Changed damage from -24 - 24 to -20 - 20. Tooltip for ammunition boxes updated with variable damage value.
  • AC2 QS Ammo - Changed damage from -10 - 10 to -6 - 6. Tooltip for ammunition boxes updated with variable damage value.
  • AC5 QS Ammo - Changed damage from -18 - 18 to -12 - 12. Tooltip for ammunition boxes updated with variable damage value.
  • Sobek (Superheavy) - Fixed the icon.
  • Resized the following 'Mech models:
    • Blade
    • Thunderbolt
    • Jagermech
    • Roughneck
  • Switched model on the following 'Mechs:
    • 'Predator - Changed to Roughneck model.
    • 'Predator II - Changed to Roughneck model.

Course Correct 1.2.0 - 2025-06-02[]

New Content[]

After generously being granted some creative freedom by its authors, a large part of the content of the Aries Initiative fan TRO (one of the most well-made out there) has been adapted and added as a new optional module for RogueTech.

The Aries Initiative is based on the what-if scenario of a new invasion initiated by the remaining Homeworld Clans, taking place, just as the era changes from the Dark Age to ilClan. It introduces many new 'Mechs and vehicle designs, all imagined what the Homeworld Clans might have access to and used in-lore.

Big thanks to Derek King and Aries Games & Miniatures for allowing the use of their original work. The original fan TRO and its Record Sheets are all freely available as PDF documents at https://ariesgamesandminis.com/pages/technical-readout-aries-initiative.

  • Aries - 100-ton Clan OmniMech, 1 variants.
  • Attor - 90-ton Clan OmniMech, 5 variants.
  • Banshee IIC - 95-ton Clan 'Mech, 2 variants.
  • Björn - 40-ton Clan OmniMech, 5 variants.
  • Black Mamba - 75-ton Clan OmniMech, 5 variants.
  • Boyyi - 20-ton Clan 'Mech, 2 variants.
  • Canis II / III - 80-ton Clan 'Mech, 3 variants.
  • Ghostmaker TRG-X5 - 75-ton Unique Mercenary 'Mech.
  • Gryphon - 65-ton Clan OmniMech, 5 variants.
  • Hai - 65-ton 'Mech, 2 variants - one Clan / one Inner Sphere.
  • Haider - 75-ton Clan OmniMech, 5 variants.
  • Impaler VMP-1X - 50-ton Unique Mercenary 'Mech.
  • Italipas - 70-ton Clan OmniMech, 6 variants.
  • Karura - 60-ton Inner Sphere 'Mech, 2 variants.
  • Kestrel KSL-X1 - 45-ton Unique Mercenary 'Mech.
  • Krait - 35-ton Clan OmniMech, 4 variants.
  • Mikasi - 50-ton Clan OmniMech, 6 variants.
  • Mingan - 35-ton Clan OmniMech, 5 variants.
  • Ostrichmech - 15-ton Inner Sphere Ultralight 'Mech, 3 variants. Deployed as a squad of 2 units.
  • Pantaleon - 85-ton Clan OmniMech, 5 variants.
  • Pit Viper - 35-ton Clan OmniMech, 4 variants.
  • Sidewinder - 25-ton Clan OmniMech, 5 variants.
  • Siorc Wolf - 100-ton Clan 'Mech, 4 variants.
  • Sköll - 50-ton Clan OmniMech, 5 variants.
  • Sobek - 80-ton Clan OmniMech, 3 variants.
  • Suski - 55-ton Clan OmniMech, 6 variants.
  • Taipan - 55-ton Clan OmniMech, 6 variants.
  • Tau - 45-ton Clan OmniMech, 5 variants.
  • Tocho - 30-ton Clan OmniMech, 5 variants.
  • Tora - 65-ton Clan 'Mech, 3 variants.
  • Varhunter - 15-ton Inner Sphere Ultralight 'Mech, 2 variants. Deployed as a squad of 2 units.
  • Wulfgar - 60-ton Clan OmniMech, 4 variants.
  • Urbanmech 'Crossfire' UM-R63-CF - Unique Mercenary variant.

  • Dugite - 100-ton Clan tracked OmniVehicle, 4 variants.
  • Edo-wa - 50-ton Clan tracked vehicle, 2 variants.
  • Kefira - 30-ton Clan Omni hovercraft, 4 variants.
  • Medium LRM Carrier - 50-ton Inner Sphere tracked vehicle, 2 variants.
  • Naja - 55-ton Clan tracked OmniVehicle, 4 variants.
  • Telipa - 75-ton Clan wheeled OmniVehicle, 3 variants.
  • Tobruk - 5-ton Inner Sphere wheeled vehicle, 4 variants.
  • Trialist - 15-ton Clan hovercraft, 3 variants.

  • Aries Initiative (Chassis Affinity)
    • Reduces heat generation by -5% and damage taken by -5%.
    • Requires 20 missions on the chassis (similar to most chassis affinities).
    • Used by all units from Aries Initiative.
  • FCS Aries - Clan advanced FCS.
    • Enables breaching shot and use of battle computer upgrades.
    • Increases accuracy by +1 and evasion ignore by +1. Will not apply to artillery attacks.
    • Reduces offensive push accuracy by -1.
    • Reduces heat generated by -3%.
    • Salvageable.
    • Used by all Aries Initiative Clan units.
  • Sensors Aries - Clan advanced Sensors.
    • Provides Identify Friend/Foe Jammer, a very low level ECM shield.
    • Increases sensor range by +5% and vision range by +5%.
    • Increase sensor strenght by +2.
    • Enables Night Vision.
    • Salvageable.
    • Used by all Aries Initiative Clan 'Mechs.

The offline version of the current RTO map, depicting the start of the ilClan era with the Wolf Empire (formerly Clan Wolf) controlling Terra, has now been added as an install option.

Many of the standard factions have been updated to 3150 counterparts for this map, enabling new starting unit lists and contract unit selections. Several new factions have also been added, based on what is known lore-wise of the BattleTech universe in this era. Since nothing is known about what happened to the Homeworld clans yet, they are similar to the 3072 map, unless the Aries Initiative optional module is installed which enables more content.

Note: Many of the icons of the units are just simple placeholders based on the official line art, custom icons will be added at a later stage.

  • AlyinaMercantileLeague - The Alyina Mercantile League is a commerce-oriented state founded in July 3151, one of several nations to emerge from Clan Jade Falcon's moribund Occupation Zone after it became the Hinterlands, and was controlled by former members of the Falcon's merchant caste.
  • Arc-Royal Liberty Coalition - The Arc-Royal Liberty Coalition is a proto-state created by Arc-Royal Grand Duchess Callandre Kell and her mercenary unit, the Kell Hounds. Like its predecessor, the Arc-Royal Defense Cordon, the ARLC is officially part of the Lyran Commonwealth but operates as a de facto independent nation in opposition to the Archon's policies.
  • Clan Protectorate - The Clan Protectorate is a Free Worlds League Province. Besides FWL, its population includes people from Clan Sea Fox and survivors of Clan Nova Cat.
  • Clan Sea Fox - Clan Diamond Shark have returned to their original name as the clan managed to increase the amount of living Sea Foxes, its totem animal.
  • Ferris Collective - The Ferris Collective is a technocratic enclave led by scientists and engineers, emphasizing innovation, order, and survival amid the post-Jade Falcon collapse on Ferris and beyond.
  • Galatean League - A warrior-led federation formed on Galatea, uniting mercenaries and locals into a militarized republic focused on strength, honor, and independence from collapsing powers.
  • New Oberon Confederation - A Periphery nation near the Lyran Commonwealth border, often little more than a bandit kingdom. Formed after the original Oberon Confederation’s occupation by Clan Wolf and later Clan Hell’s Horses came to an end.
  • Ragnarök Union - The Ragnarök Union, formed after Clan Hell's Horses' withdrawal, unites three worlds under Hu Xiao Lin’s leadership, securing survival through Clan Jade Falcon alliances and advanced military support.
  • Rasalhague Dominion - The renamed Ghost Bear Dominion, as the societies of Clan Ghost Bear and Rasalhague got more integrated.
  • Rim Territories - A Periphery nation officially founded as a mutual defense and trade pact, but in reality, it is first and foremost a collective of pirate groups who each control a world and organize it along the lines of a criminal fiefdom.
  • Scorpion Empire - The Scorpion Empire is a large Deep Periphery military power that was created after the Escorpión Imperio conquered the Hanseatic League before unifying the Hansa with the peoples of Clan Goliath Scorpion, Nueva Castile, and the Umayyad Caliphate.
  • Tamar Pact - Following the Republic of the Sphere's fall, Hauptmann-General Sarah Regis independently led the 26th Arcturan Guards to liberate her homeworld Arcturus, sparking the rise of the reborn Tamar Pact.
  • The Havens - A minor periphery state created from the remains of the Elysian Fields, a private hold of the Inheritor philosophic movement, after the occupation by Clan Hell's Horses ended.
  • Timbuktu Collective - A protective alliance formed from the merger of the Rim Collection and five worlds from the Lyran Commonwealth's Timbuktu Theater.
  • Vesper Marches - A Hinterlands nation created in the former Clan Jade Falcon Occupation Zone.
  • Wolf Empire - The occupation zone of Clan Wolf, renamed once Terra was firmly in their grasp, and the Star League was reborn, making the former Clan Wolf the ilClan.

  • Units marked with (A) are only available if the optional Aries Initiative module is installed.
  • The table does not include optional starts such as from the Quicsell module.
Career Starts
Start Name Starting system Starting list type
Alyina Mercantile League Alyina 3 x Adder, Cougar, Cougar X, Eyrie, Fire Falcon, Hellion, Howler, Ion Sparrow, Jaguar, Kit Fox, Locust IIC, Spirit
2 x Arctic Wolf, Battle Cobra, Black Hawk, Black Lanner, Griffin IIC, Gyrfalcon, Hierofalcon, Hunchback IIC, Nova, Pinion, Stormcrow
Axumite Thala 1 x Carrier, Panzerhaubitze 2000
1 x Dervish, Gladiator, Griffin, Hunchback, Kyudo, Phoenix, Rifleman, Shadow Hawk, Swordsman, Wolverine
1 x Augustus, Bulldog MBT, Estevez MBT, Marsden II MBT, Merkava MBT, Sturmblitz, Tunguska AAT
2 x Cargo Truck
1 x Firetruck
BA Platoon Outreach 4 x Fa Shih, Gray Death Standard, Inner Sphere Standard
4 x Bandit Hovercraft, Karnov Transport, Maxim APC, Prowler MTV, Sleipnir APC, Trident Tracked Transport
Brads & Bulls Proserpina 2 x Bradford IFV
2 x Bulldog MBT
1 x Fa Shih, Gray Death Standard, Inner Sphere Standard
Calderon Protectorate Erod's Escape 2 x Brigand, Cadaver, Crosscut, Firestarter, Flea, Hermit Crab, Hollander III, Locust, Stinger, Storm Raider, Toro, Wasp
2 x Centurion, Clint, Cronus, Dervish, Gladiator, Griffin, Icarus II, Lineholder, Phoenix Hawk, Scorpion, Vulcan, Wolverine
2 x Fulcrum, Gladius, Goblin, Hetzer, JES-I TMC, Light Carrier, Maxim APC, Prowler MTV, Turhan APC, Vedette
Chainelane Far Reach 2 x Brigand, Cadaver, Crosscut, Firestarter, Flea, Hermit Crab, Hollander III, Locust, Stinger, Storm Raider, Toro, Wasp
2 x Centurion, Clint, Cronus, Dervish, Gladiator, Griffin, Icarus II, Lineholder, Phoenix Hawk, Scorpion, Vulcan, Wolverine
2 x Fulcrum, Gladius, Goblin, Hetzer, JES-I TMC, Light Carrier, Maxim APC, Prowler MTV, Turhan APC, Vedette
Clan Cloud Cobra Zara (Homer 2850+) 3 x Adder, Arctic Cheetah, Fire Falcon, Fire Moth, Hellion, Horned Owl, Howler, Incubus, Jenner IIC, Kit Fox, Krait (A), Locust IIC, Mist Lynx, Piranha, Sidewinder (A), Solitaire, Tocho (A)
2 x Battle Cobra, Crimson Langur, Grendel, Hunchback IIC, Huntsman, Phantom, Pouncer, Rabid Coyote, Septicemia, Shadow Hawk IIC, Stalking Spider, Stormcrow, Vapor Eagle, Viper, Wyvern
Clan Coyote Kirin 3 x Adder, Arctic Cheetah, Boyyi (A), Cougar, Fire Moth, Hellion, Horned Owl, Incubus, Jenner IIC, Kit Fox, Krait (A), Locust IIC, Mist Lynx, Piranha, Sidewinder (A), Tocho (A), UrbanMech IIC
2 x Conjurer, Crimson Langur, Griffin IIC, Hunchback IIC, Lobo, Nova, Phantom, Pouncer, Rabid Coyote, Shadow Hawk IIC, Stooping Hawk, Stormcrow, Vapor Eagle, Viper, Wyvern
Clan Elemental Csesztreg 3 x Elemental, Gnome
3 x Adder, Arctic Cheetah, Fire Moth, Hellion, Kit Fox, Mist Lynx
Clan Hell's Horses Csesztreg 3 x Adder, Arctic Cheetah, Arion, Crimson Hawk, Fire Moth, Hellion, Horned Owl, Incubus, Kit Fox, Locust IIC, Mist Lynx, Parash, UrbanMech IIC
2 x Black Hawk, Corvis, Cyllaros, Dasher II, Grendel, Griffin IIC, Hammerhead, Ice Ferret, Lobo, Nova, Shadow Hawk IIC, Stormcrow, Sun Cobra, Viper
Clan Jade Falcon Sudeten 3 x Adder, Cougar, Cougar X, Eyrie, Fire Falcon, Hellion, Howler, Ion Sparrow, Jaguar, Kit Fox, Locust IIC, Spirit
2 x Arctic Wolf, Battle Cobra, Black Hawk, Black Lanner, Griffin IIC, Gyrfalcon, Hierofalcon, Hunchback IIC, Nova, Pinion, Stormcrow
Clan Protectorate Marik 3 x Arbalest, Crimson Hawk, Firestarter, Gambit, Havoc, Incubus, Jackalope, Koshi, Locust, Mist Lynx, Piranha, Solitaire, Spider, Stinger, Tiburon, Wasp
2 x Black Hawk, Coyotl, Firestorm, Ghost, Grendel, Griffin, Griffin IIC, Hammerhead, Hatchetman, Hermes II, Hunchback, Huntsman, Mad Cat III, Phoenix Hawk, Shadow Cat, Shadow Hawk IIC
Clan Star Adder Hoard 3 x Adder, Crimson Hawk, Fire Moth, Hellion, Horned Owl, Howler, Incubus, Jenner IIC, Kit Fox, Krait (A), Locust IIC, Mist Lynx, Pit Viper (A), Sidewinder (A), Tocho (A)
2 x Battle Cobra, Clint IIC, Conjurer, Crimson Langur, Great Wyrm, Grendel, Griffin IIC, Hunchback IIC, Pouncer, Septicemia, Shadow Hawk IIC, Stooping Hawk, Stormcrow, Vapor Eagle, Viper, Wyvern
Clan Stone Lion Tokasha 3 x Adder, Arctic Cheetah, Commando IIC, Crimson Hawk, Fire Falcon, Fire Moth, Hellion, Horned Owl, Incubus, Jenner IIC, Kit Fox, Krait (A), Locust IIC, Mist Lynx, Piranha, Sidewinder (A), Solitaire, Tocho (A), UrbanMech IIC
2 x Battle Cobra, Conjurer, Corvis, Crimson Langur, Great Wyrm, Grendel, Griffin IIC, Hunchback IIC, Ice Ferret, Phantom, Septicemia, Shadow Hawk IIC, Stooping Hawk, Stormcrow, Vapor Eagle, Viper
Clan Tanks Csesztreg 5 x Aesir AA, Ares FST, Bellona HVT, Chalchiuhtotolin, Enyo Strike Tank, Epona Pursuit Tank, Garuda VTOL, Ku MBT (C), Thor SPG
Delphi Compact New Delphi 1 x Carrier, Panzerhaubitze 2000
1 x Dervish, Gladiator, Griffin, Hunchback, Kyudo, Phoenix, Rifleman, Shadow Hawk, Swordsman, Wolverine
1 x Augustus, Bulldog MBT, Estevez MBT, Marsden II MBT, Merkava MBT, Sturmblitz, Tunguska AAT
2 x Cargo Truck
1 x Firetruck
Duchy of Andurien Andurien 2 x Anubis, Duan Gung, Eagle, Firestarter, Flea, Gùn, Hammer, Incubus, Locust, Mongoose, Ostscout, Owens, Raven, Stinger, Wasp
2 x Agrotera, Assassin, Blackjack, Calliope, Eris, Griffin, Hermes II, Phoenix Hawk, Shadow Hawk, Snake, Strider, Trebuchet, Vindicator, Wolverine
2 x Condor Cavalry Tank, Hetzer, JES-I TMC, Joust, Maxim APC, Predator TD, Prowler MTV, R10 Mechanized ICV, Ranger AFV, Regulator HVT, Stygian Strike Tank, Vedette
Farmers Rise Up Filtvelt 2 x CattleMaster, Crosscut, Loader King, Locust
2 x Cargo Truck
2 x Cargo Truck, Command Van
2 x Cargo Truck, Savannah Master
Ferris Collective Ferris (OC) 2 x Brigand, Cadaver, Crosscut, Firestarter, Flea, Hermit Crab, Hollander III, Locust, Stinger, Storm Raider, Toro, Wasp
2 x Centurion, Clint, Cronus, Dervish, Gladiator, Griffin, Icarus II, Lineholder, Phoenix Hawk, Scorpion, Vulcan, Wolverine
2 x Fulcrum, Gladius, Goblin, Hetzer, JES-I TMC, Light Carrier, Maxim APC, Prowler MTV, Turhan APC, Vedette
Filtvelt Coalition Filtvelt 2 x Brigand, Cadaver, Crosscut, Firestarter, Flea, Hermit Crab, Hollander III, Locust, Stinger, Storm Raider, Toro, Wasp
2 x Centurion, Clint, Cronus, Dervish, Gladiator, Griffin, Icarus II, Lineholder, Phoenix Hawk, Scorpion, Vulcan, Wolverine
2 x Fulcrum, Gladius, Goblin, Hetzer, JES-I TMC, Light Carrier, Maxim APC, Prowler MTV, Turhan APC, Vedette
Fronc Reaches Fronc 2 x Brigand, Cadaver, Crosscut, Firestarter, Flea, Hermit Crab, Hollander III, Locust, Stinger, Storm Raider, Toro, Wasp
2 x Centurion, Clint, Cronus, Dervish, Gladiator, Griffin, Icarus II, Lineholder, Phoenix Hawk, Scorpion, Vulcan, Wolverine
2 x Fulcrum, Gladius, Goblin, Hetzer, JES-I TMC, Light Carrier, Maxim APC, Prowler MTV, Turhan APC, Vedette
Galatean League Galatea 2 x Cadaver, Garm, Hollander III, Jackalope, Jenner IIC, Kit Fox, Koshi, Locust, Nyx, Panther, Spider, Stinger, UrbanMech, Valkyrie, Wasp, Wolfhound
2 x Black Hawk, Chimera, Coyotl, Enforcer, Eris, Gravedigger, Hatchetman, Phoenix Hawk, Raider, Scorpion, Shadow Cat III, Shadow Hawk, Shadow Hawk IIC, Watchman, Wolverine
2 x Cizin HCV, Condor Cavalry Tank, Drillson CAV, Fulcrum, Goblin, Joust, Musketeer HVT, Predator TD, R10 Mechanized ICV, SM Tank Destroyer, Sortek AHCV, Vedette
House Davion New Avalon 2 x Cougar, Falcon Hawk, Fireball, Gunsmith, Havoc, Hollander III, Horned Owl, Hornet, Javelin, Locust, Osiris, Ostscout, Prey Seeker, Scarabus, Valkyrie
2 x Antlion, Blackjack, Centurion, Dervish, Enforcer, Enforcer III, Hatchetman, Legionnaire, Lineholder, Scarecrow, Scorpion, Shadow Hawk, Stormcrow, Watchman, Wolverine
2 x Condor Cavalry Tank, Drillson CAV, Fulcrum, Goblin, Hetzer, JES-I TMC, Joust, Musketeer HVT, Myrmidon Medium Tank, Ranger AFV, SM Tank Destroyer, Sortek AHCV, Stygian Strike Tank
House Kurita Luthien 2 x Arctic Cheetah, Cricket, Hitman, Jenner, Jenner IIC, Kabuto, Mongoose, Nyx, Panther, Phoenix Hawk L, Rokurokubi, Spider, Stinger, Valiant, Venom, Wight
2 x Avalanche, Bishamon, Daimyo, Exhumer, Firestarter, Fujin, Griffin IIC, Hatchetman, Hitotsume Kozo, Komodo, Phoenix Hawk, Shadow Cat III, Shadow Hawk, Thunder Fox, Wendigo-VP, Wolf Trap
2 x Cizin HCV, Condor Cavalry Tank, Giggins APC, Joust, Kamakiri VTOL, Maxim APC, Maxim II APC, SM Tank Destroyer, Shillelagh, Turhan APC, Vedette
House Liao Sian 2 x Anubis, Dola, Duan Gung, Ebony, Gùn, Havoc, Locust, Piranha, Raven, Stinger, UrbanMech, Yinghuochong
2 x Agrotera, Calliope, Eyleuka, Griffin, Huron Warrior, Men Shen, Osprey, Raven II, Sha Yu, Shadow Hawk, Shockwave, Trebuchet, Vindicator, Wolverine, Yao Lien
2 x Bellona HVT, Hetzer, Joust, Ku MBT (C), Maxim APC, Myrmidon MT, Predator TD, R10 Mechanized ICV, Regulator HVT, Regulator II HVT, Sheriff ISV, Vedette
House Marik Atreus (FWL) 2 x Crimson Hawk, Eagle, Falcon Hawk, Flea, Gambit, Hammer, Incubus, Jackalope, Locust, Locust IIC, Spider, Stinger, Talon, Wasp, Wolfhound
2 x Blackjack, Eris, Ghost, Griffin, Hermes II, Icarus II, Mad Cat III, Phoenix Hawk, Sarath, Scorpion, Shadow Hawk, Trebuchet, Vulcan, Wendigo, Wolverine
2 x Condor Cavalry Tank, Fulcrum, Glaive MT, Hetzer, JES-I TMC, Maxim APC, Partisan AA Vehicle, Predator TD, R10 Mechanized ICV, Ranger AFV, Regulator HVT, SM Tank Destroyer, Stygian Strike Tank, Vedette
House Steiner Tharkad 2 x Commando, Crimson Hawk, Dart, Firestarter, Havoc, Hollander, Locust, Mjolnir, Ostscout, Scarabus, Spector, Stiletto, Stinger, Storm Raider, Talon, Wolfhound
2 x Blitzkrieg, Bushwacker, Clint, Gauntlet, Griffin, Hatchetman, Hollander II, Hunchback, Ice Ferret, Nightsky, Rawhide, Sentinel, Starslayer, Thunder Fox, Uziel, Vulcan
2 x Condor Cavalry Tank, Drillson CAV, Fulcrum, Hetzer, JES-I TMC, Maxim II APC, Musketeer HVT, Myrmidon Medium Tank, Schildkröt Line Tank, Stygian Strike Tank, Vedette
Lothian League Lothario 2 x Brigand, Cadaver, Crosscut, Firestarter, Flea, Hermit Crab, Hollander III, Locust, Stinger, Storm Raider, Toro, Wasp
2 x Centurion, Clint, Cronus, Dervish, Gladiator, Griffin, Icarus II, Lineholder, Phoenix Hawk, Scorpion, Vulcan, Wolverine
2 x Fulcrum, Gladius, Goblin, Hetzer, JES-I TMC, Light Carrier, Maxim APC, Prowler MTV, Turhan APC, Vedette
Magistracy Canopus 2 x Anubis, Dola, Duan Gung, Ebony, Gùn, Koshi, Locust, Raven, Stinger, Wasp
2 x Agrotera, Calliope, Eyleuka, Griffin, Huron Warrior, Marshal, Men Shen, Osprey, Phoenix Hawk, Sha Yu, Shadow Hawk, Snake, Vindicator
2 x Hetzer, Light Carrier, Maxim APC, Predator TD, Regulator HVT, Regulator II HVT, Sheriff ISV, Vedette
Marian Hegemony Alphard (MH) 2 x Commando, Flea, Hollander III, Jackal, Javelin, Locust, Spider, Stinger, Storm Raider, UrbanMech, Wasp
2 x Centurion, Cronus, Ghost, Gladiator, Griffin, Hunchback, Icarus II, Phoenix Hawk, Scorpion, Shadow Hawk, Trebuchet, Whitworth, Wolverine
2 x Fulcrum, Gladius, Goblin, Hetzer, JES-I TMC, Light Carrier, Maxim APC, Myrmidon Medium Tank, Prowler MTV, Vedette
Mercenary Astrokaszy 1 x Commando, Firestarter, Flea, Javelin, Jenner, Locust, Mongoose, Ostscout, Panther, Stinger
1 x Assassin, Blackjack, Centurion, Chameleon, Cicada, Clint, Crab, Cronus, Dervish, Griffin, Hunchback, Marshal, Phoenix Hawk, Scorpion, Shadow Hawk, Trebuchet, Vulcan, Whitworth, Wolverine
1 x Arctic Fox, Commando, Dart, Falcon, Fireball, Hornet, Javelin, Night Hawk, Panther, Raven
1 x Apollo, Assassin, Blackjack, Centurion, Chameleon, Hatchetman, Hermes II, Lynx, Phoenix Hawk, Scorpion, Sentinel, Sentry, Stealth, Vindicator, Vulcan
Militia Filtvelt 2 x Fa Shih, Gray Death Standard, Inner Sphere Standard
1 x CattleMaster, Crosscut, Loader King, Locust
2 x Badger Tracked Transport, Bradford IFV, Cobra Transport VTOL, Goblin, Prowler MTV, Sleipnir APC, Strike Falcon VTOL, Trident Tracked Transport, Vector VTOL
2 x Bulldog MBT, Candiru, Desert Scorpion, Estevez MBT, Izula II MBT, Izula MBT, Kalis, Korvin, Laserstrike, Marsden, Marsden II MBT, Merkava MBT, Myrmidon Medium Tank, Po MBT, Tiger MBT, Xancudo, Zebra MBT, Zhalan
2 x Cargo Truck, Carrier, Cavalry Attack Helicopter, Cestrus HVT, Chariot HVT, Chasseur, Cloud Buster AA, Cobra Transport VTOL, Combine Harvester, Condor Cavalry Tank, Dragoon, Drillson CAV, Duster AAT, Falcon HVT, Firetruck, Flintlock HCV, Galleon Light Tank, Gladius, Heavy APC, Hetzer, Hummingbird, Hunter, J.Edgar, Kanga, LTV-4 Hovertank, Light Carrier, Mantis VTOL, Mobile HQ, Mockingbird, Panzerhaubitze 2000, Pegasus ST, Pike FSV, Pinto Attack VTOL, Pisces TD, Plainsman HVT, Prime Mover, Reaper SPG, Saladin HCV, Saracen HCV, Scimitar HCV, Striker, Tarantula Hovertank, Telltale VTOL, Thor SPG, Tunguska AAT, Vali Artillery Vehicle, Vector VTOL, Venator VTOL, Wrecker, Yellow Jacket
New Oberon Confederation Oberon 2 x Brigand, Cadaver, Crosscut, Firestarter, Flea, Hermit Crab, Hollander III, Locust, Stinger, Storm Raider, Toro, Wasp
2 x Centurion, Clint, Cronus, Dervish, Gladiator, Griffin, Icarus II, Lineholder, Phoenix Hawk, Scorpion, Vulcan, Wolverine
2 x Fulcrum, Gladius, Goblin, Hetzer, JES-I TMC, Light Carrier, Maxim APC, Prowler MTV, Turhan APC, Vedette
Ragnarok Union Gotterdammerung 2 x Brigand, Cadaver, Crosscut, Firestarter, Flea, Hermit Crab, Hollander III, Locust, Stinger, Storm Raider, Toro, Wasp
2 x Centurion, Clint, Cronus, Dervish, Gladiator, Griffin, Icarus II, Lineholder, Phoenix Hawk, Scorpion, Vulcan, Wolverine
2 x Fulcrum, Gladius, Goblin, Hetzer, JES-I TMC, Light Carrier, Maxim APC, Prowler MTV, Turhan APC, Vedette
Rasalhague Dominion Rasalhague 3 x Adder, Cougar, Fire Moth, Hellion, Horned Owl, Locust IIC, Mist Lynx, Parash, Wulfen
2 x Beowulf IIC, Mongrel, Rime Otter, Shadow Cat III, Stormcrow, Stormwolf, Ursus, Ursus II, Viper, Wendigo
Raven Alliance Alpheratz 3 x Adder, Bear Cub, Cougar, Devil, Fire Moth, Howler, Incubus, Jenner IIC, Kit Fox, Locust IIC, Mist Lynx, Morrigan, Parash, Stinger IIC
2 x Carrion Crow, Clint IIC, Conjurer, Dark Crow, Dasher II, Goshawk II, Grendel, Hunchback IIC, Nova, Shadow Cat, Shadow Hawk IIC, Stormcrow, Ursus II, Vapor Eagle
Recon Lance Hardisey's Haven 3 x Cicada, Locust, Mongoose, Ostscout, Spider, Stinger, Wasp
2 x Harasser, J.Edgar, Pegasus ST, Plainsman HVT, Saladin HCV, Saracen HCV, Scimitar HCV
Republic of the Barrens Gustrell 2 x Brigand, Cadaver, Crosscut, Firestarter, Flea, Hermit Crab, Hollander III, Locust, Stinger, Storm Raider, Toro, Wasp
2 x Centurion, Clint, Cronus, Dervish, Gladiator, Griffin, Icarus II, Lineholder, Phoenix Hawk, Scorpion, Vulcan, Wolverine
2 x Fulcrum, Gladius, Goblin, Hetzer, JES-I TMC, Light Carrier, Maxim APC, Prowler MTV, Turhan APC, Vedette
Rim Territories Dijonne (Pain 3050+) 2 x Brigand, Cadaver, Crosscut, Firestarter, Flea, Hermit Crab, Hollander III, Locust, Stinger, Storm Raider, Toro, Wasp
2 x Centurion, Clint, Cronus, Dervish, Gladiator, Griffin, Icarus II, Lineholder, Phoenix Hawk, Scorpion, Vulcan, Wolverine
2 x Fulcrum, Gladius, Goblin, Hetzer, JES-I TMC, Light Carrier, Maxim APC, Prowler MTV, Turhan APC, Vedette
Rusty Dan Úr Cruinne 1 x Loader King
1 x Crosscut
1 x Firetruck
1 x Hetzer, UrbanTank
Scorpion Empire Braunschweig 3 x Adder, Cazador, Commando IIC, Hellion, Horned Owl, Incubus, Jenner IIC, Kit Fox, Mist Lynx, Mongoose, Piranha, Snow Fox
2 x Battle Cobra, Conjurer, Crab, Griffin IIC, Hunchback IIC, Ice Ferret, Nova, Phantom, Pouncer, Shadow Hawk IIC, Stormcrow, Tolva
Solaris Solaris 1 x Copperhead, Flashfire, Koto, Longshot, Mantis
1 x Bombard, Daedalus, Ronin, Tsunami, Werewolf
Tamar Pact Arcturus 2 x Commando, Crimson Hawk, Dart, Firestarter, Havoc, Hollander, Locust, Mjolnir, Ostscout, Scarabus, Spector, Stiletto, Stinger, Storm Raider, Talon, Wolfhound
2 x Blitzkrieg, Bushwacker, Clint, Gauntlet, Griffin, Hatchetman, Hollander II, Hunchback, Ice Ferret, Nightsky, Rawhide, Sentinel, Starslayer, Thunder Fox, Uziel, Vulcan
2 x Condor Cavalry Tank, Drillson CAV, Fulcrum, Hetzer, JES-I TMC, Maxim II APC, Musketeer HVT, Myrmidon Medium Tank, Schildkröt Line Tank, Stygian Strike Tank, Vedette
Tanks (IS) Betelgeuse 1 x Cargo Truck, Command Van, Savannah Master
1 x Chasseur, Galleon Light Tank, Harasser, Hunter, J.Edgar, Pegasus ST, Plainsman HVT, Saladin HCV, Saracen HCV, Scimitar HCV, Scorpion LT, Striker
1 x Harasser, J.Edgar, Scorpion LT, Striker
1 x Cestrus HVT, Cloud Buster AA, Condor Cavalry Tank, Drillson CAV, Falcon HVT, Goblin, Hetzer, LTV-4 Hovertank, Maxim APC, Prowler MTV, Thunderer MT, Tiger MBT, Vedette
1 x Fulcrum, Hetzer, LTV-6 Hovertank, Light Carrier, Maxim APC, Myrmidon Medium Tank, Prowler MTV, Tiger MBT, Vedette
Taurian Concordant Taurus 2 x Anubis, Cadaver, Commando, Falcon Hawk, Firestarter, Hermit Crab, Incubus, Locust, Panther, Stinger, Toro, Valkyrie, Wasp
2 x Centurion, Clint, Dervish, Griffin, Griffin IIC, Hunchback, Huron Warrior, Legionnaire, Marshal, Phoenix Hawk, Quasit, Shadow Hawk, Vindicator, Wolverine
2 x Drillson CAV, Fulcrum, Gladius, Hetzer, JES-I TMC, LTV-4 Hovertank, Light Carrier, Maxim APC, Myrmidon Medium Tank, Prowler MTV, Regulator HVT, Vedette
The Dumps Detroit 2 x Cargo Truck, Savannah Master
1 x Brunel Dump Truck
1 x Brunel Dump Truck
1 x Burro II CT
The Havens Porthos 2 x Brigand, Cadaver, Crosscut, Firestarter, Flea, Hermit Crab, Hollander III, Locust, Stinger, Storm Raider, Toro, Wasp
2 x Centurion, Clint, Cronus, Dervish, Gladiator, Griffin, Icarus II, Lineholder, Phoenix Hawk, Scorpion, Vulcan, Wolverine
2 x Fulcrum, Gladius, Goblin, Hetzer, JES-I TMC, Light Carrier, Maxim APC, Prowler MTV, Turhan APC, Vedette
Timbuktu Collective Timbuktu 2 x Commando, Crimson Hawk, Dart, Firestarter, Havoc, Hollander, Locust, Mjolnir, Ostscout, Scarabus, Spector, Stiletto, Stinger, Storm Raider, Talon, Wolfhound
2 x Blitzkrieg, Bushwacker, Clint, Gauntlet, Griffin, Hatchetman, Hollander II, Hunchback, Ice Ferret, Nightsky, Rawhide, Sentinel, Starslayer, Thunder Fox, Uziel, Vulcan
2 x Condor Cavalry Tank, Drillson CAV, Fulcrum, Hetzer, JES-I TMC, Maxim II APC, Musketeer HVT, Myrmidon Medium Tank, Schildkröt Line Tank, Stygian Strike Tank, Vedette
Tortuga Tortuga Prime 2 x Brigand, Cadaver, Crosscut, Firestarter, Flea, Hermit Crab, Hollander III, Locust, Stinger, Storm Raider, Toro, Wasp
2 x Centurion, Clint, Cronus, Dervish, Gladiator, Griffin, Icarus II, Lineholder, Phoenix Hawk, Scorpion, Vulcan, Wolverine
2 x Fulcrum, Gladius, Goblin, Hetzer, JES-I TMC, Light Carrier, Maxim APC, Prowler MTV, Turhan APC, Vedette
Tread Lightly Terra 1 x Commando, Cossack, Dart, Flea, Jackrabbit, Kabuto, Locust, Mercury, Stinger, Wasp
1 x Falcon, Hermes, Jenner, Panther, Toro, Valkyrie
1 x Chasseur, Galleon Light Tank, Harasser, Hipparch CAV, J.Edgar, Scorpion LT, Seax AC
1 x Chevalier LT, Hunter, Laserstrike, Lightning HCV, Pegasus ST, Saladin HCV, Saracen HCV, Scimitar HCV, Striker
1 x Chasseur, Galleon Light Tank, Harasser, Harris Hawk VTOL, Hawkeye VTOL, Hipparch CAV, J.Edgar, Mantis VTOL, Midge Scout VTOL, Mockingbird, Mosquito, Ripper VTOL, Scorpion LT, Seax AC, Vespa, Warrior
Urbies Betelgeuse 2 x Fa Shih, Gray Death Standard, Inner Sphere Standard
4 x UrbanMech, UrbanTank
Vesper Marches Melissia 2 x Commando, Crimson Hawk, Dart, Firestarter, Havoc, Hollander, Locust, Mjolnir, Ostscout, Scarabus, Spector, Stiletto, Stinger, Storm Raider, Talon, Wolfhound
2 x Blitzkrieg, Bushwacker, Clint, Gauntlet, Griffin, Hatchetman, Hollander II, Hunchback, Ice Ferret, Nightsky, Rawhide, Sentinel, Starslayer, Thunder Fox, Uziel, Vulcan
2 x Condor Cavalry Tank, Drillson CAV, Fulcrum, Hetzer, JES-I TMC, Maxim II APC, Musketeer HVT, Myrmidon Medium Tank, Schildkröt Line Tank, Stygian Strike Tank, Vedette
Wolf Empire Terra 3 x Gambit, Horned Owl, Incubus, Locust, Locust IIC, Pack Hunter, Piranha, Stinger, Valiant, Valkyrie, Wasp, Wulfen
2 x Apollo, Bloodhound, Conjurer, Firestorm, Griffin, Hunchback, Mad Cat III, Phoenix Hawk, Scorpion, Shockwave, Skinwalker, Stormwolf, Trebuchet, Vapor Eagle

Thanks to the hard work of Transient74, a new mission map has been added. It's a rather small and very flat map with an airfield on it, so what little cover there is in the form of some hills, forests or buildings have to be used tactically to gain the advantage of the battle.

The map is still a Work in Progress, so there could be graphical glitches or other strangeness with the map. Some known current issues are no actual airplanes and black squares on the tarmac of the airfield. If any critical issues are found, please open a bug ticket on Discord.

Below are some screenshots from the map.

Airfield1
Airfield2
Airfield3
Airfield4

Changes[]

  • Fixed Status Effects with stack limits sometimes not working as expected due to a mix of negative and positive stats.
  • Fix for global contracts not working as intended in some situations in RTO.
  • Disabled selling of equipment from the MechLab view due to buggy behaviour.
  • Updated WarTech IIC, fixing issues with strange behavior that occurred when an event triggered a mission on the same day as a WIIC, as well as a conflict with Training Missions where a flareup or extended contract could get stuck if a training mission was selected.
  • Updated more tooltips and informative texts from the term clustering to the term grouping.

  • VTOL - Changed Area of Effect damage taken multiplier from x1.0 to x1.2, Area of Effect damage taken range multiplier from x2.0 to x1.2.

  • Bearing Event Chain
    • Fixed issue of not adding the MechWarrior Bearing to the barracks in some situations.
    • Added a new fallback event to safeguard situations where the contract will not appear in the command center correctly.
  • MiG Event Chain - Added new fallback events to safeguard for situations where the normal event will not trigger correctly.

  • 3075 - Added new starts for Clan Cloud Cobra, Clan Coyote, Clan Star Adder and Clan Steel Viper, each with an updated starting units list based on the factions' in-lore units in 3072.
  • 3081 - Added new starts for Clan Cloud Cobra, Clan Coyote, Clan Star Adder and Clan Stone Lion, each with an updated starting units list based on the factions' in-lore units in 3085.
  • Rim Territories - Added many more units to the contract pool.
  • Added more units to the contract pool for all pirate and bandit factions.
  • Fixed issue with factions not active on the selected map sometimes bleeding through in flashpoints.

  • Persistance (Affinity) - Guts bonus now follows the standard stack limit of 2.
  • Pity the fool (Quirk) - Initiative bonus can now exceed standard stack limit.
  • Self Repair (Quirk) - Fix for incorrectly allowing Harjel III to be used.
  • Increased amount of available stock in stores for many Battle Armor weapons and ammunition boxes to 5, was either 1 or 3.

  • Ammo ATM ER - Changed damage from -5 - -3 to -5 - -2.
  • Ammo ATM HE - Changed damage from 3 - 5 to 2 - 5.
  • Ammo iATM EMP - Set medium range to -120, max range to -180, short range to -60, minimum range to -120, long range to -180.
  • Ammo iATM ER - Changed damage from -6 - -4 to -1.7 - 1.7. Set damage multiplier to x0.5.
  • Ammo iATM EMP - Changed damage from 4 - 6 to -1.6 - 1.6. Set damage multiplier to x1.5.

  • Ammo LBX/10 Cluster - Changed damage from -20 - 20 to -17 - 17, damage multiplier from x0.6 to x0.66.
  • Ammo LBX/20 Cluster - Changed damage from -40 - 40 to -34 - 34, damage multiplier from x0.6 to x0.66.
  • Ammo LBX/2 Cluster - Changed damage from -4 - 4 to 5 - 13, damage multiplier from x0.6 to x0.5.
  • Ammo LBX/2 Dragon's Breath - Changed projectiles per shot from 1 to 2, heat damage from 4 to 6.
  • Ammo LBX/2 Splatter - Changed projectiles per shot from 1 to 2.
  • Ammo LBX/5 Cluster - Changed damage multiplier from x0.6 to x0.5, damage from -10 - 10 to 0 - 20.
  • Ammo LBX/5 Dragon's Breath - Changed projectiles per shot from 4 to 5, heat damage from 10 to 12.
  • Ammo LBX/5 Splatter - Changed projectiles per shot from 4 to 5.

  • Ammo Mortar Guided - Changed direct fire accuracy from +1 to +2.

  • Ammo Fusillade iATM EMP
    • Changed heat generated from x1.1 to x1.05, walk speed from -10% to -5%.
    • Removed effect: accuracy of -1.

  • Glazed (C)
    • Changed instability taken from charges from x2 to x1.5, instability taken from kicks from x2 to x1.5, instability taken from DFA from x2 to x1.5, damage taken from punches from x2 to x1.5, AOE damage taken multiplier to self from +1 to +0.5, damage taken from kicks from x2 to x1.5, damage taken from charges from x2 to x1.5, instability taken from punches from x2 to x1.5, damage taken from physical weapons from x2 to x1.5, AP critical chance to self from 33% to 25%, damage taken from DFA from x2 to x1.5, instability taken from physical weapons from x2 to x1.5
    • Changed dynamic reserved slots from 10 to 5.
    • Changed allowed locations from All to CenterTorso.
    • Removed effect: AP damage taken multiplier to self of x1.2.
  • Reflective Coating
    • Changed AP critical chance to self from 33% to 25%, instability taken from charges from x2 to x1.5, damage taken from DFA from x2 to x1.5, instability taken from kicks from x2 to x1.5, instability taken from physical weapons from x2 to x1.5, instability taken from DFA from x2 to x1.5, damage taken from punches from x2 to x1.5, AOE damage taken multiplier to self from +1 to +0.5, damage taken from kicks from x2 to x1.5, damage taken from charges from x2 to x1.5, instability taken from punches from x2 to x1.5, damage taken from physical weapons from x2 to x1.5.
    • Removed effect: AP damage taken multiplier to self of x1.2.

  • Cockpit (Squad Size 2) - Changed cost from 450 000 to 500 000.
  • Cockpit (Squad Size 4) - Changed cost from 900 000 to 1 000 000.
  • Cockpit (C) (Squad Size 2)
    • Changed cost from 500 000 to 550 000, Gunnery skill from +2 to +1.
    • Added effect: Piloting skill with value +1.
  • Engine Core 100 - Changed cost from 700 000 to 666 666.
  • Engine Core 180 (XL Gyro) - Changed cost from 2 500 000 to 2 700 000.
  • Engine Core 20 - Changed cost from 600 000 to 133 333.
  • Engine Core 240 - Changed cost from 1 400 000 to 1 600 000.
  • Engine Core 40 - Changed cost from 600 000 to 533 333.
  • Engine Core 60 - Changed cost from 600 000 to 400 000.
  • Engine Core 90 - Changed cost from 600 000 to 1 200 000.
  • Engine XL (C) - Changed cost from 1 250 000 to 5 000 000.
  • Jump Jet x2 - Changed cost from 33 000 to 44 000.
  • Jump Jet x3 - Changed cost from 33 000 to 66 000.
  • Jump Jet x4 - Changed cost from 33 000 to 88 000.
  • Small Cockpit (C) (Squad size 2) - Changed cost from 1 000 000 to 500 000.

  • Ammo LAA Missile x2 [Bay] - Renamed to Ammo LAA Missile x4 [Bay].
  • Artemis IV
    • LRM-mode - Bonus damage changed from +1 to +0.2, damage variance changed from -1 to -0.2.
    • SRM-mode - Bonus damage changed from +2 to +0.4, damage variance changed from -2 to -0.4.
    • Fix for not working with CE (Early Clan)-style weapons.
  • Artemis V
    • LRM-mode - Bonus damage changed from +1.5 to +0.7, damage variance changed from -1.5 to -0.7.
    • SRM-mode - Bonus damage changed from +3 to +1.4, damage variance changed from -3 to -1.4.
    • Fix for not working with CE (Early Clan)-style weapons.
  • FCS Aries (New) - Clan advanced FCS. Part of Aries Initiative module.
  • Improved Communication Sensors - Changed Tactics skill from +2 to +1.
  • Sensors Aries (New) - Clan advanced FCS. Part of Aries Initiative module.

  • Coolant - Changed AP critical chance to self from 100% to 50%.
  • Jet Booster - Updated Activatable Component Jet Booster: Changed from critical hit to component on failure to pilot injury on failure.

  • Arctic Wolf - Model resized.
  • Anubis - Model resized.
  • Assassin - Model resized.
  • Aries (New) - 100-ton Clan OmniMech, 1 variants. Part of Aries Initiative optional module.
  • Aswang - Model resized.
  • Attor (New) - 90-ton Clan OmniMech, 5 variants. Part of Aries Initiative optional module.
  • Awesome - Model resized.
  • Banshee IIC (New) - 95-ton Clan 'Mech, 2 variants. Part of Aries Initiative optional module.
  • Battlemaster - Model resized.
  • Bear Cub' - Changed model from Kodiak to Bigfoot.
  • Björn (New) - 40-ton Clan OmniMech, 5 variants. Part of Aries Initiative optional module.
  • Black Knight - Model resized.
  • Black Mamba New - 75-ton Clan OmniMech, 5 variants. Part of Aries Initiative optional module.
  • Boyyi New - 20-ton Clan 'Mech, 2 variants. Part of Aries Initiative optional module.
  • Bushwacker BSW-GTL2 - Model resized.
  • Canis II / III New - 80-ton Clan 'Mech, 3 variants. Part of Aries Initiative optional module.
  • Centurion - Model resized.
  • Cephalus Apophis New - New Society custom variant. Part of RogueSociety optional module.
  • Chameleon - Model resized.
  • Commando - Model resized.
  • Crokett - Model resized.
  • Crimson Hawk - Changed model from Shadow Hawk to Crusader.
  • Deva - Model resized.
  • Enforcer - Model resized.
  • Falcon - Model resized.
  • Fireball - Model resized.
  • Firestorm - Changed model from Incubus to Shadow Cat.
  • Flea - Model resized.
  • Gauntlet - Model resized.
  • Ghostmaker TRG-X5 New - 75-ton Unique Mercenary 'Mech. Part of Aries Initiative optional module.
  • Griffin - Model resized.
  • Grigori' - Model resized.
  • Gryphon New - 65-ton Clan OmniMech, 5 variants. Part of Aries Initiative optional module.
  • Hai New - 65-ton 'Mech, 2 variants New - one Clan / one Inner Sphere. Part of Aries Initiative optional module.
  • Haider New - 75-ton Clan OmniMech, 5 variants. Part of Aries Initiative optional module.
  • Hornet' - Model resized.
  • Impaler VMP-1X New - 50-ton Unique Mercenary 'Mech. Part of Aries Initiative optional module.
  • Italipas New - 70-ton Clan OmniMech, 6 variants. Part of Aries Initiative optional module.
  • Jenner - Model resized.
  • Karura New - 60-ton Inner Sphere 'Mech, 2 variants. Part of Aries Initiative optional module.
  • Kestrel KSL-X1 New - 45-ton Unique Mercenary 'Mech. Part of Aries Initiative optional module.
  • Kit Fox - Model resized.
  • Krait New - 35-ton Clan OmniMech, 4 variants. Part of Aries Initiative optional module.
  • Lancelot - Model resized.
  • Locust - Model resized.
  • Malak - Model resized.
  • Mauler - Model resized.
  • Mikasi New - 50-ton Clan OmniMech, 6 variants. Part of Aries Initiative optional module.
  • Mingan New - 35-ton Clan OmniMech, 5 variants. Part of Aries Initiative optional module.
  • Mongoose - Model resize d.
  • Mongoose II - Model resize d.
  • Naga II - Changed model from Naga to Woodsman.
  • Naginata - Changed to custom model.
  • Night Chanter - Model resized.
  • Paladin - Changed model from Orion to Mackie.
  • Pantaleon New - 85-ton Clan OmniMech, 5 variants. Part of Aries Initiative optional module.
  • Phoenix Hawk - Model resized.
  • Piranha - Model resized.
  • Pit Viper New - 35-ton Clan OmniMech, 4 variants. Part of Aries Initiative optional module.
  • Regent - Model resized.
  • Shadow Hawk - Model resized.
  • Sidewinder New - 25-ton Clan OmniMech, 5 variants. Part of Aries Initiative optional module.
  • Siorc Wolf New - 100-ton Clan 'Mech, 4 variants. Part of Aries Initiative optional module.
  • Sköll New - 50-ton Clan OmniMech, 5 variants. Part of Aries Initiative optional module.
  • Sobek New - 80-ton Clan OmniMech, 3 variants. Part of Aries Initiative optional module.
  • Sorcerer - Model resized.
  • Spider - Model resized.
  • Stalker - Model resized.
  • Suski New - 55-ton Clan OmniMech, 6 variants. Part of Aries Initiative optional module.
  • Taipan New - 55-ton Clan OmniMech, 6 variants. Part of Aries Initiative optional module.
  • Tau New - 45-ton Clan OmniMech, 5 variants. Part of Aries Initiative optional module.
  • Tocho New - 30-ton Clan OmniMech, 5 variants. Part of Aries Initiative optional module.
  • Tora New - 65-ton Clan 'Mech, 3 variants. Part of Aries Initiative optional module.
  • Trebuchet - Model resized.
  • Uraeus - Changed model from Talon to Deva.
  • UrbanMech - Model resized.
  • Valkyrie - Model resized.
  • Vapor Eagle - Model resized.
  • Venom - Model resized.
  • Warhammer - Model resized.
  • Woodsman - Model resized.
  • Woodsman II - Model resized.
  • Wulfgar New - 60-ton Clan OmniMech, 4 variants. Part of Aries Initiative optional module.
  • Urbanmech 'Crossfire' UM-R63-CF New - Unique Mercenary variant. Part of Aries Initiative optional module.

  • Celerity - Changed icon. Changed to custom model.
  • Ostrichmech (New) - 15-ton Inner Sphere Ultralight 'Mech, 3 variants. Part of Aries Initiative optional module.
  • Slowpoke - Changed to custom model.
  • Varhunter (New) - 15-ton Inner Sphere Ultralight 'Mech, 2 variants. Part of Aries Initiative optional module.

Vehicles that used 'Mech engines previously, e.g. Fuel Cell or ICE, now have a proper vehicle-type engine. This is mainly a cosmetic change to adjust some tooltips and descriptions.

  • Dugite New - 100-ton Clan tracked OmniVehicle, 4 variants. Part of Aries Initiative optional module.
  • Edo-wa New - 50-ton Clan tracked vehicle, 2 variants. Part of Aries Initiative optional module.
  • Kefira New - 30-ton Clan Omni hovercraft, 4 variants. Part of Aries Initiative optional module.
  • Medium LRM Carrier New - 50-ton Inner Sphere tracked vehicle, 2 variants. Part of Aries Initiative optional module.
  • Naja New - 55-ton Clan tracked OmniVehicle, 4 variants. Part of Aries Initiative optional module.
  • Ontos Mk.5 - Changed Quirk from Accurate Weapon - Laser to Accurate Weapon - Gauss.
  • Telipa New - 75-ton Clan wheeled OmniVehicle, 3 variants. Part of Aries Initiative optional module.
  • Tobruk New - 5-ton Inner Sphere wheele vehicle, 4 variants. Part of Aries Initiative optional module.
  • Trialist New - 15-ton Clan hovercraft, 3 variants. Part of Aries Initiative optional module.

  • AC/2 - Changed damage from 10 to 15, instability damage from 2 to 3.
  • AC/2 Federated - Changed damage from 10 to 15.
  • AC/2 Kali Yama - Changed damage from 15 to 20, instability damage from 3 to 4.
  • AC/20 Devil's - Changed max armor thickness for AP hit from 132 to 666.
  • AC/5 - Changed damage from 25 to 30, instability damage from 5 to 6.
  • AC/5 (P) - Changed instability damage from 10 to 5.
  • AC/5 Federated - Changed damage from 25 to 30.
  • AC/5 Kali Yama - Changed damage from 30 to 35, instability damage from 6 to 7.
  • 'Gauss' Rifle QS - Adjusted sound effects to be more fitting.
  • Heavy Gauss Rifle (S) - Changed damage from 128 to 140, instability damage from 32 to 35.
  • LBX AC/2 - Changed damage from 10 to 15, instability damage from 2 to 3.
  • LBX AC/2 (C) - Changed damage from 10 to 15, instability damage from 2 to 3.
  • LBX AC/2 (CE) - Changed damage from 10 to 15, instability damage from 2 to 3.
  • LBX AC/5 - Changed damage from 25 to 30, instability damage from 5 to 6.
  • LBX AC/5 (C) - Changed damage from 25 to 30, instability damage from 5 to 6.
  • LBX AC/5 (CE) - Changed damage from 25 to 30, instability damage from 5 to 6.
  • Light AC/2 - Changed damage from 10 to 15, instability damage from 2 to 3.
  • Light AC/5 - Changed damage from 25 to 30, instability damage from 5 to 6.
  • MTR/2 - Changed damage from 2-12 to 6-12, instability damage from 1.4 to 1.8.
  • MTR/2 (C) - Changed damage from 2-12 to 6-12, instability damage from 1.4 to 1.8.
  • MTR/4 - Changed damage from 2-12 to 4-12, instability damage from 1.4 to 1.6.
  • MTR/4 (C) - Changed damage from 2-12 to 4-12, instability damage from 1.4 to 1.6.
  • MTR/6 - Changed damage from 2-12 to 4-12, instability damage from 1.4 to 1.6.
  • MTR/6 (C) - Changed damage from 2-12 to 4-12, instability damage from 1.4 to 1.6.
  • MTR/8 - Changed damage from 2-12 to 4-12, instability damage from 1.4 to 1.6.
  • MTR/8 (C) - Changed damage from 2-12 to 4-12, instability damage from 1.4 to 1.6.
  • Proto AC/2 (C) - Changed damage from 10 to 15, instability damage from 2 to 3, range from 210/420/600/720 to 210/420/600/840.
  • Proto AC/4 (C) - Changed damage from 20 to 25, instability damage from 4 to 5, range from 150/300/450/500 to 150/300/450/600.
  • Proto AC/8 (C) - Changed range from 90/210/300/390 to 90/210/300/420. Adjusted sound effects to be more fitting.
  • R/AC/10 (BRRT)
    • Changed AP critical chance multiplier from 0.1 to 0.07, damage from 15-21 to 11-25, recoil from 3 to 2.
    • Set salvage replace to Weapon_Autocannon_RAC_10_Pirate.
    • Updated firing mode x1: Changed recoil from -2 to 1.
    • Updated firing mode x2: Changed recoil from -1 to 2.
    • Updated firing mode x3: Set recoil to 3.
    • Updated firing mode x4: Changed recoil from 1 to 4.
    • Updated firing mode x5: Changed recoil from 2 to 5.
    • Updated firing mode x6: Changed recoil from 3 to 6.
  • Rotary AC/10 (C)
    • Changed damage from 40 to 50, instability damage from 8 to 10, range from 180/360/510/570 to 180/360/510/720.
    • Updated firing mode x2: Removed recoil with value 2.
    • Updated firing mode x3: Changed recoil from 4 to 2.
    • Updated firing mode x4: Changed recoil from 6 to 4.
    • Updated firing mode x5: Changed recoil from 8 to 6.
    • Updated firing mode x6: Changed recoil from 10 to 8.
  • Rotary AC/2 (P) - Changed max armor thickness for AP hit from 28 to 50.
  • Rotary AC/10 RISC
    • Removed recoil with value 3.
    • Updated firing mode x2: Removed recoil with value 2.
    • Updated firing mode x3: Changed recoil from 4 to 2.
    • Updated firing mode x4: Changed recoil from 6 to 4.
    • Updated firing mode x5: Changed recoil from 8 to 6.
    • Updated firing mode x6: Changed recoil from 10 to 8.
    • Updated firing mode x7: Changed recoil from 12 to 10.
  • Rotary AC/2
    • Changed damage from 10 to 15, instability damage from 2 to 3.
    • Updated firing mode x2: Removed recoil with value 1.
    • Updated firing mode x3: Changed recoil from 2 to 1.
    • Updated firing mode x4: Changed recoil from 3 to 2.
    • Updated firing mode x5: Changed recoil from 4 to 3.
    • Updated firing mode x6: Changed recoil from 5 to 4.
  • Rotary AC/2 (C)
    • Changed damage from 10 to 15, instability damage from 2 to 3.
    • Updated firing mode x2: Removed recoil with value 1.
    • Updated firing mode x3: Changed recoil from 2 to 1.
    • Updated firing mode x4: Changed recoil from 3 to 2.
    • Updated firing mode x5: Changed recoil from 4 to 3.
    • Updated firing mode x6: Changed recoil from 5 to 4.
  • Rotary AC/2 (P) - Changed max armor thickness for AP hit from 14 to 50.
  • Rotary AC/2 RISC
    • Changed damage from 15 to 20, instability damage from 3 to 4.
    • Updated firing mode x3: Changed recoil from 2 to 1.
    • Updated firing mode x4: Changed recoil from 3 to 2.
    • Updated firing mode x5: Changed recoil from 4 to 3.
    • Updated firing mode x6: Changed recoil from 5 to 4.
    • Updated firing mode x7: Changed recoil from 6 to 5.
  • Rotary AC/20 (C)
    • Changed damage from 80 to 100, instability damage from 16 to 20.
    • Updated firing mode x2: Removed recoil with value 2.
    • Updated firing mode x3: Changed recoil from 4 to 2.
    • Updated firing mode x4: Changed recoil from 6 to 4.
    • Updated firing mode x5: Changed recoil from 8 to 6.
    • Updated firing mode x6: Changed recoil from 10 to 8.
  • Rotary AC/20 (P) - Corrected tooltip to correctly list the projectiles per shot as 4, not 5.
  • Rotary AC/20 RISC
    • Removed recoil with value 6.
    • Updated firing mode x2: Removed recoil with value 2.
    • Updated firing mode x3: Changed recoil from 4 to 2.
    • Updated firing mode x4: Changed recoil from 6 to 4.
    • Updated firing mode x5: Changed recoil from 8 to 6.
    • Updated firing mode x6: Changed recoil from 10 to 8.
    • Updated firing mode x7: Changed recoil from 12 to 10.
  • Rotary AC/5
    • Changed damage from 25 to 30, instability damage from 5 to 6, range from 150/300/450/600 to 150/300/450/600.
    • Updated firing mode x2: Removed recoil with value 1.
    • Updated firing mode x3: Changed recoil from 2 to 1.
    • Updated firing mode x4: Changed recoil from 3 to 2.
    • Updated firing mode x5: Changed recoil from 4 to 3.
    • Updated firing mode x6: Changed recoil from 5 to 4.
  • Rotary AC/5 (C)
    • Changed damage from 25 to 30, instability damage from 5 to 6.
    • Updated firing mode x2: Removed recoil with value 1.
    • Updated firing mode x3: Changed recoil from 2 to 1.
    • Updated firing mode x4: Changed recoil from 3 to 2.
    • Updated firing mode x5: Changed recoil from 4 to 3.
    • Updated firing mode x6: Changed recoil from 5 to 4.
  • Rotary AC/5 (P) - Changed max armor thickness for AP hit from 22 to 50.
  • Rotary AC/5 RISC
    • Changed damage from 30 to 35, heat generated from 21 to 18, instability damage from 6 to 7.
    • Updated firing mode x1: Changed heat generated from -14 to -12.
    • Updated firing mode x2: Changed heat generated from -7 to -6. Removed recoil with value 1.
    • Updated firing mode x3: Changed recoil from 2 to 1.
    • Updated firing mode x4: Changed heat generated from 7 to 6, recoil from 3 to 2.
    • Updated firing mode x5: Changed heat generated from 14 to 12, recoil from 4 to 3.
    • Updated firing mode x6: Changed heat generated from 21 to 18, recoil from 5 to 4.
    • Updated firing mode x7: Changed heat generated from 28 to 24, recoil from 6 to 5.
  • Superheavy Rotary AC/2 - Changed damage from 15 to 20, instability damage from 3 to 4.
  • Superheavy Rotary AC/5 - Changed damage from 30 to 35, instability damage from 6 to 7.
  • Tesla Rifle - Changed critical chance multiplier from 1 to 1.75, impair sight from -95% to -80%.
  • Ultra AC/2 - Changed damage from 10 to 15, instability damage from 2 to 3.
  • Ultra AC/2 (C) - Changed damage from 10 to 15, instability damage from 2 to 3.
  • Ultra AC/2 (CE) - Changed damage from 10 to 15, instability damage from 2 to 3.
  • Ultra AC/5 - Changed damage from 25 to 30, instability damage from 5 to 6.
  • Ultra AC/5 (C) - Changed damage from 25 to 30, instability damage from 5 to 6.
  • Ultra AC/5 (CE) - Changed damage from 25 to 30, instability damage from 5 to 6.

  • BA Adv. SRM-2 (C) - Changed damage from 4-10 to 6-10, instability damage from 1.4 to 1.6.
  • BA Adv. SRM-2 (OS) (C) - Changed damage from 4-10 to 6-10, instability damage from 1.4 to 1.6.
  • BA LRM-2 - Changed damage from 1-5 to 2.4-5, instability damage from 0.6 to 0.74.
  • BA LRM-2 (C) - Changed damage from 1-5 to 2.4-5, instability damage from 0.6 to 0.74.
  • BA LRM-2 (C) (OS) - Changed damage from 1-5 to 2.4-5, instability damage from 0.6 to 0.74.
  • BA LRM-2 (OS) - Changed damage from 1-5 to 2.4-5, instability damage from 0.6 to 0.74.
  • BA LRM-3 - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • BA LRM-3 (C) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • BA LRM-3 (C) (OS) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • BA LRM-3 (OS) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • BA LRM-4 - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • BA LRM-4 (C) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • BA LRM-4 (C) (OS) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • BA LRM-4 (OS) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • BA LRM-5 - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • BA LRM-5 (C) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • BA LRM-5 (C) (OS) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • BA LRM-5 (OS) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • BA MRM-2 - Changed damage from 1-5 to 2.4-5, instability damage from 0.6 to 0.74.
  • BA MRM-2 (OS) - Changed damage from 1-5 to 2.4-5, instability damage from 0.6 to 0.74.
  • BA MRM-3 - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • BA MRM-3 (OS) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • BA MRM-4 - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • BA MRM-4 (OS) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • BA MRM-5 - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • BA MRM-5 (OS) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • BA Micro Pulse Laser (C) - Changed damage from 6 to 5, instability damage from 0.6 to 0.5.
  • BA S ER Pulse Laser (C) - Changed damage from 10 to 9, instability damage from 1 to 0.9.
  • BA S Pulse Laser (C) - Changed damage from 6 to 7, instability damage from 0.6 to 0.7.
  • BA SRM-2 - Changed damage from 2-10 to 5-10, instability damage from 1.2 to 1.5.
  • BA SRM-2 (C) - Changed damage from 2-10 to 5-10, instability damage from 1.2 to 1.5.
  • BA SRM-2 (OS) - Changed damage from 2-10 to 5-10, instability damage from 1.2 to 1.5.
  • BA SRM-2 (OS) (C) - Changed damage from 2-10 to 5-10, instability damage from 1.2 to 1.5.
  • BA SRM-3 - Changed damage from 2-10 to 3.2-10, instability damage from 1.2 to 1.32.
  • BA SRM-3 (C) - Changed damage from 2-10 to 3.2-10, instability damage from 1.2 to 1.32.
  • BA SRM-3 (OS) - Changed damage from 2-10 to 3.2-10, instability damage from 1.2 to 1.32.
  • BA SRM-3 (OS) (C) - Changed damage from 2-10 to 3.2-10, instability damage from 1.2 to 1.32.
  • BA SRM-4 - Changed damage from 2-10 to 3.2-10, instability damage from 1.2 to 1.32.
  • BA SRM-4 (C) - Changed damage from 2-10 to 3.2-10, instability damage from 1.2 to 1.32.
  • BA SRM-4 (OS) - Changed damage from 2-10 to 3.2-10, instability damage from 1.2 to 1.32.
  • BA SRM-4 (OS) (C) - Changed damage from 2-10 to 3.2-10, instability damage from 1.2 to 1.32.
  • BA SRM-5 - Changed damage from 2-10 to 3.2-10, instability damage from 1.2 to 1.32.
  • BA SRM-5 (C) - Changed damage from 2-10 to 3.2-10, instability damage from 1.2 to 1.32.
  • BA SRM-5 (OS) - Changed damage from 2-10 to 3.2-10, instability damage from 1.2 to 1.32.
  • BA SRM-5 (OS) (C) - Changed damage from 2-10 to 3.2-10, instability damage from 1.2 to 1.32.
  • BA SRM-6 - Changed damage from 2-10 to 3.2-10, instability damage from 1.2 to 1.32.
  • BA SRM-6 (C) - Changed damage from 2-10 to 3.2-10, instability damage from 1.2 to 1.32.
  • BA SRM-6 (OS) - Changed damage from 2-10 to 3.2-10, instability damage from 1.2 to 1.32.
  • BA SRM-6 (OS) (C) - Changed damage from 2-10 to 3.2-10, instability damage from 1.2 to 1.32.
  • BA Small Pulse Laser - Changed damage from 15 to 20, instability damage from 1.5 to 2.

  • ER PPC (P) - Changed evasive pips ignored from 1 to 2.
  • Experimental Ion Cannon - Fix for not being able to mount it correctly in the MechLab. Changed cost from 0 to 1 120 000.
  • Grazer Large - Changed AP critical chance multiplier from 0.05 to 0.2, critical chance multiplier from 1 to 1.3334.
  • Heavy Plasma Cannon (S) - Changed heat damage from 18 to 32.

  • ATM-12 (C) - Changed damage from 6-10 to 4-10, instability damage from 1.6 to 1.4.
  • ATM-3 (C) - Changed damage from 6-10 to 4-10, instability damage from 1.6 to 1.4.
  • ATM-6 (C) - Changed damage from 6-10 to 4-10, instability damage from 1.6 to 1.4.
  • ATM-9 (C) - Changed damage from 6-10 to 4-10, instability damage from 1.6 to 1.4.
  • ELRM-10 - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • ELRM-15 - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • ELRM-20 - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • ELRM-5 - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • Heavy MRM-45 - Changed damage from 2-8 to 2.6-8, instability damage from 1 to 1.06.
  • Heavy MRM-60 - Changed damage from 2-8 to 2.6-8, instability damage from 1 to 1.06.
  • LRM-10 - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • LRM-10 (C) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • LRM-10 (P) - Changed damage from 3-7 to 2-6, max armor thickness for AP hit from 25 to 50.
  • LRM-11 (C) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • LRM-12 (C) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • LRM-13 (C) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • LRM-14 (C) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • LRM-15 - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • LRM-15 (C) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • LRM-16 (C) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • LRM-17 (C) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • LRM-17 (P) - Changed damage from 4-8 to 3-7, max armor thickness for AP hit from 30 to 50.
  • LRM-18 (C) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • LRM-19 (C) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • LRM-2 (C) - Changed damage from 1-5 to 2.4-5, instability damage from 0.6 to 0.74.
  • LRM-20 - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • LRM-20 (C) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • LRM-3 (C) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • LRM-30 (P) - Changed damage from 3-7 to 2-6, max armor thickness for AP hit from 25 to 50.
  • LRM-4 (C) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • LRM-5 - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • LRM-5 (C) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • LRM-5 (P) - Changed damage from 4-6 to 3-5, max armor thickness for AP hit from 25 to 50.
  • LRM-6 (C) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • LRM-7 (C) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • LRM-8 (C) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • LRM-9 (C) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • MML-3
    • Changed damage from 3 to 3.3, instability damage from 0.6 to 0.66.
    • Updated firing mode LRM: Changed damage from 1-5 to 1.6-5.
    • Updated firing mode SRM: Changed damage from 2-10 to 3.2-10.
  • MML-5
    • Changed damage from 3 to 3.3, instability damage from 0.6 to 0.66.
    • Updated firing mode LRM: Changed damage from 1-5 to 1.6-5.
    • Updated firing mode SRM: Changed damage from 2-10 to 3.2-10.
  • MML-7
    • Changed damage from 1-5 to 1.3-5.3, instability damage from 0.6 to 0.66.
    • Updated firing mode LRM: Changed damage from -1-7 to -0.4-7.
    • Updated firing mode SRM: Changed damage from 0-12 to 1.2-12.
  • MML-9
    • Changed damage from 3 to 3.3, instability damage from 0.6 to 0.66.
    • Updated firing mode LRM: Changed damage from 1-5 to 1.6-5.
    • Updated firing mode SRM: Changed damage from 2-10 to 3.2-10.
  • MRM-10 - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • MRM-15 (S) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • MRM-20 - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • MRM-30 - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • MRM-30 (S) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • MRM-40 - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • MRM-40 (P) - Changed max armor thickness for AP hit from 25 to 50.
  • MRM-45 (S) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • MRM-60 (S) - Changed damage from 1-5 to 1.6-5, instability damage from 0.6 to 0.66.
  • NLRM-10 - Changed damage from 3-7 to 2.4-7, instability damage from 1 to 0.94. No longer allows firing of Ammo LRM ER.
  • NLRM-15 - Changed damage from 3-7 to 2.4-7, instability damage from 1 to 0.94. No longer allows firing of Ammo LRM ER.
  • NLRM-20 - Changed damage from 3-7 to 2.4-7, instability damage from 1 to 0.94. No longer allows firing of Ammo LRM ER.
  • NLRM-5 - Changed damage from 3-7 to 2.4-7, instability damage from 1 to 0.94. No longer allows firing of Ammo LRM ER.
  • SRM-2 - Changed damage from 2-10 to 5-10, instability damage from 1.2 to 1.5.
  • SRM-2 (C) - Changed damage from 2-10 to 5-10, instability damage from 1.2 to 1.5.
  • SRM-2 (I-OS) - Changed damage from 2-10 to 5-10, instability damage from 1.2 to 1.5.
  • SRM-3 (C) - Changed damage from 2-10 to 3.2-10, instability damage from 1.2 to 1.32.
  • SRM-4 - Changed damage from 2-10 to 3.2-10, instability damage from 1.2 to 1.32.
  • SRM-4 (C) - Changed damage from 2-10 to 3.2-10, instability damage from 1.2 to 1.32.
  • SRM-4 (C-OS) - Changed damage from 2-10 to 3.2-10, instability damage from 1.2 to 1.32.
  • SRM-4 (I-OS) - Changed damage from 4-8 to 3.2-10, instability damage from 1.2 to 1.32.
  • SRM-4 (P) - Changed max armor thickness for AP hit from 50 to 150.
  • SRM-5 (C) - Changed damage from 2-10 to 3.2-10, instability damage from 1.2 to 1.32.
  • SRM-6 - Changed damage from 2-10 to 3.2-10, instability damage from 1.2 to 1.32.
  • SRM-6 (C) - Changed damage from 2-10 to 3.2-10, instability damage from 1.2 to 1.32.
  • SRM-6 (C-OS) - Changed damage from 2-10 to 3.2-10, instability damage from 1.2 to 1.32.
  • SRM-6 (I-OS) - Changed damage from 2-10 to 3.2-10, instability damage from 1.2 to 1.32.
  • SRM-6 (OS) - Changed damage from 2-10 to 3.2-10, instability damage from 1.2 to 1.32.
  • SRM-6 (P) - Changed damage from 6-16 to 5-15, max armor thickness for AP hit from 55 to 150.
  • i-LRM10 (CE) - Changed damage from 2-4 to 1.2-4, instability damage from 0.6 to 0.52.
  • i-LRM15 (CE) - Changed damage from 2-4 to 1.2-4, instability damage from 0.6 to 0.52.
  • i-LRM20 (CE) - Changed damage from 2-4 to 1.2-4, instability damage from 0.6 to 0.52.
  • i-LRM5 (CE) - Changed damage from 2-4 to 1.2-4, instability damage from 0.6 to 0.52.
  • i-SRM2 (CE) - Changed damage from 3-9 to 4-9, instability damage from 1.2 to 1.3.
  • iATM-12 (C)
    • Removed grouping modifier with value +2.
    • Updated firing mode Indirect: Changed damage from 6-10 to 3.2-10.
    • Updated firing mode Streak: Changed damage from 10 to 8.5-11.5. Set grouping modifier to +2.
  • iATM-3 (C)
    • Removed grouping modifier with value +2.
    • Updated firing mode Indirect: Changed damage from 6-10 to 3.2-10.
    • Updated firing mode Streak: Changed damage from 10 to 8.5-11.5. Set grouping modifier to +2.
  • iATM-6 (C)
    • Removed grouping modifier with value +2.
    • Updated firing mode Indirect: Changed damage from 6-10 to 3.2-10.
    • Updated firing mode Streak: Changed damage from 10 to 8.5-11.5. Set grouping modifier to +2.
  • iATM-9 (C)
    • Removed grouping modifier with value +2.
    • Updated firing mode Indirect: Changed damage from 6-10 to 3.2-10.
    • Updated firing mode Streak: Changed damage from 10 to 8.5-11.5. Set grouping modifier to +2.

  • Avenger Rifle
    • Changed damage from 25 to 30, instability damage from 5 to 6.
    • Removed recoil with value 1.
    • Updated firing mode x1: Set recoil to 1.
    • Updated firing mode x2: Set recoil to 2.
    • Updated firing mode x3: Set recoil to 3.
    • Updated firing mode x4: Set recoil to 4.
    • Updated firing mode x5: Changed recoil from 1 to 6.
    • Updated firing mode x6: Changed recoil from 2 to 8.
  • Handheld Light AC/5 - Changed damage from 25 to 30, instability damage from 5 to 6.
  • Handheld RAC/2 - Changed damage from 10 to 15, instability damage from 2 to 3.


Course Correct 1.1.2 - 2025-05-11[]

Fixes[]

  • Possible fix for duel and blackout contracts not loading with certain units.
  • Possible fix for some effects (e.g. weather) not applying visibility modifiers correctly.
  • Possible fix for inconsistencies in possible melee attacks due to height differences.
  • Possible fix for Battle Armor / ProtoMech / Mech Squads not being able to melee prone 'Mechs.
  • Possible fix for Airburst Mortars doing less damage to VTOL than intended.
  • Fix for Rattler pilots not having all their traits.
  • Fix for a specific Manei Domini AI pilot not having an icon.
  • Fix for air strikes sometimes doing no actual attacks due to the unit being higher above the terrain than max range of their weapons.
  • Fix for Clan RAC/20 having 3 more recoil than intended in all modes.

Balance Changes[]

The Chance to Hit curve has been tweaked. Base and maximum accuracy are higher. Range and movement penalties to accuracy are higher It's almost a wash. But weapon range brackets matter more, so does moving vs standing still.

  • Base Chance to hit increased from 81% to 85.6 at Gunnery 1.
  • Gunnery skill Chance to Hit bonus per level increased from +1% to +1.6%. For a total of 100% at Skill 10, up from 90%. Tooltips were re-written to be more clear.
  • Chance to hit modifier when targeting turrets is now always +4 regardless of their weight class.
  • Buildings will now always provide maximum Change to Hit modifier due to size difference (Size Matters) regardless of their actual size (large buildings used to have a lower bonus).
  • The tables below show changes to movement and range modifiers.
Chance to Hit Range Modifier
Range Old Modifier New Modifier
Minmum -8 -8
Short 0 0
Medium -2 -3
Long -4 -6
Extreme -6 -9
Chance to Hit Modifier After Movement
Type Old Modifier New Modifier
Walk -1 -2
Sprint -1 -2
Jump -2 -3
  • Many tooltips have been reworded to clearer distinct the terms clustering and grouping.
  • Turret initiative formula has been tweaked, slightly increasing it in practice.
  • Tweaked AI MechWarrior difficulty level for some UrbanMech lances.
  • Area of Effect damage taken has been tweaked for certain unit types:
    • Battle Armor - Damage increased by +100%, range decreased by -20%.
    • ProtoMech - Damage increased by +100%, range decreased by -20%.
    • Mech Squad - Damage increased by +100%, range decreased by -10%.
    • VTOL - Damage changed from +10% to no modifier, range increased by +100%.
  • Added new special trait to all boss type units (e.g. Union Dropship, Rattler, etc)
    • -4 to all To Hit rolls against.
    • Immune to Armor Piercing attacks.
    • Immune to Breaches.
    • 90% Critical Chance resist.
    • Intimidation Aura: -1 resolve and +50% panic to all enemy MechWarriors, 840 m range. Lime color circle.
    • Provides Night Vision

  • Gunnery / Guts skill bonus now stacks to maximum of +2 with other stack limited bonus effects for the same skill for the following affinities:
    • Defender
    • Expert Runner
    • Gunboat
    • Man-of-War
    • Pedal to the Metal
    • Section 8
    • Strength of the Faithful
    • Test Pilot
    • Unassailable
  • Complete Overhaul - Critical chance resist increased from 35% to 45%.
  • Hunter/Killer Team Training - Missions requirement changed from 80 to 60.
  • Section 8 - Changed Guts skill bonus from +2 to +1.
  • Skilled Sensor Operator - Missions requirement changed from 60 to 50.
  • Unassailable - Changed Guts skill bonus from +2 to +1.

Global[]

The four universal affinities no longer each give 1 point of mechwarrior skill. Now, low level ffinity represents the mechwarrior settling in, adapting to the cockpit systems and gradually beccoming more agile in combat. A capstone 100 mission affinity gives +1 to every skill, ignoring normal stack limits.

  • Warrior (5 missions) - Named changed to Familiar. Changed from +1 Piloting to +1 Advanced Sensors, +1 Max Evasion.
  • Veteran (15 missions) - Named changed to Practiced. Changed from +1 Guts to +1 Advanced Sensors, +1 Max Evasion.
  • Master (60 missions) - Named changed to Professional. Changed from +1 Tactics to +1 Max Evasion.
  • Elite (100 missions) - Added piloting, guts and tactics skill bonus of +1. Now ignores all skill bonus caps.

  • Gunnery skill
    • Base Chance to hit increased from 81% to 85.6 at Gunnery 1.
    • Accuracy per level increased from +1% to +1.6% For a total of 100% at Skill 10, up from 90%. Tooltips were re-written to be more clear.
    • Tooltip for the skill has been rewritten to list the actual base chance to hit instead of just the fixed bonus.
  • Piloting skill now provides +1 Max Evasion at levels 3, 6 and 9.
  • All skirmish bay MechWarriors will now have all piloting classes, allowing them to pilot any unit.
  • Updated event for the RTO legendary pilot MiG. Introduces a new mechanic: Letter of Marque:
    • Letter of Marque can be bought in system store, only one per MechWarrior is valid at any given time (currently only one pilot available).
    • MechWarrior under a Letter of Marque will only remain in employ for 3-5 years.
    • MechWarrior will leave company at end of their contract
    • MechWarrior can be rehired by buying another Letter of Marque.
    • If MechWarrior is fired from the company, they cannot be rehired until their original contract term expires.
    • If MechWarrior is killed, Letter of Marque is rendered invalid for the MechWarrior permanently.
    • To reflect MechWarrior skills earned during employ with player, when MechWarrior is rehired, the player can choose an affinity weight class for the rehired MechWarrior to start with:
      • +21 on first rehire
      • +42 on second and subsequent rehires
    • Additionally, rehired MechWarriors will have 50 000 unspent exp and second rehire will have 75 000 unspent experience.

  • Rocking Boulders - Fix for contract not loading.
  • Several other small fixes and tweaks.
  • Green Ghosts now have access to their faction shop on the RTO map.

  • LBX Dragon's Breath (New) - New pirate-style heat ammunition type, available from shops and units.
    • Each projectile rolls to hit individually.
    • Increase accuracy by +1.
    • Has both full 1 ton and half ton ammunition boxes.
Dragon's Breath Ammunition Stats
Weapon Projectiles Heat Damage Per Projectile Physical Damage Instability Damage Shots per box (full / half)
LBX/2 2 2 -90% -50% 30 / 15
LBX/5 5 2 -80% -80% 20 / 10
LBX/10 10 2 -70% -90% 10 / 5
LBX/20 20 2 -60% -95% 5 / 3
  • LBX Splatter (New) - New pirate-style shotgun ammunition type, available from shops and units.
    • Each projectile rolls to hit individually.
    • Increase accuracy by +1, and another +2 against flying units.
    • Has both full 1 ton and half ton ammunition boxes.
Splatter Ammunition Stats
Weapon Projectiles Damage Per Projectile Instability Damage Shots per box (full / half)
LBX/2 2 50% -50% 30 / 15
LBX/5 5 20% -80% 20 / 10
LBX/10 10 10% -90% 10 / 5
LBX/20 20 5% -95% 5 / 3
  • LBX 5 / 10 / 20 Cluster - Changed accuracy bonus from +1 to +2.

  • LBX Cluster and Slug ammo has been renamed from capital letters (CLUSTER / SLUG) to standard capitalization (Cluster / Slug) to be consistent with most other ammunition boxes.
  • Ammo LBX/5 Cluster [Half] - Changed cost from 15 000 to 7 500.
  • Ammo LBX/5 Slug [Half] - Changed cost from 9 000 to 4 500.

  • Laser-Reflective - Removed effects: damage taken from kicks of x2, instability taken from kicks of x2, AP critical chance to self of 33%, damage taken from charges of x2, damage taken from DFA of x2, AP damage taken multiplier to self of x1.2, instability taken from charges of x2, instability taken from physical weapons of x2, AOE damage taken multiplier to self of +1, instability taken from punches of x2, damage taken from physical weapons of x2, instability taken from DFA of x2, damage taken from punches of x2.
  • Laser-Reflective (C) - Removed effects: damage taken from kicks of x2, instability taken from kicks of x2, AP critical chance to self of 33%, damage taken from charges of x2, damage taken from DFA of x2, AP damage taken multiplier to self of x1.2, instability taken from charges of x2, instability taken from physical weapons of x2, AOE damage taken multiplier to self of +1, instability taken from punches of x2, damage taken from physical weapons of x2, instability taken from DFA of x2, damage taken from punches of x2.

  • Assisted Targeting Mainframe - Tactics skill bonus now stack to maximum of +2 with other stack limited Tactics skill bonus effects.
  • Buffered VDNI w/ Small Cockpit - All MechWarrior skill bonuses now stack to maximum of +2 with other stack limited skill bonus effects.
  • Encased Cybernetic Cockpit - All MechWarrior skill bonuses now stack to maximum of +2 with other stack limited skill bonus effects.
  • Cockpit (C) - Replaced Piloting skill with Gunnery skill of +1.
  • Crew Compartment - Changed slots from 5 to 3.
  • Solaris Cage - Corrected tooltip from +2 to +1 guts skill.
  • Vehicular DNI - Changed slots from 5 to 3.

  • Artemis IV Attachment - No longer provides bonus damage and reduced damage variance for RISC MML launchers.
  • Artemis V Attachment
    • When attached to a Rotary LRM/20: Fixed ArtemisV x3 firing mode not firing the expected amount of 60 missiles.
    • No longer provides bonus damage and reduced damage variance for RISC MML launchers.
  • Engine Light (S) - Changed cost from 1 750 000 to 2 750 000.
  • Experimental Design (Quirk) - Guts skill bonus now stacks to maximum of +2 with other stack limited Guts bonus effects.
  • Gyro Dreadnought - Added missing -15% damage reduction information to tooltip.
  • Improved Communications (Battle Armor Quirk) - Changed Tactics skill from +2 to +1, stacks to maxmimum of +2 with other stack limited Tactics bonus effects.
  • Improved Communications (Vehicle Quirk) - Added icon decorator correctly marking the equipment as C3i compatible.
  • Improved Communication Sensors - Tactics skill now stacks to maxmimum of +2 with other stack limited Tactics bonus effects.
  • Improved Lifesupport (Quirk) - Corrected tooltip guts skill bonus from +2 to +1.
  • Rule #9 - Guts skill bonus now ignores stack limits.

These entries fix several bugs with RAC recoil and accuracy; changes are generally positive. RISC RAC are now safer to use; they now only missfire in x7 mode. Small buff to SBG accuracy, matching the one for LBX Cluster.

  • BA LB-X AC - Added tooltip information of the variable grouping damage.
  • MG Array - Updated firing mode Unlinked: Removed AP damage multiplier with value x4, heat damage multiplier with value x4.
  • MG Array (C) - Updated firing mode Unlinked: Removed AP damage multiplier with value x4, heat damage multiplier with value x4.
  • MG Array Light - Updated firing mode Unlinked: Removed AP damage multiplier with value x4, heat damage multiplier with value x4.
  • MG Array Light (C) - Updated firing mode Unlinked: Removed AP damage multiplier with value x4, heat damage multiplier with value x4.
  • MTR/6 - Removed accuracy bonus with value -1.
  • MTR/8 - Removed accuracy bonus with value -1.
  • Rotary AC/10 RISC
    • Updated firing mode x5: Set weapon will take crit on jamming to disabled.
    • Updated firing mode x6: Set weapon will take crit on jamming to disabled.
  • Rotary AC/2 RISC
    • Updated firing mode x3: Set accuracy bonus to -1, recoil to 2.
    • Updated firing mode x4: Changed accuracy bonus from -3 to -2, recoil from 2 to 3.
    • Updated firing mode x5: Changed accuracy bonus from -4 to -2, recoil from 3 to 4. Set weapon will take crit on jamming to disabled.
    • Updated firing mode x6: Changed accuracy bonus from -5 to -3, recoil from 4 to 5. Set weapon will take crit on jamming to disabled.
    • Updated firing mode x7: Changed accuracy bonus from -6 to -3, recoil from 5 to 6.
  • Rotary AC/20 (C)
    • Changed recoil from 3 to 0.
    • Updated firing mode x3: Set accuracy bonus to -1, recoil to 4.
  • Rotary AC/20 RISC
    • Updated firing mode x5: Set weapon will take crit on jamming to disabled.
    • Updated firing mode x6: Set weapon will take crit on jamming to disabled.
  • Rotary AC/5 RISC
    • Updated firing mode x5: Set weapon will take crit on jamming to disabled.
    • Updated firing mode x6: Set weapon will take crit on jamming to disabled.
  • Sawed Off Thumper - No longer allows firing Copperhead ammunition. Tooltip incorrectly stating -1 accuracy penalty corrected to -4.
  • SB Gauss (P) - Updated firing mode Cluster: Changed critical chance multiplier from -1 to 0.5. Removed AP critical chance multiplier with value -0.6.
  • Silver Bullet Gauss - Changed accuracy bonus from +1 to +2.

Minor tweaks to tiny lasers. CE ER Medium buffed because it's 1.5 tons.

  • ER Medium Laser (CE) - Changed damage from 25 to 35, heat generated from 12 to 15, instability damage from 2.5 to 3.5.
  • Micro Pulse Laser (C) - Changed damage from 6 to 5, instability damage from 0.6 to 0.5.
  • Micro Pulse Laser Array (C) - Changed damage from 6 to 5, instability damage from 0.6 to 0.5.
  • Sm. ER Pulse (C) - Changed damage from 10 to 9, instability damage from 1 to 0.9.
  • Small Pulse Laser - Changed damage from 15 to 20, instability damage from 1.5 to 2.
  • Small Pulse Laser (C) - Changed damage from 6 to 7, instability damage from 0.6 to 0.7.

Several pirate and RISC weapons switched from per attack to per projectile hit rolls.

  • ATM-12 (P) - Set weapon hit generation to individual hit rolls.
  • ATM-3 (P) - Set weapon hit generation to individual hit rolls.
  • ATM-6 (P) - Set weapon hit generation to individual hit rolls.
  • ATM-9 (P) - Set weapon hit generation to individual hit rolls.
  • Arrow IV - Updated firing mode Guided: Removed Evasive Pips Accuracy modifier.
  • Arrow IV (C) - Updated firing mode Guided: Removed Evasive Pips Accuracy modifier.
  • LRM-10 (P) - Set weapon hit generation to individual hit rolls.
  • LRM-17 (P) - Set weapon hit generation to individual hit rolls.
  • LRM-30 (P) - Set weapon hit generation to individual hit rolls.
  • LRM-5 (P) - Set weapon hit generation to individual hit rolls.
  • MML-10 (RISC)
    • Changed damage from 3 to 4, instability damage from 0.6 to 0.8, jamming chance from +15% to +20%.
    • Set weapon hit generation to individual hit rolls.
    • Updated firing mode LRM: Changed damage from 1-5 to 4. Set weapon hit generation to grouped hits.
    • Updated firing mode SRM: Changed damage from 2-10 to 8, heat generated from 9 to 10. Set weapon hit generation to individual hit rolls.
  • MML-15 (RISC)
    • Changed damage from 3 to 4, heat generated from 13 to 15, instability damage from 0.6 to 0.8, jamming chance from +15% to +20%.
    • Updated firing mode LRM: Changed damage from 1-5 to 4. Set weapon hit generation to grouped hits.
    • Updated firing mode SRM: Changed damage from 2-10 to 8, heat generated from 14 to 15. Set weapon hit generation to individual hit rolls.
  • MML-20 (P)
    • Updated firing mode LRM: Set weapon hit generation to individual hit rolls.
    • Updated firing mode SRM: Set weapon hit generation to individual hit rolls.
  • MML-20 (RISC)
    • Changed damage from 3 to 4, instability damage from 0.6 to 0.8, jamming chance from +15% to +20%.
    • Updated firing mode LRM: Changed damage from 1-5 to 4. Set weapon hit generation to grouped hits.
    • Updated firing mode SRM: Changed damage from 2-10 to 8. Set weapon hit generation to individual hit rolls.
  • MML-5 (RISC)
    • Changed damage from 3 to 4, instability damage from 0.6 to 0.8, jamming chance from +15% to +20%.
    • Set weapon hit generation to individual hit rolls.
    • Updated firing mode LRM: Changed damage from 1-5 to 4. Set weapon hit generation to grouped hits.
    • Updated firing mode SRM: Changed damage from 2-10 to 8, heat generated from 4 to 5. Set weapon hit generation to individual hit rolls.
  • MMS-10 - Updated firing mode FNF: Changed damage from 1-4 to 4, weapon hit generation from one hit roll for all projectiles to individual hit rolls.
  • MMS-20 - Updated firing mode FNF: Changed damage from 1-4 to 4, weapon hit generation from one hit roll for all projectiles to individual hit rolls.
  • MMS-30 - Updated firing mode FNF: Changed damage from 1-4 to 4, weapon hit generation from one hit roll for all projectiles to individual hit rolls.
  • MMS-40 - Updated firing mode FNF: Changed damage from 1-4 to 4, weapon hit generation from one hit roll for all projectiles to individual hit rolls.
  • SRM-4 (P) - Set weapon hit generation to individual hit rolls.
  • SRM-6 (P) - Set weapon hit generation to individual hit rolls.

  • Battle Rifle - Corrected tooltip recoil from +1 to +5.
  • Chainwhip - Corrected tooltip accuracy bonus from +1 to +2.
  • Flail - Corrected tooltip information incorrectly stating the weapon rolls on the standard melee hit table, it uses the punch table.
  • Handheld Light AC/5 - Changed accuracy bonus from -1 to +1.

  • Tooltips for most 'Mechs have been made more compact.
  • 'Arrrr'gus - Added Ammo LBX/10 Splatter at Right Arm. Removed Ammo LBX/10 Cluster at Right Arm.
  • Alligator CYA-L8R - Added Ammo LBX/10 Splatter [Half] at Left Arm. Removed Ammo LBX/10 Cluster [Half] at Left Arm.
  • Caesar - Model resized.
  • Cataphract - Model resized.
  • Centurion 'Yen Lo Wang Omni' - Changed default equipment from Hatchet 5T to Hatchet 2T at Left Arm. Added Hatchet 5T at Left Arm.
  • Centurion CN9-H - Added Ammo LBX/10 Dragon's Breath at Right Arm. Removed Ammo LBX/10 Cluster at Right Arm.
  • Centurion CN9-H2 - Added Ammo LBX/10 Dragon's Breath at Right Arm. Removed Ammo LBX/10 Cluster at Right Arm.
  • Centurion CN9-YLW 'Yen Lo Wang' - Changed default equipment from Hatchet 6T to Hatchet 2T at Left Arm. Added Hatchet 6T at Left Arm.
  • Centurion CN9-YLW2 'Yen Lo Wang 2' - Changed default equipment from Hatchet 6T to Hatchet 2T at Left Arm. Added Hatchet 6T at Left Arm.
  • Corvis - Changed model from Stormcrow to Mushu.
  • Crossbow - Changed model from Crusader to Crusader (MWO).
  • Crossbow X - Changed model from Crusader to Crusader (MWO).
  • Crusader - Model resized.
  • DevastatUrb UMD-R1337P - Added Ammo LBX/10 Splatter at Right Torso. Removed Ammo LBX/10 Cluster at Right Torso.
  • Eidolon C-EID-001 - Changed model from Guillotine to Excalibur.
  • Epimetheus - Model resized.
  • Excalibur - Model resized.
  • Falcon - Model resized.
  • Grasshopper - Model resized.
  • Gravedigger - Changed model from Devstator to Liberty.
  • Hauptmann - Model resized.
  • Hazard - Model resized.
  • Hellion - Changed model from Kit Fox to Griffin..
  • Hellstar - Model resized.
  • Imp 'Puck' - Changed Armor Left Arm 150 -> 170, Rear Left Torso 75 -> 85, Left Leg 190 -> 210, Center Torso 215 -> 220, Rear Center Torso 92 -> 100, Right Arm 150 -> 170, Rear Right Torso 75 -> 85, Right Leg 190 -> 210.
  • Kingfisher - Model resized.
  • Lobo - Changed model from Avatar to Penetrator.
  • Malice MAL-Y-SH-LAZR - Fixed missing chassis affinity.
  • Mangonel MNL-3L - Replaced 4 x ER Medium Laser (C) with 4 x ER Medium Laser, 2 at Right Arm and 2 at Left Arm.
  • Mangonel MNL-3W
    • Updated to official loadout, previously had same loadout as the MNL-3L.
    • Changed drop cost modifier from x1.1 to x1.16.
    • Hardpoints updated to match new loadout.
  • Mangonel MNL-4S
    • Updated to official loadout, previously had same loadout as the MNL-3L.
    • Hardpoints updated to match new loadout.
  • Marauder IIC LA - Added Ammo LBX/10 Splatter at Left Torso. Removed Ammo LBX/10 Cluster at Left Torso.
  • Night Wolf - Changed model from Dragon to Balar.
  • Omni-Corvis - Changed model from Stormcrow to Mushu.
  • Shadow Hawk IIC - Model resized.
  • Shadow Hawk SHD-SS 'Scattershot' - Added 2 x Ammo LBX/2 Splatter at Right Leg, Left Leg. Removed 2 x Ammo LBX/2 Cluster at Right Leg, Left Leg.
  • Summoner 'Thor' - Added Ammo LBX/10 Splatter [Half] at Right Torso. Removed Ammo LBX/10 Cluster [Half] at Right Torso.
  • Sun Cobra - Changed model from BattleMaster to new custom model.
  • Talos TLS-0 - Added Ammo LBX/10 Splatter at Right Torso. Removed Ammo LBX/10 Cluster at Right Torso.
  • Talos TLS-4B - Added Ammo LBX/2 Dragon's Breath at Left Torso. Removed Ammo LBX/2 Cluster at Left Torso.
  • ThunderBird TRB-1D - Changed model from Wolverine to Bruin.
  • UrbanMech UM-RFF1 - Changed model to a more fitting UrbanMech model.
  • Vandal - Changed model from Sun Spider to Medusa, icon.
  • Verfolger - Changed model to new custom model.
  • Vindicator VND-1P - Changed default equipment from Hatchet 3T to Hatchet 2T at Left Arm. Added Hatchet 3T at Left Arm.
  • Viper - Changed model from Incubus to Crusader.
  • War Dog - Changed model from Crusader to Hammerhands.
  • Weevil WVL-P14 - Added Ammo LBX/5 Dragon's Breath at Right Torso. Removed Ammo LBX/5 Cluster at Right Torso.
  • Yao Lien YOL-4C - Changed model from Guillotine to Excalibur.

  • Foxfire FXR-4R - Changed model from Yeoman to Foxfire.
  • Slayer - Added 5 x Ammo LBX/2 Splatter at Left Torso, Right Torso, Head, Center Torso, Left Arm. Removed 5 x Ammo LBX/2 Cluster at Left Torso, Right Torso, Head, Center Torso, Left Arm.

  • 'Thumolisher' - Replaced 2 x Ammo Thumper Copperhead to 2 x Ammo Thumper at Rear.
  • Ajax HEV - Added Ammo SRM Ripper at Rear. Removed Ammo SRM at Front.
  • Behemoth BHT-A1R - Added 2 x Ammo LRM at Rear / Ammo SRM Ripper at Rear. Removed 2 x Ammo LRM at Front / Ammo SRM at Front.
  • Behemoth BHT-A2D - Added Ammo SRM Ripper at Front. Removed Ammo SRM at Front.
  • Behemoth BHT-A2L - Removed Ammo SRM INF at Front.
  • Ironsides Aerospace Fighter (New) - Three new official variants.
  • Buzzard HVT - Added Ammo SRM Ripper at Rear.
  • Cavalry AH1-SRM - Added Ammo SRM Ripper at Rear. Removed Ammo SRM Tandem at Rear.
  • Challenger XIVs MBT - Added Ammo SRM Ripper at Left Side.
  • Condor CND-U61 - Added 2 x Ammo SRM SAFE at Right Side, Left Side. Removed 2 x Ammo SRM at Right Side, Left Side.
  • Defender SPAAG (LBX) - Added Ammo LBX/2 Dragon's Breath at Rear.
  • Dragoon Attack VTOL - Added Ammo SRM Ripper at Rear.
  • Harasser (2851) - Added Ammo SRM Ripper at Rear.
  • Lightning Aerospace Fighter (New) - One new official variant.
  • Padilla (AMS) - Added Ammo SRM Ripper at Rear / Ammo SRM INF at Rear.
  • Pegasus PG-QS3 - Added Ammo SRM Ripper at Rear. Removed Ammo SRM at Rear.
  • Pirate Hetzer (UAC/10) - Added Ammo LBX/10 Splatter at Rear. Removed Ammo LBX/10 Cluster at Rear.
  • Pirate Thunderer - Changed model from Scorpion to Zhukov.
  • Pirate Tokugawa - Added Ammo LBX/10 Splatter [Half] at Rear. Removed Ammo LBX/10 Cluster [Half] at Rear.
  • Pitbull PIT-C10 - Added Ammo SRM Ripper at Rear.
  • Pitbull PIT-HPC - Added 2 x Ammo SRM Ripper at Rear. Removed 2 x Ammo SRM Tandem at Rear.
  • Pitbull PIT-IO - Added Ammo SRM Ripper at Rear.
  • Puma PAT-008 (New) - New official Jihad era unit, 95 ton.
  • Puma PAT-008 (Old) - Renamed to Puma PAT-008-RT as it did not have the official loadout. Added 2 x Ammo AMS at Rear.
  • Rommel (Sealed) - Added Ammo SRM Ripper at Rear. Removed Ammo SRM at Rear.
  • Rusalka OmniFighter (New) - New official Aerospace unit for air strikes, 65 ton. 6 variants.
  • Seax AC (TAG) - Added Ammo SRM Ripper at Rear.
  • Shade OmniFighter (New) - New official Aerospace unit for air strikes, 35 ton. 6 variants.
  • Striga OmniFighter (New) - New official Aerospace unit for air strikes, 85 ton. 6 variants.
  • Thunderer II MT - Changed model from Scorpion to Zhukov.
  • Thunderer MT - Changed model from Scorpion to Zhukov.
  • Turk Aerospace Fighter (E configuration) - Replaced 2 x MG Array Heavy (C) with 4 x ER Medium Laser (C).
  • UrbanTank UT-420L - Added Ammo SRM Ripper at Rear. Removed Ammo SRM at Rear.
  • Von Luckner VNL-K100 - Added 4 x Ammo AC/20 at Rear / Ammo SRM at Rear. Removed 4 x Ammo AC/20 with 2 at Right Side, 2 at Left Side / Ammo SRM at Left Side.
  • Von Luckner VNL-K70 - Added Ammo LRM at Rear / Ammo SRM at Rear. Removed Ammo LRM at Right Side / Ammo SRM at Left Side.
  • Von Luckner VNL-X71 (New) - New official Jihad era unit, 75 ton
  • Winston Mk.3 - Added Ammo SRM Ripper at Front.
  • Zhukov ZHT-PU - Added Ammo LBX/10 Splatter at Rear. Removed Ammo LBX/10 Cluster at Rear.


Course Correct 1.1.1 - 2025-04-18[]

  • Fix for issues with occasional softlock at combat start.
  • Fixed Superheavy 'Mechs from the Experimental Weapons module not appearing for some 3150 factions.
  • Adjusted price for some Battle Armor units.
  • BA Heavy Flamer - Range changed from 90/120/150/240 to 60/90/120/180.
  • BC Clustering - Renamed to BC Grouping.
  • RISC Adaptive Actuator Core - Now forbidden from use on Superheavy 'Mechs.
  • Supercharger (Armored) - Now forbidden from use on Superheavy 'Mechs.
  • Changed models for ATM / iATM and MML to make them display properly on 'Mechs.
  • Updated models of the following 'Mechs:
    • Arctic Wolf - Resized model.
    • Battle Cobra - Switched to Medusa model.
    • Bloodhound - Switched to Cyclone model.
    • Cicada - Resized model.
    • Clint - Resized model.
    • Crimson Hellkite - Switched to Nove model.
    • Hermes - Resized model.
    • Komodo / Komodo IIC - Switched to new custom model.
    • Lobo - Switched to Avatar model.
    • Ninja-To - Switched to Emperor model.
    • Maelstrom - Switched to Marauder model.
    • Sentinel - Resized model.
    • Vindicator - Resized model.
    • Whitworth - Resized model.

Course Correct 1.1.0 - 2025-04-13[]

Artillery Cannon-variants were somewhat orphaned by the artillery rework during Lance-A-Lot. The following changes are an attempt to make them more distinct from their larger cousins. Changes are partially inspired by tabletop sources, where they function more like short range siege guns or heavy mortars rather than artillery pieces.

  • Cannons no longer require a setup turn, Direct Fire/Artillery modes have been condensed into a single indirect enabled mode. They still retain the seperate Flak mode.
  • Cannon Area of Effect Range reduced by 33% compared to their full-sized counterparts
  • Cannon Self Instability on Fire reduced by -25% compared to their full-sized counterparts
  • Cannons may only fire standard High Explosive ammunition, there are no exceptions.
  • Cannons retain the behavior of most accuracy and evasion ignore modifiers from equipment, affinities and skills not applying.
  • Cannons no longer ignore size difference accuracy effects (Size Matters), unlike their full counterparts.
  • Cannons are no longer classed as Artillery weapons for vehicle refitting purposes, meaning they can be refit freely with other weapons as long as they fulfill the other criteria.
Changes are highly subject to further tweaking, expect anything from adjustments to a full rollback should they not work out as intended, but the team is hopeful this is a step in the right direction.

  • Mortar Airburst
    • Changed AOE damage from 7 to 8.
    • Removed squad unit damage modifier with value x1.2, LAM damage modifier with value x1.2, VTOL damage modifier with value x1.2, shot spread range with value 30.
  • Ammo MTR Airburst - Changed ammo capacity from 40 to 48.
  • Ammo MTR Guided - Corrected tooltip incorrect stating -2 damage, correct value is -3.
  • BA Ammo LRM Typhon (12shot) - Changed tonnage from 0.2 to 0.1.

  • Fix for mech squads MechWarriors being severely injured on destruction of Center Torso unit.
  • Increased Battle Armors inherent defense bonus from +2 to +3.
  • Reworked how ammunition replacing (shell shuffling) for AI units work, it will now be less restrictive in some cases.

  • DroneController - Renamed to Drone Controller.
  • Chameleon LPS - Fix for the salvageable version not correctly appearing in the mech bay inventory.
  • LAM Infantry Bay Refit - Fix for allowing use on standard 'Mechs. Now limited to one per LAM.
  • Laser Insulator (Weapon Attachment) - Fix for sometimes causing 0 heat generated. The minimum heat generated should always be at least 1.
  • Myomer Booster (Battle Armor) - Fix for sometimes causing broken stock loadouts.
  • NSS - Renamed to Null Signature System. Tweaked the cost and time needed to install.
  • Radical Heat Sink Kit (D) (Default fixed RISC version) - Renamed to Radical Heat Sink Kit (RISC). Corrected tooltip incorrectly stating 10% base failure chance, correct value is 20%.
  • Radical Heat Sink Kit (D) (Salvagable RISC version) - Renamed to Radical Heat Sink Kit (RISC). Corrected tooltip incorrectly stating 20% base failure chance, correct value is 30%.
  • Radical Heat Sink Kit (RISC-C) (New) - New version of the RISC radical heat sink kit, using Clan heat sinks.
    • Used on several new Clan variants of RISC 'Mechs.
    • Not salvagable, instead transforms into a standard Radical Heat Sink Kit (RISC).
    • Cools slightly less and has a higher base failure chance than the standard default RISC radical heat sink kit, but has a lower increase to failure chance per round.
  • Remote Drone Command Console (New) - New cockpit addon.
    • Has activatable Deploy Remote Drones:
      • For 2 turns increases sensor distance by +200%, vision distance by +100%, probe strength by +1, advanced sensor strength by +2, tactics skill by 5.
      • Can be activated 3 times per battle.
      • Effect does not stack.
    • Allows deploying a basic UAV or a more advanced from Argo storage. 1 use per battle.
    • Reduces bleeding by -20%.
    • Increases MechWarrior health by +2.
    • 1 slot, 2 ton, cost 30 000.
    • Can only be placed in the Head of a 'Mech. Is incompatible with Dual cockpits, Command Consoles, all form of Interface cockpits and Torso mounted cockpits.
    • Added to several new RISC mechs and retrofitted to a few other stock 'Mechs.
  • RISC Adaptive Actuator Core (New) - New leg actuator, requires the Republic Institute of Strategic Combat module. Available on two new units belonging to the same module, but more units with the equipment will be added over time.
    • Enables two different modes:
      • Stability: -90% walk speed and jump distance. +25 unsteady threshold, -20% instability taken modifier. -25 self-instability on fire.
      • Run: +50% sprint speed. -20 unsteady threshold. 5% failure chance increasing by 15% per turn in the Run mode, chance of failure reduced by 2% per piloting skill. Deals critical hit to self on failure.
    • Weighs 5% of the 'Mechs total mass. Replaces standard leg actuators in both left and right leg.
    • Not compatible with MASC, TSM, QuadMechs or QuadVees.
    • Critical hits introduce increasing penalties to movement and stability like standard leg actuator critical hits.
  • Speedy Leg Actuator Replacement QS - Changed walk speed from 10% to +12m. Added +10% Chance to fall on sprint.
  • SLIC Suite
    • Removed stacking effect: vision range multiplier of x1.03, Piloting skill of +1, sensor range multiplier of x1.03.
    • Reduced max limit of the initiative bonus from 6 to 4 stacks.
    • Increasd max limit of the tactics bonus from 2 to 4 stacks.
    • Added tooltip to show the stack limit.
  • Supercharger (Armored) (New) - New armored version of the standard Supercharger. Armored means it takes an extra hit before getting destroyed.
  • Super-Cooled Myomer (New)
    • Removes all standard heat from walking or sprinting. Damaged components and special effects can still cause heat generation.
    • Takes 1 slot in all locations except Center Torso and Head.
    • Each critical hit taken reduces the cooling of the 'Mech by -6.
    • Salvagable, Costs 500 000, available on several of the new official RISC mechs.

  • Added Marauder MAD-QSK to Quicsell shops.
  • Updated map colors for the following factions:
    • Clan Sea Fox (3150)
    • Duchy Of Andurien
    • Fronc Reaches (3150)
    • Rim Territories

  • Clarified the Pilot Upkeep for the following MechWarriors:
    • Cargo Vroom - +200% Pilot Upkeep, was 200% Pilot Upkeep.
    • Lady Alekto - +600% Pilot Upkeep, was 600% Pilot Upkeep.
  • Clarified the Pilot Upkeep modifier for the following MechWarrior quirks:
    • Clan-Fu Master - +35% Pilot Upkeep, was 35% Pilot Upkeep.
    • ComPow Chicken - +35% Pilot Upkeep, was 35% Pilot Upkeep.
    • Diplomatic Immunity - +25% Pilot Upkeep, was 25% Pilot Upkeep.
    • LosTech Experience - +10% Pilot Upkeep, was 10% Pilot Upkeep.
    • Merchant - +10% Pilot Upkeep, was 10% Pilot Upkeep.
    • Neural Implants - +25% Pilot Upkeep, was 25% Pilot Upkeep.
    • Not Your Typical Kerensky - +600% Pilot Upkeep, was 600% Pilot Upkeep.
    • Noble - +15% Pilot Upkeep, was 15% Pilot Upkeep.
    • Pain Shunt - +25% Pilot Upkeep, was 25% Pilot Upkeep.
    • Recruitment Thievery - +200% Pilot Upkeep, was 200% Pilot Upkeep.
    • RogueBot Mocker - +20% Pilot Upkeep, was 20% Pilot Upkeep.
    • Spacer - +10% Pilot Upkeep, was 10% Pilot Upkeep.
    • Technician - +10% Pilot Upkeep, was 10% Pilot Upkeep.
    • Terror of Atreus - +35% Pilot Upkeep, was 35% Pilot Upkeep.
    • Too Old For This Shit - +35% Pilot Upkeep, was 35% Pilot Upkeep.
    • Way of the Murderpede - +35% Pilot Upkeep, was 35% Pilot Upkeep.
    • Who Let The Dogs Out? - +250% Pilot Upkeep, was 250% Pilot Upkeep.
  • Clarified the Pilot Upkeep modifier for the following MechWarrior affinities:
    • Square Peg, Round Hole - +25% Pilot Upkeep, was 25% Pilot Upkeep.
  • Corrected the listed Pilot Upkeep modifier for MechWarrior trait LuteFisk Launchers to +35% Pilot Upkeep, was +20% Pilot Upkeep.

  • Axman AXM-6T-N - New custom variant, Republic era. Carries the new HH NLRM-10 handheld weapon.
  • BattleAxe BKX-RISC - New official RISC 'Mech, Dark Ages era.
  • Cicada CDA-X6 - New unofficial RISC 'Mech, part of the Republic Institute of Strategic Combat module. Carries the new RISC Adaptive Actuator Core.
  • Emperor EMP-6X - New official RISC 'Mech, Dark Ages era.
  • Excalibur EXC-B2-RISC - New official RISC 'Mech, Dark Ages era.
  • Fafnir FNR-X1 - New unofficial RISC 'Mech, part of the Republic Institute of Strategic Combat module. Carries the new RISC Adaptive Actuator Core.
  • Helios HEL-6RISC - New official RISC 'Mech, Dark Ages era.
  • Icarus II ICR-2X - New official RISC 'Mech, Dark Ages era.
  • J-27 Transport (RISC) - New official RISC vehicle, Dark Ages era.
  • Legionnaire LGN-2K-RISC - New official RISC 'Mech, Dark Ages era.
  • Mad Cat Mk IV PR-RISC - New official RISC 'Mech, Dark Ages era.
  • Malice MAL-Y-SH-LAZR - New official RISC Superheavy 'Mech, Dark Ages era. 105-ton special variant of the standard Malice.
  • Templar TLR1-ORISC - New official RISC 'Mech, Dark Ages era.
  • Wendigo-XR - New official RISC 'Mech, Dark Ages era.

  • Annihilator 'Tommy' - Replaced unusuable Inferno ammunition with standard ammunition.
  • Annihilator 'Thumperrilla' - Replaced unusuable Inferno and Shaped ammunition with standard ammunition.
  • Black Knight - Resized model for standard variant.
  • Blood Reaper - Changed model for all variants.
  • Blue Flame - Model resized for all variants.
  • Bull Shark BSK-MAZ - Replaced unusuable Copperhead ammunition with standard ammunition.
  • Cestus - Changed model for all variants.
  • Corsair COR-8R - Replaced unusuable Inferno ammunition with standard ammunition.
  • Crucible - New custom model for all variants.
  • Dark Crow - New custom model for all variants.
  • Dragon X DRX-OD - Replaced unusuable Inferno and Thermobaric ammunition with standard ammunition.
  • Emperor Crab ERC-003 - Replaced unusuable Inferno ammunition with standard ammunition.
  • Eurypterid ERY-L005 - Replaced unusuable Inferno and Thermobaric ammunition with standard ammunition.
  • Falconer - Model resized for all variants.
  • Fennec FEC-1CM - Changed quirk from Narrow/Low Profile to Rugged. Model resized.
  • Fennec FEC-3C - Changed quirk from Narrow/Low Profile to Rugged. Model resized.
  • Fennec FEC-5CM - Model resized.
  • Gurkha - New custom model for all variants. No longer requires Heavy Metal DLC.
  • Havoc HVC-P6 - Changed model.
  • Headsman C - Replaced unusuable Thermobaric and Inferno ammunition with standard ammunition.
  • Hel B - Replaced unusuable Copperhead and Inferno ammunition with standard ammunition.
  • JagerMech - Resized model for standard variant.
  • JagerMech IIC 1 - Model resized.
  • JagerMech IIC 2 - Model resized.
  • Jinggau JN-G8BX 'Rush' - Replaced unusuable Shaped ammunition with standard ammunition.
  • Juliano - Changed model for all variants.
  • Koschei KSC-6L - Replaced unusuable Copperhead ammunition with standard ammunition.
  • Lament LMT-2D - Added Cooling Pod X2 at Left Torso / Remote Drone Command Console at Head. Removed Remote Sensor Dispenser at Head / Cooling Pod X4 at Left Torso.
  • Lightray - Changed model for all variants.
  • Marauder - Resized model for standard variant.
  • Mhacha MHC-OB - Replaced unusuable Inferno and Shaped ammunition with standard ammunition.
  • Night Stalker - Changed model for all variants.
  • Orion - Resized model for standard variant.
  • Pandarus - Model resized for all variants.
  • Phoenix Hawk PXH-7KJ 'Jasmine'
    • Removed UAV Compartment (1 ton) (fixed) at Head / Heat Sink Double at Left Torso.
    • Added Remote Drone Command Console at Head.
    • Hardpoints:
      • Head: Added AntiPersonnel.
      • Left Arm: Changed Energy to AntiPersonnel.
      • Left Torso: Added Energy.
      • Right Torso: Changed Energy to Missile.
      • Right Arm: Removed Missile.
  • Pillager PLG-4X 'Anvil' - Replaced unusable Thermobaric and Inferno ammunition with standard ammunition.
  • Pinion - Changed model for all variants.
  • Proteus - Changed model for all variants.
  • Rawhide RWD-R1 - Changed model.
  • Savage Coyote - Changed model for all variants.
  • Shen Yi - Changed model for all variants.
  • Shockwave - Changed model for all variants.
  • Shugenja - Changed model for all variants.
  • Stealth - Changed model for all variants. No longer requires Heavy Metal DLC.
  • Stormwolf - Changed icon, model for all variants.
  • Surtur SUR-T1 - Changed model.
  • Talos TLS-0E - Replaced unusable Shaped ammunition with standard ammunition.
  • Talos TLS-5A - Replaced unusable Copperhead and Shaped ammunition with standard ammunition.
  • Tempest - Changed model for all variants. No longer requires Heavy Metal DLC.
  • Tenshi - Changed model for all variants.
  • Ti Ts'ang - Hatchet 4T is now removable, with a Hatchet 2T as default handheld weapon. This is to solve the issue with the 'Mech becoming unfieldable if any of the carry capacity equipment is destroyed.
  • Tian-zong - Changed model for all variants.
  • Uberjager UJ9-P4 - Replaced unusable Copperhead and Inferno ammunition with standard ammunition.
  • UrbanLord UBL-77 - Replaced unusable Copperhead and Shaped ammunition with standard ammunition.
  • Verfolger - Changed icon, new custom model for all variants.
  • Warwolf - Changed model for all variants. No longer requires Heavy Metal DLC.
  • Watchman WTC-4MB' - Renamed to Watchman WTC-4MB 'Belle. Added Remote Drone Command Console at Head. Removed Remote Sensor Dispenser at Head.
  • Wildfire - Changed icon, model for all variants.

  • Baneblade - Replaced unusable Thermobaric ammunition with standard ammunition.
  • Baras OA MBT - Replaced unusable Copperhead and Inferno ammunition with standard ammunition.
  • Bolla D - Replaced unusable Shaped ammunition with standard ammunition.
  • Brunel LR'ump Truck - Renamed to Brunel L'UMP Truck.
  • Cascatelle LT-RT - Replaced unusable Inferno ammunition with standard ammunition.
  • Condor CND-CVP - Removed 1 x Ammo Chemical Large from Front.
  • Demolisher 2000 - Removed 2 x Ammo Gauss Heavy from Rear.
  • Ferret 'Polecat' - Replaced unusable Inferno and Shaped ammunition with standard ammunition.
  • Fujin 0E' - Replaced unusable Shaped ammunition with standard ammunition.
  • Fujin 0E (Heavy)' - Replaced unusable Shaped ammunition with standard ammunition.
  • Greater Demon - Replaced unusable Copperhead and Thermobaric ammunition with standard ammunition.
  • Gremlin 0A' - Replaced unusable Inferno ammunition with standard ammunition.
  • Gullfaxi 0M' - Replaced unusable Copperhead ammunition with standard ammunition.
  • Gulltoppr Prime' - Replaced unusable Thermobaric ammunition with standard ammunition.
  • Gulltoppr 0B' - Replaced unusable Inferno and Thermobaric ammunition with standard ammunition.
  • Ifrit 'Daraba' - Replaced unusable FASCAM and Shaped ammunition with standard ammunition.
  • Kirov - Replaced unusable Homing ammunition with HEAP and Inferno ammunition.
  • Leman Russ - Replaced unusable Copperhead, Inferno and Shaped ammunition with standard ammunition.
  • Padilla (LTC) - Replaced unusable Copperhead ammunition with standard ammunition.
  • Predator TD (iHGR) - Changed Armor Left Side 80 -> 100, Right Side 80 -> 100, Rear 65 -> 75.
  • Obj. 842 ''Boondoggle''' - Renamed to Obj. 842 'Boondoggle. Replaced unusable Copperhead ammunition with standard ammunition.
  • Rommel (Howitzer Proto) - Replaced unusable Thermobaric ammunition with standard ammunition.
  • Rommel (Howitzer) - Replaced unusable Copperhead ammunition with standard ammunition.
  • Scapha SCP-E - Replaced unusable Inferno and Shaped ammunition with standard ammunition.
  • Schiltron S - Replaced unusable Inferno ammunition with standard ammunition.
  • Scorpion (Thumper) - Replaced unusable Copperhead ammunition with standard ammunition.
  • SM2 SPG (LTC) - Replaced unusable Copperhead ammunition with standard ammunition.
  • Von Luckner VNL-K70 - Removed 2 x Ammo Heavy Gauss from Rear, moved 1 x Ammo Heavy Gauss from Rear to Left, moved 1 x Ammo Heavy Gauss from Rear to Right.

  • Many Battle Armor weapons have had their descriptions tweaked to:
    • be more clear what type of ammunition they use.
    • remove incorrect legacy references to Powered Armor Units.
  • Updated description of Hotload firing mode on LRM weapons to list the -10% damage modifier.
  • Several tooltips referring to clustering or grouping have been clarified.

  • AC/10 Mydron
    • Changed damage from 12 to 20, instability damage from 2.4 to 4, shots fired per attack from 5 to 3, shots per ammo used from 5 to 3.
    • Updated firing mode Burst: Changed AP damage multiplier from x0.2 to x0.3334, heat damage multiplier from x0.2 to x0.3334.
  • AC/2 Mydron
    • Changed damage from 6' to 5, instability damage from 1.2 to 1.
  • AC/20 Mydron
    • Changed damage from 20 to 35, instability damage from 4 to 7, shots fired per attack from 6 to 3, shots per ammo used from 6 to 3.
    • Updated firing mode Burst: Changed AP damage multiplier from x0.2 to x0.3334, heat damage multiplier from x0.2 to x0.3334.
  • AC/5 Mydron
    • Changed damage from 8 to 10, instability damage from 1.6 to 2, shots fired per attack from 4 to 3, shots per ammo used from 4 to 3.
    • Updated firing mode Burst: Changed AP damage multiplier from x0.25 to x0.3334, heat damage multiplier from x0.25 to x0.3334.
  • i-AC/10 (CE)
    • Changed damage from 10 to 20, instability damage from 2 to 4, shots fired per attack from 5 to 3, shots per ammo used from 5 to 3.
    • Updated firing mode Burst: Changed AP damage multiplier from x0.2 to x0.3334, heat damage multiplier from x0.2 to x0.3334.
    • Updated firing mode RF: Changed AP damage multiplier from x0.2 to x0.3334, heat damage multiplier from x0.2 to x0.3334, jamming chance from +0.15 to +0.12.
  • i-AC/2 (CE)
    • Changed shots fired per attack from 2 to 3, shots per ammo used from 2 to 3.
    • Updated firing mode Burst: Changed AP damage multiplier from x0.5 to x0.3334, heat damage multiplier from x0.5 to x0.3334.
    • Updated firing mode RF: Changed AP damage multiplier from x0.5 to x0.3334, heat damage multiplier from x0.5 to x0.3334, shots fired per attack from 2 to 3.
  • i-AC/20 (CE)
    • Changed damage from 20 to 35, instability damage from 4 to 7, shots fired per attack from 5 to 3, shots per ammo used from 5 to 3.
    • Updated firing mode Burst: Changed AP damage multiplier from x0.2 to x0.3334, heat damage multiplier from x0.2 to x0.3334.
    • Updated firing mode RF: Changed AP damage multiplier from x0.2 to x0.3334, heat damage multiplier from x0.2 to x0.3334.
  • i-AC/5 (CE)
    • Changed damage from 5 to 10, instability damage from 1 to 2, shots fired per attack from 5 to 3, shots per ammo used from 5 to 3.
    • Updated firing mode Burst: Changed AP damage multiplier from x0.2' to x'0.3334, heat damage multiplier from x0.2 to x0.3334.
    • Updated firing mode RF: Changed AP damage multiplier from x0.2 to x0.3334, heat damage multiplier from x0.2 to x0.3334, jamming chance from +0.1 to +0.07, shots fired per attack from 5 to 3.
  • Long Tom Cannon
    • Added accuracy effect based on size difference ("Size Matters").
    • Updated firing mode Flak: Changed Self-Instability on Fire from 80 to 60.
  • RISC Heavy SB Gauss - Changed AOE damage from 5 to 4, projectiles per shot from 18 to 25.
  • Rotary AC/5 (C) - Updated firing mode x6: Changed shots fired per attack from 3 to 6.
  • Sniper Artillery Cannon
    • Added accuracy effect based on size difference ("Size Matters").
    • Updated firing mode Flak: Changed Self-Instability on Fire from 64 to 48.
  • Thumper Cannon
    • Added accuracy effect based on size difference ("Size Matters").
    • Updated firing mode Flak: Changed Self-Instability on Fire from 48 to 36.

  • Hyper Laser
    • Changed cost from 1 693 440 to 750 000.
    • Updated firing mode STD: Changed jamming chance from +0.2 to +0.12.
    • Updated firing mode OC: Changed jamming chance from +0.3' to +0.24, instability damage from 12 to 14, heat damage from 0 to 10. Added 10 armor piercing damage and distinct visual effect.
  • Large REX Laser QS - Changed structure damage modifier from x0.7 to x0.55.
  • LBX L. Laser QS - Removed incorrect tooltip claiming +50% critical chance.
  • Medium REX Laser QS - Changed structure damage modifier from x0.7 to x0.55.
  • Small REX Laser QS - Changed structure damage modifier from x0.7 to x0.55.

  • MMS-10 / MMS-20 / MMS-30 / MMS-40 - Updated tooltip for Fire and Forget mode to clarify that the weapons accuracy and evasion ignore bonuses are disabled, and that the damage is variable between 1 - 4.
  • Rotary LRM-20 - Corrected tooltip incorrectly stating +2/+4 accuracy bonus in x2/x3 mode, actual value is -2/-4.
  • SRM-10 (QS)
    • Changed damage from 6 to 2 - 10.
    • Set weapon hit generation to one hit roll for all projectiles.

  • Flail - Corrected tooltip incorrectly claiming Adds +2 physical weapon hit rolls, correct value is +3.
  • HH NLRM-10 (New) - New handheld weapon, found on the new Axman AXM-6T-N 'Mech.
  • Supra Soaker QS - Changed range from 90/120/150/240 to 40/90/100/140.
  • Vulcan Gun-Pod [WM] - Changed instability damage from 1 to 1.5, internal ammunition from 10 to 30, shots fired per attack from 1 to 3, projectiles per shot from 3 to 1.


Course Correct 1.0.6 - 2025-03-30[]

  • The following planetary tags have been added to the list of searchable tags on the Navigation map (Ctrl+F):
    • Chemicals
    • Electronics
    • Battlefield
  • Dark Khaos (RTO Legends Event chain) - Several fixes. Removed Pagan/Braver restrictions.
  • Isorla (Event chain) - Fix for sometimes allowing incorrect options to appear.
  • Last Rites (Event chain) - Various fixes.

Previously, Battle Armor units gained +1 defense for for each member missing (i.e. destroyed) below the maximum squad size. This could lead to tedious gameplay if the squad is part of a primary objective. The bonus was also not very intuitive or well explained. Upon review, some battle armor defense bonuses have been removed and simplified. A number of items that are part of the default battle armor equipment have had their descriptions corrected or expanded. See the Equipment part of the change log for more details.

  • Fix for swarming Battle Armor missing their melee attacks.
  • Defense bonuses no longer increase as the squad loses members.
  • Bonus evasion from movement changed from +3 to +1. (Other bonuses may apply.)
  • Flat defense bonus standardized to +2 for all squad sizes, from various values.
  • Accuracy penalty for shooting while transported reduced from -5 to -4.

Hit locations for vehicles have been tweaked as follows

Attack from Front of Vehicle
Hit Location Old Chance New Chance
Turret 16% 20%
Front 60% 50%
Left Side 12% 15%
Right Side 12% 15%
Rear 0% 0%
Attack from Left of Vehicle
Hit Location Old Chance New Chance
Turret 16% 20%
Front 12% 15%
Left Side 60% 50%
Right Side 0% 0%
Rear 12% 15%
Attack from Right of Vehicle
Hit Location Old Chance New Chance
Turret 16% 20%
Front 12% 15%
Left Side 0% 0%
Right Side 60% 50%
Rear 12% 15%
Attack from Back of Vehicle
Hit Location Old Chance New Chance
Turret 16% 20%
Front 0% 0%
Left Side 12% 15%
Right Side 12% 15%
Rear 60% 50%

  • LRM FTL - Changed AMS intercept chance multiplier from 50% to 10%.
  • MMS Inferno - Changed damage from -2 to -3.5 - -0.5.

  • BC Convergence - Will now properly appear under Battle Computer inventory tab.
  • Battle Armor (Quad) (Internal System)
    • Added effects: extra evasive pips on movement with value +1, max evasion pips with value +1.
    • Removed effects: evasive pips ignored of +2.0, accuracy of +2.
  • Crew Compartment' (Vehicle) - Changed bleed reduction from 10% to 20%.
  • Nimble (Quirk) - Changed extra evasive pips on movement from +2 to +1.
  • Protective Padding - Changed so bonus effects are only given to the mounted location.
  • VTOL Propulsion - Removed effect: accuracy of +1.
  • VTOL Propulsion [Armored] - Removed effect: accuracy of +1.

  • BOOMSTICK! LBX/10 - Changed to use shotgun specific ammunition type, closer to how the weapon worked before Course Correct 1.0.0.
  • Combat Shotgun - Changed to use shotgun specific ammunition type, closer to how the weapon worked before Course Correct 1.0.0.
  • Handheld Triple Streak SRM-4' (New) - New handheld weapon that represents three Streak SRM-4 put together. Only available on the Quickdraw QKD-8P 'Streak.
  • HH AP Gauss Rifle(C) - Reworked.
    • Damage per projectile changed from 15 to 5.
    • Instability damage per projectile changed from 3.75 to 1.25.
    • Changed projectiles per shot from 5 to 3.
    • Changed the internal ammunition count from 10 to 40.
    • Removed damage variance over distance.
    • Added firing modes: x1 / x2 / x3, representing how many shots are fired. x1 / x2 has no recoil.
  • i-SRM2 (CE) / i-SRM4 (CE) / i-SRM6 (CE) - Adjusted firing animation in similar fashion as many missile launchers were last patch.
  • RISC Heavy SB Gauss - Changed AP critical chance multiplier from 0.06 to 0.15, critical chance multiplier from 0.6 to 1.
  • SB Gauss (C) - Changed AP critical chance multiplier from 0.06 to 0.15, critical chance multiplier from 0.6 to 1.
  • Silver Bullet Gauss - Changed AP critical chance multiplier from 0.06 to 0.15, critical chance multiplier from 0.6 to 1.
  • SRM-6 (C) (I-OS) - Adjusted firing animation in similar fashion as many missile launchers were last patch.
  • Super Shotgun - Changed to use shotgun specific ammunition type, closer to how the weapon worked before Course Correct 1.0.0.

  • Bandersnatch (All variants) - Changed model.
  • Hercules (All variants) - Changed model.
  • Lineholder (All variants) - Changed model.
  • Marshal (All variants) - Changed model. No longer requires Heavy Metal DLC.
  • Quickdraw QKD-8P (Streak) - New Republic era variant with new Handheld Triple Streak SRM-4 weapon.
  • Scourge (All variants) - Changed model.
  • Ursus (All variants) - Changed model.

  • All vehicles which had double-sized ammunition bins have had them replaced by two single slot bins. This will allow more flexbility in customizing ammunition loadout.
    • Note: Any vehicles with dobule bins already existing in saves will have to be manually refitted to fix the ammo bins. Otherwise the drunken techs warning will appear.
  • Several vehicles that were missing parts of the propulsion system have had them fixed.
  • Devastator II - Armor changed on sides from 240 to 230 and rear from 150 to 160.


Course Correct 1.0.5 - 2025-03-23[]

  • Accuracy malus for Battle Armor using APC firing ports changed from -2 to -5.
  • Fix for airstrikes always missing. Some problems remain around chances to hit, more fixes will come in the future.
  • Enemy units with Silverbullet weapons as their only Gauss weapons will no longer get unusable Gauss AP ammo shuffled in.
  • Removed unnecessary success value on the confirm button for deploying UAV and other units through abilities. It was always guaranteed to work anyway, the value lied.
  • Added some of the new factions to ammo box randomization settings so enemy units of these factions only have the correct ammunition types available. Remaining factions will be added in the future.
  • Hidden components on Squad-based units can no longer spawn damaged, removing the sometimes appearing tooltips referring to You should not see this.

  • Ammo AAA Missile [Bay] - Changed slots from 2 to 1.
  • Ammo AGM-10 [Bay] - Changed slots from 2 to 1.
  • Ammo Arrow IV Missile [Bay] - Changed slots from 2 to 1.
  • Ammo LAA Missile [Bay] - Changed slots from 2 to 1.
  • Ammo Phoenix Missiles x6 [Bay] - Changed slots from 1 to 2.
  • Ammo Quad-Missile x2 [Bay] - Changed slots from 1 to 2.

  • Quicksell Clan Mech
    • Added effect: vision range multiplier with value x0.90, effect: sensor range multiplier with value x0.85.
    • Removed effect: accuracy of -2.
  • Quicksell Command Clan Mech - Removed effect: accuracy of -2.

  • Ammo AC/5 [AP] - Changed AP critical chance multiplier from 1 to 1.2.
  • Ammo Arrow IV Missile [Bay] - Changed max miss radius from 100m to 60m.

  • The visual effect for non-streak missile-based weapons has been changed. Missiles will now fire in at once for all tubes of each weapon, no longer firing one by one.

  • AC/20 (P) - Changed jamming chance from +0.25 to +0.15.
  • Double AC/20 QS - Changed jamming chance from +0.3 to +0.25.
  • HVAC/10 (S) - Changed jamming chance from +0.12 to +0.08.
  • HVAC/20 (S) - Changed jamming chance from +0.15 to +0.09.
  • HVAC/5 (S) - Changed jamming chance from +0.09 to +0.07.
  • Light Ultra Gauss Rifle - Updated firing mode x2: Changed jamming chance from +0.12 to +0.07.
  • MG Heavy QS - Changed jamming chance from +0.35 to +0.3.
  • MG Light QS - Changed jamming chance from +0.35 to +0.3.
  • MG QS - Changed jamming chance from +0.35 to +0.3.
  • Rotary AC/10 (C)
    • Updated firing mode x2: Changed recoil from 0 to 2.
    • Updated firing mode x3: Changed accuracy bonus from -2 to -1, recoil from 2 to 4.
    • Updated firing mode x4: Changed accuracy bonus from -3 to -2, recoil from 4 to 6.
    • Updated firing mode x5: Changed accuracy bonus from -4 to -2, recoil from 6 to 8.
    • Updated firing mode x6: Changed accuracy bonus from -5 to -3, recoil from 8 to 10.
  • Rotary AC/10 RISC
    • Updated firing mode x2: Changed recoil from 0 to 2.
    • Updated firing mode x3: Changed accuracy bonus from -2 to -1, recoil from 2 to 4.
    • Updated firing mode x4: Changed accuracy bonus from -3 to -2, recoil from 4 to 6.
    • Updated firing mode x5: Changed accuracy bonus from -4 to -2, recoil from 6 to 8.
    • Updated firing mode x6: Changed accuracy bonus from -5 to -3, recoil from 8 to 10.
    • Updated firing mode x7: Changed accuracy bonus from -6 to -3, recoil from 10 to 12.
  • Rotary AC/2
    • Updated firing mode x2: Removed recoil with value 0.
    • Updated firing mode x3: Changed accuracy bonus from -2 to -1. Set recoil to 2.
    • Updated firing mode x4: Changed accuracy bonus from -3 to -2, recoil from 2 to 3.
    • Updated firing mode x5: Changed accuracy bonus from -4 to -2, recoil from 3 to 4.
    • Updated firing mode x6: Changed accuracy bonus from -5 to -3, recoil from 4 to 5.
  • Rotary AC/2 (C)
    • Updated firing mode x2: Removed recoil with value 0.
    • Updated firing mode x3: Changed accuracy bonus from -2 to -1. Set recoil to 2.
    • Updated firing mode x4: Changed accuracy bonus from -3 to -2, recoil from 2 to 3.
    • Updated firing mode x5: Changed accuracy bonus from -4 to -2, recoil from 3 to 4.
    • Updated firing mode x6: Changed accuracy bonus from -5 to -3, recoil from 4 to 5.
  • Rotary AC/20 (C)
    • Updated firing mode x2: Changed recoil from 0 to 2.
    • Updated firing mode x3: Removed recoil with value 2.
    • Updated firing mode x4: Changed accuracy bonus from -3 to -2, recoil from 4 to 6.
    • Updated firing mode x5: Changed accuracy bonus from -4 to -2, recoil from 4 to 8.
    • Updated firing mode x6: Changed accuracy bonus from -5 to -3, recoil from 6 to 10.
  • Rotary AC/20 RISC
    • Updated firing mode x2: Changed recoil from 0 to 2.
    • Updated firing mode x3: Changed accuracy bonus from -2 to -1, recoil from 2 to 4.
    • Updated firing mode x4: Changed accuracy bonus from -3 to -2, recoil from 4 to 6.
    • Updated firing mode x5: Changed accuracy bonus from -4 to -2, recoil from 6 to 8.
    • Updated firing mode x6: Changed accuracy bonus from -5 to -3, recoil from 8 to 10.
    • Updated firing mode x7: Changed accuracy bonus from -6 to -3, recoil from 10 to 12.
  • Rotary AC/5
    • Updated firing mode x2: Removed recoil with value 0.
    • Updated firing mode x3: Changed accuracy bonus from -2 to -1. Set recoil to 2.
    • Updated firing mode x4: Changed accuracy bonus from -3 to -2, recoil from 2 to 3.
    • Updated firing mode x5: Changed accuracy bonus from -4 to -2, recoil from 3 to 4.
    • Updated firing mode x6: Changed accuracy bonus from -5 to -3, recoil from 4 to 5.
  • Rotary AC/5 (C)
    • Updated firing mode x2: Removed recoil with value 0.
    • Updated firing mode x3: Changed accuracy bonus from -2 to -1. Set recoil to 2.
    • Updated firing mode x4: Changed accuracy bonus from -3 to -2, recoil from 2 to 3.
    • Updated firing mode x5: Changed accuracy bonus from -4 to -3, recoil from 3 to 4.
    • Updated firing mode x6: Changed accuracy bonus from -5 to -3, recoil from 4 to 5.
  • Rotary AC/5 RISC
    • Updated firing mode x2: Removed recoil with value 0.
    • Updated firing mode x3: Changed accuracy bonus from -2 to -1. Set recoil to 2.
    • Updated firing mode x4: Changed accuracy bonus from -3 to -2, recoil from 2 to 3.
    • Updated firing mode x5: Changed accuracy bonus from -4 to -2, recoil from 3 to 4.
    • Updated firing mode x6: Changed accuracy bonus from -5 to -3, recoil from 4 to 5.
    • Updated firing mode x7: Changed accuracy bonus from -6 to -3, recoil from 5 to 6.

  • Blastah - Updated firing mode FIOFF: Changed jamming chance from +0.5 to +0.25.
  • ER PPC+CAP (P)
    • Updated firing mode DMG: Changed jamming chance from +0.2 to +0.15.
    • Updated firing mode ER: Changed jamming chance from +0.2 to +0.15.
  • Heavy PPC+CAP (P)
    • Updated firing mode FC: Changed jamming chance from +0.2 to +0.15.
    • Updated firing mode Scatter: Changed jamming chance from +0.2 to +0.15.
  • LGBTPPC - Updated firing mode FIOFF: Changed jamming chance from +0.5 to +0.25.
  • Large Pulse Laser - Set random color patterns when firing to enabled.
  • Large Pulse Laser Exostar - Set random color patterns when firing to enabled.
  • Light PPC+CAP (P)
    • Updated firing mode DMG: Changed jamming chance from +0.2 to +0.15.
    • Updated firing mode RF: Changed jamming chance from +0.2 to +0.15.
  • Medium Pulse Laser - Set random color patterns when firing to enabled.
  • Medium Pulse Laser Magna - Set random color patterns when firing to enabled.
  • Medium Pulse Laser Raker - Set random color patterns when firing to enabled.
  • S Pulse Laser Magna - Set random color patterns when firing to enabled.
  • S Pulse Laser Maxell - Set random color patterns when firing to enabled.
  • Sm. Laser (P) - Updated firing mode DBL: Changed jamming chance from +0.2 to +0.15.
  • Small Pulse Laser - Set random color patterns when firing to enabled.

  • Arrow IV Missile [WM] - Added miss radius of 5m - 60m.
  • BA Adv. SRM-6 (C) - Changed weapon fire on only successful hit from enabled to disabled.
  • Bolt On LAA Missile x2 - Changed AP critical chance multiplier from 0.006 to 0.05, critical chance multiplier from 0.12 to 1.
  • LRM-10 - Updated firing mode HL: Changed jamming chance from +0.5 to +0.15. Set accuracy bonus to -1, weapon will take crit on jamming to disabled.
  • LRM-15 - Updated firing mode HL: Changed jamming chance from +0.5 to +0.15. Set accuracy bonus to -1, weapon will take crit on jamming to disabled.
  • LRM-20 - Updated firing mode HL: Changed jamming chance from +0.5 to +0.15. Set accuracy bonus to -1, weapon will take crit on jamming to disabled.
  • LRM-5 - Updated firing mode HL: Changed jamming chance from +0.5 to +0.15. Set accuracy bonus to -1, weapon will take crit on jamming to disabled.
  • NLRM-10 - Updated firing mode HL: Changed jamming chance from +0.5 to +0.15. Set accuracy bonus to -1, weapon will take crit on jamming to disabled.
  • NLRM-15 - Updated firing mode HL: Changed jamming chance from +0.5 to +0.15. Set accuracy bonus to -1, weapon will take crit on jamming to disabled.
  • NLRM-20 - Updated firing mode HL: Changed jamming chance from +0.5 to +0.15. Set accuracy bonus to -1, weapon will take crit on jamming to disabled.
  • NLRM-5 - Updated firing mode HL: Changed jamming chance from +0.5 to +0.15. Set accuracy bonus to -1, weapon will take crit on jamming to disabled.

Raycasting based line of sight detection for area of effect damage was a feature introduced quite a while back (Lance-A-Lot 1.0.11) to allow units to hide behind terrain and buildings to not get hit by area of effect damage attacks. It works by creating a position slightly above the actual impact of the weapon and then tracing a ray from that elevated position to all units. Any unit the ray is not able to hit directly (i.e. blocked by something) would then not be included in the damage calculations.
However, it never really worked as the team intended, often resulting in strange behavior or no damage when players felt it should have done damage.

Due to these issues the use of raycasting for line of sight detection has now been turned off for almost all weapons, reverting them to the original, more vanilla-like behavior. The exception to this change are weapons with very large area of effect, as they tend to work better with the feature. Deferred effects causing large area of effect attacks are also still unchanged, such as TAG Barrage.

Unchanged weapons:

  • Arrow IV
  • Arrow IV (C)
  • Arrow IV (P)
  • Arrow IV OS
  • Arrow IV Pack
  • BA Tube Artillery
  • Barracuda
  • Bomb Daisy Cutter [WM]
  • Bomb MOAB [WM]
  • Carronade
  • Cruise Missile/50
  • Hellstorm Artillery
  • Howitzer 2000
  • Long Tom Artillery
  • Long Tom Cannon
  • Oneshot Long Tom QS
  • Oneshot Sniper QS
  • Oneshot Thumper QS
  • Sawed Off Thumper
  • Sniper Artillery
  • Sniper Artillery Cannon
  • The Big Steel
  • Thumper Artillery
  • Thumper Cannon
  • Yang Artillery

  • Avalanche AVL-1O - Changed model.
  • Avalanche AVL-1OA - Changed model.
  • Avalanche AVL-1OB - Changed model.
  • Avalanche AVL-1OC - Changed model.
  • Avalanche AVL-1ON - Changed model.
  • Avalanche AVL-1OR - Changed model.
  • Axman AXM-6T-S - Removed hardpoint at Left Arm: Ballistic.
  • Bull Shark BSK-MAZ - Added Ammo Thumper at Center Torso.
  • Dasher II 1 - Changed model.
  • Dasher II 2 - Changed model.
  • Dasher II 3 - Changed model.
  • Dasher II 4 - Changed model.
  • Falconer 'Frederick' - Changed model.
  • Falconer FLC-8R - Changed model.
  • Falconer FLC-9R - Changed model.
  • Juliano JLN-5A - Changed model.
  • Juliano JLN-5B - Changed model.
  • Juliano JLN-5C - Changed model.
  • Pandarus LFA-1A - Changed model.
  • Pandarus LFA-1X - Changed model.
  • Rook NH-1A - Changed model.
  • Rook NH-1B - Changed model.
  • Rook NH-1X 'Rook-X' - Changed model.
  • Rook NH-2 - Changed model.
  • Rook NH-3X - Changed model.
  • Shen Yi SHY-3B - Changed model.
  • Shen Yi SHY-5B - Changed model.
  • Sobek SBK-2B2 - Added Ammo Thumper at Right Torso. Removed Ammo Thumper Copperhead at Right Torso.
  • Stooping Hawk A - Changed model.
  • Stooping Hawk B - Changed model.
  • Stooping Hawk C - Changed model.
  • Stooping Hawk D - Changed model.
  • Stooping Hawk E - Changed model.
  • Stooping Hawk F - Changed model.
  • Stooping Hawk G - Changed model.
  • Stooping Hawk Prime - Changed model.
  • UrbanMech UM-R60T - Added Ammo Thumper at Right Torso. Removed Ammo Thumper Copperhead at Right Torso.
  • Wolf Trap WFT-1 - Changed icon, model.
  • Wolf Trap WFT-1 'Daitama' - Changed icon, model.
  • Wolf Trap WFT-2 - Changed icon, model.
  • Wolf Trap WFT-2B - Changed icon, model.
  • Wolf Trap WFT-2X 'Bear Trap' - Changed icon, model.
  • Wolf Trap WFT-B - Changed icon, model.
  • Wolf Trap WFT-C - Changed icon, model.

  • Devastator II - Changed Armor Left Side 240 -> 230, Right Side 240 -> 230, Rear 160 -> 150.
  • Galleon GAL-105 - Changed Armor Front 100 -> 120, Left Side 85 -> 100, Right Side 85 -> 100, Turret 90 -> 100, Rear 85 -> 95.
  • Partisan AAA (Cell) - Added Ammo LBX/10 SLUG at Front.
  • Predator TD (iHGR) - Changed Armor Front 340 -> 225, Left Side 125 -> 80, Right Side 125 -> 80, Rear 85 -> 65.
  • Regulator II HVT - Added FCS Breaching at Front. Removed FCS Vehicle Std at Front.
  • S-TBM/20 Carrier - Added C.A.S.E. at Rear.
  • Schildkröte SLD-K64 - Changed Armor Front 230 -> 235, Turret 210 -> 235.
  • Yasha 'Interdictor' - Changed Armor Front 125 -> 105, Left Side 100 -> 90, Right Side 100 -> 90, Rear 60 -> 50. Added Heavy Ferro-Fibrous at Rear. Removed Ferro-Fibrous at Rear.


Course Correct 1.0.4 - 2025-03-17[]

Fixes[]

  • Fix for salvage not appearing if MechWarrior dies or ejects.
  • Fix for ProtoMechs being unable to move after firing.
  • Only Four Bolts... (Event Chain) - Several fixes.
  • Habitats Galore! (Upgrade Event Chain) - Several fixes.
  • Habitats Galore Argo Pod Upgrade (Shop Item) - Changed to only require 400,000 c-bills to start upgrade event, even though this sum will not allow all selecting from all options.

MechWarrior[]

  • Dark Khaos - No longer refuses to work with Pagan Horde and Braver, but will instead refuse to work with Thane.
  • Fiona - Can now also appear in Wolf Empire controlled systems.
  • Sierra3 - Updated description. Can now pilot Battle Armor.

Equipment[]

  • Artemis IV / V - Fixed damage in SRM mode when using MML launchers to use actual SRM values.
  • BC Convergence - Called shot bonus changed from +20% to +10%. It was never intended to be that high as base headshot chance is now double what it was in Lance-a-lot.

Weapon[]

  • All AMS have had their critical hit penalties changed to prevent issues with negative damage breaking AI. As usual the critical hit penalties are based on the slot size of the weapon.
    • 1 slot - No critical hit effects, destroyed on first hit.
    • 2 - 3 slots - +100% heat generated, +20% jam chance on first critical hit.
    • 4+ slots - +100% heat generated, +20% jam chance on first critical hit. +30% more jam chance on second critical hit.
  • AP Gauss Rifle Battery - Fixed critical hit count from 3 to 2, storage cost from 6 to 4 slots.
  • Gauss Rifle (Improved) - Corrected storage cost from 7 to 8 slots.
  • Handheld Streak SRM-6 (New) - Available on the new Axman AXM-6T-S.
  • Heavy MRM-45 - Corrected storage cost from 10 to 8 slots.
  • Improved Railgun (C) - Corrected storage cost from 15 to 18 slots.
  • MG Array - Corrected critical hit count from 1 to 2, storage cost from 3 to 4 slots.
  • MG Array Heavy - Corrected storage cost from 2 to 3 slots.
  • MG Array Heavy (C) - Corrected critical hit count from 2 to 1, storage cost from 4 to 3 slots.
  • MG Array Light - Corrected critical hit count from 1 to 2, storage cost from 3 to 4 slots.
  • MG Array Light (C) - Corrected storage cost from 5 to 4 slots.
  • Mine Dispenser 10 (x5) - Corrected internal ammunition capacity from 10 to 50.
  • Remote Delivery Magnetic Inhibitor Cannon - Corrected storage cost from 12 to 10 slots.
  • Plasma Railgun - Corrected storage cost from 16 to 18 slots.
  • RISC Heavy SB Gauss - Can no longer fire Heavy Gauss AP ammunition.
  • SB Gauss (C) - Can no longer fire Heavy Gauss AP ammunition.
  • SB Gauss (P) - Can no longer fire Gauss AP ammunition.
  • Silver Bullet Gauss - Can no longer fire Gauss AP ammunition.

Mechs[]

  • Axman AXM-6T-S (New) - New custom variant. Jihad era, requires Flashpoint DLC. Only unit with the new Handheld Streak SRM-6.
  • Axman AXM-6X (All versions) - Fixed incorrect movement profile from medium to heavy mech.
  • Orion ON1-Kb (New) - New official SLDF variant. Clan Invasion era.
  • Orion ON1-K 'Kerensky' (New) - New official unique variant. Clan Invasion era.
  • Orion ON1-K 'Kerensky' (Old) - Renamed to Orion ON1-K 'Kerensky II' to not clash with the official variant.

Vehicles[]

  • Tenochca 'Chroma' (New) - New custom variant. Armed with 2 x Arrow IV Missile [WM], 2 x Laser AMS, 1 x Light TAG. Can carry one Battle Armor squad. Can re-arm other units.

Other[]

  • Some legacy fog and snow vision range multipliers have been merged into the weather effects. Tooltips for weather effects have been reworded to make vision range impact more clear.
  • Fixed various typos spread over several files.

Course Correct 1.0.3 - 2025-03-13[]

Fixes[]

  • Online Map / RTO' - Fixed (again) reputation not working properly.
  • Fixed issue with the new IS/Clan factions appearing in Duel-type contracts of the opposite IS/Clan type.
  • Fixed vehicle TAC (Through Armor Critical) vulnerability ending if their coolant system is destroyed.
  • Habitats Galore!' (Events) - Fixed issues with the amount of money required for selecting some of the event options being more than the amount the option listed.
  • Fixed issue with Very Low (150) Pilot XP Per Mission not working correctly in difficulty settings.
  • Draconis Combine - Fixed missing map color for the 3150 map.
  • Tweaked many faction map colors for the 3150 map.

LBX[]

LBX Cluster ammunition was not working as intended, the variable damage was meant to be per cluster pellet, not for the total damage. The table below shows the new damage values. Tooltips for the ammunition have also been improved to make the variable damage more clear.

LBX Cluster damage changes
Ammunition Old Damage per Cluster pellet Total Old Damage New Damage Per Cluster Pellet New Total Damage
Ammo LBX/2 CLUSTER 2 - 4 4 - 8 1 - 5 2 - 10
Ammo LBX/5 CLUSTER 2.6 - 3.4 13 - 17 1 - 5 5 - 25
Ammo LBX/10 CLUSTER 2.8 - 3.2 28 - 32 1 - 5 10 - 50
Ammo LBX/5 CLUSTER 2.9 - 3.1 58 - 62 1 - 5 20 - 100

Damage shown is when using the standard weapon.

Updated Vehicles[]

  • Cloud Buster CB-AA-TS - Changed Armor Turret 140 -> 145, Rear 90 -> 95.
  • Condor CND-REL - Changed Armor Front 190 -> 200, Left Side 125 -> 140, Right Side 125 -> 140.
  • Heavy S-TBM/10 Carrier - Changed Armor Front 95 -> 100, Left Side 95 -> 100, Right Side 95 -> 100, Rear 65 -> 85.. Removed .
  • Heavy S-TBM/15 Carrier - Changed Armor Left Side 110 -> 120, Right Side 110 -> 120, Turret 100 -> 120, Rear 85 -> 100.. Removed .
  • Padilla (AMS) - Changed Armor Left Side 125 -> 130, Right Side 125 -> 130.
  • Partisan AAA (CC) - Added hardpoint at Turret: 2 x Missile, Ammo LRM SAM at Front / 2 x LRM-5 at Turret / Ammo LRM at Front / C.A.S.E. at Rear.

Course Correct 1.0.2 - 2025-03-12[]

  • Fixes contracts on Galatea.
  • Hatchetman HCS-8S (Mech) - Moved ammunition boxes from left to right torso, where the official loadout has them (and CASE is).
  • Several Battle Armor have been retagged to prevent them from appearing in very early contracts due to being too strong:
    • Achileus [David]
    • Achileus (WoB)
    • Achileus [FL]
    • Achileus [L]
    • Achileus [MG]
    • Achileus [TAG]
    • Angerona Scout Suit (Recon)
    • Angerona Scout Suit (Standard)
    • Angerona 'Aegis Point Defense Suit'

Course Correct 1.0.1 - 2025-03-11[]

  • Hotfix for some internal stuff, mostly related to logging.
  • RTO - Hopefully a fix for issues with gaining reputation.
  • Ammo RAC/5 - Adjusted to its intended value, from 30 to 20 capacity.

Course Correct 1.0.0 - 2025-03-09[]

**** THIS IS A SAVE BREAKING RELEASE. IF YOU WANT TO CONTINUE ON AN OLD SAVE: DO NOT UPGRADE.****
**** THERE IS NO WAY TO REVERT THE VERSION ONCE UPGRADED. YOU HAVE BEEN WARNED. ***

*** VERIFICATION OF THE GAME FILES IN STEAM / GOG IS REQUIRED BEFORE UPDATING OR INSTALLING THE NEW RELEASE. FAILURE TO DO THIS MEANS THE MOD LIKELY WILL NOT WORK. MORE DETAILS BELOW. ***

*** NEW LAUNCHER REQUIRED - VERSION 1.3.13. See #launcher-download channel on discord for the file.***


Important Notes[]

  • It is recommended to read this Change Log on a computer screen with wide layout of the wiki enabled. To use wide layout, press the button on the upper left that says Expand.
  • This is a huge update, and even though the crew has tried to test it extensively there will be bugs that slipped through. Make sure to report them on Discord. You can expect frequent patches during the immediate post-release period.
  • The size of the release also means this changelog will not be able to cover every little change, or it will be far too long. The changelog will however list all major changes and link to other pages with more details if they exist. More information might be added over time.
  • The mod is a labour of love of the crew, created for ourselves and shared to other players as secondary goal. This means the features and balancing changes might not be as you'd want it. If you have constructive feedback we are interested, but if you just want to complain about something not being to your liking, keep it to yourself.

VERIFYING GAME FILES REQUIRED / CRITICAL INFORMATION[]

Due to all the work of the performance of the mod the general structure of the underlying framework as changed, and as a result a full verification of the Battletech game files in your Steam / GOG client is needed.

It is also recommended to delete the Mods directory, and everything inside it, in the Battletech installation directory.

Steam[]

  • The easiest way to repair the game data is to right-click the name of the game (BATTLETECH) in the right-side list of all games in the library view.
  • Choose the Properties option in the drop-down menu that appears.
  • Go to the Installed Files section.
  • Click the button labeled Verify Integrity of game files.
  • Once done, right-click the name of the game again on the right-hand side.
  • In the drop-down menu, select Manage
  • Select Browse Local Files in the new sub-menu.
  • A new windows should open showing your local installation folder of the game.
  • In the new window, select the folder Mods, and delete it and any files inside it.

GOG Galaxy[]

  • View your installed games by selecting Installed under the Games heading in the left side menu.
  • Right-click the BattleTech game.
  • Choose the Manage Installation sub-menu in the drop-down menu that appears.
  • Click the Verify / Repair option.
  • Once done, right-click the game again.
  • In the drop-down menu, select Manage Installation again
  • Select Show Folder in the new sub-menu.
  • A new windows should open showing your local installation folder of the game.
  • In the new window, select the folder Mods, and delete it and any files inside it.

This is a one-time thing, there is no need to repeat these steps again on future reinstalls unless told so by the RogueTech support team.


Key Changes[]

One of the larger projects in this release is major optimizations of the game and the features Roguetech has added over the years. By updating the modding framework Roguetech is built on (ModTek) and optimizing things such as logging and heavy math calculations, the general performance of the game, and especially the AI, has been noticeably improved. With work still ongoing on even further optimizations, even better performance can hopefully be achieved in the future. There are even plans of off-loading some of the AI calculations to the GPU, as it is much more suited for that kind of work, which could bring really large speed-ups of AI turns if it is ever successfully implemented.

A short summary of the improvements introduced are:

  • A lot of work on speeding up the AI decision-making, leading to reduced amount of occurrences of AI units standing still bracing and faster rounds during missions.
  • Updated ModTek from version 3.x to 4.4.10 introducing many improvements, cleaner design and better performance, including switching to HarmonyX as the underlying framework.
  • Cleaned up and improved some of the older mods for improved performance.
  • Reduced amount of string allocations, freeing resources for other uses.
  • Improved load time to the main menu (the first start after each update will still take a longer time due to doing the initial indexing of all resources).
  • Introduced Asynchronous logging to reduce the impact of logging.

This is likely the change with the largest impact on players, and to explain the reasons behind the changes and what is being done the following helpful information has been gathered by Das.

The Actual Changes (TL;DR)[]

  • Missile launchers and mortars now roll for their entire volley’s accuracy in a single roll. If you miss, all missiles miss; if you hit, all missiles hit.
  • Individual missiles are now subject to damage variance. This emulates tabletop’s clustering rolls and makes it much less likely (although still possible) to do a launcher’s theoretical maximum damage per shot.
  • Items that affected clustering bonuses, such as the Artemis FCS attachment, now reduce the damage variance and raise the damage floor of missiles. Again, this emulates what the Artemis FCS and similar clustering bonuses in tabletop do.
  • Bonuses to clustering (the grouping of missiles) are now harder to come by. In tabletop, there are very, very few ways to focus your missile damage onto singular locations — namely speciality ammo or pilot quirks — whereas clustering bonuses in RT were incredibly common and caused missiles to function as more of a scalpel than a sandblaster.

More details are available in the Weapon Changes section.

The Reasoning[]

Hoo, boy. This is a big change and a marked shift in how we’re handling this. For the purposes of this write-up, I’ll be referring solely to missiles, but the majority of changes here will also apply to mortars as they function identically to each other in both tabletop and HBSBT.

To start, let me provide some context: when HBS adapted tabletop BattleTech into video game format, they made a lot of adjustments to make it more palatable to a wider audience, as well as to leverage the fact that there was now a computer to run calculations. Some examples of the things they adjusted were the stability system, various ‘mech-building rules, and missiles.

Generally, these changes have been good, and have overwhelmingly achieved their intended purpose. However, with a modpack like RogueTech, which aims to emulate the tabletop experience as best it can, it can present some problems — namely in the realm of balance, and the spirit of the game.

The way that missiles function in tabletop is as follows:

  1. You declare your attacks against your target in the firing phase.
  2. You roll your attack for the whole launcher as a single to-hit roll.
  3. If you hit, you roll a clustering die to determine how many of the missiles of your volley actually hit.
  4. Your missile damage is totaled, and then split up into 5-point packets (LRMs) or 2-point packets (SRMs), which you then roll hit locations for.

This method results in a similar accuracy profile to every other weapon, doesn’t use a bespoke to-hit ruling, and doesn’t bog down the humans at the table by calculating every single missile from an LRM 20 volley. It also adds a level of damage variance to each successful hit, based on the clustering roll, and a relatively random damage spread.

The way HBSBT handles missiles is as follows:

  1. You declare your attacks against your target during your unit’s activation.
  2. The game rolls for every missile’s accuracy individually.
  3. If a missile hits, it does its full damage.
  4. Subsequent missiles beyond the first make a clustering check to see how close (in terms of body locations) they strike to the original missile.

This method definitely feels more intuitive, and on the surface it’s a very good adaptation of the more abstract tabletop rules, however, it has one key difference: clustering.

In tabletop, clustering is how many missiles in your volley strike the target, with more missiles equating to a higher total damage. Clustering does not impact the hit locations of the missiles in any way. In HBSBT and RT, clustering is how close to the original location additional missiles strike, with a higher clustering value focusing the damage in a smaller spread.

What this means is that at higher accuracies, HBSBT missile launchers do significantly more damage than their tabletop counterparts and, with high clustering, can basically emulate the damage profile of an autocannon at a much longer range. This is one of the big reasons that AMS in RogueTech feels like a necessity on every ‘mech, while in tabletop builds it’s relatively uncommon.

HBSBT also gives pilots indiscriminate access to indirect fire, so long as the enemy is on sensors. This is a very generous simplification of tabletop’s spotting rules, which would ordinarily require a friendly unit to spot for the attacker, along with various negative to-hit modifiers that would need to be specifically planned and/or built around. This makes effective indirect fire a coordinated ordeal, rather than something easily accessible to any lance composition. 

Again, this adaptation feels very intuitive to a player and fulfils its purpose to streamline gameplay and de-obfuscate rulings, but plays a key role in the overperformance of our missiles in comparison to their tabletop counterparts.

With all this in mind, we’ve been taking a close look at missiles, the way they’re used, and how well they perform in comparison to other weapons. We’ve noticed a few things that we’re now aiming to adjust to bring missiles more in line with the balance that they have against other weapons in TT.

AA Factor / AA Stance[]

A common feedback from players is that the Air Strikes from the AI are very hard to counter, the AA Stance system feels very weak and requires a huge specialized investment in the player's units to have any real chance of countering such Air Strikes.
As a result of the feedback the formula behind how the AA Stance and AA Factor are applied has changed. The original formula of taking the total sum of AA Factor of all ally units in AA Stance and dividing by the number of ally units has been changed to the following:

The range is currently set at 800 meters, but this might get adjusted in the future based on feedback.

That is, the formula now only includes the AA Factor of allies that are actually in range. However, instead of dividing by the number of ally units, the combined AA Factor value is divided by the strength value of the Aerospace unit performing the Air Strike. As the time of this rework, most Air Strike units have a strength in the range of 400 - 800.

Example
In the following example, the player and its allied forces have a total of 3 units within range of the air strike using AA Stance:

  • Deimos B - Armed with 2 x Large Pulse Laser (C), 2 x PPC ER (C), 4 x LRM 10 (C) and a Anti Air Targeting quirk giving a x2 modifier.

  • Tomahawk C - Armed with 2 x ATM 12, 4 x Large Pulse Laser (C).

  • Oro Heavy Tank - Armed with 1 x LBX/20 (C), 1 x Large Pulse Laser (C) and a Anti Air Targeting quirk giving a x2 modifier.

This gives

The Aerospace unit performing the air strike is a Jagatai Aerospace Fighter, with a strength value of 561 (see below how this is calculated).

As a result, the chance for the player units to cancel the air strike at the current target is


Air Strike Unit Strength[]

The formula to calculate the strength of an Aerospace unit performing an AI air strike is as follows:

Example 1
The following example is of a 60-ton Air Strike Unit with 1160 total armor and no ECM or Stealth.

Example 2
The following example is of a 70-ton Air Strike Unit with 1055 total armor and both ECM and Stealth.

Note: Since the AI is not aware of how AA Stance works, its units are always in AA stance. To alleviate the impact this would have on player-initiated air strikes, all Air Strike Units from the player's MechWarrior abilities have a fixed, higher value than the formula above would provide.


Sources for AA Factor modifiers[]

Since the requirements have been lowered quite a bit for the investment needed to have a fair chance at cancelling air strikes, a lot of sources have had AA Factor modifier lowered or completely removed. This also means that players now have those slots open for other things instead, while still being able to get better defensive coverage.

Remaining AA Factor Modifiers
Name Type AA Factor Modifier
Anti-Air Targeting Quirk x2
Legend Killer Quirk x2
FCS AA FCS x1.5
BC AA Targeting Battle Computer x1.5
High Khan KO Pilot Quirk x1.4
Note: Sources of AA Factor modifiers can not be combined, with the only exception being the High Khan KO pilot quirk.

Critical Chance / Armor Penetration[]

Practically all weapons have had their critical chance and Through Armor Critical (TAC) chance values changed, moving towards a system where most weapons have an increasing chance for TAC:s as the target's armor gets more damaged.

As another part of this rework, the instability damage of weapons has been made more distinct per weapon type, instead of most weapons having the same multiplier.

Note: The above changes are too many to list (as they apply to almost all weapons) so will not be listed even in the detailed changes section. Check each weapon's tooltip for more information instead.

Autocannons[]

Standard, Proto and Light Autocannons have had a new Rapid Fire firing mode added, which allows for firing two shots in a row, but comes with a chance to permanently jam for the rest of the mission. It also increases the recoil and reduces the accuracy.

Machine Guns[]

Machine Guns have had a large rework, changing how their firing modes work. Rather than having many individual firing modes allowing for the selection of the shot amount in single steps, they will generally have a single shot and a burst mode now. Their damage and other values per shot have been accordingly adjusted. Another change is the range has been reduced for several of the Machine Guns.

Machine Gun Arrays have also had their size normalized, so they will be one slot per Machine Gun in the array.

For full details see the detailed changes section below.

Guided Artillery[]

A new type of artillery ammunition have been added to the game, allowing for guided artillery fire. Guided ammunition has its own firing mode, simply called Guided, and only one guided ammunition type exists per artillery class.

The key traits of guided ammunition are:

  • Guided ammunition can be fired both directly and indirectly, and does not require the usual one-round aim step before being able to fire.
  • Both the standard damage and area of effect damage and range are reduced.
  • If the target unit has a TAG effect being currently applied, the ammunition gets +1 to +2 bonus accuracy.
  • If no TAG effect is present, the ammunition has a -100 accuracy penalty.
  • If the attack fails its hit roll, the miss margin will be considerably larger and the munition might explode harmlessly before hitting anything.
  • Guided ammunition can only be used in Guided firing mode, all other modes prohibit its use.

The goal of the new ammunition is to re-introduce some of the older Artillery gameplay where the attack could be made the same turn, but without allowing all the easily abused ammunition types in such immediate attacks. The new ammunition is available both on many units and in stores.

Guided Ammunition
Artillery Class Name Accuracy Bonus
Long Tom Copperhead +1
Sniper Copperhead +1
Thumper Copperhead +1
Arrow IV Homing +1
Thunderbolt Guided +2

Weapon Attachments[]

  • LRM and MML launchers with an Artemis attachment will now have a new firing mode, which allows firing Artemis ammunition indirectly but without any of its bonuses. This is to make Artemis ammunition a bit less powerful with the other changes to missile launchers and is also in line with how Artemis works in the tabletop version of Battletech.
  • Previously stated information that missile launchers with Artemis would be unable to fire anything except Artemis ammunition is no longer true. All other firing modes will still remain, allowing for firing standard or speciality ammunition.
  • A new weapon attachment has been added named the Aphrodite. This attachment can be attached to Thunderbolt missile launchers, thus enabling a new firing mode that only allows for direct attacks. This new firing mode receives a +1 accuracy bonus and enables the Streak mechanic for the launcher, so ammunition will only be spent upon a successful hit roll.

Bombast Laser[]

The Bombast Laser has been reworked to work like in the Tabletop version of Battletech, allowing a selection of power level before firing it through firing modes. The higher the power goes, the more damage is done, but also generates more heat.

Firing Modes
Power Level / Mode Name Damage Heat Generated
Level 6 60 36
Level 5 55 33
Level 4 50 30
Level 3 45 27
Level 2 40 24
Level 1 35 21


Since the missile changes mentioned in the earlier section will reduce the need for full AMS coverage and as boating AMS has long been too easy and powerful to counter OpFor missile weapons a rework of AMS systems has been done. The goals are to reduce the possibility of stacking them, either through stack limits or increased heat generation, and to make the various AMS types slightly more distinct from each other.

A general guideline the AMS rework followed is to attempt introducing greater differentiation between how ballistic and laser AMS behaves, and an attempt to bring the strongest Advanced AMS systems in line with the general curve. Another goal was to cull the too powerful flat bonus AMS damage modifier.

The larger AMS types (Advanced AMS, Advanced Pirate AMS, Pirate Laser AMS) now have a restriction of at most two per unit, due to their sheer size and power requirements (and for balance reasons). Restrictions to what locations they are allowed in have been added as well.

For full details of all changes see the detailed changes section further down.

Ballistic AMS[]

Chance to hit lowered to a baseline of around 50% and heat to about 1 heat per 10 shots, with further penalties applied to more advanced AMS/Overclocked modes if applicable.
Ballistic AMS will still run cooler and be easier to "Stack" than laser AMS, but will generally be weaker per raw tonnage.
Ammo choices have not been changed, the increase in base heat will hopefully make using caseless/HE ammo more of a side grade, rather than the obvious choice.

The Advanced AMShas been turned into a system specialized in long range interceptions. It remains extremly good at consistently engaging high health missiles (Thunderbolts, Arrows, etc) or several smaller groups in a single turn, but now has penalty of struggling with larger swarms/groupings (15+) of missiles.

On the opposite spectrum, the AMS MK2 will still be one of the best advanced AMS systems when dealing with large swarms of missiles, but the reduction in range and hit chance will greatly reduce its ability to kill higher evasion missiles or large warheads like Arrows. The increase in heat generation will also make stacking them in larger numbers a more consequential choice.

Laser AMS Systems[]

Hit chance increased across the board for most laser AMS and quite a few got buffed to an extent, this is to highlight them as "Low shot count, high consistency" systems. Laser AMS still remain very hot and balancing their heat against the heat generated by weapon systems remain a key factor when using them. The Laser AMS (C) remain particularly strong, particularly hot and still lack any advanced AMS variant.

AMS Equipment[]

The salvageable version of FCS AMS has been removed, making it only available as a fixed part on the Mobile PDS from now on.

The +1 AMS damage bonus off the affinities Missile Defender and Missile Defense have been removed.

Move Speed[]

Highly stackable move speed bonuses (both walk and sprint) have been all too common for a while, making many unit builds able to achieve ludicrous speeds. Due to this, some changes are being introduced around these bonuses:

  • Many sources that give flat movement points bonuses will be changed to percentage modifiers.
  • Equipment that provides a lot of movement benefit for little cost will be either reduced in strength or completely removed.
  • Many pilot skills and traits will be reduced in strength or reworked. This also includes AI-specific bonuses.

Squads[]

All types of squad units (ProtoMech, Battle Armor and Mech Squads) have been a little too powerful and versatile, in both player and AI hands. We are introducing the following changes to hopefully address the issues.

  • A new mechanic has been added to ProtoMechs and Mech Squads. All such units now carry a specific component representing the Pilot that will result in the elimination of that squad member on a critical hit. This should in many situations reduce the need to fully remove all the armor and structure for each unit in the ProtoMech squad before they die.
  • ProtoMechs and Mech Squads have also had their armor reduced by 30% to make them less durable.
  • Battle Armor has had the internal structure of each squad member lowered from 25 to 15. This means they are more likely to die through Through Armor hits or AoE attacks.
  • All fast Hover-based vehicles have had their firing ports removed, as this allowed for a too-powerful hit-and-run tactic while transporting Battle Armor inside.

Accuracy & MechWarrior Skills[]

As it has been too easy to achieve really high accuracy numbers in late mide game to end game, often making most shots guaranteed hits, many sources of stackable unit-wide accuracy modifiers have been removed or reduced. Some other changes have been introduced to lower this impact in the early game, see the sections below.

Some examples are:

  • Accuracy and piloting skills (Guts / Piloting / Gunnery / Tactics) are limited in stacking from many sources.
  • Most FCS systems only give +1 accuracy for their weapon type or family now.
  • The height advantage bonus has been limited to +/- 1 instead of the +/-5 it was before.
  • Equipment such as basic lower arms now provides +1 evasion ignore instead of +1 accuracy.
  • Flanking/Rear shots no longer provide an accuracy bonus, you'll have to settle for ignoring guarded.

Damage[]

The conversion rate of heat damage to standard damage on vehicles has been increased from x1 to x2. This used to be the conversion rate in the past, and it's being returned since the issue of very high heat modifier stacking is mostly solved now.

Evasion Ignore[]

It is now harder to gain evasion pips past the 10th, diminishing returns means that each extra evasion pip start taking about ~3 hexes each instead of 1. This is done in part to lower the early game impact of the removal of many sources of accuracy stacking.

Headshots[]

Decreased availability of headshots enabling equipment with called shot bonuses and some other tweaks. Headshots will in most situations naturally be more frequent, due to many of the hit tables being changed from 1% to 2% chance for a hit to the head. The full list of the changed hit tables is listed in the detailed changes section below.

Damage Reduction[]

All sources of "Entrench after move (-50% stab dmg taken)" have been removed, both from player-available sources and for the AI. The stacking defensive bonus from Brace/Cover/Bulwark has also been lowered from 20%/40%/60% to 10%/20%/30%.

Water will now give Cover, reducing damage taken by 10%.

Vision / Sensors[]

  • The Accuracy penalties for having no vision or no sensors in battle have been lowered to +4 from the earlier +6 individually. This goes in hand with the less amount of stacking accuracy bonuses, making it harder to counter these penalties. Having neither sensors nor vision still provides the same larger penalty of +15.
  • The base vision and sensor ranges have also been increased considerably to compensate for the reduced amount of accuracy sources. The table below shows the new base values.
Sensors
Unit Type Old Base Range New Base Range
Mech 510 900
Trooper 390 450
Vehicle 450 810
Turret 540 810
Vision
Light Level Old Base Range New Base Range
Bright 1200 1800
Dim 600 900
Dark (Only decreased value) 300 150

Initiative[]

  • The penalty for reserving during a unit's activation has been increased, resulting in lower initiative at its next activation. The penalty has changed from the range of -2 to -6 to the new range of -4 to -12.
  • The randomness range applied to initiative rolls has already been slightly increased, from the previous -2 to -6 randomness factor applied to the next activation to the new range of -4 to -12.

Career[]

The chosen Monthly upkeep level will now modify med/mechtech rating by a percentage of the current value, instead of a flat modifier. This will keep the choice relevant throughout the whole game. Some modifiers for this have been added to Argo upgrades.

Argo[]

The Argo Beta/Gamma pod upgrades will only be able to be acquired on Manufacturing planets. To start the upgrade an appointment item has to be bought from the system shop, and players can then choose how much C-bills they want to spend on the upgrade. Opting for a lower upgrade funding will lead to the possibility of negative events around the upgrade later on in the game.

Salvage[]

All Kill Team units will now be salvage-unique, meaning players can only have one of each unit assembled at a time. Attempting to assemble a second will (as with other unique units) instead results in a generic base unit being assembled.

Map[]

  • The galaxy map has been updated to improve some bottlenecks for navigation through the universe as well as open new gameplay opportunities.
  • A new map Era will also be introduced shortly after the release, of course including the relevant factions of that timeline, and will be used for the new RTO season.

Wartech IIC[]

The offline map mode has been updated to the latest version, which should improve performance and fix some issues. This new version also adds support for custom mini-campaigns inside the career, something we might look into in the future.

Native Linux users on Steam no longer need compatibility mode (-compat-force-slr off).


Detailed Changes[]

This section will try and present most changes as detailed as possible, except when the changes are so extensive that there is no good way to list them (e.g. the crit chance changes).

Since this section will be very long a lot of it us automatically generated and might therefore describe or list some changes incorrectly.

  • AP Gauss Rifle Battery (Unique variant) - The previous variant of the AP Gauss Rifle Battery, kept at its former 6 slots and 4 tons. Keeps all x1 - x8 firing modes. Can not be salvaged.
    • Three 'Mechs carry it: Juggernaut JG-R9T14, Juggernaut 'Jynn' and Shadow Hawk LAM 'Bird of Prey'.
  • Pirate Bombast Laser - The previous iteration of the Bombast Laser, now turned into a pirate weapon. Three firing modes:
    • STD - 60 damage, generates 30 heat.
    • RANGE - 50 damage, generates 30 heat. Increases range by 60/120/180/210.
    • DMG - 75 damage, generates 40 heat. Reduces range by -60/-120/-180/-210. -1 accuracy and +1 recoil.

  • Ammo ArrowIV HEAP - The inheritor of the previous Ammo ArrowIV Guided. Reduces standard damage by -60% standard damage for 30 armor penetrating damage. Area of Effect range is 60 m of 15 damage. Costs 3 000 per missile or 15 000 for a box. Available as salvage from a bunch of units and shops.
  • Ammo ArrowIV Homing - The new guided mode ammunition. -40% direct damage. Allows firing both direct and indirect same round. +1 accuracy bonus when the target is under a TAG effect, -100 accuracy otherwise. AoE range of 40 with 33 damage. Misses targets extra wide. Costs 3 000 per missile / 15 000 per box. Available as salvage from a bunch of units and shops.
  • Ammo Long Tom Copperhead - The new guided mode ammunition. -40% direct damage. Allows firing both direct and indirect same round. +1 accuracy bonus when the target is under a TAG effect, -100 accuracy otherwise. AoE range of 50 with 50 damage. Misses targets extra wide. Costs 3 000 per missile / 15 000 per box. Available as salvage from a bunch of units and shops.
  • Ammo SRM Ripper - New SRM ammunition focused on Through Armor Damage (TAD). Has a -1 accuracy penalty and -50% base damage, but adds 3 AP damage. Costs 202 per missile and 67 500 for a box. Available only in shops.
  • Ammo Sniper Copperhead - The new guided mode ammunition. -40% direct damage. Allows firing both direct and indirect same round. +1 accuracy bonus when the target is under a TAG effect, -100 accuracy otherwise. AoE range of 40 with 33 damage. Misses targets extra wide. Costs 900 per missile / 9 000 for a box. Available as salvage from a bunch of units and shops.
  • Ammo Thumper Copperhead - The new guided mode ammunition. -40% direct damage. Allows firing both direct and indirect same round. +1 accuracy bonus when the target is under a TAG effect, -100 accuracy otherwise. AoE range of 30 with 25 damage. Misses targets extra wide. Costs 450 per missile / 6 750 per box. Available as salvage from a bunch of units and shops.
  • Ammo TBM 5 Guided - The new guided mode ammunition. -25% direct damage. Allows firing both direct and indirect. +2 accuracy bonus when the target is under a TAG effect, -100 accuracy otherwise. Misses targets extra wide. Costs 225 per missile / 75 000 per box. Available as salvage from a bunch of units and shops.
  • Ammo TBM 5 SAM - New Anti-Air Thunderbolt ammunition. Has +4 accuracy against fliers (-2 against other targets). Reduces direct damage by 20% for 5 armor penetrating damage. AMS has -20% intercept chance against them.
  • Ammo TBM 10 Guided - The new guided mode ammunition. -25% direct damage. Allows firing both direct and indirect. +2 accuracy bonus when the target is under a TAG effect, -100 accuracy otherwise. Misses targets extra wide. Costs 450 per missile / 75 000 per box. Available as salvage from a bunch of units and shops.
  • Ammo TBM 10 SAM - New Anti-Air Thunderbolt ammunition. Has +4 accuracy against fliers (-2 against other targets). Reduces direct damage by 20% for 10 armor penetrating damage. AMS has -20% intercept chance against them.
  • Ammo TBM 15 Guided - The new guided mode ammunition. -25% direct damage. Allows firing both direct and indirect. +2 accuracy bonus when the target is under a TAG effect, -100 accuracy otherwise. Misses targets extra wide. Costs 675 per missile / 75 000 per box. Available as salvage from a bunch of units and shops.
  • Ammo TBM 15 SAM - New Anti-Air Thunderbolt ammunition. Has +4 accuracy against fliers (-2 against other targets). Reduces direct damage by 20% for 15 armor penetrating damage. AMS has -20% intercept chance against them.
  • Ammo TBM 20 Guided - The new guided mode ammunition. -25% direct damage. Allows firing both direct and indirect. +2 accuracy bonus when the target is under a TAG effect, -100 accuracy otherwise. Misses targets extra wide. Costs 900 per missile / 75 000 per box. Available as salvage from a bunch of units and shops.
  • Ammo TBM 20 SAM - New Anti-Air Thunderbolt ammunition. Has +4 accuracy against fliers (-2 against other targets). Reduces direct damage by 20% for 20 armor penetrating damage. AMS has -20% intercept chance against them.

  • Aphrodite Attachment - New weapon attachment for Thunderbolt launchers. Adds +1 direct accuracy when enabled. Only direct attacks are allowed. Weapon works in Streak mode, no ammo will be spent unless the hit roll is a success. Works with all ammunition except Guided.
  • BA Remote Sensor Dispenser - New Battle Armor specific activatable equipment. When activated acts like an advanced probe, pinging nearby units for 2 rounds.
  • BC Convergence - New Battle Computer, gives a +20% bonus to all called shots.
  • Experimental Ballistic Reinforced - New armor. Special version of the standard Ballistic Reinforced which uses only 4 dynamic slots instead of 9. Instead gives a bit less bonuses and weighs and costs a bit more. Not salvageable, but drops the standard Ballistic Reinforced instead.
  • FCS Adv TC Headshot - New FCS that allows headshots and breaching shots. +1 accuracy for offensive shots. -20% Jam Chance. +20% for called shots. Not salvageable, can be found on the following four 'Mechs:
    • Awesome AWS-10KM 'Cameron'
    • Crab CRB-S
    • Juggernaut JG-R9T14 'The Dreadnought'
    • Marauder II 'Bounty Hunter'

  • Aquilla Aerospace Fighter
  • Corsair Aerospace Fighter 12D
  • Corsair Aerospace Fighter V12M
  • Corsair Aerospace Fighter V18
  • Corsair Aerospace Fighter V18
  • Defiance Aerospace Fighter
  • Defiance Aerospace Fighter A
  • Defiance Aerospace Fighter B
  • Defiance Aerospace Fighter C
  • Defiance Aerospace Fighter D
  • Goth Prime Aerospace Fighter C
  • Gotha Aerospace Fighter 100
  • Gotha Aerospace Fighter 600
  • Hellcat II Aerospace Fighter 213C
  • Hellcat II Aerospace Fighter 215
  • Jagatai Aerospace Fighter D
  • Jagatai Aerospace Fighter E
  • Jagatai Aerospace Fighter X
  • Lightning Aerospace Fighter G16D
  • Lightning Aerospace Fighter G16L
  • Lightning Aerospace Fighter G16O
  • Lightning Aerospace Fighter G16S
  • Lightning Aerospace Fighter G16T
  • Lucifer Aerospace Fighter C
  • Lucifer Aerospace Fighter III
  • MechBuster
  • MechBuster Laser
  • MechBuster LB
  • MechBuster SRM
  • MechBuster 'SeaBuster'
  • Morgenstern Aerospace Fighter
  • Morgenstern Aerospace Fighter A
  • Morgenstern Aerospace Fighter B
  • Morgenstern Aerospace Fighter C
  • Morgenstern Aerospace Fighter D
  • Morgenstern Aerospace Fighter E
  • Oni ON-1 Aerospace Fighter
  • Oni ON-2 Aerospace Fighter
  • Samurai Aerospace Fighter SL-27
  • Shilone Aerospace Fighter 18
  • Stingray Aerospace Fighter F95
  • Stingray Aerospace Fighter F96
  • Troika Aerospace Fighter
  • Troika Aerospace Fighter 4U
  • Troika Aerospace Fighter 6T
  • Troika Aerospace Fighter 7T
  • Turk Aerospace Fighter D
  • Turk Aerospace Fighter E
  • Tyre Aerospace Fighter 3
  • Visigoth Aerospace Fighter D
  • Visigoth Aerospace Fighter E
  • Wusun Aerospace Fighter A
  • Wusun Aerospace Fighter B
  • Wusun Aerospace Fighter C
  • Wusun Aerospace Fighter D

  • Araña 1 - New official 40-ton Quad Industrial Mech. Republic Era.
  • Arbiter ARB-001r - New official variant. Jihad era.
  • Commando COM-2DC - New unofficial variant with a C3 slave instead of a Medium Laser. Clan invasion era.
  • Dragon Fire - 4 new official variants:
    • DGR-5F - Dark Ages era.
    • DGR-7K - Dark Ages era.
    • DGR-9D - Dark Ages era.
    • DGR-4/6N - Dark Ages era.
  • Quasit - New official 45-ton Industrial Mech. Three variants:
    • QUA-51T - Clan Invasion era.
    • QUA-51M - Jihad era.
    • QUA-51P - Jihad era.
  • Starhawk Prime - New official 70-ton Clan OmniMech. Clan Invasion era.
  • Marauder MAD-B 'Blight' - New MWO variant. Unique, Jihad era.
  • Phoenix Hawk L PXH-11K2 - New variant. Republic era, requires Heavy Metal DLC.

  • Cloud Buster CB-AA-TS - New variant. Clan Invasion era.
  • Galleon GAL-105 - New variant. Dark Ages era.
  • Goblin III ISV - New variant. Dark Ages era.
  • Huitzilopochtli (LRM) - New variant. Dark Ages era.
  • Huitzilopochtli (SLRM) - New variant. Dark Ages era.
  • J.Edgar - New SLDF variant. Clan Invasion era.
  • Padilla (AMS) (Thumper) - New variant. Dark Ages era.
  • Partisan AAA (CC) - New variant. Clan Invasion era.
  • Partisan (S-TBM) - New variant. Clan Invasion era.
  • Partisan Heavy Tank (Refit) - New variant. Clan Invasion era.
  • Partisan Heavy Tank (XL-LGR) - New variant. Dark Ages era.
  • Pegasus PG-2Ma - New variant. Civil War era.
  • Predator TD (iHGR) - New variant. Dark Ages era.
  • Schildkröte SLD-K40 - New variant. Dark Ages era.
  • Schildkröte SLD-K64 - New variant. Dark Ages era.
  • Striker Mk.3-S - New variant. Dark Ages era.
  • Heavy S-TBM/10 Carrier - New variant. Jihad era.
  • Heavy S-TBM/15 Carrier - New variant. Jihad era.
  • S-TBM/20 Carrier - New variant. Jihad era.
  • Partisan AAA (Cell) - New variant. Jihad era.
  • Mamono IFV (PC) - New variant. Republic era.
  • Mamono IFV (VSPL) - New variant. Republic era.
  • Partisan (FC-ELRM) - New variant. Republic era.
  • Vedette (Armor) - New variant. Republic era.
  • Brutus ATB-75CL - New variant. Part of Operation Revival optional install.
  • Devastator II - New superheavy tank.

  • Centurion CN11-H
  • Hellhound 'Ghost Prawler'
  • Mad Cat III Z
  • Raptor II RPT-2L
  • Ryoken II S

  • Ammo HMG [AP] - Removed as part of the Machine Gun rework.
  • Ammo HMG [HE] - Removed as part of the Machine Gun rework.
  • Ammo MG [AP] - Removed as part of the Machine Gun rework.
  • Ammo MG [HE] - Removed as part of the Machine Gun rework.
  • Ammo LMG [AP] - Removed as part of the Machine Gun rework.
  • Ammo LMG [CL] - Removed as part of the Machine Gun rework.
  • Ammo LMG [HE] - Removed as part of the Machine Gun rework.
  • Ammo LRM Swarm-I - Removed as part of the missile and accuracy reworks.
  • Ammo LRM Swarm-I [Half] - Removed as part of the missile and accuracy reworks.
  • Ammo MRM IMP - Removed as part of the missile and accuracy reworks.
  • Ammo MRM IMP [Half] - Removed as part of the missile and accuracy reworks.
  • Ammo TBM 5 HE - Removed as part of the missile and accuracy reworks.
  • Ammo TBM 10 HE - Removed as part of the missile and accuracy reworks.
  • Ammo TBM 15 HE - Removed as part of the missile and accuracy reworks.
  • Ammo TBM 20 HE - Removed as part of the missile and accuracy reworks.
  • BC Headshot - Removed as part of the headshot rework.
  • Centrospheric Flywheel / + / + + - Was too strong, made superheavy 'Mechs able to run around like heavy ones.
  • FCS Artemis II - Removed as part of the missile and accuracy reworks.
  • FCS Artemis III - Removed as part of the missile and accuracy reworks.
  • FCS Indirect 2 - Removed as part of the missile and accuracy reworks.

A general cleanup has been made of "flavor" subvariants of common weapons. This makes it easier to balance things, not having to consider all these variants with slightly quirky differences and also makes it easier for players not to have to remember what is special with each subvariant.

  • AC/2 Defiance
  • AC/2 Imperator
  • AC/5 Defiance
  • AC/5 Imperator
  • AC/10 Defiance
  • AC/10 Imperator
  • AC/20 Defiance
  • AC/20 Imperator
  • ER L Laser Blankenburg
  • ER M Laser Magna
  • ER PPC Magna
  • ER PPC Tiegart
  • ER S Laser BlazeFire
  • ER S Laser Diverse Optics
  • Flamer Hotshot
  • Gauss Rifle M7
  • Large Laser ExoStar
  • 'Large Laser Intek
  • Large Laser Magna
  • LRM-5 (Delta)
  • LRM-5 (LongFire)
  • LRM-5 (Zeus)
  • LRM-10 (Delta)
  • LRM-10 (LongFire)
  • LRM-10 (Zeus)
  • LRM-15 (Delta)
  • LRM-15 (LongFire)
  • LRM-15 (Zeus)
  • LRM-20 (Delta)
  • LRM-20 (LongFire)
  • LRM-20 (Zeus)
  • Medium Laser ExoStar
  • Medium Laser Magna
  • PPC Defiance
  • PPC Tiegart
  • Small Laser ExoStar
  • Small Laser Intek
  • Small Laser Magna
  • SRM-2 (Irian)
  • SRM-2 (Valiant)
  • SRM-4 (Irian)
  • SRM-4 (Valiant)
  • SRM-6 (Irian)
  • SRM-6 (Valiant)

  • Battle of Tukayyid - This flashpoint has long had issues and is disabled for this reason.

  • Removed several buffs, including increased sensor and vision range and reduced AA Factor. These were no longer deemed necessary with other changes introduced, but can always be introduced at a lower scale if the AI turns out a bit weak.
  • Tweaked other AI-specific buffs to reduce their inherent movement speed bonus and damage reduction.
  • AI median resolve has been lowered from 75 to 40, meaning they will take a bit longer to be able to use some abilities.

  • Anarchist - Removed +1 evasion ignore bonus to flamers and machine guns.
  • Armed to the Teeth - Removed +1 accuracy bonus.
  • AutoCannon Mastery - Autocannon recoil bonus changed from -2 to -1.
  • Brawler - Minimum range accuracy bonus changed from +4 to +2.
  • Close Quarters Specialist - Medium range accuracy bonus changed from +2 to +1. Short range accuracy bonus changed from +4 to +2. Minimum range accuracy bonus changed from +8 to +4.
  • Defender - Guts bonus changed from +2 to +1. Bonus is without stack limit.
  • Eagle Eye - Gauss accuracy bonus changed from +2 to +1.
  • Firestarter - Heat damage bonus changed from +20% to +10% at 40 missions and +50% to +5% at 150 missions.
  • Flexibility - Piloting bonus changed from +2 to +1.
  • Gauss Mastery - Removed +1 evasion ignore bonus for Gauss weapons.
  • HandHeld Mastery - Handheld weapons and Physical melee attacks accuracy bonus changed from +2 to +1.
  • Hardened Plates (Fixed equipment affinity) - Through Armor Critical (TAC) immunity replaced by -10% TAC chance and -20% TAC damage taken.
  • Hardened Plates (Quirk affinity) - Renamed to Well-Built, to not be confused with the other versions with the same name.
  • Headhunter (NEW) - +1 called shot accuracy. Unlocked by FCS Headshot and FCS Adv TC Headshot.
  • Heavy Gunner (CT) - Center Torso accuracy bonus changed from +2 to +1.
  • Heavy Gunner (LT) - Left Torso accuracy bonus changed from +2 to +1.
  • Heavy Gunner (RT) - Right Torso accuracy bonus changed from +2 to +1.
  • Heavy Gunner (Front) - Front accuracy bonus changed from +2 to +1.
  • Heavy MRM Wizard - Heavy MRM accuracy bonus changed from +2 to +1. +3 to +2 at Medium Range.
  • Infantry Slayer - Removed the -1 recoil bonus.
  • Just a Flesh Wound - Pilot Health bonus changed from +3 to +1.
  • Laser Mastery - +1 Laser weapon evasion ignore bonus replaced by +100% critical chance with Laser weapons.
  • Left-handed Specialist - Left Arm accuracy bonus changed from +2 to +1.
  • Master Gunner - Helical Railgun Left/Right Torso accuracy bonus changed from +2 to +1.
  • Missile Boat - Removed +1 evasion ignore bonus.
  • Missile Defender - Removed 110 mission bonus, was +1 AMS damage.
  • Missile Defense - Removed +1 AMS damage bonus.
  • Missile Swarm Platform - Missile weapon accuracy bonus changed from +2 to +1.
  • Particular Mastery - PPC evasion ignore bonus changed from +2 to +1.
  • PPC Mastery - PPC evasion ignore bonus changed from +2 to +1.
  • Pedal to the Metal - +1 hex movement bonus replaced by +10% sprint.
  • Range Tracking - Extreme range accuracy bonus changed from +2 to +1.
  • Raxpert - RAC accuracy bonus changed from +2 to +1.
  • Runner - The previous effect of +30m movement was too strong, especially considering it was tied to items that already provided movement. The affinity has instead been renamed to Expert Runner, and now instead gives +2 Maximum Evasion, +1 Piloting.
  • Sharpshooter (Chassis) - Extreme, Long and Medium range accuracy bonus changed from +2 to +1.
  • Sharpshooter (Quirk) - Extreme range accuracy bonus changed from +3 to +1 and long range accuracy bonus changed from +2 to +1.
  • Shocktrooper - Right Arm accuracy bonus changed from +2 to +1.
  • Sniper - Extreme range accuracy bonus changed from +2 to +1.
  • Stabilized Weapons Platform - Removed entrenched after walking bonus.
  • Strength of the Faithful - Guts bonus changed from +2 to +1.
  • Superheavy Mover - +25m walk distance bonuses replaced with +25% run distance.
  • Superheavy Rotary Autocannon Virtuoso - SHRAC accuracy and evasion ignore bonuses changed from +2 to +1.
  • The Large Bore - +100% Gauss crit chance lowered to +75%.

The career difficulty settings have been reworked quite a bit.

The following setting no longer has an impact on career difficulty score: Contract Difficulty Variance

The following setting has been removed: MechWarrior Multiplier

Friendly Fire
Option Old Difficulty Modifier New Difficulty Modifier
Disabled -0.9 -1
Buildings Only -0.7 -1
Enemies Only -0.5 -1
Enemies/Neutral 0 -1
All +0.5 0
Parts for 'Mech Assembly (Only Changed)
Option Old Difficulty Modifier New Difficulty Modifier
3 -0.3 -0.5
4 -0.15 -0.25
8 +0.45 +0.5
Mech Recovery Chance (Only Changed)
Option Old Difficulty Modifier New Difficulty Modifier
60% -0.02 -0.04
Contract Payment
Option Old Difficulty Modifier New Difficulty Modifier Old Per Diff New Price Per Diff
Generous (150%) -0.2 -0.5 450 000 450 000
Normal (100%) 0 0.25 300 000 300 000
Stingy (67%) 0.2 0.5 150 000 200 000
Cheapskate (50%) 0.25 0.75 125 000 150 000


Salvage
Option Old Difficulty Modifier New Difficulty Modifier
Generous -0.5 -0.25
Normal 0 0.25
Stingy 0.5 0.5
Commander Experience Points
Option Old Difficulty Modifier New Difficulty Modifier
10 000 -0.02 -0.05
7 000 0 -0.02
3 500 0.01 0
1 750 0.02 0
Advanced MechWarriors
Option Old Difficulty Modifier New Difficulty Modifier
Often -0.02 -0.05
Normal 0 0
Rare 0.02 0
Lethality
Option Old Difficulty Modifier New Difficulty Modifier
Never -0.3 -1
Half -0.15 -0.5
Normal 0 0
Lethal +0.15 +0.25


Ronin Hire Chance
Option Old Difficulty Modifier New Difficulty Modifier
100% -0.1 -0.25
90% -0.08 -0.21
80% -0.06 -0.18
70% -0.04 -0.15
60% -0.02 -0.12
50% 0 -0.09
40% +0.02 -0.06
30% +0.05 -0.03
20% +0.08 0
10% +0.1 0
Never +0.5 0
Pilots per system
Option Old Difficulty Modifier New Difficulty Modifier
10 -0.05 -0.1
9 -0.04 -0.08
8 -0.03 -0.06
7 -0.02 -0.04
6 -0.01 -0.02
5 0 0
4 +0.03 0
3 +0.06 0
2 +0.09 0
1 +0.12 0
Pilot XP Per Mission (formerly MechWarrior Progression)
Old Option Name Option Old Difficulty Modifier New Difficulty Modifier
Fast Very High (350) -0.1 -0.2
Normal High (300) 0 -0.1
Slow Normal (250) +0.1 0
Very Slow Low (200) +0.2 +0.1
(New option) Very Low (150) - +0.2
MechWarrior Exponent
Option Old Difficulty Modifier New Difficulty Modifier
Fast -0.2 -0.3
Normal -0.1 -0.15
Slow 0 0
Very Slow +0.1 +0.15
Insane (New option) +0.3


Starting Money
Old option Option Old Difficulty Modifier New Difficulty Modifier
6 580 000 10 000 000 -0.1 -0.15
4 080 000 7 500 000 -0.07 -0.1
3 210 000 5 000 000 -0.03 -0.05
2 500 000 2 500 000 0 0
1 800 000 In Debt (-10 000) 0.1 0
Mech Bay Speed
Old option Option Old Difficulty Modifier New Difficulty Modifier
Fastest Quick -0.15 -0.2
Fast Normal -0.05 -0.1
Normal Slow +0.05 0
Hard Very Slow +0.15 +0.1
Mech Bay Armour Speed
Old option Option Old Difficulty Modifier New Difficulty Modifier Old Armor per Tech Point New Armor per Tech Point
Easy Quick (60%) -0.1 -0.3 30 30
Quick Normal (100%) -0.05 0 45 50
Normal Slow (150%) 0 +0.15 70 75
VeryHard Very Slow (200%) +0.1 +0.3 100 100
Mech Bay CBILLS
Option Old Difficulty Modifier New Difficulty Modifier
Quick (50%) -0.1 -0.25
Normal (100%) 0 0
Expensive (200%) +0.1 +0.25


Shop Selling Prices
Option Old Difficulty Modifier New Difficulty Modifier
5% +0.08 +0.2
6% +0.07 +0.16
7% +0.06 +0.13
8% +0.05 +0.1
9% +0.04 +0.08
10% +0.03 +0.06
11% +0.02 +0.04
12% +0.01 +0.02
13% 0 0
14% -0.01 -0.02
15% -0.02 -0.04
16% -0.03 -0.06
17% -0.04 -0.08
18% -0.05 -0.1
Scrap Return Values
Option Old Difficulty Modifier New Difficulty Modifier
5% +0.08 +0.1
6% +0.07 +0.08
7% +0.06 +0.06
8% +0.05 +0.05
9% +0.04 +0.04
10% +0.03 +0.03
11% +0.02 +0.02
12% +0.01 +0.01
13% 0 0
14% -0.01 -0.01
15% -0.02 -0.02
16% -0.03 -0.03
17% -0.04 -0.04
18% -0.05 -0.05

  • The maximum modifier of size difference between attacker and target (also known as Size Matters) has been reduced from 5 to 4.
  • Fixed issue with called shot not applying all to-hit modifiers.
  • Reduced accuracy modifier penalty after jumping from -3 to -2.
  • The accuracy penalty after standing up has been lowered from -5 to -2.
  • Max resistance to ejection has been lowered from 95% to 90%.
  • Minimum crit chance has been lowered from 50% to 40%.
  • Penalties when reaching various levels of panic have been changed as follows
    • Unsettled - Aim modifier changed from -1 to 0.
    • Stressed - Aim unchanged at -1. To hit changed from -1 to 0.
    • Panicked - Both aim and to hit changed from -2 to -1.
  • Damage reduction for attacks has been adjusted as follows:
    • Solid - Remains at 100%.
    • Normal - Changed from 80% to 90%.
    • Glancing - Changed from 60% to 80%.
    • Ineffective - Changed from 40% to 70%.
  • The effects of destroyed leg actuators have been fixed and should now leave the penalty for the rest of the battles. The movement penalty values have been changed as follows:
    • Hip - Walk Speed reduction by -40%.
    • Upper Leg - Walk Speed reduction by -10%.
    • Lower Leg - Walk Speed reduction by -10%.
    • Foot - Walk Speed reduction by -10%.
  • The pathing values for several weight classes have been tweaked, resulting in slightly different capabilities of traversing up and down steep slopes.

Hit Locations[]

Hit location chances have been changed as follows:

Attack from Front of Mech
Hit Location Old Chance New Chance
Head 1.25% 2%
Left Arm 12.5% 14%
Left Torso 17.5% 14%
Center Torso 20% 20%
Right Torso 17.5% 14%
Right Arm 17.5% 14%
Left Leg 10% 11%
Right Leg 10% 11%
Attack from Left of Mech
Hit Location Old Chance New Chance
Head 1.1% 2%
Left Arm 31.5% 25%
Left Torso 31.5% 21%
Center Torso 4.5% 14%
Right Torso 0% 11%
Right Arm 0% 2%
Left Leg 31.5% 20%
Right Leg 0% 5%
Attack from Right of Mech
Hit Location Old Chance New Chance
Head 1.1% 2%
Left Arm 0% 2%
Left Torso 0% 11%
Center Torso 4.5% 14%
Right Torso 31.5% 21%
Right Arm 31.5% 25%
Left Leg 0% 5%
Right Leg 31.5% 20%
Attack from Behind of Mech
Hit Location Old Chance New Chance
Head 0% 2%
Left Arm 6.5% 14%
Left Torso (Rear) 22.6% 14%
Center Torso (Rear) 25.8% 20%
Right Torso (Rear) 22.6% 14%
Right Arm 6.5% 14%
Left Leg 8% 11%
Right Leg 8% 11%
Attack at Prone Mech
Hit Location Old Chance New Chance
Head 1% 2%
Left Arm 8.2% 14%
Left Torso 16.5% 14%
Center Torso 33% 20%
Right Torso 16.5% 14%
Right Arm 8.2% 14%
Left Leg 8.2% 11%
Right Leg 8.2% 11%


Attack from Front of Vehicle
Hit Location Old Chance New Chance
Turret 11.9% 16%
Front 33.9% 60%
Left Side 27.1% 12%
Right Side 27.1% 12%
Rear 0% 0%
Attack from Left of Vehicle
Hit Location Old Chance New Chance
Turret 11.5% 16%
Front 32.3% 12%
Left Side 51.6% 60%
Right Side 0% 0%
Rear 3.2% 12%
Attack from Right of Vehicle
Hit Location Old Chance New Chance
Turret 8.5% 16%
Front 33.9% 12%
Left Side 0% 0%
Right Side 54.2% 60%
Rear 3.4% 12%
Attack from Back of Vehicle
Hit Location Old Chance New Chance
Turret 11.9% 16%
Front 0% 0%
Left Side 27.1% 12%
Right Side 27.1% 12%
Rear 33.9% 60%
Attack from Above of Vehicle
Hit Location Old Chance New Chance
Turret 7.8% 32%
Front 25.6% 17%
Left Side 20.5% 17%
Right Side 20.5% 17%
Rear 20.5% 17%
Artillery Attack at Vehicle
Hit Location Old Chance New Chance
Turret 7% 32%
Front 28.6% 17%
Left Side 22.9% 17%
Right Side 22.9% 17%
Rear 11.4% 17%

Abilities[]

  • Gunnery - Each point now lowers jam chance by -0.5% instead of -1%, scaling from -0.5% to -5%.
  • Leadfoot (Guts 5) - Removed the one hex extra movement bonus for vehicles. The +1 hex sprint bonus remains.
  • Phantom' (Piloting 8) - Added immunity to indirect attacks during activation (2 turns).

Backgrounds / Company Type[]

  • Mercenary (Background) - Commando COM-7Y2 'Blazing Inferno replaced by Commando COM-2D2 in the loot box list.
  • Officer (Background) - The Oracle ACMV was just too strong and has been replaced by a Mobile HQ (C3M).
  • Brads & Bulls (Company Type) - Starting unit list no longer includes Commando COM-7Y2 'Blazing Inferno, Blackjack BJ-1 / BJ-1DB / BJ-1X or Bishamion BSN-3K.
  • Milita (Company Type) - Starting unit list no longer includes Burro II CT.
  • Flight School Instructor (Background) - Removed the Vulture Gunship (HVAC/2) from the lootbox list.

Contracts / Flashpoints[]

  • The Raid (Flashpoint) - Fixed difficulty of contracts to match the difficulty of the flashpoint itself.
  • Scramble! (Contract) - Added new alternate version of the contract.
  • An Urgent Matter (Contract) - Added new alternate version of the contract.
  • Scramble! (Contract) - Player drop limit increased from 400 to 600 tons. Added new alternate version of the contract.

Events[]

  • More fixes to Aircademy event chain to teach MechWarriors the VTOL piloting skill.
  • RGoBoom - Reworked the event chains, should now be more stable. These are the events where unexpected maintenance-related things happen on the Argo
  • The reward tables for many events have been tweaked.

MechWarrior[]

  • Lady Alekto - Fixed incorrect ability tooltip, the air strike costs 15 000, not 125 000 as previously claimed.
  • Always Blamed (Pilot Quirk) - +1 hex walk movement replaced by +20% walk speed. Das has this quirk.
  • First Lord (Pilot Quirk) - +1 hex walk movement replaced by +20% walk speed. McDookie has this quirk.
  • High Khan KO (Pilot Quirk) - AA factor bonus changed from +60% to +40%. Majorian has this quirk.
  • IlChi Overdrive (Pilot Quirk) - +1 hex walk movement replaced by +20% walk speed. Rime Lynn has this quirk.
  • JSON Monkey' (Pilot Quirk) - Removed entrenched after walking bonus. Lady Alekto and Cargo Vroom have this quirk.
  • Ranger's Edge (Pilot Quirk) - +1 hex walk movement replaced by +20% walk speed. Rieper has this quirk.
  • Support Rangler (Pilot Quirk) - +1 hex walk movement replaced by +20% walk speed. Roguebot I and Roguebot II have this quirk.

Voice Packs[]

  • Added new IS MechWarrior voice pack. Special thanks to Yuntow for providing the voice.
  • Fixed display name on several voice packs to fit in the corresponding name boxes in the GUI.

  • Lower Arm
    • Added effect: location evasive pips ignored with value +1.
    • Removed effect: location accuracy of +1.
  • OmniPod Lower Arm
    • Added effect: location evasive pips ignored with value +1.
    • Removed effect: location accuracy of +1.
  • Upper Recoil +
    • Changed location recoil from -1 to -2.
    • Removed effect: location accuracy of +1.
  • Weapon Armature
    • Added effect: location evasive pips ignored with value +2.
    • Removed effect: location accuracy of +2.
  • Weapon Mount Accuracy
    • Added effect: location evasive pips ignored with value +2.
    • Removed effect: location accuracy of +2.
  • Weapon Mount Heat
    • Added effect: location evasive pips ignored with value +1.
    • Removed effect: location accuracy of +1.
  • Weapon Mount Recoil
    • Added effect: location evasive pips ignored with value +1.
    • Removed effect: location accuracy of +1.

  • Ammo AC/10 QS [VALU] - Changed ammo capacity from 27 to 24.
  • Ammo AC/10 [AP] - Changed ammo capacity from 6 to 5.
  • Ammo AC/10 [DBL] - Changed ammo capacity from 25 to 22.
  • Ammo AC/10 [INC] - Renamed to Ammo AC/10 [INF].
  • Ammo AC/10 [PRE] - Changed ammo capacity from 6 to 5.
  • Ammo AC/2 - Changed ammo capacity from 30 to 45.
  • Ammo AC/2 Flak - Changed ammo capacity from 30 to 45.
  • Ammo AC/2 QS [VALU] - Changed ammo capacity from 80 to 71.
  • Ammo AC/2 [AP] - Changed ammo capacity from 20 to 23.
  • Ammo AC/2 [CL] - Changed ammo capacity from 60 to 90.
  • Ammo AC/2 [DBL] - Changed ammo capacity from 75 to 100.
  • Ammo AC/2 [Half] - Changed ammo capacity from 15 to 23.
  • Ammo AC/2 [INC] - Renamed to Ammo AC/2 [INF]. Changed ammo capacity from 30 to 45.
  • Ammo AC/2 [PRE] - Changed ammo capacity from 20 to 23.
  • Ammo AC/2 [SAFE] - Changed ammo capacity from 23 to 32.
  • Ammo AC/2 [Slug] - Changed ammo capacity from 30 to 45.
  • Ammo AC/20 QS [VALU] - Changed ammo capacity from 14 to 13.
  • Ammo AC/20 [DBL] - Changed ammo capacity from 12 to 11.
  • Ammo AC/20 [INC] - Renamed to Ammo AC/20 [INF].
  • Ammo AC/5 QS [VALU] - Changed ammo capacity from 55 to 49.
  • Ammo AC/5 [AP] - Changed ammo capacity from 13 to 10.
  • Ammo AC/5 [DBL] - Changed ammo capacity from 50 to 42.
  • Ammo AC/5 [INC] - Renamed to Ammo AC/5 [INF].
  • Ammo AC/5 [PRE] - Changed ammo capacity from 13 to 10.
  • Ammo AMS [DBL] - Changed ammo capacity from 500 to 450.
  • Ammo Chemical Large - Changed ammo capacity from 16 to 10.
  • Ammo Chemical Large [DBL] - Changed ammo capacity from 40 to 22.
  • Ammo HMG - Changed ammo capacity from 400 to 100.
  • Ammo HMG [DBL] - Changed ammo capacity from 1000 to 225.
  • Ammo HMG [Half] - Changed ammo capacity from 200 to 50.
  • Ammo HMG [INC] - Changed cost per ammo from 20 to 30, ammo capacity from 400 to 100.
  • Ammo HMG [SAFE] - Changed cost per ammo from 13 to 10, ammo capacity from 320 to 80.
  • Ammo HMG [TRC] - Changed cost per ammo from 20 to 25, ammo capacity from 400 to 100.
  • Ammo Heavy Gauss [DBL] - Changed ammo capacity from 10 to 9.
  • Ammo Hyper Gauss [DBL] - Changed ammo capacity from 30 to 27.
  • Ammo LBX/20 CLUSTER [DOUBLE] - Changed ammo capacity from 12 to 11.
  • Ammo LBX/20 SLUG [DOUBLE] - Changed ammo capacity from 12 to 11.
  • Ammo LMG - Changed ammo capacity from 800 to 200.
  • Ammo LMG [DBL] - Changed ammo capacity from 2000 to 450.
  • Ammo LMG [Half] - Changed ammo capacity from 400 to 100.
  • Ammo LMG [INC] - Changed cost per ammo from 5 to 9, ammo capacity from 800 to 200.
  • Ammo LMG [SAFE] - Changed ammo capacity from 640 to 160.
  • Ammo LMG [TRC] - Changed ammo capacity from 800 to 200, cost per ammo from 5 to 6.
  • Ammo LRM QS [VALU] - Changed ammo capacity from 317 to 297.
  • Ammo LRM Tandem - Changed ammo capacity from 80 to 60.
  • Ammo LRM Tandem [Half] - Changed ammo capacity from 40 to 30.
  • Ammo LRM [DBL] - Changed ammo capacity from 300 to 270.
  • Ammo Light Gauss [DBL] - Changed ammo capacity from 40 to 36.
  • Ammo LongTom -> Renamed to Ammo Long Tom.
  • Ammo LongTom Inferno -> Renamed to Ammo Long Tom Inferno.
  • Ammo LongTom Thermobaric -> Renamed to Ammo Long Tom Thermobaric.
  • Ammo LongTom [Slug] -> Renamed to Ammo Long Tom Slug.
  • Ammo MG - Changed ammo capacity from 800 to 200.
  • Ammo MG [DBL] - Changed ammo capacity from 2000 to 450.
  • Ammo MG [Half] - Changed ammo capacity from 400 to 100.
  • Ammo MG [INC] - Changed ammo capacity from 800 to 200.
  • Ammo MG [Quarter] - Changed ammo capacity from 200 to 50.
  • Ammo MG [SAFE] - Changed cost per ammo from 6 to 5, ammo capacity from 640 to 160.
  • Ammo MG [TRC] - Changed ammo capacity from 800 to 200.
  • Ammo MMS Tandem - Changed ammo capacity from 200 to 150.
  • Ammo MMS [DBL] - Changed ammo capacity from 750 to 675.
  • Ammo MRM AX - Changed ammo capacity from 240 to 120.
  • Ammo MRM AX [Half] - Changed ammo capacity from 120 to 60.
  • Ammo MRM QS [VALU] - Changed ammo capacity from 660 to 594.
  • Ammo MRM Tandem - Changed ammo capacity from 160 to 120.
  • Ammo MRM Tandem [Half] - Changed ammo capacity from 80 to 60.
  • Ammo MRM [DBL] - Changed ammo capacity from 600 to 540.
  • Ammo MTR - Changed ammo capacity from 40 to 48.
  • Ammo MTR Acid - Changed ammo capacity from 40 to 48.
  • Ammo MTR Acid [Half] - Changed ammo capacity from 20 to 24.
  • Ammo MTR Airburst [Half] - Changed ammo capacity from 20 to 24.
  • Ammo MTR FASCAM - Changed ammo capacity from 40 to 48.
  • Ammo MTR FASCAM AX - Changed ammo capacity from 40 to 48.
  • Ammo MTR FASCAM [Half] - Changed ammo capacity from 20 to 24.
  • Ammo MTR Flare - Changed ammo capacity from 40 to 48.
  • Ammo MTR Flare [Half] - Changed ammo capacity from 20 to 24.
  • Ammo MTR Guided - Changed ammo capacity from 40 to 48.
  • Ammo MTR Guided [Half] - Changed ammo capacity from 20 to 24.
  • Ammo MTR Inferno - Changed ammo capacity from 40 to 48.
  • Ammo MTR Inferno [Half] - Changed ammo capacity from 20 to 24.
  • Ammo MTR Smoke - Changed ammo capacity from 40 to 48.
  • Ammo MTR Smoke [Half] - Changed ammo capacity from 20 to 24.
  • Ammo MTR [Half] - Changed ammo capacity from 20 to 24.
  • Ammo Narc Beacon - Changed ammo capacity from 12 to 6.
  • Ammo Narc Explosive - Changed ammo capacity from 12 to 6.
  • Ammo Narc Stickybomb - Changed ammo capacity from 12 to 6.
  • Ammo Plasma [DBL] - Changed ammo capacity from 25 to 22.
  • Ammo RAC/10 [DBL] - Changed ammo capacity from 25 to 22.
  • Ammo RAC/2 - Changed ammo capacity from 60 to 45.
  • Ammo RAC/2 Flak - Changed ammo capacity from 60 to 45.
  • Ammo RAC/2 RISC - Changed ammo capacity from 30 to 45.
  • Ammo RAC/2 RISC SAFE - Changed ammo capacity from 22 to 36.
  • Ammo RAC/2 RISC [CL] - Changed ammo capacity from 50 to 90.
  • Ammo RAC/2 RISC [DBL] - Changed ammo capacity from 72 to 100.
  • Ammo RAC/2 RISC [Half] - Changed ammo capacity from 15 to 23.
  • Ammo RAC/2 [AP] - Changed ammo capacity from 40 to 23.
  • Ammo RAC/2 [CL] - Changed ammo capacity from 120 to 90.
  • Ammo RAC/2 [DBL] - Changed ammo capacity from 150 to 100.
  • Ammo RAC/2 [Half] - Changed ammo capacity from 30 to 23.
  • Ammo RAC/2 [INC] - Changed ammo capacity from 60 to 45.
  • Ammo RAC/2 [PRE] - Changed ammo capacity from 40 to 23.
  • Ammo RAC/2 [Slug] - Changed ammo capacity from 60 to 45.
  • Ammo RAC/20 [DBL] - Changed ammo capacity from 12 to 11.
  • Ammo RAC/5 Flak - Changed ammo capacity from 30 to 20.
  • Ammo RAC/5 RISC SAFE - Changed ammo capacity from 15 to 16.
  • Ammo RAC/5 RISC [CL] - Changed ammo capacity from 30 to 40.
  • Ammo RAC/5 RISC [DBL] - Changed ammo capacity from 50 to 44.
  • Ammo RAC/5 [AP] - Changed ammo capacity from 20 to 10.
  • Ammo RAC/5 [CL] - Changed ammo capacity from 60 to 40.
  • Ammo RAC/5 [DBL] - Changed ammo capacity from 75 to 44.
  • Ammo RAC/5 [Half] - Changed ammo capacity from 15 to 10.
  • Ammo RAC/5 [INC] - Changed ammo capacity from 30 to 20.
  • Ammo RAC/5 [PRE] - Changed ammo capacity from 20 to 10.
  • Ammo RAC/5 [Slug] - Changed ammo capacity from 30 to 20.
  • Ammo RAPLBGR Gauss [DBL] - Changed ammo capacity from 80 to 72.
  • Ammo Sniper [Slug] -> Renamed to Ammo Sniper Slug.
  • Ammo SRM AX - Changed ammo capacity from 100 to 60.
  • Ammo SRM AX [Half] - Changed ammo capacity from 50 to 30.
  • Ammo SRM QS [VALU] - Changed ammo capacity from 264 to 248.
  • Ammo SRM Tandem - Changed ammo capacity from 66 to 50.
  • Ammo SRM Tandem [Half] - Changed ammo capacity from 33 to 25.
  • Ammo SRM [DBL] - Changed ammo capacity from 250 to 225.
  • Ammo TBM-5 x4 [Bay] - Renamed to Ammo TBM-5 x6 [Bay]. Changed ammo capacity from 4 to 6.
  • Ammo Thumper [Slug] -> Renamed to Ammo Thumper Slug.
  • Ammo UAC/10 [DBL] - Changed ammo capacity from 25 to 22.
  • Ammo UAC/2 [DBL] - Changed ammo capacity from 75 to 67.
  • Ammo UAC/20 [DBL] - Changed ammo capacity from 12 to 11.
  • Ammo UAC/5 [DBL] - Changed ammo capacity from 50 to 45.
  • Ammo iATM EMP - Changed cost per ammo from 187 to 280.
  • Ammo iATM EMP [Half] - Changed cost per ammo from 187 to 280.

  • Ballistic Reinforced - Set dynamic reserved slots to 9.
  • Duralast QS
    • Added effect: AP critical chance to self with value -67%, AP damage taken multiplier to self with value x0.33.
    • Removed effect: Armor Penetration immunity.
  • Cloak of Hekate - Armor Penetration immunity will now persist even after armor is destroyed during a mission.
  • Exsecratio Armor - Removed effects: Armor Penetration immunity, hull breach immunity.
  • Ferro-Lamellor (C)
    • Added effect: AP damage taken multiplier to self with value x0.1, AP critical chance to self with value -80%.
    • Removed effect: Armor Penetration immunity.
  • Glazed (C)
    • Changed damage taken from energy weapons multiplier from x0.7 to x0.5.
    • Added effect: damage taken from kicks with value x2, instability taken from kicks with value x2, instability taken from punches with value x2, instability taken from physical weapons with value x2, AOE damage taken multiplier to self with value +1, instability taken from charges with value x2, damage taken from physical weapons with value x2, instability taken from DFA with value x2, damage taken from DFA with value x2, damage taken from punches with value x2, damage taken from charges with value x2, AP critical chance to self with value 33%, AP damage taken multiplier to self with value x1.2.
    • Removed effects: damage taken from ballistic weapons multiplier of x1.15, damage taken from missile weapons multiplier of x1.15.
  • Hardened
    • Added effect: AP critical chance to self with value -90%, Piloting skill with value -1, sprint modifier with value x0.8, AP damage taken multiplier to self with value x0.
    • Removed effects: Armor Penetration immunity, walk speed of -20%.
  • Hardened (C)
    • Added effect: Piloting skill with value -1, AP critical chance to self with value -30%, sprint modifier with value x0.8, AP damage taken multiplier to self with value x0.
    • Removed effects: Armor Penetration immunity, walk speed of -20%.
  • Hardened Ferro-Fibrous
    • Added effect: AP critical chance to self with value -45%, AP damage taken multiplier to self with value x0.50.
    • Removed effect: Armor Penetration immunity.
  • LAM Lamellor
    • Added effect: AP critical chance to self with value -70%, AP damage taken multiplier to self with value x0.2.
    • Removed effect: Armor Penetration immunity.
  • Reactive Plating
    • Changed damage taken from missile weapons multiplier from x0.8 to x0.5.
    • Added effect: AP critical chance to self with value -90%, AP damage taken multiplier to self with value x0.
    • Removed effects: Armor Penetration immunity, damage taken from ballistic weapons multiplier of x0.8.
  • Reactive Plating (C)
    • Changed damage taken from missile weapons multiplier from x0.8 to x0.5, dynamic reserved slots from 5 to 7.
    • Added effect: AP critical chance to self with value -90%, AP damage taken multiplier to self with value x0.
    • Removed effects: Armor Penetration immunity, damage taken from ballistic weapons multiplier of x0.8.
  • Reflective Coating
    • Changed damage taken from energy weapons multiplier from x0.7 to x0.5.
    • Added effect: damage taken from kicks with value x2, instability taken from kicks with value x2, instability taken from punches with value x2, instability taken from physical weapons with value x2, AOE damage taken multiplier to self with value +1, instability taken from charges with value x2, damage taken from physical weapons with value x2, instability taken from DFA with value x2, damage taken from DFA with value x2, damage taken from punches with value x2, damage taken from charges with value x2, AP critical chance to self with value 33%, AP damage taken multiplier to self with value x1.2.
    • Removed effects: damage taken from ballistic weapons multiplier of x1.1, damage taken from missile weapons multiplier of x1.1.
  • Sanctus Armor - Removed effects: Armor Penetration immunity, hull breach immunity.
  • Shiver Me Timbers
    • Added effect: AP damage taken multiplier to self with value x0.50, AP critical chance to self with value -50%.
    • Removed effect: Armor Penetration immunity.
  • Superheavy Ferro-Alloy - Removed effects: Armor Penetration immunity, hull breach immunity.

  • BC AA Targeting - Changed AA Factor from x1.75 to x1.5.
  • BC Clustering - Changed clustering modifier from +1 to +0.5.
  • BC Critical - Changed critical chance multiplier from x1.5 to x1.25.
  • BC Extreme Range - Changed extreme range bonus distance modifier from -2.0 to -1.0.
  • BC Heat - Changed heat generated from x0.9 to x0.95.
  • BC Long Range - Changed long range bonus distance modifier from -2.0 to -1.0.
  • BC Minimum Range - Changed minimum range accuracy modifier from +2 to +1.
  • BC Missile - Added effect: indirect accuracy with Missile weapons with value -1.
  • BC Optics - Removed effects: heat vision bonus of -1 accuracy per 40 heat on the target, reduced by every 60m distance, night vision.
  • BC Range
    • Changed minimum range from -50% to 10%.
    • Added effect: long range accuracy modifier with value x1.1.
  • BC Sniper - Added effect: long range accuracy modifier with value x1.5.
  • Laser Pulse Module - Changed cost from 100 000 to 200 000.

  • Armor - Added armor modifier of -30%.
  • BA Ammo Narc (2 shots) - Changed cost from 2 000 to 4 000.
  • BA Ammo Narc (4 shots) - Changed cost from 800 to 8 000.
  • Electric Discharge ProtoMech Armor - Added armor modifier of -30%.
  • Ferro-Fibrous - Added armor modifier of -30%.
  • Ferro-Fibrous (C) - Added armor modifier of -30%.
  • HarJel - Updated Activatable Component HarJel: Changed automatic armor repair from 7 to 10. Removed automatic structure repair with value 2.
  • Impact Resistant - Added armor modifier of -30%.
  • Improved Stealth - Changed visual signature multiplier from x0.7 to x0.8.
  • Improved Stealth (C) - Changed visual signature multiplier from x0.7 to x0.8.
  • Laser-Reflective - Added effect: damage taken from kicks with value x2, effect: instability taken from kicks with value x2, effect: instability taken from punches with value x2, effect: instability taken from physical weapons with value x2, effect: AOE damage taken multiplier to self with value +1, effect: instability taken from charges with value x2, effect: damage taken from physical weapons with value x2, effect: instability taken from DFA with value x2, effect: damage taken from DFA with value x2, effect: damage taken from punches with value x2, effect: damage taken from charges with value x2, effect: AP critical chance to self with value 33%, effect: AP damage taken multiplier to self with value x1.2.
  • Laser-Reflective (C) - Added effect: damage taken from kicks with value x2, effect: instability taken from kicks with value x2, effect: instability taken from punches with value x2, effect: instability taken from physical weapons with value x2, effect: AOE damage taken multiplier to self with value +1, effect: instability taken from charges with value x2, effect: damage taken from physical weapons with value x2, effect: instability taken from DFA with value x2, effect: damage taken from DFA with value x2, effect: damage taken from punches with value x2, effect: damage taken from charges with value x2, effect: AP critical chance to self with value 33%, effect: AP damage taken multiplier to self with value x1.2.
  • Mimetic - Changed visual signature multiplier from x0.6 to x0.8.
  • ProtoMech Armor - Added armor modifier of -30%.
  • Reactive
    • Changed damage taken from missile weapons multiplier from x0.8 to x0.5.
    • Added effect: AP critical chance to self with value -90%, AP damage taken multiplier to self with value x0.
    • Removed effects: Armor Penetration immunity, damage taken from ballistic weapons multiplier of x0.5.
  • Reactive (C)
    • Changed damage taken from missile weapons multiplier from x0.8 to x0.5.
    • Added effect: AP critical chance to self with value -90%, AP damage taken multiplier to self with value x0.
    • Removed effects: Armor Penetration immunity, damage taken from ballistic weapons multiplier of x0.5.
  • Rider Conversion Gear - Updated Activatable Component Switch Mode: Changed sprint modifier from +3.5 to +3.
  • Stealth - Changed visual signature multiplier from x0.6 to x0.85.
  • Stealth (C) - Changed visual signature multiplier from x0.7 to x0.85.

  • Buffered VDNI w/ Small Cockpit - Updated Activatable Component Buffered VDNI: Removed effect: AA Factor of x1.25.
  • Cockpit
    • Changed max evasion pips from +2 to +3, vision range multiplier from x1.5 to x1.25.
    • Removed effects: sensor range multiplier of x1.5, extra evasive pips on movement of +1.
  • Cockpit Hotseat - Updated Activatable Component TSM: Changed walk speed from +60m to +30m.
  • Cockpit Hotseat + - Updated Activatable Component TSM: Changed walk speed from +60m to +30m.
  • Cockpit Interface - Removed effect: gain Guarded after movement.
  • Cockpit Interface (Torso Mounted) - Removed effect: gain Guarded after movement.
  • Cockpit RISC - Changed Tactics skill from +2 to +1.
  • Cockpit TM Interface - Removed effect: gain Guarded after movement.
  • DNI MKII Cockpit
    • Changed Guts skill from +2 to +1, Gunnery skill from +2 to +1, Piloting skill from +2 to +1, Tactics skill from +2 to +1.
    • Removed effect: walk speed of +30m.
  • Enhanced Imaging (C) - Changed Gunnery skill from +2 to +1, Piloting skill from +2 to +1.
  • Exp. Imp. SH Torso Cockpit - Removed effect: gain Guarded after movement.
  • FCS AA - Changed AA Factor from x2.0 to x1.5.
  • FCS AC - Removed effects: minimum range with Autocannon weapons of -30%, critical chance multiplier with Autocannon weapons of x1.25.
  • FCS AC2
    • Changed accuracy with Autocannon weapons from +2 to +1.
    • Added effect: evasive pips ignored with Autocannon weapons with value +1.0.
    • Removed effects: heat generated with Autocannon weapons of x0.8, recoil with Autocannon weapons of -2.
  • FCS AMS - Changed cost from 750 000 to 1 500 000.
  • FCS Ballistic Accuracy - Changed accuracy with Ballistic weapons from +2 to +1.
  • FCS Ballistic Crit
    • Changed critical chance multiplier with Ballistic weapons from x2 to x1.5.
    • Added effect: AP critical chance with Ballistic weapons to self with value 50%, max armor thickness for AP multiplier with Ballistic weapons to self with value x1.5, increased AP damage taken when damaged multiplier with Ballistic weapons to self with value x1.5.
    • Removed effect: accuracy with Ballistic weapons of +1.
  • FCS Ballistic Improved - Removed effect: accuracy with Ballistic weapons of +1.
  • FCS Ballistic Range - Changed minimum range with Ballistic weapons from -50% to -30.
  • FCS Critical
    • Changed critical chance multiplier from x2.5 to x1.25.
    • Added effect: AP critical chance to self with value 25%, max armor thickness for AP multiplier to self with value x1.25, increased AP damage taken when damaged multiplier to self with value x1.25.
  • FCS Energy - Set no salvage.
  • FCS Energy Accuracy - Changed accuracy with Energy weapons from +2 to +1.
  • FCS Energy Crit
    • Changed critical chance multiplier with Energy weapons from x2 to x1.5.
    • Added effect: max armor thickness for AP multiplier with Energy weapons to self with value x1.5, increased AP damage taken when damaged multiplier with Energy weapons to self with value x1.5, AP critical chance with Energy weapons to self with value 50%.
    • Removed effect: accuracy with Energy weapons of +1.
  • FCS Energy Range
    • Changed max range with Energy weapons from 15% to 10%, medium range with Energy weapons from 15% to 10%, minimum range with Energy weapons from -50% to -30, short range with Energy weapons from 15% to 10%, long range with Energy weapons from 15% to 10%.
    • Added effect: long range accuracy modifier with Energy weapons with value x1.1.
  • FCS Flak - Removed effects: critical chance multiplier of x1.2, recoil of -1.
  • FCS Flamer - Changed damage per shot with Flamer weapons from x1.25 to x1.05, damage per shot with Flamer weapons from x1.25 to x1.2.
  • FCS Gauss Dmg
    • Added effect: evasive pips ignored with Gauss weapons with value +1.0.
    • Removed effect: accuracy with Gauss weapons of +1.
  • FCS Gauss Sniper
    • Changed accuracy with Gauss weapons from +3 to +1.
    • Added effect: evasive pips ignored with Gauss weapons with value +1.0.
  • FCS Headshot - Set no salvage.
  • FCS Improved - Removed effect: AA Factor of x1.15.
  • FCS Improved (C) - Removed effect: AA Factor of x1.15.
  • FCS Improved TC - Added effect: long range accuracy modifier with value x1.1.
  • FCS Machine Gun
    • Changed accuracy with Machine Gun weapons from -1 to +1, recoil with Machine Gun weapons from +1 to -1, generated weapon heat from x1.4 to x1.15.
    • Added effect: damage per shot with Machine Gun weapons with value +1.
    • Removed effect: shots when fired with Machine Gun weapons of x2.
  • FCS Machine Gun (C)
    • Changed generated weapon heat from x1.1 to x1.2, recoil with Machine Gun weapons from +1 to +2.
    • Added effect: accuracy with Machine Gun weapons with value +2, damage per shot with Machine Gun weapons with value +1.
    • Removed effect: shots when fired with Machine Gun weapons of x1.
  • FCS Missile Accuracy
    • Changed accuracy with Missile weapons from +2 to +1, indirect accuracy with Missile weapons from -2 to -1.
    • Added effect: clustering modifier with value +0.1.
  • FCS Missile Range - Changed short range with Missile weapons from 15% to 10%, max range with Missile weapons from 15% to 10%, medium range with Missile weapons from 15% to 10%, minimum range with Missile weapons from -50% to -30, long range with Missile weapons from 15% to 10%.
  • FCS MultiTrack - Removed effect: AA Factor of x1.25.
  • FCS Nova - Changed heat generated with Laser weapons from x0.85 to x0.9.
  • FCS PPC
    • Changed minimum range with Energy weapons from -30% to -30.
    • Removed effect: critical chance multiplier with Energy weapons of x1.25.
  • FCS Predator
    • Changed minimum range accuracy modifier from +2 to +1, cost from 200 000 to 300 000.
    • Added effect: short range bonus distance modifier with value -1.0.
    • Removed effects: extreme range bonus distance modifier of -2.0, long range bonus distance modifier of -2.0.
  • FCS Rainmaker - Changed heat generated with Missile weapons from x0.85 to x0.90.
  • FCS Ranger
    • Changed short range from 110% to 10%, cost from 100 000 to 200 000, minimum range from -25% to 10%.
    • Added effect: long range accuracy modifier with value x1.1.
  • FCS Vehicle Std.
    • Renamed to FCS Vehicle Std.
    • Added effect: Gunnery skill with value +1, critical chance multiplier with value x1.1.
    • Removed effect: location accuracy of +1.
  • FCS Vehicle Std (C).
    • Renamed to FCS Vehicle Std (C).
    • Added effect: night vision', critical chance multiplier with value x1.1.
    • Removed effect: location accuracy of +1.
  • Sensor Probe - Changed advanced sensors strength bonus from +3 to +2.
  • Sensors Bal. Range
    • Changed long range with Ballistic weapons from 15% to 10%, max range with Ballistic weapons from 15% to 10%, short range with Ballistic weapons from 15% to 10%, medium range with Ballistic weapons from 15% to 10%.
    • Removed effect: minimum range with Ballistic weapons of -50%.
  • Sensors Eng. Range
    • Changed max range with Energy weapons from 15% to 10%, medium range with Energy weapons from 15% to 10%, short range with Energy weapons from 15% to 10%, long range with Energy weapons from 15% to 10%.
    • Added effect: long range accuracy modifier with Energy weapons with value x1.1.
    • Removed effect: minimum range with Energy weapons of -50%.
  • Sensors Miss. Range
    • Changed short range with Missile weapons from 15% to 10%, max range with Missile weapons from 15% to 10%, medium range with Missile weapons from 15% to 10%, long range with Missile weapons from 15% to 10%.
    • Removed effect: minimum range with Missile weapons of -50%.
  • Sensors Range
    • Changed minimum range from -50% to 10%.
    • Added effect: long range accuracy modifier with value x1.1.
  • Sensors Tracker
    • Changed extreme range bonus distance modifier from -2.0 to -1.0, short range bonus distance modifier from +2.0 to +1.0, long range bonus distance modifier from -2.0 to -1.0.
    • Removed effect: AA Factor of x1.1.
  • Sensors Tracker MK2 - Removed effect: AA Factor of x1.15.
  • Sensors Vehicle Basic (C) -> Rednamed to Sensors Vehicle Std (C).
  • Sensors Vehicle Basic -> Rednamed to Sensors Vehicle Std.
  • Skinwalker Cockpit Interface - Removed effect: gain Guarded after movement.
  • Solaris Cage - Changed Guts skill from +2 to +1.
  • Torso Mount DNI Cockpit - Removed effect: gain Guarded after movement.
  • Vehicular DNI - Updated Activatable Component VDNI: Removed effect: AA Factor of x1.25.

  • Cooling Pod X1 - Updated Activatable Component COOLPOD-X1: Changed extra cooling from +20 to +30. Limited to 1 use/activation per Round.
  • Cooling Pod X2 - Updated Activatable Component COOLPOD-X2: Changed extra cooling from +20 to +30.Limited to 1 use/activation per Round.
  • Cooling Pod X3 - Updated Activatable Component COOLPOD-X3: Changed extra cooling from +20 to +30.Limited to 1 use/activation per Round.
  • Cooling Pod X4 - Updated Activatable Component COOLPOD-X4: Changed extra cooling from +20 to +30.Limited to 1 use/activation per Round.
  • Cooling Pod X5 - Updated Activatable Component COOLPOD-X5: Changed extra cooling from +20 to +30. Limited to 1 use/activation per Round.
  • DOOM KIT (P) - Updated Activatable Component DOOM: Removed effect: walk speed of +15m.
  • Engine I.C. - Removed effect: walk speed of -20%.
  • Engine Light (S) - Updated Activatable Component SuperCharger: Changed sprint modifier from +0.5 to +0.75, Removed effect: walk speed of 10%.

  • Artillery Heavy Gyro - Removed effect: gain Guarded after movement.
  • Gyro Dreadnought
    • Changed stability threshold from +40.0 to +60.0, max stability from +40.0 to +60.0.
    • Removed effects: AOE damage taken multiplier to self of x0.9, gain Guarded after movement, damage taken multiplier of x0.9.
  • Gyro Heavy - Removed effect: gain Guarded after movement.
  • Gyro Stab - Removed effect: gain Guarded after movement.
  • Gyro Stab + - Removed effect: gain Guarded after movement.
  • Gyro Stab + + - Removed effect: gain Guarded after movement.
  • Omni Dreadnought Gyro - Removed effect: gain Guarded after movement.
  • Omni Heavy Gyro - Removed effect: gain Guarded after movement.
  • Omni Savage Gyro - Removed effect: gain Guarded after movement.
  • Superheavy Gyro Heavy Duty - Removed effect: gain Guarded after movement.
  • Superheavy Gyro Omni Heavy Duty - Removed effect: gain Guarded after movement.

  • Collision Avoidance System - Changed Piloting skill from +2 to +1.
  • Dozer Blade 3T - Changed Piloting skill from +2 to +1.
  • Dozer Blade 9T - Changed Piloting skill from +2 to +1.
  • Protective Padding - Added effect: AP critical chance to self with value -10%.
  • Turret Mount - Changed location accuracy from +2 to +1.

  • Accurate - Removed effect: accuracy of +1.
  • Accurate Weapon - Bomb Bay - Changed accuracy from +2 to +1.
  • Accurate Weapon - Wingmounted - Changed accuracy from +2 to +1.
  • Armored - Changed damage taken multiplier from x0.75 to x0.85, AOE damage taken multiplier to self from x0.75 to x0.85.
  • Fire Demon - Changed damage per shot from x1.25 to x1.15.
  • Main Battle Tank
    • Changed damage taken multiplier from x0.9 to x0.95, AOE damage taken multiplier to self from x0.9 to x0.95, AP damage taken multiplier to self from x0.75 to x0.8.
    • Added effect: AP critical chance to self with value -10%.
  • Stable - Removed effect: gain Guarded after movement.
  • Technical - Changed cost from -200 000 to 0.
  • Well Balanced - Removed effect: gain Guarded after movement.

  • Chin Turret
    • Added effect: location evasive pips ignored with value +1.
    • Removed effect: location accuracy of +1.
  • Coolant - Removed effects: increased AP damage taken when damaged multiplier to self of x2.0, critical hit chance against self of x1.5, max armor thickness for AP multiplier to self of x2.0.
  • Hover Propulsion System
    • Changed max evasion pips from +2 to +3.
    • Removed effect: extra evasive pips on movement of +1.
  • Monolithic
    • Changed recoil from -2 to -1.
    • Added effect: AP damage taken multiplier to self with value x0, AP critical chance to self with value -80%.
    • Removed effect: Armor Penetration immunity.
  • Turret Systems
    • Added effect: location evasive pips ignored with value +1.
    • Removed effect: location accuracy of +2.
  • VTOL Propulsion - Changed location AOE damage taken multiplier to self from x0.2 to x0.3, location damage taken multiplier from x0.2 to x0.3.
  • VTOL Propulsion [Armored]
    • Changed location AOE damage taken multiplier to self from x0.2 to x0.3, location damage taken multiplier from x0.2 to x0.3.
    • Removed effect: critical hit chance against self of x0.75.
  • Wheeled Propulsion System - Removed effect: Piloting skill of +1.

  • AC/10 AP - Removed damage multiplier with value x0.7, AP damage with value 15.
  • AC/10 Caseless - Changed heat generated when fired from x1.09 to x1.1, jam chance from 9% to 2.5%.
  • AC/10 Flak
    • Changed LAM damage modifier from x3 to x2, squad unit damage modifier from x3 to x2, VTOL damage modifier from x3 to x2.
    • Removed accuracy bonus with value +2.
  • AC/10 Precision
    • Changed evasion pips ignored from 2 to 3.
    • Removed max range with value +30, medium range with value +30, long range with value +30, short range with value +30.
  • AC/20 AP - Removed damage multiplier with value x0.7, AP damage with value 25.
  • AC/20 Caseless - Changed jam chance from 10% to 2.5%.
  • AC/20 Flak
    • Changed LAM damage modifier from x3 to x2, squad unit damage modifier from x3 to x2, VTOL damage modifier from x3 to x2.
    • Removed accuracy bonus with value +2.
  • AC/20 Precision
    • Changed evasion pips ignored from 2 to 3.
    • Removed max range with value +30, medium range with value +30, long range with value +30, short range with value +30.
  • AC/2 AP - Removed damage multiplier with value x0.7, AP damage with value 6.
  • AC/2 Caseless - Changed heat generated when fired from x1.07 to x1.1, jam chance from 7% to 2.5%.
  • AC/2 Flak
    • Changed LAM damage modifier from x3 to x2, squad unit damage modifier from x3 to x2, VTOL damage modifier from x3 to x2.
    • Removed accuracy bonus with value +2.
  • AC/2 Precision
    • Changed evasion pips ignored from 2 to 3.
    • Removed max range with value +30, medium range with value +30, long range with value +30, short range with value +30.
  • AC/5 AP - Removed AP damage with value 11, damage multiplier with value x0.7.
  • AC/5 Caseless - Changed heat generated when fired from x1.08 to x1.1, jam chance from 8% to 2.5%.
  • AC/5 Flak
    • Changed LAM damage modifier from x3 to x2, squad unit damage modifier from x3 to x2, VTOL damage modifier from x3 to x2.
    • Removed accuracy bonus with value +2.
  • AC/5 Precision
    • Changed evasion pips ignored from 2 to 3.
    • Removed max range with value +30, medium range with value +30, long range with value +30, short range with value +30.

  • ATM - Changed missile base health from 4 to 5.
  • ATM ER - Changed damage from -3 to -5 - -3, missile base health from 4 to 5.
  • ATM HE - Changed damage from 3 to 3 - 5, missile base health from 4 to 5.
  • ATM Internal - Changed missile base health from 4 to 5.
  • iATM EMP
    • Changed heat generated from x1.1 to x1.05, walk speed from -10% to -5%.
    • Removed effect: accuracy of -1.
  • iATM ER - Changed damage from -3 to -6 - -4.
  • iATM HE - Changed damage from 3 to 4 - 6.
  • iATM Incendiary
    • Changed heat damage from 3 to 5.
    • Set damage multiplier to x0.1.
    • Removed damage of null.

  • BattleArmor LBX
    • Changed hit roll method from Cluster to Streak.
    • Set damage multiplier to x0.6, damage to -2 - 2, stability damage multiplier to x0.25, shots when fired to 0, projectiles per shot to 3.
    • Disabled shrapnel effects.

  • Bay AAA Arrow - Changed accuracy bonus from -8 to -15.
  • Bay AGM 10
    • Changed long range from +630 to +540, short range from +210 to +180, max range from +840 to +720, damage from 60 to 50, medium range from +420 to +360.
    • Removed accuracy bonus with value +1, evasion pips ignored with value 1.
  • Bay Bomb Cluster - Changed AOE damage from 40 to 50, stability damage from +5 to +3, max miss radius from 5m to 30m, damage from 15 to 10.
  • Bay Bomb Guided
    • Changed max miss radius from 5m to 30m, stability damage from +15 to +12, AOE damage from 15 to 25, accuracy bonus from +2 to +1, evasion pips ignored from 2 to 1, AOE instability from 10 to 7.5, damage from 50 to 40.
    • Removed max range with value +30, medium range with value +30, long range with value +30, short range with value +30.
  • Bay Bomb HE - Changed stability damage from +15 to +7.5, max miss radius from 5m to 30m.
  • Bay Bomb Inferno - Changed stability damage from +5 to +3, max miss radius from 5m to 30m.
  • Bay Flare - Changed AMS damage from 5 to 4.
  • Bay LightAA - Changed accuracy bonus from -8 to -15.
  • Bay Minefield
    • Changed accuracy bonus from -5 to -10, max miss radius from 5m to 30m.
    • Set stability damage to +2.
  • Bay Minefield_Inferno
    • Changed accuracy bonus from -5 to -10, max miss radius from 5m to 30m.
    • Set stability damage to +2.
  • Bay Phoenix - Changed damage from 45 to 40.
  • Bay Quad Missile - Removed accuracy bonus with value +1.
  • Bay TBM5 - Changed long range from +630 to +540, short range from +210 to +180, max range from +840 to +720, damage from 30 to 25, medium range from +420 to +360.
  • Bomb Minefield - Changed max miss radius from 5m to 60m, accuracy bonus from -5 to -10, minimum miss radius from 5m to 10m.
  • Bomb Minefield Inferno - Changed max miss radius from 5m to 60m, accuracy bonus from -5 to -10, minimum miss radius from 5m to 10m.

LBX Cluster Munitions now operate in a maner similar to missiles; the shot hits or misses and the pellets do 1-5 damage each. Pellet count per shell matches the size rating of the autocannon. The shell seperation mechanic was removed due to technical issues; shells no longer have a minimum distance under which they operate like slugs. Cluster shells have +1 accuracy, +2 vs Fliers.

  • LBX/10 Cluster
    • Changed damage multiplier from x1.15 to x0.6, hit roll method from Cluster to Streak.
    • Set damage to -2 - 2, stability damage multiplier to x0.1, accuracy bonus to +1.
    • Removed stability damage with value -12, evasion pips ignored with value 1.
    • Disabled Shell Seperation.
  • LBX/10 Internal Cluster
    • Changed damage multiplier from x1.15 to x0.6, hit roll method from Cluster to Streak.
    • Set damage to -2 - 2, stability damage multiplier to x0.1, accuracy bonus to +1.
    • Removed stability damage with value -12, evasion pips ignored with value 1.
    • Disabled Shell Seperation.
  • LBX/20 Cluster
    • Changed damage multiplier from x1.15 to x0.6, hit roll method from Cluster to Streak, projectiles per shot from 9 to 19.
    • Set damage to -2 - 2, accuracy bonus to +1, stability damage multiplier to x0.05.
    • Removed stability damage with value -22, evasion pips ignored with value 1.
    • Disabled Shell Seperation.
  • LBX/20 Internal Cluster
    • Changed damage multiplier from x1.15 to x0.6, hit roll method from Cluster to Streak, projectiles per shot from 9 to 19.
    • Set damage to -2 - 2, accuracy bonus to +1, stability damage multiplier to x0.05.
    • Removed stability damage with value -22, evasion pips ignored with value 1.
    • Disabled Shell Seperation.
  • LBX/2 Cluster
    • Changed damage multiplier from x1.15 to x0.6, hit roll method from Cluster to Streak.
    • Set damage to -2 - 2, stability damage multiplier to x0.5, accuracy bonus to +2.
    • Removed stability damage with value -3, evasion pips ignored with value 1.
    • Disabled Shell Seperation.
  • LBX/5 Cluster
    • Changed damage multiplier from x1.15 to x0.6, hit roll method from Cluster to Streak.
    • Set damage to -2 - 2, stability damage multiplier to x0.2, accuracy bonus to +1.
    • Removed stability damage with value -9, evasion pips ignored with value 1.
    • Disabled Shell Seperation.
  • LBX/5 Internal Cluster
    • Changed damage multiplier from x1.15 to x0.6, hit roll method from Cluster to Streak.
    • Set damage to -2 - 2, stability damage multiplier to x0.2, accuracy bonus to +1.
    • Removed stability damage with value -9, evasion pips ignored with value 1.
    • Disabled Shell Seperation.

  • LRM AX
    • Changed AOE range from 45 to 60, AOE damage from 2 to 3, AOE damage taken multiplier from +0.005 to +0.00416.
    • Set damage to -1 - 1, stability damage multiplier to x0.5.
    • Removed armor damage modifier with value x1.6, stability damage with value -0.5, structure damage modifier with value x0.5.
  • LRM Banana
    • Changed damage multiplier from x0.1 to x0.3334.
    • Set damage to -2 - 2.
  • LRM Chaff
    • Changed missile base health from 4 to 3, shot spread range from 45 to 60, AMS intercept chance from -75% to -50%, vision range multiplier from x0.90 to x0.75, sensor range multiplier from x0.6 to x0.75, damage multiplier from x0.25 to x0.6667.
    • Set damage to -1 - 1.
  • LRM Clearance
    • Changed damage multiplier from x0.25 to x0.4.
    • Set damage to -1 - 1.
  • LRM Deadfire
    • Set damage to 1 - 3, stability damage multiplier to x2.
    • Removed accuracy bonus with value -2, damage multiplier with value x1.5, stability damage with value +1, hit roll method with value Individual, AMS intercept chance with value -25%.
  • LRM ER - Changed minimum range from 50 to 60, long range from +190 to +210, max range from +250 to +270, medium range from +130 to +150.
  • LRM FTL - Changed clustering modifier from +50 to +100.
  • LRM Hydra
    • Changed AOE range from 45 to 60, damage multiplier from x0.25 to x0.3334, AOE heat damage from 2 to 3.
    • Set damage to -1 - 1, stability damage multiplier to x0.5.
    • Removed stability damage with value -0.5.
  • LRM Incendiary
    • Set damage multiplier to x0.8.
    • Removed armor damage modifier with value x0.8, structure damage modifier with value x1.25.
  • LRM Internal - Set missile base health to 2.
  • LRM MagPulse
    • Changed damage multiplier from x0.3 to x0.3334.
    • Set damage to -2 - 2.
  • LRM Narc
    • Changed damage multiplier from x0.25 to x0.4.
    • Set damage to -1 - 1.
  • LRM STREAK - Changed missile base health from 3 to 2.
  • LRM Sensors - Changed damage multiplier from x0.2 to x0.3334.
  • LRM Solid Slug
    • Set damage to -2 - 2, damage multiplier to x0.1.
    • Removed armor damage modifier with value x0.1.
  • LRM Swarm
    • Removed AOE heat damage with value 0.01, damage multiplier with value x0.5, AOE range with value 45, AOE instability with value 0.01, AOE damage with value 2.
    • Disabled unable to target air units, ignore cover.
  • LRM Swarm (C)
    • Changed shot spread range from 40 to 60, missile base health from 2 to 1.
    • Removed AOE heat damage with value 0.01, AOE range with value 20, damage multiplier with value x0.2, AOE instability with value 0.01, AOE damage with value 3.
    • Disabled unable to target air units, ignore cover.
  • LRM Tandem
    • Set accuracy bonus to -1.
    • Removed AP damage with value 2, damage multiplier with value x0.75, jam chance with value 10%.
  • LRM Thunder
    • Changed damage multiplier from x0.3 to x0.5.
    • Set damage to -1 - 1, hit roll method to Individual.
  • LRM Thunder Augmented
    • Changed damage multiplier from x0.2 to x0.5.
    • Set damage to -1 - 1, hit roll method to Individual.
  • LRM Thunder (C) - Set damage to -1 - 1, hit roll method to Individual.
  • LRM Thunder Inferno
    • Changed damage multiplier from x0.1 to x0.3334.
    • Set damage to -1 - 1, hit roll method to Individual.

  • MRM AX
    • Added effect: AOE damage taken multiplier with value +0.00416.
    • Removed armor damage modifier with value x1.65, structure damage modifier with value x0.5.
  • MRM EMP (C) - Changed damage from -4 to -2.
  • MRM Incendiary - Changed damage multiplier from x0.6 to x0.667, heat damage from 2 to 1.
  • MRM Tandem
    • Set accuracy bonus to -1.
    • Removed AP damage with value 2, damage multiplier with value x0.75.

  • Machine Gun AP - Changed armor damage modifier from x1.5 to x1.25, structure damage modifier from x0.5 to x0.75.
  • Machine Gun Caseless
    • Changed heat generated when fired from x2.2 to x1.25.
    • Removed shots when fired modifier with value x2.
  • Heavy Machine Gun AP - Changed armor damage modifier from x1.5 to x1.25, structure damage modifier from x0.5 to x0.75.
  • Heavy Machine Gun Incendiary - Changed damage from -1 to -4, heat damage from 1 to 4.
  • Light Machine Gun AP - Changed armor damage modifier from x1.5 to x1.25, structure damage modifier from x0.5 to x0.75.
  • Light Machine Gun Caseless
    • Changed heat generated when fired from x3.3 to x1.25.
    • Removed shots when fired modifier with value x3.
  • Light Machine Gun Incendiary
    • Changed heat damage from 1 to 2.
    • Set damage to -2.
    • Removed damage multiplier with value x0.5.
  • Machine Gun Incendiary - Changed damage from -1 to -3, heat damage from 1 to 3.

  • Mortar - Removed AOE heat damage with value 0.01, AOE range with value 45, AOE instability with value 1, AOE damage with value 4.
  • Mortar Acid
    • Changed AOE instability from 1 to 0.01, AOE damage from 2 to 1, AOE damage taken multiplier from +0.005 to +0.00416.
    • Removed armor damage modifier with value x1.7, structure damage modifier with value x0.5.
  • Mortar Airburst
    • Changed squad unit damage modifier from x2 to x1.2, shot spread range from 90 to 30, VTOL damage modifier from x2 to x1.2, LAM damage modifier from x2 to x1.2.
    • Set miss behavior to Guided, damage multiplier to x0.15, stability damage multiplier to x0.15, AOE range to 60, AOE instability to 1, damage to -5 - 5, AOE heat damage to 0.01, AOE damage to 7.
    • Removed stability damage with value -0.5, projectiles per shot with value 3.
    • Enabled ignore cover.
    • Disabled shrapnel effects.
  • Mortar Fascam - Set hit roll method to Individual.
  • Mortar Fascam Acid
    • Set hit roll method to Individual.
    • Removed structure damage modifier with value x0.5, armor damage modifier with value x1.5.
  • Mortar Guided
    • Changed damage multiplier from x0.9 to x0.72, direct fire accuracy from +2 to +1.
    • Set damage to -3 - 3, miss behavior to Guided.
    • Removed AOE heat damage with value 0.01, AOE range with value 45, AOE instability with value 1, accuracy bonus with value +1, AOE damage with value 3.

  • iNarc Beacon
    • Changed narc effect from +1 signature increase, +12 information strength, -2 to hit to +1 signature increase, +12 information strength, 0 to hit.
    • Removed effect: visual signature multiplier of x1.25.
  • iNarc Explosive
    • Changed stability damage from +15 to +8.
    • Removed AP damage with value 15.
  • Narc Beacon
    • Changed narc effect from +1 signature increase, +8 information strength, -2 to hit to +1 signature increase, +8 information strength, 0 to hit.
    • Removed effect: visual signature multiplier of x1.25.
  • Narc Beacon Internal
    • Changed narc effect from +1 signature increase, +8 information strength, -2 to hit to +1 signature increase, +8 information strength, 0 to hit.
    • Removed effect: visual signature multiplier of x1.25.
  • Narc Explosive
    • Changed stability damage from +10 to +5.
    • Removed AP damage with value 10.

  • Fusillade ATM - Changed missile base health from 4 to 5.
  • Fusillade ATM ER - Changed damage from -3 to -5 - -3, missile base health from 4 to 5.
  • Fusillade ATM HE - Changed damage from 3 to 3 - 5, missile base health from 4 to 5.
  • Fusillade iATM ER - Changed damage from -3 to -5 - -3.
  • Fusillade iATM HE - Changed damage from 3 to 3 - 5.

  • AMS Caseless - Changed jam chance from 10% to 2.5%.
  • Gauss Rifle Heavy AP - Changed AP damage from 25 to 20, damage multiplier from x0.5 to x0.65.
  • Heavy Rifle Caseless
    • Changed jam chance from 10% to 2.5%.
    • Set recoil to 0.
  • Hellstorm Caseless
    • Changed jam chance from 10% to 2.5%.
    • Set recoil to 0.
  • Medium Rifle Caseless
    • Changed jam chance from 10% to 2.5%.
    • Set recoil to 0.
  • MMS Tandem
    • Set accuracy bonus to -1.
    • Removed AP damage with value 2, damage multiplier with value x0.25.
  • Rocket - Set missile base health to 3.

  • RAC/10 Caseless
    • Changed jam chance from 13% to 2.5%, heat generated when fired from x1.13 to x1.1.
    • Set recoil to 0.
  • RAC/20 Caseless
    • Changed heat generated when fired from x1.15 to x1.1, jam chance from 15% to 2.5%.
    • Set recoil to 0.
  • RAC/2 AP - Removed AP damage with value 3, damage multiplier with value x0.8.
  • RAC/2 Caseless
    • Changed jam chance from 6% to 2.5%.
    • Set recoil to 0.
  • RAC/2 Caseless (RISC)
    • Changed heat generated when fired from x1.09 to x1.1, jam chance from 9% to 2.5%.
    • Set recoil to 0.
  • RAC/5 AP - Removed AP damage with value 6, damage multiplier with value x0.8.
  • RAC/5 Caseless
    • Changed jam chance from 8% to 2.5%.
    • Set recoil to 0.
  • RAC/5 Caseless (RISC)
    • Changed heat generated when fired from x1.11 to x1.1, jam chance from 11% to 2.5%.
    • Set recoil to 0.

  • SRM AMS
    • Changed AMS damage from 5 to 7.
    • Set short range to -45, long range to -135, max range to -180, shots when fired modifier to x2, medium range to -90.
  • SRM AX
    • Changed missile base health from 3 to 2, AOE damage taken multiplier from +0.01 to +0.00416.
    • Set damage to -1 - 1, AOE range to 30, AOE damage to 1, AOE heat damage to 0.01, stability damage multiplier to x0.5, AOE instability to 0.01.
    • Removed structure damage modifier with value x0.5, accuracy bonus with value -1, armor damage modifier with value x1.5.
    • Enabled AOE damage lower over distance.
  • SRM Artemis (C) - Changed missile base health from 3 to 2.
  • SRM (C) - Changed missile base health from 3 to 2.
  • SRM Deadfire
    • Changed missile base health from 4 to 3.
    • Set damage to 3 - 5, stability damage multiplier to x1.5.
    • Removed damage multiplier with value x1.5, stability damage with value +2, accuracy bonus with value -1, AMS intercept chance with value -25%.
  • SRM Inferno
    • Changed damage multiplier from x0.3 to x0.1667, missile base health from 2 to 3, heat damage from 4 to 3.
    • Set damage to -4 - 4.
  • SRM Inferno (C)
    • Changed damage multiplier from x0.1 to x0.1667, missile base health from 1 to 2, heat damage from 6 to 3.
    • Set stability damage multiplier to x0.1667, damage to -4 - 4.
    • Removed stability damage with value -1.
  • SRM Internal - Set missile base health to 3.
  • SRM Internal (C) - Changed missile base health from 3 to 2.
  • SRM Internal Streak (C) - Changed missile base health from 4 to 3.
  • SRM Mag Pulse
    • Changed damage multiplier from x0.3 to x0.2.
    • Set damage to -4 - 4.
  • SRM Streak (C) - Changed missile base health from 4 to 3.
  • SRM Tandem
    • Set accuracy bonus to -1.
    • Removed damage multiplier with value x0.5, AP damage with value 3.

  • Thunderbolt 10 Deadfire Quicsell - Changed long range from -210 to -180, minimum range from -150 to -90, medium range from -140 to -120, max range from -280 to -240, short range from -70 to -60.
  • Thunderbolt 10 Guided
    • Changed accuracy bonus from +1 to -100.
    • Set max miss radius to 30m, minimum miss radius to 20m.
    • Removed direct fire accuracy with value +1, evasion pips ignored with value 2.
    • Enabled ignore cover.
  • Thunderbolt 10 HE - Changed AOE range from 50 to 60, AOE damage from 33 to 30.
  • Thunderbolt 10 Kinetic - Changed damage variance over distance from x0.2 to x0.3, damage from -15 - 15 to -20 - 20, armor damage modifier from x1.5 to x1.2.
  • Thunderbolt 10 Thermo
    • Changed damage multiplier from x0.16667 to x0.2, AOE range from 50 to 60, AOE damage from 13 to 50, AOE heat damage from 32 to 0.01, AOE instability from 7.5 to 10.
    • Set stability damage multiplier to x0.2.
    • Removed accuracy bonus with value +1.
  • Thunderbolt 15 Deadfire Quicsell - Changed long range from -210 to -180, minimum range from -150 to -90, medium range from -140 to -120, max range from -280 to -240, short range from -70 to -60.
  • Thunderbolt 15 Guided
    • Changed accuracy bonus from +1 to -100.
    • Set max miss radius to 30m, minimum miss radius to 20m.
    • Removed direct fire accuracy with value +1, evasion pips ignored with value 2.
    • Enabled ignore cover.
  • Thunderbolt 15 HE - Changed AOE range from 55 to 60, AOE damage from 48 to 45.
  • Thunderbolt 15 Kinetic - Changed damage variance over distance from x0.2 to x0.3, damage from -20 - 20 to -25 - 25, armor damage modifier from x1.5 to x1.2.
  • Thunderbolt 15 Thermo
    • Changed damage multiplier from x0.16667 to x0.2, AOE heat damage from 44 to 0.01, AOE range from 55 to 60, AOE damage from 22 to 75, AOE instability from 12.5 to 15.
    • Set stability damage multiplier to x0.2.
    • Removed accuracy bonus with value +1.
  • Thunderbolt 20 Deadfire Quicsell - Changed long range from -210 to -180, minimum range from -150 to -90, medium range from -140 to -120, max range from -280 to -240, short range from -70 to -60.
  • Thunderbolt 20 Guided
    • Changed accuracy bonus from +1 to -100.
    • Set max miss radius to 30m, minimum miss radius to 20m.
    • Removed direct fire accuracy with value +1, evasion pips ignored with value 2.
    • Enabled ignore cover.
  • Thunderbolt 20 HE - Changed AOE damage from 63 to 60.
  • Thunderbolt 20 Kinetic - Changed damage variance over distance from x0.2 to x0.3, damage from -30 - 30 to -35 - 35, armor damage modifier from x1.5 to x1.2.
  • Thunderbolt 20 Thermo
    • Changed damage multiplier from x0.16667 to x0.2, AOE heat damage from 62 to 0.01, AOE instability from 15 to 25, AOE damage from 25 to 100.
    • Set stability damage multiplier to x0.2.
    • Removed accuracy bonus with value +1.
  • Thunderbolt 5 Deadfire Quicsell - Changed long range from -210 to -180, minimum range from -150 to -90, medium range from -140 to -120, max range from -280 to -240, short range from -70 to -60.
  • Thunderbolt 5 Guided
    • Changed accuracy bonus from +1 to -100.
    • Set max miss radius to 30m, minimum miss radius to 20m.
    • Removed direct fire accuracy with value +1, evasion pips ignored with value 2.
    • Enabled ignore cover.
  • Thunderbolt 5 HE - Changed AOE range from 45 to 60, AOE damage from 20 to 15.
  • Thunderbolt 5 Kinetic - Changed damage from -10 - 10 to -15 - 15, damage variance over distance from x0.2 to x0.3, armor damage modifier from x1.5 to x1.2.
  • Thunderbolt 5 Thermo
    • Changed damage multiplier from x0.16667 to x0.2, AOE range from 45 to 60, AOE damage from 5 to 25, AOE heat damage from 15 to 0.01, AOE instability from 2.5 to 5.
    • Set stability damage multiplier to x0.2.
    • Removed accuracy bonus with value +1.

  • UAC/10 Caseless
    • Changed jam chance from 13% to 2.5%, heat generated when fired from x1.13 to x1.1.
    • Set recoil to 0.
  • UAC/20 Caseless
    • Changed heat generated when fired from x1.15 to x1.1, jam chance from 15% to 2.5%.
    • Set recoil to 0.
  • UAC/2 Caseless
    • Changed heat generated when fired from x1.09 to x1.1, jam chance from 9% to 2.5%.
    • Set recoil to 0.
  • UAC/5 Caseless
    • Changed heat generated when fired from x1.11 to x1.1, jam chance from 11% to 2.5%.
    • Set recoil to 0.

  • Wingmount AGM 10 - Removed accuracy bonus with value +1, evasion pips ignored with value 1.
  • Wingmount Bomb Cluster - Changed max miss radius from 5m to 30m.
  • Wingmount Bomb Guided
    • Changed max miss radius from 5m to 30m, AOE damage from 15 to 25, accuracy bonus from +2 to +1, evasion pips ignored from 2 to 1.
    • Removed max range with value +30, medium range with value +30, long range with value +30, short range with value +30.
  • Wingmount Bomb HE - Changed max miss radius from 5m to 30m.
  • Wingmount Bomb Inferno - Changed max miss radius from 5m to 30m.
  • Wingmount Light AA - Changed accuracy bonus from -8 to -15.
  • Wingmount Quad Missile - Removed accuracy bonus with value +1.

  • AMS
    • Changed heat generated from 0 to 2.
    • Updated firing mode Lance: Changed AMS hit chance reduction from +40% to +35%, heat generated from 1 to 2, shots fired per attack from 20 to 30.
    • Updated firing mode Solo: Changed AMS activations per turn from 8 to 4, AMS hit chance reduction from +55% to +50%.
  • AMS (C)
    • Changed heat generated from 1 to 3.
    • Updated firing mode Burst: Changed AMS damage from 0 to 1, AMS hit chance reduction from +50% to +40%, heat generated from 1 to 3, jamming chance from +0.5 to +0.35, shots fired per attack from 60 to 30. Set shots per ammo used to 0.5.
    • Updated firing mode Regular: Changed AMS activations per turn from 1 to 2, AMS hit chance reduction from +60% to +50%.
  • AMS MK2
    • Changed heat generated from 1 to 6, range from 30/75/105/150 to 25/50/75/100.
    • Updated firing mode On: Changed AMS hit chance reduction from +65% to +35%, shots fired per attack from 35 to 50. Removed shots per ammo used with value 0.67.
  • AMS Sensors - Changed heat generated from 1 to 4.
  • Adv. AMS
    • Changed AMS activations per turn from 4 to 10, allowed locations from All to Arms, Torso, Head, heat generated from 3 to 5.
    • Updated firing mode On: Changed AMS damage from 0 to 2, AMS hit chance reduction from +80% to +70%, shots fired per attack from 65 to 20. Set shots per ammo used attack to 0.25.
  • Adv. AMS (P)
    • Changed allowed locations from All to Arms, Torso, Head, heat generated from 6 to 4, unit type accuracy bonuses from: Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
    • Updated firing mode x1: Changed heat generated from -10 to -2.
    • Updated firing mode x2: Removed heat generated with value -8.
    • Updated firing mode x3: Changed heat generated from -6 to 2.
    • Updated firing mode x4: Changed heat generated from -4 to 4.
    • Updated firing mode x5: Changed heat generated from -2 to 6.
    • Updated firing mode x6: Changed heat generated from 0 to 8.
  • Advanced Laser AMS (C)
    • Changed AMS activations per turn from 2 to 1.
    • Updated firing mode Single: Changed AMS hit chance reduction from +65% to +80%.
    • Updated firing mode Sustain: Changed AMS activations per turn from 8 to 9, AMS hit chance reduction from +65% to +80%, jamming chance from +0.2 to +0.3.
  • Disco AMS
    • Changed shots per ammo used attack from 3 to 5.
    • Updated firing mode On: Changed AMS hit chance reduction from +40% to +60%.
  • Integrated Advanced Laser AMS
    • Changed heat generated from 5 to 10.
    • Updated firing mode On: Changed AMS damage from 2 to 1, AMS hit chance reduction from +45% to +50%, shots fired per attack from 30 to 50. Set jamming chance to +0.1.
  • Integrated Laser AMS
    • Changed heat generated from 5 to 10, range from 40/80/120/170 to 30/75/105/150.
    • Updated firing mode On: Changed AMS damage from 2 to 1, AMS hit chance reduction from +45% to +50%, shots fired per attack from 30 to 50. Set jamming chance to +0.2.
  • Laser AMS
    • Updated firing mode Lance: Changed AMS hit chance reduction from +40% to +60%, heat generated from 4 to 6, jamming chance from +0.2 to +0.3.
    • Updated firing mode Solo: Changed AMS activations per turn from 6 to 5, AMS hit chance reduction from +55% to +80%.
  • Laser AMS (C)
    • Updated firing mode Damage: Changed AMS hit chance reduction from +50% to +60%.
    • Updated firing mode Safe: Changed AMS activations per turn from -1 to 1, AMS hit chance reduction from +60% to +70%.
  • Laser AMS (P)
    • Changed allowed locations from All to Arms, Torso, Head, heat generated from 20 to 26.
    • Updated firing mode ON!: Changed AMS damage from 8 to 15, AMS hit chance reduction from +30% to +66%, jamming chance from +0.5 to +0.66, shots fired per attack from 30 to 16.

  • ATM-12 (C)
    • Changed clustering modifier from +3 to +2, damage from 10 to 6-10, indirect fire support from enabled to disabled.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
    • Removed accuracy bonus with value +1, evasive pips ignored with value 1.
  • ATM-3 (C)
    • Changed clustering modifier from +3 to +2, damage from 10 to 6-10, indirect fire support from enabled to disabled.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
    • Removed accuracy bonus with value +1, evasive pips ignored with value 1.
  • ATM-6 (C)
    • Changed clustering modifier from +3 to +2, damage from 10 to 6-10, indirect fire support from enabled to disabled.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
    • Removed accuracy bonus with value +1, evasive pips ignored with value 1.
  • ATM-9 (C)
    • Changed clustering modifier from +3 to +2, damage from 10 to 6-10, indirect fire support from enabled to disabled.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
    • Removed accuracy bonus with value +1, evasive pips ignored with value 1.
  • iATM-12 (C)
    • Set clustering modifier to +2, direct fire accuracy to +1, weapon fire on only successful hit to disabled, weapon hit generation to individual hit rolls.
    • Removed accuracy bonus with value +1, evasive pips ignored with value 2.
    • Updated firing mode Indirect: Changed damage from 10' to 6-10, weapon hit generation from clustered hits to one hit roll for all projectiles.
    • Updated firing mode Streak: Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • iATM-3 (C)
    • Set clustering modifier to +2, direct fire accuracy to +1, weapon fire on only successful hit to disabled, weapon hit generation to individual hit rolls.
    • Removed accuracy bonus with value +1, evasive pips ignored with value 2.
    • Updated firing mode Indirect: Changed damage from 10' to 6-10, weapon hit generation from clustered hits to one hit roll for all projectiles.
    • Updated firing mode Streak: Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • iATM-6 (C)
    • Set clustering modifier to +2, direct fire accuracy to +1, weapon fire on only successful hit to disabled, weapon hit generation to individual hit rolls.
    • Removed accuracy bonus with value +1, evasive pips ignored with value 2.
    • Updated firing mode Indirect: Changed damage from 10' to 6-10, weapon hit generation from clustered hits to one hit roll for all projectiles.
    • Updated firing mode Streak: Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • iATM-9 (C)
    • Set clustering modifier to +2, direct fire accuracy to +1, weapon fire on only successful hit to disabled, weapon hit generation to individual hit rolls.
    • Removed accuracy bonus with value +1, evasive pips ignored with value 2.
    • Updated firing mode Indirect: Changed damage from 10' to 6-10, weapon hit generation from clustered hits to one hit roll for all projectiles.
    • Updated firing mode Streak: Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.

  • Arrow IV - Added new firing mode Guided: Fire Guided munitions at a target marked by a target designator, minimum range 90.
  • Arrow IV (C) - Added new firing mode Guided: Fire Guided munitions at a target marked by a target designator, minimum range 90.
  • Grenade Launcher
    • Changed damage from 10 to 12, heat generated from 1 to 3.
    • Removed accuracy bonus with value +1.
  • Long Tom Artillery - Added new firing mode Guided: Fire Guided munitions at a target marked by a target designator, minimum range 90.
  • MTR/2
    • Changed damage from 10' to 2-12, heat generated from 3 to 6, weapon hit generation from individual hit rolls to one hit roll for all projectiles.
    • Set direct fire accuracy to -1.
  • MTR/2 (C)
    • Changed damage from 8' to 2-12, heat generated from 4 to 6, range from 210/420/630/840 to 210/420/630/840, weapon hit generation from individual hit rolls to one hit roll for all projectiles.
    • Set direct fire accuracy to -1.
  • MTR/4
    • Changed damage from 10' to 2-12, heat generated from 6 to 12, weapon hit generation from individual hit rolls to one hit roll for all projectiles.
    • Set direct fire accuracy to -1.
  • MTR/4 (C)
    • Changed damage from 8' to 2-12, heat generated from 8 to 12, range from 210/420/630/840 to 210/420/630/840, weapon hit generation from individual hit rolls to one hit roll for all projectiles.
    • Set direct fire accuracy to -1.
  • MTR/6
    • Changed damage from 10' to 2-12, heat generated from 9 to 21, weapon hit generation from individual hit rolls to one hit roll for all projectiles.
    • Set accuracy bonus to -1.
  • MTR/6 (C)
    • Changed damage from 8' to 2-12, heat generated from 12 to 21, range from 210/420/630/840 to 210/420/630/840, weapon hit generation from individual hit rolls to one hit roll for all projectiles.
    • Set direct fire accuracy to -1.
  • MTR/8
    • Changed damage from 10' to 2-12, heat generated from 12 to 24, weapon hit generation from individual hit rolls to one hit roll for all projectiles.
    • Set accuracy bonus to -1, direct fire accuracy to -1.
  • MTR/8 (C)
    • Changed damage from 8' to 2-12, heat generated from 16 to 24, range from 210/420/630/840 to 210/420/630/840, weapon hit generation from individual hit rolls to one hit roll for all projectiles.
    • Set direct fire accuracy to -1.
  • Sniper Artillery - Added new firing mode Guided: Fire Guided munitions at a target marked by a target designator, minimum range 90.
  • TBM 30 (P) - Changed range from 150/220/420/666/830 to 150/180/360/540/720.
  • Thumper Artillery - Added new firing mode Guided: Fire Guided munitions at a target marked by a target designator, minimum range 90.
  • Thunderbolt 10
    • Changed damage from 55 to 50, miss radius from 80m - 80m to 5m - 20m, range from 150/210/420/630/840 to 150/180/360/540/720.
    • Set AA Factor to 12.
  • Thunderbolt 10 (OS) - Changed damage from 60 to 50, range from 150/210/420/630/840 to 150/180/360/540/720.
  • Thunderbolt 10 x4 - Changed damage from 60 to 50, range from 150/210/420/630/840 to 150/180/360/540/720.
  • Thunderbolt 15
    • Changed damage from 80 to 75, miss radius from 100m - 100m to 5m - 20m, range from 150/210/420/630/840 to 150/180/360/540/720.
    • Set AA Factor to 18.
  • Thunderbolt 20
    • Changed damage from 105 to 100, miss radius from 120m - 120m to 5m - 25m, range from 150/210/420/630/840 to 150/180/360/540/720.
    • Set AA Factor to 25.
  • Thunderbolt 5
    • Changed damage from 30 to 25, miss radius from 60m - 60m to 5m - 20m, range from 150/210/420/630/840 to 150/180/360/540/720.
    • Set AA Factor to 6.
  • Thunderstorm - Changed range from 150/210/420/630/840 to 150/180/360/540/720.

  • AC/10
    • Changed damage from 60 to 50, heat generated from 6 to 9.
    • Added new firing mode STD: AutoCannon fires a single Shot.
    • Set recoil to 0, weapon will take crit on jamming to enabled.
  • AC/10 BB5X
    • Changed damage from 60 to 50, weapon will take crit on jamming from enabled to disabled.
    • Removed recoil with value 3.
  • AC/10 Federated
    • Changed damage from 55 to 50, heat generated from 6 to 9.
    • Set recoil to 0.
    • Removed jamming chance with value +0.09.
  • AC/10 Kali Yama
    • Changed damage from 70 to 60, jamming chance from +0.12 to +0.1.
    • Removed recoil with value 2.
  • AC/10 Mydron
    • Changed clustering modifier from +20 to +10, damage from 15 to 12, heat generated from 6 to 9.
    • Removed accuracy bonus with value +1, evasive pips ignored with value 1, jamming chance with value +0.12.
  • AC/2
    • Changed damage from 25 to 10.
    • Added new firing mode STD: AutoCannon fires a single Shot.
    • Set weapon will take crit on jamming to enabled.
  • AC/2 Federated
    • Changed damage from 22 to 10.
    • Removed jamming chance with value +0.03.
  • AC/2 Kali Yama - Changed damage from 30 to 15, heat generated from 4 to 3, jamming chance from +0.05 to +0.1.
  • AC/2 Mydron
    • Changed clustering modifier from +20 to +10, damage from 10 to 6, heat generated from 2 to 3.
    • Removed accuracy bonus with value +1, evasive pips ignored with value 1, jamming chance with value +0.05.
    • Updated firing mode Burst: Changed AP damage from 0.25 to 0.3334, heat damage multiplier from x0.25 to x0.3334.
  • AC/20
    • Changed heat generated from 15 to 21, range from 120/240/360/480 to 90/180/270/360, recoil from 2 to 0.
    • Added new firing mode STD: AutoCannon fires a single Shot.
    • Set weapon will take crit on jamming to enabled.
  • AC/20 Federated
    • Changed damage from 90 to 100, heat generated from 15 to 21, range from 120/240/360/480 to 90/180/270/360.
    • Set recoil to 0.
    • Removed jamming chance with value +0.12.
  • AC/20 Kali Yama
    • Changed heat generated from 25 to 21, jamming chance from +0.15 to +0.1, range from 120/240/360/480 to 90/180/270/360.
    • Removed recoil with value 3.
  • AC/20 Mydron
    • Changed shots per ammo used attack from 5 to 6, clustering modifier from +20 to +10, damage from 25 to 20, heat generated from 15 to 21, range from 120/240/360/480 to 90/180/270/360, shots fired per attack from 5 to 6.
    • Removed accuracy bonus with value +1, evasive pips ignored with value 1, jamming chance with value +0.15.
  • AC/5
    • Changed damage from 45 to 25.
    • Added new firing mode STD: AutoCannon fires a single Shot.
    • Set weapon will take crit on jamming to enabled.
  • AC/5 Federated
    • Changed damage from 40 to 25.
    • Removed jamming chance with value +0.06.
  • AC/5 Kali Yama - Changed damage from 55 to 30, heat generated from 5 to 3.
  • AC/5 Mydron
    • Changed clustering modifier from +20 to +10, damage from 14 to 8.
    • Removed accuracy bonus with value +1, evasive pips ignored with value 1, jamming chance with value +0.08.
    • Updated firing mode Burst: Changed AP damage from 0.2 to 0.25, heat damage multiplier from x0.2 to x0.25.
  • Double AC/10 QS
    • Changed damage from 60 to 50.
    • Set accuracy bonus to -1.
  • Double AC/2 QS
    • Changed damage from 25 to 10.
    • Set accuracy bonus to -1.
  • Double AC/20 QS
    • Changed range from 150/300/450/600 to 90/180/360/480.
    • Set accuracy bonus to -1.
  • Double AC/5 QS
    • Changed damage from 45 to 25.
    • Set accuracy bonus to -1.
  • HVAC/10 - Changed AA Factor from 15 to 28, heat generated from 10 to 9, jamming chance from +0.09 to +0.07, range from 240/480/780/960 to 210/420/630/840, Set Self-Instability on Fire to 12.
  • HVAC/10 (S) - Changed AA Factor from 15 to 28.
  • HVAC/2
    • Changed AA Factor from 7 to 13, damage from 25 to 20, jamming chance from +0.03 to +0.05, range from 90/390/780/1230/1560 to 90/300/600/900/1200.
    • Removed recoil with value 0.
  • HVAC/2 (S) - Changed AA Factor from 7 to 13.
  • HVAC/20
    • Changed damage from 100 to 120, heat generated from 16 to 21, jamming chance from +0.12 to +0.08, range from 180/360/600/720 to 150/300/450/600.
    • Set AA Factor to 35, Self-Instability on Fire to 24.
  • HVAC/20 (S)
    • Changed damage from 104 to 124.
    • Set AA Factor to 35.
  • HVAC/5 - Changed AA Factor from 10 to 20, damage from 45 to 40, range from 60/300/600/960/1200 to 60/240/480/720/960.
  • HVAC/5 (S) - Changed AA Factor from 10 to 20, damage from 48 to 50.
  • LBX AC/10
    • Changed damage from 60 to 50.
    • Set recoil to 0.
    • Removed accuracy bonus with value +1.
  • LBX AC/10 (C)
    • Changed damage from 60 to 50, heat generated from 8 to 6.
    • Set recoil to 0.
    • Removed accuracy bonus with value +1.
  • LBX AC/10 (CE)
    • Changed damage from 60 to 50, heat generated from 6 to 10.
    • Removed evasive pips ignored with value 1.
  • LBX AC/10 (Prototype)
    • Changed damage from 60 to 50.
    • Set evasive pips ignored to 1.
    • Removed accuracy bonus with value +1, recoil with value 2.
  • LBX AC/2
    • Changed damage from 25 to 10.
    • Removed accuracy bonus with value +1.
  • LBX AC/2 (C)
    • Changed damage from 25 to 10, heat generated from 4 to 3.
    • Removed accuracy bonus with value +1.
  • LBX AC/2 (CE)
    • Changed damage from 25 to 10.
    • Removed evasive pips ignored with value 1.
  • LBX AC/20
    • Changed heat generated from 14 to 18, range from 150/300/450/600 to 120/240/360/480, recoil from 2 to 0.
    • Set AA Factor to 40.
    • Removed accuracy bonus with value +1.
  • LBX AC/20 (C)
    • Changed heat generated from 16 to 18, range from 150/300/450/600 to 120/240/360/480, recoil from 2 to 0.
    • Set AA Factor to 40.
    • Removed accuracy bonus with value +1.
  • LBX AC/20 (CE)
    • Changed heat generated from 14 to 20.
    • Set AA Factor to 40.
    • Removed evasive pips ignored with value 1.
  • LBX AC/5
    • Changed damage from 45 to 25, heat generated from 4 to 3.
    • Removed accuracy bonus with value +1.
  • LBX AC/5 (C)
    • Changed damage from 45 to 25, heat generated from 5 to 3.
    • Removed accuracy bonus with value +1.
  • LBX AC/5 (CE)
    • Changed damage from 45 to 25, heat generated from 4 to 5.
    • Removed evasive pips ignored with value 1.
  • Light AC/10
    • Changed damage from 60 to 50, heat generated from 12 to 9.
    • Added new firing mode STD: AutoCannon fires a single Shot.
    • Set weapon will take crit on jamming to enabled.
    • Removed evasive pips ignored with value 1, jamming chance with value +0.12.
  • Light AC/2
    • Changed damage from 20 to 10, heat generated from 6 to 3.
    • Added new firing mode STD: AutoCannon fires a single Shot.
    • Set weapon will take crit on jamming to enabled.
    • Removed evasive pips ignored with value 1, jamming chance with value +0.05.
  • Light AC/20
    • Changed range from 90/210/330/420 to 60/120/180/240.
    • Added new firing mode STD: AutoCannon fires a single Shot.
    • Set weapon will take crit on jamming to enabled.
    • Removed evasive pips ignored with value 1, jamming chance with value +0.15.
  • Light AC/5
    • Changed damage from 35 to 25, heat generated from 6 to 3.
    • Added new firing mode STD: AutoCannon fires a single Shot.
    • Set weapon will take crit on jamming to enabled.
    • Removed evasive pips ignored with value 1, jamming chance with value +0.1.
  • Proto AC/2 (C)
    • Changed damage from 25 to 10.
    • Added new firing mode STD: AutoCannon fires a single Shot.
    • Set weapon will take crit on jamming to enabled.
  • Proto AC/4 (C)
    • Changed damage from 35 to 20, heat generated from 5 to 3.
    • Added new firing mode STD: AutoCannon fires a single Shot.
    • Set recoil to 0, weapon will take crit on jamming to enabled.
    • Removed jamming chance with value +0.1.
  • Proto AC/8 (C)
    • Changed damage from 55 to 40, heat generated from 5 to 6, recoil from 2 to 0.
    • Added new firing mode STD: AutoCannon fires a single Shot.
    • Set weapon will take crit on jamming to enabled.
    • Removed jamming chance with value +0.15.
  • Rotary AC/10 (C)
    • Changed damage from 56 to 40, heat generated from 24 to 27, recoil from 3 to 0.
    • Updated firing mode x1: Changed heat generated from -16 to -18, recoil from -2 to 0. Removed jamming chance with value +0.04.
    • Updated firing mode x2: Changed heat generated from -8 to -9, jamming chance from +0.08 to +0.06, recoil from -1 to 0. Set accuracy bonus to -1.
    • Updated firing mode x3: Set accuracy bonus to -2, recoil to 2.
    • Updated firing mode x4: Changed heat generated from 8 to 9, jamming chance from +0.16 to +0.18. Set accuracy bonus to -3, recoil to 4.
    • Updated firing mode x5: Changed heat generated from 16 to 18, jamming chance from +0.2 to +0.24, recoil from 2 to 6. Set accuracy bonus to -4.
    • Updated firing mode x6: Changed heat generated from 24 to 27, jamming chance from +0.24 to +0.3, recoil from 3 to 8. Set accuracy bonus to -5.
  • Rotary AC/10 (P) - Changed damage from 8-20 to 10-22.
  • Rotary AC/10 RISC
    • Changed damage from 55 to 50, heat generated from 21 to 27.
    • Added new firing mode x7: RAC Fires 7 Shots.
    • Updated firing mode x1: Changed heat generated from -14 to -18, recoil from -2 to 0. Removed jamming chance with value +0.05.
    • Updated firing mode x2: Changed heat generated from -7 to -9, jamming chance from +0.1 to +0.06, recoil from -1 to 0. Set accuracy bonus to -1.
    • Updated firing mode x3: Changed jamming chance from +0.15 to +0.12. Set accuracy bonus to -2, recoil to 2.
    • Updated firing mode x4: Changed heat generated from 7 to 9, jamming chance from +0.2 to +0.18. Set accuracy bonus to -3, recoil to 4.
    • Updated firing mode x5: Changed heat generated from 14 to 18, jamming chance from +0.25 to +0.24, recoil from 2 to 6. Set accuracy bonus to -4, weapon will take crit on jamming to enabled.
    • Updated firing mode x6: Changed heat generated from 21 to 27, recoil from 3 to 8. Set accuracy bonus to -5, weapon will take crit on jamming to enabled.
  • Rotary AC/2
    • Changed damage from 15 to 10, heat generated from 6 to 9, range from 240/360/540/720 to 180/360/540/720.
    • Updated firing mode x1: Changed heat generated from -4 to -6. Removed jamming chance with value +0.03.
    • Updated firing mode x2: Changed heat generated from -2 to -3, jamming chance from +0.06 to +0.04. Set accuracy bonus to -1.
    • Updated firing mode x3: Changed jamming chance from +0.09 to +0.08. Set accuracy bonus to -2. Removed recoil with value 0.
    • Updated firing mode x4: Changed heat generated from 2 to 3, recoil from 0 to 2. Set accuracy bonus to -3.
    • Updated firing mode x5: Changed heat generated from 4 to 6, jamming chance from +0.15 to +0.16. Set accuracy bonus to -4, recoil to 3.
    • Updated firing mode x6: Changed heat generated from 6 to 9, jamming chance from +0.18 to +0.2, recoil from 2 to 4. Set accuracy bonus to -5.
  • Rotary AC/2 (C)
    • Changed damage from 16 to 10.
    • Updated firing mode x1: Removed jamming chance with value +0.02.
    • Updated firing mode x2: Set accuracy bonus to -1.
    • Updated firing mode x3: Changed jamming chance from +0.06 to +0.08. Set accuracy bonus to -2. Removed recoil with value 0.
    • Updated firing mode x4: Changed jamming chance from +0.08 to +0.12. Set accuracy bonus to -3, recoil to 2.
    • Updated firing mode x5: Changed jamming chance from +0.1 to +0.16, recoil from 2 to 3. Set accuracy bonus to -4.
    • Updated firing mode x6: Changed jamming chance from +0.12 to +0.2, recoil from 3 to 4. Set accuracy bonus to -5.
  • Rotary AC/2 (P)
    • Changed heat generated from 15 to 9.
    • Updated firing mode x1: Changed heat generated from -10 to -6.
    • Updated firing mode x2: Changed heat generated from -5 to -3.
    • Updated firing mode x4: Changed heat generated from 5 to 3.
    • Updated firing mode x5: Changed heat generated from 10 to 6.
    • Updated firing mode x6: Changed heat generated from 15 to 9.
  • Rotary AC/2 RISC
    • Changed damage from 20 to 15, recoil from 3 to 0.
    • Added new firing mode x7: RAC Fires 7 Shots.
    • Updated firing mode x1: Changed recoil from -2 to 0. Removed jamming chance with value +0.06.
    • Updated firing mode x2: Changed jamming chance from +0.12 to +0.04, recoil from -1 to 0. Set accuracy bonus to -1.
    • Updated firing mode x3: Changed jamming chance from +0.18 to +0.08.
    • Updated firing mode x4: Changed jamming chance from +0.24 to +0.12. Set accuracy bonus to -3, recoil to 2.
    • Updated firing mode x5: Changed jamming chance from +0.3 to +0.16, recoil from 2 to 3. Set accuracy bonus to -4, weapon will take crit on jamming to enabled.
    • Updated firing mode x6: Changed jamming chance from +0.36 to +0.2, recoil from 3 to 4. Set accuracy bonus to -5, weapon will take crit on jamming to enabled.
  • Rotary AC/20 (C)
    • Changed damage from 90 to 80, heat generated from 45 to 63.
    • Updated firing mode x1: Changed heat generated from -30 to -42, recoil from -4 to 0. Removed jamming chance with value +0.055.
    • Updated firing mode x2: Changed heat generated from -15 to -21, jamming chance from +0.11 to +0.06, recoil from -2 to 0. Set accuracy bonus to -1.
    • Updated firing mode x3: Changed jamming chance from +0.165 to +0.12. Set recoil to 2.
    • Updated firing mode x4: Changed heat generated from 15 to 21, jamming chance from +0.22 to +0.18, recoil from 2 to 4. Set accuracy bonus to -3.
    • Updated firing mode x5: Changed heat generated from 30 to 42, jamming chance from +0.275 to +0.24. Set accuracy bonus to -4.
    • Updated firing mode x6: Changed heat generated from 45 to 63, jamming chance from +0.33 to +0.3. Set accuracy bonus to -5.
  • Rotary AC/20 (P)
    • Changed damage from 17-33 to 22-38, heat generated from 36 to 63, range from 91/210/310/420 to 120/240/360/480.
    • Updated firing mode x1: Changed heat generated from -24 to -42.
    • Updated firing mode x2: Changed heat generated from -12 to -21.
    • Updated firing mode x4: Changed heat generated from 12 to 21.
    • Updated firing mode x5: Changed heat generated from 24 to 42.
    • Updated firing mode x6: Changed heat generated from 36 to 63.
  • Rotary AC/20 RISC
    • Changed damage from 90 to 100, heat generated from 39 to 63.
    • Added new firing mode x7: RAC Fires 7 Shots.
    • Updated firing mode x1: Changed Self-Instability on Fire from 0.12 to 12, heat generated from -26 to -42, recoil from -4 to 0. Removed jamming chance with value +0.055.
    • Updated firing mode x2: Changed Self-Instability on Fire from 0.24 to 24, heat generated from -13 to -21, jamming chance from +0.11 to +0.06, recoil from -2 to 0. Set accuracy bonus to -1.
    • Updated firing mode x3: Changed Self-Instability on Fire from 0.36 to 36, jamming chance from +0.165 to +0.12. Set accuracy bonus to -2, recoil to 2.
    • Updated firing mode x4: Changed Self-Instability on Fire from 0.48 to 48, heat generated from 13 to 21, jamming chance from +0.22 to +0.18, recoil from 2 to 4. Set accuracy bonus to -3.
    • Updated firing mode x5: Changed heat generated from 26 to 42, jamming chance from +0.275 to +0.24, recoil from 4 to 6. Set accuracy bonus to -4, weapon will take crit on jamming to enabled.
    • Updated firing mode x6: Changed heat generated from 39 to 63, jamming chance from +0.33 to +0.3, recoil from 6 to 8. Set accuracy bonus to -5, weapon will take crit on jamming to enabled.
  • Rotary AC/5
    • Changed damage from 30 to 25.
    • Set recoil to 0.
    • Updated firing mode x1: Changed heat generated from -4 to -6. Removed jamming chance with value +0.05.
    • Updated firing mode x2: Changed heat generated from -2 to -3, jamming chance from +0.1 to +0.04. Set accuracy bonus to -1.
    • Updated firing mode x3: Changed jamming chance from +0.15 to +0.08. Set accuracy bonus to -2. Removed recoil with value 0.
    • Updated firing mode x4: Changed heat generated from 2 to 3, jamming chance from +0.2 to +0.12, recoil from 0 to 2. Set accuracy bonus to -3.
    • Updated firing mode x5: Changed heat generated from 3 to 6, jamming chance from +0.25 to +0.16. Set accuracy bonus to -4, recoil to 3.
    • Updated firing mode x6: Changed heat generated from 4 to 9, jamming chance from +0.3 to +0.2, recoil from 2 to 4. Set accuracy bonus to -5.
  • Rotary AC/5 (C)
    • Changed damage from 30 to 25, heat generated from 10 to 9.
    • Set recoil to 0.
    • Updated firing mode x1: Changed heat generated from -4 to -6. Removed jamming chance with value +0.04.
    • Updated firing mode x2: Changed heat generated from -2 to -3, jamming chance from +0.08 to +0.04. Set accuracy bonus to -1.
    • Updated firing mode x3: Changed jamming chance from +0.12 to +0.08. Set accuracy bonus to -2. Removed recoil with value 0.
    • Updated firing mode x4: Changed heat generated from 2 to 3, jamming chance from +0.16 to +0.12. Set accuracy bonus to -3, recoil to 2.
    • Updated firing mode x5: Changed heat generated from 4 to 6, jamming chance from +0.2 to +0.16, recoil from 2 to 3. Set accuracy bonus to -4.
    • Updated firing mode x6: Changed heat generated from 6 to 9, jamming chance from +0.24 to +0.2, recoil from 3 to 4. Set accuracy bonus to -5. Removed shots fired per attack with value 3.
  • Rotary AC/5 RISC
    • Changed damage from 40 to 30, heat generated from 15 to 21, recoil from 3 to 0.
    • Added new firing mode x7: RAC Fires 7 Shots.
    • Updated firing mode x1: Changed heat generated from -10 to -14, recoil from -2 to 0. Removed jamming chance with value +0.08.
    • Updated firing mode x2: Changed heat generated from -5 to -7, jamming chance from +0.16 to +0.04, recoil from -1 to 0. Set accuracy bonus to -1.
    • Updated firing mode x3: Changed jamming chance from +0.24 to +0.08. Set accuracy bonus to -2.
    • Updated firing mode x4: Changed heat generated from 5 to 7, jamming chance from +0.32 to +0.12. Set accuracy bonus to -3, recoil to 2.
    • Updated firing mode x5: Changed heat generated from 10 to 14, jamming chance from +0.4 to +0.16, recoil from 2 to 3. Set accuracy bonus to -4, weapon will take crit on jamming to enabled.
    • Updated firing mode x6: Changed heat generated from 15 to 21, jamming chance from +0.48 to +0.2, recoil from 3 to 4. Set accuracy bonus to -5, weapon will take crit on jamming to enabled.
  • Ultra AC/10
    • Changed damage from 60 to 50, recoil from 3 to 0.
    • Updated firing mode x1: Changed heat generated from -12 to -9, recoil from -2 to 0.
    • Updated firing mode x2: Changed jamming chance from +0.2 to +0.1. Set accuracy bonus to -1, recoil to 2.
  • Ultra AC/10 (C)
    • Changed damage from 60 to 50, heat generated from 21 to 18, recoil from 3 to 0.
    • Updated firing mode x1: Changed heat generated from -11 to -9, recoil from -2 to 0.
    • Updated firing mode x2: Changed jamming chance from +0.2 to +0.1. Set accuracy bonus to -1, recoil to 2.
  • Ultra AC/10 (CE)
    • Changed damage from 60 to 50.
    • Updated firing mode x2: Changed jamming chance from +0.2 to +0.1.
  • Ultra AC/2
    • Changed damage from 25 to 10, heat generated from 5 to 6.
    • Set recoil to 0.
    • Updated firing mode x1: Changed recoil from -1 to 0.
    • Updated firing mode x2: Set accuracy bonus to -1.
  • Ultra AC/2 (C)
    • Changed damage from 25 to 10, heat generated from 7 to 6.
    • Set recoil to 0.
    • Updated firing mode x1: Changed heat generated from -4 to -3, recoil from -1 to 0.
    • Updated firing mode x2: Changed jamming chance from +0.05 to +0.1. Set accuracy bonus to -1.
  • Ultra AC/2 (CE)
    • Changed damage from 25 to 10, heat generated from 5 to 6.
    • Updated firing mode x2: Changed jamming chance from +0.1 to +0.05.
  • Ultra AC/20
    • Changed heat generated from 40 to 42, recoil from 4 to 0.
    • Updated firing mode x1: Changed heat generated from -22 to -21, recoil from -2 to 0.
    • Updated firing mode x2: Changed jamming chance from +0.25 to +0.1. Set accuracy bonus to -1, recoil to 2.
  • Ultra AC/20 (C)
    • Changed heat generated from 44 to 42, range from 150/300/450/600 to 120/240/360/480, recoil from 4 to 0.
    • Updated firing mode x1: Changed heat generated from -23 to -21, recoil from -2 to 0.
    • Updated firing mode x2: Changed jamming chance from +0.3 to +0.1. Set recoil to 2.
  • Ultra AC/20 (CE)
    • Changed heat generated from 40 to 42, range from 90/210/300/420 to 120/240/300/480.
    • Updated firing mode x2: Changed jamming chance from +0.25 to +0.15.
  • Ultra AC/5
    • Changed damage from 45 to 25, heat generated from 8 to 6, range from 60/180/390/600/780 to 60/210/420/630/840, recoil from 2 to 0.
    • Updated firing mode x1: Changed heat generated from -5 to -6, recoil from -1 to 0.
    • Updated firing mode x2: Changed jamming chance from +0.15 to +0.1. Set accuracy bonus to -1.
  • Ultra AC/5 (C)
    • Changed damage from 45 to 25, heat generated from 10 to 6, recoil from 2 to 0.
    • Updated firing mode x1: Changed heat generated from -6 to -3, recoil from -1 to 0.
    • Updated firing mode x2: Changed jamming chance from +0.15 to +0.1. Set accuracy bonus to -1.
  • Ultra AC/5 (CE)
    • Changed damage from 45 to 25, heat generated from 8 to 14.
    • Updated firing mode x2: Changed jamming chance from +0.15 to +0.1.
  • i-AC/10 (CE)
    • Changed shots per ammo used attack from 4 to 5, damage from 15 to 10, heat generated from 5 to 9, shots fired per attack from 4 to 5.
    • Set recoil to 0.
    • Updated firing mode Burst: Changed AP damage from 0.25 to 0.2, heat damage multiplier from x0.25 to x0.2.
    • Updated firing mode RF: Changed AP damage from 0.25 to 0.2, heat damage multiplier from x0.25 to x0.2, shots fired per attack from 4 to 5.
  • i-AC/2 (CE)
    • Changed damage from 13 to 5, heat generated from 2 to 3.
    • Updated firing mode RF: Changed heat generated from 2 to 3.
  • i-AC/20 (CE)
    • Changed heat generated from 8 to 21, recoil from 3 to 0.
    • Updated firing mode RF: Changed heat generated from 8 to 21.
  • i-AC/5 (CE)
    • Changed shots per ammo used attack from 3 to 5, damage from 15 to 5, shots fired per attack from 3 to 5.
    • Set recoil to 0.
    • Updated firing mode Burst: Changed AP damage from 0.33 to 0.2, heat damage multiplier from x0.33 to x0.2.
    • Updated firing mode RF: Changed AP damage from 0.33 to 0.2, heat damage multiplier from x0.33 to x0.2, shots fired per attack from 3 to 5.

  • Acid Spit - Changed unit type accuracy bonuses from Battle Armor -> +5 to Battle Armor -> +5 / ProtoMech -> +5.
  • BA AP Gauss Rifle
    • Changed unit type accuracy bonuses from Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
    • Set recoil to 0.
    • Removed accuracy bonus with value +1', damage variance over distance of 0.6, evasive pips ignored with value 1.
  • BA Adv. SRM-1 (C)
    • Changed AMS hit chance multiplier from x0.5 to x1, missile health bonus from 2 to 1, weapon fire on only successful hit from enabled to disabled.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Removed evasive pips ignored with value 1.
  • BA Adv. SRM-1 (OS) (C)
    • Changed AMS hit chance multiplier from x0.5 to x1, missile health bonus from 2 to 1, weapon fire on only successful hit from enabled to disabled.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Removed evasive pips ignored with value 1.
  • BA Adv. SRM-2 (C)
    • Changed AMS hit chance multiplier from x0.5 to x1, damage from 10 to 4-10, missile health bonus from 2 to 1, weapon fire on only successful hit from enabled to disabled.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Removed evasive pips ignored with value 1.
  • BA Adv. SRM-2 (OS) (C)
    • Changed AMS hit chance multiplier from x0.5 to x1, damage from 10 to 4-10, missile health bonus from 2 to 1, shots fired per attack from 2 to 3, weapon fire on only successful hit from enabled to disabled.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Removed evasive pips ignored with value 1.
  • BA Adv. SRM-3 (C)
    • Changed AMS hit chance multiplier from x0.5 to x1, damage from 10 to 4-10, missile health bonus from 2 to 1, weapon fire on only successful hit from enabled to disabled.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Removed evasive pips ignored with value 1.
  • BA Adv. SRM-3 (OS) (C)
    • Changed AMS hit chance multiplier from x0.5 to x1, damage from 10 to 4-10, missile health bonus from 2 to 1, weapon fire on only successful hit from enabled to disabled.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Removed evasive pips ignored with value 1.
  • BA Adv. SRM-4 (C)
    • Changed AMS hit chance multiplier from x0.5 to x1, damage from 10 to 4-10, missile health bonus from 2 to 1, weapon fire on only successful hit from enabled to disabled.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Removed evasive pips ignored with value 1.
  • BA Adv. SRM-4 (OS) (C)
    • Changed AMS hit chance multiplier from x0.5 to x1, damage from 10 to 4-10, missile health bonus from 2 to 1, weapon fire on only successful hit from enabled to disabled.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Removed evasive pips ignored with value 1.
  • BA Adv. SRM-5 (C)
    • Changed AMS hit chance multiplier from x0.5 to x1, damage from 10 to 4-10, missile health bonus from 2 to 1, weapon fire on only successful hit from enabled to disabled.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Removed evasive pips ignored with value 1.
  • BA Adv. SRM-5 (OS) (C)
    • Changed AMS hit chance multiplier from x0.5 to x1, damage from 10 to 4-10, missile health bonus from 2 to 1, weapon fire on only successful hit from enabled to disabled.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Removed evasive pips ignored with value 1.
  • BA Adv. SRM-6 (C)
    • Changed AMS hit chance multiplier from x0.5 to x1, damage from 10 to 4-10, missile health bonus from 2 to 1.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Removed evasive pips ignored with value 1.
  • BA Adv. SRM-6 (OS) (C)
    • Changed AMS hit chance multiplier from x0.5 to x1, damage from 10 to 4-10, missile health bonus from 2 to 1, weapon fire on only successful hit from enabled to disabled.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Removed evasive pips ignored with value 1.
  • BA Bearhunter Superheavy AC
    • Changed Trooper damage modifier from x4 to x3, cost per ammo from 6 to 10, cost from 25 000 to 7 500, damage from 5-7 to 15, range from 30/60/90/120 to 0/30/60/60, shots fired per attack from 2 to 1, unit type accuracy bonuses from Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +6 / ProtoMech -> +6.
    • Added new firing mode STD: MG Fires 1 Shot, Consumes 1 Ammo.
    • Removed accuracy bonus with value +1, evasive pips ignored with value 1.
  • BA Bomb Rack (OS) - Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
  • BA David Light Gauss - Changed Trooper damage modifier from x2 to x3, unit type accuracy bonuses from Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +6 / ProtoMech -> +6.
  • BA ER M Laser (C)
    • Changed range from 150/270/420/540 to 150/300/450/600.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
  • BA ER Micro Laser (C) - Changed range from 60/120/180/240 to 30/60/120/120, unit type accuracy bonuses from Battle Armor -> +5 / ProtoMech -> +5 to Battle Armor -> +6 / ProtoMech -> +6.
  • BA ER S Laser (C)
    • Changed damage from 20 to 25, range from 90/180/300/360 to 60/120/240/240.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
  • BA ER S.Laser - Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
  • BA Flamer
    • Changed Trooper damage modifier from x1.25 to x2, heat damage from 10 to 6, overheat damage multiplier from x1.35 to x1.2, range from 60/90/120/180 to 30/60/90/120.
    • Removed damage variance over distance of '0.4.
  • BA HMG
    • Changed Trooper damage modifier from x4 to x3, cost per ammo from 15 to 10, damage from 2-4 to 15, internal ammunition from 200 to 40, range from 90/120/150/240 to 30/60/60/60, shots fired per attack from 4 to 1, unit type accuracy bonuses from Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +6 / ProtoMech -> +6.
    • Added new firing mode STD: MG Fires 1 Shot, Consumes 1 Ammo.
    • Removed accuracy bonus with value +1, evasive pips ignored with value 1.
  • BA Heavy Flamer
    • Changed Trooper damage modifier from x1.15 to x2, heat damage from 20 to 12, overheat damage multiplier from x1.35 to x1.2, unit type accuracy bonuses from Battle Armor -> +5 / ProtoMech -> +5 to Battle Armor -> +6 / ProtoMech -> +6.
    • Removed damage variance over distance of '0.4.
  • BA Heavy Grenade Launcher
    • Changed damage from 0-10 to 1-9, unit type accuracy bonuses from Battle Armor -> +5 / ProtoMech -> +5 to Battle Armor -> +6 / ProtoMech -> +6.
    • Removed AOE damage with value 5, AOE heat damage with value 0.01, AOE instability with value 2, AOE range with value 15.
  • BA Heavy Magshot
    • Changed range from 90/150/300/450/600 to 60/120/240/360/480.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
  • BA Heavy Mortar
    • Changed damage from 10 to 15, internal ammunition from 40 to 20, range from 30/120/240/360/480 to 30/90/180/270/360.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Removed AOE damage with value 5, AOE heat damage with value 0.01, AOE instability with value 2, AOE range with value 45.
  • BA Heavy Rifle
    • Changed damage from 15 to 20, shots fired per attack from 2 to 1.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
  • BA I-SRM-1 (OS) (C)
    • Changed AMS hit chance multiplier from x0.5 to x1, damage from 2 to 1, missile health bonus from 2 to 0.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
  • BA King David Gauss
    • Changed Trooper damage modifier from x2 to x3, unit type accuracy bonuses from Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +6 / ProtoMech -> +6.
    • Removed damage variance over distance of '0.7.
  • BA LB-X AC
    • Changed damage from 9 to 20, unit type accuracy bonuses from VTOL -> +2 / Airship -> +2 to Battle Armor -> +5 / ProtoMech -> +5 / VTOL -> +2 / Airship -> +2.
    • Set accuracy bonus to +2.
    • Removed evasive pips ignored with value 1.
  • BA LMG
    • Changed Trooper damage modifier from x4 to x3, damage from 0-2 to 5, internal ammunition from 200 to 50, range from 120/150/180/300 to 60/120/180/240, shots fired per attack from 4 to 1, unit type accuracy bonuses from Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +6 / ProtoMech -> +6.
    • Added new firing mode STD: MG Fires 1 Shot, Consumes 1 Ammo.
    • Removed accuracy bonus with value +1, evasive pips ignored with value 1.
  • BA LRM-1
    • Changed AMS hit chance multiplier from x0.7 to x1.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
  • BA LRM-1 (C)
    • Changed AMS hit chance multiplier from x0.7 to x1.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
  • BA LRM-1 (C) (OS)
    • Changed AMS hit chance multiplier from x0.7 to x1.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
  • BA LRM-1 (OS)
    • Changed AMS hit chance multiplier from x0.7 to x1, shots fired per attack from 2 to 3.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
  • BA LRM-2
    • Changed AMS hit chance multiplier from x0.7 to x1, damage from 5 to 1-5.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA LRM-2 (C)
    • Changed AMS hit chance multiplier from x0.7 to x1, damage from 5 to 1-5.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA LRM-2 (C) (OS)
    • Changed AMS hit chance multiplier from x0.7 to x1, damage from 5 to 1-5.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA LRM-2 (OS)
    • Changed AMS hit chance multiplier from x0.7 to x1, damage from 5 to 1-5, shots fired per attack from 2 to 1.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA LRM-3
    • Changed AMS hit chance multiplier from x0.7 to x1, damage from 5 to 1-5.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA LRM-3 (C)
    • Changed AMS hit chance multiplier from x0.7 to x1, damage from 5 to 1-5.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA LRM-3 (C) (OS)
    • Changed AMS hit chance multiplier from x0.7 to x1, damage from 5 to 1-5.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA LRM-3 (OS)
    • Changed AMS hit chance multiplier from x0.7 to x1, damage from 5 to 1-5.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA LRM-4
    • Changed AMS hit chance multiplier from x0.7 to x1, damage from 5 to 1-5.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA LRM-4 (C)
    • Changed AMS hit chance multiplier from x0.7 to x1, damage from 5 to 1-5.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA LRM-4 (C) (OS)
    • Changed AMS hit chance multiplier from x0.7 to x1, damage from 5 to 1-5.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA LRM-4 (OS)
    • Changed AMS hit chance multiplier from x0.7 to x1, damage from 5 to 1-5.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA LRM-5
    • Changed AMS hit chance multiplier from x0.7 to x1, damage from 5 to 1-5.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA LRM-5 (C)
    • Changed AMS hit chance multiplier from x0.7 to x1, damage from 5 to 1-5.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA LRM-5 (C) (OS)
    • Changed AMS hit chance multiplier from x0.7 to x1, damage from 5 to 1-5.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA LRM-5 (OS)
    • Changed AMS hit chance multiplier from x0.7 to x1, damage from 5 to 1-5.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA Light Mortar
    • Changed damage from 10 to 15.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Removed AOE damage with value 5, AOE heat damage with value 0.01, AOE instability with value 2, AOE range with value 45.
  • BA Light Rifle - Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
  • BA Light TAG - Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
  • BA M ER Pulse Laser (C)
    • Changed accuracy bonus from +1 to +2, damage from 12 to 14, range from 120/240/360/480 to 150/270/420/540.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Removed evasive pips ignored with value 1.
  • BA M Pulse Laser (C)
    • Changed accuracy bonus from +1 to +2, damage from 12 to 14, range from 90/210/330/420 to 120/240/360/480.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Removed evasive pips ignored with value 1.
  • BA M. Heavy Laser (C) - Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
  • BA MG
    • Changed Trooper damage modifier from x4 to x3, cost per ammo from 10 to 5, damage from 1-3 to 10, internal ammunition from 200 to 50, range from 90/120/150/240 to 30/60/90/120, shots fired per attack from 4 to 1, unit type accuracy bonuses from Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +6 / ProtoMech -> +6.
    • Added new firing mode STD: MG Fires 1 Shot, Consumes 1 Ammo.
    • Removed accuracy bonus with value +1, evasive pips ignored with value 1.
  • BA MRM-1
    • Changed AMS hit chance multiplier from x0.6 to x0.75, missile health bonus from 2 to 1, range from 90/180/270/360 to 90/240/450/480.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set accuracy bonus to -1.
  • BA MRM-1 (OS)
    • Changed AMS hit chance multiplier from x0.6 to x0.75, missile health bonus from 2 to 1, range from 90/180/270/360 to 90/240/450/480.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set accuracy bonus to -1.
  • BA MRM-2
    • Changed AMS hit chance multiplier from x0.6 to x0.75, damage from 5 to 1-5, missile health bonus from 2 to 1, range from 90/180/270/360 to 90/240/450/480.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set accuracy bonus to -1, weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA MRM-2 (OS)
    • Changed AMS hit chance multiplier from x0.6 to x0.75, damage from 5 to 1-5, missile health bonus from 2 to 1, range from 90/180/270/360 to 90/240/450/480.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set accuracy bonus to -1, weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA MRM-3
    • Changed AMS hit chance multiplier from x0.6 to x0.75, damage from 5 to 1-5, missile health bonus from 2 to 1, range from 90/180/270/360 to 90/240/450/480.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set accuracy bonus to -1, weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA MRM-3 (OS)
    • Changed AMS hit chance multiplier from x0.6 to x0.75, damage from 5 to 1-5, missile health bonus from 2 to 1, range from 90/180/270/360 to 90/240/450/480.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set accuracy bonus to -1, weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA MRM-4
    • Changed AMS hit chance multiplier from x0.6 to x0.75, damage from 5 to 1-5, missile health bonus from 2 to 1, range from 90/180/270/360 to 90/240/450/480.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set accuracy bonus to -1, weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA MRM-4 (OS)
    • Changed AMS hit chance multiplier from x0.6 to x0.75, damage from 5 to 1-5, missile health bonus from 2 to 1, range from 90/180/270/360 to 90/240/450/480.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set accuracy bonus to -1, weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA MRM-5
    • Changed AMS hit chance multiplier from x0.6 to x0.75, damage from 5 to 1-5, missile health bonus from 2 to 1, range from 90/180/270/360 to 90/240/450/480.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set accuracy bonus to -1, weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA MRM-5 (OS)
    • Changed AMS hit chance multiplier from x0.6 to x0.75, damage from 5 to 1-5, missile health bonus from 2 to 1, range from 90/180/270/360 to 90/240/450/480.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set accuracy bonus to -1, weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA Magshot
    • Changed Trooper damage modifier from x2 to x3, unit type accuracy bonuses from Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +6 / ProtoMech -> +6.
    • Set recoil to 0.
    • Removed accuracy bonus with value +1', damage variance over distance of 0.7, evasive pips ignored with value 1.
  • BA Medium Laser - Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
  • BA Medium Pulse Laser
    • Changed accuracy bonus from +1 to +2.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Removed evasive pips ignored with value 1.
  • BA Medium Rifle - Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
  • BA Medium VSPL
    • Added range accuracy bonus of +2 beyond the range of 180m, range accuracy bonus of -180 beyond the range of 180m, unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set accuracy bonus to +1.
    • Removed effects: Medium Range Accuracy Modifier, Short Range Accuracy Modifier, Long Range Accuracy Modifier, Walk Speed.
  • BA Micro Grenade Launcher
    • Changed damage from 0-8 to 1-9, range from 90/120/150/240 to 30/60/90/120.
    • Removed AOE damage with value 5, AOE heat damage with value 0.01, AOE instability with value 2, AOE range with value 12.
  • BA Micro Pulse Laser (C)
    • Changed accuracy bonus from +1 to +2, damage from 5 to 6, range from 60/90/120/180 to 30/60/90/120, unit type accuracy bonuses from Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +6 / ProtoMech -> +6.
    • Removed evasive pips ignored with value 1.
  • BA Narc
    • Changed range from 60/120/150/180 to 60/120/150/240.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
  • BA Needler Firedrake
    • Changed Trooper damage modifier from x5 to x2, damage from 0-2 to 5, internal ammunition from 90 to 30, range from 90/120/150/240 to 30/60/90/120, shots fired per attack from 3 to 1, unit type accuracy bonuses from Battle Armor -> +15 / ProtoMech -> +15 to Battle Armor -> +6 / ProtoMech -> +6.
    • Removed accuracy bonus with value +1, evasive pips ignored with value 2.
  • BA PPC
    • Changed range from 90/180/270/360 to 60/180/270/360.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set recoil to 0.
  • BA PPC (C) - Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
  • BA Plasma Rifle
    • Changed heat damage from 10 to 3.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Removed damage variance over distance of 0.75, overheat damage multiplier with value x2', effects: Effects: On Hit: Target Heat Generation.
  • BA Rocket 1
    • Changed missile health bonus from 3 to 1, range from 150/300/450/600 to 90/210/360/420.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set AMS hit chance multiplier to x1, accuracy bonus to -1.
  • BA Rocket 2
    • Changed missile health bonus from 3 to 1, range from 150/300/450/600 to 90/210/360/420.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set AMS hit chance multiplier to x1, accuracy bonus to -1.
  • BA Rocket 3
    • Changed missile health bonus from 3 to 1, range from 150/300/450/600 to 90/210/360/420.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set AMS hit chance multiplier to x1, accuracy bonus to -1.
  • BA Rocket 4
    • Changed missile health bonus from 3 to 1, range from 150/300/450/600 to 90/210/360/420.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set AMS hit chance multiplier to x1, accuracy bonus to -1.
  • BA Rocket 5
    • Changed missile health bonus from 3 to 1, range from 150/300/450/600 to 90/210/360/420.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set AMS hit chance multiplier to x1, accuracy bonus to -1.
  • BA S ER Pulse Laser (C)
    • Changed accuracy bonus from +1 to +2, damage from 6 to 10, range from 120/180/240/360 to 90/180/270/360, unit type accuracy bonuses from Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +6 / ProtoMech -> +6.
    • Removed evasive pips ignored with value 1.
  • BA S Pulse Laser (C)
    • Changed accuracy bonus from +1 to +2, damage from 5 to 6, range from 90/150/210/300 to 60/120/180/240, unit type accuracy bonuses from Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +6 / ProtoMech -> +6.
    • Removed evasive pips ignored with value 1.
  • BA S. Heavy Laser (C)
    • Changed range from 60/90/120/180 to 30/60/90/120.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
  • BA SRM-1
    • Changed AMS hit chance multiplier from x0.5 to x1, missile health bonus from 2 to 1.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
  • BA SRM-1 (C)
    • Changed AMS hit chance multiplier from x0.5 to x1, missile health bonus from 2 to 1.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
  • BA SRM-1 (OS)
    • Changed AMS hit chance multiplier from x0.5 to x1, missile health bonus from 2 to 1.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
  • BA SRM-1 (OS) (C)
    • Changed AMS hit chance multiplier from x0.5 to x1, missile health bonus from 2 to 1.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
  • BA SRM-2
    • Changed AMS hit chance multiplier from x0.5 to x1, damage from 10 to 2-10, missile health bonus from 2 to 1.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA SRM-2 (C)
    • Changed AMS hit chance multiplier from x0.5 to x1, damage from 10 to 2-10, missile health bonus from 2 to 1.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA SRM-2 (OS)
    • Changed AMS hit chance multiplier from x0.5 to x1, damage from 10 to 2-10, missile health bonus from 2 to 1.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA SRM-2 (OS) (C)
    • Changed AMS hit chance multiplier from x0.5 to x1, damage from 10 to 2-10, missile health bonus from 2 to 1.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA SRM-3
    • Changed AMS hit chance multiplier from x0.5 to x1, damage from 10 to 2-10, missile health bonus from 2 to 1.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA SRM-3 (C)
    • Changed AMS hit chance multiplier from x0.5 to x1, damage from 10 to 2-10, missile health bonus from 2 to 1.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA SRM-3 (OS)
    • Changed AMS hit chance multiplier from x0.5 to x1, damage from 10 to 2-10, missile health bonus from 2 to 1.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA SRM-3 (OS) (C)
    • Changed AMS hit chance multiplier from x0.5 to x1, damage from 10 to 2-10, missile health bonus from 2 to 1.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA SRM-4
    • Changed AMS hit chance multiplier from x0.5 to x1, damage from 10 to 2-10, missile health bonus from 2 to 1.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA SRM-4 (C)
    • Changed AMS hit chance multiplier from x0.5 to x1, damage from 10 to 2-10, missile health bonus from 2 to 1.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA SRM-4 (OS)
    • Changed AMS hit chance multiplier from x0.5 to x1, damage from 10 to 2-10, missile health bonus from 2 to 1.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA SRM-4 (OS) (C)
    • Changed AMS hit chance multiplier from x0.5 to x1, damage from 10 to 2-10, missile health bonus from 2 to 1.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA SRM-5
    • Changed AMS hit chance multiplier from x0.5 to x1, damage from 10 to 2-10, missile health bonus from 2 to 1.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA SRM-5 (C)
    • Changed AMS hit chance multiplier from x0.5 to x1, damage from 10 to 2-10, missile health bonus from 2 to 1.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA SRM-5 (OS)
    • Changed AMS hit chance multiplier from x0.5 to x1, damage from 10 to 2-10, missile health bonus from 2 to 1.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA SRM-5 (OS) (C)
    • Changed AMS hit chance multiplier from x0.5 to x1, damage from 10 to 2-10, missile health bonus from 2 to 1.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA SRM-6
    • Changed AMS hit chance multiplier from x0.5 to x1, damage from 10 to 2-10, missile health bonus from 2 to 1.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA SRM-6 (C)
    • Changed AMS hit chance multiplier from x0.5 to x1, damage from 10 to 2-10, missile health bonus from 2 to 1.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA SRM-6 (OS)
    • Changed AMS hit chance multiplier from x0.5 to x1, damage from 10 to 2-10, missile health bonus from 2 to 1.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA SRM-6 (OS) (C)
    • Changed AMS hit chance multiplier from x0.5 to x1, damage from 10 to 2-10, missile health bonus from 2 to 1.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • BA Satchel Charge - Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
  • BA Shotgun - Changed Trooper damage modifier from x2 to x3, unit type accuracy bonuses from Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +6 / ProtoMech -> +6.
  • BA Small Laser - Changed unit type accuracy bonuses from Battle Armor -> +1 / ProtoMech -> +1 to Battle Armor -> +6 / ProtoMech -> +6.
  • BA Small Pulse Laser
    • Changed Trooper damage modifier from x2 to x3, accuracy bonus from +1 to +2, unit type accuracy bonuses from Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
    • Removed evasive pips ignored with value 1.
  • BA Small VSPL
    • Changed unit type accuracy bonuses from Battle Armor -> +5 / ProtoMech -> +5 to Battle Armor -> +6 / ProtoMech -> +6.
    • Added range accuracy bonus of +2 beyond the range of 150m, range accuracy bonus of -150 beyond the range of 150m.
    • Set accuracy bonus to +1.
    • Removed effects: Medium Range Accuracy Modifier, Short Range Accuracy Modifier, Long Range Accuracy Modifier.
  • BA TAG Barrage
    • Changed cooldown from 3 to 1, targeted attack AOE range from 50 to 60.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
  • BA Tsunami Gauss Rifle - Changed internal ammunition from 5 to 10, range from 60/120/180/240 to 60/120/150/240, unit type accuracy bonuses from Battle Armor -> +12 / ProtoMech -> +12 to Battle Armor -> +6 / ProtoMech -> +6.
  • Infantry Rifle
    • Changed Trooper damage modifier from x1.5 to x3, damage from 1 to 2.
    • Added unit type accuracy bonuses: Battle Armor -> +6 / ProtoMech -> +6.
  • Tail - Changed unit type accuracy bonuses from Battle Armor -> +5 to Battle Armor -> +5 / ProtoMech -> +5.

  • AMS Flare - Changed AMS activations per turn from 2 to 4, shots fired per attack from 10 to 5.
  • Avenger Rifle
    • Changed damage from 45 to 25.
    • Set AA Factor to 25.
    • Removed recoil with value 2.
    • Updated firing mode x1: Changed jamming chance from +0.08 to +0.05, recoil from -2 to 0.
    • Updated firing mode x2: Changed jamming chance from +0.16 to +0.1, recoil from -1 to 0.
    • Updated firing mode x3: Changed jamming chance from +0.24 to +0.15. Set recoil to 0.
    • Updated firing mode x4: Changed jamming chance from +0.32 to +0.2. Set recoil to 0.
    • Updated firing mode x5: Changed jamming chance from +0.4 to +0.25. Removed recoil with value 2.
    • Updated firing mode x6: Changed jamming chance from +0.48 to +0.3, recoil from 3 to 2.
  • Bolt On I-ROCKET 10
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 2.
  • Bolt On I-ROCKET 10 X2
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 2.
  • Bolt On I-ROCKET 10 X3
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 2.
  • Bolt On I-ROCKET 10 X5
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 2.
  • Bolt On I-ROCKET 15
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 2.
  • Bolt On I-ROCKET 15 X2
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 2.
  • Bolt On I-ROCKET 15 X3
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 2.
  • Bolt On I-ROCKET 5
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 2.
  • Bolt On I-ROCKET 5 X2
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 2.
  • Bolt On I-ROCKET 5 X3
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 2.
  • Bolt On I-Rocket 20
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 2.
  • Bolt On I-Rocket 20 X2
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 2.
  • Bolt On I-Rocket 20 X3
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 2.
  • Bolt On I-Rocket 20 X5
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 2.
  • Bolt On LAA Missile x2 - Changed shots fired per attack from 2 to 1.
  • Bolt On Mini-Thunderbolt 4-Pack - Changed damage from 30 to 25, range from 150/210/420/630/840 to 150/180/360/540/720.
  • Bolt On Rocket 10
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 3.
  • Bolt On Rocket 10 X2
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 3.
  • Bolt On Rocket 10 X3
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 3.
  • Bolt On Rocket 15
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 3.
  • Bolt On Rocket 15 X2
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 3.
  • Bolt On Rocket 15 X3
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 3.
  • Bolt On Rocket 20
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 3.
  • Bolt On Rocket 20 X2
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 3.
  • Bolt On Rocket 20 X3
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 3.
  • Bolt On Rocket 5
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 3.
  • Bolt On Rocket 5 X2
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 3.
  • Bolt On Rocket 5 X3
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 3.
  • Bolt On Tandem Rocket 10
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 3.
  • Bolt On Tandem Rocket 10 X2
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 3.
  • Bolt On Tandem Rocket 10 X3
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 3.
  • Bolt On Tandem Rocket 15
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 3.
  • Bolt On Tandem Rocket 15 X2
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 3.
  • Bolt On Tandem Rocket 15 X3
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 3.
  • Bolt On Tandem Rocket 15 X5
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 3.
  • Bolt On Tandem Rocket 20
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 3.
  • Bolt On Tandem Rocket 20 X2
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 3.
  • Bolt On Tandem Rocket 20 X3
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 3.
  • Bolt On Tandem Rocket 20 X4
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 3.
  • Bolt On Tandem Rocket 20 X5
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 3.
  • Bolt On Tandem Rocket 5
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 3.
  • Bolt On Tandem Rocket 5 X2
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 3.
  • Bolt On Tandem Rocket 5 X3
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 3.
  • Bolt On Thunderbolt 2-Pack - Changed damage from 60 to 50, range from 150/210/420/630/840 to 150/180/360/540/720.
  • Chaff CounterMeasures - Changed missile health bonus from 7 to 4, range from 150/300/450/600 to 90/210/360/420.
  • Disco Pistol - Changed heat damage from 2 to 1.
  • HH AP Gauss Rifle(C) - Changed Trooper damage modifier from x2 to x3, range from 120/240/330/390 to 90/180/270/360, unit type accuracy bonuses from Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
  • HH Chem Laser Rifle (C) - Changed internal ammunition from 16 to 12.
  • HH ER L Laser Rifle (C)
    • Changed damage from 40 to 50, range from 210/420/630/840 to 240/450/750/900.
    • Set AA Factor to 12.
  • Hand Held Flamer
    • Changed damage from 15 to 20, heat damage from 20 to 12.
    • Removed damage variance over distance of '0.3.
  • HandHeld 2xLRM5 (C) - Removed missile health bonus with value 2.
  • HandHeld Light PPC
    • Changed damage from 30 to 25, range from 90/123/246/370/430 to 90/180/360/540/720.
    • Set AA Factor to 9.
    • Updated firing mode FIOFF: Changed jamming chance from +0.5 to +0.25.
  • HandHeld MML3
    • Updated firing mode LRM: Removed missile health bonus with value 2.
    • Updated firing mode SRM: Removed missile health bonus with value 3.
  • HandHeld MML5
    • Updated firing mode LRM: Removed missile health bonus with value 2.
    • Updated firing mode SRM: Removed missile health bonus with value 3.
  • HandHeld MML7
    • Updated firing mode LRM: Removed missile health bonus with value 2.
    • Updated firing mode SRM: Removed missile health bonus with value 3.
  • HandHeld MML9
    • Updated firing mode LRM: Removed missile health bonus with value 2.
    • Updated firing mode SRM: Removed missile health bonus with value 3.
  • HandHeld MRM10 - Changed range from 180/270/420/510 to 90/240/450/480.
  • HandHeld Rotary AC/2 (P)
    • Changed damage from 4-8 to 4-10, range from 165/330/490/560 to 240/360/540/720, recoil from 3 to 0.
    • Removed accuracy bonus with value +1', damage variance over distance of 0.5, jamming chance based on recoil with value 8%.
    • Updated firing mode x1: Set jamming chance to +0.03. Removed recoil with value -2.
    • Updated firing mode x2: Changed recoil from -1 to 2. Set jamming chance to +0.06.
    • Updated firing mode x3: Set jamming chance to +0.09, recoil to 3.
    • Updated firing mode x4: Set jamming chance to +0.12, recoil to 4.
    • Updated firing mode x5: Changed recoil from 2 to 5. Set jamming chance to +0.15.
    • Updated firing mode x6: Changed recoil from 3 to 6. Set jamming chance to +0.18.
  • HandHeld StreakLRM5 (C)
    • Changed damage from 4 to 5, missile health bonus from 3 to 2.
    • Removed evasive pips ignored with value 1.
  • HandHeld StreakSRM4 (C)
    • Changed damage from 8 to 10.
    • Removed missile health bonus with value 4.
  • HandHeld U-AC/20
    • Changed damage from 90 to 100, range from 90/210/300/420 to 120/240/360/480.
    • Set weapon hit generation to clustered hits.
    • Updated firing mode x1: Removed jamming chance with value +0.2.
    • Updated firing mode x2: Changed jamming chance from +0.3 to +0.25.
  • Handheld Light AC/5 - Changed damage from 35 to 25, range from 60/240/420/480 to 150/300/450/600.
  • Handheld RAC/2
    • Changed damage from 15 to 10, range from 120/240/480/720/780 to 120/240/480/720/720.
    • Set AA Factor to 17.
  • Minigun
    • Changed damage from 2 to 5, range from 90/120/150/240 to 30/60/90/120, shots fired per attack from 6 to 3, unit type accuracy bonuses from: Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
    • Removed firing modes: x8, x10, x12
    • Added new firing mode x1: Minigun fires 1 Shot
    • Added new firing mode x3: Minigun fires 3 Shots
    • Added new firing mode x5: Minigun fires 5 Shots
    • Updated firing mode x2: Changed shots fired per attack from -4 to -1.
    • Updated firing mode x4: Changed shots fired per attack from -2 to 1. Set jamming chance to +0.1.
    • Updated firing mode x6: Changed recoil from 0 to 3. Set jamming chance to +0.3, shots fired per attack to 3.
  • Laser Rifle (M)(C) - Changed range from 90/180/270/330 to 90/180/270/360.
  • Paperclip Gun - Changed unit type accuracy bonuses from: Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
  • Smoker - Changed missile health bonus from 4 to 1, range from 200/300/500/600 to 90/210/360/420.

  • AP Gauss Rifle
    • Changed Trooper damage modifier from x2 to x3, damage from 6 to 5, range from 120/240/360/480 to 90/180/270/360, unit type accuracy bonuses from Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
    • Set recoil to 0.
    • Removed damage variance over distance of '0.3.
  • AP Gauss Rifle Battery
    • Changed slots from 6 to 4, tonnage from 4 to 3, cost from 1 585 000' to 792 500, damage from 6 to 5, recoil from 1 to 2, unit type accuracy bonuses from Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5, range from 120/240/330/390 to 90/180/270/360.
    • Removed damage variance over distance of '0.3.
    • Removed firing modes x5, x6, x7, x8.
  • Gauss Fingers QS - Changed Trooper damage modifier from x2 to x3, unit type accuracy bonuses from Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
  • Gauss Rifle - Changed damage from 80 to 75.
  • Gauss Rifle (C) - Changed damage from 80 to 75, heat generated from 6 to 3.
  • Gauss Rifle Blackwell
    • Changed damage from 75 to 70, jamming chance from +0.2 to +0.1.
    • Set AP damage to 5.
    • Removed accuracy bonus with value +1, evasive pips ignored with value 1.
  • Gauss Rifle HA20 (C)
    • Changed damage from 10' to 4-10, weapon hit generation from clustered hits to one hit roll for all projectiles.
    • Added range cluster modifier at ranges Short: x0 / Short: x0.
    • Set accuracy bonus to +1.
    • Removed clustering modifier with value +0.25.
  • Gauss Rifle HA30 (C)
    • Changed damage from 10' to 4-10, weapon hit generation from clustered hits to one hit roll for all projectiles.
    • Added range cluster modifier at ranges Short: x0 / Short: x0.
    • Set accuracy bonus to +1.
    • Removed clustering modifier with value +0.25.
  • Gauss Rifle HA40 (C)
    • Changed damage from 10' to 4-10, unit type accuracy bonuses from VTOL -> +3 / Airship -> +3 to VTOL -> +2 / Airship -> +2, weapon hit generation from clustered hits to one hit roll for all projectiles.
    • Added range cluster modifier at ranges Short: x0 / Short: x0.
    • Set accuracy bonus to +1.
    • Removed clustering modifier with value +0.25.
  • Gauss Rifle M9 - Changed heat generated from 4 to 3.
  • Gauss Rifle Norse Storm - Changed AOE damage falloff type from Log10 to Linear, AOE range from 50 to 60, heat generated from 6 to 3.
  • Heavy Gauss Rifle - Changed damage variance over distance from 0.4 to 0.5, damage from 175 to 150.
  • Hyper Assault Gauss (RISC)
    • Changed damage from 12' to 4-12, weapon hit generation from clustered hits to one hit roll for all projectiles.
    • Added range cluster modifier at ranges Short: x0 / Short: x0.
    • Set accuracy bonus to +1.
    • Removed clustering modifier with value +0.3.
  • Improved Gauss Rifle (CE) - Changed damage from 80 to 75.
  • Improved HGR - Changed damage from 150 to 125.
  • Light Gauss Rifle
    • Changed damage from 55 to 50.
    • Removed evasive pips ignored with value 1.
  • Light Ultra Gauss Rifle
    • Changed damage from 56' to 50, weapon hit generation from clustered hits to individual hit rolls.
    • Removed evasive pips ignored with value 1.
  • MagShot
    • Changed Trooper damage modifier from x2 to x3, damage from 15 to 10, heat generated from 1 to 3, range from 120/240/360/480 to 90/180/270/360, unit type accuracy bonuses from Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
    • Set recoil to 0.
    • Removed damage variance over distance of '0.4.
  • MagShot Cannon
    • Changed damage from 70 to 50, heat generated from 5 to 6.
    • Updated firing mode Burst: Changed Trooper damage modifier from x2 to x3, damage from 15 to 10.
  • RISC Heavy SB Gauss
    • Changed AOE damage from 25' to 5, AOE instability from 5 to 1, damage from 10-20 to 1-5, jamming chance from +0.2 to +0.15, weapon hit generation from clustered hits to one hit roll for all projectiles.
    • Removed clustering modifier with value +5.
  • Rotary AP Large Bore Gauss Rifle (C) - Changed Trooper damage modifier from x2 to x3, damage variance over distance from 0.5 to 0.45, range from 120/240/360/390 to 90/180/270/360, unit type accuracy bonuses from Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
  • SB Gauss (C) - Set AA Factor to 40.
  • Silver Bullet Gauss
    • Changed damage from 10-20' to 1-5, weapon hit generation from clustered hits to one hit roll for all projectiles.
    • Added unit type accuracy bonuses: VTOL -> +2 / Airship -> +2.
    • Removed clustering modifier with value +5, evasive pips ignored with value 1.
  • SnubNose Heavy Gauss Rifle - Changed damage from 180-220 to 155-195.
  • Spinal Mount HGR - Changed damage variance over distance from 0.75 to 0.8.

  • ELRM-10
    • Changed damage from 5 to 1-5.
    • Set clustering modifier to +1, weapon hit generation to one hit roll for all projectiles.
  • ELRM-15
    • Changed damage from 5 to 1-5.
    • Set clustering modifier to +1, weapon hit generation to one hit roll for all projectiles.
  • ELRM-20
    • Changed damage from 5 to 1-5, heat generated from 36 to 30.
    • Set clustering modifier to +1, weapon hit generation to one hit roll for all projectiles.
  • ELRM-5
    • Changed damage from 5 to 1-5.
    • Set clustering modifier to +1, weapon hit generation to one hit roll for all projectiles.
  • LRM-10
    • Changed damage from 5 to 1-5, heat generated from 8 to 12.
    • Set clustering modifier to +1, weapon hit generation to one hit roll for all projectiles.
    • Updated firing mode HL: Set damage multiplier to x0.9. Removed accuracy bonus with value -1.
  • LRM-10 (C)
    • Changed damage from 5 to 1-5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • LRM-10 (QS)
    • Changed damage from 5 to 3-5, range from 210/420/630/840 to 210/420/630/840.
    • Removed support for Artemis attachments.
  • LRM-15
    • Changed damage from 5 to 1-5, heat generated from 12 to 15.
    • Set clustering modifier to +1, weapon hit generation to one hit roll for all projectiles.
    • Updated firing mode HL: Set damage multiplier to x0.9. Removed accuracy bonus with value -1.
  • LRM-15 (QS)
    • Changed damage from 5 to 3-5, range from 210/420/630/840 to 210/420/630/840.
    • Removed support for Artemis attachments.
  • LRM-20
    • Changed damage from 5 to 1-5, heat generated from 16 to 18.
    • Set clustering modifier to +1, weapon hit generation to one hit roll for all projectiles.
    • Updated firing mode HL: Set damage multiplier to x0.9. Removed accuracy bonus with value -1.
  • LRM-20 (C)
    • Changed damage from 5 to 1-5, heat generated from 20 to 21.
    • Set clustering modifier to +1, weapon hit generation to one hit roll for all projectiles.
  • LRM-20 (QS)
    • Changed damage from 5 to 3-5, range from 210/420/630/840 to 210/420/630/840.
    • Removed support for Artemis attachments.
  • LRM-5
    • Changed damage from 5 to 1-5, heat generated from 4 to 6.
    • Set clustering modifier to +1, weapon hit generation to one hit roll for all projectiles.
    • Updated firing mode HL: Set damage multiplier to x0.9. Removed accuracy bonus with value -1.
  • LRM-5 (C)
    • Changed damage from 5 to 1-5, heat generated from 5 to 6.
    • Set clustering modifier to +1, weapon hit generation to one hit roll for all projectiles.
  • LRM-5 (QS)
    • Changed damage from 5 to 3-5, range from 210/420/630/840 to 210/420/630/840.
    • Removed support for Artemis attachments.
  • NLRM-10
    • Changed damage from 7 to 3-7, heat generated from 10 to 12, range from 240/450/660/900 to 240/450/660/900.
    • Added new firing mode STD: LRM Fires normally.
    • Set clustering modifier to +1, weapon hit generation to one hit roll for all projectiles.
  • NLRM-15
    • Changed damage from 7 to 3-7, range from 240/450/660/900 to 240/450/660/900.
    • Added new firing mode STD: LRM Fires normally.
    • Set clustering modifier to +1, weapon hit generation to one hit roll for all projectiles.
  • NLRM-20
    • Changed damage from 7 to 3-7, heat generated from 20 to 18, range from 240/450/660/900 to 240/450/660/900.
    • Added new firing mode STD: LRM Fires normally.
    • Set clustering modifier to +1, weapon hit generation to one hit roll for all projectiles.
  • NLRM-5
    • Changed damage from 7 to 3-7, heat generated from 5 to 6, range from 240/450/660/900 to 240/450/660/900.
    • Added new firing mode STD: LRM Fires normally.
    • Set clustering modifier to +1, weapon hit generation to one hit roll for all projectiles.
  • Rotary LRM-20
    • Changed damage from 5 to 1-5, heat generated from 20 to 18.
    • Set weapon hit generation to one hit roll for all projectiles.
    • Updated firing mode x2: Changed heat generated from 10 to 18.
    • Updated firing mode x3: Changed heat generated from 20 to 36.
  • Streak LRM-10 (C) - Removed accuracy bonus with value +1, evasive pips ignored with value 1.
  • Streak LRM-15 (C)
    • Changed heat generated from 15 to 18.
    • Removed accuracy bonus with value +1, evasive pips ignored with value 1.
  • Streak LRM-20 (C)
    • Changed heat generated from 18 to 21.
    • Removed accuracy bonus with value +1, evasive pips ignored with value 1.
  • Streak LRM-5 (C) - Removed accuracy bonus with value +1, evasive pips ignored with value 1.
  • i-LRM10 (CE)
    • Changed damage from 4 to 2-4, heat generated from 6 to 12.
    • Set weapon hit generation to one hit roll for all projectiles.
  • i-LRM15 (CE)
    • Changed damage from 4 to 2-4, heat generated from 9 to 15.
    • Set weapon hit generation to one hit roll for all projectiles.
  • i-LRM20 (CE)
    • Changed damage from 4 to 2-4, heat generated from 12 to 18.
    • Set weapon hit generation to one hit roll for all projectiles.
  • i-LRM5 (CE)
    • Changed damage from 4 to 2-4, heat generated from 3 to 6.
    • Set weapon hit generation to one hit roll for all projectiles.

  • Binary Laser
    • Updated firing mode Binary: Removed damage variance over distance of '-0.5.
    • Updated firing mode x1: Changed damage from 35-45 to 40-40.
    • Updated firing mode x2: Set weapon hit generation to individual hit rolls. Removed clustering modifier with value +3.
  • Disco Laser - Changed heat damage from 2 to 1.
  • ER L Laser BlazeFire
    • Changed damage from 50 to 35-55, heat generated from 36 to 30.
    • Removed jamming chance with value +0.15.
  • ER Large Laser - Changed AA Factor from 15 to 12, heat generated from 36 to 30.
  • ER Large Laser (C) - Changed AA Factor from 12 to 15, damage from 55 to 50, heat generated from 45 to 39.
  • ER Large Laser (Prototype) - Changed heat generated from 54 to 48.
  • ER M Laser BrightBloom - Changed damage from 30 to 25, heat generated from 18 to 15, range from 160/320/480/640 to 150/300/450/600.
  • ER Medium Laser (C) - Changed heat generated from 20 to 18, range from 150/270/420/540 to 150/300/450/600.
  • ER Micro Laser Array (C) - Changed heat generated from 16 to 12, range from 60/120/180/240 to 30/60/120/120.
  • ER Micro Laser(C) - Changed heat generated from 4 to 3, range from 60/120/180/240 to 30/60/120/120.
  • ER Small Laser - Changed range from 90/180/270/360 to 60/120/150/240.
  • ER Small Laser (C) - Changed damage from 20 to 25, heat generated from 8 to 6, range from 90/180/300/360 to 60/120/240/240.
  • ER Small Laser (CE) - Changed damage from 16 to 20, heat generated from 5 to 6, range from 90/150/180/300 to 60/120/180/240.
  • Grazer Large - Changed AA Factor from 12 to 15.
  • Huge Pulse Laser
    • Changed accuracy bonus from +1 to +2.
    • Removed evasive pips ignored with value 1.
  • Hyper Laser - Set AA Factor to 30.
  • L ER Pulse (C)
    • Changed accuracy bonus from +1 to +2, damage from 18 to 20, heat generated from 50 to 39.
    • Removed evasive pips ignored with value 1.
  • L. Heavy Laser (C) - Changed heat generated from 67 to 54.
  • L. Pulse Laser (P)
    • Changed accuracy bonus from +1 to +2.
    • Removed evasive pips ignored with value 1.
  • L. i. Heavy Laser (C) - Changed heat generated from 67 to 54.
  • Large Chem Laser - Changed heat generated from 12 to 18.
  • Large Chem Laser (C) - Changed heat generated from 18 to 24.
  • Large Laser Diverse Optics - Changed heat generated from 27 to 24, range from 180/360/540/720 to 180/330/480/660.
  • Large Laser Tronel - Changed heat generated from 28 to 27.
  • Large Pulse Laser
    • Changed accuracy bonus from +1 to +2.
    • Removed evasive pips ignored with value 1.
  • Large Pulse Laser (C)
    • Changed accuracy bonus from +1 to +2, damage from 18 to 20, heat generated from 37 to 30.
    • Removed evasive pips ignored with value 1.
  • Large Pulse Laser (QSC)
    • Changed accuracy bonus from +1 to +2.
    • Removed evasive pips ignored with value 1.
  • Large Pulse Laser Exostar
    • Changed damage from 19 to 18.
    • Removed evasive pips ignored with value 1.
  • Large Pulse Laser Thunderbolt
    • Changed damage from 28 to 27.
    • Removed evasive pips ignored with value 1.
  • Large Rotary Chem Laser
    • Changed damage from 27-53 to 30-50, heat generated from 36 to 54.
    • Updated firing mode x1: Changed heat generated from -24 to -36.
    • Updated firing mode x2: Changed heat generated from -12 to -18.
    • Updated firing mode x4: Changed heat generated from 12 to 18.
    • Updated firing mode x5: Changed heat generated from 24 to 36.
    • Updated firing mode x6: Changed heat generated from 36 to 54.
  • Large VSPL
    • Added range accuracy bonus of +2 beyond the range of 270m, range accuracy bonus of -270 beyond the range of 270m.
    • Set accuracy bonus to +1.
    • Removed effects: Medium Range Accuracy Modifier, Short Range Accuracy Modifier, Long Range Accuracy Modifier.
  • Large X-Pulse
    • Changed accuracy bonus from +1 to +2.
    • Removed evasive pips ignored with value 1.
  • M. Heavy Laser (C) - Changed heat generated from 26 to 21.
  • M. i. Heavy Laser (C) - Changed heat generated from 26 to 21.
  • Med. ER Pulse (C)
    • Changed accuracy bonus from +1 to +2, damage from 13 to 14, heat generated from 23 to 18, range from 120/240/360/480 to 150/270/420/540.
    • Removed evasive pips ignored with value 1.
  • Medium Chem Laser - Changed heat generated from 4 to 6.
  • Medium Chem Laser (C) - Changed heat generated from 6 to 9.
  • Medium Laser Agra - Changed heat generated from 11 to 9.
  • Medium Laser Diverse Optics - Changed heat generated from 12 to 9.
  • Medium Laser Intek - Changed heat generated from 4 to 6, range from 100/200/300/400 to 90/180/270/360.
  • Medium PPPPPPulse
    • Changed accuracy bonus from +1 to +2.
    • Removed evasive pips ignored with value 1.
  • Medium Pulse Laser
    • Changed accuracy bonus from +1 to +2.
    • Removed evasive pips ignored with value 1.
  • Medium Pulse Laser (C)
    • Changed accuracy bonus from +1 to +2, damage from 12 to 14, heat generated from 15 to 12, range from 120/210/330/420 to 120/240/360/420.
    • Removed evasive pips ignored with value 1.
  • Medium Pulse Laser (QSC)
    • Changed accuracy bonus from +1 to +2, damage from 3-9 to 4-12.
    • Removed evasive pips ignored with value 1.
  • Medium Pulse Laser Magna - Removed evasive pips ignored with value 1.
  • Medium Pulse Laser Raker - Removed evasive pips ignored with value 1.
  • Medium Rotary Chem Laser
    • Changed heat generated from 15 to 18.
    • Updated firing mode x1: Changed heat generated from -10 to -12.
    • Updated firing mode x2: Changed heat generated from -5 to -6.
    • Updated firing mode x4: Changed heat generated from 5 to 6.
    • Updated firing mode x5: Changed heat generated from 10 to 12.
    • Updated firing mode x6: Changed heat generated from 15 to 18.
  • Medium VSPL
    • Added range accuracy bonus of +2 beyond the range of 180m, range accuracy bonus of -180 beyond the range of 180m.
    • Set accuracy bonus to +1.
    • Removed effects: Medium Range Accuracy Modifier, Short Range Accuracy Modifier, Long Range Accuracy Modifier.
  • Medium X-Pulse
    • Changed accuracy bonus from +1 to +2.
    • Removed evasive pips ignored with value 1.
  • Micro Pulse Laser (C)
    • Changed accuracy bonus from +1 to +2, damage from 5 to 6, heat generated from 4 to 3, range from 60/90/120/180 to 30/60/90/120, unit type accuracy bonuses from Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
    • Removed evasive pips ignored with value 1.
  • Micro Pulse Laser Array (C)
    • Changed accuracy bonus from +1 to +2, damage from 5 to 6, heat generated from 12 to 9, range from 60/90/120/180 to 30/60/90/120, unit type accuracy bonuses from Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
    • Removed evasive pips ignored with value 1.
  • Polly
    • Changed accuracy bonus from +1 to +2.
    • Removed evasive pips ignored with value 1.
  • RE Large Laser
    • Changed armor damage modifier from x1.4 to x1.3, damage from 40 to 45, heat generated from 30 to 27.
    • Set accuracy bonus to +1.
    • Removed structure damage modifier with value x0.8.
  • RE Medium Laser
    • Changed armor damage modifier from x1.4 to x1.3, damage from 25 to 30, heat generated from 12 to 18.
    • Set accuracy bonus to +1.
    • Removed structure damage modifier with value x0.8.
  • RE Small Laser
    • Changed armor damage modifier from x1.4 to x1.3, damage from 15 to 20, heat generated from 6 to 12, range from 60/120/180/240 to 30/60/90/120.
    • Set accuracy bonus to +1.
    • Removed structure damage modifier with value x0.8.
  • S Pulse Laser Magna
    • Changed Trooper damage modifier from x2 to x3, range from 30/90/120/180 to 30/60/90/120, shots fired per attack from 2 to 4, unit type accuracy bonuses from Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
    • Removed evasive pips ignored with value 1.
  • S Pulse Laser Maxell
    • Changed Trooper damage modifier from x2 to x3, clustering modifier from +20 to +5, range from 30/90/120/180 to 30/60/90/120, unit type accuracy bonuses from Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
    • Removed evasive pips ignored with value 1.
  • S. Heavy Laser (C) - Changed heat generated from 11 to 9.
  • S. i. Heavy Laser (C) - Changed heat generated from 11 to 9.
  • Sm. ER Pulse (C)
    • Changed accuracy bonus from +1 to +2, damage from 6 to 10, heat generated from 13 to 9, range from 120/180/240/360 to 90/180/270/360, unit type accuracy bonuses from Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
    • Removed evasive pips ignored with value 1.
  • Small Laser - Changed range from 60/120/180/240 to 30/60/90/120.
  • Small Laser Diverse Optics - Changed heat generated from 9 to 3, range from 90/180/270/360 to 60/90/120/180.
  • Small Pulse Laser
    • Changed Trooper damage modifier from x2 to x3, accuracy bonus from +1 to +2, range from 30/90/120/180 to 30/60/90/120, unit type accuracy bonuses from Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
    • Removed evasive pips ignored with value 1.
  • Small Pulse Laser (C)
    • Changed accuracy bonus from +1 to +2, damage from 5 to 6, heat generated from 8 to 6, range from 90/150/210/300 to 60/120/180/240, unit type accuracy bonuses from Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
    • Removed evasive pips ignored with value 1.
  • Small Rotary Chem Laser
    • Changed heat generated from 9 to 12.
    • Updated firing mode x1: Changed heat generated from -6 to -8.
    • Updated firing mode x2: Changed heat generated from -3 to -4.
    • Updated firing mode x4: Changed heat generated from 3 to 4.
    • Updated firing mode x5: Changed heat generated from 6 to 8.
    • Updated firing mode x6: Changed heat generated from 9 to 12.
  • Small VSPL
    • Added range accuracy bonus of +2 beyond the range of 150m, range accuracy bonus of -150 beyond the range of 150m.
    • Set accuracy bonus to +1.
    • Removed effects: Medium Range Accuracy Modifier, Short Range Accuracy Modifier, Long Range Accuracy Modifier.
  • Small X-Pulse
    • Changed accuracy bonus from +1 to +2, unit type accuracy bonuses from Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
    • Removed evasive pips ignored with value 1.
  • i-Large Pulse Laser (CE)
    • Changed accuracy bonus from +1 to +2, damage from 17 to 45, heat generated from 27 to 30, range from 120/300/450/600 to 150/300/450/600, shots fired per attack from 3 to 1.
    • Set weapon hit generation to individual hit rolls.
    • Removed clustering modifier with value +2, evasive pips ignored with value 1.

  • MG
    • Changed Trooper damage modifier from x4 to x3, damage from 2 to 10, heat generated from 1.5 to 1, range from 90/120/150/240 to 30/60/90/120, shots fired per attack from 3 to 1, unit type accuracy bonuses from: Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
    • Removed firing modes: x1, x2, x3, x4, x5, x6
    • Added new firing mode Burst: MG Fires Extended Burst: Dmg 1-9x3, Heat 10, Jam 15%, Refire 2, Consumes 6 Ammo
    • Added new firing mode STD: MG Fires 1 Shot, Consumes 1 Ammo
  • MG (C)
    • Changed Trooper damage modifier from x4 to x3, damage from 2 to 10, heat generated from 3 to 1, range from 90/120/150/240 to 30/60/90/120, shots fired per attack from 3 to 1, unit type accuracy bonuses from: Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
    • Removed firing modes: x1, x2, x3, x4, x5, x6
    • Added new firing mode Burst: MG Fires Extended Burst: Dmg 1-9x3, Heat 10, Jam 15%, Refire 2, Consumes 6 Ammo
    • Added new firing mode STD: MG Fires 1 Shot, Consumes 1 Ammo
  • MG Array
    • Changed damage from 6-10 to 40, heat generated from 6 to 1, range from 90/120/150/240 to 30/60/90/120, shots fired per attack from 3 to 1, slots from 3 to 4, unit type accuracy bonuses from: Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
    • Removed shots per ammo used attack with value 0.25.
    • Removed firing modes: x1, x2, x3, x4, x5, x6
    • Added new firing mode Burst: MG Array Fires Extended Burst: Damage 0-40x3, Heat 40, Jam 20%, Refire 3, Consumes 24 Ammo
    • Added new firing mode Linked: MG Array Fires 1 Salvo, Consumes 4 Bullets Per Salvo.
    • Added new firing mode Unlinked: MG Array Disengaged, 10x4 Damage, Consumes 4 Bullets Per Salvo.
  • MG Array (C)
    • Changed damage from 6-10 to 40, heat generated from 9 to 1, range from 90/120/150/240 to 30/60/90/120, shots fired per attack from 3 to 1, unit type accuracy bonuses from: Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
    • Removed shots per ammo used attack with value 0.25.
    • Removed firing modes: x1, x2, x3, x4, x5, x6
    • Added new firing mode Burst: MG Array Fires Extended Burst: Damage 0-40x3, Heat 40, Jam 20%, Refire 3, Consumes 24 Ammo
    • Added new firing mode Linked: MG Array Fires 1 Salvo, Consumes 4 Bullets Per Salvo.
    • Added new firing mode Unlinked: MG Array Disengaged, 10x4 Damage, Consumes 4 Bullets Per Salvo.
  • MG Array Heavy
    • Changed damage from 6-12 to 45, heat generated from 9 to 1, range from 90/120/150/240 to 30/60/60/60, shots fired per attack from 3 to 1, slots from 2 to 3, unit type accuracy bonuses from: Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
    • Removed shots per ammo used attack with value 0.334.
    • Removed firing modes: x1, x2, x3, x4, x5, x6
    • Added new firing mode Burst: MG Array Fires Extended Burst: Damage 10-110, Heat 40, Jam 15%, Refire 2, Consumes 18 Ammo
    • Added new firing mode Linked: MG Array Fires 1 Salvo, Consumes 3 Bullets Per Salvo.
    • Added new firing mode Unlinked: MG Array Disengaged, 15x3 Damage, Consumes 3 Bullets Per Salvo.
  • MG Array Heavy (C)
    • Changed damage from 6-12 to 45, heat generated from 12 to 1, range from 90/120/150/240 to 30/60/60/60, shots fired per attack from 3 to 1, slots from 4 to 3, unit type accuracy bonuses from: Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
    • Removed shots per ammo used attack with value 0.334.
    • Removed firing modes: x1, x2, x3, x4, x5, x6
    • Added new firing mode Burst: MG Array Fires Extended Burst: Damage 10-110, Heat 40, Jam 15%, Refire 2, Consumes 18 Ammo
    • Added new firing mode Linked: MG Array Fires 1 Salvo, Consumes 3 Bullets Per Salvo.
    • Added new firing mode Unlinked: MG Array Disengaged, 15x3 Damage, Consumes 3 Bullets Per Salvo.
  • MG Array Light
    • Changed damage from 3-5 to 20, heat generated from 6 to 1, range from 120/150/180/300 to 60/120/180/240, shots fired per attack from 3 to 1, slots from 3 to 4, unit type accuracy bonuses from: Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
    • Removed accuracy bonus with value +1, shots per ammo used attack with value 0.25, evasive pips ignored with value 1.
    • Removed firing modes: x1, x2, x3, x4, x5, x6
    • Added new firing mode Burst: MG Array Fires Extended Burst: Damage 0-32x3, Heat 30, Jam 20%, Refire 3, Consumes 24 Shots
    • Added new firing mode Linked: MG Array Fires 1 Salvo, Consumes 4 Bullets Per Salvo.
    • Added new firing mode Unlinked: MG Array Disengaged, 5x4 Damage, Consumes 4 Bullets Per Salvo.
  • MG Array Light (C)
    • Changed damage from 3-5 to 20, heat generated from 9 to 1, range from 120/150/180/300 to 60/120/180/240, shots fired per attack from 3 to 1, slots from 5 to 4, unit type accuracy bonuses from: Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
    • Removed accuracy bonus with value +1, shots per ammo used attack with value 0.25, evasive pips ignored with value 1.
    • Removed firing modes: x1, x2, x3, x4, x5, x6
    • Added new firing mode Burst: MG Array Fires Extended Burst: Damage 0-32x3, Heat 30, Jam 20%, Refire 3, Consumes 24 Shots
    • Added new firing mode Linked: MG Array Fires 1 Salvo, Consumes 4 Bullets Per Salvo.
    • Added new firing mode Unlinked: MG Array Disengaged, 5x4 Damage, Consumes 4 Bullets Per Salvo.
  • MG Blackwell
    • Changed Trooper damage modifier from x4 to x2, damage from 3 to 1-5, range from 90/120/150/240 to 30/60/90/120, unit type accuracy bonuses from: Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
    • Removed firing modes: x2, x4, x6
  • MG Dual
    • Changed Trooper damage modifier from x4 to x3, damage from 2 to 10, heat generated from 3 to 1, range from 90/120/150/240 to 30/60/90/120, shots fired per attack from 6 to 2, unit type accuracy bonuses from: Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
    • Removed firing modes: x2, x4, x6, x8, x10, x12
    • Added new firing mode Burst: MGs Fires Extended Burst: Dmg 1-9x6, Heat 20, Jam 20%, Refire 2, Consumes 12 Ammo
    • Added new firing mode STD: MGs each fire 1 Shot, Consumes 2 Ammo
  • MG Dual (C)
    • Changed Trooper damage modifier from x4 to x3, damage from 2 to 10, heat generated from 6 to 1, range from 90/120/150/240 to 30/60/90/120, shots fired per attack from 6 to 2, unit type accuracy bonuses from: Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
    • Removed firing modes: x2, x4, x6, x8, x10, x12
    • Added new firing mode Burst: MGs Fires Extended Burst: Dmg 1-9x6, Heat 20, Jam 20%, Refire 2, Consumes 12 Ammo
    • Added new firing mode STD: MGs each fire 1 Shot, Consumes 2 Ammo
  • MG Heavy
    • Changed Trooper damage modifier from x4 to x3, damage from 3 to 15, heat generated from 3 to 1, range from 90/120/150/240 to 30/60/60/60, shots fired per attack from 3 to 1, unit type accuracy bonuses from: Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
    • Removed firing modes: x1, x2, x3, x4, x5, x6
    • Added new firing mode Burst: MG Fires Extended Burst: Dmg 10-40, Heat 12, Jam 10%, Refire 1, Consumes 6 Ammo
    • Added new firing mode STD: MG Fires 1 Shot, Consumes 1 Ammo
  • MG Heavy (C)
    • Changed Trooper damage modifier from x4 to x3, damage from 3 to 15, heat generated from 5 to 1, range from 90/120/150/240 to 30/60/60/60, shots fired per attack from 3 to 1, unit type accuracy bonuses from: Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
    • Set recoil to 0.
    • Removed firing modes: x1, x2, x3, x4, x5, x6
    • Added new firing mode Burst: MG Fires Extended Burst: Dmg 10-40, Heat 12, Jam 10%, Refire 1, Consumes 6 Ammo
    • Added new firing mode STD: MG Fires 1 Shot, Consumes 1 Ammo
  • MG Heavy (P) - Changed damage from 2-4 to 1-5, range from 99/121/150/239 to 30/60/90/120, unit type accuracy bonuses from: Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
  • MG Heavy QS - Changed Trooper damage modifier from x4 to x3, range from 90/120/150/240 to 30/60/60/60, unit type accuracy bonuses from: Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
  • MG JUMBO - Changed damage from 4-8 to 3-9, range from 135/180/225/360 to 60/120/180/240, unit type accuracy bonuses from: Battle Armor -> +8 / ProtoMech -> +8 to Battle Armor -> +6 / ProtoMech -> +6.
  • MG Light
    • Changed Trooper damage modifier from x4 to x3, damage from 1 to 5, heat generated from 1.5 to 1, range from 120/150/180/300 to 60/120/180/240, shots fired per attack from 3 to 1, unit type accuracy bonuses from: Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
    • Removed accuracy bonus with value +1, evasive pips ignored with value 1.
    • Removed firing modes: x1, x2, x3, x4, x5, x6
    • Added new firing mode Burst: MG Fires Extended Burst: Dmg 1-7x3, Heat 8, Jam 15%, Refire 2, Consumes 6 Ammo
    • Added new firing mode STD: MG Fires 1 Shot, Consumes 1 Ammo
  • MG Light (C)
    • Changed Trooper damage modifier from x4 to x3, damage from 1 to 5, heat generated from 3 to 1, range from 120/150/180/300 to 60/120/180/240, shots fired per attack from 3 to 1, unit type accuracy bonuses from: Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
    • Removed evasive pips ignored with value 1.
    • Removed firing modes: x1, x2, x3, x4, x5, x6
    • Added new firing mode Burst: MG Fires Extended Burst: Dmg 1-7x3, Heat 8, Jam 15%, Refire 2, Consumes 6 Ammo
    • Added new firing mode STD: MG Fires 1 Shot, Consumes 1 Ammo
  • MG Light QS
    • Changed Trooper damage modifier from x4 to x3, range from 120/150/180/300 to 60/120/180/240, unit type accuracy bonuses from: Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
    • Removed accuracy bonus with value +1.
  • MG QS - Changed Trooper damage modifier from x4 to x3, range from 90/120/150/240 to 30/60/90/120, unit type accuracy bonuses from: Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.

  • MML-10 (RISC)
    • Changed damage from 5 to 3, heat generated from 13 to 9, jamming chance from +0.25 to +0.15.
    • Set weapon hit generation to one hit roll for all projectiles.
    • Updated firing mode LRM: Changed damage from 5 to 1-5. Set clustering modifier to +0.5.
    • Updated firing mode SRM: Changed damage from 10 to 2-10, heat generated from 6 to 9. Removed clustering modifier with value -0.5.
  • MML-15 (RISC)
    • Changed damage from 5 to 3, heat generated from 19 to 13, jamming chance from +0.25 to +0.15.
    • Updated firing mode LRM: Changed damage from 5 to 1-5. Set clustering modifier to +0.5.
    • Updated firing mode SRM: Changed damage from 10 to 2-10, heat generated from 9 to 14. Removed clustering modifier with value -1.
  • MML-20 (RISC)
    • Changed damage from 5 to 3, heat generated from 26 to 20, jamming chance from +0.25 to +0.15.
    • Updated firing mode LRM: Changed damage from 5 to 1-5. Set clustering modifier to +0.5.
    • Updated firing mode SRM: Changed damage from 10 to 2-10, heat generated from 12 to 20. Removed clustering modifier with value -1.5.
  • MML-3
    • Changed damage from 5 to 3, heat generated from 2 to 6.
    • Set weapon hit generation to one hit roll for all projectiles.
    • Updated firing mode LRM: Changed damage from 5 to 1-5. Set clustering modifier to +1.
    • Updated firing mode SRM: Changed damage from 10 to 2-10. Removed heat generated with value 2.
  • MML-5
    • Changed damage from 5 to 3, heat generated from 4 to 9.
    • Set weapon hit generation to one hit roll for all projectiles.
    • Updated firing mode LRM: Changed damage from 5 to 1-5. Set clustering modifier to +1.
    • Updated firing mode SRM: Changed damage from 10 to 2-10. Removed heat generated with value 2.
  • MML-5 (RISC)
    • Changed damage from 5 to 3, heat generated from 6 to 5, jamming chance from +0.25 to +0.15.
    • Set weapon hit generation to one hit roll for all projectiles.
    • Updated firing mode LRM: Changed damage from 5 to 1-5. Set clustering modifier to +0.5.
    • Updated firing mode SRM: Changed damage from 10 to 2-10, heat generated from 3 to 4. Removed clustering modifier with value -0.25.
  • MML-7
    • Changed damage from 5 to 1-5, heat generated from 6 to 12.
    • Set weapon hit generation to one hit roll for all projectiles.
    • Updated firing mode LRM: Changed damage from 5 to -1-7. Set clustering modifier to +1.
    • Updated firing mode SRM: Changed damage from 10 to 0-12. Removed heat generated with value 2.
  • MML-9
    • Changed damage from 5 to 3, heat generated from 7 to 15.
    • Set weapon hit generation to one hit roll for all projectiles.
    • Updated firing mode LRM: Changed damage from 5 to 1-5. Set clustering modifier to +1.
    • Updated firing mode SRM: Changed damage from 10 to 2-10. Removed heat generated with value 2.
  • Streak MML-3
    • Changed AMS hit chance multiplier from x0.65 to x0.75, heat generated from 1 to 3.
    • Removed accuracy bonus with value +2, evasive pips ignored with value 1.
    • Updated firing mode SRM: Changed heat generated from 2 to 3.
  • Streak MML-5
    • Changed AMS hit chance multiplier from x0.65 to x0.75, heat generated from 2 to 5.
    • Removed accuracy bonus with value +2, evasive pips ignored with value 1.
    • Updated firing mode SRM: Changed heat generated from 3 to 4.
  • Streak MML-7
    • Changed AMS hit chance multiplier from x0.65 to x0.75, heat generated from 3 to 6.
    • Removed accuracy bonus with value +2.
    • Updated firing mode SRM: Changed heat generated from 4 to 6.
  • Streak MML-9
    • Changed AMS hit chance multiplier from x0.65 to x0.75, heat generated from 4 to 6.
    • Removed accuracy bonus with value +2, evasive pips ignored with value 1.
    • Updated firing mode SRM: Changed heat generated from 5 to 9.

  • MMS-10
    • Changed heat generated from 7 to 12, range from 120/270/480/540 to 120/240/450/480.
    • Updated firing mode FNF: Changed accuracy bonus from -2' to -1, damage from 4 to 1-4, weapon hit generation from individual hit rolls to one hit roll for all projectiles. Set weapon fire on only successful hit to enabled.
    • Updated firing mode TL: Set clustering modifier to +0.5.
  • MMS-20
    • Changed heat generated from 14 to 18, range from 120/270/480/540 to 120/240/450/480.
    • Updated firing mode FNF: Changed accuracy bonus from -2' to -1, damage from 4 to 1-4, weapon hit generation from individual hit rolls to one hit roll for all projectiles. Set weapon fire on only successful hit to enabled.
    • Updated firing mode TL: Set clustering modifier to +0.5.
  • MMS-30
    • Changed heat generated from 21 to 30, range from 120/270/480/540 to 120/240/450/480.
    • Updated firing mode FNF: Changed accuracy bonus from -3' to -1, damage from 4 to 1-4, weapon hit generation from individual hit rolls to one hit roll for all projectiles. Set weapon fire on only successful hit to enabled.
    • Updated firing mode TL: Set clustering modifier to +0.5.
  • MMS-40
    • Changed heat generated from 28 to 36, range from 120/270/480/540 to 120/240/450/480.
    • Updated firing mode FNF: Changed accuracy bonus from -3' to -1, damage from 4 to 1-4, weapon hit generation from individual hit rolls to one hit roll for all projectiles. Set weapon fire on only successful hit to enabled.
    • Updated firing mode TL: Set clustering modifier to +0.5.

  • Heavy MRM-45 - Changed damage from 8 to 2-8.
  • Heavy MRM-60 - Changed damage from 8 to 2-8.
  • MRM-10
    • Changed damage from 5' to 1-5, heat generated from 9 to 12, range from 120/270/480/540 to 90/240/450/480, weapon hit generation from individual hit rolls to one hit roll for all projectiles.
    • Set clustering modifier to +1.
  • MRM-15 (S)
    • Changed damage from 5' to 1-5, range from 120/270/480/540 to 90/240/450/480, weapon hit generation from individual hit rolls to one hit roll for all projectiles.
    • Set clustering modifier to +1.
  • MRM-20
    • Changed damage from 5' to 1-5, range from 120/270/480/540 to 90/240/450/480, weapon hit generation from individual hit rolls to one hit roll for all projectiles.
    • Set clustering modifier to +1.
  • MRM-30
    • Changed damage from 5' to 1-5, heat generated from 27 to 30, range from 120/270/480/540 to 90/240/450/480, weapon hit generation from individual hit rolls to one hit roll for all projectiles.
    • Set clustering modifier to +1.
  • MRM-30 (S)
    • Changed damage from 5' to 1-5, range from 120/270/480/540 to 90/240/450/480, weapon hit generation from individual hit rolls to one hit roll for all projectiles.
    • Set clustering modifier to +1.
  • MRM-40
    • Changed damage from 5' to 1-5, range from 120/270/480/540 to 90/240/450/480, weapon hit generation from individual hit rolls to one hit roll for all projectiles.
    • Set clustering modifier to +1.
  • MRM-40 (P) - Changed damage from 3-7 to 2-6, range from 170/270/470/510 to 100/250/450/500.
  • MRM-45 (S)
    • Changed damage from 5' to 1-5, range from 120/270/480/540 to 90/240/450/480, weapon hit generation from individual hit rolls to one hit roll for all projectiles.
    • Set clustering modifier to +1.
  • MRM-60 (S)
    • Changed damage from 5' to 1-5, range from 120/270/480/540 to 90/240/450/480, weapon hit generation from individual hit rolls to one hit roll for all projectiles.
    • Set clustering modifier to +1.
  • Streak MRM-10
    • Changed heat generated from 8 to 12.
    • Set clustering modifier to +1.
    • Removed accuracy bonus with value +1, evasive pips ignored with value 2.
  • Streak MRM-20
    • Changed heat generated from 16 to 18.
    • Set clustering modifier to +1.
    • Removed accuracy bonus with value +1, evasive pips ignored with value 2.
  • Streak MRM-30
    • Changed heat generated from 24 to 30.
    • Set clustering modifier to +1.
    • Removed accuracy bonus with value +1, evasive pips ignored with value 2.
  • Streak MRM-40
    • Changed heat generated from 32 to 36.
    • Set clustering modifier to +1.
    • Removed accuracy bonus with value +1, evasive pips ignored with value 2.

  • NARC Launcher - Changed heat generated from 3 to 0.
  • NARC Launcher (C) - Changed heat generated from 4 to 0.
  • iNarc Launcher - Changed heat generated from 4 to 0.

  • ATM 3 (OS) - Removed accuracy bonus with value +1, evasive pips ignored with value 2.
  • BA ER Medium Laser - Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
  • BA Medium Pulse Laser (C) x2
    • Changed accuracy bonus from +1 to +2, damage from 12 to 14.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Removed evasive pips ignored with value 1.
  • BA Medium Recoilless Rifle x4
    • Changed Trooper damage modifier from x2 to x3.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
  • BA Support PPC x6
    • Changed cost per ammo from 20 to 15.
    • Added unit type accuracy bonuses: Battle Armor -> +5 / ProtoMech -> +5.
    • Set Trooper damage modifier to x3.
  • Fluid Gun - Changed range from 90/120/150/240 to 30/60/90/120.
  • Heavy Flamer
    • Changed Trooper damage modifier from x1.5 to x2, heat damage from 20 to 12, overheat damage multiplier from x1.35 to x1.2, range from 90/120/150/240 to 60/90/180/180.
    • Removed damage variance over distance of '0.4.
  • Heavy Flamer (Vehicle)
    • Changed Trooper damage modifier from x1.5 to x2, heat damage from 20 to 12, overheat damage multiplier from x1.35 to x1.2, range from 90/120/150/240 to 60/90/120/180.
    • Removed damage variance over distance of '0.4.
  • M-POD - Changed heat generated from 3 to 0.
  • Super Fluid Gun - Changed range from 120/240/360/480 to 60/90/120/180.
  • Vehicle Flamer
    • Changed Trooper damage modifier from x2.5 to x2, heat damage from 10 to 6, overheat damage multiplier from x1.35 to x1.2, range from 60/90/120/180 to 30/60/90/120.
    • Removed damage variance over distance of '0.4.

  • Blastah - Removed evasive pips ignored with value 1.
  • ER Flamer
    • Changed Trooper damage modifier from x2.5 to x2, heat damage from 10 to 6, overheat damage multiplier from x1.15 to x1.2, range from 120/150/180/300 to 90/150/210/300.
    • Removed damage variance over distance of '0.3.
  • ER PPC (C)
    • Changed heat generated from 56 to 54.
    • Set recoil to 2.
  • Flamer
    • Changed Trooper damage modifier from x2.5 to x2, heat damage from 10 to 6, range from 60/90/120/180 to 30/60/90/120.
    • Removed damage variance over distance of '0.3.
  • Flamer (C)
    • Changed Trooper damage modifier from x2.5 to x2, heat damage from 10 to 6, range from 60/90/120/180 to 30/60/90/120.
    • Removed damage variance over distance of '0.2.
  • Heavy PPC
    • Changed recoil from 2 to 0.
    • Updated firing mode FIOFF: Changed jamming chance from +0.5 to +0.25.
  • Heavy Plasma Cannon (S)
    • Changed On Hit: Target Heat Generation from x1.3 to x1.1, damage from 56 to 32-96, heat damage from 35 to 18, heat generated from 63 to 64.
    • Set overheat damage multiplier to x1.2.
    • Removed damage variance over distance of '0.25.
  • L. PPC+TLCAP - Removed evasive pips ignored with value 1.
  • Light ER PPC - Updated firing mode FIOFF: Changed jamming chance from +0.55 to +0.3.
  • Light PPC
    • Changed damage from 30 to 25.
    • Removed evasive pips ignored with value 1.
    • Updated firing mode FIOFF: Changed jamming chance from +0.5 to +0.25.
  • Lt. Streak PPC QS - Removed accuracy bonus with value +1, evasive pips ignored with value 1.
  • PALASMA! - Changed On Hit: Target Heat Generation from x1.15 to x1.1.
  • PPC - Updated firing mode FIOFF: Changed jamming chance from +0.5 to +0.25.
  • PPC Ceres Smasher' - Updated firing mode FIOFF: Changed jamming chance from +0.5 to +0.25. Removed damage variance over distance of 0.5.
  • PPC Donal
    • Removed recoil with value 2.
    • Updated firing mode FIOFF: Changed jamming chance from +0.5 to +0.25.
  • PPC [Prototype] - Updated firing mode FIOFF: Changed jamming chance from +0.5 to +0.25.
  • PPZ (P) - Updated firing mode FIOFF: Changed jamming chance from +0.5 to +0.25.
  • Plasma Cannon - Changed On Hit: Target Heat Generation from x1.2 to x1.1.
  • Plasma Cannon (C)
    • Changed damage from 2 to 0.5-3.5, heat damage from 25 to 21.
    • Removed damage variance over distance of 0.35, effects: Effects: On Hit: Target Heat Generation'.
  • Plasma Cannon (P) - Changed On Hit: Target Heat Generation from x1.15 to x1.1.
  • Plasma Carbine - Changed On Hit: Target Heat Generation from x1.15 to x1.05.
  • Plasma Rifle
    • Changed damage from 30-40 to 25-75, heat damage from 20 to 12, range from 150/300/450/600 to 150/300/450/600, recoil from 2 to 0.
    • Removed damage variance over distance of 0.15, overheat damage multiplier with value x1.5', effects: Effects: On Hit: Target Heat Generation.
  • Scatter Plas - Changed Trooper damage modifier from x4 to x3, unit type accuracy bonuses from Battle Armor -> +10 / ProtoMech -> +10 to Battle Armor -> +5 / ProtoMech -> +5.
  • Snub-Nose PPC - Changed damage from 60 to 50.
  • SnubNose PPC (S) - Changed damage from 72 to 64.
  • Tesla Rifle
    • Set weapon will take crit on jamming to disabled.
    • Updated firing mode FIOFF: Changed jamming chance from +0.5 to +0.25.
  • Ultra-Light Naval PPC - Updated firing mode FIOFF: Changed jamming chance from +0.5 to +0.25.

  • Fusillade
    • Changed heat generated from 7 to 6.
    • Set direct fire accuracy to +1.
    • Removed accuracy bonus with value +1, evasive pips ignored with value 2.
    • Updated firing mode Indirect: Changed damage from 10' to 6-10, weapon hit generation from clustered hits to one hit roll for all projectiles.
  • LRM-11 (C)
    • Changed damage from 5 to 1-5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • LRM-12 (C)
    • Changed damage from 5 to 1-5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • LRM-13 (C)
    • Changed damage from 5 to 1-5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • LRM-14 (C)
    • Changed damage from 5 to 1-5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • LRM-15 (C)
    • Changed damage from 5 to 1-5, heat generated from 15 to 18.
    • Set clustering modifier to +1, weapon hit generation to one hit roll for all projectiles.
  • LRM-16 (C)
    • Changed damage from 5 to 1-5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • LRM-17 (C)
    • Changed damage from 5 to 1-5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • LRM-18 (C)
    • Changed damage from 5 to 1-5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • LRM-19 (C)
    • Changed damage from 5 to 1-5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • LRM-2 (C)
    • Changed damage from 5 to 1-5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • LRM-3 (C)
    • Changed damage from 5 to 1-5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • LRM-4 (C)
    • Changed damage from 5 to 1-5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • LRM-6 (C)
    • Changed damage from 5 to 1-5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • LRM-7 (C)
    • Changed damage from 5 to 1-5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • LRM-8 (C)
    • Changed damage from 5 to 1-5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • LRM-9 (C)
    • Changed damage from 5 to 1-5.
    • Set weapon fire on only successful hit to enabled, weapon hit generation to one hit roll for all projectiles.
  • SRM-3 (C) - Changed damage from 10 to 2-10.
  • SRM-5 (C) - Changed damage from 10 to 2-10.
  • Streak SRM-1 (C) - Removed accuracy bonus with value +1, evasive pips ignored with value 1.
  • Streak SRM-3 (C) - Removed accuracy bonus with value +1, evasive pips ignored with value 1.
  • Streak SRM-5 (C) - Removed accuracy bonus with value +1, evasive pips ignored with value 1.

  • Heavy Rifle
    • Changed damage from 60 to 45, heat generated from 15 to 12.
    • Set AA Factor to 10.
  • Heavy Rotary Rifle
    • Changed damage from 60 to 45, heat generated from 30 to 36.
    • Updated firing mode x1: Changed heat generated from -15 to -24.
    • Updated firing mode x2: Changed heat generated from 0 to -12.
    • Updated firing mode x3: Changed heat generated from 15 to 0.
    • Updated firing mode x4: Changed heat generated from 30 to 12.
    • Updated firing mode x5: Changed heat generated from 45 to 24.
    • Updated firing mode x6: Changed heat generated from 60 to 36.
  • Light Rifle - Changed damage from 30 to 15, heat generated from 4 to 3.
  • Light Rotary Rifle
    • Changed damage from 30 to 15, heat generated from 8 to 9.
    • Updated firing mode x1: Changed heat generated from -4 to -6.
    • Updated firing mode x2: Changed heat generated from 0 to -3.
    • Updated firing mode x3: Changed heat generated from 4 to 0.
    • Updated firing mode x4: Changed heat generated from 8 to 3.
    • Updated firing mode x5: Changed heat generated from 12 to 6.
    • Updated firing mode x6: Changed heat generated from 16 to 9.
  • Medium Rifle
    • Changed damage from 45 to 30, heat generated from 7 to 6.
    • Set AA Factor to 5.
  • Medium Rotary Rifle
    • Changed damage from 45 to 30, heat generated from 14 to 18.
    • Updated firing mode x1: Changed heat generated from -7 to -12.
    • Updated firing mode x2: Changed heat generated from 0 to -6.
    • Updated firing mode x3: Changed heat generated from 7 to 0.
    • Updated firing mode x4: Changed heat generated from 14 to 6.
    • Updated firing mode x5: Changed heat generated from 21 to 12.
    • Updated firing mode x6: Changed heat generated from 28 to 18.
  • Pepperbox Rifle - Set AA Factor to 15.
  • Periphery Rifle - Changed damage from 20 to 10.
  • Shillelagh Rifle - Set AA Factor to 12.
  • Ultra Light Rotary Rifle
    • Changed damage from 20 to 10, heat generated from 4 to 6.
    • Updated firing mode x1: Changed heat generated from -2 to -4.
    • Updated firing mode x2: Changed heat generated from 0 to -2.
    • Updated firing mode x3: Changed heat generated from 2 to 0.
    • Updated firing mode x4: Changed heat generated from 4 to 2.
    • Updated firing mode x5: Changed heat generated from 6 to 4.
    • Updated firing mode x6: Changed heat generated from 8 to 6.

  • AA Rocket 20 - Changed accuracy bonus from -8 to -12, range from 180/360/540/720 to 150/300/450/600, unit type accuracy bonuses from VTOL -> +11 / Airship -> +11 to VTOL -> +15 / Airship -> +15.
  • AOE Rocket 10 - Changed AOE damage from 6 to 8, AOE range from 40 to 60, range from 120/240/360/440 to 90/210/360/420.
  • AOE Rocket 15 - Changed AOE damage from 6 to 8, AOE range from 40 to 60, range from 120/240/360/440 to 90/210/360/420.
  • AOE Rocket 20 - Changed AOE damage from 6 to 8, range from 120/240/360/440 to 90/210/360/420.
  • AOE Rocket 5 - Changed AOE damage from 6 to 8, AOE range from 40 to 60, range from 120/240/360/440 to 90/210/360/420.
  • Heavy RL10 - Changed range from 120/210/360/420 to 90/210/360/420.
  • Heavy RL15 - Changed range from 120/210/360/420 to 90/210/360/420.
  • Heavy RL20 - Changed range from 120/210/360/420 to 90/210/360/420.
  • Heavy RL5 - Changed range from 120/210/360/420 to 90/210/360/420.
  • I-ROCKET 10 - Changed heat generated from 5 to 6, range from 150/300/450/600 to 90/210/360/420.
  • I-ROCKET 15 - Changed heat generated from 7 to 12, range from 150/300/450/600 to 90/210/360/420.
  • I-ROCKET 5 - Changed range from 150/300/450/600 to 90/210/360/420.
  • I-Rocket 20 - Changed heat generated from 9 to 15, range from 150/300/450/600 to 90/210/360/420.
  • Rocket 10 - Changed heat generated from 5 to 6, range from 150/300/450/600 to 90/210/360/420.
  • Rocket 15 - Changed heat generated from 7 to 12, range from 150/300/450/600 to 90/210/360/420.
  • Rocket 20 - Changed heat generated from 9 to 15, range from 150/300/450/600 to 90/210/360/420.
  • Rocket 5
    • Changed range from 150/300/450/600 to 90/210/360/420.
    • Removed missile health bonus with value 3.
  • Rocket Battery 10 - Changed range from 150/300/450/600 to 90/210/360/420.
  • Rocket Pack 10 - Changed heat generated from 5 to 6, range from 150/300/450/600 to 90/210/360/420.
  • Rocket Pack 15 - Changed heat generated from 7 to 12, range from 150/300/450/600 to 90/210/360/420.
  • Rocket Pack 20 - Changed heat generated from 9 to 15, range from 150/300/450/600 to 90/210/360/420.
  • Rocket Pack 5 - Changed range from 150/300/450/600 to 90/210/360/420.
  • Tandem Rocket 10 - Changed heat generated from 5 to 6, range from 150/300/450/600 to 90/210/360/420.
  • Tandem Rocket 15 - Changed heat generated from 7 to 12, range from 150/300/450/600 to 90/210/360/420.
  • Tandem Rocket 20 - Changed heat generated from 9 to 15, range from 150/300/450/600 to 90/210/360/420.
  • Tandem Rocket 5 - Changed range from 150/300/450/600 to 90/210/360/420.

  • 'Streak' SRM6 (P) - Changed damage from 6-12 to 7-13.
  • SRM-2
    • Changed damage from 10 to 2-10, heat generated from 3 to 6.
    • Set weapon hit generation to one hit roll for all projectiles.
  • SRM-2 (C)
    • Changed damage from 10 to 2-10, heat generated from 4 to 6.
    • Set weapon hit generation to one hit roll for all projectiles.
  • SRM-2 (I-OS)
    • Changed damage from 10 to 2-10, heat generated from 3 to 6.
    • Set weapon hit generation to one hit roll for all projectiles.
  • SRM-4
    • Changed damage from 10 to 2-10, heat generated from 6 to 9.
    • Set weapon hit generation to one hit roll for all projectiles.
  • SRM-4 (C)
    • Changed damage from 10 to 2-10, heat generated from 7 to 9.
    • Set weapon hit generation to one hit roll for all projectiles.
  • SRM-4 (C-OS) - Changed damage from 10 to 2-10, heat generated from 7 to 9.
  • SRM-4 (I-OS)
    • Changed damage from 10 to 4-8, heat generated from 4 to 9.
    • Set weapon hit generation to one hit roll for all projectiles.
  • SRM-6
    • Changed damage from 10 to 2-10, heat generated from 9 to 12.
    • Set weapon hit generation to one hit roll for all projectiles.
  • SRM-6 (C)
    • Changed damage from 10 to 2-10, heat generated from 11 to 12.
    • Set weapon hit generation to one hit roll for all projectiles.
  • SRM-6 (C) (I-OS) - Changed damage from 10 to 2-10, heat generated from 5 to 12.
  • SRM-6 (C-OS) - Changed damage from 10 to 2-10, heat generated from 11 to 12.
  • SRM-6 (I-OS)
    • Changed damage from 10 to 2-10, heat generated from 5 to 12.
    • Set weapon hit generation to one hit roll for all projectiles.
  • SRM-6 (OS)
    • Changed damage from 10 to 2-10, heat generated from 9 to 12.
    • Set weapon hit generation to one hit roll for all projectiles.
  • Streak II SRM-4 - Removed accuracy bonus with value +1.
  • Streak II SRM-6 - Removed accuracy bonus with value +1.
  • Streak SRM-2 - Removed accuracy bonus with value +1, evasive pips ignored with value 1.
  • Streak SRM-2 (C) - Removed accuracy bonus with value +1, evasive pips ignored with value 1.
  • Streak SRM-2 (C) (I-OS)
    • Changed heat generated from 9 to 6, shots fired per attack from 4 to 2.
    • Removed accuracy bonus with value +1, evasive pips ignored with value 1.
  • Streak SRM-2 (I-OS)
    • Changed heat generated from 9 to 6.
    • Removed accuracy bonus with value +1, evasive pips ignored with value 1.
  • Streak SRM-2 (OS)
    • Changed heat generated from 9 to 6.
    • Removed accuracy bonus with value +1, evasive pips ignored with value 1.
  • Streak SRM-4 - Removed accuracy bonus with value +1, evasive pips ignored with value 1.
  • Streak SRM-4 (C) - Removed accuracy bonus with value +1, evasive pips ignored with value 1.
  • Streak SRM-4 (C) (I-OS) - Removed accuracy bonus with value +1, evasive pips ignored with value 1.
  • Streak SRM-4 (I-OS) - Removed accuracy bonus with value +1, evasive pips ignored with value 1.
  • Streak SRM-4 (OS) - Removed accuracy bonus with value +1, evasive pips ignored with value 1.
  • Streak SRM-6 - Removed accuracy bonus with value +1, evasive pips ignored with value 1.
  • Streak SRM-6 (C) - Removed accuracy bonus with value +1, evasive pips ignored with value 1.
  • Streak SRM-6 (C) (I-OS)
    • Changed heat generated from 9 to 12.
    • Removed accuracy bonus with value +1, evasive pips ignored with value 1.
  • Streak SRM-6 (I-OS)
    • Changed heat generated from 9 to 12.
    • Removed accuracy bonus with value +1, evasive pips ignored with value 1.
  • Streak SRM-6 (OS)
    • Changed heat generated from 9 to 12, shots fired per attack from 4 to 6.
    • Removed accuracy bonus with value +1, evasive pips ignored with value 1.
  • i-SRM2 (CE) - Changed damage from 8 to 3-9, heat generated from 3 to 6.
  • i-SRM4 (CE) - Changed damage from 8 to 3-9, heat generated from 6 to 9, range from 120/240/360/470 to 120/240/360/480.
  • i-SRM6 (CE) - Changed damage from 8 to 3-9, heat generated from 9 to 12.

  • AA Rocket 25 [WM] - Changed accuracy bonus from -8 to -12, missile health bonus from 3 to 1, range from 60/180/360/540/720 to 60/150/300/450/600, unit type accuracy bonuses from VTOL -> +12 / Airship -> +12 to VTOL -> +15 / Airship -> +15.
  • AA iATM Rack [WM] - Set accuracy bonus to +1.
  • AGM-10 Missile x1 [WM] - Changed damage from 60 to 50, range from 150/210/420/630/840 to 150/180/360/540/720.
  • AGM-10 Missile x2 [WM] - Changed damage from 60 to 50, range from 150/210/420/630/840 to 150/180/360/540/720.
  • Anti-Air Arrow [WM] - Changed accuracy bonus from -8 to -15, unit type accuracy bonuses from VTOL -> +16 / Airship -> +16 to VTOL -> +18 / Airship -> +18.
  • Bomb Cluster [WM] - Changed damage from 15 to 10.
  • Bomb Cluster x2 [WM] - Changed damage from 15 to 10.
  • Bomb Cluster x3 [WM] - Changed damage from 15 to 10.
  • Bomb Cluster x4 [WM] - Changed damage from 15 to 10.
  • Bomb Cluster x5 [WM] - Changed damage from 15 to 10.
  • Bomb Daisy Cutter [WM] - Changed AOE damage from 200 to 175, AOE instability from 100 to 52.5, AOE range from 100 to 90, damage from 125 to 90.
  • Bomb Guided [WM] - Changed damage from 50 to 40.
  • Bomb Guided x2 [WM] - Changed damage from 50 to 40.
  • Bomb Guided x3 [WM] - Changed damage from 50 to 40.
  • Bomb Guided x4 [WM] - Changed damage from 50 to 40.
  • Bomb Guided x5 [WM] - Changed damage from 50 to 40.
  • Bomb MOAB [WM] - Changed AOE damage from 400 to 300, AOE instability from 200 to 90, AOE range from 135 to 120, damage from 250 to 160.
  • Lg Chem Laser [WM] - Changed internal ammunition from 16 to 10.
  • MedPulse Pod [WM]
    • Changed accuracy bonus from +1 to +2, internal ammunition from 40 to 30.
    • Removed evasive pips ignored with value 1.
  • NARC Launcher [WM] - Changed accuracy bonus from +2 to +1, evasive pips ignored from 2 to 1, internal ammunition from 10 to 6.
  • Phoenix Missile x3 [WM] - Changed damage from 45 to 40.
  • Rocket 15 Pod [WM] - Removed missile health bonus with value 3.
  • Rocket 15 [WM] - Removed missile health bonus with value 3.
  • Vulcan Gun-Pod [WM]
    • Changed AP damage from 2 to 5, damage from 3 to 10, internal ammunition from 100 to 10, shots fired per attack from 10 to 1, unit type accuracy bonuses from Battle Armor -> +4 / Vehicle -> +4 to Battle Armor -> +3 / ProtoMech -> +3.
    • Set recoil to 3.

  • Achileus (WoB) - Changed structure to 15 at all locations.
  • Achileus [David] - Changed structure to 15 at all locations.
  • Achileus [FL] - Changed structure to 15 at all locations.
  • Achileus [GSS] - Changed structure to 15 at all locations.
  • Achileus [L] - Changed structure to 15 at all locations.
  • Achileus [MG] - Changed structure to 15 at all locations.
  • Achileus [TAG] - Changed structure to 15 at all locations.
  • Afreet (Interdictor) - Changed structure to 15 at all locations.
  • Afreet [HH] - Changed structure to 15 at all locations.
  • Afreet [JF] - Changed structure to 15 at all locations.
  • Afreet [STD] - Changed structure to 15 at all locations.
  • Amazon [MRR] - Changed structure to 15 at all locations.
  • Amazon [PPC] - Changed structure to 15 at all locations.
  • Angerona 'Aegis Point Defense Suit' - Changed structure to 15 at all locations.
  • Angerona Scout Suit (Recon) - Changed structure to 15 at all locations.
  • Angerona Scout Suit (Standard) - Changed structure to 15 at all locations.
  • Asura [AI] - Changed structure to 15 at all locations.
  • Asura [SRM] - Changed structure to 15 at all locations.
  • Asura [STD] - Changed structure to 15 at all locations.
  • Baracas RBR-BAB - Changed structure to 15 at all locations.
  • Baracas RBR-BAB_U - Changed structure to 15 at all locations.
  • Black Wolf [ERSPL] - Changed structure to 15 at all locations.
  • Black Wolf [HFL] - Changed structure to 15 at all locations.
  • Black Wolf [LBX] - Changed structure to 15 at all locations.
  • Black Wolf [MTR] - Changed structure to 15 at all locations.
  • Black Wolf [P] - Changed structure to 15 at all locations.
  • Buraq (Hunter-Killer) - Changed structure to 15 at all locations.
  • Buraq (Support) - Changed structure to 15 at all locations.
  • Buraq [STD] - Changed structure to 15 at all locations.
  • C Rider 'Devastator' - Changed structure to 15 at all locations.
  • C Rider 'Speedster' - Changed structure to 15 at all locations.
  • Callisto A [BH] - Changed structure to 15 at all locations.
  • Callisto A [ERML] - Changed structure to 15 at all locations.
  • Callisto A [HMG] - Changed structure to 15 at all locations.
  • Callisto B [MRR] - Changed structure to 15 at all locations.
  • Callisto B [SRM] - Changed structure to 15 at all locations.
  • Cavalier II [FL] - Changed structure to 15 at all locations.
  • Cavalier II [MRR] - Changed structure to 15 at all locations.
  • Cavalier II [PPC] - Changed structure to 15 at all locations.
  • Cavalier II [SRM] - Changed structure to 15 at all locations.
  • Cavalier [FL] - Changed structure to 15 at all locations.
  • Cavalier [L] - Changed structure to 15 at all locations.
  • Cavalier [MG] - Changed structure to 15 at all locations.
  • Cavalier [SRM] - Changed structure to 15 at all locations.
  • Centaur Battle Armor - Changed structure to 15 at all locations.
  • Clan Battle Armor 'Bär' - Changed structure to 15 at all locations.
  • Clan Battle Armor 'Rabid' - Changed structure to 15 at all locations.
  • Clan Battle Armor 'Rache' - Changed structure to 15 at all locations.
  • Clan Battle Armor 'Volkh' - Changed structure to 15 at all locations.
  • Constable [ECM] - Changed structure to 15 at all locations.
  • Constable [IS] - Changed structure to 15 at all locations.
  • Constable [LMG] - Changed structure to 15 at all locations.
  • Constable [SRM] - Changed structure to 15 at all locations.
  • Constable [TAG] - Changed structure to 15 at all locations.
  • Corona [SRM] - Changed structure to 15 at all locations.
  • Corona [STD] - Changed structure to 15 at all locations.
  • Cuchulainn [STD] - Changed structure to 15 at all locations.
  • Djinn 'Terrorizer' [FL] - Changed structure to 15 at all locations.
  • Djinn 'Terrorizer' [MG] - Changed structure to 15 at all locations.
  • Djinn 'Terrorizer' [SL] - Changed structure to 15 at all locations.
  • Djinn (Stealth) - Changed structure to 15 at all locations.
  • Djinn [STD] - Changed structure to 15 at all locations.
  • Dragoon Battle Armor [ADV] - Changed structure to 15 at all locations.
  • Dragoon Battle Armor [STD] - Changed structure to 15 at all locations.
  • Elemental (Fire) [AP] - Changed structure to 15 at all locations.
  • Elemental (Fire) [FL] - Changed structure to 15 at all locations.
  • Elemental (Fire) [MPL] - Changed structure to 15 at all locations.
  • Elemental (Headhunter) - Changed structure to 15 at all locations.
  • Elemental II - Changed structure to 15 at all locations.
  • Elemental II (X) - Changed structure to 15 at all locations.
  • Elemental III [FL] - Changed structure to 15 at all locations.
  • Elemental III [MPL] - Changed structure to 15 at all locations.
  • Elemental III [STD] - Changed structure to 15 at all locations.
  • Elemental [AP] - Changed structure to 15 at all locations.
  • Elemental [FL] - Changed structure to 15 at all locations.
  • Elemental [HMG] - Changed structure to 15 at all locations.
  • Elemental [L] - Changed structure to 15 at all locations.
  • Elemental [MG] - Changed structure to 15 at all locations.
  • Elemental [ML] - Changed structure to 15 at all locations.
  • Elemental [MPL] - Changed structure to 15 at all locations.
  • Enhanced Sylph - Changed structure to 15 at all locations.
  • Fa Shih (Support) [KD] - Changed structure to 15 at all locations.
  • Fa Shih (Support) [Plasma] - Changed structure to 15 at all locations.
  • Fa Shih 2 [MG] - Changed structure to 15 at all locations.
  • Fa Shih [FL] - Changed structure to 15 at all locations.
  • Fa Shih [LRR] - Changed structure to 15 at all locations.
  • Fa Shih [L] - Changed structure to 15 at all locations.
  • Fa Shih [MG] - Changed structure to 15 at all locations.
  • Fa Shih [TAG] - Changed structure to 15 at all locations.
  • Fenrir (Longshot) - Changed structure to 15 at all locations.
  • Fenrir II [AI] - Changed structure to 15 at all locations.
  • Fenrir II [LRM] - Changed structure to 15 at all locations.
  • Fenrir II [ML] - Changed structure to 15 at all locations.
  • Fenrir II [MRR] - Changed structure to 15 at all locations.
  • Fenrir II [SRM] - Changed structure to 15 at all locations.
  • Fenrir [ERML] - Changed structure to 15 at all locations.
  • Fenrir [MG] - Changed structure to 15 at all locations.
  • Fenrir [MPL] - Changed structure to 15 at all locations.
  • Fenrir [MTR] - Changed structure to 15 at all locations.
  • Fenrir [SL] - Changed structure to 15 at all locations.
  • Fenrir [SPL] - Changed structure to 15 at all locations.
  • Fenrir [SRM] - Changed structure to 15 at all locations.
  • Fenrir [VSP] - Changed structure to 15 at all locations.
  • Fusilier [STD] - Changed structure to 15 at all locations.
  • Fusilier [UPG] - Changed structure to 15 at all locations.
  • Gnome 'Dwarf' - Changed structure to 15 at all locations.
  • Gnome [LRM] - Changed structure to 15 at all locations.
  • Gnome [MG] - Changed structure to 15 at all locations.
  • Gnome [MPL] - Changed structure to 15 at all locations.
  • Gnome [MRR] - Changed structure to 15 at all locations.
  • Gnome [STD] - Changed structure to 15 at all locations.
  • Golem (Fast Assault) - Changed structure to 15 at all locations.
  • Golem (Upgrade) - Changed structure to 15 at all locations.
  • Golem [STD] - Changed structure to 15 at all locations.
  • Gray Death 'Surat' Solahma - Changed structure to 15 at all locations.
  • Gray Death Heavy [STD] - Changed structure to 15 at all locations.
  • Gray Death Infiltrator [Firedrake] - Changed structure to 15 at all locations.
  • Gray Death Infiltrator [IS] - Changed structure to 15 at all locations.
  • Gray Death Infiltrator [MD] - Changed structure to 15 at all locations.
  • Gray Death Infiltrator [RSD] - Changed structure to 15 at all locations.
  • Gray Death Infiltrator [TAG] - Changed structure to 15 at all locations.
  • Gray Death Scout (Reaper) - Changed structure to 15 at all locations.
  • Gray Death Scout (The Willow Wisps) - Changed structure to 15 at all locations.
  • Gray Death Scout [STD] - Changed structure to 15 at all locations.
  • Gray Death Standard [FL] - Changed structure to 15 at all locations.
  • Gray Death Standard [LRR] - Changed structure to 15 at all locations.
  • Gray Death Standard [L] - Changed structure to 15 at all locations.
  • Gray Death Standard [MG] - Changed structure to 15 at all locations.
  • Gray Death Standard [SRM] - Changed structure to 15 at all locations.
  • Gray Death Strike (Prototype) - Changed structure to 15 at all locations.
  • Gray Death Strike [HarJel] - Changed structure to 15 at all locations.
  • Gray Death Strike [STD] - Changed structure to 15 at all locations.
  • Grenadier (Hunter-Killer) [SRM/GSS] - Changed structure to 15 at all locations.
  • Grenadier (Hunter-Killer) [SRM/Narc] - Changed structure to 15 at all locations.
  • Grenadier II A - Changed structure to 15 at all locations.
  • Grenadier II B - Changed structure to 15 at all locations.
  • Grenadier II C - Changed structure to 15 at all locations.
  • Grenadier II D - Changed structure to 15 at all locations.
  • Grenadier [C3/HRR] - Changed structure to 15 at all locations.
  • Grenadier [HFL] - Changed structure to 15 at all locations.
  • Grenadier [SRM/FL] - Changed structure to 15 at all locations.
  • Grenadier [SRM/GSS] - Changed structure to 15 at all locations.
  • Grenadier [SRM/LRR] - Changed structure to 15 at all locations.
  • Grenadier [SRM/SL] - Changed structure to 15 at all locations.
  • Grenadier [SRM/TAG] - Changed structure to 15 at all locations.
  • Grenadier [VSP/GSS] - Changed structure to 15 at all locations.
  • Hauberk (Commando) - Changed structure to 15 at all locations.
  • Hauberk II [STD] - Changed structure to 15 at all locations.
  • Hauberk U15 - Changed structure to 15 at all locations.
  • Hauberk [STD] - Changed structure to 15 at all locations.
  • Infiltrator Mk I [STD] - Changed structure to 15 at all locations.
  • Infiltrator Mk II [M] - Changed structure to 15 at all locations.
  • Infiltrator Mk II [STD] - Changed structure to 15 at all locations.
  • Infiltrator Mk II [S] - Changed structure to 15 at all locations.
  • Inner Sphere Standard 'The Hive' - Changed structure to 15 at all locations.
  • Inner Sphere Standard (Baka) [LRR] - Changed structure to 15 at all locations.
  • Inner Sphere Standard (Baka) [SL] - Changed structure to 15 at all locations.
  • Inner Sphere Standard (Fa Sure) [Gauss] - Changed structure to 15 at all locations.
  • Inner Sphere Standard (Fa Sure) [MG] - Changed structure to 15 at all locations.
  • Inner Sphere Standard RX - Changed structure to 15 at all locations.
  • Inner Sphere Standard [FL] - Changed structure to 15 at all locations.
  • Inner Sphere Standard [GSS] - Changed structure to 15 at all locations.
  • Inner Sphere Standard [LRR] - Changed structure to 15 at all locations.
  • Inner Sphere Standard [L] - Changed structure to 15 at all locations.
  • Inner Sphere Standard [MG] - Changed structure to 15 at all locations.
  • Inner Sphere Standard [MTR] - Changed structure to 15 at all locations.
  • Inner Sphere Standard [Magnetic] - Changed structure to 15 at all locations.
  • Inner Sphere Standard [P] - Changed structure to 15 at all locations.
  • Inner Sphere Standard [SRM] - Changed structure to 15 at all locations.
  • Inner Sphere Standard [STL] - Changed structure to 15 at all locations.
  • Inner Sphere Standard [TAG] - Changed structure to 15 at all locations.
  • Ironhold (Anti-Tank) - Changed structure to 15 at all locations.
  • Ironhold (Fire) - Changed structure to 15 at all locations.
  • Ironhold [STD] - Changed structure to 15 at all locations.
  • Kage (DEST) - Changed structure to 15 at all locations.
  • Kage (Space) - Changed structure to 15 at all locations.
  • Kage (Tsunami) - Changed structure to 15 at all locations.
  • Kage C - Changed structure to 15 at all locations.
  • Kage [ECM] - Changed structure to 15 at all locations.
  • Kage [FL] - Changed structure to 15 at all locations.
  • Kage [L] - Changed structure to 15 at all locations.
  • Kage [MG] - Changed structure to 15 at all locations.
  • Kage [TAG] - Changed structure to 15 at all locations.
  • Kanazuchi 'Cyclops' - Changed structure to 15 at all locations.
  • Kanazuchi (Upgrade) [PPC] - Changed structure to 15 at all locations.
  • Kanazuchi [STD] - Changed structure to 15 at all locations.
  • Kanazuchi [Support] - Changed structure to 15 at all locations.
  • Kishi [STD] - Changed structure to 15 at all locations.
  • Kobold IIC - Changed structure to 15 at all locations.
  • Kobold X-C3 - Changed structure to 15 at all locations.
  • Kobold [GL/FL] - Changed structure to 15 at all locations.
  • Kobold [GL/SPL] - Changed structure to 15 at all locations.
  • Kobold [GL/TAG] - Changed structure to 15 at all locations.
  • Kobold [MG/SPL] - Changed structure to 15 at all locations.
  • Kobold [SL/FL] - Changed structure to 15 at all locations.
  • Kobold [SL/TAG] - Changed structure to 15 at all locations.
  • Kopis 'The Dark Alley' - Changed structure to 15 at all locations.
  • Kopis (Anti-Infantry Mk II) - Changed structure to 15 at all locations.
  • Kopis (Anti-Infantry Mk IIr) - Changed structure to 15 at all locations.
  • Kopis (Anti-Infantry) - Changed structure to 15 at all locations.
  • Kopis [MTR] - Changed structure to 15 at all locations.
  • Leonidas [FD] - Changed structure to 15 at all locations.
  • Leonidas [GSS] - Changed structure to 15 at all locations.
  • Leonidas [IS] - Changed structure to 15 at all locations.
  • Leonidas [MG] - Changed structure to 15 at all locations.
  • Leonidas [TAG] - Changed structure to 15 at all locations.
  • Longinus 'Hacked' [GSS] - Changed structure to 15 at all locations.
  • Longinus 'Hacked' [MG] - Changed structure to 15 at all locations.
  • Longinus C [MRR] - Changed structure to 15 at all locations.
  • Longinus C [PPC] - Changed structure to 15 at all locations.
  • Longinus [FL] - Changed structure to 15 at all locations.
  • Longinus [GSS] - Changed structure to 15 at all locations.
  • Longinus [L] - Changed structure to 15 at all locations.
  • Longinus [MAG] - Changed structure to 15 at all locations.
  • Longinus [MG] - Changed structure to 15 at all locations.
  • Nephilim (Capture Team) [HMG] - Changed structure to 15 at all locations.
  • Nephilim (Gauss) [GSS] - Changed structure to 15 at all locations.
  • Nephilim (Narc) [NARC] - Changed structure to 15 at all locations.
  • Nephilim (Seeker) [MG] - Changed structure to 15 at all locations.
  • Nephilim (Standard) [STD] - Changed structure to 15 at all locations.
  • Nephilim (Support) [SL] - Changed structure to 15 at all locations.
  • Nighthawk Mk. XXI - Changed structure to 15 at all locations.
  • Nighthawk Mk. XXII - Changed structure to 15 at all locations.
  • Nighthawk Mk. XXX - Changed structure to 15 at all locations.
  • Ogre (Interdictor) - Changed structure to 15 at all locations.
  • Ogre [STD] - Changed structure to 15 at all locations.
  • Oni [BH] - Changed structure to 15 at all locations.
  • Oni [MRR] - Changed structure to 15 at all locations.
  • Oni [Narc] - Changed structure to 15 at all locations.
  • Oni [PPC] - Changed structure to 15 at all locations.
  • Phalanx A - Changed structure to 15 at all locations.
  • Phalanx B - Changed structure to 15 at all locations.
  • Phalanx C - Changed structure to 15 at all locations.
  • Phalanx D - Changed structure to 15 at all locations.
  • Plasma Beak LBD - Changed structure to 15 at all locations.
  • Purifier Adaptive [Laser] - Changed structure to 15 at all locations.
  • Purifier Adaptive [NARC] - Changed structure to 15 at all locations.
  • Purifier Adaptive [PPC] - Changed structure to 15 at all locations.
  • Purifier Adaptive [TAG] - Changed structure to 15 at all locations.
  • Purifier Terra [ERSL] - Changed structure to 15 at all locations.
  • Purifier Terra [Gauss] - Changed structure to 15 at all locations.
  • Purifier Terra [MRR] - Changed structure to 15 at all locations.
  • Purifier Terra [SPL] - Changed structure to 15 at all locations.
  • Quirinus [GL] - Changed structure to 15 at all locations.
  • Quirinus [GSS] - Changed structure to 15 at all locations.
  • Quirinus [MG] - Changed structure to 15 at all locations.
  • Raiden (Anti-Infantry) - Changed structure to 15 at all locations.
  • Raiden II [FL] - Changed structure to 15 at all locations.
  • Raiden II [HMG] - Changed structure to 15 at all locations.
  • Raiden [FL] - Changed structure to 15 at all locations.
  • Raiden [L] - Changed structure to 15 at all locations.
  • Raiden [MG] - Changed structure to 15 at all locations.
  • Raiden [MRM] - Changed structure to 15 at all locations.
  • Raiden [STD] - Changed structure to 15 at all locations.
  • Raiden [Tsunami] - Changed structure to 15 at all locations.
  • Ravager [LRM] - Changed structure to 15 at all locations.
  • Ravager [STD] - Changed structure to 15 at all locations.
  • Rhino Battle Armor - Changed structure to 15 at all locations.
  • Rock Golem - Changed structure to 15 at all locations.
  • Rogue Bear (Hybrid) - Changed structure to 15 at all locations.
  • Rogue Bear (Upgrade) - Changed structure to 15 at all locations.
  • Rogue Bear [HR] - Changed structure to 15 at all locations.
  • Rogue Bear [STD] - Changed structure to 15 at all locations.
  • Rottweiler [CC] - Changed structure to 15 at all locations.
  • Rottweiler [FD] - Changed structure to 15 at all locations.
  • Rottweiler [GSS] - Changed structure to 15 at all locations.
  • Rottweiler [STD] - Changed structure to 15 at all locations.
  • Salamander (Anti-Infantry) - Changed structure to 15 at all locations.
  • Salamander [L] - Changed structure to 15 at all locations.
  • Salamander [STD] - Changed structure to 15 at all locations.
  • Se'irim (Anti-Infantry) - Changed structure to 15 at all locations.
  • Se'irim (Capture Team) - Changed structure to 15 at all locations.
  • Se'irim [STD] - Changed structure to 15 at all locations.
  • Sea Fox [STD] - Changed structure to 15 at all locations.
  • Shedu (Capture Team) - Changed structure to 15 at all locations.
  • Shedu (Recon) - Changed structure to 15 at all locations.
  • Shedu [PPC] - Changed structure to 15 at all locations.
  • Shedu [STD] - Changed structure to 15 at all locations.
  • Shedu [SUP] - Changed structure to 15 at all locations.
  • Shen Long [David] - Changed structure to 15 at all locations.
  • Shen Long [Interdictor] - Changed structure to 15 at all locations.
  • Shen Long [MG] - Changed structure to 15 at all locations.
  • Shen Long [MRM] - Changed structure to 15 at all locations.
  • Shen Long [PM] - Changed structure to 15 at all locations.
  • Shen Long [SRM] - Changed structure to 15 at all locations.
  • Simian [FL] - Changed structure to 15 at all locations.
  • Simian [HMG] - Changed structure to 15 at all locations.
  • Simian [LRR] - Changed structure to 15 at all locations.
  • Simian [SL] - Changed structure to 15 at all locations.
  • Sloth 'Huntsman' - Changed structure to 15 at all locations.
  • Sloth 'Interdictor' - Changed structure to 15 at all locations.
  • Sloth (Standard) - Changed structure to 15 at all locations.
  • Sniper PAB-28 - Changed structure to 15 at all locations.
  • Space Marine - Changed structure to 15 at all locations.
  • Spectre [STD] - Changed structure to 15 at all locations.
  • Stormbird [JF] - Changed structure to 15 at all locations.
  • Stormbird [STD] - Changed structure to 15 at all locations.
  • Sylph 'Tinkerbelle' - Changed structure to 15 at all locations.
  • Sylph (Upgrade) - Changed structure to 15 at all locations.
  • Sylph XR - Changed structure to 15 at all locations.
  • Sylph [STD] - Changed structure to 15 at all locations.
  • Taranis Battle Armor - Changed structure to 15 at all locations.
  • Taranis [STD] - Changed structure to 15 at all locations.
  • Tengu [C3i] - Changed structure to 15 at all locations.
  • Tengu [LRR] - Changed structure to 15 at all locations.
  • Tengu [ML] - Changed structure to 15 at all locations.
  • Tengu [RL] - Changed structure to 15 at all locations.
  • Tengu [STD] - Changed structure to 15 at all locations.
  • Tengu [VSP] - Changed structure to 15 at all locations.
  • Thunderbird (Upgrade) [LBX] - Changed structure to 15 at all locations.
  • Thunderbird (Upgrade) [SL] - Changed structure to 15 at all locations.
  • Thunderbird (Upgrade) [SPL] - Changed structure to 15 at all locations.
  • Thunderbird II [STD] - Changed structure to 15 at all locations.
  • Thunderbird [GSS] - Changed structure to 15 at all locations.
  • Thunderbird [SL] - Changed structure to 15 at all locations.
  • Thunderbird [SPL] - Changed structure to 15 at all locations.
  • TinStar [ORIG] - Changed structure to 15 at all locations.
  • TinStar [STD] - Changed structure to 15 at all locations.
  • Tornado G12 - Changed structure to 15 at all locations.
  • Tornado G13 [FL] - Changed structure to 15 at all locations.
  • Tornado G13 [GL] - Changed structure to 15 at all locations.
  • Tornado G13 [GSS] - Changed structure to 15 at all locations.
  • Tornado G13 [L] - Changed structure to 15 at all locations.
  • Tornado G13 [MG] - Changed structure to 15 at all locations.
  • Tornado G17 - Changed structure to 15 at all locations.
  • Tornado P12 - Changed structure to 15 at all locations.
  • Tornado P17 'Hurricane' - Changed structure to 15 at all locations.
  • Tortoise II [ASRM] - Changed structure to 15 at all locations.
  • Tortoise II [C3] - Changed structure to 15 at all locations.
  • Tortoise II [LMG] - Changed structure to 15 at all locations.
  • Tortoise II [LRM] - Changed structure to 15 at all locations.
  • Tortoise II [SRM] - Changed structure to 15 at all locations.
  • Trinity (Asterion Upgrade) [MRR] - Changed structure to 15 at all locations.
  • Trinity (Asterion Upgrade) [PPC] - Changed structure to 15 at all locations.
  • Trinity (Asterion) [MRR] - Changed structure to 15 at all locations.
  • Trinity (Theseus) 'Killshot' - Changed structure to 15 at all locations.
  • Trinity (Theseus) [MRR] - Changed structure to 15 at all locations.
  • Trinity (Theseus) [RL] - Changed structure to 15 at all locations.
  • Trinity (Ying Long) [BC3] - Changed structure to 15 at all locations.
  • Trinity (Ying Long) [P] - Changed structure to 15 at all locations.
  • Tunnel Rat - Changed structure to 15 at all locations.
  • Tunnel Rat IV [GL] - Changed structure to 15 at all locations.
  • Tunnel Rat IV [LMG] - Changed structure to 15 at all locations.
  • Undine 'Sebastian' - Changed structure to 15 at all locations.
  • Undine [STD] - Changed structure to 15 at all locations.
  • Undine [UPG] - Changed structure to 15 at all locations.
  • Void 'Caltrop' - Changed structure to 15 at all locations.
  • Void [DCA] - Changed structure to 15 at all locations.
  • Void [NC] - Changed structure to 15 at all locations.
  • Void [STD] - Changed structure to 15 at all locations.
  • Warg (Reactive) - Changed structure to 15 at all locations.
  • Warg [STD] - Changed structure to 15 at all locations.
  • Wraith [AI] - Changed structure to 15 at all locations.
  • Wraith [STD] - Changed structure to 15 at all locations.
  • Xeno Swarm - Changed structure to 15 at all locations.
  • Xiphos A - Changed structure to 15 at all locations.
  • Xiphos B - Changed structure to 15 at all locations.
  • Xiphos C - Changed structure to 15 at all locations.
  • Zou [C3] - Changed structure to 15 at all locations.
  • Zou [STD] - Changed structure to 15 at all locations.

  • Adder 'Puma' - Added FCS Missile Accuracy at Head. Removed FCS Artemis III at Head.
  • Algea C - Removed Ammo RAC/5 [AP] at Right Torso.
  • Anand ANU-O - Added Ammo RAC/5 at Left Torso. Removed Ammo RAC/5 Flak at Left Torso.
  • Anand ANU-OB - Added 2 x ER PPC at Right Arm, Left Arm. Removed 2 x ER PPC Magna at Right Arm, Left Arm / C.A.S.E. II at Left Torso / Ammo Thumper Shaped Charge at Left Torso.
  • Anand ANU-OC - Added Ammo MRM at Left Torso. Removed Ammo MRM IMP at Left Torso.
  • Annhilator 'Annie'
    • Changed drop cost modifier from x1.12 to x1.14.
    • Added hardpoint at Left Torso: Missile, 6 x Ammo RAC/5 with 1 at Right Arm, 1 at Left Arm, 2 at Right Leg, 2 at Left Leg, hardpoint at Right Arm: AntiPersonnel.
    • Set Unique flag.
    • Removed 2 x Ammo RAC/5 [AP] at Left Leg / 4 x Ammo RAC/5 [INC] with 1 at Right Arm, 1 at Left Arm, 2 at Right Leg.
  • Annihilator 'Tommy' - Changed drop cost modifier from x1.16 to x1.18. Added hardpoint at Left Torso: Ballistic. Set Unique flag.
  • Anubis ABS-3L - Added 4 x LRM-5 with 2 at Right Torso, 2 at Left Torso. Removed 4 x LRM-5 (Delta) with 2 at Right Torso, 2 at Left Torso.
  • Anubis ABS-3MC - Added Ammo LRM Swarm [Half] at Left Torso. Removed Ammo LRM Swarm-I [Half] at Left Torso.
  • Anubis ABS-3R - Added 2 x LRM-5 at Right Torso, Left Torso. Removed 2 x LRM-5 (Delta) at Right Torso, Left Torso.
  • Anubis ABS-3T - Added ER Small Laser at Left Arm. Removed ER S Laser BlazeFire at Left Arm.
  • Anubis ABS-4C - Added Ammo LRM Swarm [Half] at Right Torso. Removed Ammo LRM Swarm-I [Half] at Right Torso.
  • Anubis ABS-5Y - Added 2 x LRM-5 at Right Torso, Left Torso. Removed 2 x LRM-5 (Delta) at Right Torso, Left Torso.
  • Anubis ABS-5Z - Added 2 x ER Medium Laser at Right Arm, Left Arm. Removed 2 x ER M Laser Magna at Right Arm, Left Arm.
  • Anubis ABS-RX - Added 2 x ER Small Laser at Right Arm, Left Arm. Removed 2 x ER S Laser Diverse Optics at Right Arm, Left Arm.
  • Anzu ZU-G60 - Added LRM-10 at Left Torso. Removed LRM-10 (Delta) at Left Torso.
  • Anzu ZU-J70
    • Added 4 x Ammo RAC/5 with 2 at Left Arm, 2 at Left Torso / ER Small Laser at Head.
    • Removed Ammo RAC/5 [PRE] at Left Arm / Ammo RAC/5 Flak at Left Arm / Ammo RAC/5 [AP] at Left Torso / Ammo RAC/5 [INC] at Left Torso / ER S Laser Diverse Optics at Head.
  • Anzu ZU-R88 - Added Ammo LBX/10 SLUG at Left Torso. Removed Ammo LBX/10 HE at Left Torso.
  • Apollo APL-1M - Added 2 x LRM-15 at Right Torso, Left Torso. Removed 2 x LRM-15 (LongFire) at Right Torso, Left Torso.
  • Apollo APL-1R - Added FCS Missile Accuracy at Head / 2 x LRM-15 at Right Torso, Left Torso. Removed FCS Artemis II at Head / 2 x LRM-15 (LongFire) at Right Torso, Left Torso.
  • Apollo APL-2S - Added 2 x LRM-15 at Right Torso, Left Torso. Removed 2 x LRM-15 (LongFire) at Right Torso, Left Torso.
  • Apollo APL-3T - Added 2 x LRM-10 at Right Torso, Left Torso. Removed 2 x LRM-10 (Zeus) at Right Torso, Left Torso.
  • Apollo APL-4M - Added FCS Missile Accuracy at Head. Removed FCS Artemis II at Head.
  • Arbiter ARB-001
    • Changed hardpoints at Right Arm: Added Ballistic / Removed AntiPersonnel, Armor Left Torso 50 -> 55, Rear Left Torso 25 -> 11, Left Leg 60 -> 50, Head 45 -> 40, Center Torso 70 -> 60, Rear Center Torso 35 -> 16, Right Torso 50 -> 55, Rear Right Torso 25 -> 11, Right Leg 60 -> 50, drop cost modifier from x0.98 to x0.73.
    • Added Ammo Heavy Rifle at Right Arm / Heavy Rifle at Right Arm / Engine Core 125 at Center Torso, hardpoint at Right Torso: Ballistic, default equipment Armor at Center Torso, default equipment Engine Fuel Cell at Center Torso.
    • Set Industrial flag, Lower Right Arm Actuator restriction.
    • Removed hardpoint at Left Torso: Ballistic, 4 x Jump Jet (S) with 2 at Right Leg, 2 at Left Leg / 3 x Ammo Heavy Rifle at Left Arm / Fluid Gun at Right Arm / Heavy Rifle at Left Arm / Engine Core 145 at Center Torso / Ammo Fluid Acid at Right Arm.
  • Archangel C-ANG-OC Comminus - Added 4 x Ammo MRM with 2 at Right Torso, 2 at Left Torso. Removed 4 x Ammo MRM IMP with 2 at Right Torso, 2 at Left Torso.
  • Archangel C-ANG-OS Caelestis - Added Ammo Thermobolt 10 at Right Arm. Removed Ammo TBM 10 [HE] at Right Arm.
  • Archer 'Flambé' - Added 4 x LRM-15 with 2 at Right Torso, 2 at Left Torso. Removed 4 x LRM-15 (Zeus) with 2 at Right Torso, 2 at Left Torso.
  • Archer 'Jonathon'
    • Changed drop cost modifier from x1.04 to x1.06.
    • Added hardpoint at Left Arm: Missile, hardpoint at Right Arm: Missile, hardpoint at Left Torso: Missile, hardpoint at Right Torso: Missile.
    • Set Unique flag.
  • Archer ARC-0 - Added 4 x Ammo Thermobolt 10 with 2 at Right Torso, 2 at Left Torso. Removed 4 x Ammo TBM 10 [HE] with 2 at Right Torso, 2 at Left Torso.
  • Archer ARC-2R - Added Ammo LRM Swarm at Left Torso. Removed Ammo LRM Swarm-I at Left Torso.
  • Archer ARC-4MI - Added 8 x SRM-4 with 4 at Right Torso, 4 at Left Torso. Removed 8 x SRM-4 (Irian) with 4 at Right Torso, 4 at Left Torso.
  • Archer ARC-5R - Removed Ammo LRM DF at Left Torso.
  • Archer ARC-8L - Added Ammo ArrowIV Homing at Right Leg. Removed Ammo ArrowIV at Right Leg.
  • Archer ARC-9W - Added 2 x LRM-15 at Right Torso, Left Torso. Removed 2 x LRM-15 (LongFire) at Right Torso, Left Torso.
  • Archer ARC-AGC 'Agincourt'
    • Added 2 x SRM-6 at Right Arm, Left Arm / 2 x Medium Laser at Right Arm, Left Arm / 2 x LRM-10 at Right Torso, Left Torso.
    • Removed 2 x LRM-10 (Zeus) at Right Torso, Left Torso / 2 x SRM-6 (Valiant) at Right Arm, Left Arm / 2 x Medium Laser Magna at Right Arm, Left Arm.
  • Archer ARC-LS - Added 2 x LRM-15 at Right Torso, Left Torso. Removed 2 x LRM-15 (Delta) at Right Torso, Left Torso.
  • Archer ARC-T 'Tempest' - Added Ammo LRM Swarm at Left Torso. Removed Ammo LRM Swarm-I at Left Torso.
  • Archer ARC-XO
    • Added 2 x ER Medium Laser at Center Torso / 2 x LRM-20 at Right Torso, Left Torso / 4 x ER Small Laser with 2 at Right Arm, 2 at Left Arm.
    • Removed 2 x LRM-20 (LongFire) at Right Torso, Left Torso / 2 x ER M Laser Magna at Center Torso / 4 x ER S Laser Diverse Optics with 2 at Right Arm, 2 at Left Arm.
  • Arctic Wolf 1 - Moved from Civil War to Clan Invasion.
  • Arctic Wolf X - Added 2 x PPC Ceres Smasher at Right Arm, Left Arm. Removed 2 x PPC Defiance at Right Arm, Left Arm.
  • Argus AGS-1X - Added ER PPC at Right Arm / 2 x LRM-15 at Left Arm. Removed ER PPC Tiegart at Right Arm / 2 x LRM-15 (Zeus) at Left Arm.
  • Assassin ASN-GSR - Added 2 x Medium Laser at Right Arm / 4 x Small Laser at Left Torso. Removed 4 x Small Laser ExoStar at Left Torso / 2 x Medium Laser ExoStar at Right Arm.
  • Assassin ASN-SRV 'Servitor'
    • Added Small Laser at Head / FCS Headshot (fixed) at Head / 2 x SRM-2 at Right Torso, Left Torso.
    • Removed Small Laser ExoStar at Head / FCS Headshot at Head / 2 x SRM-2 (Valiant) at Right Torso, Left Torso.
  • Assassin II ASNII-OD - Added SRM-4 at Left Torso. Removed SRM-4 (Valiant) at Left Torso.
  • Assassin II ASNII-S7 - Added 3 x Flamer at Right Torso, Head, Left Torso. Removed 3 x Flamer Hotshot at Right Torso, Head, Left Torso.
  • Aswang B - Added 3 x Ammo RAC/5 at Left Torso. Removed Ammo RAC/5 [PRE] at Left Torso / Ammo RAC/5 [AP] at Left Torso / Ammo RAC/5 [INC] at Left Torso.
  • Aswang D - Added 2 x Medium Laser at Right Arm, Left Arm. Removed 2 x Medium Laser ExoStar at Right Arm, Left Arm.
  • Atlas AS5-HAT - Added Ammo Thermobolt 10 at Right Torso. Removed Ammo TBM 10 [HE] at Right Torso.
  • Atlas AS7-D 'Black Beard'
    • Added SRM-6 at Left Torso / LRM-15 at Left Torso / 2 x ER Small Laser at Right Arm, Left Arm.
    • Removed LRM-15 (Delta) at Left Torso / SRM-6 (Irian) at Left Torso / 2 x ER S Laser Diverse Optics at Right Arm, Left Arm.
  • Atlas AS7-D 'Boar's Head' - Added LRM-10 at Left Torso / AC/10 at Right Torso. Removed AC/10 Imperator at Right Torso / LRM-10 (LongFire) at Left Torso.
  • Atlas AS7-D 'Danielle' - Added 6 x Medium Laser with 3 at Right Arm, 3 at Left Arm / LRM-20 at Left Torso. Removed 6 x Medium Laser ExoStar with 3 at Right Arm, 3 at Left Arm / LRM-20 (Delta) at Left Torso.
  • Atlas AS7-D 'Kracken' - Added Ammo LRM Swarm at Left Torso. Removed Ammo LRM Swarm-I at Left Torso.
  • Atlas AS7-D 'Vayil' - Added 2 x SRM-6 at Left Torso / AC/20 at Right Torso. Removed 2 x SRM-6 (Valiant) at Left Torso / AC/20 Defiance at Right Torso.
  • Atlas AS7-D 'Zackary Lee' - Added 5 x Medium Laser with 2 at Right Arm, 2 at Left Arm, 1 at Center Torso. Removed 5 x Medium Laser ExoStar with 2 at Right Arm, 2 at Left Arm, 1 at Center Torso.
  • Atlas AS7-GG - Added 2 x ER Small Laser at Right Arm, Left Arm / SRM-2 at Left Torso. Removed 2 x ER S Laser BlazeFire at Right Arm, Left Arm / SRM-2 (Irian) at Left Torso.
  • Atlas II AS7-D-H - Added SRM-6 at Left Torso / LRM-20 at Left Torso. Removed SRM-6 (Irian) at Left Torso / LRM-20 (LongFire) at Left Torso.
  • Atlas II AS7-D-H2 - Added SRM-6 at Left Torso / LRM-20 at Left Torso. Removed SRM-6 (Irian) at Left Torso / LRM-20 (LongFire) at Left Torso.
  • Atlas II AS7-D-HT - Added SRM-6 at Left Torso / AC/20 at Right Torso / LRM-20 at Left Torso. Removed SRM-6 (Irian) at Left Torso / LRM-20 (LongFire) at Left Torso / AC/20 Defiance at Right Torso.
  • Atlas IIC 'Incisor'
    • Changed drop cost modifier from x1.15 to x1.17.
    • Added hardpoint at Left Arm: Ballistic, hardpoint at Center Torso: AntiPersonnel, hardpoint at Left Torso: Energy, hardpoint at Right Arm: Missile, hardpoint at Right Torso: Missile.
    • Set Unique flag.
  • Atlas III AS7-D3 - Added 2 x Ammo RAC/5 at Left Torso. Removed Ammo RAC/5 [PRE] at Left Torso / Ammo RAC/5 [INC] at Left Torso.
  • Avalanche AVL-1ON - Added BC Convergence at Left Torso. Removed BC Headshot at Left Torso.
  • Avatar AV1-OA - Added AC/20 at Right Arm. Removed AC/20 Defiance at Right Arm.
  • Avatar AV1-OI - Removed Ammo TBM 15 [HE] at Right Torso.
  • Avatar II AV2-OB - Added Ammo LBX/20 CLUSTER at Right Torso / Ammo MRM at Right Torso. Removed Ammo MRM IMP at Right Torso / Ammo LBX/20 HE at Right Torso.
  • Avatar II AV2-OC - Added 2 x Ammo MRM at Right Torso. Removed 2 x Ammo MRM IMP at Right Torso.
  • Awesome 'Barbecue - Added 3 x Flamer with 1 at Right Arm, 2 at Left Arm. Removed 3 x Flamer Hotshot with 1 at Right Arm, 2 at Left Arm.
  • Awesome AWS-10KM 'Cameron' - Added FCS Adv TC Headshot (fixed) at Head. Removed BC Headshot at Left Torso / FCS Adv TC at Head.
  • Awesome AWS-9Q 'Klatt' - Added 4 x PPC Ceres Smasher at Right Torso, Right Arm, Left Arm, Left Torso. Removed 4 x PPC Defiance at Right Torso, Right Arm, Left Arm, Left Torso.
  • Awesome AWS-P - Added Ammo LMG at Right Arm. Removed Ammo LMG [CL] at Right Arm.
  • Awesome AWS-PB 'Pretty Baby' - Added SRM-4 at Left Arm / LRM-15 at Right Torso / Large Laser at Left Torso. Removed LRM-15 (Delta) at Right Torso / SRM-4 (Valiant) at Left Arm / Large Laser Magna at Left Torso.
  • Axman 'RockMan' - Added Ammo AC/10 [INF] at Right Torso.
  • Badb Catha BC-OB - Added 2 x Ammo Thermobolt 15 at Right Torso, Left Torso. Removed 2 x Ammo TBM 15 [HE] at Right Torso, Left Torso.
  • Bane 'RockU' - Changed drop cost modifier from x1.16 to x1.18. Set Unique flag.
  • Banshee 'Psychopomp' - Changed drop cost modifier from x1.09 to x1.11. Added hardpoint at Right Arm: Energy, hardpoint at Left Torso: 2 x Ballistic, hardpoint at Left Arm: Energy. Set Unique flag.
  • Banshee BNC-1DM - Added Ammo RAC/5 at Left Torso. Removed Ammo RAC/5 [AP] at Left Torso.
  • Banshee BNC-5S 'John Bauer' - Added SRM-4 at Right Arm / 2 x ER PPC at Right Torso, Left Arm. Removed SRM-4 (Irian) at Right Arm / 2 x ER PPC Tiegart at Right Torso, Left Arm.
  • Banshee BNC-5S 'Sawyer'
    • Added SRM-6 at Right Arm / Gauss Rifle Blackwell at Left Torso / ER PPC at Right Torso / Engine HS +3 at Center Torso.
    • Removed ER PPC Magna at Right Torso / Gauss Rifle M7 at Left Torso / SRM-6 (Irian) at Right Arm / Engine HS +4 at Center Torso.
  • Banshee BNC-6S - Added Small Laser Diverse Optics at Head. Removed Small Laser Magna at Head.
  • Banshee BNC-9S2 - Added BC Convergence at Right Torso. Removed BC Headshot at Right Torso.
  • Barghest 'Padfoot' - Changed drop cost modifier from x1.04 to x1.06. Added hardpoints at Right Torso: Energy, Missile, 2 x Ammo AC/20 [INF] at Right Leg, Left Leg, hardpoint at Left Torso: Energy. Set Unique flag.
  • BattleAxe 'Labrys' - Changed drop cost modifier from x1.04 to x1.06. Added hardpoint at Left Arm: Missile, hardpoint at Right Torso: Missile. Set Unique flag.
  • BattleMaster 'Waco'
    • Changed drop cost modifier from x1.07 to x1.09.
    • Added hardpoint at Right Torso: Ballistic, hardpoint at Left Arm: Energy, hardpoint at Right Arm: Ballistic, 3 x Ammo RAC/5 at Right Torso, hardpoint at Left Torso: Missile.
    • Set Unique flag.
    • Removed Ammo RAC/5 [AP] at Right Torso / 2 x Ammo RAC/5 [INC] at Right Torso.
  • BattleMaster BLR-1S 'Hanse' - Added 2 x LRM-15 at Left Arm, Left Torso. Removed 2 x LRM-15 (LongFire) at Left Arm, Left Torso.
  • BattleMaster BLR-QS4 - Added 4 x Ammo AC/10 [INF] with 2 at Right Torso, 2 at Left Torso / 4 x Ammo AC/5 [INF] with 2 at Right Torso, 2 at Left Torso.
  • Berkut SHX-O
    • Added 2 x ER Medium Laser at Right Arm, Left Arm / LRM-5 at Right Torso / Ammo LRM Swarm [Half] at Right Torso.
    • Removed LRM-5 (Zeus) at Right Torso / 2 x ER M Laser Magna at Right Arm, Left Arm / Ammo LRM Swarm-I [Half] at Right Torso.
  • Berkut SHX-OA - Added 2 x ER Medium Laser at Right Arm, Left Arm. Removed 2 x ER M Laser Magna at Right Arm, Left Arm.
  • Berkut SHX-OE - Removed Ammo TBM 15 [HE] at Right Torso.
  • Black Hawk-KU BHKU-O - Added 2 x Small Laser Diverse Optics at Right Torso, Left Torso. Removed 2 x Small Laser Intek at Right Torso, Left Torso.
  • Black Hawk-KU BHKU-OC - Added Medium Laser at Right Arm. Removed Medium Laser ExoStar at Right Arm.
  • Black Hawk-KU BHKU-OE - Added 6 x ER Medium Laser with 3 at Right Arm, 3 at Left Arm. Removed 6 x ER M Laser Magna with 3 at Right Arm, 3 at Left Arm.
  • Black Knight 'Bastard' - Added Gauss Rifle Blackwell at Right Arm. Removed Gauss Rifle M7 at Right Arm.
  • Black Knight 'Carolina Reaper'
    • Changed Armor Center Torso 218 -> 222, Rear Center Torso 105 -> 110.
    • Added Laser Insulator at Left Torso / Medium REX Laser QS at Left Torso / AP Gauss Rifle Battery at Left Torso, hardpoint at Left Torso: Energy.
    • Removed 2 x Patchwork Materials T1 at Left Torso, Center Torso / AP Gauss Rifle Battery (Old version) at Left Torso, hardpoint at Right Torso: Energy.
  • Black Knight BL-10-KNT - Added 2 x Flamer at Left Arm / 2 x Ammo MRM at Right Leg, Left Leg. Removed 2 x Flamer Hotshot at Left Arm / 2 x Ammo MRM IMP at Right Leg, Left Leg.
  • Black Knight BL-18-KNT - Added BC Convergence at Right Torso. Removed BC Headshot at Right Torso.
  • Black Knight BL-9-KNT - Added FCS Headshot (fixed) at Head. Removed FCS Headshot at Head.
  • Black Knight BLK-NT-GSR - Added Gauss Rifle Blackwell at Right Arm. Removed Gauss Rifle M7 at Right Arm.
  • Black Queen - Added Ammo LBX/20 CLUSTER at Left Torso / Ammo LBX/20 SLUG at Left Arm. Removed 2 x Ammo LBX/20 HE at Left Arm, Left Torso.
  • Blackjack BJ-3T - Added Ammo HMG at Left Leg / Ammo LMG at Right Leg. Removed Ammo HMG [AP] at Left Leg / Ammo LMG [AP] at Right Leg.
  • Blackjack BJ-G - Added FCS Headshot (fixed) at Head. Removed FCS Headshot at Head.
  • Blackjack BJ2-O - Added 4 x Medium Laser with 2 at Right Arm, 2 at Left Arm. Removed 4 x Medium Laser ExoStar with 2 at Right Arm, 2 at Left Arm.
  • Blackjack BJ2-OA
    • Added 2 x Medium Laser at Right Torso, Left Torso / Small Laser at Center Torso / 2 x LRM-20 at Right Arm, Left Arm.
    • Removed Small Laser ExoStar at Center Torso / 2 x Medium Laser ExoStar at Right Torso, Left Torso / 2 x LRM-20 (Delta) at Right Arm, Left Arm.
  • Blackjack BJ2-OB - Added Small Laser at Right Torso / LRM-10 at Right Arm. Removed Small Laser ExoStar at Right Torso / LRM-10 (Delta) at Right Arm.
  • Blackjack BJ2-OC - Added 2 x Medium Laser at Right Torso, Left Torso / Small Laser at Center Torso. Removed Small Laser ExoStar at Center Torso / 2 x Medium Laser ExoStar at Right Torso, Left Torso.
  • Blackjack BJ2-OD
    • Added 2 x Medium Laser at Left Torso / Small Laser at Center Torso / 2 x Large Laser at Right Arm / PPC Ceres Smasher at Left Arm.
    • Removed 2 x Large Laser ExoStar at Right Arm / PPC Tiegart at Left Arm / Small Laser ExoStar at Center Torso / 2 x Medium Laser ExoStar at Left Torso.
  • Blackjack BJ2-OE - Added LRM-10 at Left Arm. Removed LRM-10 (Delta) at Left Arm.
  • Bloodletter BLO-0D - Added Ammo MRM [Half] at Left Arm. Removed Ammo MRM Imp [Half] at Left Arm.
  • Bloodletter BLO-OD - Removed Ammo TBM 10 [HE] at Left Leg.
  • Bombard BMB-010 - Added 2 x AC/20 at Right Arm, Left Arm. Removed 2 x AC/20 Defiance at Right Arm, Left Arm.
  • Bombard BMB-013 - Added FCS Missile Accuracy at Head. Removed FCS Artemis II at Head.
  • Bombardier 'Mons-Meg' - Added FCS Missile Accuracy at Head. Removed FCS Artemis III at Head.
  • Boreas A
    • Changed Armor Left Arm 140 -> 110, Left Torso 140 -> 110, Rear Left Torso 65 -> 35, Left Leg 140 -> 110, Head 45 -> 40, Center Torso 200 -> 130, Rear Center Torso 85 -> 100, Right Arm 140 -> 110, Right Torso 140 -> 110, Rear Right Torso 65 -> 35, Right Leg 140 -> 110.
    • Added Standard Fusion Engine (fixed) at Center Torso / Ammo Hyper Gauss [DBL] at Right Torso / Gauss Rifle HA20 (C) at Right Torso.
    • Removed Engine XL (C) (fixed) at Center Torso / 2 x Ammo Hyper Gauss [DBL] at Left Torso / Gauss Rifle HA20 (C) at Left Torso.
  • Boreas B
    • Changed Armor Left Arm 140 -> 110, Left Torso 140 -> 110, Rear Left Torso 65 -> 35, Left Leg 140 -> 110, Head 45 -> 40, Center Torso 200 -> 130, Rear Center Torso 85 -> 100, Right Arm 140 -> 110, Right Torso 140 -> 110, Rear Right Torso 65 -> 35, Right Leg 140 -> 110.
    • Added Standard Fusion Engine (fixed) at Center Torso / 2 x Ammo Streak LRM [CLAN] at Right Torso / Streak LRM-20 (C) at Right Torso.
    • Removed Engine XL (C) (fixed) at Center Torso / 4 x Ammo Streak LRM [CLAN] at Left Torso / Streak LRM-20 (C) at Left Torso.
  • Boreas C
    • Changed Armor Left Arm 140 -> 110, Left Torso 140 -> 110, Rear Left Torso 60 -> 35, Left Leg 140 -> 110, Head 45 -> 40, Center Torso 200 -> 130, Rear Center Torso 95 -> 100, Right Arm 140 -> 110, Right Torso 140 -> 110, Rear Right Torso 60 -> 35, Right Leg 140 -> 110.
    • Added 2 x ER Medium Laser (C) at Left Torso / Standard Fusion Engine (fixed) at Center Torso / Ammo ATM HE at Right Torso / Ammo ATM ER at Right Torso / Ammo ATM at Right Torso / ATM-12 (C) at Right Torso.
    • Removed 2 x ER Medium Laser (C) at Right Torso / Engine XL (C) (fixed) at Center Torso / 2 x Ammo ATM HE at Left Torso / 2 x Ammo ATM ER at Left Torso / Ammo ATM at Left Torso / ATM-12 (C) at Left Torso.
  • Boreas D
    • Changed Armor Left Arm 140 -> 110, Left Torso 140 -> 110, Rear Left Torso 65 -> 35, Left Leg 140 -> 110, Head 45 -> 40, Center Torso 200 -> 130, Rear Center Torso 85 -> 100, Right Arm 140 -> 110, Right Torso 140 -> 110, Rear Right Torso 65 -> 35, Right Leg 140 -> 110.
    • Added Standard Fusion Engine (fixed) at Center Torso.
    • Removed Engine XL (C) (fixed) at Center Torso / Advanced Zoom MK3 at Right Torso / Thermal Exchanger (C) at Left Torso.
  • Boreas Prime
    • Changed Armor Left Arm 140 -> 110, Left Torso 140 -> 110, Rear Left Torso 65 -> 35, Left Leg 140 -> 110, Head 45 -> 40, Center Torso 200 -> 130, Rear Center Torso 85 -> 100, Right Arm 140 -> 110, Right Torso 140 -> 110, Rear Right Torso 65 -> 35, Right Leg 140 -> 110.
    • Added ER PPC (C) at Right Torso / Standard Fusion Engine (fixed) at Center Torso / Streak SRM-6 (C) at Left Torso / Ammo Streak SRM [CLAN] at Left Torso.
    • Removed ER PPC (C) at Left Torso / Engine XL (C) (fixed) at Center Torso / Streak SRM-6 (C) at Right Torso / Ammo Streak SRM [CLAN] at Right Torso / Laser Heat Sink (C) at Right Torso.
  • Bowman 4 - Added 2 x Ammo ArrowIV HEAP at Right Torso, Left Torso / Ammo ArrowIV Homing at Right Torso. Removed Ammo ArrowIV at Right Torso / 2 x Ammo Arrow IV Guided at Right Torso, Left Torso.
  • Brigand LDT-1 - Added 2 x ER Medium Laser at Right Arm, Left Arm. Removed 2 x ER M Laser Magna at Right Arm, Left Arm.
  • Brigand LDT-X2 - Added 2 x ER Medium Laser at Right Arm, Left Arm. Removed 2 x ER M Laser Magna at Right Arm, Left Arm.
  • Brigand LDT-X4 - Added ER Medium Laser at Left Arm. Removed ER M Laser Magna at Left Arm.
  • Brigand LDT-XPR5 - Moved from Republic to Jihad.
  • Bruin 2 - Moved from Jihad to Republic.
  • Buccaneer BCN-6W - Moved from Republic to Jihad.
  • Buccaneer 'Bernard Desjean' - Added 5 x Medium Laser with 2 at Right Torso, 1 at Left Torso, 2 at Center Torso. Removed 5 x Medium Laser ExoStar with 2 at Right Torso, 1 at Left Torso, 2 at Center Torso.
  • Bull Shark BSK-MAZ - Added 2 x Ammo Thumper Copperhead at Center Torso. Removed 2 x Ammo Thumper at Center Torso.
  • Bushwacker 'Guerrilla' - Added Ammo Thermobolt 10 at Left Arm. Removed Ammo TBM 10 [HE] at Left Arm.
  • Bushwacker BSW-HR 'High Roller' - Added LRM-5 at Left Torso. Removed LRM-5 (Zeus) at Left Torso.
  • Bushwacker BSW-P - Added FCS Missile Accuracy at Head. Removed FCS Artemis II at Head.
  • Bushwacker BSW-P1 - Added 3 x LRM-5 at Right Torso, Left Arm, Left Torso. Removed 3 x LRM-5 (Zeus) at Right Torso, Left Arm, Left Torso.
  • Bushwacker BSW-P2 - Added 2 x LRM-5 at Left Arm, Left Torso. Removed 2 x LRM-5 (Zeus) at Left Arm, Left Torso.
  • Bushwacker BSW-S2 - Added 2 x SRM-4 at Left Arm, Left Torso. Removed 2 x SRM-4 (Valiant) at Left Arm, Left Torso.
  • Bushwacker BSW-S2c - Added SRM-6 at Left Arm / SRM-4 at Left Torso. Removed SRM-6 (Valiant) at Left Arm / SRM-4 (Irian) at Left Torso.
  • Bushwacker BSW-S2r - Added SRM-4 at Left Arm. Removed SRM-4 (Irian) at Left Arm.
  • Bushwacker BSW-X1 - Added 2 x LRM-5 at Left Arm, Left Torso. Removed 2 x LRM-5 (Zeus) at Left Arm, Left Torso.
  • Bushwacker BSW-X2 - Added 3 x LRM-5 with 1 at Left Arm, 2 at Left Torso. Removed 3 x LRM-5 (Zeus) with 1 at Left Arm, 2 at Left Torso.
  • Bushwacker BSW-X3 - Added 2 x Flamer at Center Torso. Removed 2 x Flamer Hotshot at Center Torso.
  • Bushwacker BSW-X5 - Added FCS Missile Accuracy at Head. Removed FCS Artemis III at Head.
  • Caesar CES-6S - Added 2 x Medium Laser at Right Arm, Left Arm / 2 x ER Medium Laser at Right Arm, Left Arm. Removed 2 x Medium Laser Magna at Right Arm, Left Arm / 2 x ER M Laser Magna at Right Arm, Left Arm.
  • Cameron CMR-V1K
    • Added 7 x LRM-15 with 3 at Right Arm, 3 at Left Arm, 1 at Left Torso / CoolShot at Right Torso.
    • Removed 7 x LRM-15 (Delta) with 3 at Right Arm, 3 at Left Arm, 1 at Left Torso / Centrospheric Flywheel + at Right Torso.
  • Cameron CMR-V1L - Added 4 x Large Laser at Left Arm / Thermal Exchanger (C) at Right Torso. Removed 4 x Large Laser Magna at Left Arm / Centrospheric Flywheel + at Right Torso.
  • Cameron CMR-V1R - Added Medium Laser at Left Torso / CoolShot at Right Torso. Removed Medium Laser Magna at Left Torso / Centrospheric Flywheel + at Right Torso.
  • Cameron CMR-V1X - Added Thermal Vision MK2 at Right Torso / Large Laser at Left Torso. Removed Large Laser Magna at Left Torso / Centrospheric Flywheel + at Right Torso.
  • Carronade CRN-7M - Added 3 x ER Medium Laser at Right Torso, Head, Left Torso. Removed 3 x ER M Laser Magna at Right Torso, Head, Left Torso.
  • Cataphract CTF-0X - Added Ammo AC/5 [INF] at Right Torso / AC/5 at Right Torso. Removed AC/5 Imperator at Right Torso.
  • Cataphract CTF-1E - Added SRM-6 at Left Torso. Removed SRM-6 (Irian) at Left Torso.
  • Cataphract CTF-IM 'Ilya Muromets' - Added AC/10 at Right Torso / 2 x AC/5 at Right Arm, Left Arm. Removed 2 x AC/5 Defiance at Right Arm, Left Arm / AC/10 Defiance at Right Torso.
  • Catapult CPLT-C1 'Butterbee' - Added 4 x SRM-6 with 2 at Right Arm, 2 at Left Arm / FCS Missile Accuracy at Head. Removed 4 x SRM-6 (Valiant) with 2 at Right Arm, 2 at Left Arm / FCS Artemis III at Head.
  • Catapult CPLT-C1M - Added FCS Missile Accuracy at Head. Removed FCS Artemis III at Head.
  • Catapult CPLT-C4 - Added Ammo LRM Swarm at Left Torso. Removed Ammo LRM Swarm-I at Left Torso.
  • Catapult CPLT-H2 - Added PPC Ceres Smasher at Left Arm. Removed PPC Defiance at Left Arm.
  • Catapult CPLT-J 'Jester' - Added 2 x Small Laser Diverse Optics at Center Torso / 2 x Large Laser at Right Arm, Left Arm. Removed 2 x Small Laser Intek at Center Torso / 2 x Large Laser Magna at Right Arm, Left Arm.
  • Catapult CPLT-KC
    • Added ER PPC at Left Arm / Ammo HMG at Left Leg / LRM-15 at Right Arm.
    • Removed ER PPC Magna at Left Arm / Ammo HMG [HE] at Left Leg / LRM-15 (LongFire) at Right Arm / Ammo LRM DF at Right Arm.
  • Catapult CPLT-P - Added FCS Missile Accuracy at Head / Ammo HMG at Right Torso. Removed FCS Artemis II at Head / Ammo HMG [AP] at Right Torso.
  • Catapult II CPLT-C7 - Added 2 x Flamer at Right Torso, Left Torso. Removed 2 x Flamer Hotshot at Right Torso, Left Torso / 2 x Ammo MRM IMP at Right Arm, Left Arm.
  • Catapult II CPLT-C7R
    • Changed drop cost modifier from x1.09 to x1.11.
    • Added hardpoint at Left Arm: 2 x Missile, hardpoint at Left Torso: Missile, hardpoint at Head: AntiPersonnel, hardpoint at Right Torso: Missile.
    • Set Unique flag.
  • Centurion 'Yen Lo Wang Omni' - Added Flamer at Center Torso / Ammo LRM Swarm [Half] at Right Torso. Removed Flamer Hotshot at Center Torso / Ammo LRM Swarm-I [Half] at Right Torso / Ammo LBX/20 HE at Right Torso.
  • Centurion CN11-O - Added 2 x ER Medium Laser at Center Torso / LRM-10 at Left Torso. Removed 2 x ER M Laser Magna at Center Torso / LRM-10 (LongFire) at Left Torso.
  • Centurion CN11-OA
    • Added ER Medium Laser at Center Torso / 3 x Ammo RAC/5 at Right Torso.
    • Removed Ammo RAC/5 [PRE] at Right Torso / Ammo RAC/5 Flak at Right Torso / Ammo RAC/5 [AP] at Right Torso / ER M Laser Magna at Center Torso.
  • Centurion CN11-OC - Added 2 x ER Medium Laser at Center Torso / LRM-10 at Left Torso. Removed 2 x ER M Laser Magna at Center Torso / LRM-10 (LongFire) at Left Torso.
  • Centurion CN11-OD - Added 2 x ER Medium Laser at Center Torso. Removed 2 x ER M Laser Magna at Center Torso.
  • Centurion CN11-OE - Added 2 x ER Medium Laser at Center Torso. Removed 2 x ER M Laser Magna at Center Torso.
  • Centurion CN11-OX - Added 2 x Ammo RAC/2 at Right Torso. Removed Ammo RAC/2 [AP] at Right Torso / Ammo RAC/2 [PRE] at Right Torso.
  • Centurion CN11-PT - Added 2 x ER Medium Laser at Left Arm / LRM-10 at Left Torso. Removed 2 x ER M Laser Magna at Left Arm / LRM-10 (LongFire) at Left Torso.
  • Centurion CN9-A - Added Ammo LRM Swarm at Left Torso. Removed Ammo LRM Swarm-I at Left Torso.
  • Centurion CN9-B1 - Added LRM-10 at Left Torso. Removed LRM-10 (LongFire) at Left Torso.
  • Centurion CN9-H' - Moved from Clan Invasion to Jihad.
  • Chameleon CLN-5C
    • Added 3 x Medium Laser at Right Torso, Head, Left Torso / 2 x Small Laser at Right Arm, Left Arm / Large Laser at Left Arm.
    • Removed Large Laser ExoStar at Left Arm / 2 x Small Laser ExoStar at Right Arm, Left Arm / 3 x Medium Laser ExoStar at Right Torso, Head, Left Torso.
  • Charger CGR-1P5 - Added Ammo AC/5 [INF] at Right Torso.
  • Charger CGR-3Kr - Added BC Convergence at Left Torso. Removed BC Headshot at Left Torso.
  • Charybdis 5 - Added Ammo ArrowIV HEAP at Right Leg. Removed Ammo Arrow IV Guided at Right Leg.
  • Cicada CDA-3F - Added 2 x Medium Laser at Right Torso, Left Torso. Removed 2 x Medium Laser ExoStar at Right Torso, Left Torso.
  • Cicada CDA-3G - Added 2 x Medium Laser at Right Torso, Left Torso. Removed 2 x Medium Laser ExoStar at Right Torso, Left Torso.
  • Cicada CDA-3K - Added FCS Missile Accuracy at Head / Ammo MRM at Left Torso. Removed FCS Artemis II at Head / Ammo MRM IMP at Left Torso.
  • Cicada CDA-3X - Added Ammo LRM Swarm [Half] at Left Torso. Removed Ammo LRM Swarm-I [Half] at Left Torso.
  • Cicada CDA-X5 - Added 2 x SRM-4 at Right Torso, Left Torso. Removed 2 x SRM-4 (Irian) at Right Torso, Left Torso.
  • Clint 'Eastwood' - Added ER Medium Laser at Left Arm. Removed ER M Laser Magna at Left Arm.
  • Clint CLNT-2-3T 'Denton' - Added Large Laser at Right Arm. Removed Large Laser Magna at Right Arm.
  • Clint CLNT-2-3U - Added ER PPC at Right Arm. Removed ER PPC Tiegart at Right Arm.
  • Commando COM-2Dr - Renamed to Commando COM-2D2.
  • Commando COM-2DS 'Freeman' - Added SRM-6 at Right Arm. Removed SRM-6 (Valiant) at Right Arm.
  • Conjurer 3 - Added BC Convergence at Left Torso. Removed BC Headshot at Left Torso.
  • Conquistador 'Macuahuitl'
    • Changed Armor Rear Center Torso 101 -> 87, drop cost modifier from x1.02 to x1.04.
    • Added default equipment Experimental Ballistic Reinforced at Center Torso, 2 x AP Gauss Rifle at Right Torso / AP Gauss Rifle Battery at Right Torso.
    • Set unique mech duplicate replacement to Conquistador BLK-O, Unique flag.
    • Removed AP Gauss Rifle Battery (Old version) at Right Torso / Ballistic Reinforced at Center Torso.
  • Conquistador BLK-O - Added ER PPC at Right Arm. Removed ER PPC Tiegart at Right Arm.
  • Conquistador BLK-OC - Added 2 x Ammo RAC/5 at Right Torso, Right Arm. Removed Ammo RAC/5 [PRE] at Right Torso / Ammo RAC/5 Flak at Right Arm.
  • Corsair COR-5T - Added AC/2 at Right Arm. Removed AC/2 Imperator at Right Arm / AC/2 Defiance at Left Arm.
  • Corsair COR-8R - Added Ammo MRM at Left Torso. Removed Ammo MRM IMP at Left Torso.
  • Crab CRB-FL 'Florentine' - Added Medium Laser at Right Torso / LRM-5 at Left Torso. Removed Medium Laser Magna at Right Torso / LRM-5 (LongFire) at Left Torso.
  • Crab CRB-S - Added FCS Adv TC Headshot (fixed) at Head. Removed BC Headshot at Left Torso / FCS Adv TC (C) at Head.
  • Crossbow CRS-6C - Added AC/10 at Right Arm. Removed AC/10 Defiance at Right Arm.
  • Crossbow CRS-9A - Added ER L Laser BlazeFire at Right Torso. Removed ER L Laser Blankenburg at Right Torso.
  • Crossbow E - Added 4 x AP Gauss Rifle Battery with 2 at Right Arm, 2 at Left Arm. Removed 2 x AP Gauss Rifle Battery (Old version) at Right Arm, Left Arm.
  • Crossbow X A - Added 2 x Ammo MRM at Right Arm, Left Arm / 2 x Ammo MRM [Half] at Right Arm, Left Arm. Removed 2 x Ammo MRM IMP at Right Arm, Left Arm / 2 x Ammo MRM Imp [Half] at Right Arm, Left Arm.
  • Crossbow X B - Added 2 x Ammo RAC/2 at Right Arm. Removed Ammo RAC/2 [PRE] at Right Arm / Ammo RAC/2 Flak at Right Arm.
  • Cudgel CDG-2A
    • Added 5 x Medium Laser with 2 at Right Torso, 1 at Head, 2 at Left Torso / Small Laser Diverse Optics at Center Torso / 4 x ER Medium Laser with 2 at Right Torso, 2 at Left Torso.
    • Removed 5 x Medium Laser Magna with 2 at Right Torso, 1 at Head, 2 at Left Torso / Small Laser Magna at Center Torso / 4 x ER M Laser Magna with 2 at Right Torso, 2 at Left Torso.
  • Cudgel CDG-2B - Added 5 x ER Medium Laser with 3 at Right Torso, 1 at Left Torso, 1 at Center Torso. Removed 5 x ER M Laser Magna with 3 at Right Torso, 1 at Left Torso, 1 at Center Torso.
  • Cuirass CDR-1X - Removed Ammo RAC/5 [PRE] at Left Torso / Ammo RAC/5 [AP] at Left Torso.
  • Cyclone 'Peeper Peddler' - Added Ammo MG at Head. Removed Ammo MG [HE] at Head.
  • Cyclone CYC-B2 - Added 2 x ER Medium Laser at Right Torso, Left Torso. Removed 2 x ER M Laser Magna at Right Torso, Left Torso.
  • Cyclone CYC-C1 - Added ER PPC at Right Torso / 2 x ER Medium Laser at Left Torso. Removed ER PPC Magna at Right Torso / 2 x ER M Laser Magna at Left Torso.
  • Cyclops CP-11-Z
    • Added SRM-4 at Center Torso / Ammo RAC/5 at Right Torso / LRM-10 at Left Torso / 2 x ER Small Laser at Right Arm, Left Arm.
    • Removed Ammo RAC/5 [PRE] at Right Torso / SRM-4 (Valiant) at Center Torso / 2 x ER S Laser Diverse Optics at Right Arm, Left Arm / LRM-10 (Delta) at Left Torso.
  • Cyclops CP-50-T 'Scott' - Added Ammo HMG at Right Torso. Removed Ammo HMG [HE] at Right Torso.
  • Cyclops CP-S 'Sleipnir' - Added SRM-4 at Center Torso. Removed SRM-4 (Valiant) at Center Torso.
  • Daboku DCMS-MX90-D - Added 4 x AC/2 with 2 at Right Torso, 2 at Left Torso. Removed 4 x AC/2 Imperator with 2 at Right Torso, 2 at Left Torso.
  • Dark Crow 3 - Added Ammo RAC/2 at Left Torso. Removed Ammo RAC/2 [INC] at Left Torso.
  • Defiance DFN-3A
    • Added SRM-6 at Left Torso / AC/10 at Right Torso / 2 x PPC Ceres Smasher at Right Arm, Left Arm.
    • Removed SRM-6 (Valiant) at Left Torso / 2 x PPC Defiance at Right Arm, Left Arm / AC/10 Defiance at Right Torso.
  • Deimos E - Added BC Convergence at Right Arm. Removed BC Headshot at Right Arm.
  • Dervish DV-6M 'Mauck' - Added 2 x SRM-2 at Right Arm, Left Arm. Removed 2 x SRM-2 (Valiant) at Right Arm, Left Arm.
  • Dervish DV-FR 'Frenzy' - Added 2 x SRM-4 at Right Arm, Left Arm / 2 x LRM-20 at Right Torso, Left Torso. Removed 2 x SRM-4 (Irian) at Right Arm, Left Arm / 2 x LRM-20 (Delta) at Right Torso, Left Torso.
  • Deva C-DVA-O Invictus - Added Gauss Rifle Blackwell at Right Arm. Removed Gauss Rifle M7 at Right Arm.
  • Deva C-DVA-OE Eminus - Added Ammo Thermobolt 15 at Right Arm. Removed Ammo TBM 15 [HE] at Right Arm.
  • Dire Wolf '64' - Changed drop cost modifier from x1.11 to x1.13. Added hardpoint at Left Arm: Omni, hardpoint at Right Arm: Omni, hardpoint at Left Torso: Omni, hardpoint at Right Torso: Omni. Set Unique flag.
  • Dire Wolf F3 - Added BC Convergence at Right Torso. Removed BC Headshot at Right Torso.
  • Doom Turtle - Added Advanced Optics MK3 at Right Torso. Removed Centrospheric Flywheel + + at Right Torso.
  • Dragon DRG-2Y 'Yoriyoshi'
    • Added SRM-4 at Center Torso / Small Laser Diverse Optics at Head / Flamer at Center Torso / Large Laser at Right Arm.
    • Removed Flamer Hotshot at Center Torso / SRM-4 (Valiant) at Center Torso / Small Laser Magna at Head / Large Laser Magna at Right Arm.
  • Dragon II DRG-11K - Added FCS Indirect at Head. Removed FCS Indirect 2 at Head.
  • Dragon II DRG-11R - Added Ammo ArrowIV Homing at Right Torso.
  • Dragon X DRX-O - Added ER PPC at Right Arm. Removed ER PPC Tiegart at Right Arm / Ammo TBM 20 [HE] at Left Torso.
  • Dragon X DRX-OB - Added Ammo LRM Swarm [Half] at Left Torso. Removed Ammo LRM Swarm-I [Half] at Left Torso.
  • Dragon X DRX-OD - Removed Ammo TBM 10 [HE] at Left Torso.
  • Dreadnought DN-RSC - Added 2 x ER Medium Laser at Right Torso, Left Torso / 2 x Ammo RAC/5 at Right Arm, Left Arm. Removed 2 x Ammo RAC/5 [AP] at Right Arm, Left Arm / 2 x ER M Laser Magna at Right Torso, Left Torso.
  • Ebon Jaguar S - Added 2 x Ammo RAC/2 at Right Arm. Removed Ammo RAC/2 [AP] at Left Arm / Ammo RAC/2 [PRE] at Right Arm / Ammo RAC/2 Flak at Right Arm.
  • Eidolon C-EID-001
    • Changed hardpoints at Left Arm: Added Energy / Removed Ballistic, hardpoints at Right Arm: Added Energy / Removed Ballistic, hardpoints at Right Torso: Added Energy / Removed Missile.
    • Added Improved Cooling Jacket - PPC (fixed) at Center Torso.
    • Removed Agile (fixed) at Center Torso.
  • Emperor 'Etienne' - Changed drop cost modifier from x1.16 to x1.18. Added hardpoint at Right Arm: Energy, hardpoint at Right Torso: 3 x Energy. Set Unique flag.
  • Emperor Crab ERC-000 - Added CoolShot at Right Torso. Removed Centrospheric Flywheel at Right Torso.
  • Emperor Crab ERC-001 - Added CoolShot at Right Torso. Removed Centrospheric Flywheel at Right Torso.
  • Emperor Crab ERC-002
    • Added 4 x ER Medium Laser with 1 at Right Arm, 1 at Left Arm, 2 at Left Torso / Thermal Exchanger (C) at Right Torso.
    • Removed Centrospheric Flywheel at Right Torso / 4 x ER M Laser Magna with 1 at Right Arm, 1 at Left Arm, 2 at Left Torso.
  • Emperor Crab ERC-003 - Added CoolShot at Right Torso. Removed Centrospheric Flywheel at Right Torso.
  • Emperor Crab ERC-00X - Added Thermal Exchanger (C) at Right Torso. Removed Centrospheric Flywheel + + at Right Torso.
  • Emperor EMP-5B - Added Ammo ArrowIV Homing at Left Torso.
  • Emperor EMP-6M - Changed drop cost modifier from x1.16 to x1.22.
  • Emperor EMP-7L - Added 2 x AC/10 at Right Arm, Left Arm. Removed 2 x AC/10 Defiance at Right Arm, Left Arm.
  • Emperor EMP-GSR - Added 2 x ER L Laser BlazeFire at Right Arm, Left Arm / 2 x Large Laser at Right Torso, Left Torso. Removed 2 x Large Laser ExoStar at Right Torso, Left Torso / 2 x ER L Laser Blankenburg at Right Arm, Left Arm.
  • Enforcer III ENF-6T - Added BC Convergence at Right Torso. Removed BC Headshot at Right Torso.
  • Ettin ETN-C3 - Added 2 x Small Laser at Right Torso. Removed 2 x Small Laser ExoStar at Right Torso.
  • Eurypterid ERY-L005 - Added 2 x LRM-20 at Right Torso, Left Torso. Removed 2 x LRM-20 (Delta) at Right Torso, Left Torso.
  • Excalibur EXC-B2b - Added Gauss Rifle Blackwell at Right Arm. Removed Gauss Rifle M7 at Right Arm.
  • Excalibur EXC-C1 'Cernunnos' - Added ER PPC at Right Arm / 2 x Medium Laser at Left Arm / Engine HS +1 at Center Torso. Removed ER PPC Magna at Right Arm / 2 x Medium Laser ExoStar at Left Arm / Engine HS +2 at Center Torso.
  • Exterminator EXT-4C - Added Small Laser Diverse Optics at Center Torso / LRM-10 at Left Torso. Removed LRM-10 (Zeus) at Left Torso / Small Laser Intek at Center Torso.
  • Exterminator EXT-4D - Added Small Laser Diverse Optics at Head / LRM-10 at Left Torso. Removed LRM-10 (Zeus) at Left Torso / Small Laser Intek at Head.
  • Exterminator EXT-4Db - Added Small Laser Diverse Optics at Head. Removed Small Laser Intek at Head.
  • Exterminator EXT-4Db-EC - Added Small Laser Diverse Optics at Head. Removed Small Laser Intek at Head.
  • Eyleuka EYL-4A - Added Cooling Pod X2 at Left Torso. Removed Cooling Pod X1 at Left Torso / Ammo MG [Half] at Right Torso.
  • Fafnir 'ET' - Changed drop cost modifier from x1.12 to x1.14, hardpoints at Center Torso: Added Missile / Removed AntiPersonnel. Added hardpoint at Head: AntiPersonnel. Set Unique flag.
  • Fafnir FNR-5C - Added Ammo MRM at Left Arm. Removed Ammo MRM IMP at Left Arm.
  • Fafnir FNR-S7 - Removed 2 x Ammo LBX/20 HE at Right Torso, Left Torso.
  • Firebee 'Kun Lun Feng' - Added 2 x Flamer at Right Arm, Left Arm. Removed 2 x Flamer Hotshot at Right Arm, Left Arm.
  • Firestarter 'Goblin' - Added 3 x Flamer at Right Torso, Left Torso, Center Torso. Removed 3 x Flamer Hotshot at Right Torso, Left Torso, Center Torso.
  • Firestarter FS9-81X - Added 3 x Flamer with 1 at Right Arm, 2 at Center Torso. Removed 3 x Flamer Hotshot with 1 at Right Arm, 2 at Center Torso.
  • Firestarter FS9-E 'Ember' - Added 4 x Flamer with 2 at Right Arm, 2 at Left Arm. Removed 4 x Flamer Hotshot with 2 at Right Arm, 2 at Left Arm.
  • Firestarter FS9-OA - Added Small Laser Diverse Optics at Right Arm. Removed Small Laser Magna at Right Arm.
  • Firestarter FS9-OB - Added Small Laser Diverse Optics at Left Arm. Removed Small Laser Magna at Left Arm.
  • Firestarter FS9-OC - Added Small Laser Diverse Optics at Left Torso / 2 x LRM-10 at Right Arm, Left Arm. Removed Small Laser Magna at Left Torso / 2 x LRM-10 (LongFire) at Right Arm, Left Arm.
  • Firestarter FS9-OD - Added LRM-5 at Left Arm. Removed LRM-5 (LongFire) at Left Arm.
  • Firestarter FS9-OE - Added Ammo MRM [Half] at Left Arm. Removed Ammo MRM Imp [Half] at Left Arm.
  • Firestarter FS9-PM - Added 4 x Flamer with 1 at Right Arm, 1 at Left Arm, 2 at Center Torso. Removed 4 x Flamer Hotshot with 1 at Right Arm, 1 at Left Arm, 2 at Center Torso.
  • Firestarter FS9-PP - Added ER Medium Laser at Head. Removed ER M Laser Magna at Head.
  • Flamberge C - Added Ammo ArrowIV Homing at Left Arm.
  • Flea FLE-RS - Added Medium Laser at Center Torso. Removed Medium Laser ExoStar at Center Torso.
  • Galahad GLH-2D - Added 2 x Gauss Rifle Blackwell at Right Arm, Left Arm. Removed 2 x Gauss Rifle M7 at Right Arm, Left Arm.
  • Gauntlet GTL-1O - Removed 2 x Ammo TBM 10 [HE] at Left Torso.
  • Gestalt D2X-G - Added 2 x ER Medium Laser at Left Arm. Removed 2 x ER M Laser Magna at Left Arm.
  • Ghost GST-50 - Added SRM-6 at Right Torso. Removed SRM-6 (Irian) at Right Torso.
  • Goliath GOL-5D - Added BC Convergence at Right Torso. Removed BC Headshot at Right Torso.
  • Grand Dragon DRG-3K - Added PPC Ceres Smasher at Left Arm. Removed PPC Defiance at Left Arm.
  • Griffin GRF-1E 'Sparky' - Added PPC Ceres Smasher at Right Arm. Removed PPC Defiance at Right Arm.
  • Griffin GRF-1E2 'Sparky 2.0' - Added ER PPC at Right Arm / 3 x ER Medium Laser at Right Torso, Left Torso, Center Torso. Removed ER PPC Tiegart at Right Arm / 3 x ER M Laser Magna at Right Torso, Left Torso, Center Torso.
  • Griffin GRF-2N - Added 2 x SRM-6 at Right Torso, Left Torso. Removed 2 x SRM-6 (Valiant) at Right Torso, Left Torso.
  • Griffin GRF-2Nb
    • Changed Armor Rear Center Torso 65 -> 61.
    • Added 2 x SRM-6 at Right Torso, Left Torso / ER PPC at Right Arm / Patchwork Materials T1 at Center Torso.
    • Removed 2 x SRM-6 (Valiant) at Right Torso, Left Torso / ER PPC Magna at Right Arm / Jump Jet-I (S) at Center Torso.
  • Griffin GRF-6CV
    • Changed Armor Left Arm 82 -> 85, Left Torso 125 -> 115, Rear Left Torso 55 -> 45, Left Leg 111 -> 100, Center Torso 161 -> 150, Rear Center Torso 75 -> 66, Right Arm 90 -> 85, Right Torso 125 -> 115, Rear Right Torso 55 -> 45, Right Leg 111 -> 100.
    • Added ER PPC at Right Arm / Engine HS +1 at Center Torso / 2 x Ammo MRM at Left Torso / PPC Capacitor at Right Arm.
    • Removed ER PPC Magna at Right Arm / Heat Sink Double at Center Torso / Weapon Mount Recoil at Right Arm / Active Probe at Left Arm / 2 x Ammo MRM IMP at Left Torso.
  • Griffin GRF-6S 'Francine II' - Added LRM-15 at Right Torso / FCS Headshot (fixed) at Head. Removed FCS Headshot at Head / LRM-15 (Zeus) at Right Torso.
  • Grigori C-GRG-O 'Tamiel' - Added Ammo Thermobolt 10 at Right Torso. Removed Ammo TBM 10 [HE] at Right Torso.
  • Grigori C-GRG-O Invictus - Added LRM-15 at Left Torso / Ammo MRM at Right Torso. Removed Ammo MRM IMP at Right Torso / LRM-15 (Zeus) at Left Torso.
  • Grigori C-GRG-OC Comminus - Added Ammo MRM at Left Torso. Removed Ammo MRM IMP at Left Torso.
  • Grigori C-GRG-OE Eminus - Added Ammo Thermobolt 15 at Right Arm. Removed Ammo TBM 15 [HE] at Right Arm.
  • Grim Reaper GRM-R 'Einar' - Removed Ammo LRM FASCAM [CLAN] at Right Torso.
  • Grim Reaper GRM-R-PR29 - Added SRM-6 at Right Arm / ER L Laser BlazeFire at Left Arm. Removed SRM-6 (Irian) at Right Arm / ER L Laser Blankenburg at Left Arm.
  • Grotesque Prime - New icon.
  • Gui Guisui GGI-A1 - Added 2 x Medium Laser at Right Arm, Left Arm. Removed 2 x Medium Laser ExoStar at Right Arm, Left Arm.
  • Gui Guisui GGI-A2 - Added Small Laser at Right Arm. Removed Small Laser ExoStar at Right Arm.
  • Guillotine GLT-3N 'Estridsen' - Added SRM-6 at Center Torso. Removed SRM-6 (Irian) at Center Torso.
  • Gùn GN-2OR - Added 2 x Ammo RAC/2 at Right Torso. Removed 2 x Ammo RAC/2 [INC] at Right Torso.
  • Hammer 'Nail' - Added FCS Missile Accuracy at Head. Removed FCS Artemis III at Head.
  • Hatamoto-Chi HTM-27T 'Daniel' - Added 2 x SRM-4 at Right Torso, Left Torso. Removed 2 x SRM-4 (Valiant) at Right Torso, Left Torso.
  • Hatamoto-Chi HTM-SAM
    • Added 4 x SRM-6 with 2 at Right Torso, 2 at Left Torso / 2 x Large Laser Diverse Optics at Right Arm, Left Arm.
    • Removed 4 x SRM-6 (Valiant) with 2 at Right Torso, 2 at Left Torso / 2 x Large Laser Intek at Right Arm, Left Arm.
  • Hatchetman HCT-3X - Added Ammo MG at Right Torso. Removed Ammo MG [AP] at Right Torso.
  • Hatchetman HCT-7X - Added Ammo MRM at Left Torso. Removed Ammo MRM IMP at Left Torso.
  • Hatchetman HCT-S7 - Added 2 x Ammo MRM at Left Torso. Removed 2 x Ammo MRM IMP at Left Torso.
  • Hauptmann HA1-OC - Added FCS Missile Accuracy at Head. Removed FCS Artemis II at Head.
  • Hel B - Added Ammo Long Tom Copperhead at Right Torso.
  • Helepolis HEP-2H - Added Ammo Sniper Copperhead at Left Torso. Removed Ammo Sniper at Left Torso.
  • Helepolis HEP-4H - Added Ammo Sniper Copperhead at Left Torso. Removed Ammo Sniper at Left Torso.
  • Helepolis HEP-7H - Added Ammo Sniper Copperhead at Left Leg.
  • Hellhound 'Garm' - Changed drop cost modifier from x1.06 to x1.08. Added hardpoints at Right Torso: Ballistic, Energy. Set Unique flag.
  • Hellhound HND-7S - Added Ammo MRM [Half] at Left Torso. Removed Ammo MRM Imp [Half] at Left Torso.
  • Hellspawn HSN-7D2 'Halperin' - Added 2 x ER Small Laser at Right Torso, Left Torso. Removed 2 x ER S Laser Diverse Optics at Right Torso, Left Torso.
  • Hellspawn HSN-9F - Removed Ammo MRM IMP at Left Torso.
  • Hellstar 2 - Added BC Convergence at Left Torso. Removed BC Headshot at Left Torso.
  • Hephaistos HM-O - Added 2 x ER Small Laser at Right Torso, Left Torso. Removed 2 x ER S Laser Diverse Optics at Right Torso, Left Torso.
  • Hephaistos HM-OA - Added 2 x ER Small Laser at Right Torso, Left Torso. Removed 2 x ER S Laser Diverse Optics at Right Torso, Left Torso.
  • Hephaistos HM-OB
    • Added LRM-20 at Right Torso / 2 x ER Small Laser at Right Torso, Left Torso / 2 x Ammo LRM Swarm at Center Torso.
    • Removed 2 x Ammo LRM Swarm-I at Center Torso / LRM-20 (Zeus) at Right Torso / 2 x ER S Laser Diverse Optics at Right Torso, Left Torso.
  • Hermes HER-1A - Model resized.
  • Hermes HER-1B - Model resized.
  • Hermes HER-1S - Model resized.
  • Hermes HER-1Sb
    • Added 4 x Medium Laser with 2 at Right Arm, 2 at Left Torso / Small Laser at Head.
    • Removed Small Laser ExoStar at Head / 2 x Medium Laser ExoStar at Right Arm, Left Torso / 2 x Medium Laser Magna at Right Arm, Left Torso.
    • Model resized.
  • Hermes HER-3S - Model resized.
  • Hermes HER-3S1 - Model resized.
  • Hermes HER-3S2 - Model resized.
  • Hermes HER-4K - Added ER Small Laser at Right Torso. Removed ER S Laser Diverse Optics at Right Torso. Model resized.
  • Hermes HER-4M - Added Small Laser at Head. Removed Small Laser ExoStar at Head. Model resized.
  • Hermes HER-4S - Model resized.
  • Hermes HER-4WB - Model resized.
  • Highlander 'Heavy Metal' - Added SRM-6 at Left Torso / LRM-20 at Left Torso. Removed SRM-6 (Irian) at Left Torso / LRM-20 (Delta) at Left Torso.
  • Highlander 'MacBeth'
    • Changed drop cost modifier from x1.08 to x1.1.
    • Added hardpoint at Left Arm: Missile, 2 x Ammo MRM at Right Torso, hardpoint at Center Torso: AntiPersonnel, hardpoint at Right Arm: Missile, hardpoint at Left Torso: Missile, hardpoint at Right Torso: Missile.
    • Set Unique flag.
    • Removed 2 x Ammo MRM IMP at Right Torso.
  • Highlander 'Megas' - Removed Ammo MRM IMP at Right Torso.
  • Highlander HGN-732 'Colleen' - Added 2 x LRM-15 at Left Torso. Removed 2 x LRM-15 (Delta) at Left Torso.
  • Highlander HGN-732-BW - Added 2 x Large Laser at Right Torso. Removed 2 x Large Laser ExoStar at Right Torso.
  • Highlander HGN-732b - Added SRM-6 at Left Arm / Gauss Rifle Blackwell at Right Arm / LRM-20 at Left Torso. Removed Gauss Rifle M7 at Right Arm / SRM-6 (Irian) at Left Arm / LRM-20 (Delta) at Left Torso.
  • Highlander HGN-732b 'Willie'
    • Added 2 x ER PPC at Right Arm / 3 x Medium Laser at Right Torso / LRM-20 at Left Torso / Ammo Streak SRM [Half] at Left Torso / Ammo AMS at Left Torso.
    • Removed C.A.S.E. at Right Torso / 2 x ER PPC Magna at Right Arm / 2 x Ammo AMS at Right Torso / 3 x Medium Laser ExoStar at Right Torso / Ammo Streak SRM at Left Torso / LRM-20 (Delta) at Left Torso.
  • Highlander HGN-736 - Added LRM-20 at Left Torso. Removed LRM-20 (Delta) at Left Torso.
  • Highlander HGN-738 - Added LRM-15 at Left Torso. Removed LRM-15 (Delta) at Left Torso.
  • Highlander IIC Z - Added Ammo Gauss AP at Right Arm.
  • Hitman HM-1 - Added FCS Missile Accuracy at Head. Removed FCS Artemis II at Head.
  • Hitman HM-1r - Added FCS Missile Accuracy at Head. Removed FCS Artemis II at Head.
  • Hitman HM-2 - Added FCS Missile Accuracy at Head. Removed FCS Artemis II at Head.
  • Hitotsume Kozo HKZ-1F - Added 2 x ER Medium Laser at Left Arm. Removed 2 x ER M Laser Magna at Left Arm.
  • Hitotsume Kozo HKZ-1FM 'Mulan' - Added 2 x ER Medium Laser at Left Arm. Removed 2 x ER M Laser Magna at Left Arm.
  • Howler 'Palliata' - Added FCS Missile Accuracy at Head. Removed FCS Artemis III at Head.
  • Hunchback C - No longer Unique, moved to base Civil War.
  • Hunchback HBK-4E - Added Ammo Thumper Copperhead at Left Torso.
  • Hunchback HBK-4G 'Hohiro' - Added ER Small Laser at Head. Removed ER S Laser Diverse Optics at Head.
  • Hunchback HBK-4G 'Shakir' - Added Small Laser Diverse Optics at Head / AC/10 at Right Torso. Removed Small Laser Intek at Head / AC/10 Imperator at Right Torso.
  • Hunchback HBK-4X - Added Ammo AC/20 [INF] at Left Torso.
  • Hunchback HBK-5A - Added 2 x Ammo ArrowIV HEAP at Left Torso. Removed 2 x Ammo Arrow IV Guided at Left Torso.
  • Huron Warrior 'Thunderchief' - Added ER Medium Laser at Left Arm. Removed ER M Laser Magna at Left Arm.
  • Huron Warrior HUR-WO-R4N - Added 2 x LRM-15 at Right Arm, Left Arm. Removed 2 x LRM-15 (Delta) at Right Arm, Left Arm.
  • Hussar 'Mad Baby' - Added 2 x Small Laser at Right Arm, Left Arm. Removed 2 x Small Laser ExoStar at Right Arm, Left Arm.
  • Imiut ABSII-O - Added 2 x Flamer at Right Arm, Left Arm / 2 x ER Medium Laser at Right Arm, Left Arm. Removed 2 x Flamer Hotshot at Right Arm, Left Arm / 2 x ER M Laser Magna at Right Arm, Left Arm.
  • Imiut ABSII-OA - Added 4 x ER Medium Laser with 2 at Right Arm, 2 at Left Arm. Removed 4 x ER M Laser Magna with 2 at Right Arm, 2 at Left Arm.
  • Imp IMP-2G 'Giftzwerg' - Renamed to Imp 'Giftzwerg'.
  • Imp 'Puck'
    • Changed Armor Center Torso 224 -> 215, Rear Center Torso 104 -> 92, drop cost modifier from x1.1 to x1.12.
    • Added hardpoint at Left Arm: Ballistic, hardpoint at Right Torso: Ballistic, hardpoint at Center Torso: AntiPersonnel, default equipment Experimental Ballistic Reinforced at Center Torso.
    • Set Unique flag.
    • Removed 3 x Prototype DHS at Left Arm, Right Leg, Left Leg / Ballistic Reinforced at Center Torso.
  • Infiltrator Mk II 'Coral Intent' - No longer Unique, moved to base Jihad.
  • JagerMech JM6-DDa - Added 2 x Medium Laser at Center Torso. Removed 2 x Medium Laser ExoStar at Center Torso.
  • JagerMech JM6-DG - Added 2 x ER Medium Laser at Center Torso. Removed 2 x ER M Laser Magna at Center Torso.
  • JagerMech JM6-FB 'Firebrand' - Added 2 x AC/2 at Right Arm, Left Arm. Removed 2 x AC/2 Imperator at Right Arm, Left Arm.
  • JagerMech JM6-H - Added 2 x Large Laser Diverse Optics at Right Arm, Left Arm. Removed 2 x Large Laser Intek at Right Arm, Left Arm.
  • JagerMech JM6-JO - Added 2 x Large Laser at Right Torso, Left Torso. Removed 2 x Large Laser Magna at Right Torso, Left Torso.
  • Jaguar 'Felis Onca' - Changed drop cost modifier from x1.03 to x1.05. Added hardpoints at Right Torso: Ballistic, Energy, AntiPersonnel, hardpoint at Left Torso: Energy. Set Unique flag.
  • Javelin JVN-11F - Added Ammo LMG at Right Torso. Removed Ammo LMG [HE] at Right Torso.
  • Javelin JVN-HT 'Hi There!' - Added 4 x Medium Laser with 2 at Right Arm, 2 at Left Arm. Removed 4 x Medium Laser ExoStar with 2 at Right Arm, 2 at Left Arm.
  • Jenner 'Chompie' - Added 2 x Flamer at Right Torso, Left Torso. Removed 2 x Flamer Hotshot at Right Torso, Left Torso.
  • Jenner 'Puma' - Added Ammo MRM at Right Torso. Removed Ammo MRM IMP at Right Torso.
  • Jenner IIC 'Ventilator' - Added 2 x Ammo HMG at Right Torso, Left Torso. Removed Ammo HMG [AP] at Right Torso / Ammo HMG [HE] at Left Torso.
  • Jenner IIC JR7-FY 'Fury' - Added 2 x Ammo HMG at Right Torso / Ammo MG at Left Torso. Removed Ammo MG [AP] at Left Torso / Ammo HMG [AP] at Right Torso / Ammo HMG [HE] at Right Torso / Ammo MG [HE] at Right Torso.
  • Jenner JR7-K 'Samuli' - Added LRM-15 at Right Arm. Removed LRM-15 (LongFire) at Right Arm.
  • Jenner JR7-O 'Oxide' - Added 2 x SRM-4 at Right Arm, Left Arm / FCS Missile Accuracy at Head. Removed FCS Artemis III at Head / 2 x SRM-4 (Valiant) at Right Arm, Left Arm.
  • Jenner JR8-X - Added FCS Missile Accuracy at Head / 2 x Small Laser Diverse Optics at Right Torso, Left Torso. Removed FCS Artemis II at Head / 2 x Small Laser Intek at Right Torso, Left Torso.
  • Jinggau JN-G8BX 'Rush' - Added FCS Indirect at Head. Removed FCS Indirect 2 at Head.
  • Jotunn D - Added Ammo Thumper Copperhead at Left Torso. Removed Ammo Thumper at Left Torso.
  • Juggernaut 'Jynn'
    • Changed drop cost modifier from x1.08 to x1.1.
    • Added 2 x AP Gauss Rifle Battery (fixed) at Right Torso, Left Torso, hardpoint at Right Torso: 3 x Ballistic, hardpoint at Right Arm: Ballistic.
    • Set Unique flag.
    • Removed 2 x AP Gauss Rifle Battery (Old version) (fixed) at Right Torso, Left Torso.
  • Juggernaut JG-R9T1
    • Changed Armor Left Arm 150 -> 140, Left Torso 150 -> 135, Rear Left Torso 50 -> 45, Center Torso 210 -> 205, Rear Center Torso 85 -> 70, Right Arm 150 -> 140, Right Torso 150 -> 135, Rear Right Torso 50 -> 45.
    • Added 3 x Large Pulse Laser at Right Arm, Left Arm, Center Torso / 2 x Ammo MG at Right Torso, Left Torso.
    • Set Lower Right Arm Actuator restriction.
    • Removed 2 x Ammo MG [AP] at Right Torso, Left Torso / 3 x Large Pulse Laser Thunderbolt at Right Arm, Left Arm, Center Torso / 2 x Ammo MG [HE] at Right Torso, Left Torso.
  • Juggernaut JG-R9T14 'The Dreadnought'
    • Added 2 x AP Gauss Rifle Battery (fixed) at Right Torso, Left Torso / FCS Adv TC Headshot (fixed) at Head.
    • Removed BC Headshot at Center Torso / 2 x AP Gauss Rifle Battery (Old version) (fixed) at Right Torso, Left Torso / FCS Adv TC at Head.
  • Juggernaut JG-R9X1 'Leapin' Lil' - Added ER Medium Laser at Head. Removed ER M Laser Magna at Head.
  • Kabuto KBO-7A - Added FCS Missile Accuracy at Head. Removed FCS Artemis II at Head.
  • Karhu D - Added BC Convergence at Right Torso. Removed BC Headshot at Right Torso.
  • Katana CRK-5003-2 'Oruko Saki' - Added 2 x SRM-6 at Right Torso / 2 x Large Laser Diverse Optics at Right Arm, Left Arm. Removed 2 x SRM-6 (Irian) at Right Torso / 2 x Large Laser Intek at Right Arm, Left Arm.
  • Kheper KHP-7R - Added ER Medium Laser at Left Torso. Removed ER M Laser Magna at Left Torso.
  • King Crab 'Argent Leviathan' - Added 8 x ER Medium Laser with 4 at Right Arm, 4 at Left Arm. Removed 8 x ER M Laser Magna with 4 at Right Arm, 4 at Left Arm.
  • King Crab 'Linda'
    • Changed drop cost modifier from x1.1 to x1.12.
    • Added 2 x Ammo Thermobolt 10 at Left Torso, hardpoints at Left Arm: Ballistic, AntiPersonnel, hardpoint at Right Arm: Energy, hardpoint at Right Torso: Missile.
    • Set Unique flag.
    • Removed 2 x Ammo TBM 10 [HE] at Left Torso.
  • King Crab KGC-001 - Added 2 x Gauss Rifle Blackwell at Right Arm, Left Arm / LRM-15 at Left Torso. Removed 2 x Gauss Rifle M7 at Right Arm, Left Arm / LRM-15 (LongFire) at Left Torso.
  • King Crab KGC-002 - Removed 2 x Ammo MRM IMP at Right Leg, Left Leg.
  • King Crab KGC-009 - Added Ammo LRM Swarm at Left Torso. Removed Ammo LRM Swarm-I at Left Torso.
  • King Crab KGC-010 - Added 2 x SRM-6 at Right Torso, Left Torso. Removed 2 x SRM-6 (Valiant) at Right Torso, Left Torso.
  • Kintaro KTO-18K - Added SRM-6 at Left Arm / LRM-10 at Left Arm. Removed SRM-6 (Valiant) at Left Arm / LRM-10 (Delta) at Left Arm.
  • Kintaro KTO-19 - Added 2 x SRM-6 at Right Torso, Left Arm / 2 x SRM-4 at Right Torso, Left Arm. Removed 2 x SRM-4 (Irian) at Right Torso, Left Arm / 2 x SRM-6 (Irian) at Right Torso, Left Arm.
  • Kintaro KTO-19b - Added 2 x SRM-6 at Right Arm, Left Torso / LRM-15 at Right Arm. Removed 2 x SRM-6 (Valiant) at Right Arm, Left Torso / LRM-15 (LongFire) at Right Arm.
  • Kiso K-3N 'Miss Isles'
    • Added 2 x SRM-6 at Right Torso, Left Torso / 2 x LRM-20 at Right Torso, Left Torso / Large Laser at Center Torso.
    • Removed 2 x SRM-6 (Irian) at Right Torso, Left Torso / Large Laser Magna at Center Torso / 2 x LRM-20 (Delta) at Right Torso, Left Torso.
  • Kit Fox 'Uller' - Added 2 x Ammo RAC/2 at Right Arm. Removed Ammo RAC/2 [AP] at Right Arm / Ammo RAC/2 [PRE] at Right Arm.
  • Kit Fox C - Removed Ammo MG [HE] at Right Torso.
  • Kit Fox COL - Added 2 x ER Medium Laser (C) at Right Arm, Left Arm. Removed 2 x ER Medium Laser at Right Arm, Left Arm.
  • Kodiak 'Cale' - Added Ammo AC/10 [INF] at Right Torso / 2 x Medium Laser at Head, Left Arm / 2 x ER Medium Laser at Left Arm. Removed 2 x Medium Laser ExoStar at Head, Left Arm / 2 x ER M Laser Magna at Left Arm.
  • Kodiak 3 - Added BC Convergence at Left Arm. Removed BC Headshot at Left Arm.
  • Koschei KSC-6L - Added Ammo Sniper Copperhead at Left Torso.
  • Kyudo KY2-D-SPD
    • Added 3 x Medium Laser at Right Torso, Right Arm, Left Torso / 4 x Small Laser at Right Torso, Head, Right Arm, Left Torso.
    • Removed 4 x Small Laser ExoStar at Right Torso, Head, Right Arm, Left Torso / 3 x Medium Laser ExoStar at Right Torso, Right Arm, Left Torso.
  • Lament 'Emmentaler' - Changed drop cost modifier from x1.16 to x1.18, hardpoints at Left Arm: Added Ballistic / Removed AntiPersonnel. Added hardpoint at Head: AntiPersonnel. Set Unique flag.
  • Lament LMT-3C - Added 3 x ER PPC at Right Arm, Left Arm, Left Torso. Removed 3 x ER PPC Tiegart at Right Arm, Left Arm, Left Torso.
  • Lament LMT-3R - Added Cooling Pod X3 at Left Torso / 3 x ER PPC at Right Arm, Left Arm, Left Torso. Removed 3 x ER PPC Tiegart at Right Arm, Left Arm, Left Torso.
  • Lamentor LMT-1R' - Moved from Clan Invasion to Dark Ages.
  • Lancelot LNC25-06 - Added BC Convergence at Left Torso. Removed BC Headshot at Left Torso.
  • Legacy LGC-02 - Added FCS Missile Accuracy at Head. Removed FCS Artemis III at Head.
  • Legionnaire LGN-2XA - Added Ammo ArrowIV HEAP at Left Torso. Removed Ammo Arrow IV Guided at Left Torso.
  • Leliourium I-LEM-OA 'Paimon' - Added 2 x Ammo ArrowIV HEAP at Right Torso. Removed 2 x Ammo Arrow IV Guided at Right Torso.
  • Leliourium I-LEM-OD 'Asmodeus' - Added Ammo Thumper Copperhead at Left Torso. Removed Ammo Thumper at Left Torso.
  • Leliourium I-LEM-OE 'Vine' - Added 4 x LRM-15 with 2 at Right Torso, 2 at Left Torso. Removed Ammo LRM L-K at Left Torso / 4 x LRM-15 (LongFire) with 2 at Right Torso, 2 at Left Torso / Ammo LRM ER at Right Torso.
  • Leviathan LVT-C - Added IFF Jammer MK3 at Right Torso. Removed Centrospheric Flywheel + + at Right Torso.
  • Leviathan LVT-Prime
    • Added LRM-15 at Right Torso / IFF Jammer MK3 at Right Torso / 2 x Ammo LRM Swarm at Right Torso.
    • Removed 2 x Ammo LRM Swarm-I at Right Torso / Centrospheric Flywheel + + at Right Torso / LRM-15 (Zeus) at Right Torso.
  • Lineholder KW1-LH8 - Added 2 x Ammo RAC/5 at Right Torso. Removed Ammo RAC/5 [AP] at Right Torso / Ammo RAC/5 [INC] at Right Torso.
  • Locust IIC 6 - Added 2 x Ammo HMG at Right Torso, Left Torso. Removed Ammo HMG [AP] at Right Torso / Ammo HMG [HE] at Left Torso.
  • Locust LCT-5M 'Quicksilver' - Added 4 x ER Small Laser with 2 at Right Arm, 2 at Left Arm. Removed 4 x ER S Laser BlazeFire with 2 at Right Arm, 2 at Left Arm.
  • Locust LCT-PB 'Pirates Bane' - Added 2 x Small Laser Diverse Optics at Right Torso, Left Torso / Ammo MG at Left Torso. Removed Ammo MG [AP] at Left Torso / 2 x Small Laser Magna at Right Torso, Left Torso.
  • Loki HBR-P - Added Ammo MRM at Right Torso. Removed Ammo MRM IMP at Right Torso.
  • Longbow 'Chu-ko-nu'
    • Changed drop cost modifier from x1.07 to x1.09, hardpoints at Head: Added Ballistic / Removed AntiPersonnel.
    • Added hardpoint at Left Arm: Missile, hardpoint at Center Torso: AntiPersonnel, hardpoint at Right Arm: Missile, hardpoint at Left Torso: Missile.
    • Set Unique flag.
  • Longbow 'Joermungandr' - Added 2 x ER Small Laser at Right Arm, Left Arm. Removed 2 x ER S Laser BlazeFire at Right Arm, Left Arm.
  • Longbow LGB-7W - Added Ammo ArrowIV Homing at Right Torso.
  • Longbow LGB-8V - Added 2 x Ammo ArrowIV Homing at Right Torso, Right Leg. Removed Ammo ArrowIV at Right Leg.
  • Longbow LGB-P - Added Stealth X at Left Torso / Ammo Thermobolt 10 at Left Torso. Removed Ammo TBM 10 [HE] at Left Torso / CoolShot at Left Torso / Stealth X at Right Torso.
  • Longshot LNG-2 - Moved from Civil War to Clan Invasion.
  • Longshot LNG-4 - Moved from Civil War to Jihad.
  • Lu Wei Bing 'Tian Long' - Added SRM-6 at Left Torso. Removed SRM-6 (Valiant) at Left Torso.
  • Mackie 'Big Mac' - Added 2 x ER Medium Laser at Center Torso. Removed 2 x ER M Laser Magna at Center Torso.
  • Mackie MSK-9Hb - Added Ammo Thumper Copperhead at Right Torso.
  • Mackie MSK-9Hc
    • Added 5 x Medium Laser with 2 at Right Torso, 2 at Left Torso, 1 at Center Torso / Ammo Thumper Copperhead at Right Torso.
    • Removed 5 x Medium Laser ExoStar with 2 at Right Torso, 2 at Left Torso, 1 at Center Torso.
  • Mackie MSK-P - Added 2 x Ammo HMG at Right Arm / Ammo MRM at Right Torso. Removed Ammo HMG [AP] at Right Arm / Ammo HMG [HE] at Right Arm / Ammo MRM IMP at Right Torso.
  • Mad Cat 'Black Cat' - Added Ammo MG at Right Torso. Removed Ammo MG [HE] at Right Torso.
  • Mad Cat LAM 'Cheeselord' - Changed drop cost modifier from x1.15 to x1.17. Added hardpoint at Right Torso: Ballistic, hardpoint at Left Torso: AntiPersonnel. Set Unique flag.
  • Mad Cat LAM 'Yar' - Changed drop cost modifier from x1.07 to x1.09. Added hardpoint at Right Torso: AntiPersonnel. Set Unique flag.
  • Mad Cat Mk II 'Angrboda' - Added 4 x Ammo RAC/5 with 2 at Right Arm, 2 at Left Arm. Removed Ammo RAC/5 [PRE] at Right Arm / Ammo RAC/5 Flak at Left Arm / Ammo RAC/5 [AP] at Left Arm / Ammo RAC/5 [INC] at Right Arm.
  • Mad Cat Mk II FIS - Added Ammo MRM at Left Torso. Removed Ammo MRM IMP at Left Torso.
  • Mad Dog V - Added 2 x Ammo ArrowIV Homing at Left Torso. Removed 2 x Ammo ArrowIV at Left Torso.
  • Malak C-MK-O Invictus - Added SRM-4 at Left Torso / Flamer at Right Arm. Removed Flamer Hotshot at Right Arm / SRM-4 (Irian) at Left Torso.
  • Malak C-MK-OA Dominus - Added 2 x Flamer at Right Torso, Left Torso. Removed 2 x Flamer Hotshot at Right Torso, Left Torso.
  • Malak C-MK-OE Eminus - Added Ammo Thermobolt 5 at Right Arm. Removed Ammo TBM 5 [HE] at Right Arm.
  • Manx MNX-1035 - Added SRM-6 at Left Torso / CoolShot at Left Torso. Removed SRM-6 (Valiant) at Left Torso / Centrospheric Flywheel at Left Torso.
  • Manx MNX-1042 - Added Thermal Exchanger (C) at Left Torso. Removed Centrospheric Flywheel at Left Torso.
  • Manx MNX-1142 - Added 3 x Ammo RAC/2 at Right Torso / IFF Jammer MK1 at Left Torso. Removed Ammo RAC/2 [PRE] at Right Torso / Centrospheric Flywheel at Left Torso / 2 x Ammo RAC/2 Flak at Right Torso.
  • Manx MNX-1499 - Added CoolShot at Right Torso. Removed Centrospheric Flywheel + at Right Torso.
  • Manx MNX-928 - Added Advanced Optics MK1 at Left Torso / Ammo RAC/2 at Right Torso. Removed Ammo RAC/2 [PRE] at Right Torso / Centrospheric Flywheel at Left Torso.
  • Manx MNX-965 - Added Thermal Vision MK1 at Left Torso / Ammo RAC/5 at Right Torso. Removed Ammo RAC/5 [PRE] at Right Torso / Centrospheric Flywheel at Left Torso.
  • Marauder II MAD-2K - Moved from Clan Invasion to Jihad.
  • Marauder 'Bounty Hunter III' - Added 2 x Medium Laser at Right Arm, Left Arm. Removed 2 x Medium Laser Magna at Right Arm, Left Arm.
  • Marauder II 'Bounty Hunter' - Added FCS Adv TC Headshot (fixed) at Head. Removed BC Headshot at Left Torso / FCS Adv TC (C) at Head.
  • Marauder II 'Missed Opportunity' - Added FCS Missile Accuracy at Head. Removed FCS Artemis III at Head.
  • Marauder II 'Wolf'
    • Changed drop cost modifier from x1.1 to x1.12.
    • Added hardpoint at Center Torso: AntiPersonnel, hardpoint at Left Torso: Energy, hardpoint at Right Arm: Missile, hardpoints at Left Arm: Ballistic, Energy.
    • Set Unique flag.
  • Marauder II MAD-4A - Added Large Laser at Right Torso. Removed Large Laser Magna at Right Torso.
  • Marauder II MAD-5D
    • Changed Armor Left Torso 160 -> 185, Rear Left Torso 55 -> 70, Center Torso 205 -> 233, Rear Center Torso 84 -> 110, Right Torso 160 -> 185, Rear Right Torso 55 -> 70.
    • Added Ammo UAC/10 at Left Torso / 2 x PPC Ceres Smasher at Right Arm, Left Arm.
    • Removed C.A.S.E. at Left Torso / 2 x PPC Tiegart at Right Arm, Left Arm.
  • Marauder II MAD-P - Added Ammo RAC/5 at Right Arm. Removed Ammo RAC/5 [PRE] at Right Arm.
  • Marauder MAD-8A - Added 2 x ER Medium Laser at Right Arm, Left Arm. Removed 2 x ER M Laser Magna at Right Arm, Left Arm.
  • Marauder MAD-9P - Added 4 x ER Medium Laser with 2 at Right Arm, 2 at Left Arm. Removed 4 x ER M Laser Magna with 2 at Right Arm, 2 at Left Arm.
  • Marauder MAD-CM - Added 2 x ER Small Laser at Right Arm, Left Arm. Removed 2 x ER S Laser BlazeFire at Right Arm, Left Arm.
  • Marauder MAD-LT - Added Ammo Long Tom Copperhead at Left Torso.
  • Mastodon A - Changed icon.
  • Mastodon B - Changed icon.
  • Mastodon C - Changed icon.
  • Mastodon D - Changed icon.
  • Mastodon Prime - Changed icon.
  • Mauler 'Rumie'
    • Changed drop cost modifier from x1.08 to x1.1.
    • Added hardpoint at Left Arm: Missile, hardpoint at Right Arm: Missile, 4 x Ammo MRM with 2 at Right Arm, 2 at Left Arm, hardpoint at Left Torso: Missile, hardpoint at Right Torso: Missile.
    • Set Unique flag.
    • Removed 4 x Ammo MRM IMP with 2 at Right Arm, 2 at Left Arm.
  • Mauler MAL-1P - Added 4 x AC/2 with 2 at Right Torso, 2 at Left Torso. Removed 4 x AC/2 Defiance with 2 at Right Torso, 2 at Left Torso.
  • Mauler MAL-1R - Added 4 x AC/2 with 2 at Right Torso, 2 at Left Torso. Removed 4 x AC/2 Imperator with 2 at Right Torso, 2 at Left Torso.
  • Medusa MED-4 - Added FCS Missile Accuracy at Head. Removed FCS Artemis III at Head.
  • Mekagojira KJ-U - Added Ammo MRM at Left Torso. Removed Ammo MRM IMP at Left Torso.
  • Men Shen MS1-O - Added LRM-15 at Right Torso. Removed LRM-15 (Delta) at Right Torso.
  • Men Shen MS1-OD - Added 2 x SRM-4 at Right Arm, Left Arm. Removed 2 x SRM-4 (Irian) at Right Arm, Left Arm.
  • Men Shen MS1-OE - Added 2 x Medium Laser at Right Torso, Left Torso. Removed 2 x Medium Laser ExoStar at Right Torso, Left Torso.
  • Mhacha MHC-O - Added 4 x Ammo RAC/2 with 2 at Right Torso, 2 at Left Torso. Removed 4 x Ammo RAC/2 Flak with 2 at Right Torso, 2 at Left Torso.
  • Mist Lynx G - Added Ammo HMG at Right Torso. Removed Ammo HMG [AP] at Right Torso.
  • Mite MTE-12C - New custom model. Moved from Clan Invasion - Heavy Metal DLC to base Clan Invasion.
  • Mobile Turret MBT-O - Added AC/10 at Right Arm / ER Small Laser at Left Arm. Removed ER S Laser BlazeFire at Left Arm / AC/10 Imperator at Right Arm.
  • Mobile Turret MBT-OA - Added ER Small Laser at Left Arm. Removed ER S Laser BlazeFire at Left Arm.
  • Mobile Turret MBT-OB - Added 2 x ER Medium Laser at Left Arm / ER Small Laser at Right Arm. Removed ER S Laser BlazeFire at Right Arm / 2 x ER M Laser Magna at Left Arm.
  • Mobile Turret MBT-OC - Added ER Small Laser at Left Arm. Removed ER S Laser BlazeFire at Left Arm.
  • Mobile Turret MBT-OD - Added 2 x ER Small Laser at Left Arm. Removed 2 x ER S Laser BlazeFire at Left Arm.
  • Mobile Turret MBT-OE - Added ER Small Laser at Left Arm. Removed ER S Laser Diverse Optics at Left Arm.
  • Munin LAM MN-1B
    • Added 2 x Medium Laser at Right Torso, Left Torso / Small Laser Diverse Optics at Head / Large Laser at Right Arm.
    • Removed 2 x Medium Laser Magna at Right Torso, Left Torso / Small Laser Magna at Head / Large Laser Magna at Right Arm.
  • Munin LAM MN-1C
    • Added 2 x SRM-4 at Right Torso, Left Torso / 2 x Medium Laser at Right Arm, Left Arm / Small Laser Diverse Optics at Head.
    • Removed 2 x SRM-4 (Irian) at Right Torso, Left Torso / 2 x Medium Laser Magna at Right Arm, Left Arm / Small Laser Magna at Head.
  • Munin LAM MN-1D
    • Added 2 x Medium Laser at Right Arm, Left Arm / Small Laser Diverse Optics at Head / 2 x LRM-5 at Right Torso, Left Torso.
    • Removed 2 x LRM-5 (Zeus) at Right Torso, Left Torso / 2 x Medium Laser Magna at Right Arm, Left Arm / Small Laser Magna at Head.
  • Munin LAM MN-2E - Added 2 x LRM-5 at Right Torso, Left Torso. Removed 2 x LRM-5 (Zeus) at Right Torso, Left Torso.
  • Naga A - Added Ammo ArrowIV Homing at Left Torso.
  • Naga B - Added Ammo ArrowIV Homing at Right Torso.
  • Naga C - Added Ammo ArrowIV Homing at Right Torso.
  • Naga D - Added Ammo ArrowIV Homing at Right Torso.
  • Naga Prime - Added Ammo ArrowIV Homing at Left Torso.
  • Nanook NNK-3
    • Changed hardpoints at Right Arm: Added Ballistic / Removed Energy.
    • Added hardpoint at Left Arm: Ballistic, 2 x Ammo HMG at Right Torso, Left Torso / 4 x AP Gauss Rifle Battery with 2 at Right Arm, 2 at Left Arm.
    • Removed Ammo HMG [AP] at Right Torso / Ammo HMG [HE] at Left Torso / 2 x AP Gauss Rifle Battery (Old version) at Right Arm, Left Arm / Heat Sink Double (C) at Center Torso.
  • Narayana NRY-OA - Added Ammo Thermobolt 15 at Left Leg. Removed Ammo TBM 15 [HE] at Left Leg.
  • Narayana NRY-OB - Added LRM-15 at Left Torso / Ammo Sniper Copperhead at Right Arm / LRM-10 at Left Torso. Removed LRM-15 (LongFire) at Left Torso / LRM-10 (LongFire) at Left Torso / Ammo Sniper at Right Arm.
  • Ninja-To NJT-2 - Added Ammo MRM at Right Torso. Removed Ammo MRM IMP at Right Torso.
  • No-Dachi 'Mitsurugi-Ryu' - Added Ammo MRM at Left Leg. Removed Ammo MRM IMP at Left Leg.
  • No-Dachi NDA-1K - Added SRM-4 at Left Torso / Ammo MRM at Left Torso / SRM-2 at Right Torso. Removed SRM-2 (Irian) at Right Torso / SRM-4 (Irian) at Left Torso / Ammo MRM IMP at Left Torso.
  • Nova Cat F - Added BC Convergence at Right Torso. Removed BC Headshot at Right Torso.
  • Nova Cat M - Removed 2 x Ammo LBX/20 HE at Right Torso, Left Torso.
  • Nova Cat P - Added Ammo AC/10 [INF] at Right Torso / AC/10 at Right Torso. Removed AC/10 Imperator at Right Torso.
  • Nuwisha M - Added Ammo Thermobolt 20 at Left Torso. Removed Ammo TBM 20 [HE] at Left Torso.
  • O-Bakemono OBK-M10 - Added FCS Missile Accuracy at Head / Ammo ArrowIV Homing at Left Arm. Removed FCS Artemis III at Head.
  • O-Bakemono OBK-M11 - Removed 2 x Ammo MRM IMP at Right Torso, Left Torso.
  • Omega SHP-C - Added CoolShot (C) at Right Torso. Removed Centrospheric Flywheel + + at Right Torso.
  • Ophanim C-OPM-O 'Invictus' - Added Ammo MRM at Left Torso. Removed Ammo MRM IMP at Left Torso.
  • Ophanim C-OPM-OB 'Infernus' - Added 2 x Gauss Rifle Blackwell at Right Arm, Left Arm. Removed 2 x Gauss Rifle M7 at Right Arm, Left Arm.
  • Ophanim C-OPM-OC 'Comminus' - Added Ammo MRM at Left Leg. Removed Ammo MRM IMP at Left Leg.
  • Ophanim C-OPM-OD 'Luminos' - Added 2 x Ammo ArrowIV HEAP at Right Torso, Left Torso. Removed 2 x Ammo Arrow IV Guided at Right Torso, Left Torso.
  • Orca OC-1X - Added Night Vision at Right Torso. Removed Centrospheric Flywheel + at Right Torso.
  • Orion 'Al Jabbar'
    • Changed drop cost modifier from x1.05 to x1.07.
    • Added Ammo MRM at Left Leg, hardpoint at Right Torso: Ballistic, hardpoint at Right Arm: Ballistic, hardpoint at Left Torso: Missile.
    • Set Unique flag.
    • Removed Ammo MRM IMP at Left Leg.
  • Orion ON1-K 'Kerensky' - Added SRM-4 at Left Arm. Removed SRM-4 (Irian) at Left Arm.
  • Orion ON1-P
    • Changed Armor Left Torso 130 -> 135, Rear Center Torso 65 -> 68, Right Torso 130 -> 135.
    • Added AC/20 Devil's at Right Torso / Ammo AC/20 [INF] at Head.
    • Removed AC/20 Mydron at Right Torso / 2 x Patchwork Materials T2 at Right Arm, Left Arm.
  • Orion ON1-PR 'Protector' - Added SRM-4 at Left Torso / PPC Ceres Smasher at Left Torso. Removed PPC Defiance at Left Torso / SRM-4 (Valiant) at Left Torso.
  • Orion ON2-K - Added AC/5 at Right Torso. Removed AC/5 Defiance at Right Torso.
  • Osiris OSR-1P - Added Ammo MG at Left Torso. Removed Ammo MG [HE] at Left Torso.
  • Osiris OSR-2V - Added 2 x Ammo MG at Right Torso, Left Torso. Removed Ammo MG [AP] at Left Torso / Ammo MG [HE] at Right Torso.
  • Osiris OSR-SE 'Sekhmet' - Added Ammo HMG at Left Torso. Removed Ammo HMG [AP] at Left Torso.
  • Osprey OSP-15 - Added Gauss Rifle Blackwell at Left Torso. Removed Gauss Rifle M7 at Left Torso.
  • Osprey OSP-25 - Added Gauss Rifle Blackwell at Left Torso. Removed Gauss Rifle M7 at Left Torso.
  • Osprey OSP-26 - Added Gauss Rifle Blackwell at Left Torso. Removed Gauss Rifle M7 at Left Torso.
  • Osteon G - Added Ammo ArrowIV Homing at Left Torso. Removed Ammo ArrowIV at Left Torso.
  • Ostroc OSR-2C 'Michi' - Added SRM-6 at Right Torso / 2 x Medium Laser at Right Torso, Left Torso. Removed SRM-6 (Valiant) at Right Torso / 2 x Medium Laser ExoStar at Right Torso, Left Torso.
  • Ostroc OSR-2X 'Kira Tang' - Added 2 x Small Laser Diverse Optics at Right Arm, Left Arm. Removed 2 x Small Laser Intek at Right Arm, Left Arm.
  • Ostsol OTL-6D - Added BC Convergence at Right Torso. Removed BC Headshot at Right Torso.
  • Owens OW-1 - Added 2 x Small Laser Diverse Optics at Center Torso / 2 x LRM-5 at Right Arm, Left Arm. Removed 2 x LRM-5 (Delta) at Right Arm, Left Arm / 2 x Small Laser Magna at Center Torso.
  • Owens OW-1Ar - Added 2 x Small Laser Diverse Optics at Center Torso / 2 x LRM-5 at Right Arm, Left Arm. Removed 2 x LRM-5 (Delta) at Right Arm, Left Arm / 2 x Small Laser Magna at Center Torso.
  • Owens OW-1B - Added SRM-6 at Right Arm / 4 x Small Laser Diverse Optics with 1 at Head, 3 at Left Arm. Removed SRM-6 (Valiant) at Right Arm / 4 x Small Laser Intek with 1 at Head, 3 at Left Arm.
  • Owens OW-1D - Added SRM-4 at Right Arm. Removed SRM-4 (Irian) at Right Arm.
  • Owens OW-1E - Added Medium Laser at Left Arm. Removed Medium Laser ExoStar at Left Arm.
  • Owens OW-1F - Added 2 x ER Small Laser at Right Arm, Left Arm. Removed 2 x ER S Laser BlazeFire at Right Arm, Left Arm.
  • Owens OW-RSC - Added 2 x ER Small Laser at Right Torso, Left Torso. Removed 2 x ER S Laser BlazeFire at Right Torso, Left Torso.
  • Panther PNT-9L - Added Flamer at Center Torso. Removed Flamer Hotshot at Center Torso.
  • Panther PNT-9R 'Tanaka' - Added SRM-6 at Center Torso / Large Laser Diverse Optics at Right Arm. Removed SRM-6 (Irian) at Center Torso / Large Laser Intek at Right Arm.
  • Panther PNT-GSR - Added ER L Laser BlazeFire at Right Arm. Removed ER L Laser Blankenburg at Right Arm.
  • Patriot PKM-2C - Added Ammo ArrowIV Homing at Right Torso.
  • Peacemaker PCM-3X - Added 2 x ER PPC at Right Arm, Left Arm. Removed 2 x ER PPC Tiegart at Right Arm, Left Arm.
  • Phantom R - Added 2 x Medium Laser at Right Arm. Removed 2 x Medium Laser ExoStar at Right Arm.
  • Phoenix 'Down' - Changed drop cost modifier from x1.02 to x1.04. Added SRM-6 at Left Arm, hardpoint at Left Arm: Missile. Set Unique flag. Removed SRM-6 (Irian) at Left Arm.
  • Phoenix Hawk LAM PHX-PHK - Added SRM-4 at Left Torso. Removed SRM-4 (Valiant) at Left Torso.
  • Pillager PLG-5L - Added Ammo ArrowIV HEAP at Left Leg. Removed Ammo Arrow IV Guided at Left Leg.
  • Piranha PIR-A - Added Ammo MG at Right Torso. Removed Ammo MG [AP] at Right Torso.
  • Piranha PIR-P - Added 4 x Ammo HMG with 2 at Right Torso, 2 at Left Torso. Removed 2 x Ammo HMG [AP] at Right Torso, Left Torso / 2 x Ammo HMG [HE] at Right Torso, Left Torso.
  • Polyphemus PPH-O - Added LRM-20 at Center Torso. Removed LRM-20 (LongFire) at Center Torso.
  • Praetorian PRTN-2A - Added Advanced Optics MK2 at Right Torso. Removed Centrospheric Flywheel + at Right Torso.
  • Praetorian PRTN-2E - Added Advanced Optics MK2 at Right Torso. Removed Centrospheric Flywheel + at Right Torso.
  • Praetorian PRTN-2P - Added Advanced Optics MK2 at Right Torso. Removed Centrospheric Flywheel + at Right Torso.
  • Praetorian PRTN-2X - Added IFF Jammer MK3 at Right Torso. Removed Centrospheric Flywheel + + at Right Torso.
  • Praetorian PRTN-3M
    • Added 6 x LRM-15 with 2 at Right Torso, 1 at Right Arm, 1 at Left Arm, 2 at Left Torso / IFF Jammer MK2 at Right Torso.
    • Removed 6 x LRM-15 (LongFire) with 2 at Right Torso, 1 at Right Arm, 1 at Left Arm, 2 at Left Torso / Centrospheric Flywheel + at Right Torso.
  • Praetorian PRTN-4D - Added IFF Jammer MK2 at Right Torso. Removed Centrospheric Flywheel + at Right Torso.
  • Praetorian PRTN-4W - Added Advanced Optics MK2 at Right Torso. Removed Centrospheric Flywheel + at Right Torso.
  • Preta C-PRT-OE Eminus - Added Ammo Thermobolt 15 at Right Arm. Removed Ammo TBM 15 [HE] at Right Arm.
  • Primus Optimal - Added Ammo ArrowIV Homing at Right Torso.
  • Proteus PT-O
    • Added SRM-6 at Left Torso / 2 x AC/20 at Right Arm, Left Arm / LRM-15 at Left Torso / Large Laser at Right Torso.
    • Removed SRM-6 (Valiant) at Left Torso / 2 x AC/20 Imperator at Right Arm, Left Arm / Large Laser Magna at Right Torso / LRM-15 (Zeus) at Left Torso.
  • Proteus PT-OA - Added 2 x Gauss Rifle Blackwell at Right Arm, Left Arm. Removed 2 x Gauss Rifle M7 at Right Arm, Left Arm.
  • Proteus PT-OB - Added Ammo MRM at Left Torso. Removed Ammo MRM IMP at Left Torso.
  • Proteus PT-OC - Added Ammo LRM Swarm at Left Torso. Removed Ammo LRM Swarm-I at Left Torso.
  • Proteus PT-OE - Added Ammo MRM at Left Torso. Removed Ammo MRM IMP at Left Torso / Ammo LBX/20 HE at Right Arm.
  • Quickdraw QKD-8K 'Death Incarnate' - Added ER Medium Laser at Head. Removed ER M Laser Magna at Head.
  • Quickdraw QKD-9M - Added 2 x Large Laser at Right Arm, Left Arm. Removed 2 x Large Laser ExoStar at Right Arm, Left Arm.
  • Quickdraw QKD-IV4 'IV-Four' - Added 2 x SRM-6 at Right Torso, Left Torso / 2 x AC/5 at Right Arm, Left Arm. Removed 2 x SRM-6 (Valiant) at Right Torso, Left Torso / 2 x AC/5 Imperator at Right Arm, Left Arm.
  • Quickdraw QKD-QS1 - Added 2 x Ammo Thermobolt 5 at Right Torso, Left Torso. Removed 2 x Ammo TBM 5 [HE] at Right Torso, Left Torso.
  • Quickdraw QKD-SC 'Scrapper' - Added 2 x SRM-6 at Right Torso, Left Torso / SRM-4 at Center Torso. Removed 2 x SRM-6 (Valiant) at Right Torso, Left Torso / SRM-4 (Irian) at Center Torso.
  • Rabid Coyote P - Added 2 x Ammo HMG at Right Arm, Left Arm. Removed Ammo HMG [AP] at Right Arm / Ammo HMG [HE] at Left Arm.
  • Rakshasa MDG-1A
    • Added 2 x ER L Laser BlazeFire at Right Arm, Left Arm / 2 x Medium Laser at Right Arm, Left Arm / 2 x LRM-10 at Right Torso, Left Torso.
    • Removed 2 x Medium Laser Magna at Right Arm, Left Arm / 2 x LRM-10 (LongFire) at Right Torso, Left Torso / 2 x ER L Laser Blankenburg at Right Arm, Left Arm.
  • Rakshasa MDG-1Ar - Added 2 x Medium Laser at Right Arm, Left Arm. Removed 2 x Medium Laser Magna at Right Arm, Left Arm.
  • Raptor II RPT-2X1 - Added ER Small Laser at Center Torso. Removed ER S Laser BlazeFire at Center Torso.
  • Raptor II RPT-3X - Added 2 x ER Medium Laser at Right Arm, Left Arm. Removed 2 x ER M Laser Magna at Right Arm, Left Arm.
  • Raptor II RPT-5X - Added ER L Laser BlazeFire at Right Arm / ER Medium Laser at Left Arm. Removed ER M Laser Magna at Left Arm / ER L Laser Blankenburg at Right Arm.
  • Raptor III RPT3-O - Added Ammo MRM [Half] at Right Torso. Removed Ammo MRM Imp [Half] at Right Torso.
  • Raptor III RPT3-OA - Added Ammo LRM Swarm at Left Torso. Removed Ammo LRM Swarm-I at Left Torso.
  • Raptor III RPT3-OC - Added 2 x Flamer at Right Torso, Left Torso. Removed 2 x Flamer Hotshot at Right Torso, Left Torso.
  • Raptor III RPT3-OD - Added AC/5 at Right Arm. Removed AC/5 Imperator at Right Arm.
  • Raptor RTX1-OD - Added Ammo MG at Right Torso. Removed Ammo MG [AP] at Right Torso.
  • Raven 'Grip' - Added 2 x Ammo HMG at Right Arm, Left Arm. Removed 2 x Ammo HMG [HE] at Right Arm, Left Arm.
  • Raven 'Huginn' - Added SRM-6 at Right Torso / 2 x Ammo MG at Right Arm, Left Arm. Removed Ammo MG [AP] at Left Arm / SRM-6 (Valiant) at Right Torso / Ammo MG [HE] at Right Arm.
  • Raven 'Muninn' - Added LRM-5 at Left Arm. Removed LRM-5 (LongFire) at Left Arm.
  • Raven II RVN-5X - Added 2 x ER Medium Laser at Right Arm. Removed 2 x ER M Laser Magna at Right Arm.
  • Raven RVN-1X - Added 2 x Medium Laser at Right Arm. Removed 2 x Medium Laser ExoStar at Right Arm.
  • Raven RVN-2X - Added 2 x Medium Laser at Right Arm. Removed 2 x Medium Laser ExoStar at Right Arm.
  • Raven RVN-3L - Added 2 x Medium Laser at Right Arm. Removed 2 x Medium Laser ExoStar at Right Arm.
  • Raven RVN-3M - Added LRM-15 at Right Torso / 2 x Small Laser Diverse Optics at Right Torso, Left Torso. Removed LRM-15 (LongFire) at Right Torso / 2 x Small Laser Magna at Right Torso, Left Torso.
  • Raven RVN-4L - Added SRM-6 at Right Torso / 2 x ER Medium Laser at Right Arm. Removed SRM-6 (Irian) at Right Torso / 2 x ER M Laser Magna at Right Arm.
  • Raven RVN-4LC
    • Added SRM-6 at Right Torso / 2 x ER Medium Laser at Right Arm / ER Small Laser at Center Torso.
    • Removed ER S Laser BlazeFire at Center Torso / SRM-6 (Irian) at Right Torso / 2 x ER M Laser Magna at Right Arm.
  • Raven RVN-4Lr - Added 3 x ER Medium Laser with 2 at Right Arm, 1 at Left Arm. Removed 3 x ER M Laser Magna with 2 at Right Arm, 1 at Left Arm.
  • Raven RVN-4X - Added 2 x Medium Laser at Right Arm. Removed 2 x Medium Laser ExoStar at Right Arm.
  • Raven RVN-SR 'Shattered Raven' - Added SRM-6 at Right Torso. Removed SRM-6 (Irian) at Right Torso.
  • Raven RVN-SS 'Shattered Raven' - Added Small Laser Diverse Optics at Left Arm. Removed Small Laser Magna at Left Arm.
  • Razorback RZK-10S - Added 2 x ER Small Laser at Right Torso, Left Torso. Removed 2 x ER S Laser BlazeFire at Right Torso, Left Torso.
  • Razorback RZK-10T - Added 4 x ER Small Laser with 2 at Right Torso, 2 at Left Torso. Removed 4 x ER S Laser Diverse Optics with 2 at Right Torso, 2 at Left Torso.
  • Razorback RZK-11T - Added 5 x ER Medium Laser with 1 at Head, 2 at Right Arm, 2 at Left Arm. Removed 5 x ER M Laser Magna with 1 at Head, 2 at Right Arm, 2 at Left Arm.
  • Razorback RZK-9T - Added ER PPC at Right Arm. Removed 2 x Laser Insulator at Right Torso, Left Torso / ER PPC Magna at Right Arm.
  • Rifleman 'Flintlock' - Changed drop cost modifier from x1.02 to x1.04. Added hardpoints at Right Arm: Missile, AntiPersonnel, hardpoint at Right Torso: Energy. Set Unique flag.
  • Rifleman IIC 'Vickers' - Added 2 x Ammo RAC/5 at Right Torso. Removed Ammo RAC/5 [PRE] at Left Torso / 2 x Ammo RAC/5 [INC] at Right Torso.
  • Rifleman IIC RFL-IIC-CH 'Chironex' - Added FCS Headshot (fixed) at Head. Removed FCS Headshot at Head.
  • Rifleman RFL-DB 'Dao Breaker'
    • Added 2 x ER L Laser BlazeFire at Right Arm, Left Arm / 2 x Medium Laser at Right Torso, Left Torso / 2 x AC/5 at Right Arm, Left Arm.
    • Removed 2 x Medium Laser ExoStar at Right Torso, Left Torso / 2 x ER L Laser Blankenburg at Right Arm, Left Arm / 2 x AC/5 Imperator at Right Arm, Left Arm.
  • Rifleman RFL-RIP - Added 2 x Large Laser at Right Arm, Left Arm. Removed 2 x Large Laser Magna at Right Arm, Left Arm.
  • Roughneck RGH-1P - Added 4 x Ammo HMG with 2 at Right Arm, 2 at Left Arm. Removed 2 x Ammo HMG [AP] at Right Arm, Left Arm / 2 x Ammo HMG [HE] at Right Arm, Left Arm.
  • Roughneck RGH-7S - Added 2 x Ammo MRM at Left Torso. Removed 2 x Ammo MRM IMP at Left Torso.
  • Roughneck RGH-RSC - Removed Ammo MRM IMP at Left Torso.
  • Ryoken II 1 - Added Ammo LBX/2 CLUSTER at Left Torso. Removed Ammo LBX/2 HE at Left Torso.
  • Ryoken III-XP D - Added 2 x Ammo RAC/2 at Left Arm. Removed Ammo RAC/2 [PRE] at Left Arm / Ammo RAC/2 Flak at Left Arm.
  • Sagittaire SGT-14R - Added BC Convergence at Right Torso. Removed BC Headshot at Right Torso.
  • Scarecrow UCU-F4r 'Hobbled Scarecrow' - Added 3 x Medium Laser at Right Torso, Right Arm, Left Arm. Removed 3 x Medium Laser ExoStar at Right Torso, Right Arm, Left Arm.
  • Scorpion SCP-1X - Added Gauss Rifle Blackwell at Left Torso. Removed Gauss Rifle M7 at Left Torso.
  • Scuti SCT-X3 - Added Ammo ArrowIV Homing at Right Torso.
  • Sea Monkey 'Smolder' - Added Ammo Thermobolt 10 at Right Torso. Removed Ammo TBM 10 [HE] at Right Torso.
  • Sentinel STN-1S - Added AC/2 at Left Arm. Removed AC/2 Defiance at Left Arm.
  • Septicemia F - Added Ammo ArrowIV HEAP at Center Torso / Ammo ArrowIV Homing at Right Torso. Removed Ammo ArrowIV at Right Torso / Ammo Arrow IV Guided at Center Torso.
  • Seraph C-SRP-O 'Lucifer' - Changed drop cost modifier from x1.02 to x1.04. Added hardpoint at Left Arm: Omni, hardpoint at Right Arm: Omni, hardpoint at Left Torso: Omni, hardpoint at Right Torso: Omni. Set Unique flag.
  • Seraph C-SRP-O 'Ravana' - Added 2 x Ammo Thermobolt 20 at Right Torso. Removed 2 x Ammo TBM 20 [HE] at Right Torso.
  • Seraph C-SRP-O Arcqiel - Added Ammo Thermobolt 20 at Left Arm. Removed Ammo TBM 20 [HE] at Left Arm.
  • Seraph C-SRP-OB Infernus - Added BC Convergence at Left Torso. Removed BC Headshot at Left Torso.
  • Seraph C-SRP-OC Comminus - Added Ammo MRM at Right Torso. Removed Ammo MRM IMP at Right Torso.
  • Seraph C-SRP-OD Luminos - Added 2 x Small Laser Diverse Optics at Right Torso, Left Torso. Removed 2 x Small Laser Magna at Right Torso, Left Torso.
  • Seraph C-SRP-OE Eminus - Added 2 x Ammo Thermobolt 20 at Left Torso. Removed 2 x Ammo TBM 20 [HE] at Left Torso.
  • Serket SKT-5M - Added 2 x Ammo ArrowIV HEAP at Right Leg / 2 x LRM-20 at Right Torso, Left Torso. Removed 2 x LRM-20 (LongFire) at Right Torso, Left Torso / 2 x Ammo Arrow IV Guided at Right Leg.
  • Serket SKT-5R - Added 3 x LRM-20 at Left Torso. Removed 3 x LRM-20 (Delta) at Left Torso.
  • Serket SKT-6M - Added 6 x SRM-6 with 3 at Right Torso, 3 at Left Torso. Removed 3 x SRM-6 (Valiant) at Left Torso / 3 x SRM-6 (Irian) at Right Torso.
  • Shadow Hawk 'Here's 'Caid' - Added 2 x Medium Laser at Right Arm. Removed 2 x Medium Laser ExoStar at Right Arm.
  • Shadow Hawk LAM 'Bird of Prey'
    • Changed drop cost modifier from x0.96 to x0.98, hardpoints at Right Torso: Added Omni / Removed Energy, hardpoints at Left Torso: Added Omni / Removed Energy, hardpoints at Head: Added Omni / Removed Energy, hardpoints at Center Torso: Added Omni / Removed Energy.
    • Added 2 x AP Gauss Rifle Battery (fixed) at Right Arm, Left Arm.
    • Set unique mech duplicate replacement to Shadow Hawk LAM SHD-X1, Unique flag.
    • Removed 2 x AP Gauss Rifle Battery (Old version) at Right Arm, Left Arm.
  • Shadow Hawk LAM SHD-X3 - Added 2 x SRM-6 at Right Torso / Medium Laser at Right Arm. Removed 2 x SRM-6 (Valiant) at Right Torso / Medium Laser ExoStar at Right Arm.
  • Shadow Hawk LAM SHD-X4 - Added Ammo RAC/2 at Left Arm. Removed Ammo RAC/2 [PRE] at Left Arm.
  • Shadow Hawk SHD-2GD - Added FCS Missile Accuracy at Head. Removed FCS Artemis III at Head.
  • Shadow Hawk SHD-2Ki - Added Small Laser at Right Arm / LRM-10 at Right Torso. Removed Small Laser ExoStar at Right Arm / LRM-10 (LongFire) at Right Torso.
  • Shadow Hawk SHD-5SF - Added Large Laser Diverse Optics at Left Torso. Removed Large Laser Intek at Left Torso.
  • Shieldmaiden SHM-OE - Removed Ammo RAC/5 [PRE] at Left Torso / Ammo RAC/5 [INC] at Left Torso.
  • Shootist 'Apollyon' - Added Gauss Rifle Blackwell at Left Arm / ER Medium Laser at Right Torso. Removed Gauss Rifle M7 at Left Arm / ER M Laser Magna at Right Torso.
  • Shootist ST-8A - Added ER L Laser BlazeFire at Right Torso / Small Laser Diverse Optics at Head. Removed Small Laser Magna at Head / ER L Laser Blankenburg at Right Torso.
  • Shootist ST-8A2 - Added ER L Laser BlazeFire at Right Torso / 2 x Medium Laser at Right Arm, Center Torso. Removed 2 x Medium Laser Magna at Right Arm, Center Torso / ER L Laser Blankenburg at Right Torso.
  • Shootist ST-8C - Added ER L Laser BlazeFire at Right Torso / 2 x ER Medium Laser at Right Arm, Center Torso. Removed 2 x ER M Laser Magna at Right Arm, Center Torso / ER L Laser Blankenburg at Right Torso.
  • Shootist ST-9C
    • Added ER L Laser BlazeFire at Right Torso / Gauss Rifle Blackwell at Left Arm / 2 x ER Medium Laser at Right Arm, Center Torso.
    • Removed Gauss Rifle M7 at Left Arm / 2 x ER M Laser Magna at Right Arm, Center Torso / ER L Laser Blankenburg at Right Torso.
  • Skinwalker C - Added BC Convergence at Center Torso. Removed BC Headshot at Center Torso.
  • Skinwalker F - Added BC Convergence at Left Torso / Ammo RAC/5 at Right Torso. Removed BC Headshot at Left Torso / Ammo RAC/5 [AP] at Right Torso.
  • Sling SL-1G - Added FCS Missile Accuracy at Head. Removed FCS Artemis II at Head.
  • Sobek SBK-1C - Added Advanced Optics MK1 at Right Torso. Removed Centrospheric Flywheel at Right Torso.
  • Sobek SBK-2A4 - Added 2 x SRM-6 at Right Torso, Left Torso / IFF Jammer MK1 at Right Torso. Removed 2 x SRM-6 (Valiant) at Right Torso, Left Torso / Centrospheric Flywheel at Right Torso.
  • Sobek SBK-2A8 - Added 2 x SRM-6 at Right Torso, Left Torso / Night Vision at Right Torso. Removed 2 x SRM-6 (Valiant) at Right Torso, Left Torso / Centrospheric Flywheel at Right Torso.
  • Sobek SBK-2B2
    • Added 2 x SRM-6 at Right Torso, Left Torso / Ammo Thumper Copperhead at Right Torso / Thermal Exchanger (C) at Right Torso.
    • Removed 2 x SRM-6 (Valiant) at Right Torso, Left Torso / Centrospheric Flywheel at Right Torso / Ammo Thumper at Right Torso.
  • Sobek SBK-6D
    • Added 2 x SRM-6 at Right Torso, Left Torso / 2 x ER L Laser BlazeFire at Right Arm, Left Arm / 2 x LRM-10 at Right Arm, Left Arm / IFF Jammer MK1 at Right Torso.
    • Removed 2 x SRM-6 (Valiant) at Right Torso, Left Torso / Centrospheric Flywheel at Right Torso / 2 x ER L Laser Blankenburg at Right Arm, Left Arm / 2 x LRM-10 (Delta) at Right Arm, Left Arm.
  • Sobek SBK-7K - Added Small Laser Diverse Optics at Head / Night Vision at Right Torso. Removed Small Laser Intek at Head / Centrospheric Flywheel at Right Torso.
  • Sobek SBK-8M - Added 2 x LRM-20 at Right Torso, Left Torso / Thermal Vision MK2 at Right Torso. Removed 2 x LRM-20 (Delta) at Right Torso, Left Torso / Centrospheric Flywheel + at Right Torso.
  • Sorcerer SRC-1A - Added 2 x Medium Laser at Right Torso, Left Torso / Small Laser Diverse Optics at Center Torso. Removed 2 x Medium Laser Magna at Right Torso, Left Torso / Small Laser Magna at Center Torso.
  • Sorcerer SRC-2D - Added Small Laser Diverse Optics at Left Arm. Removed Small Laser Magna at Left Arm.
  • Spector SPR-4F - Added Large Laser Diverse Optics at Right Arm. Removed Large Laser Intek at Right Arm.
  • Spector SPR-5F - Added Small Laser Diverse Optics at Center Torso / Large Laser Diverse Optics at Right Arm. Removed Small Laser Intek at Center Torso / Large Laser Intek at Right Arm.
  • Spector SPR-5S - Added Small Laser Diverse Optics at Center Torso / Large Laser Diverse Optics at Right Arm. Removed Small Laser Intek at Center Torso / Large Laser Intek at Right Arm.
  • Spector SPR-8L - Added 2 x ER Medium Laser at Right Arm, Left Arm. Removed 2 x ER M Laser Magna at Right Arm, Left Arm.
  • Sphinx 2 - Added BC Tracking at Right Torso. Removed BC AA Targeting at Right Torso.
  • Spider SDR-10K - Added Cooling Pod X3 at Left Torso. Removed 2 x Heat Sink Double at Right Arm, Left Arm.
  • Spider SDR-9M - Changed drop cost modifier from x0.99 to x1.05.
  • Stalker 'Empty Hex'
    • Added 2 x Gauss Rifle Blackwell at Right Torso, Left Torso / 2 x Medium Laser at Right Torso, Left Torso / 2 x LRM-15 at Right Arm, Left Arm.
    • Removed 2 x Medium Laser ExoStar at Right Torso, Left Torso / 2 x Gauss Rifle M7 at Right Torso, Left Torso / 2 x LRM-15 (Zeus) at Right Arm, Left Arm.
  • Stalker 'Shinigami' - Added 2 x LRM-15 at Right Arm, Left Arm. Removed 2 x LRM-15 (LongFire) at Right Arm, Left Arm.
  • Stalker STK-3F 'Jagawen' - Added 4 x SRM-6 with 2 at Right Torso, 2 at Left Torso / Large Laser at Right Torso. Removed 4 x SRM-6 (Irian) with 2 at Right Torso, 2 at Left Torso / Large Laser Magna at Right Torso.
  • Stalker STK-GSR
    • Added 4 x Medium Laser with 2 at Right Arm, 2 at Left Arm / 2 x LRM-15 at Right Arm, Left Arm.
    • Removed 2 x LRM-15 (Delta) at Right Arm, Left Arm / 4 x Medium Laser ExoStar with 2 at Right Arm, 2 at Left Arm.
  • Stiletto STO-4A - Added LRM-5 at Center Torso. Removed LRM-5 (LongFire) at Center Torso.
  • Stiletto STO-4B - Added Flamer at Center Torso / 4 x ER Medium Laser with 2 at Right Arm, 2 at Left Arm. Removed Flamer Hotshot at Center Torso / 4 x ER M Laser Magna with 2 at Right Arm, 2 at Left Arm.
  • Stiletto STO-6S - Added 4 x ER Medium Laser with 2 at Right Torso, 2 at Left Torso. Removed 4 x ER M Laser Magna with 2 at Right Torso, 2 at Left Torso.
  • Stinger LAM STG-A5 - Added 3 x Medium Laser at Right Arm, Left Arm, Center Torso. Removed 3 x Medium Laser Magna at Right Arm, Left Arm, Center Torso.
  • Stinger STG-3Gb - Added 3 x Medium Laser at Right Arm, Left Arm, Center Torso. Removed 3 x Medium Laser Magna at Right Arm, Left Arm, Center Torso.
  • Stone Giant SG11-B - Added Thermal Vision MK2 at Right Torso. Removed Centrospheric Flywheel + at Right Torso.
  • Stone Giant SG11-B2 - Added IFF Jammer MK2 at Right Torso. Removed Centrospheric Flywheel + at Right Torso.
  • Stone Giant SG11-D
    • Changed Armor Left Torso 380 -> 355, Center Torso 540 -> 520, Right Torso 380 -> 355.
    • Added ER PPC at Left Arm / Thermal Vision MK2 at Right Torso.
    • Removed ER PPC Magna at Left Arm / Centrospheric Flywheel + at Right Torso.
  • Stone Giant SG11-D-TC
    • Changed Armor Left Torso 380 -> 355, Center Torso 540 -> 520, Right Torso 380 -> 355.
    • Added 2 x ER PPC at Left Arm / Advanced Optics MK2 at Right Torso.
    • Removed 2 x ER PPC Magna at Left Arm / Ammo LRM DF at Left Torso / Centrospheric Flywheel + at Right Torso.
  • Stone Giant SG11-E - Added Advanced Optics MK2 at Right Torso. Removed Centrospheric Flywheel + at Right Torso.
  • Stone Giant SG11-Er - Added Ammo MRM at Left Torso / Night Vision at Right Torso. Removed Ammo MRM IMP at Left Torso / Centrospheric Flywheel + at Right Torso.
  • Stone Giant SG11-T - Added Advanced Optics MK2 at Right Torso. Removed Centrospheric Flywheel + at Right Torso.
  • Stone Rhino 'Jamie Wolf' - Changed drop cost modifier from x1.16 to x1.18. Added hardpoint at Right Torso: AntiPersonnel, hardpoint at Left Arm: Ballistic. Set Unique flag. Removed hardpoint at Right Arm: AntiPersonnel.
  • Stone Rhino SDF-1 - Changed drop cost modifier from x1.16 to x1.18. Set Unique flag.
  • Stormcrow TC - Added BC Convergence at Left Torso. Removed BC Headshot at Left Torso.
  • Strider SR1-O - Added 2 x SRM-6 at Right Arm, Left Arm / Small Laser at Right Torso. Removed 2 x SRM-6 (Valiant) at Right Arm, Left Arm / Small Laser ExoStar at Right Torso.
  • Strider SR1-OA - Added Small Laser at Head. Removed Small Laser ExoStar at Head.
  • Strider SR1-OB - Added 2 x LRM-10 at Right Arm, Left Arm. Removed 2 x LRM-10 (Zeus) at Right Arm, Left Arm.
  • Strider SR1-OC - Added 2 x LRM-5 at Right Arm, Left Arm / Large Laser at Center Torso. Removed Large Laser ExoStar at Center Torso / 2 x LRM-5 (LongFire) at Right Arm, Left Arm.
  • Strider SR1-OD - Added Small Laser at Head. Removed Small Laser ExoStar at Head.
  • Subjugator 2 - Added 2 x Ammo RAC/5 at Left Torso. Removed Ammo RAC/5 [PRE] at Left Torso / Ammo RAC/5 [INC] at Left Torso.
  • Summoner 'Thor' - Added Ammo AC/10 [INF] at Right Torso.
  • Summoner Z - Added 2 x AP Gauss Rifle Battery at Left Arm. Removed AP Gauss Rifle Battery (Old version) at Left Arm.
  • Sunder SD1-OC - Added 2 x Ammo MRM at Left Torso. Removed 2 x Ammo MRM IMP at Left Torso.
  • Sunder SD1-OF - Added 2 x Ammo Thermobolt 5 at Left Torso. Removed 2 x Ammo TBM 5 [HE] at Left Torso.
  • Super Griffin GRF-3-X - Added ER PPC at Right Arm. Removed ER PPC Tiegart at Right Arm.
  • Supernova 3 - Added BC Convergence at Right Torso. Removed BC Headshot at Right Torso.
  • Surtur SUR-T1 - Added Accurate Weapon - HandHeld (fixed) at Center Torso. Removed Agile (fixed) at Center Torso.
  • Swordsman SWD-4 - Added Ammo MRM [Half] at Right Torso. Removed Ammo MRM Imp [Half] at Right Torso.
  • Swordsman SWD-P - Added Ammo MRM [Half] at Right Torso. Removed Ammo MRM Imp [Half] at Right Torso.
  • Talos TLS-5A - Added Ammo Sniper Copperhead at Left Leg. Removed Ammo Sniper at Left Leg.
  • Tarantula ZPH-1 - Added 2 x Medium Laser at Right Torso, Left Torso. Removed 2 x Medium Laser Magna at Right Torso, Left Torso.
  • Tarantula ZPH-2A - Added 2 x ER Medium Laser at Right Torso, Left Torso. Removed 2 x ER M Laser Magna at Right Torso, Left Torso.
  • Tempest 1 - Added BC Convergence at Left Arm. Removed BC Headshot at Left Arm.
  • Templar III TLR2-O - Added SRM-4 at Right Torso / 2 x ER PPC at Right Arm, Left Arm. Removed SRM-4 (Valiant) at Right Torso / 2 x ER PPC Tiegart at Right Arm, Left Arm.
  • Templar III TLR2-OB - Changed Armor Left Torso 150 -> 130, Right Torso 150 -> 130. Added ER PPC at Left Torso / ER Small Laser at Center Torso. Removed ER PPC Magna at Left Torso / Coolant Flush X1 at Center Torso.
  • Templar III TLR2-OC - Added 2 x ER Medium Laser at Right Torso, Left Torso / ER Small Laser at Center Torso. Removed ER S Laser BlazeFire at Center Torso / 2 x ER M Laser Magna at Right Torso, Left Torso.
  • Templar III TLR2-OD - Removed Ammo LBX/10 HE at Right Torso.
  • Templar TLR1-OE - Added Small Laser at Left Torso. Removed Small Laser ExoStar at Left Torso.
  • Tercio 4
    • Added FCS Indirect at Head / Ammo ArrowIV HEAP at Left Torso / Ammo Long Tom Copperhead at Right Leg.
    • Removed Ammo Long Tom at Right Leg / FCS Indirect 2 at Head / Ammo Arrow IV Guided at Left Torso.
  • Thanatos TNS-4S - Removed Ammo MRM IMP at Right Arm.
  • Thantos THS-4A
    • Added 2 x MG Dual at Right Torso, Left Torso / 2 x Ammo MG at Right Torso, Left Torso / 2 x MG at Right Torso, Left Torso, hardpoint at Right Torso: Ballistic, hardpoint at Left Torso: Ballistic, hardpoint at Head: AntiPersonnel.
    • Removed 2 x Ammo MG [Half] at Right Torso, Left Torso, hardpoint at Right Arm: AntiPersonnel.
  • Thanatos TNS-8S - Moved from Civil War to Jihad.
  • Thunder Griffin TRGRF-1D - Added ER PPC at Right Arm / LRM-20 at Left Torso. Removed ER PPC Tiegart at Right Arm / LRM-20 (Zeus) at Left Torso.
  • Thunder Stallion 'Mitchell' - Added BC Convergence at Left Torso. Removed BC Headshot at Left Torso.
  • Thunder THR-3L - Added Ammo ArrowIV Homing at Left Torso.
  • Thunderbolt 'Eris' - Added 2 x SRM-4 at Right Torso, Left Torso. Removed 2 x SRM-4 (Valiant) at Right Torso, Left Torso.
  • Thunderbolt TDR-5S 'Tallman' - Added Large Laser at Right Arm. Removed Large Laser ExoStar at Right Arm.
  • Thunderbolt TDR-5SE - Added Ammo LRM Swarm at Center Torso. Removed Ammo LRM Swarm-I at Center Torso.
  • Thunderbolt TDR-5Sb - Added 3 x Medium Laser at Left Torso / LRM-15 at Right Torso. Removed 3 x Medium Laser ExoStar at Left Torso / LRM-15 (LongFire) at Right Torso.
  • Thunderbolt TDR-F4W - Added Ammo SRM DF at Right Torso. Removed Ammo SRM DF at Right Arm.
  • Thunderstone TDS-1B - Added Advanced Optics MK1 at Right Torso. Removed Centrospheric Flywheel at Right Torso.
  • Thunderstone TDS-1D - Added Advanced Optics MK1 at Right Torso. Removed Centrospheric Flywheel at Right Torso.
  • Thunderstone TDS-1E - Added IFF Jammer MK1 at Right Torso. Removed Centrospheric Flywheel at Right Torso.
  • Thunderstone TDS-2A - Added Advanced Optics MK2 at Right Torso. Removed Centrospheric Flywheel + at Right Torso.
  • Thunderstone TDS-3C - Added IFF Jammer MK2 at Right Torso. Removed Centrospheric Flywheel + at Right Torso.
  • Tiamat TIA-SH - Added 2 x LRM-20 at Right Arm, Left Arm / Thermal Exchanger (C) at Left Torso. Removed Centrospheric Flywheel + + at Left Torso / 2 x LRM-20 (Zeus) at Right Arm, Left Arm.
  • Tian Xie Zuo A - Added 4 x Ammo RAC/2 at Left Arm. Removed 4 x Ammo RAC/2 [PRE] at Left Arm.
  • Tian Xie Zuo B - Added FCS Indirect at Head / Night Vision at Right Torso. Removed FCS Indirect 2 at Head / Centrospheric Flywheel + at Right Torso.
  • Tian-zong TNZ-N3 'Jasminda' - Added FCS Headshot (fixed) at Head. Removed FCS Headshot at Head.
  • Timber Wolf 'Mad Cat' - Added Ammo LRM Swarm at Left Torso. Removed Ammo LRM Swarm-I at Left Torso.
  • Titan II TI-2PA
    • Changed Armor Left Arm 145 -> 165, Left Torso 180 -> 135, Rear Left Torso 55 -> 75, Left Leg 140 -> 210, Center Torso 210 -> 205, Rear Center Torso 65 -> 100, Right Arm 145 -> 165, Right Torso 180 -> 135, Rear Right Torso 55 -> 75, Right Leg 140 -> 210.
    • Added 4 x Medium Laser at Head, Right Arm, Left Arm, Center Torso.
    • Removed Vehicular DNI at Head / Ammo MG [TRC] at Right Torso / 4 x Medium Laser ExoStar at Head, Right Arm, Left Arm, Center Torso.
  • Tolva 1 - Moved from Dark Ages to Republic.
  • Toro TR-A-11 - Added Ammo MRM [Half] at Right Torso. Removed Ammo MRM Imp [Half] at Right Torso.
  • Toyama TYM-1A - Added 2 x ER L Laser BlazeFire at Right Arm / LRM-20 at Right Torso. Removed LRM-20 (Zeus) at Right Torso / 2 x ER L Laser Blankenburg at Right Arm.
  • Toyama TYM-1B - Added LRM-15 at Right Torso. Removed LRM-15 (Zeus) at Right Torso.
  • Toyama TYM-1C - Added LRM-20 at Right Torso. Removed LRM-20 (Zeus) at Right Torso.
  • Trebuchet TBT-4M - Added 2 x LRM-15 at Right Torso, Left Arm. Removed 2 x LRM-15 (LongFire) at Right Torso, Left Arm.
  • Trebuchet TBT-9K - Added Ammo MRM at Left Torso. Removed Ammo MRM IMP at Left Torso.
  • Trebuchet TBT-LG 'Loup de Guerre' - Added 2 x SRM-4 at Right Arm, Left Arm / FCS Missile Accuracy at Head. Removed FCS Artemis III at Head / 2 x SRM-4 (Irian) at Right Arm, Left Arm.
  • Trebuchet TBT-P - Added Ammo LMG at Left Torso. Removed Ammo LMG [CL] at Left Torso.
  • Trebuchet TBT-XK7 - Made Unique.
  • Turkina B - Added BC Convergence at Right Arm. Removed BC Headshot at Right Arm.
  • Uberjager UJ9-A3
    • Added hardpoint at Right Torso: Ballistic, 4 x AP Gauss Rifle Battery with 2 at Right Torso, 2 at Left Torso, hardpoint at Left Torso: Ballistic.
    • Removed 2 x AP Gauss Rifle Battery (Old version) at Right Torso, Left Torso.
  • Uberjager UJ9-B2 - Added 4 x Ammo AC/20 [INF] with 2 at Right Torso, 2 at Left Torso.
  • Uberjager UJ9-P4 - Added Ammo Long Tom Copperhead at Right Torso.
  • Undine [STD] - Moved from Dark Ages to Republic.
  • UrbanLord UBL-77 - Added Ammo Thumper Copperhead at Right Arm. Removed Ammo Thumper at Right Arm.
  • UrbanLord UBL-RX - Added BC Convergence at Head. Removed BC Headshot at Head.
  • UrbanMech 'Cockroach' - Added ER PPC at Right Arm. Removed ER PPC Tiegart at Right Arm.
  • UrbanMech 'Deputy Dawg' - Added SRM-2 at Center Torso. Removed SRM-2 (Irian) at Center Torso.
  • UrbanMech LAM UM-LAM - Added 2 x ER Medium Laser at Right Arm, Left Arm. Removed 2 x ER M Laser Magna at Right Arm, Left Arm.
  • UrbanMech LAM UM-LAM-A - Added 2 x ER Medium Laser at Right Arm, Left Arm. Removed 2 x ER M Laser Magna at Right Arm, Left Arm.
  • UrbanMech UM-R1000 - Added 2 x Ammo RAC/5 at Right Torso. Removed Ammo RAC/5 [PRE] at Right Torso / Ammo RAC/5 Flak at Right Torso.
  • UrbanMech UM-R27 - Moved from Republic to Dark Ages.
  • UrbanMech UM-R60LRM-EN - Added FCS Indirect at Head. Removed FCS Indirect 2 at Head.
  • UrbanMech UM-R60T - Added Ammo Thumper Copperhead at Right Torso. Removed Ammo Thumper at Right Torso.
  • UrbanMech UM-R61L - Added AC/20 at Right Arm / 2 x ER Small Laser at Left Arm. Removed 2 x ER S Laser BlazeFire at Left Arm / AC/20 Defiance at Right Arm.
  • UrbanMech UM-R63 - Added Small Laser at Left Arm. Removed Small Laser ExoStar at Left Arm.
  • UrbanMech UM-R68 - Removed Ammo MRM IMP at Right Torso.
  • UrbanMech UM-R71 - Added 4 x Flamer at Right Torso, Right Arm, Left Arm, Left Torso. Removed 4 x Flamer Hotshot at Right Torso, Right Arm, Left Arm, Left Torso.
  • UrbanMech UM-RCR - Added 2 x Ammo HMG at Right Arm. Removed Ammo HMG [AP] at Right Arm / Ammo HMG [HE] at Right Arm.
  • UrbanMech UM-SNK - Added Small Laser at Left Arm. Removed Small Laser ExoStar at Left Arm.
  • Urbiestator UMS-P00P - Added BC Convergence at Center Torso. Removed BC Headshot at Center Torso.
  • Urbiestator UMS-R2000
    • Added 4 x SRM-6 with 2 at Right Torso, 2 at Left Torso / 2 x LRM-20 at Right Torso, Left Torso.
    • Removed 4 x SRM-6 (Valiant) with 2 at Right Torso, 2 at Left Torso / 2 x LRM-20 (Delta) at Right Torso, Left Torso.
  • Urbiestator UMS-R2002 - Added 4 x LRM-20 with 2 at Right Torso, 2 at Left Torso. Removed 4 x LRM-20 (Delta) with 2 at Right Torso, 2 at Left Torso.
  • Uziel UZL-2S 'Jacob II' - Added Ammo AC/5 [INF] at Right Arm.
  • Uziel UZL-2S 'Jacob'
    • Added SRM-6 at Left Torso / 3 x Ammo RAC/5 with 2 at Right Torso, 1 at Left Torso / 2 x ER Small Laser at Right Torso, Left Torso.
    • Removed SRM-6 (Valiant) at Left Torso / Ammo RAC/5 [PRE] at Right Torso / Ammo RAC/5 Flak at Left Torso / Ammo RAC/5 [INC] at Right Torso / 2 x ER S Laser Diverse Optics at Right Torso, Left Torso.
  • Uziel UZL-4L - Added 2 x Small Laser at Right Torso, Left Torso. Removed 2 x Small Laser ExoStar at Right Torso, Left Torso.
  • Valkyrie II 'Sigrun' - Added 2 x ER Medium Laser at Right Torso, Left Torso. Removed 2 x ER M Laser Magna at Right Torso, Left Torso.
  • Valkyrie LAM - Added LRM-10 at Left Torso / ER Small Laser at Right Arm. Removed ER S Laser BlazeFire at Right Arm / LRM-10 (Zeus) at Left Torso.
  • Vanquisher VQR-2A - Added 2 x ER L Laser BlazeFire at Right Torso, Left Torso. Removed 2 x ER L Laser Blankenburg at Right Torso, Left Torso.
  • Vanquisher VQR-5V - Added 2 x ER L Laser BlazeFire at Right Arm, Left Arm. Removed 2 x ER L Laser Blankenburg at Right Arm, Left Arm.
  • Vanquisher VQR-7U - Added 2 x Flamer at Right Arm, Left Arm. Removed 2 x Flamer Hotshot at Right Arm, Left Arm.
  • Vanquisher VQR-7V - Added Ammo RAC/5 at Left Torso. Removed Ammo RAC/5 [PRE] at Left Torso.
  • Vanquisher VQR-7V 'Pravuil' - Added 2 x ER Medium Laser at Right Torso. Removed 2 x ER M Laser Magna at Right Torso.
  • Victor VTR-10B - Added Large Laser at Left Arm. Removed Large Laser Magna at Left Arm.
  • Victor VTR-9A 'Rudolph Chapman' - Added ER PPC at Left Arm. Removed ER PPC Magna at Left Arm.
  • Victor VTR-9B 'Li' - Added LRM-15 at Left Torso. Removed LRM-15 (LongFire) at Left Torso.
  • Victor VTR-9B 'Shoji' - Added SRM-4 at Left Torso. Removed SRM-4 (Valiant) at Left Torso.
  • Victor VTR-9SI 'Alexander Knight' - Added AC/20 at Right Arm / Small Laser at Right Torso. Removed AC/20 Imperator at Right Arm / Small Laser ExoStar at Right Torso.
  • Victor VTR-DS 'Dragon Slayer' - Added SRM-6 at Left Torso / Gauss Rifle Blackwell at Right Arm. Removed Gauss Rifle M7 at Right Arm / SRM-6 (Irian) at Left Torso.
  • Viking 'Bowman'
    • Changed drop cost modifier from x1.08 to x1.1.
    • Added hardpoint at Left Arm: Energy, hardpoint at Right Arm: Ballistic, hardpoint at Left Torso: Missile, hardpoint at Right Torso: Missile.
    • Set Unique flag.
  • Viking 'Northman'
    • Changed drop cost modifier from x1.16 to x1.18.
    • Added hardpoints at Right Arm: Energy, Missile, hardpoint at Right Torso: Ballistic, hardpoint at Left Arm: Energy, hardpoint at Center Torso: AntiPersonnel.
    • Set Unique flag.
  • Viking VKG-2F - Added 2 x LRM-15 at Right Torso, Left Torso / 2 x LRM-20 at Right Arm, Left Arm. Removed 2 x LRM-20 (LongFire) at Right Arm, Left Arm / 2 x LRM-15 (Zeus) at Right Torso, Left Torso.
  • Viking VKG-2G - Added Gauss Rifle Blackwell at Right Torso. Removed Gauss Rifle M7 at Right Torso.
  • Viking VKG-3A - Added 2 x Ammo ArrowIV HEAP at Right Torso / Ammo ArrowIV Homing at Right Torso. Removed Ammo ArrowIV at Right Torso / 2 x Ammo Arrow IV Guided at Right Torso.
  • Viking VKG-3X - Added 2 x Ammo ArrowIV HEAP at Right Leg, Left Leg. Removed 2 x Ammo Arrow IV Guided at Right Leg, Left Leg.
  • Vindicator 'Butcher' - Added 2 x SRM-6 at Right Torso, Left Torso / 2 x Flamer at Right Arm, Left Arm. Removed 2 x Flamer Hotshot at Right Arm, Left Arm / 2 x SRM-6 (Irian) at Right Torso, Left Torso.
  • Vindicator VND-1RR - Added LRM-5 at Left Torso. Removed LRM-5 (Zeus) at Left Torso.
  • Vindicator VND-2R - Added LRM-15 at Left Torso. Removed LRM-15 (Zeus) at Left Torso.
  • Vindicator VND-6L - Added 2 x Medium Laser at Left Torso. Removed 2 x Medium Laser ExoStar at Left Torso.
  • Vindicator VND-7L - Added LRM-5 at Left Torso. Removed LRM-5 (Delta) at Left Torso.
  • Vindicator VND-QS1 - Added FCS Headshot (fixed) at Head. Removed FCS Headshot at Head.
  • Viper C - Removed Ammo MG [AP] at Left Torso.
  • Viper VPR-M 'Medusa' - Changed unique mech duplicate replacement from Viper VP-1 to Viper Prime.
  • Vulcan VL-2T 'Timms' - Added Small Laser Diverse Optics at Left Torso / 3 x Flamer at Right Arm, Left Arm, Left Torso. Removed 3 x Flamer Hotshot at Right Arm, Left Arm, Left Torso / Small Laser Magna at Left Torso.
  • Vulcan VL-5ML 'Aladdin' - Added FCS Indirect at Head / Ammo Thermobolt 5 at Right Torso. Removed Ammo TBM 5 [HE] at Right Torso / FCS Indirect 2 at Head.
  • Vulture 'Scavanger' - Added Ammo MRM at Left Leg. Removed Ammo MRM IMP at Left Leg.
  • Vulture Gunship (HVAC/2) - Moved from Clan Invasion to Republic.
  • Vulture Mk II MDDII-OB - Added Ammo AC/2 [INF] at Right Arm.
  • Vulture Mk II MDDII-OD - Added 2 x ER Small Laser at Center Torso. Removed 2 x ER S Laser BlazeFire at Center Torso.
  • Vulture Mk II MDDII-OE - Added 2 x ER Small Laser at Center Torso. Removed 2 x ER S Laser BlazeFire at Center Torso.
  • Vulture Mk II MDDII-OP - Added Ammo LRM Swarm at Left Torso. Removed Ammo LRM Swarm-I at Left Torso.
  • Wannu WNU-OA - Added LRM-20 at Left Torso. Removed LRM-20 (Delta) at Left Torso.
  • Wannu WNU-OB - Added 4 x LRM-20 at Right Torso, Right Arm, Left Arm, Left Torso. Removed 4 x LRM-20 (Delta) at Right Torso, Right Arm, Left Arm, Left Torso.
  • Wannu WNU-OC - Added Small Laser at Head / 2 x ER Medium Laser at Right Arm, Left Arm. Removed Small Laser ExoStar at Head / 2 x ER M Laser Magna at Right Arm, Left Arm.
  • Warhammer WHD-10CT - Added BC Convergence at Left Torso. Removed BC Headshot at Left Torso.
  • Warhammer WHM-66
    • Added 2 x ER PPC at Right Arm, Left Arm / 2 x Ammo RAC/2 at Right Leg.
    • Removed Ammo RAC/2 [INC] at Right Leg / Ammo RAC/2 [Slug] at Right Leg / 2 x ER PPC Tiegart at Right Arm, Left Arm / Ammo RAC/2 [PRE] at Left Leg.
  • Warhammer WHM-6W - Added BC Convergence at Left Torso. Removed BC Headshot at Left Torso.
  • Warhammer WHM-6W3 - Added BC Convergence at Left Torso. Removed BC Headshot at Left Torso.
  • Warhammer WHM-6X
    • Changed Armor Left Torso 120 -> 130, Rear Left Torso 40 -> 45, Center Torso 185 -> 190, Rear Center Torso 50 -> 59, Right Torso 120 -> 130, Rear Right Torso 40 -> 45.
    • Added 2 x ER PPC at Right Arm, Left Arm / 2 x Medium Laser at Right Torso, Left Torso / Ammo MG [TRC] at Center Torso / Ammo MG at Center Torso.
    • Removed Ammo MG [Half] at Center Torso / 2 x Medium Laser Magna at Right Torso, Left Torso / 2 x ER PPC Tiegart at Right Arm, Left Arm.
  • Warhammer WHM-BW 'Black Widow' - Added SRM-6 at Right Torso. Removed SRM-6 (Irian) at Right Torso.
  • Warhawk P - Added Ammo LRM Swarm [Half] at Right Torso. Removed Ammo LRM Swarm-I [Half] at Right Torso.
  • Wasp LAM 'Rhabdomyolysis' - Changed drop cost modifier from x0.96 to x0.98. Added Ammo HMG at Left Torso. Set Unique flag. Removed Ammo HMG [AP] at Left Torso.
  • Waukheon LAM WKN-T74
    • Added 2 x MG Dual at Right Arm, Left Arm / Rangefinder + + at Head / Ammo MG [INC] at Left Torso / Ammo MG [TRC] at Left Torso / Ammo LRM [CLAN] at Left Torso.
    • Removed Cockpit Small Advanced at Head / 2 x MG Array Light at Right Arm, Left Arm / Ammo LMG at Left Torso / Ammo LMG [AP] at Left Torso.
  • Wolfman WVR-RFL - Added 2 x AC/5 at Right Arm, Left Arm. Removed 2 x AC/5 Imperator at Right Arm, Left Arm.
  • Wolverine 'BestMech' - Changed drop cost modifier from x0.81 to x0.83. Added hardpoint at Left Arm: AntiPersonnel, hardpoint at Right Arm: AntiPersonnel, hardpoint at Left Torso: Energy. Set Unique flag.
  • Wolverine 'Hunter Killer' - Added 2 x Medium Laser at Left Arm. Removed 2 x Medium Laser ExoStar at Left Arm.
  • Wolverine WVR-6R 'Renata' - Added Medium Laser at Head / AC/5 at Right Arm. Removed AC/5 Defiance at Right Arm / Medium Laser Magna at Head.
  • Wolverine WVR-7M 'Victor' - Added SRM-6 at Left Torso / Medium Laser at Right Torso. Removed SRM-6 (Irian) at Left Torso / Medium Laser Magna at Right Torso.
  • Wolverine WVR-8D - Added BC Convergence at Right Torso. Removed BC Headshot at Right Torso.
  • Wyvern IIC - Added Ammo MG at Left Torso. Removed Ammo MG [AP] at Left Torso.
  • Wyvern IIC 2 - Added Ammo LMG at Left Torso. Removed Ammo LMG [AP] at Left Torso.
  • Yeoman YMN-6D - Added Ammo Thermobolt 5 at Left Torso. Removed 2 x Ammo TBM 5 [HE] at Right Torso, Left Torso.
  • Yeoman YMN-6K - Added 2 x Ammo MRM at Right Torso, Left Torso. Removed 2 x Ammo MRM IMP at Right Torso, Left Torso.
  • Yeoman YMN-LSD - Added 2 x SRM-6 at Right Arm, Left Arm / 2 x SRM-4 at Right Arm, Left Arm. Removed 2 x SRM-6 (Valiant) at Right Arm, Left Arm / 2 x SRM-4 (Irian) at Right Arm, Left Arm.
  • Yu Huang Y-H11G - Added 2 x Medium Laser at Left Arm. Removed 2 x Medium Laser ExoStar at Left Arm.
  • Yu Huang Y-H9G - Added 2 x Medium Laser at Left Arm / LRM-10 at Center Torso. Removed 2 x Medium Laser ExoStar at Left Arm / LRM-10 (LongFire) at Center Torso / Ammo LBX/20 HE at Right Torso.
  • Yu Huang Y-H9GB - Added 3 x Medium Laser at Left Arm / LRM-10 at Center Torso / Large Laser at Left Arm. Removed Large Laser ExoStar at Left Arm / LRM-10 (Zeus) at Center Torso / 3 x Medium Laser ExoStar at Left Arm.
  • Zeus 'Leonidas' - Added Gauss Rifle Blackwell at Left Arm / LRM-20 at Right Arm. Removed Gauss Rifle M7 at Left Arm / LRM-20 (Zeus) at Right Arm.
  • Zeus 'Skokomish' - Added 2 x LRM-10 at Left Torso / PPC Ceres Smasher at Left Torso. Removed 2 x LRM-10 (Zeus) at Left Torso / PPC Defiance at Left Torso.
  • Zeus ZEU-6A - Added 3 x SRM-6 at Right Arm / Large Laser at Left Torso. Removed 3 x SRM-6 (Irian) at Right Arm / Large Laser Magna at Left Torso.
  • Zeus ZEU-9S - Added LRM-15 at Right Arm. Removed LRM-15 (Zeus) at Right Arm.
  • Zeus ZEU-9S-DC - Added LRM-15 at Right Arm. Removed LRM-15 (Zeus) at Right Arm.
  • Zeus ZEU-9S2 - Added 2 x LRM-15 at Right Arm. Removed 2 x LRM-15 (Zeus) at Right Arm.
  • Zeus ZEU-9T - Added LRM-15 at Right Arm. Removed LRM-15 (Zeus) at Right Arm.
  • Zeus-X ZEU-9WD 'Stacy' - Added 2 x ER Medium Laser at Right Torso, Left Torso. Removed 2 x ER M Laser Magna at Right Torso, Left Torso.
  • Zeus-X ZEU-X - Removed Ammo MRM IMP at Right Arm.
  • Zeus-X ZEU-X2 - Added ER PPC at Left Arm / Ammo MRM at Right Torso. Removed ER PPC Magna at Left Arm / Ammo MRM IMP at Right Torso.
  • Zeus-X ZEU-X3
    • Changed Armor Rear Left Torso 85 -> 70, Rear Center Torso 125 -> 115, Rear Right Torso 85 -> 70.
    • Added ER PPC at Right Arm / 4 x ER Medium Laser at Left Arm.
    • Removed ER PPC Magna at Right Arm / 2 x Heat Sink Double at Right Torso, Left Torso / 4 x ER M Laser Magna at Left Arm / Jump Jet-I (H) at Center Torso.
  • Zeus-X ZEU-X4 - Added ER L Laser BlazeFire at Left Torso / LRM-20 at Right Arm. Removed LRM-20 (Zeus) at Right Arm / ER L Laser Blankenburg at Left Torso.
  • Zeus-X ZEU-XP - Added Ammo LRM Swarm at Right Arm. Removed Ammo LRM Swarm-I at Right Arm.
  • Zeus-X ZEU-XR - Added Ammo LBX/10 SLUG at Left Arm / Ammo MRM at Right Arm / Ammo LBX/10 CLUSTER at Left Arm. Removed 2 x Ammo LBX/10 HE at Left Arm / Ammo MRM IMP at Right Arm.

  • Gùn GN-SQD - Removed Ammo TBM 10 [HE] at Right Torso.

  • Minotaur 'MortarTaur' - Changed drop cost modifier from x0.99 to x1.01. Set Unique flag.
  • Sprite 'Pixel' - Changed drop cost modifier from x1.05 to x1.07. Set Unique flag.

  • 'Black Jacket' YJ-420 - Changed firing arc from 50° to 60°.
  • 'Black Jacket' YJ-69 - Changed firing arc from 50° to 60°.
  • 'Black Jacket' YJ-OwO - Changed firing arc from 50° to 60°.
  • 'Black Jacket' YJ-UwU - Changed firing arc from 50° to 60°.
  • 'Freebooter' HCV F - Removed Firing Ports at Rear.
  • 'Freebooter' HCV G - Removed Firing Ports at Rear.
  • 'Palacorn' - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • 'Rip-Off' - Changed firing arc from 50° to 60°.
  • 'Thumolisher' - Added 2 x Ammo Thumper Copperhead at Rear. Removed 2 x Ammo Thumper at Rear.
  • 35 ton Gunship - Changed firing arc from 50° to 60°.
  • 40 ton Gunship - Changed firing arc from 50° to 60°.
  • 55 ton Gunship - Changed firing arc from 50° to 60°.
  • A-11 Lightning Bolt - Changed firing arc from 50° to 60°.
  • A-11 Lightning Bolt (WP) - Changed firing arc from 50° to 60°.
  • AC/10 Carrier - Changed firing arc from 50° to 60°. Added Ammo AC/10 [INF] at Rear.
  • AC/2 Carrier - Changed firing arc from 50° to 60°.
  • AC/20 Carrier - Changed firing arc from 50° to 60°.
  • AC/20 Carrier (F) - Changed firing arc from 50° to 60°.
  • ATM/LRM Carrier (C) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • AWACS - Changed firing arc from 50° to 60°. Added LRM-5 at Front. Removed LRM-5 (LongFire) at Front.
  • Aeron Hunter - Changed firing arc from 50° to 60°. Added FCS Energy Accuracy at Front. Removed BC Energy at Front / BC Long Range at Front / FCS Adv TC at Front.
  • Aeron Recon - Changed firing arc from 50° to 60°.
  • Aeron Skirmish - Changed firing arc from 50° to 60°.
  • Aeron Striker - Changed firing arc from 50° to 60°.
  • Ajax A - Removed 3 x Ammo RAC/5 [PRE] at Rear / Ammo RAC/5 Flak at Rear.
  • Ajax B
    • Added 3 x LRM-15 at Turret / 3 x Ammo LRM Artemis at Left Side.
    • Removed 3 x Ammo LRM Swarm-I at Left Side / 3 x LRM-15 (Delta) at Turret / Ammo LRM Chaff [HALF] at Rear / Ammo LRM Artemis [Half] at Right Side.
  • Ajax D - Added Ammo ArrowIV HEAP at Rear / 2 x ER Medium Laser at Turret. Removed 2 x ER M Laser Magna at Turret / Ammo Arrow IV Guided at Rear.
  • Alacorn Mk.I - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Alacorn Mk.II - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Alacorn Mk.III - Added FCS Vehicle Std at Front / 2 x Ammo AC/10 [INF] at Rear. Removed FCS Vehicle Std. 2 at Front.
  • Alacorn Mk.IV - Added 3 x AC/20 at Turret / FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front / 3 x AC/20 Defiance at Turret.
  • Alacorn Mk.VII - Changed firing arc from 50° to 60°.
  • Alke C MBT - Added Ammo ArrowIV Homing at Front.
  • Alsvin APC - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Ammunition Transport - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Anhur Trans. (BA) - Changed firing arc from 50° to 60°.
  • Anhur Trans. (BA2) - Changed firing arc from 50° to 60°.
  • Anhur Trans. (Rev) - Changed firing arc from 50° to 60°.
  • Arbalest ABL-110 - Removed Monolithic at Rear.
  • Arrow Assault Vehicle - Added FCS Vehicle Std at Front / Ammo ArrowIV HEAP at Rear. Removed FCS Vehicle Std. 2 at Front / Ammo Arrow IV Guided at Rear.
  • Arrow IV Carrier - Changed firing arc from 50° to 60°. Added Ammo ArrowIV Homing at Right Side.
  • Arvkr APC - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Asshur Recon - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Asshur Recon (AC/8) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Atropos HCV - Changed firing arc from 50° to 60°.
  • Autogun Techie (L) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Autogun Techie (M) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Autogun Techie (S) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Axel 'Rose' - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Badger C-A - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Badger C-B - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Badger C-C - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Badger C-D - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Badger C-E - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Badger C-F - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Badger F - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Badger G - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Badger Prime - Added SRM-2 at Front. Removed SRM-2 (Irian) at Front.
  • Badger Prime (C) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Bailey Armoured Car - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Balac (RISC) - Changed firing arc from 50° to 60°.
  • Balac (RISC-M) - Changed firing arc from 50° to 60°.
  • Balac (WoB) - Changed firing arc from 50° to 60°. Removed Ammo TBM 5 [HE] at Rear.
  • Balac - Spotter - Changed firing arc from 50° to 60°.
  • Balac - Striker - Changed firing arc from 50° to 60°.
  • Balac - Striker H - Changed firing arc from 50° to 60°.
  • Balac - Support - Changed firing arc from 50° to 60°.
  • Ballista C3i SPG - Added Ammo Sniper Copperhead at Rear.
  • Bandit 'Warthog' - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Bandit HCV A - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front / Firing Ports at Rear.
  • Bandit HCV B - Removed Firing Ports at Rear.
  • Bandit HCV C - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front / Firing Ports at Rear.
  • Bandit HCV C-A - Removed Firing Ports at Rear.
  • Bandit HCV C-B - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front / Firing Ports at Rear.
  • Bandit HCV C-C - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front / Firing Ports at Rear.
  • Bandit HCV C-D - Removed Firing Ports at Rear.
  • Bandit HCV C-E - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front / Firing Ports at Rear.
  • Bandit HCV C-F - Removed Firing Ports at Rear.
  • Bandit HCV C-G - Removed Firing Ports at Rear.
  • Bandit HCV C-H - Removed Firing Ports at Rear.
  • Bandit HCV C-I - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front / Firing Ports at Rear.
  • Bandit HCV C-Z - Removed Firing Ports at Rear.
  • Bandit HCV D - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front / Firing Ports at Rear.
  • Bandit HCV E - Removed Firing Ports at Rear.
  • Bandit HCV F - Removed Firing Ports at Rear.
  • Bandit HCV G - Removed Firing Ports at Rear.
  • Bandit HCV H - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front / Firing Ports at Rear.
  • Bandit HCV I - Removed Firing Ports at Rear.
  • Bandit Mk.2 HCV - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Bandit Prime - Removed Firing Ports at Rear.
  • Bandit Prime (C) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front / Firing Ports at Rear.
  • Baras OA MBT - Added FCS Indirect at Front / 2 x Ammo Long Tom Copperhead at Rear. Removed FCS Indirect 2 at Front.
  • Baras OC MBT - Added FCS Missile Accuracy at Front. Removed FCS Artemis III at Front.
  • Baras OD MBT - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Baras OE MBT - Added Ammo AC/2 [INF] at Rear.
  • Bardiche ST - Added Ammo LRM Swarm [Half] at Rear. Removed Ammo LRM Swarm-I [Half] at Rear.
  • Battle Bus - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Beagle Hover Scout - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Beagle Scout (C3i) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Beagle Scout (LRRP) - Changed firing arc from 50° to 60°.
  • Beagle Scout (TAG) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Bearcat Amphibious APC - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Behemoth BHT-A1-F - Added 2 x AC/10 at Turret. Removed 2 x AC/10 Defiance at Turret.
  • Behemoth BHT-A2D - Added 4 x SRM-2 with 1 at Left Side, 1 at Right Side, 2 at Front. Removed 4 x SRM-2 (Valiant) with 1 at Left Side, 1 at Right Side, 2 at Front.
  • Behemoth BHT-UA - Added 4 x LRM-5 at Front. Removed 4 x LRM-5 (Delta) at Front.
  • Behemoth II BHT-2A1 - Added 2 x Ammo Thermobolt 5 at Right Side. Removed 2 x Ammo TBM 5 [HE] at Right Side.
  • Behemoth II BHT-2C - Added FCS Vehicle Std at Front / LRM-15 at Turret / Ammo Thermobolt 15 at Right Side. Removed LRM-15 (Delta) at Turret / FCS Vehicle Std. 2 at Front / Ammo TBM 15 [HE] at Right Side.
  • Behemoth II BHT-2S - Added ER L Laser BlazeFire at Turret / 2 x LRM-20 at Turret. Removed 2 x LRM-20 (Zeus) at Turret / ER L Laser Blankenburg at Turret.
  • Black Blizzard - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Blizzard (SRM) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front / Firing Ports at Rear.
  • Blizzard Transport - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front / Firing Ports at Rear.
  • Bolla C - Added Ammo AC/5 [INF] at Rear.
  • Bolla I - Removed Ammo MRM IMP at Front.
  • Bolla Primary - Removed 2 x Ammo RAC/5 [PRE] at Front.
  • Bolla Primary* - Removed 2 x Ammo RAC/5 [PRE] at Rear.
  • Boombox - Changed firing arc from 50° to 60°. Added Ammo AC/20 [INF] at Rear.
  • Bradford M2 IFV - Added Aphrodite Attachment at Turret / Ammo Thermobolt 15 at Rear. Removed Ammo TBM 15 Feint at Left Side / Ammo TBM 15 [HE] at Rear.
  • Bradford M2A IFV - Added Aphrodite Attachment at Turret / Ammo Thermobolt 15 at Rear. Removed Ammo TBM 15 Feint at Right Side / Ammo TBM 15 [HE] at Rear.
  • Bradford M2A1 IFV - Added Aphrodite Attachment at Turret / Ammo Thermobolt 15 at Rear. Removed Ammo TBM 15 Feint at Right Side / Ammo TBM 15 [HE] at Rear.
  • Bradford M2A2 IFV - Added Aphrodite Attachment at Turret / Ammo Thermobolt 15 at Rear. Removed Ammo TBM 15 Feint at Right Side / Ammo TBM 15 [HE] at Rear.
  • Browning Mobile HQ - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Brunel Dump Truck - Changed firing arc from 50° to 60°.
  • Brunel LR'ump Truck - Changed firing arc from 50° to 60°.
  • Brutus ATB-75B
    • Changed Armor Front 280 -> 245, Turret 190 -> 220, Rear 170 -> 155.
    • Added LRM-20 at Turret / 2 x Ammo LRM at Rear / Main Battle Tank at Rear / Ammo LRM DF at Rear / Engine Core 225 at Rear / Engine at Rear.
    • Removed Ammo LRM DF [Half] at Rear / Variable Range Targeting at Rear / Engine Core 300 at Rear / 2 x Ammo LRM Artemis at Rear / Engine XL at Rear / Artemis IV Attachment at Turret / LRM-20 (Delta) at Turret.
  • Brutus ATB-75L - Added LRM-20 at Turret / Main Battle Tank at Rear. Removed Variable Range Targeting at Rear / LRM-20 (Delta) at Turret.
  • Brutus ATB-75fr - Added Main Battle Tank at Rear. Removed Variable Range Targeting at Rear.
  • Brutus ATB-75hp - Added Main Battle Tank at Rear. Removed Variable Range Targeting at Rear.
  • Brutus ATB-75ms - Added 2 x LRM-20 at Turret / Main Battle Tank at Rear. Removed 2 x LRM-20 (LongFire) at Turret / Variable Range Targeting at Rear.
  • Brutus ATB-75pc - Added 2 x SRM-6 at Front / Main Battle Tank at Rear / SRM-2 at Front. Removed SRM-2 (Irian) at Front / 2 x SRM-6 (Irian) at Front / Variable Range Targeting at Rear.
  • Brutus ATB-75px - Added Main Battle Tank at Rear / 4 x SRM-2 at Front. Removed 4 x SRM-2 (Irian) at Front / Variable Range Targeting at Rear.
  • Brutus S7 - Added Main Battle Tank at Rear. Removed Variable Range Targeting at Rear.
  • Bulldog BMT-QS1 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Bulldog BMT-QS2 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Bulldog BMT-QS3 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Bulldog BMT-QS4 - Added 2 x Ammo AC/10 [INF] at Rear.
  • Bullfinch - Changed firing arc from 50° to 60°.
  • Burke II - Removed Monolithic at Rear.
  • Burro II CT - Changed firing arc from 50° to 60°.
  • Buzzard HVT - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Carabidae CBD-1 - Changed firing arc from 50° to 60°.
  • Carabidae CBD-1-Z - Changed firing arc from 50° to 60°.
  • Carabidae CBD-2 - Changed firing arc from 50° to 60°.
  • Carabidae CBD-2-Z - Changed firing arc from 50° to 60°.
  • Carabidae CBD-3 - Changed firing arc from 50° to 60°.
  • Carabidae CBD-4 - Changed firing arc from 50° to 60°.
  • Cargo Truck - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Cascatelle - Changed firing arc from 50° to 60°.
  • Cascatelle AR-RR - Changed firing arc from 50° to 60°.
  • Cascatelle AR-RR-RR - Changed firing arc from 50° to 60°.
  • Cascatelle BR-RT - Changed firing arc from 50° to 60°.
  • Cascatelle HV-GS - Changed firing arc from 50° to 60°.
  • Cascatelle HV-GS-BM - Changed firing arc from 50° to 60°.
  • Cascatelle LR-MI - Changed firing arc from 50° to 60°. Added FCS Missile Accuracy at Front. Removed FCS Artemis III at Front.
  • Cascatelle LR-MI-PX - Changed firing arc from 50° to 60°. Added FCS Missile Accuracy at Front. Removed FCS Artemis III at Front.
  • Cascatelle LT-RT - Changed firing arc from 50° to 60°. Added hardpoint at Rear: AntiPersonnel. Removed .
  • Cascatelle ML-RS - Changed firing arc from 50° to 60°.
  • Cascatelle PL-ML - Changed firing arc from 50° to 60°.
  • Cascatelle PL-ML-HL - Changed firing arc from 50° to 60°.
  • Cascatelle PR-RK - Changed firing arc from 50° to 60°.
  • Cascatelle RS-KK - Changed firing arc from 50° to 60°.
  • Cascatelle TB-ML - Changed firing arc from 50° to 60°. Added 2 x LRM-5 at Front. Removed 2 x LRM-5 (Delta) at Front.
  • Cascatelle WT-FB - Changed firing arc from 50° to 60°. Added 2 x Medium Laser at Front. Removed 2 x Medium Laser ExoStar at Front.
  • Cascatelle WT-FB-RM - Changed firing arc from 50° to 60°. Added 2 x Medium Laser at Front. Removed 2 x Medium Laser ExoStar at Front.
  • Cavalry AH1-BA - Changed firing arc from 50° to 60°.
  • Cavalry AH1-CAV - Changed firing arc from 50° to 60°.
  • Cavalry AH1-LRM - Changed firing arc from 50° to 60°.
  • Cavalry AH1-MRM - Changed firing arc from 50° to 60°. Added Ammo MRM [Half] at Rear. Removed Ammo MRM Imp [Half] at Rear.
  • Cavalry AH1-SRM - Changed firing arc from 50° to 60°.
  • Cavalry AH1-TAG - Changed firing arc from 50° to 60°.
  • Cavalry AH1-YAR - Changed firing arc from 50° to 60°.
  • Centaurus IFV - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Centipede Scout Car (SRM) - Added 6 x SRM-2 at Front. Removed 6 x SRM-2 (Valiant) at Front.
  • Cestrus HVT - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Challenger XI CCV - Added BC Convergence at Front. Removed BC Headshot at Front.
  • Challenger XII MBT - Removed Ammo RAC/2 [AP] at Rear.
  • Challenger XVc MBT - Removed Ammo TBM 15 [HE] at Front.
  • Chaparral CHAP-MA - Added Ammo ArrowIV HEAP at Front. Removed Ammo Arrow IV Guided at Front.
  • Chaparral CHAP-MA/fE - Added Ammo ArrowIV HEAP at Front / Ammo ArrowIV Homing at Front. Removed Ammo Arrow IV Guided at Front.
  • Chaparral CHAP-MA/fM - Added Ammo ArrowIV HEAP at Rear. Removed Ammo Arrow IV Guided at Rear.
  • Chaparral CHAP-MA/fS - Added Ammo ArrowIV HEAP at Rear. Removed Ammo Arrow IV Guided at Rear.
  • Chaparral CHAP-MAC - Added Ammo ArrowIV HEAP at Front. Removed Ammo Arrow IV Guided at Front.
  • Chasseur CSR-200 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Chevalier (MML) - Added Ammo LRM Swarm [Half] at Front. Removed Ammo LRM Swarm-I [Half] at Front.
  • Chrysaor HVT - Added 3 x SRM-6 at Turret / FCS Vehicle Std at Front / 3 x Medium Laser at Turret. Removed 3 x SRM-6 (Valiant) at Turret / FCS Vehicle Std. 2 at Front / 3 x Medium Laser Magna at Turret.
  • Cloud Buster CB-AA-A5 - Added Ammo AC/5 [INF] at Rear.
  • Cloud Buster CB-AA-CL2 - Added BC Range at Front. Removed BC AA Targeting at Front.
  • Cloud Buster CB-AA-CL5 - Added BC Range at Front. Removed BC AA Targeting at Front.
  • Cloud Buster CB-AA-CU5 - Added BC Range at Front. Removed BC AA Targeting at Front.
  • Cobra ARV - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Cobra Bomber VTOL - Changed firing arc from 50° to 60°.
  • Cobra Combat VTOL - Changed firing arc from 50° to 60°.
  • Cobra Command VTOL - Changed firing arc from 50° to 60°.
  • Cobra II ARV - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Cobra Transport (Orig.) - Changed firing arc from 50° to 60°.
  • Cobra Transport VTOL - Changed firing arc from 50° to 60°.
  • Cobra Transport VTOL (EC) - Changed firing arc from 50° to 60°.
  • Command Van (F) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Command Van (I) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Condor CND-CVL - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Condor CND-P3W - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Condor CND-REL - Added Ferro-Fibrous at Rear. Removed Armor at Rear / Ammo AC/5 [AP] at Rear / Ammo AC/5 at Rear / Light AC/5 at Turret, hardpoint at Turret: Ballistic.
  • Condor CND-U61 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Coolant Truck 135-K - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Coolant Truck 135-KH - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Coolant Truck 135-KT - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Copperhead CH-1 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Copperhead CH-2 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Copperhead CH-3 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Copperhead CH-II-1 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Copperhead CH-II-3 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Cornerstone CTD-150 - Added ER L Laser BlazeFire at Turret. Removed ER L Laser Blankenburg at Turret.
  • Cornerstone CTD-151 - Added ER L Laser BlazeFire at Turret. Removed ER L Laser Blankenburg at Turret.
  • Crow Scout VTOL - Changed firing arc from 50° to 60°.
  • Crow Scout VTOL (C3) - Changed firing arc from 50° to 60°.
  • Crow Scout VTOL (Ex) - Changed firing arc from 50° to 60°.
  • Cyrano 'Fury' - Changed firing arc from 50° to 60°.
  • Cyrano Gunship - Changed firing arc from 50° to 60°.
  • Cyrano Plasma - Changed firing arc from 50° to 60°.
  • Cyrano Skirmisher - Changed firing arc from 50° to 60°.
  • DI Morgan FST-LRM - Added FCS Vehicle Std at Front. Removed 2 x Ammo LRM Swarm-I at Rear / FCS Vehicle Std. 2 at Front.
  • Daimyo MHQ-67K - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Daimyo MHQ-67K2 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Dauntless 0E - Removed Ammo RAC/5 Flak at Rear.
  • Decurion APC - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front / Firing Ports at Rear.
  • Decurion CAV - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Decurion MK.II - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Decurion MK.II APC - Removed Firing Ports at Rear.
  • Demolisher - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Demolisher (GR) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Demolisher (LBX) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Demolisher (MG) - Added Ammo AC/20 [INF] at Rear.
  • Demolisher (MRM) - Removed Ammo MRM IMP at Rear.
  • Demolisher (RAC) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Demolisher (SPG) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Demolisher (Upgrade) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Demolisher 2000 - Removed Monolithic at Rear.
  • Demolisher FSV - Added Ammo ArrowIV Homing at Left Side.
  • Demolisher S7 - Added BC Convergence at Front. Removed BC Headshot at Front.
  • Demon 'Horned' - Added Gauss Rifle Blackwell at Turret / 4 x Medium Laser at Front. Removed 4 x Medium Laser ExoStar at Front / Gauss Rifle M7 at Turret.
  • Demon (HGR) - Added 2 x ER Medium Laser at Left Side, Right Side. Removed 2 x ER M Laser Magna at Left Side, Right Side.
  • Demon CX-2* - Changed firing arc from 50° to 60°.
  • Demon MBT - Added Gauss Rifle Blackwell at Turret. Removed Gauss Rifle M7 at Turret.
  • Devastator DVE-6L-M1 - Added 4 x ER Small Laser at Turret / Ammo AC/20 [INF] at Rear. Removed 4 x ER S Laser Diverse Optics at Turret.
  • Donar 'Pulsar' - Changed firing arc from 50° to 60°.
  • Donar CAS - Changed firing arc from 50° to 60°.
  • Donar CAS (Bomber) - Changed firing arc from 50° to 60°.
  • Donar Gunship - Changed firing arc from 50° to 60°.
  • Donar Gunship (S) - Changed firing arc from 50° to 60°.
  • Donar Nova 1 - Changed firing arc from 50° to 60°.
  • Donar Nova 2 - Changed firing arc from 50° to 60°.
  • Donar Recon - Changed firing arc from 50° to 60°.
  • Dragonfly VTOL - Changed firing arc from 50° to 60°.
  • Dragonfly VTOL (NARC) - Changed firing arc from 50° to 60°.
  • Dragoon (RISC) - Changed firing arc from 50° to 60°.
  • Dragoon Attack VTOL - Changed firing arc from 50° to 60°.
  • Drillson (Sealed) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Durga VTOL - Changed firing arc from 50° to 60°.
  • Duster AAT - Added FCS Vehicle Std at Front / Ammo AC/2 [INF] at Rear. Removed FCS Vehicle Std. 2 at Front.
  • Duster II AAT - Added FCS Vehicle Std at Front / Ammo AC/2 [INF] at Rear. Removed FCS Vehicle Std. 2 at Front.
  • ER-LRM Carrier - Added FCS Indirect at Front. Removed FCS Indirect 2 at Front.
  • Eh Two Brutay? - Added 2 x Heat Sink at Left Side, Right Side.
  • Eldingar 'HumHov' - Removed Firing Ports at Rear.
  • Eldingar HIFV - Removed Firing Ports at Rear.
  • En-LRM Carrier - Changed firing arc from 50° to 60°.
  • Enyo Strike Tank - Added Ammo MG at Rear. Removed Ammo MG [HE] at Rear.
  • Enyo XR - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Epona Prime - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Eris APC - Removed Firing Ports at Rear.
  • Estevez AA - Added 2 x AC/2 at Turret. Removed 2 x AC/2 Defiance at Turret.
  • Estevez II SPG - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Eurus MBT (Alpha) - Added BC Convergence at Front. Removed BC Headshot at Front.
  • Eurus MBT (Beta) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Eurus MBT (Ceta) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Eurus MBT (Delta) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Eurus MBT (Eta) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Eurus MBT (Prime) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Falcon HVT - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Ferret 'Catsnake' - Changed firing arc from 50° to 60°. Added 2 x Ammo MG at Rear. Removed Ammo MG [AP] at Rear / Ammo MG [HE] at Rear.
  • Ferret 'Polecat' - Changed firing arc from 50° to 60°.
  • Ferret 'The Dook' - Changed firing arc from 50° to 60°. Added 2 x Small Laser Diverse Optics at Front / 2 x Medium Pulse Laser at Front. Removed 2 x Small Laser Magna at Front / 2 x Medium Pulse Laser Magna at Front.
  • Ferret 'Wardancer' - Changed firing arc from 50° to 60°.
  • Ferret 'Wild Weasel' - Changed firing arc from 50° to 60°.
  • Ferret (ML) - Changed firing arc from 50° to 60°.
  • Ferret (RISC) - Changed firing arc from 50° to 60°.
  • Ferret (TAG) - Changed firing arc from 50° to 60°.
  • Ferret (WoB) - Changed firing arc from 50° to 60°.
  • Ferret VTOL - Changed firing arc from 50° to 60°.
  • Firetruck (Acid) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Firetruck (Inferno) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Firetruck (Paint) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Firewyrm (Scout) - Changed firing arc from 50° to 60°.
  • Firewyrm Gunship - Changed firing arc from 50° to 60°.
  • Firewyrm LRM - Changed firing arc from 50° to 60°.
  • Firewyrm LRM (Scout) - Changed firing arc from 50° to 60°.
  • Firewyrm Plasma - Changed firing arc from 50° to 60°.
  • Firewyrm Streak - Changed firing arc from 50° to 60°.
  • Firewyrm Streak (Scout) - Changed firing arc from 50° to 60°.
  • Firewyrm Vanguard - Changed firing arc from 50° to 60°.
  • Flamer Technical (S) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Flintlock (3059) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Flintlock (AC/5) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Flintlock (ICE) - Added FCS Vehicle Std at Front / Ammo AC/2 [INF] at Rear. Removed FCS Vehicle Std. 2 at Front.
  • Flintlock HCV - Added FCS Vehicle Std at Front / 2 x AC/2 at Turret. Removed FCS Vehicle Std. 2 at Front / 2 x AC/2 Defiance at Turret.
  • Fortune AVW (TBM) - Added Ammo Thermobolt 15 at Right Side. Removed Ammo TBM 15 [HE] at Right Side.
  • Fujin 0 - Changed firing arc from 50° to 60°.
  • Fujin 0 (Heavy) - Changed firing arc from 50° to 60°.
  • Fujin 0A - Changed firing arc from 50° to 60°.
  • Fujin 0A (Heavy) - Changed firing arc from 50° to 60°.
  • Fujin 0B - Changed firing arc from 50° to 60°.
  • Fujin 0B (Heavy) - Changed firing arc from 50° to 60°.
  • Fujin 0C - Changed firing arc from 50° to 60°.
  • Fujin 0C (Heavy) - Changed firing arc from 50° to 60°.
  • Fujin 0D - Changed firing arc from 50° to 60°.
  • Fujin 0D (Heavy) - Changed firing arc from 50° to 60°.
  • Fujin 0E - Changed firing arc from 50° to 60°.
  • Fujin 0E (Heavy) - Changed firing arc from 50° to 60°.
  • Fujin 0F - Changed firing arc from 50° to 60°.
  • Fujin 0F (Heavy) - Changed firing arc from 50° to 60°.
  • Fujin 0G - Changed firing arc from 50° to 60°.
  • Fujin 0G (Heavy) - Changed firing arc from 50° to 60°.
  • Fulcrum I - Added LRM-10 at Turret. Removed LRM-10 (Zeus) at Turret.
  • Fulcrum II - Added SRM-6 at Turret / LRM-10 at Turret / Ammo LRM Swarm at Rear. Removed Ammo LRM Swarm-I at Rear / SRM-6 (Irian) at Turret / LRM-10 (Delta) at Turret.
  • Fury FCT-C3 - Added Gauss Rifle Blackwell at Turret. Removed Gauss Rifle M7 at Turret.
  • Fury FCT-C3M - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Fury FCT-III - Added Gauss Rifle Blackwell at Turret. Removed Gauss Rifle M7 at Turret.
  • Fury FCT-III/M - Added Gauss Rifle Blackwell at Turret. Removed Ammo RAC/5 Flak at Rear / Gauss Rifle M7 at Turret.
  • Fury FCT-N400X - Added Gauss Rifle Blackwell at Turret / FCS Vehicle Std at Front. Removed Gauss Rifle M7 at Turret / FCS Vehicle Std. 2 at Front.
  • Gabriel RHV - Added FCS Vehicle Std at Front / Medium Laser at Turret. Removed Medium Laser ExoStar at Turret / FCS Vehicle Std. 2 at Front.
  • Gabriel RHV (ERSL) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Gabriel RHV (TDF) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Gallant (2574) - Added LRM-10 at Front / SRM-2 at Turret. Removed SRM-2 (Irian) at Turret / LRM-10 (Delta) at Front.
  • Gallant (3051) - Added LRM-10 at Front. Removed LRM-10 (Delta) at Front.
  • Gallant (3065) - Added ER PPC at Turret / LRM-20 at Front / Heat Sink at Rear. Removed ER PPC Magna at Turret / LRM-20 (Delta) at Front.
  • Galleon GAL-100 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Galleon GAL-100P - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Galleon GAL-101 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Galleon GAL-102 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Galleon GAL-103 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Galleon GAL-106 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Galleon GAL-106M - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Galleon GAL-200R - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Galleon GAL-201 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Galleon GAL-202 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Galleon GAL-300 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Galleon GAL-350 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Galleon Maxwell - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Giggins APC - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Giggins APC (FS) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Gladius Mk.1 - Changed firing arc from 50° to 60°.
  • Gladius Mk.2 - Changed firing arc from 50° to 60°.
  • Gladius Mk.3 - Changed firing arc from 50° to 60°.
  • Goblin (MG) - Added 2 x Ammo MG at Left Side, Right Side. Removed Ammo MG [AP] at Right Side / Ammo MG [HE] at Left Side.
  • Goblin HEV - Added SRM-6 at Turret. Removed SRM-6 (Valiant) at Turret.
  • Goblin II ISV - Added SRM-6 at Turret / LRM-10 at Turret. Removed SRM-6 (Valiant) at Turret / LRM-10 (Delta) at Turret.
  • Goblin ISV - Added SRM-6 at Turret. Removed SRM-6 (Valiant) at Turret.
  • Goblin-X - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Greater Demon - Added Ammo Long Tom Copperhead at Rear.
  • Gremlin 0 - Added 4 x Ammo RAC/5 at Rear. Removed Ammo RAC/5 [PRE] at Rear / Ammo RAC/5 Flak at Rear / Ammo RAC/5 [AP] at Rear / Ammo RAC/5 [INC] at Rear.
  • Guardian CDT - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Gullfaxi 0M - Added Ammo Sniper Copperhead at Rear.
  • Gulltoppr OmniMonitor - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Gulltoppr Prime - Added 2 x Gauss Rifle Blackwell at Turret. Removed 2 x Gauss Rifle M7 at Turret.
  • Gun Technical (M) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Gun Technical (S) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • HVAC/2 Carrier - Changed firing arc from 50° to 60°.
  • HVAC/20 Carrier - Changed firing arc from 50° to 60°.
  • Hadur FSV - Added 4 x Ammo ArrowIV HEAP at Rear. Removed 4 x Ammo Arrow IV Guided at Rear.
  • Hadur FSV (S) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Hailstorm FST - Added FCS Indirect at Front. Removed FCS Indirect 2 at Front.
  • Harasser 'Mini-Peggy' - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Harasser 'Twins' - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Harasser (2811) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Harasser (2815) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Harasser (2821) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Harasser (2851) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Harasser (2957) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Harasser (3088) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Harasser (3089) - Added Ammo Thermobolt 5 at Front. Removed Ammo TBM 5 [HE] at Front.
  • Harasser (Laser+) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Harasser (Marian) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Harasser (Narc) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Harris Hawk HH-V1 - Changed firing arc from 50° to 60°.
  • Harris Hawk HH-V2 - Changed firing arc from 50° to 60°.
  • Hawk Moth (LG) - Changed firing arc from 50° to 60°.
  • Hawk Moth (S) - Changed firing arc from 50° to 60°.
  • Hawk Moth (TBM) - Changed firing arc from 50° to 60°.
  • Hawk Moth (UA) - Changed firing arc from 50° to 60°.
  • Hawkeye VTOL - Changed firing arc from 50° to 60°.
  • Heavy EN-LRM Carrier - Added FCS Indirect at Front. Removed FCS Indirect 2 at Front.
  • Heavy ER-LRM Carrier - Added FCS Indirect at Front. Removed FCS Indirect 2 at Front.
  • Heavy Hover APC - Changed firing arc from 50° to 60°. Removed Firing Ports at Rear.
  • Heavy Hover APC (Chem) - Changed firing arc from 50° to 60°.
  • Heavy Hover APC (LRM) - Changed firing arc from 50° to 60°.
  • Heavy Hover APC (MG) - Changed firing arc from 50° to 60°.
  • Heavy Hover APC (SRM) - Changed firing arc from 50° to 60°.
  • Heavy Hover APC (Scout) - Changed firing arc from 50° to 60°.
  • Heavy LRM Carrier - Added FCS Indirect at Front / 4 x LRM-20 at Turret. Removed FCS Indirect 2 at Front / 4 x LRM-20 (Delta) at Turret.
  • Heavy MML Carrier - Added FCS Missile Accuracy at Front. Removed FCS Artemis III at Front.
  • Heavy MRM Carrier - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Heavy Rifle-Carrier - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Heavy TBM/10 Carrier - Added FCS Indirect at Front. Removed 2 x Ammo TBM 10 [HE] at Rear / FCS Indirect 2 at Front.
  • Heavy TBM/10-LRM/15 Carrier - Added FCS Indirect at Front / 3 x LRM-15 at Turret / 2 x Ammo Thermobolt 10 at Left Side, Front. Removed 2 x Ammo TBM 10 [HE] at Left Side, Front / FCS Indirect 2 at Front / 3 x LRM-15 (Zeus) at Turret.
  • Heavy TBM/15 Carrier - Added FCS Indirect at Front. Removed FCS Indirect 2 at Front / 2 x Ammo TBM 15 [HE] at Rear.
  • Heavy TBM/15-LRM/20 Carrier - Added FCS Indirect at Front / 2 x LRM-20 at Turret. Removed FCS Indirect 2 at Front / 2 x LRM-20 (Delta) at Turret.
  • Heavy Tracked APC - Changed firing arc from 50° to 60°.
  • Heavy Tracked APC (Chem) - Changed firing arc from 50° to 60°.
  • Heavy Tracked APC (LRM) - Changed firing arc from 50° to 60°.
  • Heavy Tracked APC (MG) - Changed firing arc from 50° to 60°.
  • Heavy Tracked APC (SRM) - Changed firing arc from 50° to 60°.
  • Heavy Wheeled APC - Changed firing arc from 50° to 60°.
  • Heavy Wheeled APC (Chem) - Changed firing arc from 50° to 60°.
  • Heavy Wheeled APC (LRM) - Changed firing arc from 50° to 60°.
  • Heavy Wheeled APC (MG) - Changed firing arc from 50° to 60°.
  • Heavy Wheeled APC (SRM) - Changed firing arc from 50° to 60°.
  • Hephaestus A - Removed Firing Ports at Rear.
  • Hephaestus B - Removed Firing Ports at Rear.
  • Hephaestus C - Removed Firing Ports at Rear.
  • Hephaestus D - Removed Firing Ports at Rear.
  • Hephaestus Prime - Removed Firing Ports at Rear.
  • Hetzer - Changed firing arc from 50° to 60°. Added Ammo AC/20 [INF] at Left Side.
  • Hetzer 'Kali' - Changed firing arc from 50° to 60°.
  • Hetzer (AC/10) - Changed firing arc from 50° to 60°.
  • Hetzer (C) - Changed firing arc from 50° to 60°.
  • Hetzer (HVAC) - Changed firing arc from 50° to 60°.
  • Hetzer (LBX) - Changed firing arc from 50° to 60°.
  • Hetzer (LRM) - Changed firing arc from 50° to 60°.
  • Hetzer (Laser) - Changed firing arc from 50° to 60°.
  • Hetzer (MRM) - Changed firing arc from 50° to 60°.
  • Hetzer (MTR) - Changed firing arc from 50° to 60°.
  • Hetzer (PPC) - Changed firing arc from 50° to 60°.
  • Hetzer (Per.LRM) - Changed firing arc from 50° to 60°.
  • Hetzer (QS1) - Changed firing arc from 50° to 60°.
  • Hetzer (QS2) - Changed firing arc from 50° to 60°.
  • Hetzer (QS3) - Changed firing arc from 50° to 60°.
  • Hetzer (QS4) - Changed firing arc from 50° to 60°.
  • Hetzer (SRM) - Changed firing arc from 50° to 60°.
  • Hetzer (Scout) - Changed firing arc from 50° to 60°.
  • Hetzer (Sealed) - Changed firing arc from 50° to 60°. Added 3 x Ammo RAC/5 at Front. Removed 3 x Ammo RAC/5 [AP] at Front.
  • Hetzer (TBM) - Changed firing arc from 50° to 60°. Added Ammo Thermobolt 20 at Right Side. Removed Ammo TBM 20 [HE] at Right Side.
  • Hetzer (Thumper) - Changed firing arc from 50° to 60°.
  • Hetzer (UAC) - Changed firing arc from 50° to 60°.
  • Hetzer S7 - Changed firing arc from 50° to 60°.
  • Hipparch CAV - Changed firing arc from 50° to 60°. Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Hipparch CAV (SRM) - Changed firing arc from 50° to 60°. Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Hover APC - Changed firing arc from 50° to 60°. Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Hover APC (LRM) - Changed firing arc from 50° to 60°.
  • Hover APC (MG) - Changed firing arc from 50° to 60°. Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Hover APC (SRM) - Changed firing arc from 50° to 60°.
  • Hover APC (Sensors) - Changed firing arc from 50° to 60°. Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Huitzilopochtli (AAA) - Added Ammo ArrowIV Homing at Rear.
  • Hummingbird - Changed firing arc from 50° to 60°.
  • Hummingbird 2 - Changed firing arc from 50° to 60°.
  • Hunter 'Assault' - Changed firing arc from 50° to 60°.
  • Hunter HNT-3R - Changed firing arc from 50° to 60°.
  • Hunter HNT-3RA - Changed firing arc from 50° to 60°.
  • Hunter HNT-3RE - Changed firing arc from 50° to 60°. Added Ammo LRM Artemis at Rear. Removed Ammo LRM Swarm at Rear.
  • Hunter HNT-3RM - Changed firing arc from 50° to 60°.
  • Hunter HNT-3RO - Changed firing arc from 50° to 60°.
  • Hunter HNT-3RP - Changed firing arc from 50° to 60°. Added Ammo LRM Artemis at Rear. Removed Ammo LRM at Rear.
  • Hunter HNT-3RS - Changed firing arc from 50° to 60°.
  • Hunter HNT-3RSk - Changed Armor Front 200 -> 220, Left Side 70 -> 100, Right Side 70 -> 100, Rear 70 -> 80, firing arc from 50° to 60°. Added 2 x Heat Sink at Left Side, Right Side. Removed hardpoint at Front: Energy.
  • Hunter HNT-3RT - Changed firing arc from 50° to 60°. Added LRM-15 at Front. Removed LRM-15 (Zeus) at Front.
  • Hunter HNT-3S7 - Changed firing arc from 50° to 60°.
  • Hunter HNT-4F - Changed firing arc from 50° to 60°.
  • Hv. LRM Carrier 'Killjoy' - Added FCS Indirect at Front / 4 x LRM-15 at Turret. Removed FCS Indirect 2 at Front / 4 x LRM-15 (Zeus) at Turret.
  • Hv. Wheeled APC (WoB) - Changed firing arc from 50° to 60°.
  • Hwacha HW1 - Added FCS Vehicle Std at Front. Removed Ammo MRM IMP at Rear / FCS Vehicle Std. 2 at Front.
  • Hyracodon (MTR) - Added 4 x ER Small Laser at Turret. Removed 4 x ER S Laser Diverse Optics at Turret.
  • Hyracodon FST - Added 2 x Medium Laser at Turret / 2 x LRM-15 at Turret. Removed 2 x Medium Laser Magna at Turret / 2 x LRM-15 (Zeus) at Turret.
  • Ifrit 'Asfeh' - Changed firing arc from 50° to 60°.
  • Ifrit 'Daraba' - Changed firing arc from 50° to 60°.
  • Ifrit 'Fayadan' - Changed firing arc from 50° to 60°.
  • Ifrit 'Jahim' - Changed firing arc from 50° to 60°. Added 2 x SRM-6 at Front / 2 x SRM-4 at Front. Removed 2 x SRM-4 (Irian) at Front / 2 x SRM-6 (Irian) at Front.
  • Ifrit 'Malak' - Changed firing arc from 50° to 60°.
  • Ifrit 'Rasasa' - Changed firing arc from 50° to 60°.
  • Ifrit 'Saakh' - Changed firing arc from 50° to 60°.
  • Ifrit 'Shakush' - Changed firing arc from 50° to 60°.
  • Ifrit 'Tumtir' - Changed firing arc from 50° to 60°.
  • Ignis - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Ignis (SRM) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Ignis (SSRM) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Igor - Changed firing arc from 50° to 60°.
  • Igor (AC/10) - Changed firing arc from 50° to 60°. Added 2 x AC/10 at Front. Removed 2 x AC/10 Imperator at Front.
  • Igor (AC/2) - Changed firing arc from 50° to 60°. Added Ammo AC/2 [INF] at Rear.
  • Igor (Art.LRM) - Changed firing arc from 50° to 60°. Added 2 x LRM-20 at Front. Removed 2 x LRM-20 (LongFire) at Front / Ammo LRM DF at Rear.
  • Igor (Bomber) - Changed firing arc from 50° to 60°.
  • Igor (CL-Gauss WP) - Changed firing arc from 50° to 60°.
  • Igor (CL-Gauss) - Changed firing arc from 50° to 60°.
  • Igor (L-Gauss WP) - Changed firing arc from 50° to 60°.
  • Igor (L-Gauss) - Changed firing arc from 50° to 60°.
  • Igor (LAC/5 WP) - Added 2 x Ammo AC/5 [INF] at Rear.
  • Igor (LAC/5) - Added 2 x Ammo AC/5 [INF] at Rear.
  • Igor (LL) - Changed firing arc from 50° to 60°.
  • Igor (LRM) - Changed firing arc from 50° to 60°. Added 2 x LRM-20 at Front. Removed 2 x LRM-20 (LongFire) at Front.
  • Igor (PPC) - Changed firing arc from 50° to 60°. Added SRM-2 at Front / 2 x PPC Ceres Smasher at Front. Removed SRM-2 (Irian) at Front / 2 x PPC Defiance at Front.
  • Igor (TBM/15) - Changed firing arc from 50° to 60°.
  • Igor (TBM/5) - Changed firing arc from 50° to 60°.
  • Isurus LCV-14 - Removed Monolithic at Rear.
  • J-27 (F) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • J-27 (Killjoy) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • J-27 (UA) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • J-27 Transport - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • J-37 Tanker - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • J-37 Transport - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • J.Edgar - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • J.Edgar (FC) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • J.Edgar (Flamer) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • J.Edgar (ICE) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • J.Edgar (Kurita) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • J.Edgar (MG) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • J.Edgar (TAG) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • J.Edgar S7 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • JES I TMC
    • Added 3 x SRM-6 with 1 at Turret, 2 at Front / 4 x SRM-4 at Front / ER Small Laser at Turret.
    • Removed 3 x SRM-6 (Valiant) with 1 at Turret, 2 at Front / 4 x SRM-4 (Valiant) at Front / ER S Laser Diverse Optics at Turret.
  • JES I TMC (3082)
    • Added 3 x SRM-6 with 1 at Turret, 2 at Front / 4 x SRM-4 at Front / ER Small Laser at Turret.
    • Removed 3 x SRM-6 (Valiant) with 1 at Turret, 2 at Front / 4 x SRM-4 (Valiant) at Front / ER S Laser Diverse Optics at Turret.
  • JES II (Ammo) - Added FCS Indirect at Front / 4 x LRM-15 at Front. Removed 4 x LRM-15 (LongFire) at Front / FCS Indirect 2 at Front.
  • JES II (MTR) - Added FCS Indirect at Front / 2 x ER Medium Laser at Front. Removed FCS Indirect 2 at Front / 2 x ER M Laser Magna at Front.
  • JES II (Support) - Added 4 x LRM-20 at Front / 2 x LRM-10 at Left Side, Right Side. Removed 4 x LRM-20 (LongFire) at Front / 2 x LRM-10 (Delta) at Left Side, Right Side.
  • JES II SMC - Added FCS Indirect at Front / 4 x LRM-15 at Front. Removed 4 x LRM-15 (LongFire) at Front / FCS Indirect 2 at Front.
  • JES III - Added 4 x LRM-15 at Turret. Removed 4 x LRM-15 (LongFire) at Turret.
  • JES III (C3) - Added 4 x LRM-15 at Turret. Removed 4 x LRM-15 (LongFire) at Turret.
  • JES III (MML) - Added 2 x Ammo LRM Swarm at Rear. Removed 2 x Ammo LRM Swarm-I at Rear.
  • JES III (Speed) - Added FCS Vehicle Std at Front / 4 x LRM-15 at Turret. Removed FCS Vehicle Std. 2 at Front / 4 x LRM-15 (LongFire) at Turret.
  • JES III (TBM) - Removed 2 x Ammo TBM 10 [HE] at Rear.
  • Jagdpanzer II - Changed firing arc from 50° to 60°.
  • Jed - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Kali VTOL - Changed firing arc from 50° to 60°.
  • Kalis - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Kamakiri VTOL - Changed firing arc from 50° to 60°. Added 2 x Ammo Thermobolt 10 at Rear / PPC Ceres Smasher at Front. Removed 2 x Ammo TBM 10 [HE] at Rear / PPC Tiegart at Front.
  • Kamakirihameha - Changed firing arc from 50° to 60°. Removed Ammo TBM 10 [HE] at Rear.
  • Kamakirihameha 'Scout' - Changed firing arc from 50° to 60°. Removed Ammo TBM 10 [HE] at Rear.
  • Kanga - Changed firing arc from 50° to 60°.
  • Kanga (AC) - Changed firing arc from 50° to 60°.
  • Kanga (PPC) - Changed firing arc from 50° to 60°.
  • Kanga S7 - Changed firing arc from 50° to 60°.
  • Kanga-X - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Karkadann - Added 2 x LRM-5 at Turret. Removed 2 x LRM-5 (Delta) at Turret.
  • Karnov (AC) - Changed firing arc from 50° to 60°.
  • Karnov (BA) - Changed firing arc from 50° to 60°.
  • Karnov (BAS) - Changed firing arc from 50° to 60°.
  • Karnov (LBX) - Changed firing arc from 50° to 60°.
  • Karnov (MG) - Changed firing arc from 50° to 60°.
  • Karnov (RL) - Changed firing arc from 50° to 60°.
  • Karnov (Stealth) - Changed firing arc from 50° to 60°. Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Karnov (Thumper) - Changed firing arc from 50° to 60°.
  • Karnov Transport - Changed firing arc from 50° to 60°. Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Kestrel Transport - Changed firing arc from 50° to 60°.
  • Killah Mockingbird - Changed firing arc from 50° to 60°.
  • King Harald II - Added FCS Indirect at Front. Removed FCS Indirect 2 at Front.
  • Kirov - Added 3 x Ammo ArrowIV Homing at Rear / Ammo LRM Swarm at Rear. Removed Ammo LRM Swarm-I at Rear.
  • Kite ARV - Changed firing arc from 50° to 60°.
  • Knox Armoured Car - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Kobold 0 - Added Ammo LRM Swarm at Front. Removed Ammo LRM Swarm-I at Front.
  • Kratos Delta - Added Ammo ArrowIV Homing at Rear.
  • Kruger CC - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Kruger CC (OG) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • LBX AC/10 Carrier - Changed firing arc from 50° to 60°.
  • LBX AC/2 Carrier - Changed firing arc from 50° to 60°.
  • LRM Carrier - Changed firing arc from 50° to 60°. Added FCS Indirect at Front. Removed FCS Indirect 2 at Front.
  • LRM Carrier (3055) - Changed firing arc from 50° to 60°.
  • LRM Carrier (3057) - Changed firing arc from 50° to 60°. Added 2 x Ammo LRM Artemis at Rear.
  • LRM Carrier (Prim.) - Changed firing arc from 50° to 60°.
  • LRM Carrier (WoB) - Changed firing arc from 50° to 60°. Added 3 x LRM-20 at Front. Removed 3 x LRM-20 (Delta) at Front.
  • LRM-A Carrier (C) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front / 2 x Ammo LRM FASCAM [CLAN] at Rear.
  • LRM-S Carrier (C) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • LTV-4 Hover Tank - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • LTV-5 Hover Tank - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • LTV-6 Hover Tank - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Laser Carrier - Changed firing arc from 50° to 60°.
  • Laser Technical (L) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Laser Technical (M) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Laser Technical (S) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Leman Russ - Added Ammo Sniper Copperhead at Rear.
  • Light FASCAM Carrier - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Light TBM/5 Carrier - Added 2 x Ammo Thermobolt 5 at Rear. Removed 2 x Ammo TBM 5 [HE] at Rear.
  • Lindwyrm (LLC) - Changed firing arc from 50° to 60°.
  • Lindwyrm (LLC/P) - Changed firing arc from 50° to 60°.
  • Lindwyrm (MRM) - Changed firing arc from 50° to 60°. Added ER Medium Laser at Front. Removed ER M Laser Magna at Front.
  • Lindwyrm (MRM/B) - Changed firing arc from 50° to 60°. Added ER Medium Laser at Front. Removed ER M Laser Magna at Front.
  • Lindwyrm (SRM) - Changed firing arc from 50° to 60°.
  • Lindwyrm (SRM/B) - Changed firing arc from 50° to 60°.
  • Lindwyrm (Stealth Bomber) - Changed firing arc from 50° to 60°. Added ER Medium Laser at Front. Removed ER M Laser Magna at Front.
  • Lindwyrm (Stealth) - Changed firing arc from 50° to 60°. Added ER Medium Laser at Front. Removed ER M Laser Magna at Front.
  • Lindwyrm Gunship - Changed firing arc from 50° to 60°.
  • M.A.S.H. Truck - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • MG Technical (M) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • MRM Carrier - Changed firing arc from 50° to 60°. Added Ammo MRM at Right Side. Removed Ammo MRM IMP at Right Side.
  • MTR Carrier - Changed firing arc from 50° to 60°. Added FCS Indirect at Front. Removed FCS Indirect 2 at Front.
  • MTR Carrier Mk.2 - Changed firing arc from 50° to 60°.
  • MTR Carrier Mk.3 - Changed firing arc from 50° to 60°.
  • Magi ISV - Changed firing arc from 50° to 60°.
  • Magi UCSV - Changed firing arc from 50° to 60°. Added 2 x Ammo MG at Rear. Removed Ammo MG [AP] at Rear / Ammo MG [HE] at Rear.
  • Mamono IFV - Added FCS Missile Range at Front / Improved Communications at Rear. Removed FCS Vehicle Std. 2 at Front / Main Battle Tank at Rear.
  • Manteuffel C - Added Ammo MG at Rear. Removed Ammo MG [HE] at Rear.
  • Manteuffel D - Added FCS Vehicle Std at Front / Ammo LRM Swarm at Rear. Removed Ammo LRM Swarm-I at Rear / FCS Vehicle Std. 2 at Front.
  • Manteuffel Prime - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Manticore 'Plus' - Added SRM-6 at Turret / LRM-10 at Turret / PPC Ceres Smasher at Turret. Removed LRM-10 (Zeus) at Turret / SRM-6 (Valiant) at Turret / PPC Tiegart at Turret.
  • Manticore (3055) - Added LRM-10 at Turret. Removed LRM-10 (Delta) at Turret.
  • Manticore (BL) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Manticore (C3) - Added LRM-10 at Turret / PPC Ceres Smasher at Turret. Removed LRM-10 (Zeus) at Turret / PPC Defiance at Turret.
  • Manticore (C3M) - Added LRM-10 at Turret / PPC Ceres Smasher at Turret. Removed PPC Defiance at Turret / LRM-10 (Delta) at Turret.
  • Manticore (Davion) - Added SRM-6 at Turret. Removed SRM-6 (Irian) at Turret.
  • Manticore (EC) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Manticore (QS4) - Added FCS Vehicle Std at Front / 2 x Ammo AC/5 [INF] at Rear. Removed FCS Vehicle Std. 2 at Front.
  • Mantis (RISC) - Changed firing arc from 50° to 60°.
  • Mantis (WoB) - Changed firing arc from 50° to 60°. Added 4 x Small Laser Diverse Optics at Front. Removed 2 x Small Laser Magna at Front / 2 x Small Laser Intek at Front.
  • Mantis VTOL - Changed firing arc from 50° to 60°.
  • Marksman M1 MBT - Added Gauss Rifle Blackwell at Turret. Removed Gauss Rifle M7 at Turret.
  • Marksman M1A MBT - Added Gauss Rifle Blackwell at Turret. Removed Gauss Rifle M7 at Turret.
  • Marksman M1J MBT - Added Gauss Rifle Blackwell at Turret / Ammo MRM at Rear. Removed Ammo MRM IMP at Rear / Gauss Rifle M7 at Turret.
  • Marksman SPG - Added Ammo Sniper Copperhead at Rear. Removed Ammo Sniper at Rear.
  • Mars Mk.3 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Marsden II MBT - Added 2 x SRM-6 at Front. Removed 2 x SRM-6 (Irian) at Front.
  • Marten (SSRM) - Changed firing arc from 50° to 60°.
  • Marten Scout VTOL - Changed firing arc from 50° to 60°.
  • Maxim APC - Added SRM-6 at Turret. Removed SRM-6 (Valiant) at Turret.
  • Maxim APC (3052) - Added SRM-6 at Turret. Removed SRM-6 (Valiant) at Turret.
  • Maxim APC (BA) - Added SRM-6 at Turret. Removed SRM-6 (Valiant) at Turret / Firing Ports at Rear.
  • Maxim APC (C3) - Added SRM-6 at Turret / 2 x LRM-5 at Front. Removed 2 x LRM-5 (Zeus) at Front / SRM-6 (Valiant) at Turret / Firing Ports at Rear.
  • Maxim APC (Inf) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front / Firing Ports at Rear.
  • Maxim APC (fBA) - Added SRM-6 at Turret. Removed SRM-6 (Valiant) at Turret / Firing Ports at Rear.
  • Maxim CCV - Added SRM-6 at Turret / 2 x LRM-5 at Front. Removed 2 x LRM-5 (Zeus) at Front / SRM-6 (Valiant) at Turret.
  • Maxim Command - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Maxim II 'Shiloh' - Removed Firing Ports at Rear.
  • Maxim II APC - Removed Firing Ports at Rear.
  • Maxim II EWAR - Removed Firing Ports at Rear.
  • Maxim IIC APC - Removed Firing Ports at Rear.
  • Maxim ISV - Added SRM-6 at Turret / 2 x Ammo MG at Rear. Removed Ammo MG [AP] at Rear / SRM-6 (Valiant) at Turret / Ammo MG [HE] at Rear.
  • Maxim Striker - Added SRM-6 at Turret. Removed SRM-6 (Valiant) at Turret.
  • Med-Rifle Carrier - Changed firing arc from 50° to 60°.
  • Midge Scout VTOL - Changed firing arc from 50° to 60°.
  • Minnow QS-A - Changed firing arc from 50° to 60°.
  • Mobile HQ - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Mobile HQ (C3M) - Moved from Civil War to Clan Invasion. Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Mobile HQ (IC)(LRM) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Mobile HQ (LL) - Added FCS Vehicle Std at Front / Large Laser at Turret. Removed Large Laser ExoStar at Turret / FCS Vehicle Std. 2 at Front.
  • Mobile HQ (LRM) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Mobile HQ (UA) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Mobile Long Tom LT-MOB-25 - Changed firing arc from 50° to 60°. Added Ammo Long Tom Copperhead at Left Side.
  • Mobile Long Tom LT-MOB-25b - Added 2 x Ammo Long Tom Copperhead at Left Side.
  • Mockingbird 1 - Changed firing arc from 50° to 60°.
  • Mockingbird 2 - Changed firing arc from 50° to 60°.
  • Mockingbird 3 - Changed firing arc from 50° to 60°.
  • Moltke M1-TK - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Moltke M2-TK - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Moltke M3-TK - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Morningstar CCV - Added 2 x Ammo MG at Rear / Ammo AC/5 [INF] at Rear. Removed Ammo MG [AP] at Rear / Ammo MG [HE] at Rear.
  • Mortar Technical (L) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Mosquito - Changed firing arc from 50° to 60°.
  • Musketeer (3080) - Removed Firing Ports at Rear.
  • Myrmidon 'Tate' - Added FCS Vehicle Std at Front / Ammo LMG at Rear. Removed FCS Vehicle Std. 2 at Front / Ammo LMG [AP] at Rear.
  • Myrmidon (AP) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Myrmidon (Plasma) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Myrmidon Medium Tank - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Nacon Armored Scout - Changed firing arc from 50° to 60°.
  • Navi - Changed firing arc from 50° to 60°.
  • Neith Scout Vehicle - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Nidhogg 'Nidcognito' - Changed firing arc from 50° to 60°.
  • Nidhogg 'Nidcognito' (MP) - Changed firing arc from 50° to 60°.
  • Nidhogg (Bomber 2) - Changed firing arc from 50° to 60°.
  • Nidhogg (Bomber) - Changed firing arc from 50° to 60°.
  • Nidhogg (Gauss) - Changed firing arc from 50° to 60°. Added 2 x ER Small Laser at Front. Removed 2 x ER S Laser BlazeFire at Front.
  • Nidhogg (HVAC/2) - Changed firing arc from 50° to 60°.
  • Nidhogg (HVAC/20) - Changed firing arc from 50° to 60°.
  • Nidhogg (LAC/10) - Changed firing arc from 50° to 60°. Added Ammo AC/10 [INF] at Rear / Ammo MRM [Half] at Rear. Removed Ammo MRM Imp [Half] at Rear.
  • Nidhogg (RISC) - Changed firing arc from 50° to 60°.
  • Nidhogg (UAC/10) - Changed firing arc from 50° to 60°. Added 2 x ER Small Laser at Front. Removed 2 x ER S Laser BlazeFire at Front.
  • Nidhogg (WoB) - Changed firing arc from 50° to 60°. Added ER L Laser BlazeFire at Front. Removed ER L Laser Blankenburg at Front.
  • Nidhogg Gunship - Changed firing arc from 50° to 60°.
  • Nidhogg IIC - Changed firing arc from 50° to 60°.
  • Nightshade (EC) - Changed firing arc from 50° to 60°.
  • Nightshade (LAC) - Changed firing arc from 50° to 60°.
  • Nightshade (LPPC) - Changed firing arc from 50° to 60°.
  • Nightshade (UA) - Changed firing arc from 50° to 60°.
  • Nightshade VTOL - Changed firing arc from 50° to 60°.
  • Nike AA Tank - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Nike IFV - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Nike MBT - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Obj. 842 Boondoggle - Added Ammo Sniper Copperhead at Rear. Removed Monolithic at Rear.
  • Odin (NARC) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Oliphant - Added 2 x ER Medium Laser at Turret. Removed 2 x ER M Laser Magna at Turret.
  • Ontos H.E.A.T. - Added 3 x Medium Laser at Turret. Removed 3 x Medium Laser Magna at Turret.
  • Ontos Mk.1 - Added 2 x LRM-5 at Turret. Removed 2 x LRM-5 (LongFire) at Turret.
  • Ontos Mk.2 - Added 2 x LRM-10 at Turret. Removed 2 x LRM-10 (Zeus) at Turret.
  • Ontos Mk.3 - Added 2 x LRM-20 at Turret / 2 x LRM-10 at Turret. Removed 2 x LRM-10 (Zeus) at Turret / 2 x LRM-20 (Zeus) at Turret.
  • Ontos Mk.4 - Added SRM-6 at Turret / SRM-4 at Turret / LRM-15 at Turret. Removed SRM-6 (Valiant) at Turret / LRM-15 (Delta) at Turret / SRM-4 (Valiant) at Turret.
  • Ontos Mk.7 - Added FCS Vehicle Std at Front. Removed Ammo LRM Swarm-I at Rear / Ammo LRM SAM at Rear / FCS Vehicle Std. 2 at Front.
  • Ontos Mk.8 - Added 2 x LRM-5 at Turret. Removed 2 x LRM-5 (LongFire) at Turret.
  • Onuris AV (A) - Changed firing arc from 50° to 60°.
  • Onuris AV (B) - Changed firing arc from 50° to 60°.
  • Onuris AV (C) - Changed firing arc from 50° to 60°.
  • Onuris AV (D) - Changed firing arc from 50° to 60°.
  • Onuris AV (E) - Changed firing arc from 50° to 60°.
  • Onuris AV (F) - Changed firing arc from 50° to 60°.
  • Onuris AV (Prime) - Changed firing arc from 50° to 60°.
  • Otter - Changed firing arc from 50° to 60°.
  • PPC Weapons Carrier - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Packrat PKR-T5 - Changed firing arc from 50° to 60°.
  • Packrat PKR-T5ic - Changed firing arc from 50° to 60°.
  • Packrat PKR-T6 - Changed firing arc from 50° to 60°.
  • Packrat PKR-T7 - Changed firing arc from 50° to 60°.
  • Packrat PKR-T9 - Changed firing arc from 50° to 60°.
  • Padilla (AMS) - Added Gauss Rifle Blackwell at Turret. Removed Gauss Rifle M7 at Turret.
  • Padilla (LTC) - Added FCS Vehicle Std at Front / Ammo Long Tom Copperhead at Front. Removed FCS Vehicle Std. 2 at Front.
  • Padilla Artillery Tank - Added Ammo Sniper Copperhead at Rear.
  • Padilla Heavy (AIV) - Changed firing arc from 50° to 60°. Added 3 x Ammo ArrowIV HEAP at Left Side. Removed 3 x Ammo Arrow IV Guided at Left Side.
  • Paladin ASV - Added FCS Indirect at Front. Removed FCS Indirect 2 at Front.
  • Palisade (AC10) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Palisade (MRM) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Palisade MBT - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Panzerhaubitze 2000 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Partisan (AC2) - Added 5 x AC/2 at Turret. Removed 5 x AC/2 Imperator at Turret.
  • Partisan (Cell) - Moved from Jihad to Republic. Changed Armor Left Side 120 -> 145, Right Side 120 -> 145. Added CASE at Rear.
  • Partisan (FC-LRM) - Added 4 x LRM-15 at Turret. Removed 4 x LRM-15 (Delta) at Turret.
  • Partisan (LRM) - Added 4 x LRM-15 at Turret. Removed 4 x LRM-15 (Delta) at Turret.
  • Partisan (Quad RAC) - Added BC Convergence at Front / 2 x Ammo RAC/2 at Rear. Removed BC Headshot at Front / 2 x Ammo RAC/2 Flak at Rear.
  • Partisan (RAC) - Added 3 x Ammo RAC/5 at Rear. Removed 3 x Ammo RAC/5 Flak at Rear.
  • Partisan AA Mk.2 - Changed firing arc from 50° to 60°.
  • Partisan AAA - Added 2 x AC/2 at Turret. Removed 2 x AC/2 Imperator at Turret.
  • Partisan AAA (LC)
    • Added Ammo UAC/5 at Rear / 2 x AC/2 at Turret / Ammo UAC/5 [DBL] at Rear / Ammo AC/2 at Front.
    • Removed Ammo UAC/5 at Front / Ammo UAC/5 [DBL] at Front / 2 x AC/2 Imperator at Turret / Ammo AC/2 Flak at Rear.
  • Partisan AAV - Changed firing arc from 50° to 60°.
  • Partisan Heavy Tank - Added 4 x AC/5 at Turret. Removed 4 x AC/5 Imperator at Turret.
  • Partisan S7 - Added BC Convergence at Front / 2 x AC/5 at Turret / BC Range at Front. Removed BC Headshot at Front / 2 x AC/5 Imperator at Turret / BC AA Targeting at Front.
  • Patton (Blazer) - Added LRM-5 at Turret. Removed LRM-5 (Delta) at Turret.
  • Patton (HVAC) - Added LRM-5 at Turret. Removed LRM-5 (Zeus) at Turret.
  • Patton (SBG) - Added FCS Vehicle Std at Front / LRM-5 at Turret. Removed FCS Vehicle Std. 2 at Front / LRM-5 (Delta) at Turret.
  • Patton Heavy Tank - Added LRM-5 at Turret / AC/10 at Turret. Removed LRM-5 (Delta) at Turret / AC/10 Defiance at Turret.
  • Pazuzu - Changed firing arc from 50° to 60°.
  • Pegasus IIC - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Pegasus IIC-1 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Pegasus PG-1A - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Pegasus PG-1C - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Pegasus PG-1M - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Pegasus PG-1S - Added FCS Vehicle Std at Front / Medium Laser at Turret. Removed Medium Laser ExoStar at Turret / FCS Vehicle Std. 2 at Front.
  • Pegasus PG-2C3 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Pegasus PG-2M - Added Ammo MRM at Rear. Removed Ammo MRM IMP at Rear.
  • Pegasus PG-2R - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Pegasus PG-HEV - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Pegasus PG-QS1 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Pegasus PG-QS2 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Pegasus PG-QS3 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Pegasus PG-QS4 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Pegasus PG-U - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Pegasus PG-X - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Pegleg Marksman - Added LRM-5 at Front. Removed LRM-5 (Delta) at Front.
  • Petard Support Vehicle - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Pike 'Assault' - Added 2 x Ammo RAC/2 at Rear. Removed 2 x Ammo RAC/2 Flak at Rear.
  • Pike (R-Rifle) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Pike FSV (AC/5) - Added 2 x AC/5 at Turret. Removed 2 x AC/5 Imperator at Turret.
  • Pike FSV (LRM) - Added 2 x LRM-20 at Turret. Removed 2 x LRM-20 (LongFire) at Turret.
  • Pike Support Vehicle - Added Ammo AC/2 [INF] at Rear / 3 x AC/2 at Turret. Removed 3 x AC/2 Imperator at Turret.
  • Pilum PHT-003
    • Changed Armor Left Side 130 -> 165, Right Side 130 -> 165, Rear 115 -> 165.
    • Added hardpoint at Front: Energy, 2 x ER Medium Laser at Front / 8 x Ammo LRM at Rear / Engine XL at Rear.
    • Removed Medium Pulse Laser at Front / Engine at Rear / 2 x Ammo LRM [DBL] at Rear.
  • Pinto (WoB) - Changed firing arc from 50° to 60°.
  • Pinto Attack VTOL - Changed firing arc from 50° to 60°.
  • Pirate Axel - Added FCS Vehicle Std at Front / Ammo AC/20 [INF] at Rear. Removed FCS Vehicle Std. 2 at Front.
  • Pirate Bullfinch - Changed firing arc from 50° to 60°.
  • Pirate Ferret - Changed firing arc from 50° to 60°.
  • Pirate Hetzer (SRM) - Changed firing arc from 50° to 60°.
  • Pirate Hetzer (UAC/10) - Changed firing arc from 50° to 60°. Added Ammo AC/10 [INF] at Rear.
  • Pirate Hunter - Changed firing arc from 50° to 60°.
  • Pirate Igor - Changed firing arc from 50° to 60°.
  • Pirate Lite Carrier - Added FCS Missile Accuracy at Front. Removed FCS Artemis II at Front.
  • Pirate Nidhogg - Changed firing arc from 50° to 60°.
  • Pirate Nidhogg (Bomber) - Changed firing arc from 50° to 60°.
  • Pirate Po - Added Ammo AC/10 [INF] at Rear.
  • Pirate Saladin - Changed firing arc from 50° to 60°.
  • Pirate Saladin II - Changed firing arc from 50° to 60°.
  • Pirate Scorpion - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Pirate Sleipnir - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Pirate Striker - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Pirate UL Carrier - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Pirate Vali - Changed firing arc from 50° to 60°. Added Ammo MRM at Front. Removed Ammo MRM IMP at Front.
  • Pirate Vargr - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Pirate Vespa - Changed firing arc from 50° to 60°.
  • Pisces 'Drevniy' - Changed firing arc from 50° to 60°.
  • Pisces 'Jinjer' - Changed firing arc from 50° to 60°.
  • Pisces TD25-2 - Changed firing arc from 50° to 60°.
  • Pisces TD25-H - Changed firing arc from 50° to 60°.
  • Pitbull PIT-IO - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Pixiu Heavy Tank - Added Ammo Thermobolt 5 at Rear. Removed Ammo TBM 5 [HE] at Rear.
  • Plainsman HVT (Scout) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Plunderer - Added FCS Vehicle Std at Front / Ammo AC/5 [INF] at Rear. Removed FCS Vehicle Std. 2 at Front.
  • Po (LBX) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Po (LGR) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Po (Pr.HV) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Po II (AIV) - Added Ammo ArrowIV HEAP at Front. Removed Ammo Arrow IV Guided at Front.
  • Po II MBT - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Po MBT - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Pollux II ADA - Added Ammo ArrowIV Homing at Rear.
  • Predator TD - Changed firing arc from 50° to 60°.
  • Predator TD (LBX) - Changed firing arc from 50° to 60°.
  • Prime Mover - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Prime Mover (LRM) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Prime Mover (SRM) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Project Sectarian - Removed Monolithic at Rear.
  • Prowler MTV (3140) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Prowler MTV (ECM) - Added SRM-2 at Front. Removed SRM-2 (Irian) at Front.
  • Prowler MTV (Security) - Added SRM-2 at Front. Removed SRM-2 (Irian) at Front.
  • Puma PAT-005 - Added SRM-4 at Front. Removed SRM-4 (Irian) at Front.
  • Puma PAT-005T - Added 2 x Ammo LRM Artemis at Rear.
  • Puma PAT-008 - Removed Ammo LRM Swarm-I at Rear / Ammo SRM Artemis [Half] at Rear / Ammo LRM Artemis [Half] at Rear.
  • Puma PAT-IIC - Removed Ammo LRM [CLAN] at Rear.
  • Puma S7 - Added SRM-4 at Front. Removed SRM-4 (Irian) at Front.
  • ROC-HAG - Changed firing arc from 50° to 60°.
  • ROC-HAG-L - Changed firing arc from 50° to 60°.
  • ROC-INTB - Changed firing arc from 50° to 60°.
  • ROC-INTB-L - Changed firing arc from 50° to 60°.
  • ROC-LBX/20 - Changed firing arc from 50° to 60°.
  • ROC-LBX/20-L - Changed firing arc from 50° to 60°.
  • ROC-MTR - Changed firing arc from 50° to 60°.
  • ROC-MTR-L - Changed firing arc from 50° to 60°.
  • ROC-SLRM - Changed firing arc from 50° to 60°.
  • ROC-SLRM-L - Changed firing arc from 50° to 60°.
  • ROC-UAC/20 - Changed firing arc from 50° to 60°.
  • ROC-UAC/20-L - Changed firing arc from 50° to 60°.
  • Ranger VV1 AFV
    • Added Wheeled Propulsion System at Rear / Ammo MG at Rear / Left Side Wheels at Left Side / Right Side Wheels at Right Side.
    • Removed Ammo MG [AP] at Rear / Right Side Tracks at Right Side / Tracked Propulsion System at Rear / Left Side Tracks at Left Side.
  • Ranger VV1G AFV
    • Added Wheeled Propulsion System at Rear / 2 x Ammo MG at Rear / Left Side Wheels at Left Side / Right Side Wheels at Right Side.
    • Removed Ammo MG [AP] at Rear / Right Side Tracks at Right Side / Tracked Propulsion System at Rear / Ammo MG [HE] at Rear / Left Side Tracks at Left Side.
  • Ranger VV1T AFV
    • Added Wheeled Propulsion System at Rear / Left Side Wheels at Left Side / Right Side Wheels at Right Side.
    • Removed Right Side Tracks at Right Side / Tracked Propulsion System at Rear / Left Side Tracks at Left Side.
  • Ranger VV2 AFV
    • Added Wheeled Propulsion System at Rear / Left Side Wheels at Left Side / Right Side Wheels at Right Side.
    • Removed Right Side Tracks at Right Side / Tracked Propulsion System at Rear / Left Side Tracks at Left Side.
  • Reaper SPG - Added 2 x Ammo Thumper Copperhead at Front. Removed 2 x Ammo Thumper at Front.
  • Red October - Added 2 x Ammo ArrowIV HEAP at Rear. Removed 2 x Ammo Arrow IV Guided at Rear.
  • Regulator (Arrow) - Added 2 x Ammo ArrowIV Homing at Rear.
  • Regulator (RAC/5) - Added BC Convergence at Front. Removed BC Headshot at Front / Ammo RAC/5 [PRE] at Rear / Ammo RAC/5 Flak at Rear / Ammo RAC/5 [INC] at Rear.
  • Regulator II (RAC) - Removed Ammo RAC/5 [AP] at Front.
  • Regulator II HVT - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Rhino FST (3052) - Removed Ammo LRM Chaff at Rear / Ammo LRM DF at Rear.
  • Rhino FST (Flamer) - Added SRM-6 at Front. Removed SRM-6 (Irian) at Front.
  • Rhino FST (MG) - Added SRM-6 at Front. Removed SRM-6 (Irian) at Front.
  • Rhino FST (SL) - Added SRM-6 at Front. Removed SRM-6 (Irian) at Front.
  • Ripper (BA) - Changed firing arc from 50° to 60°.
  • Ripper (CE) - Changed firing arc from 50° to 60°.
  • Ripper (ERM) - Changed firing arc from 50° to 60°.
  • Ripper (F) - Changed firing arc from 50° to 60°.
  • Ripper (L) - Changed firing arc from 50° to 60°.
  • Ripper (LPPC) - Changed firing arc from 50° to 60°.
  • Ripper (MG) - Changed firing arc from 50° to 60°.
  • Ripper (SPL) - Changed firing arc from 50° to 60°.
  • Ripper (WoB) - Changed firing arc from 50° to 60°. Added ER Medium Laser at Front. Removed ER M Laser Magna at Front.
  • Ripper IIC-1 - Changed firing arc from 50° to 60°.
  • Ripper IIC-2 - Changed firing arc from 50° to 60°.
  • Ripper IIC-3 - Changed firing arc from 50° to 60°.
  • Ripper VTOL - Changed firing arc from 50° to 60°.
  • Rocket Carrier - Changed firing arc from 50° to 60°.
  • Rocket Techie (M) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Rocket Techie (S) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Rommel (HVAC) - Added LRM-5 at Front / ER Small Laser at Front. Removed LRM-5 (Zeus) at Front / ER S Laser Diverse Optics at Front.
  • Rommel (Howitzer) - Added Ammo Long Tom Copperhead at Rear.
  • Rommel Heavy Tank - Added AC/20 at Turret / LRM-5 at Front / Ammo AC/20 [INF] at Rear. Removed LRM-5 (Delta) at Front / AC/20 Defiance at Turret.
  • Rommel S7 - Added AC/20 at Turret. Removed AC/20 Defiance at Turret.
  • Rotunda RND-J-122 - Changed firing arc from 50° to 60°.
  • Royal Cyrano - Changed firing arc from 50° to 60°. Added ER L Laser BlazeFire at Front. Removed ER L Laser Blankenburg at Front.
  • Royal Demon - Added Gauss Rifle Blackwell at Turret. Removed Gauss Rifle M7 at Turret.
  • Royal Fury - Added Gauss Rifle Blackwell at Turret. Removed Gauss Rifle M7 at Turret.
  • Royal Kanga - Changed firing arc from 50° to 60°.
  • Royal Nightshade - Changed firing arc from 50° to 60°.
  • Royal Rhino FST - Added 2 x LRM-20 at Turret / LRM-10 at Front / Ammo LRM Artemis [Half] at Rear. Removed Ammo LRM DF [Half] at Rear / 2 x LRM-20 (Zeus) at Turret / LRM-10 (Delta) at Front.
  • Royal Ripper - Changed firing arc from 50° to 60°.
  • SLDF Heavy Drone - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • SLDF Medium Drone - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • SM-1A Tank Destroyer - Added Ammo LMG at Rear. Removed Ammo LMG [AP] at Rear.
  • SM2 SPG - Added Ammo Sniper Copperhead at Rear.
  • SM2 SPG (LTC) - Added Ammo Long Tom Copperhead at Rear.
  • SRM Carrier - Changed firing arc from 50° to 60°. Added 10 x SRM-6 at Front. Removed 10 x SRM-6 (Irian) at Front.
  • SRM Carrier (3054) - Changed firing arc from 50° to 60°.
  • SRM Carrier (3056) - Changed firing arc from 50° to 60°.
  • SRM Carrier (C3) - Changed firing arc from 50° to 60°.
  • SRM Carrier (Prim.) - Changed firing arc from 50° to 60°.
  • Sabaku Kaze - Added 2 x SRM-4 at Rear, Front / 4 x Medium Laser at Turret. Removed 4 x Medium Laser Magna at Turret / 2 x SRM-4 (Valiant) at Rear, Front.
  • Saladin 'Ifrit' - Changed firing arc from 50° to 60°.
  • Saladin HCV - Changed firing arc from 50° to 60°.
  • Saladin HCV (LBX) - Changed firing arc from 50° to 60°.
  • Saladin HCV (S) - Changed firing arc from 50° to 60°.
  • Saladin HCV (UA) - Changed firing arc from 50° to 60°.
  • Saladin HCV (UAC) - Changed firing arc from 50° to 60°.
  • Saladin II (BC3) - Changed firing arc from 50° to 60°.
  • Saladin II (LAC) - Changed firing arc from 50° to 60°.
  • Saladin II HCV - Changed firing arc from 50° to 60°.
  • Saladin S7 - Changed firing arc from 50° to 60°.
  • Sand Devil - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Saracen HCV - Added LRM-10 at Turret. Removed LRM-10 (Delta) at Turret.
  • Saracen HCV (MML) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Saracen HCV (MRM) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Savannah Master - Changed firing arc from 50° to 60°. Added Medium Laser at Front. Removed Medium Laser ExoStar at Front.
  • Savannah Master (Reflective) - Changed firing arc from 50° to 60°.
  • Savannah Master (SL) - Changed firing arc from 50° to 60°.
  • Savior Repair Vehicle - Changed firing arc from 50° to 60°. Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Scallywag - Changed firing arc from 50° to 60°.
  • Scapha SCP-A - Added Ammo RAC/5 at Rear. Removed Ammo RAC/5 Flak at Rear.
  • Schildkröte SLD-K25 - Added SRM-4 at Turret. Removed SRM-4 (Valiant) at Turret.
  • Schildkröte SLD-K33 - Added SRM-2 at Turret. Removed SRM-2 (Valiant) at Turret.
  • Schiltron A - Added 2 x Ammo MRM at Left Side. Removed 2 x Ammo MRM IMP at Left Side.
  • Schiltron B - Added 4 x Ammo LRM Artemis at Rear. Removed 2 x Ammo LRM Thunder Augmented at Rear / 2 x Ammo LRM DF at Rear.
  • Schiltron C - Added 4 x Large Laser at Turret. Removed 4 x Large Laser ExoStar at Turret.
  • Schiltron D - Added LRM-15 at Front. Removed 2 x Ammo RAC/5 [PRE] at Rear / Ammo RAC/5 Flak at Rear / LRM-15 (Zeus) at Front / Ammo LRM Swarm at Rear.
  • Schiltron E - Added 3 x Medium Laser at Turret / 2 x Ammo LRM Swarm at Front. Removed 2 x Ammo LRM Swarm-I at Front / 3 x Medium Laser Magna at Turret.
  • Schiltron F - Added ER Medium Laser at Turret / 2 x Ammo LRM Swarm at Rear / Ammo Thermobolt 15 at Rear. Removed 2 x Ammo LRM Swarm-I at Rear / Ammo TBM 15 [HE] at Rear / ER M Laser Magna at Turret.
  • Schiltron G - Added Ammo AC/2 [INF] at Rear.
  • Schiltron Prime - Added 2 x Ammo ArrowIV HEAP at Right Side. Removed 2 x Ammo Arrow IV Guided at Right Side.
  • Schrek AC - Added 2 x Ammo MG at Rear. Removed Ammo MG [AP] at Rear / Ammo MG [HE] at Rear.
  • Schrek PPC (XL) - Added 3 x PPC Ceres Smasher at Turret. Removed 3 x PPC Defiance at Turret.
  • Scimitar (Prim.) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Scimitar (RAC/2) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Scimitar (Spotter) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Scimitar HCV - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Scorpion (LAC) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Scorpion (ML) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Scorpion (MRM) - Added Ammo MRM at Front. Removed Ammo MRM IMP at Front.
  • Scorpion (Plasma) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Scorpion (QS1) - Added FCS Vehicle Std at Front / Ammo AC/2 [INF] at Rear. Removed FCS Vehicle Std. 2 at Front.
  • Scorpion (QS2) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Scorpion (QS3) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Scorpion (QS4) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Scorpion (Rifle) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Scorpion (Thumper) - Added FCS Vehicle Std at Front / Ammo Thumper Copperhead at Rear. Removed FCS Vehicle Std. 2 at Front.
  • Seax AC - Changed firing arc from 50° to 60°. Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Seax AC (LRM II) - Changed firing arc from 50° to 60°. Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Seax AC (LRM) - Changed firing arc from 50° to 60°. Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Seax AC (SSRM) - Changed firing arc from 50° to 60°. Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Seax AC (TAG) - Changed firing arc from 50° to 60°. Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Seth '3 by 5' - Changed firing arc from 50° to 60°.
  • Seth '3 by 5' (AA) - Changed firing arc from 50° to 60°.
  • Seth 'Cloudburst' - Changed firing arc from 50° to 60°.
  • Seth 'Firefly' - Changed firing arc from 50° to 60°.
  • Seth 'Gunslinger' - Changed firing arc from 50° to 60°.
  • Seth 'Heavy Rain' - Changed firing arc from 50° to 60°.
  • Seth 'Holliday' - Changed firing arc from 50° to 60°.
  • Seth 'Laserblast' - Changed firing arc from 50° to 60°. Added 3 x Medium Laser at Front. Removed 3 x Medium Laser Magna at Front.
  • Seth 'Laserblast' (WP) - Changed firing arc from 50° to 60°. Added 3 x Medium Laser at Front. Removed 3 x Medium Laser Magna at Front.
  • Seth 'Longbow' - Changed firing arc from 50° to 60°. Added 2 x ER Medium Laser at Front. Removed 2 x ER M Laser Magna at Front.
  • Seth 'Longbow' (MP) - Changed firing arc from 50° to 60°. Added 2 x ER Medium Laser at Front. Removed 2 x ER M Laser Magna at Front.
  • Seth 'Snubbomber' - Changed firing arc from 50° to 60°.
  • Seth 'Snubfighter' - Changed firing arc from 50° to 60°.
  • Seth (RISC) - Changed firing arc from 50° to 60°.
  • Seth (WoB) - Changed firing arc from 50° to 60°.
  • Seth Heavy Bomber - Changed firing arc from 50° to 60°. Added 2 x ER Medium Laser at Front. Removed 2 x ER M Laser Magna at Front.
  • Seth Stealth Bomber - Changed firing arc from 50° to 60°. Added 2 x ER Medium Laser at Front. Removed 2 x ER M Laser Magna at Front.
  • Seth Stealth VTOL - Changed firing arc from 50° to 60°. Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Shamash Firebat - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Shamash HRV - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Shamash Interdictor - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Shan Shi AC - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Shandra ASV - Changed firing arc from 50° to 60°.
  • Shandra ASV (ICE) - Changed firing arc from 50° to 60°.
  • Sherpa Armored Truck - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Shi Kamakiri VTOL - Changed firing arc from 50° to 60°.
  • Skadi SK-QS1 - Changed firing arc from 50° to 60°.
  • Skadi SK-QS2 - Changed firing arc from 50° to 60°.
  • Skadi SK-QS3 - Changed firing arc from 50° to 60°.
  • Skadi SK-QS4 - Changed firing arc from 50° to 60°.
  • Skalpel 'Blitz' - Added 2 x SRM-2 at Front. Removed 2 x SRM-2 (Irian) at Front.
  • Skalpel Hovertank - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Skanda LT - Changed firing arc from 50° to 60°.
  • Skanda Spotter - Changed firing arc from 50° to 60°.
  • Skulker SWS-C - Changed firing arc from 50° to 60°.
  • Skulker SWS-M1 - Changed firing arc from 50° to 60°.
  • Skulker SWS-M1-C3M - Changed firing arc from 50° to 60°.
  • Skulker SWS-M1-MG - Changed firing arc from 50° to 60°.
  • Skulker SWS-M1-SRM - Changed firing arc from 50° to 60°.
  • Skulker SWS-M2 - Changed firing arc from 50° to 60°.
  • Skulker SWS-X5 - Changed firing arc from 50° to 60°.
  • Sky Lifter - Changed firing arc from 50° to 60°.
  • Sky Warden - Changed firing arc from 50° to 60°.
  • Skyraider - Changed firing arc from 50° to 60°.
  • Skyraider Vanguard - Changed firing arc from 50° to 60°.
  • Sleipnir APC - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Sleipnir Command - Added 2 x ER Medium Laser at Turret / LRM-5 at Turret. Removed LRM-5 (Delta) at Turret / 2 x ER M Laser Magna at Turret.
  • Sleipnir FSV - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Sleipnir ISV - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Sleipnir Mk.II - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Small Bertha - Removed Monolithic at Rear.
  • Sneaky Techie (M) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Sniper Artillery - Added Ammo Sniper Copperhead at Rear / 2 x ER Small Laser at Front. Removed 2 x ER S Laser Diverse Optics at Front.
  • Soarece - Added AC/20 at Turret / Ammo AC/20 [INF] at Rear. Removed AC/20 Imperator at Turret.
  • Sortek Assault - Changed firing arc from 50° to 60°. Removed Ammo RAC/2 [AP] at Rear.
  • Sortek Interdictor - Changed firing arc from 50° to 60°.
  • Sortek Striker - Changed firing arc from 50° to 60°.
  • Splat Truck (M) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Sprint 'Interdictor' - Changed firing arc from 50° to 60°.
  • Sprint (C3) - Changed firing arc from 50° to 60°. Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Sprint (C3i) - Changed firing arc from 50° to 60°.
  • Sprint (ML) - Changed firing arc from 50° to 60°. Added ER Medium Laser at Front. Removed ER M Laser Magna at Front.
  • Sprint (TAG) - Changed firing arc from 50° to 60°.
  • Streak MRM Carrier - Changed firing arc from 50° to 60°.
  • Strike Falcon VTOL - Changed firing arc from 50° to 60°.
  • Striker (Sealed) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Striker Mk.1 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Striker Mk.1-L - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Striker Mk.1-S - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Striker Mk.2 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Striker Mk.2-A - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Striker Mk.2-C3 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Striker Mk.2-L - Changed firing arc from 50° to 60°. Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Striker Mk.2-N - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Sturmblitz AG - Changed firing arc from 50° to 60°.
  • Sturmblitz AG MK.II - Changed firing arc from 50° to 60°.
  • Sturmfeur (HGR) - Removed Ammo LRM Thunder at Rear.
  • Sturmfeur (NLRM) - Removed Ammo LRM DF at Rear.
  • Sturmfeur (Support) - Added Ammo ArrowIV HEAP at Rear. Removed Ammo Arrow IV Guided at Rear.
  • Stygian 'Mudskipper' - Added LRM-15 at Turret. Removed LRM-15 (Delta) at Turret.
  • Stygian (WoB) - Added LRM-10 at Turret. Removed LRM-10 (Zeus) at Turret.
  • Stygian Strike Tank - Added LRM-15 at Turret. Removed LRM-15 (Delta) at Turret.
  • Svantovit 'Masada ' - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front / Firing Ports at Rear.
  • Svantovit 2 IFV - Removed Firing Ports at Rear.
  • Swift Wind - Changed firing arc from 50° to 60°.
  • Swift Wind (UA) - Changed firing arc from 50° to 60°.
  • TBM/10-LRM/5 Carrier - Changed firing arc from 50° to 60°. Added FCS Indirect at Front. Removed FCS Indirect 2 at Front.
  • TBM/20 Carrier - Changed firing arc from 50° to 60°. Added FCS Indirect at Front / LRM-5 at Front. Removed LRM-5 (Delta) at Front / FCS Indirect 2 at Front / 2 x Ammo TBM 20 [HE] at Rear.
  • TBM/5 Carrier - Changed firing arc from 50° to 60°. Added FCS Indirect at Front. Removed FCS Indirect 2 at Front.
  • TBM/5-LRM/15 Carrier - Changed firing arc from 50° to 60°. Added FCS Indirect at Front / Ammo Thermobolt 5 at Right Side. Removed Ammo TBM 5 [HE] at Right Side / FCS Indirect 2 at Front.
  • Taco Carrier - Changed firing arc from 50° to 60°.
  • Tarantula 4X4L - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Tarantula Hovertank - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Technical 'Howie' (L) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Telltale VTOL - Changed firing arc from 50° to 60°. Added 2 x SRM-4 at Front. Removed 2 x SRM-4 (Valiant) at Front.
  • Telvache - Changed firing arc from 50° to 60°.
  • Telvache (Bomber) - Changed firing arc from 50° to 60°.
  • Tenochca - Changed firing arc from 50° to 60°.
  • Tenochca 'Aquila' - Changed firing arc from 50° to 60°.
  • Tenochca 'Carnifex' - Changed firing arc from 50° to 60°.
  • Tenochca 'Recurve' - Changed firing arc from 50° to 60°.
  • Teppô ASV - Added 2 x Ammo ArrowIV HEAP at Rear / Ammo ArrowIV Homing at Rear. Removed 2 x Ammo Arrow IV Guided at Rear.
  • Teppô Tenmaku ASV - Added 2 x Ammo ArrowIV HEAP at Rear / Ammo Sniper Copperhead at Rear. Removed Ammo Sniper at Rear / 2 x Ammo Arrow IV Guided at Rear.
  • Tezcatlipoca MBT - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Thang-Ta APC - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Thor SPG - Added Ammo Thumper Copperhead at Rear. Removed Ammo Thumper at Rear.
  • Thumper TAV-0 - Changed firing arc from 50° to 60°. Added Ammo Thumper Copperhead at Rear. Removed Ammo Thumper at Rear.
  • Thumper TAV-1 - Added 2 x ER Small Laser at Turret. Removed 2 x ER S Laser BlazeFire at Turret.
  • Thumper TAV-2 - Added 2 x ER Small Laser at Turret. Removed 2 x ER S Laser BlazeFire at Turret.
  • Thumper TAV-MA - Added Small Laser Diverse Optics at Front / Ammo MG at Rear. Removed Ammo MG [AP] at Rear / Small Laser Intek at Front.
  • Thunderstruck - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Tracked APC - Changed firing arc from 50° to 60°. Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Tracked APC (LRM) - Changed firing arc from 50° to 60°.
  • Tracked APC (MG) - Changed firing arc from 50° to 60°. Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Tracked APC (SRM) - Changed firing arc from 50° to 60°.
  • Treadnought - Added 2 x Ammo RAC/5 at Left Side, Front. Removed Ammo RAC/5 [PRE] at Front / Ammo RAC/5 [AP] at Left Side.
  • Tufana - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Tunguska AAT - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Tunguska AAT2 - Added FCS Missile Accuracy at Front. Removed FCS Artemis II at Front.
  • Turhan 'Radarange' - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Turhan APC - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Tyr ISV - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front / Firing Ports at Rear.
  • Tyr ISV (Kurita) - Removed Firing Ports at Rear.
  • UAC/2 Carrier - Changed firing arc from 50° to 60°.
  • UAC/5 Carrier - Changed firing arc from 50° to 60°.
  • Ultra-Light LRM Carrier - Added FCS Vehicle Std at Front / LRM-15 at Turret. Removed LRM-15 (Delta) at Turret / FCS Vehicle Std. 2 at Front.
  • Ultra-Light MARS Carrier - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Unknown Vehicle - Added AC/20 at Turret / Ammo AC/20 [INF] at Rear. Removed AC/20 Imperator at Turret.
  • Unnsvin Bomber Zeppelin - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • UrbanTank UT-1020 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • UrbanTank UT-10L - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • UrbanTank UT-202R - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • UrbanTank UT-420L - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • UrbanTank UT-M38 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • UrbanTank UT-TL - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Urbantol UV-R60L - Added Small Laser at Front. Removed Small Laser ExoStar at Front.
  • Vachir Qorchi - Added 3 x Medium Laser at Turret, Left Side, Right Side. Removed 3 x Medium Laser ExoStar at Turret, Left Side, Right Side.
  • Vali (MARS) - Changed firing arc from 50° to 60°.
  • Vali Artillery Vehicle - Changed firing arc from 50° to 60°. Added Ammo ArrowIV Homing at Rear. Removed Ammo ArrowIV at Rear.
  • Vali Support Vehicle - Changed firing arc from 50° to 60°.
  • Vargr APC - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Vargr APC (Fusion) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Vargr APC (LRM) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Vargr APC (SLDF) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Vargr APC (SRM) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Vargr Command - Added 2 x ER Medium Laser at Turret / LRM-5 at Turret. Removed LRM-5 (Delta) at Turret / 2 x ER M Laser Magna at Turret.
  • Vector 'Victor' - Added 3 x Medium Laser at Front. Removed 3 x Medium Laser ExoStar at Front.
  • Vedette (AC/2) - Added FCS Vehicle Std at Front / SRM-2 at Turret. Removed SRM-2 (Irian) at Turret / FCS Vehicle Std. 2 at Front.
  • Vedette (FC) - Added 2 x SRM-2 at Turret, Rear. Removed 2 x SRM-2 (Irian) at Turret, Rear.
  • Vedette (LBX) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Vedette (LGR) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Vedette (Laser) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Vedette (NETC) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Vedette (Periphery) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Vedette (QS2) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Vedette (QS3) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Vedette (QS4) - Added FCS Vehicle Std at Front / Ammo AC/5 [INF] at Rear. Removed FCS Vehicle Std. 2 at Front.
  • Vedette (UAC/2) - Added FCS Vehicle Std at Front / SRM-2 at Turret. Removed SRM-2 (Irian) at Turret / FCS Vehicle Std. 2 at Front.
  • Vedette (UAC/5) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Vedette Medium Tank - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Vedette S7 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Vedette Von Teese - Added Ammo AC/10 [INF] at Rear.
  • Vel Harasser - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Venator VGA-AC - Changed firing arc from 50° to 60°.
  • Venator VGA-ART - Changed firing arc from 50° to 60°. Removed Ammo LRM DF at Rear.
  • Venator VGA-LBX - Changed firing arc from 50° to 60°.
  • Venator VGA-LRM - Changed firing arc from 50° to 60°.
  • Venator VGA-TBM - Changed firing arc from 50° to 60°.
  • Vespa - Changed firing arc from 50° to 60°.
  • Vespa MK.II - Changed firing arc from 50° to 60°.
  • Vespa MK.II MP - Changed firing arc from 50° to 60°.
  • Vespa MP - Changed firing arc from 50° to 60°.
  • Von Luckner VNL-K100 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Von Luckner VNL-K65N - Added 2 x SRM-6 at Turret / SRM-4 at Turret. Removed SRM-4 (Irian) at Turret / 2 x SRM-6 (Irian) at Turret.
  • Von Luckner VNL-K90 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Von Luckner VNL-X71 - Added SRM-4 at Turret. Removed SRM-4 (Valiant) at Turret / Ammo LBX/20 HE at Rear.
  • Vulture Gunship - Changed firing arc from 50° to 60°.
  • Vulture Gunship (AC/2) - Changed firing arc from 50° to 60°.
  • Vulture Gunship (CUAC/2) - Changed firing arc from 50° to 60°.
  • Vulture Gunship (LAC/5) - Changed firing arc from 50° to 60°.
  • Vulture Gunship (LB/2X) - Changed firing arc from 50° to 60°.
  • Vulture Gunship (UAC/2) - Changed firing arc from 50° to 60°.
  • Vulture Gunship (XL) - Changed firing arc from 50° to 60°.
  • Warrior H10 - Changed firing arc from 50° to 60°. Added Ammo MG at Front. Removed Ammo MG [AP] at Front.
  • Warrior H7 - Changed firing arc from 50° to 60°.
  • Warrior H7A - Changed firing arc from 50° to 60°.
  • Warrior H7B - Changed firing arc from 50° to 60°.
  • Warrior H7B (Scout) - Changed firing arc from 50° to 60°.
  • Warrior H7C - Changed firing arc from 50° to 60°.
  • Warrior H7F - Changed firing arc from 50° to 60°.
  • Warrior H7P - Changed firing arc from 50° to 60°.
  • Warrior H7W - Changed firing arc from 50° to 60°. Added SRM-4 at Front. Removed SRM-4 (Valiant) at Front.
  • Warrior H8 - Changed firing arc from 50° to 60°.
  • Warrior H9 - Changed firing arc from 50° to 60°.
  • Warrior HX9 - Changed firing arc from 50° to 60°.
  • Warrior S9 - Changed firing arc from 50° to 60°.
  • Warrior S9B - Changed firing arc from 50° to 60°.
  • Warthog CAS - Changed firing arc from 50° to 60°.
  • Warthog HOG-AGR - Changed firing arc from 50° to 60°.
  • Warthog HOG-HAG - Changed firing arc from 50° to 60°.
  • Warthog HOG-HSN - Changed firing arc from 50° to 60°.
  • Warthog HOG-JR10 - Changed firing arc from 50° to 60°.
  • Warthog HOG-RC2 - Changed firing arc from 50° to 60°. Added 2 x Ammo RAC/2 at Rear. Removed 2 x Ammo RAC/2 [AP] at Rear.
  • Warthog HOG-RC5 - Changed firing arc from 50° to 60°. Added 2 x Ammo RAC/5 at Rear. Removed Ammo RAC/5 [PRE] at Rear / Ammo RAC/5 [INC] at Rear.
  • Warthog HOG-RR10 - Changed firing arc from 50° to 60°.
  • Warthog HOG-RR5 - Changed firing arc from 50° to 60°.
  • Warthog HOG-U10 - Changed firing arc from 50° to 60°.
  • Warthog HOG-U2 - Changed firing arc from 50° to 60°.
  • Warthog HOG-X20 - Changed firing arc from 50° to 60°.
  • Weapons Carrier (LL) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Weapons Carrier (LRM) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Wheeled APC - Changed firing arc from 50° to 60°. Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Wheeled APC (Chem) - Changed firing arc from 50° to 60°. Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Wheeled APC (LRM) - Changed firing arc from 50° to 60°. Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Wheeled APC (MG) - Changed firing arc from 50° to 60°. Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Wheeled APC (SRM) - Changed firing arc from 50° to 60°. Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Wheeled Scout - Changed firing arc from 50° to 60°.
  • Wheeled Scout (Sensors) - Changed firing arc from 50° to 60°.
  • Whilwind HVT (AAA) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Whilwind HVT (IFV) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Whilwind HVT (Scout) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Winston Mk.1 - Added 2 x LRM-15 at Turret. Removed 2 x LRM-15 (Delta) at Turret.
  • Winterhawk APC - Removed Firing Ports at Rear.
  • Woodpecker VTOL - Changed firing arc from 50° to 60°.
  • Wraith 'Massacre' - Added 2 x ER Medium Laser at Turret. Removed 2 x Medium Laser at Turret.
  • Wraith (AIV) - Added 2 x Ammo ArrowIV HEAP at Rear / Ammo ArrowIV Homing at Rear. Removed Ammo ArrowIV at Rear / 2 x Ammo Arrow IV Guided at Rear.
  • Wraith (R-MML) - Removed 2 x Ammo LRM Swarm [CLAN] at Rear.
  • Wraith (TBM) - Removed Ammo TBM 10 [HE] at Rear.
  • Yama Bravo - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Yama Echo - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Yasha 'Cutlass' - Changed firing arc from 50° to 60°.
  • Yasha 'Interdictor' - Changed firing arc from 50° to 60°.
  • Yasha 'Spectre' - Changed firing arc from 50° to 60°.
  • Yasha 'Striker' - Changed firing arc from 50° to 60°.
  • Yellow Jacket YJ-58 - Changed firing arc from 50° to 60°.
  • Yellow Jacket YJ-58A - Changed firing arc from 50° to 60°.
  • Yellow Jacket YJ-58P - Changed firing arc from 50° to 60°.
  • Yellow Jacket YJ-58R - Changed firing arc from 50° to 60°.
  • Yellow Jacket YJ-58W - Changed firing arc from 50° to 60°.
  • Yellow Jacket YJ-58a - Changed firing arc from 50° to 60°.
  • Yellow Jacket YJ-59R - Changed firing arc from 50° to 60°.
  • Yellow Jacket YJ-59RN - Changed firing arc from 50° to 60°.
  • Yellow Jacket YJ-60 - Changed firing arc from 50° to 60°.
  • Yellow Jacket YJ-69 - Changed firing arc from 50° to 60°.
  • Zebra MBT
    • Added SRM-4 at Turret / 2 x Small Laser at Turret / 3 x LRM-5 at Turret.
    • Removed LRM-5 (Zeus) at Turret / SRM-4 (Irian) at Turret / 2 x Small Laser ExoStar at Turret / LRM-5 (Delta) at Turret / LRM-5 (LongFire) at Turret.
  • Zephyr Z3H-820 - Added 3 x Medium Laser at Turret / Small Laser at Rear. Removed Small Laser ExoStar at Rear / 3 x Medium Laser ExoStar at Turret.
  • Zeus ZUS-1 - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Zhalan Medium Tank - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Zhalan Medium Tank (HPPC) - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Zhukov ZHT-75C - Added SRM-6 at Front. Removed SRM-6 (Valiant) at Front.
  • Zhukov ZHT-75HV - Added SRM-6 at Front. Removed SRM-6 (Irian) at Front.
  • Zhukov ZHT-RX - Removed 2 x Ammo LBX/10 HE at Rear.
  • Zhukov ZHT-WBX - Added SRM-4 at Front. Removed SRM-4 (Irian) at Front.
  • Zorya ZY35-EX - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Zorya ZY35-LRM - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.
  • Zorya ZY35-TM - Added FCS Vehicle Std at Front. Removed FCS Vehicle Std. 2 at Front.



Older Releases[]

Changelogs for older releases can be found in the Change Log Archive